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Dissertations / Theses on the topic 'Gaming culture'

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1

Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.

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This study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.

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Butt, Mahli-Ann Rakkomkaew. "Gaming Lifeworlds: Videogames in Culture." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/27979.

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This thesis examines gaming lifeworlds and seeks interventions into the hegemony of gaming culture tied to a persistent imaginary of ‘Gamers’ as young white heterosexual males. Despite attempts to cultivate diversity, most approaches to improving representation in videogames do not demand significant structural or environmental change, and thus generally continue to foster precarity. In thinking about precarity, I establish the concept of ‘(not)coping’ to challenge the assumed dichotomy by which every instance of ‘not coping’ designates a failure ‘to cope’. Rather than viewing ‘coping’ and ‘not coping’ as positive and negative binaries, I write ‘(not)coping’ to highlight the liminal zone in between these affective states. (Not)coping is thus used to further describe the transformative affective spaces necessary for the refusal to cope within and against hegemony. I use qualitative mixed methods, combining semi-structured interviews, ethnographic participant observation, and discourse analysis to examine everyday struggles and how people can become affectively (re)orientated towards and away from certain videogame assemblages – assemblages of objects, communities, and practices. My findings are presented as three main chapters, which investigate videogames in relationship conflicts, videogames in drunk spaces, and videogames in self-care discourses. In the field of game studies, methods of investigation are frequently configured around studying play, players, or the creation of play. However, this focus can ignore non-players, non-play relationship dynamics, and non-play-centric spaces that themselves also significantly shape videogame and play assemblages. Since the study of gaming lifeworlds crucially apprehends videogame assemblages as embedded in materiality, rather than separate from everyday life, I hope to demonstrate its use as a generative framework and model for feminist games, media, internet, cultural researchers to study videogames in culture.
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Hart, Danielle M. ""Beyond Normative Gaming: Cripping Games and Their Fandoms"." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami161822794824977.

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4

Young, Bryan-Mitchell. "Frag| An ethnographic examination of computer gaming culture and identity at LAN parties." Thesis, Indiana University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3612176.

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Utilizing ethnographic methods, this work examines how attendees of computer gaming events held by the Gaming@IU club form a community which uses technology to bring people together rather than isolate them and analyzes the ways attendees perform a unique forms of Whiteness and "nerd masculinity." Known as LAN parties, these computer gaming events are social functions where approximately 200 participants collocate their computers and play videogames with and against each other for up to twenty-four hours straight. Drawing years of fieldwork, this work uses participant observation and in depth interviews to examine how this group uses the computer gaming events to create a third place away from work and school where friendships can be created and maintained.

Based on this data, I examine the ways in which the statements of the LAN party attendees draw on a discourse of racial colorblindness to avoid dealing with the overwhelming Whiteness of these events which is not reflective of the racial and ethnic diversity of the area. I show how an avoidance of discussion of Whiteness and a general inability to articulate their thoughts about race prevents the attendees from interrogating the role the LAN party's organization may play in the racial makeup of attendees.

Focusing on issues of sexual harassment within gaming, I also look at the ways in which the games played and the social norms of the LAN party encourage the performance of hegemonic masculinity while playing the videogames but allow the attendees to inhabit a more complicit form of masculinity which is not overtly sexist. I argue that by embracing non-normative masculinity outside the games but discouraging it within the games, the LAN party participants are professing openness and acceptance but are failing to live up to that ideal.

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Olsson, Maria. ""True gamer" culture on Twitch and its effect on female streamers." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24013.

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The aim of this thesis has been to explore how messages in Twitch chats are affected by the gender of the streamer and the type of game that they are playing. Using a quantitative method, messages from twelve different streamers, male and female were downloaded and categorised depending on their content. The analysis used theories on game categorisation in order to understand the complexity of the games that the broadcasters were playing, and in combination with this knowledge and the results of the data collection conclusions could be drawn between the complexity of a game and the amount of comments regarding gameplay or appearance in female streams.The analysis used feminist theories in order to understand the underlying reasons for the observed exclusion of women in both the gaming world in general, and in the Twitch streams. This analysis showed tendencies in the Twitch audience to adapt a male gaze as they were more prone to comment on passive aspects of the female streamers. The thesis concluded that the "true gamer" culture seems to be affecting female streamer son Twitch in several ways, and that the exclusion of female streamers takes different forms depending on the game they are playing.
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Reamer, Nicole D. "“I Don't Take Kindly To Your Invasion of This Fine Gaming Culture”: Gender, Emotion, and Power in Digital Gaming Spaces as Demonstrated Through Dead Island." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1447453218.

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7

Goodfellow, Catherine Elizabeth. "Online gaming in post-Soviet Russia : practices, contexts and discourses." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/online-gaming-in-postsoviet-russia-practices-contexts-and-discourses(43d061dd-5108-42e5-b0b1-87d396a53c0c).html.

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In terms of both production and consumption, video games and gaming are a significant phenomenon in Russia, a fact acknowledged by the authorities and mainstream media. Although internet use in Russia has been a point of academic interest over the past few years, scholars have been slower to research video games despite their increasingly popular position in the media ecology of the region. Similarly, despite the abundance of theory and data on gaming in North America and Europe, game studies researchers have hardly skimmed the surface of the cultures, preferences and activities of gamers further afield. This dissertation investigates the online gaming sphere in Russia, presenting an empirical study of the industry, providing insight into gamers themselves, and analysing the media and political discourses surrounding gaming in Russia. In this study, I draw upon survey data, forum, website, and blog posts, user comments from gaming forums and analyses of local games to construct a picture of gaming activity and identity amongst gamers. In particular, I show how Russian-speaking gamers present themselves as members of a distinct subcultural group. Online gamers who participated in this study are shown to consume and discuss games in ways that can differ from elsewhere in the world, but they still retain common beliefs about the importance of expertise, taste and self-discipline within the gaming community. They display a great deal of knowledge about the games and communities available to them locally, while also consuming foreign games in selective and critical ways. For the reader conversant with game studies work, the dissertation constitutes a challenge to West-centric theories of gaming and gamers and demonstrates the importance of cultural context in shaping gaming practice. Throughout the dissertation, interactions between global and local, media and subcultural definitions of ‘gamer’ are crucial to understanding how gaming plays out in a Russian context. The self-definition of gamers differs greatly from mainstream media concepts of gamers. I contextualise discourses of the gaming self within an analysis of how the Russian media presents gamers as young people in need of moral and emotional guidance. Moreover, I show how contemporary media assessments of games and gamers have much in common with earlier moral panics about Western-inflected media and subcultures, such as rock music and style. Ultimately the gaming landscape in Russia is shown to be full of tensions, and the task of this dissertation is to identify, assess and compare these disparate discourses.
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Bootes, Robin. "The emergence of gamer culture and the gaming press : the UK videogame magazine as cultural and consumer guide, 1981-1993." Thesis, University of Newcastle upon Tyne, 2016. http://hdl.handle.net/10443/3527.

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This thesis examines how the early UK videogame magazine articulated videogaming as both a cultural industry and as a social practice. The research enquires into the key functions of the gaming magazine, and asks how these functions were performed. By tracing the evolution of the role of videogame magazines, from arbitration to celebration, the study shows how these media texts provide a unique route to understanding early gaming culture in the UK. The theoretical framework for the thesis is partly informed by Bourdieu, specifically through his work on the cultural intermediary and cultural capital, and connects to contemporary academic studies on the formation of UK videogame culture (Kirkpatrick, 2015), whilst progressing previous engagements with the topic of UK micro-computing as a masculine pastime (Haddon, 1988a; Haddon, 1988b; Haddon, 1988c; Haddon, 1990; Haddon, 1992). Textually orientated discourse analysis is combined with content analysis to examine over 100 magazines from 1981 to 1993. The analysis approaches the magazines on a section by section basis: from the editorial manifestos often included in launch issues, to exploring the games review as a new form of quantitative media critique. The cover pages and advertising content are analysed as part of a distinct hyper-masculine gaming aesthetic, whilst the reader’s letters pages offer an example of how user generated content (UGC) can come to both represent and regulate subcultural discourse. The thesis confirms that the videogame specialist press played a defining role across the 1980s and early 1990s regarding the growth and consolidation of emerging videogame practices, both in terms of production and consumption. This Introductory chapter has five sections, and begins by stating the case for examining the videogame magazine. Secondly it establishes what kind of ‘gamer’ or ‘gaming’ culture is being conceptualised for the purposes of the thesis. Thirdly it outlines the significance of hobbyism as a precursor to gaming culture. Fourthly it highlights Bourdieu’s concept of the cultural intermediary as a vital tool to understanding the journalistic practices of the specialist gaming press. Finally, the introduction moves on to provide a chapter by chapter outline and summary of the thesis as a whole.
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Landou, Firdaus. "Gaming, Friend or Foe: An Analysis of Religion in Video Games." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/721.

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This thesis seeks to explore the commonalities between religion and video games, ultimately making the argument that video games employ religion as a tool to make some deeper commentary on (in this case) American society and culture. This will be done through a detailed analysis of the game play, narrative, and religious elements at work in three different video games, as seen through the lenses of Queer Theory and Civil Religion. Furthermore, it will attempt to show that, just as gamers are struggling with their previously insular community opening up to the outside world, America has also not yet figured out what role video games can fulfill in society. This thesis seeks to provide one possible answer: the potential for video games to become tools of inquiry, sites of disruption, and, like film and books, provide commentary on our values as a society.
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10

Nore, Daniel, and My Unosson. "”Boobs or gtfo” : En kritisk diskursanalys av bloggar i den svenska gamingdiskursen ur ett genusperspektiv." Thesis, Linnéuniversitetet, Institutionen för medier och journalistik (MJ), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-35928.

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Research in the field of gaming and the gaming culture shows that the culture is characterized by sexism and hypermasculinity, however a majority of this research is conducted in an Anglo-Saxon context. Therefore the aim of this study was to elucidate the Swedish gaming discourse in relation to gender, gendered norms and stereotypes. We also sought to examine the relationship between the editorial content and the blog comments. The study was based on a critical discourse analysis with a gender perspective, applied to five Swedish gaming blogs. By implementing power theory and encoding/decoding theory, we have concluded that there is a discursive struggle, where one part of the gaming culture is characterized by male dominance, while the other part of the discourse is showing signs of resistance to this hypermasculinity. We found that there is a gap between how gender is portrayed among the blog comments in relationship to the editorial content.
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Mack, Hugh Jonathan Devereux. "How has gambling become normalised in New Zealand?" Thesis, University of Canterbury. School of Business and Economics, 2015. http://hdl.handle.net/10092/11033.

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This study investigated the normalisation of gambling within the New Zealand context to explore whether an ausugenic environment exists, using qualitative interviews in combination with a self-ethnography. An ausugenic environment is one where gambling has become embedded in the cultural attitudes and behaviour of a society to the extent that it is no longer considered to be an abnormal or noteworthy activity. In order to investigate this two phases of qualitative interviews were conducted with the first being with members of the public who were also asked to record a diary of gambling related things they noticed over the course of a weekend. To better understand the results for diary participant responses, the researcher underwent the same diary keeping process during the same weekend while also revisiting locations described by the participants to validate their reports. The second phase involved interviews with counsellors from the Problem Gambling Foundation of New Zealand to explore their attitudes towards gambling and experiences that their clients who were most affected by gambling in New Zealand. The outcomes of this research were two conceptual models that propose how individuals normalise gambling behaviour personally as well as how society both creates and perpetuates an ausugenic environment. This study also discusses the concept of environmental normalisation as a development upon advertising wearout theory. It suggests that individuals may become blind to attitudes and stimuli within their environment after prolonged periods of exposure through many different sources. The idea that this may be not simply something that advertisers seek to avoid as is classically thought, but implemented as a deliberate strategy for organisations seeking to gain wide acceptance of their product or service is also proposed. The study ten seeks to make significant contributions towards the betterment of society through use of the findings to recommend policy alterations the New Zealand Government should implement and suggest alternative ways that the treatment of problem gambling is addressed in future.
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Norman, Isabelle. "Vem är en gamer? : En diskursanalys på Reddits subforum R/gaming, R/twoxchromosomes och Battlefields egna sociala forum efter släppet av Battlefield V." Thesis, Södertörns högskola, Genusvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41124.

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In this study I use critical discourse analysis on two different social platforms, Reddit and Battlefields own social platform, where I look for discourses around gamers and masculinity. I use the R.W Connells theories around hegemonic masculinity and E.K Sedgwicks theories around Homosociality to read my material. What I found was that even though a lot of research has found that it is quite balanced between the sexes who uses digital games, the social picture is still that it is something that men use and take part of, and part of why people still look at gamers as men is because a lot of women don’t feel welcomed in the community.
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Persson, Anton. "Datorspel för lärande inom formell undervisning : En intervjustudie om lärares och spelutvecklares uppfattningar av datorspel i formella lärsituationer." Thesis, Umeå universitet, Pedagogiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125803.

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At the apex of the human kind and our ability to strengthen our own resources lies our ability to educate and further develop our own people. As the future development requires more and more knowledge and use of technology, new tools such as the internet must be used to further our world’s evolution. The world of video games is only one of many areas that must be explored and exploited for the best possible gain for humanity. Very little is known about how to use video games to enhance our learning and this paper means to shed some light upon the media in a more formal learning context than the living room hobby reputation it has developed over the years. In order to get a broad and diverse perspective both computer game developers and teachers were interviewed. The results show that while there are a large number of positive aspects and effects closely related to video games, they are not always suitable to be used independently and may fit better into a blended environment of both more traditional ways to study and computer game experiences. Something new and extraordinary every once in a while was shown to have great effect. A lot of opinions arose regarding strategies to utilize the media of computer games to our advantage but one thing was very clear throughout, the teachers and even to some extent, students of our world are simply not fully prepared to embrace this new form of knowledge. Thus, in order to be able to utilize its full potential, we must strive to improve our knowledge on how entertaining games and pedagogic theory blend together. This in order to create a new, creative, motivational and inspiring way to learn that will last for decades.
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Downey, Genesis M. "Constructing Elysium and Playing Ugly: Methods of Intimacy in Fantasy Role-Playing Game Communities." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435242565.

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15

Li, Qi. "A new approach to data visualisation through traditional Chinese aesthetics and gesture-based gaming technology." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2015. https://ro.ecu.edu.au/theses/1710.

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This practice-led research project investigates a possible new interactive aesthetic of data visualisation that emphasises how traditional Chinese aesthetics might be explored and examined in a contemporary digital technological context, specifically in combination with gesture-based gaming technology. Current research from the aesthetic perspective of data visualisation identifies the potential to enhance emotional engagement in the perception of visual images, but is primarily based in Western aesthetic concepts with little reference to non-Western aesthetics. The new aesthetic approach outlined in this research project draws from a non-Western aesthetic concept of the yijing and Taoist cosmological principles proposing the harmonious unification of the body, mind and technologies of visualisation. The application of traditional Taoist philosophy associated with the Chinese yijing aesthetic to the design of data visualisation emphasises the experience of harmony and unity between a user’s body and the data associated with digital technology. By considering yijing as a possible aesthetic approach to data visualisation, the concept focuses on enhancing the user’s perceptive experience in order to promote a fusion of the user’s feelings and the objective data in the digital technological context. This research project involved the process of creating two artefacts: Living Dream (2015) and Taiji (2015) using a sample of sleep electroencephalography (EEG) data. The artefacts were created using data-based digital practice and a theoretical framework. This framework articulates a data continuum, from information to aesthetics and then to Taoist principles. The two related artefacts were created in terms of the yijing aesthetic that emphasises the complementarity of xu and shi, and Taoist data visualisation that emphasises the unification of the subjective body and the objective data. This research project also presents a critique of the Western aesthetics underpinning data visualisation, in particular the Kantian sublime that emphasises the experience of power over nature from a distance. The Kantian sublime encompasses the mathematical sublime, emphasising a vastness that exceeds the comprehension of the viewers, and the dynamic sublime, emphasising the attempts of the viewers to control nature. In data visualisation, users perceive the magnitude of data from a distance, in which the users experience fear or awe over the power of the capabilities of technology. However, Taoist philosophy emphasises the unification of the exterior of the body and the exterior of nature as a Taoist body, rather than emphasising the opposition of mind and body. This research project aims to explore this Taoist body philosophy in the context of digital technology. I propose a new concept and practice of Taoist data visualisation involving notions of the digital yijing and the Taoist digital body. Gesture-based gaming technology, such as Kinect, facilitates embodied Taoist data visualisation through interactivity and immersion. Thus, my creative practice explores the transformational relationship between the human body and technology, particularly in creating a new aesthetic approach combining traditional Chinese aesthetics and Taoist body philosophy through gesture-based technology.
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Yue, Xiao Ping. "The re-construction of identity and gender in the emerging digital youth culture : a case study of the Chinese online gaming community." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/56717.

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With 618 million active Internet users, the mainland Chinese market now has the largest online user base in the world, of which two-thirds is engaged in online gaming (Rapoza, 2014). To better understand the impact of online gaming on the society, this thesis examines how online gaming reconstructs consumer identities and gender relationship in this emerging economy. The first part of this thesis provides a comprehensive review of the recent development of the online game market as well as the transformation of identity and gender in contemporary Chinese society. The second part of this thesis investigates how online gaming culture, as a subset of popular culture, affects individuals’ everyday lives and socio-dynamics. This thesis critically analyzes the reconstruction of identity and gender relationships among the “digital youth” population in Shanghai, mainland China. The findings highlight the embodiment and disembodiment of digital selves in the online game context. The contribution of this thesis is threefold. First, this thesis provides a critical discussion on the reconstruction of identity, gender, and consumerism at the intersection of the physical and digital worlds. Second, the findings of this study illustrate key factors that influence or mediate the construction of digital youth culture. Finally, this thesis provides insights to practitioners, marketing and consumer researchers, and policymakers regarding the positive and negative impacts of online gaming on the young generation in mainland China.
Graduate Studies, College of (Okanagan)
Graduate
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David, Coralie. "Le jeu de rôle sur table : l’intercréativité de la fiction littéraire." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCD114/document.

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Cette recherche traite du jeu de rôle sur table comme moyen oral et collectif de création fictionnelle et littéraire. Elle montre que les JdR mettent en place des dispositifs ludiques qui obligent les joueurs à co-générer un contenu fictionnel diégétique et narratif, selon le principe qui est nommé l’intercréativité. L’intercréativité propre aux JdR fusionne les actes de création et de réception de la fiction et met en crise le rapport de la littérature à l’écrit. Dans un premier temps, nous étudions la manière dont s’est élaboré le concept d’intercréativité tout au long de l’histoire des JdR. Ensuite, nous les intégrons à un ensemble dont ils sont un élément fondateur, la culture geek. Nous montrons que le JdR est un héritier des littératures de l’imaginaire et qu’il fait la jonction entre ces deux sphères. Les JdR y sont également envisagés comme des mondes fictionnels intercréés, précurseurs d’une part des univers partagés et des jeux vidéo RPG, et d’autre part de la systématisation des mondes fictionnels qui induisent une réception interactive. Dans notre troisième partie, nous expliquons en quoi l’intercréativité fictionnelle mise en place par le JdR est un processus narratif et littéraire, une expérience collective et immédiate de la création de la fiction par le langage oral. Nous nous penchons sur les spécificités narratives de ce médium. Nous montrons également comment ces outils de création fictionnelle dépassent, pour certains écrivains, le cadre des JdR pour déboucher sur une création littéraire classique. Enfin, nous abordons le ludique comme un ensemble de dispositifs qui obligent les joueuses à créer un contenu fictionnel ensemble, ce que nous nommons l’intercréativité. Le JdR accomplit une disruption et une systématisation du matériau fictionnel, dont la réorganisation narrative est la création des joueurs. Avec l’intercréativité, c’est un rapport dionysiaque à la littérature qui ressurgit, alors qu’il avait été annihilé par l’industrialisation
This work deals with pen & paper role-playing games as an oral and collective way to create fiction. It shows RPGs set up game procedures to oblige players to co-create narrative and diegetic contents, according to what we call intercreativity. Intercreativity,which is specific to RPGs, blends fictional creation and reader-response together. It reconsiders the definition of literature as a written text. First, we study how intercreativity has been built during the RPGs’ history. Then we show RPG is a link between fantasy literature and geek culture. RPGs are considered as co-created worlds, pioneers of shared worlds, RPG video games and systematization of imaginary worlds, which sets the base of interactivity. Finally, we explain that intercreativity is a narrative process, a collective and immediate experience of creating fiction with oral language. We show how these tools for creation inspire writers to produce classic literary works. We broach these games as tools to create fiction. RPGs smash and systematize fiction, and the narrative reorganization is the players’ creation. Intercreativity makes reappear a Dionysian way to consider literature, which has been annihilated during the Industrialization
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Wallenå, Josefine. "En helt vanlig gamer : En kvalitativ analys av bemötandet av kvinnor i CS:GO." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-116067.

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An ordinary gamer - a qualitative analysis of the treatment of women in CS:GO is an essay with the aim to examine the treatment of women who play CS:GO, and the influence of the response and to highlight the player interaction and communication in the game and its influence on the individual. With questions concerning treatment, the consequences of treatment and future interest in gaming and the gaming industry, the paper examines how a selection of women look at the treatment they receive in CS:GO. The essay also focuses on player interaction and communication in the game, and examines the importance of communication in the game, and the impact on the individual. To analyze the result, gender theories regarding femininity, masculinity, queer, gender hierarchy and patriarchal structures was used. The study was conducted with 10 qualitative interviews of girls aged 14-24 years who play or have played CS:GO. The study also uses a more ethnographic method where I play the game to observe the communication, treatment and response at close range. The result show a broad picture of the response to that woman gets, and contains stories about the good, bad and neutral approach. The results also show that the treatment is something very subjective and different for all individuals. Furthermore, the results also shows patriarchal structures within the game and how men use power and violence in order to organize women. Regarding communication and play interaction, is it through interviews and observations clear that communication plays an important role in the game and affect the individual to either play better or worse depending on what type of response and treatment the player gets. Conclusions are that women that play CS:GO are treated in different ways, some take it more personally than other and some are affected bigger than other. Some women choose not to play the game or only play with friends while other choose to play with an anonymous profile and to distort their voice.
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Haraldsson, Isabell. "“Rule no.3: Never raid with pants on.” : An Anthropological Study of Communication, Co-Operation and Friendship in the ’Virtual’ World of Warcraft." Thesis, Uppsala universitet, Institutionen för kulturantropologi och etnologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323646.

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The significance of technology and technological devices in the modern western society is steadily expanding, and affecting how the consumers of these products interact with one another. Both through these devices, but also how they interact without them the importance of studying these forms of interaction is therefore of rising significance. This thesis explores the world of online-gaming in order to map out how the players use, and are affected by the virtual aspects of the platform they use to create and reproduce their social bonds with one another. By analysing the relationship between the virtual and the actual it is possible to shed light on the potentials as well as the limits of online communication. The thesis purpose is to add to a deeper understanding within the anthropological discipline for interpersonal interaction within the frames of virtual spaces. The research has been conducted through a qualitative ethnographic field study with a guild of players who interact through the game World of Warcraft. This thesis will show that there is a strong interaction between the virtual worlds and the actual world. Thus it is possible for events that occurred in either space to affect the player.
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Kramer, Alice. "DIMENSIONS OF IDENTITY." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2896.

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Imagination and fantasy environments created by writers and artists have always drawn people into their worlds. Advances in technology have blurred the lines between reality and imagination. My interest has always been to question the validity of these worlds and their cultures and to transcend the evolving virtual dimension by fusing it with what we perceive to be reality.
M.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
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Zetterberg, Kristoffer. "“Us gamers want exactly what we have always wanted” : den avpolitiserade spelaren och dess ideologiska andra." Thesis, Södertörns högskola, Sociologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-31742.

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I denna studie undersöks den kraftiga kritik som riktats mot de TV- och dataspel som omfamnar olika typer av vad jag kallar progressiva element. Det rör sig framförallt om sådant som mångfald, representation eller hur spelen i sitt utförande bryter mot hur de traditionellt sett har utformats. Studien är en diskursanalys av YouTube-videos, där utgångspunkten har varit hur argumenten konstruerar en viss problemformulering kring dessa progressiva element, med specifika orsaker och lösningar. Genom att dekonstruera dessa uttalanden och sedan rekonstruera en ekvivalenskedja, dvs. relationen mellan olika subjektspositioner och tecken, menar jag att detta visar på hur diskursen bärs upp av en binär logik där ett ”vi”, Spelarna, ställs mot ett ”dom”, Social Justice Warriors (SJWs). Denna logik konstrueras genom binära diskursiva uteslutningar vilket gör grupperna till varandras motsatser. I diskursen avpolitiseras rollen som Spelare genom att den knyts samman med begrepp som rationalitet, spelkulturen och den fria marknaden, medan SJWs förknippas med censur, ideologi och icke-spel. På detta sätt osynliggörs således en subjektsposition starkt förknippad med maskulinitet och en ofta pseudo-meritokratiskt och socialdarwinistisk ideologi, som hävdar tolkningsföreträde och motsätter sig alla typer av förändring, på grundval av sanning och fakta.
This study examines the sharp criticism directed at video games that embrace different types of what I call progressive elements, primarily those that include diversity, representation, or deviate from traditional video gaming mechanics and norms. The study is a discourse analysis of YouTube videos, where the starting point has been how the arguments construct a problem in relation to these progressive elements, with specific causes and solutions. By deconstructing these statements and then reconstructing a chain of equivalence, i.e. relations between subject positions, this shows how a binary logic carries the discourse where a specific ‘we’, The Gamer, are up against a specific ‘them’, the Social Justice Warriors (SJWs). By ways of binary discursive exclusions, the groups are constructed as opposites. In the discourse, The Gamer becomes depoliticized by relating it to concepts of rationality, game culture and the free market, whilst SJWs are associated with censorship, ideology, and non-games. In this way, The Gamer makes invisible its association with masculinity and an often pseudo-meritocratic and Social Darwinist ideology, and claims an interpretative prerogative and oppose any kind of change, on basis of truth and facts.
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Hedin, Ellen. "I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15014.

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Author: Ellen Hedin   Tutor: Ingegerd Rydin   Title: Computer Games as Culture – A qualitative study of the institutionalizing, cultivating, and socially constructing elements of computer game usage Subject: Media and Communication Studies Year: 2009 Purpose: The purpose of the study is to explore the creation of identities related to the interaction mediated through the use of computer games. By perceiving computer game playing as a form of social interaction, searching for the relations between actors and their function, I hope to find that the social features of computer game playing can nurture a self-confident, healthy identity as well as enchancing the players’ quality of life. Method: The methods used are interview, narrative interview and observation. Conclusions: The study concludes that there is a visible culture surrounding computer games that enrich the players’ quality of life as well as enriching their personas through institutionalizing, cultivating and socializing processes. Keywords: Computer, computer game, usage, online culture, communication, gaming, play, dota, gamer, popular culture, reception, young adults, new medium, modern technology, every-day-life.
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Poland, Kristofer P. "A NATION OF GAMERS." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1180537228.

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Johansson, Michael. "Deltagarkultur i en filterbubbla : En innehållsanalys av nätsamhället Twitch.tv's externa kommunikation." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-119216.

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Participatory culture inside a filter bubble – A content analysis of the network society Twitch.tv’s external communication. The aim of this essay was to study how user-generated content is being used and how it is presented by Twitch Interactive, Inc. in its external communication, more specifically how the discourse of this content is shaped on Twitter. To gather the information needed a quantity based content analysis was made, ranging from 1-31st of October 2015. From this data patterns where detected and a discourse analysis based on Berglez version of van Dijks model was conducted on six of the Twitter posts that followed said pattern. This was done to answer how the discourse was shaped and what the consequences could be of using such a pattern. Analyzing the results was done using theory from strategic marketing researchers such as Larsåke Larsson, Lars Palm, Ulf Dahlqvist and Magnus Linde. Furthermore theorist like Gripsrud, Pariser, Lindgren, Jenkins, Ford and Green were used to describe and analyze the field of culture, more specifically participatory and popular culture. The conclusion of the study was that Twitch representation of user-generated material and the culture it represents was unjustified and could be seen as a filter bubble. The results showed that the majority of content was young white male gamers where as other research on the field of gaming culture shows a more equal split between genders. The individuals that where represented in the content could be seen as objects of admiration and association. Discussion led to the belief that Twitch may not possess the power to change to discourse due to the strong economic need of the consumers. This need was concluded to arise from the fact that the platform and its culture is much like participatory culture and where this culture has been taken to a commercial level.
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Paraschakis, Dimitris. "Crowdsourcing cultural heritage metadata through social media gaming." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20739.

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Crowdsourcing has been used in the cultural heritage domain for a variety of tasks. One of them is generation of descriptive metadata for digital archives. Gamification offers citizens a more entertaining way to interact with digital collections and generate useful metadata as a side effect of gameplay. The rise of social gaming on Facebook in recent years opens new horizons for cultural heritage institutions to leverage the capabilities of social networking platforms and to gain immediate access to millions of potential contributors. In this work, we explore the integration of social networks with crowdsourcing games for generating archival metadata. We studied crowdsourcing, gamification and social dynamics from the perspective of cultural heritage and combine their features in a metadata game prototype on the Facebook platform. We tested our prototype and evaluate its results by analysing participation, contribution and player feedback. The two-week testing phase showed promising results in terms of user engagement and produced metadata: almost 3000 tags were added, 90% of which were valid dictionary terms. We conclude that deploying metadata games on social networking platforms is a feasible method for digital archives to harness human intelligence from large shared spaces.
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Romo, Flores Azul. "What makes a good loser? : An Ethnographic Study of Toxic Behaviors in Competitive Multiplayer Games." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-41218.

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Over the past decades, the scholarly discourse of violent video games as a possible influence for aggressive behaviors has gained much attention, primarily relying on the content of such games. This study aims to explore the environment of competitive multiplayer gaming interms of technicality (e.g. game mechanics), social interactions within a video game, and additional resources outside of the game as possible influential factors for toxic behaviors in competitive multiplayer games. Bourdieusian social theory is applied to gain a better understanding of the relationship between agents (players) and the field (competitive gaming) and the relevance of gaming capital. This study is based on a digital ethnographic approach to gain a comprehensive understanding of the gaming environment, and reports on semi-structured online interviews with 14 participants aged between 17-40, to gain insight on players’ perception and responses towards toxic behaviors in competitive games. This study proposes a spectrum of toxic behaviors in competitive multiplayer games, in which actions may be distinguished based on the form of expression (eg. verbal, physical or in-game). Primary findings suggest there may be a causal relationship between a player’s knowledge ofa game and their conveyance of toxicity, regardless of age and gender. The degree of toxicity may vary depending on the player, and is more frequently performed by men. Lastly, toxic behaviors should not be examined in isolation from contextual factors such as game mechanics or social interactions, but need to be further explored as a medium-specific phenomenon.
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Farren, Katrina McNeely. "Topics in media video gaming as a cultural practice /." Houghton, Mich. : Michigan Technological University, 2004. http://sunshine.lib.mtu.edu/ETD/THESIS/farrenk/masters/mastersindex.

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Dang, Denny. "Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27000.

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This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time.   The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study.   Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder. Finally, there are only partial results that indicate that e-sports is being portrayed as a competitive sport, based on Allen Guttman's criteria for competitive sports.
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Melin, Ruben. "Pushing buttons: an ethnographic interview study on toxicity in online gaming cultures." Thesis, Uppsala universitet, Centrum för genusvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-444218.

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The purpose of this study is to research toxicity through how it was understood, experienced, and described by game enthusiasts. The toxicity described is further explored through theories of cultural and symbolic domination and through feminist game studies and the lens of masculinity theory. I have thus looked at the cultural fields of online gaming as social domains sometimes structured by hierarchies, where subjects may be positioned in relation to one another by virtue of norms, their identities, habitus, symbolic capital and through (more or less symbolic) violence.  The study is based on semi-structured interviews with six gaming enthusiasts who are about twenty to forty years old, five identifying as men and one identifying as a woman. Interpretation has been conducted through a thematic and discourse analytically inspired method, and through the theoretical framework primarily consisting of Bourdieu´s (developed) theoretical concepts of fields, capital, habitus and symbolic violence, combined with Iris Marion Young’s theory of cultural dominance and social constructionist theories on masculinity. The study shows how subjects may make sense of online gaming as a social arena often associated to online violence and discrimination, and how this can be further analysed from a gender studies perspective.
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Koster, Raphaël. "Le jeu vidéo comme manière d'être au monde : socio-anthropologie de l'expérience vidéoludique." Thesis, Paris 1, 2013. http://www.theses.fr/2013PA010541/document.

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La portée culturelle des jeux vidéo passe par le plaisir que les joueurs prennent à leurs pratiques. Cette étude propose d'analyser les régimes d'expérience vidéoludique. A partir d'entretiens qualitatifs et d'enquêtes anthropologiques, deux niveaux d'expérience ont été dégagés : la maîtrise et l'immersion. La maîtrise renvoie à des valeurs individualistes de discipline de soi, de compétition et de quête de reconnaissance sociale. De son côté, l'immersion apparaît davantage portée sur l'affect dans ses sollicitations sensorielles, ses rapports au récit et à la sociabilité. Le jeu vidéo est une « manière d'être au monde » en tant qu'il mobilise des sentiments d'adhésion à des valeurs symboliques partagées. La mise en relation de l'échelle micro-sociologique de la pratique de jeu observée sur le terrain et de l'échelle macro-sociologique de ses déterminations sociales permet de contextualiser les représentations sociales des joueurs et d'en évaluer la portée instituante
The cultural impact of video games directly depends on the enjoyment experienced by players in their practices. This study analyses the modes of videogaming experience. Drawing from qualitative interviews and anthropological surveys, two modes of experience have been settled : control and immersion. The videogaming experience of control spreads individualistic values of self-discipline, competition and social recognition quest. Whereas immersion appears more in an affective way in its sensorial sollicitations, its narrative modes, and its networking sociabilities. Video gaming is a type of « presence to the world » as it conveys feelings of belonging to shared symbolic values. The connexion between the micro-sociological scale of the on-field observed game practice and the macro-sociological scale of its social determinations allow to contextualise the players' social representations and to evaluate their instituting reach
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Lindwall, Tess. "Kvinnor och Gaming : Genus i World of Warcraft." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-37090.

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Denna uppsats undersöker genusskillnader i spelet World of Warcraft, om hur förutsättningarna ser ut, vad spelarna gör med dessa förutsättningar, samt hur detta reflekterar spelkulturen i spelet. Uppsatsen utgår från Judith Butlers genusteori om att könet är socialt konstruerat och upprätthålls genom en maktpolitisk struktur, samt genom språk och handlingar. Anita Sarkeesians diskussioner om kvinnliga stereotyper i spel tas upp för ett annat perspektiv i ämnet. Undersökningen består av en analys av bilder från spelet, samt en djupare diskussion där detta kopplas till tidigare forskning inom ämnet om spel, identitet och spelkultur. Resultatet är att det finns stora genusskillnader när spelaren skapar en karaktär, men färre skillnader i spelet i utseendet på utrustning. Däremot använder sig många spelare av verktyg i spelet för att objektifiera sina kvinnliga karaktärer. Det finns många icke spelbara karaktärer i typiskt maskulina roller, men många av de kvinnliga fienderna är objektifierade och deras sexualitet används som en skrämmande aspekt till skillnad från de manliga fienderna. Detta, i kombination med ett nedvärderande språk och manliga gate-keepers, speglar spelkulturen i helhet hur kvinnliga spelare inte är välkomna och hur kvinnliga karaktärer i spelet objektifieras.
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Smith, Cordelia Amy. "The art unions, gambling and culture, 1834-1934." Thesis, Birkbeck (University of London), 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.680815.

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33

Clapson, Mark. "Popular gambling and English culture, c.1845 to 1961." Thesis, University of Warwick, 1989. http://wrap.warwick.ac.uk/2825/.

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The years 1853 to 1960 constituted a period of prohibition for off-course cash betting on horses. Despite this, and in the face of a vocal anti-gambling lobby, the working-class flutter flourished as the basis of a commercialised betting market. Over this period, gambling changed from the informal wagering between friends and associates which characterised pre-industrial society, to the commercialised forms, supplied by bookmakers and leisure entrepreneurs, in which, ostensibly, the punters were mere passive consumers. By 1939, the three most popular forms of gambling were off-course betting on horses, the football pools, and betting at greyhound tracks. Beyond this was a hinterland of friendly but competitive petty gaming with coins and cards, and on local sports, which remained relatively untouched by commercialisation. A study of popular gambling tells us much about the relationship of the state to working-class recreation, and about the nature of working-class recreation itself. The unifying theme of this thesis is that the predominant forms of betting which had developed by 1960 were a testament to the moderation and self-determination of working-class leisure. Betting had become central to a shared national culture which defined itself only apolitically in class terms, and more in terms of `sportsman' or punter versus `faddist'. Those who berated gambling were un-English. The law was ignored by those who enjoyed, as they saw it, a harmless flutter. The state eventually came round to this viewpoint.
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Thompson, Matthew D. Lambert Valerie. "Staging the drama the continuing importance of cultural tourism in the gaming era /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2009. http://dc.lib.unc.edu/u?/etd,2723.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2009.
Title from electronic title page (viewed Mar. 10, 2010). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Anthropology." Discipline: Anthropology; Department/School: Anthropology.
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Garcia, Maria E. "Governing Gambling in the United States." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/cmc_theses/3.

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The role risk taking has played in American history has helped shape current legislation concerning gambling. This thesis attempts to explain the discrepancies in legislation regarding distinct forms of gambling. While casinos are heavily regulated by state and federal laws, most statutes dealing with lotteries strive to regulate the activities of other parties instead of those of the lottery institutions. Incidentally, lotteries are the only form of gambling completely managed by the government. It can be inferred that the United States government is more concerned with people exploiting gambling than with the actual practice of wagering. In an effort to more fully understand the gambling debate, whether it should be allowed or banned, I examined different types of sources. Historical sources demonstrate how ingrained in American culture risk taking, the core of gambling, has been since the formation of this nation. Sources dealing with the economic implications of gambling were also studied. Additionally, sources dealings with the political and legal aspects of gambling were essential for this thesis. Legislature has tried to reconcile distinct problems associated with gambling, including corruption. For this reason sports gambling scandals and Mafia connections to gambling have also been examined. The American government has created much needed legislature to address different concerns relating to gambling. It is apparent that statutes will continue to be passed to help regulate the gambling industry. A possible consideration is the legalization of sports wagering to better regulate that sector of the industry.
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Lim, Matthew Sheng Mian. "Gambling-think : how game structures and cultural factors shape cognitive (gambling-related) biases." Thesis, University of Oxford, 2013. http://ora.ox.ac.uk/objects/uuid:9be04add-67e5-408a-85e5-966ede35b4ee.

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Background: Cognitive perspectives suggest that gambling-related cognitive (GRC) biases contribute to the development and maintenance of gambling problems. Evidence has since accumulated to support these claims: GRCs tend to be stronger amongst problems (and pathological) gamblers, and can be effective therapeutic targets of talking treatments. However a richer account of how GRCs are conditioned by gamblers' game and group interactions might enhance their explanatory power and therapeutic value. Methods: Here, I present the results of an extended programme of research involving: (i) laboratory-based experiments on action-based expressions of illusions of control (IOC; Studies 1-4) and value learning when making decisions under uncertainty (Study 5); (ii) online surveys of Chinese gamblers' participation patterns and beliefs in luck (Study 6); and finally, (iii) qualitative interviews of treatment-seeking professional footballers in the United Kingdom (Study 7). Results: Studies 1-2 demonstrated that (non-problematic) gamblers displayed IOC biases by rolling a simulated die for longer when attempting to hit targets with larger prizes and numerical values. These action-based expressions of IOC were facilitated by congruent target numbers and prizes (Study 3), and heightened competition with gambling co-actors (Study 4). Additionally, computational models of gamblers' choices in Study 5 showed that self-report GRCs, and impulsivity, weaken gamblers' ability to learn the value of competing game options. Next, Study 6 reported that Chinese gamblers' GRCs were related to a broader range of gambling activities, and self-report IOCs mediated the association between beliefs in luck and the number of reported gambling problems. Finally, Study 7 found that social pressures, high income, and work-related frustrations precipitated problematic gambling involvement in treatment-seeking footballers. Discussion: Overall, the results suggest that a richer account of GRCs can be achieved by considering the sensorimotor and sociocultural contexts of gamblers. My thesis concludes with a discussion of GRCs within more recent theoretical developments of the embodied and social cognitions paradigms.
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Christiano, Katrina Ann. "Gaming among Enslaved Africans in the Americas, and its Uses in Navigating Social Interactions." W&M ScholarWorks, 2010. https://scholarworks.wm.edu/etd/1539626619.

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Goulart, Lucas Aguiar. "Jogos vivos para pessoas vivas : composições queer-contrapúblicas nas culturas de jogo digital." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/165868.

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O presente estudo tem como objetivo pesquisar as condições de possibilidade para o surgimento e sustentação de uma cena cultural independente de criadores/as de jogos digitais queer. Levando em consideração que os jogos digitais têm como público reconhecido principalmente homens, cissexuais, heterossexuais e brancos – e de que a manutenção de uma exclusividade é importante tanto para a indústria de jogos quanto para a manutenção de uma “identidade nerd” centrada nessas características - interrogo de que maneira seria possível uma produção nessa culturas fora dessas posições de sujeito. Compreendendo que a cis-heteronormatividade é uma entidade organizadora de discursos e visibilidades, que os dispõe e organiza em nossa cultura, produzindo assim processos de subjetivação e possibilidades materiais que compõem como legítimos e privilegia sujeitos cissexuais e heterossexuais. Contudo, sendo essas organizações contingentes, as possibilidades de sujeitos que se estabelecem à margem dessa é de negociar com suas regras e ao mesmo tempo subverte-las, podendo assim produzir subjetivações e materializações diferenciais. Dessa maneira, investigo contextualmente como jogos produzidos dentro da cena de jogos digitais da Baía de San Francisco negociam, resistem, deslocam e desarticulam a cis-heteronormatividade e as próprias singularidades dos jogos digitais, compreendendo uma produção que legitimaria sujeitos, vivências e coletivos que não se enquadram na cis-heteronormatividade. Por fim, enfoco nos impactos que essas produções diferencias tem nas organizações de coletivos dentro dessas culturas – tanto queer quanto na mainstream - promovendo então novas potencialidades éticas, estéticas e políticas.
This dissertation’s objective is to research the conditions of possibility for the existence of a digital gaming indie queer cultural scene. Taking into consideration that white, straight cisexual men are recognized as the digital games’ public – and that this exclusivity gaming is an important statement for the industry and the maintenance of a “nerd identity” alike – this project inquiries about viable possibilities for access and production of other subject positions within this cultures. The cis-heteronormativity is an organizing entity that regulates discourses and visibilities, creating subjectivation processes and material possibilities that produce heterosexuality and cissexuality as the only legitimate and privileged subject positions. However, being these processes and possibilities contingent positions, the possibility of living at its margins is to both negotiate and subvert the legitimacy gender / sexuality norms. Being so, this project investigates the San Francsico Bay Area queer gaming scene, and how this scene negotiates, resists, desidentifies and rearticulates both the cis-normativity and digital gaming customs, producing non-normative gaming collectives and experiences. At least, this project focus on the impacts of these productions in the queer and mainstream digital gaming, and how they can promote new reflections about ethics, aesthetics and political meanings in the culture.
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Lin, Lolo. "What are the graphical differences between Asian and Western playable female game character? : And what do people with different ethnic background prefer?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13810.

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This research aimed to investigate game developers' preferences and graphical differences between Chinese and Western female game characters. Parts of the survey were conducted in China and in cooperation with Game Hub Scandinavia (2015). For this research, an image analysis and two models were made. The image analysis analyzed common elements that exist between different female characters from Chinese and Western game toplists. One model was based on a Chinese game toplist and the other model was based on a Western game toplist. The survey was conducted through Internet surveys and interviews. Results showed that there were graphical differences between games from Chinese and Western game lists, but there is not a significant difference between game developers' preferences.
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Tisdale, Shelby Jo-Anne 1950. "Cocopah identity and cultural survival: Indian gaming and the political ecology of the lower Colorado River delta, 1850-1996." Diss., The University of Arizona, 1997. http://hdl.handle.net/10150/282348.

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This study examines how the Cocopah maintain and express a sense of continuity with their past and how, in today's world, they use their understanding of the past to maintain their cultural identity in the present. An ethnohistorical reconstruction of Cocopah identity from the early period of contact explores the ways in which the political ecology of the Colorado River have influenced Cocopah identity. In approaching Cocopah identity from a political ecology perspective, it is argued that the federal bureaucracy's criteria for tribal status and the recognition of individuals as belonging to particular tribes are based on the commonly held notion of Indian tribes as being clearly distinguished, unchanging cultural entities occupying exclusively bounded tribal territories in stable ecosystems. Political ecology, in contrast, provides anthropology with a dynamic analytical framework in which to understand culture as adaptive systems. Political ecology provides a practical approach in which the interface between history and the dynamic complexities of diverse cultures within a local-global economic context can be examined. I add ethnicity theory to this political ecology framework in order to examine how these historical processes operate at the local level and how they affect Cocopah identity and cultural survival. The coping strategies that the Cocopahs applied to the ecological transformations of the lower Colorado River delta throughout the past 150 years have played a significant role in shaping present-day Cocopah identity. Recent economic development, provided by Indian gaming, has given the Cocopahs the opportunity to revitalize, redefine and perpetuate their cultural identity through the process of planning and developing a tribal museum and cultural center complex on the West Cocopah Reservation in southwestern Arizona.
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Tagesson, Filip, and Sebastian Ekström. "Ett spel för galleriet : en studie om svensk spelreklam." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14434.

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Studien har utgångspunkt i den föreslagna upplösningen av det svenska spelmonopolet. Lagregleringen föreslås träda i kraft i början av 2019 för att tillåta privata spelaktörer att både agera och marknadsföra sig på den svenska spelmarknaden på lika villkor som de statligt ägda spelbolagen idag har. Genom att ge de privata aktörerna tillträde på den svenska marknaden menar svenska myndigheterna att man genom licenser kan kontrollera att samtliga aktörer agerar måttfullt med sin marknadsföring. Spelberoende är klassats som ett folkhälsoproblem och belastar därmed samhället både ekonomiskt och ur en hälsosynpunkt. Utifrån ett konsumtionskulturellt perspektiv beskriver och bidrar studien med en djupare förståelse för representationers innebörd i spelbolags reklamfilmer samt vad spel har för betydelse utifrån dessa. En kvalitativ innehållsanalys på 12 reklamfilmer har genomförts. Det empiriska materialet har sedan analyserats och tolkats med hjälp av konsumtionskulturella teorier. Studien visar på att budskapen som reklamfilmerna kommunicerar skiljer sig åt beroende på vilken spelform som marknadsförs. Reklamfilmer för lotterispel är missvisande då de bland annat endast skildrar vinnare. De säljer drömmen om en ny identitet och självförverkligande samt att det kan uppnås genom spelande. En vinst anses möjliggöra mer konsumtion vilket tillskriver individen en högre social status i ett konsumtionssamhälle. Kasinospel och betting säljs och marknadsförs som en upplevelsebaserad produkt med spelande som aktivitet i fokus. Vidare påvisar studien att reklamfilmernas representationer av manliga attribut befäster och förstärker stereotypa föreställningar om manlighet och spelande som en manlig aktivitet. Studien påvisar problematik med de kriterier i lagförändringen som spelbolagen förväntas förhålla sig till. Kriterierna ämnar kontrollera att marknadsföringen präglas av måttfullhet. De är dock vagt formulerade och lämnar tolkningsutrymme för både konsumenter och rättssystemet. Tolkningarna av de kommunicerade budskapen skapar konnotationer hos mottagaren som blir svåra att kontrollera. Spellicensutredningens föreslagna kriterier för att upprätthålla måttfullhet i spelbolags marknadsföring är baserade på okunskap och förenklade föreställningar om hur reklam egentligen fungerar.
The study is based on the proposed dissolution of the Swedish gambling monopoly. The regulation is suggested to take effect in early 2019 in order to allow private actors to both act and promote themselves on the Swedish gambling market on equal terms as the state-owned gambling companies. The purpose of granting private gambling companies access to the Swedish market is, according to the Swedish authorities, to by a gambling license system make sure that all actors promote their business moderately. Gambling is classified as an addictive disease, and thereby burdens society both economically and from a health point of view. With a consumer-cultural approach, the study describes and contributes to a deeper understanding for the meanings’ of the representations in gambling companies’ commercials and what meaning gambling has from a cultural point of view. A qualitative content analysis of 12 commercials from gambling companies has been made. Theories in consumer-culture have been applied to analyze the empirical data. The study finds evidence that the messages communicated by the commercials differ depending on the type of gambling being marketed. Commercials promoting lotteries are misleading as they only portray winners. They sell the dream of a new identity and self-realization which can be achieved through gambling. Winning on a lottery is considered to enable more consumption which gives the individual a higher social status in a consumer society. Casino gambling and betting is promoted as an experience-based product with focus on the gambling as an activity. Furthermore, the study demonstrates that the commercials’ representations of male attributes consolidate and amplify stereotypes of masculinity and gambling as a male activity. The study shows problems with the criteria in the regulation that the gambling companies are expected to abide by. The purpose of the criteria is to ensure that marketing is characterized by moderation. However, they are vaguely formulated and leave interpretation for both consumers and the judiciary. The recipient creates connotations of the interpretations of the communicated messages that become difficult to control. The proposed criteria for maintaining moderation in gambling companies’ marketing are based on ignorance and simplified notions about how advertising really works. The study is written in Swedish.
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42

Rodriguez, Alexis. "La cultura del gaming en Puerto Rico| Estudio sobre las caracteristicas, habitos, preferencias y experiencias de los/as videojugadores/as puertorriquenos/as." Thesis, University of Puerto Rico, Rio Piedras (Puerto Rico), 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3706497.

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Aun cuando la práctica de jugar videojuegos ha ido en aumento en los últimos años no existía, hasta este momento en Puerto Rico, información sobre cuánto tiempo invierten los/as videojugadores/as en jugar, con cuanta frecuencia juegan, que tipo de juegos prefieren así como las prácticas sociales relacionadas al uso de este tipo de tecnología. Los objetivos principales de este trabajo fueron obtener información sobre las prácticas, preferencias y hábitos de los/as videojugadores/as en Puerto Rico y examinar si en Puerto Rico los/as videojugadores/as sienten que forman parte de una subcultura social. Como parte de este último objetivo revisamos el concepto de tribu esbozado por el sociólogo Michele Maffesoli así como los conceptos de campo y habitus, elaborados por el también sociólogo Pierre Bourdieu. Según Maffesoli (2004), las tribus, en términos contemporáneos, son aquellos microgrupos que han ido emergiendo en todos los campos de la sociedad, cuya finalidad es simplemente ofrecer la posibilidad de compartir. De igual forma, siguiendo a Bourdieu (2005), nos interesa establecer a los videojuegos como un campo social, señalando las prácticas (habitus) que se producen al interior de este campo, contribuyendo a constituirlo y exponer cuáles son las imposiciones a los/as videojugadores/as para que puedan considerar que forman parte de este campo social. Para cumplir con nuestros objetivos, utilizamos un marco metodológico mixto, el cual contó con tres técnicas de recolección de datos: observaciones etnográficas, encuesta en línea y entrevistas semi estruturadas. Al triangular la información recopilada pudimos establecer que el/la video jugador/a típico/a puertorriqueño/a tiene una edad promedio de 33 años y comenzó a jugar alrededor de los 6-10 años (46%), se considera a sí mismo como un/a jugador/a regular de videojuegos (40.8%), prefiere jugar con personas conectadas en línea (50.1%), particularmente con sus amistades (29.9 %), y asiste a eventos relacionados a los videojuegos, como por ejemplo las ventas de medianoche (28.9%) y los torneos de videojuegos (17.6%). Estos dos últimos escenarios señalados, forman parte de un complejo campo social en el que los/as jugadores/as encuentran un espacio de aceptación en el cual logran establecer una cohesión social que les permite constituirse como una comunidad.

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43

Dai, Zhijie. "Delay Discounting, Probability Discounting, Reward Contrast and Gambling: A Cross-Cultural Study." Thesis, University of Canterbury. Psychology, 2012. http://hdl.handle.net/10092/7128.

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Problem and pathological gambling has become an increasing public health concern worldwide in recent years, and individuals from China and East Asian countries may be especially vulnerable. Knowledge of how individuals make choices between outcomes that are delayed or uncertain, and of potential differences in decision making across cultures, may contribute to our understanding of factors which increase the risk of problem gambling. Our research is based on a discounting perspective in which the value of a delayed or uncertain reward decreases according to the time until or the odds against its receipt, respectively. We use experimental procedures in which individuals make a series of hypothetical choices so as to estimate an indifference point – an amount of money available immediately or with certainty – that is equal in subjective value to a delayed or uncertain reward. Our starting point is the hypothesis that reward contrast – in which the subjective value of a reward varies inversely with amount of a prior reward – plays a role in choice between delayed or probabilistic outcomes and might contribute to problem gambling. This thesis describes four experiments which investigate these ideas. Experiments 1 and 2 establish that reward contrast is a reliable phenomenon in choice. Indifference points for an intermediate reward ($475/$525) varied as predicted if its subjective value was larger when the individual had previously been making choices with a smaller amount ($50) and smaller when previously making choices with a larger amount ($5,000). Reward contrast was obtained for both delayed and probabilistic choice, using between-subjects (Experiment 1) and within-subjects (Experiment 2) designs. Experiment 3 used a computerized Card Playing Game (CPG) as an analogue gambling task and also measured delay discounting using the same task as Experiment 2. Participants began with an initial stake and could win or lose 10% of the stake with each card that they played. The critical aspect of the procedure was that the probability of winning for each card decreased as more cards were played. Participants played the CPG four times with stakes of $50, $500, $5,000 and $500 (order of $50 and $5,000 was counterbalanced). Results showed that performance on the CPG improved over successive trials, suggesting that participants learned the contingencies in the task. Although this confounded our attempt to measure reward contrast within-subjects, participants who had a $50 stake in the first deck performed better in the second deck with a $500 stake than those who had a $5,000 stake in the first deck, consistent with reward contrast. Results from the delay discounting task were correlated with CPG performance, showing that participants who had lower reward contrast and discounting rates, and greater magnitude effects won more money on the CPG task. Experiment 4 used a larger sample (N = 182) with both Chinese and Caucasian (New Zealand European) participants and recruited individuals with gambling histories, and compared performance on delay and probability discounting tasks and the CPG. Results showed that Chinese participants had higher delay discounting rates and lower probability discounting rates when data were analyzed according to the area under the discounting curve (AUC). Gamblers (those participants with scores on the South Oaks Gambling Screen [SOGS; Lesieur & Blume, 1987] > 1) were less risk averse in probability discounting and had reduced magnitude effects in delay discounting and performed more poorly on the CPG. Closer analysis of the probability discounting data showed that compared with Caucasians, Chinese were more risk averse for high probabilities of reward outcome, and less risk averse for low probabilities. Although results do not suggest that individual differences in reward contrast, as measured using our within-subjects delay discounting task, play a significant role in the maintenance of gambling behavior, the cross-cultural differences in delay and probability discounting in Experiment 4 suggest some factors that might contribute to gambling. In the General Discussion, we propose an account of the probability discounting results in terms of a tendency toward dialectical thinking and emotions in Chinese culture. Based on this result and previous research, we propose a framework for the cross-cultural analysis of risky decision making, and consider some of its broader implications for both research in decision making and issues of globalization.
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Skalsky, Brown Julie A. "Let’s Play: Understanding the Role and Significance of Digital Gaming in Old Age." UKnowledge, 2014. http://uknowledge.uky.edu/gerontol_etds/6.

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Despite a marked increase in the use of digital games among older persons, there is insufficient research that provides insight into the gaming experiences of this population. A major demographic shift within the senior gaming market has ushered in a new perspective on the use of digital games as a tool for physical and cognitive health, and improved socialization. It is proposed that individual notions of play, which are developed over the life course, influence digital game play engagement and interaction preferences, and contribute to well-being. This study explored how self-perceptions of play over the course of the senior gamer’s life influence digital game engagement. Because the emerging area of senior gaming lacks theoretical structure, grounded theory methodology was employed. A qualitative study based on semi-structured interviews of aging gamers was conducted. A total of forty participants (age 44 to 77 with a digital gameplay average of 11 hours per week) were identified and interviewed with the aid of an interview guide. Designed with a life course perspective in mind, this guide sought to explore each participant’s perception of play, personal forms of play throughout their life, and the role of digital games as a component of play in old age. Transcription and analysis (open, axial, and selective coding utilizing the method of constant comparisons) was employed throughout the entire interview process. Findings indicated that digital gaming is a valued form of play and a means for play continuity. An analysis of emergent themes led to the development of a theory that emphasizes three domains: ability, motivation, and experience. Two theoretical models that represent the static and dynamic nature of these domains within the life of a gamer demonstrate the theory. This theory provides understanding of the key factors that influence gameplay, which has the potential of being applied toward the development of better age- and ability-appropriate digital games for aging gamers.
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Goulart, Lucas Aguiar. "Proudmoore pride : potencialidades da cultura de jogo digital e identidade política de gênero/sexualidade." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/66649.

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Este trabalho tem como objetivo refletir acerca das potências que a cultura de jogo digital oferece à construção dos modos de ser gendrados e sexualizados. A partir de um evento chamado Proudmoore Pride – uma parada LGBT dentro do jogo online World of Warcraft – procuro compreender de que maneira se constroem possibilidades de enunciar modos de vida não-misóginos e não-heteronormativos nessa cultura, além das formas de resistência à heteronormatividade. Entendo os jogos digitais como uma cultura e um contexto, não simplesmente um conteúdo explícito. Já a identidade de gênero/sexualidade é concebida como sempre política e contingente, inserida e constituída por e em relações de poder. Em relação aos seus materiais, essa pesquisa é divida em três dimensões: uma reflexão acerca das condições de possibilidade do que chamei de tecnopolítica de gênero/sexualidade, ou seja, o conjunto de movimentos organizados que se puseram a pensar a necessidade de uma política questionadora de identidades dentro das tecnologias de informação e comunicação e do ciberespaço, focalizando principalmente nos jogos digitais; a análise de fóruns e outras manifestações escritas acerca do evento; e minha experiência como pesquisador-jogador participando da parada em si. Metodologicamente, utilizei elementos da netnografia, e da análise de discurso e genealogia como pensadas por Michel Foucault. Com esse trabalho, constatei que os jogos digitais, apesar de manterem uma programação fixa e restritiva, podem ser usados de modos que não foram imaginados por seus criadores iniciais. Assim, elementos dos jogos são rearranjados pelos(as) seus(suas) jogadores(as) para designar e construir espaços que antes não existiam ali. Dessa maneira, entendo que durante a Proudmoore Pride se articula um espaço construído por elementos e narrativas originais do jogo original, mas que devidamente rearranjadas e deslocadas, resultam na visibilização e constituição de formas de vida não-heteronormativas dentro do World of Warcraft.
This work aims to reflect about the power that the digital gaming culture offers to the construction of sexualized and gendered ways of being. From an event called Proudmoore Pride – an LGBT pride parade hosted at an online game called World of Warcraft – I seek to comprehend possibilities of enunciation of non-misogynist non-heteronormative ways of life in this culture, in addition to forms of resistance to heteronormativity. I understand digital games as a culture and context, not only as explicit content. The political gender/sexual identity are conceived as always political and contingent inserted and constituted by and in power relations. About its material, this research is divided in three dimensions: a reflection about the possibility conditions of what I called gender/sexuality technopolitics, in other words, the set of organized movements that question identity politics in information and communication technologies and the cyberspace, focusing mainly in digital games; the analysis of forums and other written manifestations about the event; and my own experience as a player-researcher participating of the in-game parade. Methodologically, I used elements of the netnography, of discourse analysis and genealogy as thought by Michel Foucault. With this work, I found that the digital games, despite of having fixed and restrictive programming, can be used in ways that wasn’t perceived by its original creators. Thus, gaming elements are rearranged by its players to designate and build spaces that didn’t existed there before. I understand that the Proudmoore Pride Parade is articulated at a space built with elements and narratives from the original game, in rearranged and dislocated ways, resulting in visualization and constitution of non-heteronormative ways of living in World of Warcraft.
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46

Pyle, Edward Iain. "An exploration of how agency and socio-cultural milieu support greater or lesser controlled gambling and recovery from gambling addiction." Thesis, University of Plymouth, 2017. http://hdl.handle.net/10026.1/9484.

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Most gamblers never experience addiction and the majority of those who do eventually recover. This thesis investigates how most maintain control over their gambling and how the majority of those who do experience gambling addiction regain control. Findings are based on 25 qualitative semi-structured interviews with participants who fit one of three ideal-type groups: (i) gamblers who have never experienced addiction; (ii) gamblers who have regained control after experience of gambling addiction; and (iii) gamblers experiencing addiction at time of interview. Participants were recruited who had never engaged in formal treatment because existing research suggests most who experience gambling addiction and/or recovery never to do so. This study is underpinned by a synthesis of Bourdieusian theory and Foucauldian-inspired governmentality literature which was used to guide the thesis and help explain gambling behaviour. Taking a Foucauldian genealogical approach, the dominant theory of addiction as a biomedical disorder is critiqued and revealed to be myth. Instead, (gambling) addiction is demonstrated to be a social construction which becomes embodied within individuals and thereby influences gambling behaviour. Consequentially, it is shown that research concerning substance use is applicable to the investigation of gambling behaviours. Given paucity of gambling research, substance-related literature is drawn upon throughout the thesis. Attention is given to research demonstrating regulation over drug use to be influenced by the social settings in which consumption takes place as well as the wider social and cultural milieus in which the lives of actors are embedded. Moreover, particular appreciation is given to literature indicating recovery from addiction to be supported by shifts in socio-cultural milieu. In contrast to most existing addictions/gambling research, the agential capacities of gamblers to shape their own behaviours, albeit in ways heavily constrained by context (or ‘structure’) are emphasised throughout the thesis. Data revealed various gambling-related strategies to help constrain gambling and minimise harm. These are examined and it is recommended that this knowledge could be used to aid development of more effective ‘harm-reduction’ style interventions and policies in ways which support less harmful patterns of gambling behaviour. However, although valuable, those with greater control tended to rely little on such strategies to manage their gambling. Instead, greater control over gambling and recovery from gambling addiction was found to have less to do with how participants gamble (e.g. whether or not they followed harm-reduction strategies) and far more to do with the wider, non-gambling-related, aspects of their lives and the nature of their subjectivities/dispositions. Principally influential were found to be the qualities of interviewees’ socio-cultural milieus. Alongside gambling, those with greater control tended to participate in non-gambling-related communities with attendant ways of thinking and cultural expectations (values/norms) that marginalise (heavier) gambling. Drawing on Bourdieusian and Foucauldian governmentality theory, it is argued that, because of their day-to-day participation in such communities/milieus, those with greater control embody mentalities and expectations which discourage riskier gambling behaviour. This, in turn, results in more ‘prudential’ subjectivities which discourage problematic gambling behaviour. Participants who had experienced recovery and many of those who had never experienced addiction revealed long-term reductions in gambling behaviour. Findings suggested these reductions (as well as recovery) to be supported by social and cultural processes, occurring over the life-course, which encourage increased participation in more ‘conventional’ life/milieus and thereby promote alterations in subjectivities in ways more conducive to control. A dual approach to discouraging problematic gambling behaviour is recommended. Although it is important to promote ‘safer’ ways of gambling (e.g. through promotion of harm-reduction style interventions and by designing gambling environments in ways to support greater constraint), it is also imperative to support the development of lives/milieus and subjectivities more conducive to control (e.g. participation in ‘conventional’ life and access to resources required to do so).
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Diez, Stephanie L. "The Mediating Effects of Problematic Internet and Video Gaming Behaviors on Family, Cultural, and Individual Constructs among Latinx and non-Latinx Black Youth." FIU Digital Commons, 2019. https://digitalcommons.fiu.edu/etd/3966.

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Problematic Internet use (PIU) and problematic video gaming (PVG) are associated with various negative health outcomes and are increasingly concerning behavioral health issues among youth. While market research indicates that US Latinx use the Internet and video games more frequently than non-Latinx US youth, research on PIU and PVG among this historically understudied population is lacking. Accordingly, data on PIU, PVG, parental monitoring, sleep quality, substance use, anxiety, depression, parental attachment, acculturation, and positive future orientation were collected using validated standardized measures from three separate samples of US Latinx and non-Latinx youth. The aims of this research were to explore the associations between PIU, PVG, and family, cultural, and individual wellbeing outcomes in a community sample of US Latinx and non-Latinx black adolescents. The first study (N = 159) examined the incidence of PVG among youth and found that younger elementary school aged males (ages 6-11) had the highest PVG scores, followed by middle school aged males (ages 12-14), and high school aged males (ages 15-18). Building off previous research, the second study collected data (N = 247) examined PIU as a mediator of the association between parental monitoring and academic achievement, sleep quality, substance use, anxiety, and depression. Structural equation modelling (SEM) was used to estimate the relationships between the variables, controlling for adolescent’s age, sex, and race/ethnicity. Results revealed that PIU is a significant mediator between parental monitoring and low academic achievement, sleep quality, substance use, anxiety, and depression. A third study was conducted to examine if PIU and PVG mediate the relation between family, cultural, individual constructs and academic achievement. Two separate simple mediation models were tested using PROCESS© macro v3.0 for SPSS 25. Results from the hypothesized mediation models were not significant. Suggestions for future research to examine critical Latinx cultural values and their influence on behavioral health is discussed.
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Bakos, Daniela Di Giorgio Schneider. "Iowa gambling task: considerações desenvolvimentais e implicações neuropsicológicas e psicométricas." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/16663.

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Atualmente, diversos estudos sobre a tomada de decisão (TD) têm sido conduzidos, com base na Hipótese do Marcador Somático (HMS), utilizando como ferramenta de avaliação a Iowa Gambling Task (IGT). Neste contexto, esta tese teve por objetivo geral analisar o processo de TD, bem como a tarefa usualmente utilizada para mensurá-lo, a IGT. Visando a atender esta finalidade, três estudos foram conduzidos, buscando investigar o processo decisório a partir de diferentes aspectos. O primeiro deles discutiu a TD dentro de uma perspectiva do desenvolvimento, comparando adultos jovens e adultos idosos em seu comportamento de escolha. Já o segundo, tratou de investigar a possível influência de componentes de impulsividade e diferentes processos cognitivos, como a memória de trabalho, o aprendizado associativo e reverso e a atenção, no processo de tomar decisões. O terceiro e último estudo averiguou o efeito da cultura na tomada de decisões, comparando o desempenho de indivíduos brasileiros e norte-americanos na IGT. Os resultados do primeiro estudo evidenciaram que tanto adultos jovens quanto adultos idosos apresentam um comportamento guiado, principalmente, pela expectativa de uma baixa freqüência de punições. Não houve diferenças significativas entre os dois grupos etários, quanto à quantidade de cartas retiradas de cada baralho, embora cada grupo tenha revelado um processo distinto de aprendizagem ao longo da tarefa. No segundo estudo, padrões distintos de correlações nos dois grupos etários foram verificados. Em se tratando dos adultos jovens, uma influência do aprendizado associativo e reverso no processo de TD mensurado pela IGT (conforme o critério tradicional de análise) foi observada. Ao se considerar as correlações constatadas nos participantes adultos idosos, averiguou-se uma associação entre o subteste dígitos (ordem direta e inversa) e os escores com base na freqüência (punição) alcançados na IGT. Finalmente, os achados do terceiro estudo apresentaram diferenças importantes entre os dois grupos culturais, revelando que tanto adultos jovens quanto adultos idosos norte-americanos atingem escores mais elevados na IGT. Considerados em conjunto, os resultados mostram que a IGT é uma tarefa complexa, sofrendo a influência, em alguma extensão, de outros processos cognitivos e de aspectos culturais e desenvolvimentais.
Several studies on decision making (DM) have been recently conducted, based on the Somatic Marker Hypothesis (SMH) and using the Iowa Gambling Task (IGT) as assessment tool. In that context, this dissertation aimed at analyzing the DM process and the task commonly used to measure it, i.e., IGT. To achieve that goal, three studies were performed to investigate the DM process based on different aspects. The first discussed DM within a development perspective, comparing young and older individuals in their choice behavior. The second investigated the possible influence of impulsivity components and other more basic cognitive processes, such as working memory, reverse learning and attention, on the DM process. Finally, the third study verified the effect of DM culture, comparing the performance of Brazilian and American individuals in IGT. The results of the first study demonstrated that both young and elderly individuals choose cards in decks "B" and "D," which indicates a behavior that is mainly guided by the expectation of a low frequency of punishments. There were no significant differences between both age groups as to the amount of cards taken from each deck, although each group has shown a different learning process during the task. In the second study, different correlation patterns between the age groups were observed. With regard to the young individuals, the performance in reversal learning was correlated with the score obtained in IGT, showing the importance of the ability of associating stimuli and further reversion into a proper choice process during the task. As for the older individuals, a correlation between the digit span and the IGT was found. Finally, the findings of the third study had major differences between both cultural groups, demonstrating that American young and elderly individuals reached higher IGT scores. Considered as a group, the results show that IGT is a complex task and, to a certain extent, is influenced by other cognitive processes and cultural and developmental aspects.
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49

Li, Wendy Wen. "Understanding Chinese international students' gambling experiences in New Zealand." The University of Waikato, 2007. http://hdl.handle.net/10289/2409.

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ABSTRACT This research investigated Chinese international students' gambling experiences in New Zealand. It explored why some students become involved in gambling and how their gambling behaviour changes over time. Initial and follow-up interviews were conducted with nine male and three female students. Initial interviews focused on participants' gambling biographies in China and New Zealand. Cultural influences on their gambling experiences, and possible links between the development of gambling problems and their study experiences in New Zealand, were discussed. Follow-up interviews gathered further information on participants' gambling experiences, paying particular attention to their gambling activities over the six months prior to, and then after, the initial interviews. The methodology and analysis in this study were informed by a narrative approach. Findings suggest that Chinese international students rarely reported that they had problems relating to gambling in China. However, some participants in this study presented as problem gamblers in New Zealand. Study shock, acculturation stress, not feeling welcomed by the host society and achievement anxiety, all played a part in participants' problem gambling in New Zealand. These participants claimed that they usually started gambling recreationally, but then gradually shifted to self-reported problem gamblers. Problem gamblers were distinguished by prolonged gambling hours, wagering greater amounts of money, an augmented craving for winning money, and an inability to stop gambling at will in a single session. In this study, many participants who might have a gambling problem, had achieved some success in changing their gambling behaviour. Filial piety, acknowledgement of the importance of family, peer models, the experience of success, and financial hardship were some of the catalysts for stopping gambling. In addition, support from families, the community, professional services and exclusion programmes also assisted participants to address problems related to gambling. Successful re-rooting in New Zealand is significant in participants' post-change life. Positive post-change lifestyles involving aspects such as spirituality, music, study and work, supported Chinese international students to maintain change. This research demonstrates multiple levels of analysis, which adds to our knowledge about the socio-cultural meanings of gambling among Chinese international students. A number of recommendations are made for preventing and reducing the negative consequences of gambling for students.
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Dymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? This study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals. It is followed by an examination and comparison of the game industry with other media/cultural industries in relation to their economy and business dynamics. With inconclusive answers regarding the medium-industry relation, this study proceeds by exploring literary theories from the field of game studies, in order to gain insights into the dynamics of medium and industry. Literary theories from ludology and narratology provide rewarding perspectives on this inquiry, since it is found that the ontological dichotomy of simulation vs. respresentation present in the interpretational realm of the game medium is also reflected in the industry and its dynamics. This has pivotal consequences for the analysis of the game industry. This study concludes by positing the current critical condition of the industry as an extremely decisive moment in its history: will it become a truly universal mass-medium, or will it continue down its subcultural path? Subcultural “interactive cinema” meets mass-cultural media of simulation – how will the industry evolve?
QC20100708
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