Dissertations / Theses on the topic 'Gaming culture'
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Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.
Full textThis 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.
Butt, Mahli-Ann Rakkomkaew. "Gaming Lifeworlds: Videogames in Culture." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/27979.
Full textHart, Danielle M. ""Beyond Normative Gaming: Cripping Games and Their Fandoms"." Miami University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=miami161822794824977.
Full textYoung, 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.
Full textUtilizing 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.
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.
Full textReamer, 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.
Full textGoodfellow, 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.
Full textBootes, 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.
Full textLandou, Firdaus. "Gaming, Friend or Foe: An Analysis of Religion in Video Games." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/scripps_theses/721.
Full textNore, 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.
Full textMack, 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.
Full textNorman, 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.
Full textPersson, 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.
Full textDowney, 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.
Full textLi, 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.
Full textYue, 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.
Full textGraduate Studies, College of (Okanagan)
Graduate
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.
Full textThis 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
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.
Full textHaraldsson, 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.
Full textKramer, Alice. "DIMENSIONS OF IDENTITY." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2896.
Full textM.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
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.
Full textThis 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.
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.
Full textPoland, Kristofer P. "A NATION OF GAMERS." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1180537228.
Full textJohansson, 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.
Full textParaschakis, 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.
Full textRomo, 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.
Full textFarren, 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.
Full textDang, 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.
Full textMelin, 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.
Full textKoster, 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.
Full textThe 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
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.
Full textSmith, 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.
Full textClapson, Mark. "Popular gambling and English culture, c.1845 to 1961." Thesis, University of Warwick, 1989. http://wrap.warwick.ac.uk/2825/.
Full textThompson, 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.
Full textTitle 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.
Garcia, Maria E. "Governing Gambling in the United States." Scholarship @ Claremont, 2010. http://scholarship.claremont.edu/cmc_theses/3.
Full textLim, 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.
Full textChristiano, 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.
Full textGoulart, 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.
Full textThis 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.
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.
Full textTisdale, 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.
Full textTagesson, 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.
Full textThe 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.
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.
Full textAun 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.
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.
Full textSkalsky, 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.
Full textGoulart, 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.
Full textThis 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.
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.
Full textDiez, 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.
Full textBakos, 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.
Full textSeveral 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.
Li, Wendy Wen. "Understanding Chinese international students' gambling experiences in New Zealand." The University of Waikato, 2007. http://hdl.handle.net/10289/2409.
Full textDymek, 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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