To see the other types of publications on this topic, follow the link: Online video game.

Journal articles on the topic 'Online video game'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Online video game.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Hokroh, Mohammed, and Gill Green. "Online Video Games Adoption: Toward an Online Game Adoption Model." International Journal of Research in Business and Social Science (2147-4478) 8, no. 4 (2019): 163–71. http://dx.doi.org/10.20525/ijrbs.v8i4.268.

Full text
Abstract:
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and use online video games. We developed a theoretical framework based on the Technology Adoption Model (TAM) to examine 6 hypotheses through a survey of 106 video game users. The results indicate that social norms, perceived enjoyment, and social interaction play a positive and significant role in influencing the perceived usefulness of online video games for end users. Also, price value, game quality, and internet speed were all factors that influence end-user perceived ease of use of online vide
APA, Harvard, Vancouver, ISO, and other styles
2

Eden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.

Full text
Abstract:
Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill a
APA, Harvard, Vancouver, ISO, and other styles
3

Sari, Dinar Ayu Mirunggan, Murtono Murtono, and Irfai Fathurohman. "Pengembangan Media Video Animasi 3D Dalam Permainan Tradisional Petak Benteng Untuk Keterampilan Motorik." Risenologi 6, no. 1 (2021): 8–12. http://dx.doi.org/10.47028/j.risenologi.2021.61.147.

Full text
Abstract:
The purpose of this research is to explain the ddevelopment of 3D animated video media in traditional games of petak benteng for motor skills. The children (students) began to recognize the traditional game of petak benteng. Researchers developed a traditional game of petak benteng by using it as a 3D animated video to introduce the game. So that the game is not inferior to modern games. This researcher is a research and development (RnD). Sources of fata in this study are primary data and secondary data. The data techniques, and interviews. The result of this research is that 3D aniamtion vid
APA, Harvard, Vancouver, ISO, and other styles
4

Steinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.

Full text
Abstract:
The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues th
APA, Harvard, Vancouver, ISO, and other styles
5

Werning, Stefan. "Disrupting video game distribution." Nordic Journal of Media Studies 1, no. 1 (2019): 103–24. http://dx.doi.org/10.2478/njms-2019-0007.

Full text
Abstract:
AbstractThis article analyses the disruptive potential of Valve’s game distribution platform, Steam, focusing specifically on how Steam has evolved into a de facto online social network and how Valve uses constant feature changes as part of its corporate rhetoric. Despite its profound influence on the video game industry, scholarly inquiry into Steam has focused on analyses of user or value creation. However, Steam arguably derives its long-term disruptive potential from combining the gamification of digital distribution with the formation of ephemeral public spheres around the games that it d
APA, Harvard, Vancouver, ISO, and other styles
6

Hamlen, Karla R. "General Problem-Solving Styles and Problem-Solving Approaches in Video Games." Journal of Educational Computing Research 56, no. 4 (2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.

Full text
Abstract:
Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate potential relationships between general problem-solving styles and problem-solving approaches in video games. One hundred and thirty-eight undergraduate college students completed online surveys about their video game play and also an assessment of general
APA, Harvard, Vancouver, ISO, and other styles
7

Putra Perkasa, Sastradwija, and Dedi Rahman Nur. "Effectiveness of Player Unknown Battleground (PUBG) Video Game in Improving Vocabulary." Borneo Educational Journal (Borju) 2, no. 2 (2020): 73–77. http://dx.doi.org/10.24903/bej.v2i2.629.

Full text
Abstract:
One of the online-based games that are popular right now is PUBG. This online-based game is good to be used as an alternative for the student to learn vocabulary. This study aims to compare whether to learn English vocabulary through PUBG online game than pre adopted course. This paper utilized a pre-test and post-test questionnaire to gather the data. There are observations and reactions to digital games. This study indicated that after playing PUBG the students' mean score is significantly higher than before playing the game, showing the beneficial effect of using video games to improve stud
APA, Harvard, Vancouver, ISO, and other styles
8

Eskasasnanda, I. Dewa Putu. "Causes and Effects of Online Video Game Playing among Junior-Senior High School Students in Malang East Java." KOMUNITAS: International Journal of Indonesian Society and Culture 9, no. 2 (2017): 191–202. http://dx.doi.org/10.15294/komunitas.v9i2.9565.

Full text
Abstract:
Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied.
APA, Harvard, Vancouver, ISO, and other styles
9

Huang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.

Full text
Abstract:
We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings o
APA, Harvard, Vancouver, ISO, and other styles
10

Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

Full text
Abstract:
This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry hav
APA, Harvard, Vancouver, ISO, and other styles
11

McDaniel, Rudy, and Peter Telep. "Game Design Tactics for Teaching Technical Communication in Online Courses." Journal of Technical Writing and Communication 51, no. 1 (2020): 70–92. http://dx.doi.org/10.1177/0047281620977163.

Full text
Abstract:
This article describes an interdisciplinary, partially online honors course entitled Video Game Theory and Design. The article reviews the literature surrounding video games and technical communication and then outlines the learning objectives for the course. The authors describe individual and team-produced assignments and suggest game design techniques for motivating students. We explain how we assess different projects, including oral game pitches and the complex technical Game Design Documents that are students’ final deliverables. Finally, we discuss how game design techniques provide new
APA, Harvard, Vancouver, ISO, and other styles
12

Madran, H., and Eda Cakilci. "The relationship between aggression and online video game addiction: a study on massively multiplayer online video game players." Anatolian Journal of Psychiatry 15, no. 2 (2014): 99. http://dx.doi.org/10.5455/apd.39828.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Söbke, Heinrich, and Thomas Bröker. "A browser-based advergame as communication catalyst: types of communication in video games." Comunicação e Sociedade 27 (June 29, 2015): 75–94. http://dx.doi.org/10.17231/comsoc.27(2015).2090.

Full text
Abstract:
Video games are a comprehensive, interactive media. Online games foster communication and extend the range of communication types considerably. We examine prevailing types of communication in video games using the browser-based advergame Fliplife. This game provides all a clear, delimited structure, an unpretentious user interface and the characteristics of a multiplayer online game. Thus Fliplife is an excellent frame to demonstrate the wide range of communication initiated in a video game. Among contained types of communication are verbal and non-verbal communications using graphics and acti
APA, Harvard, Vancouver, ISO, and other styles
14

Warner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.

Full text
Abstract:
Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in eac
APA, Harvard, Vancouver, ISO, and other styles
15

Prena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.

Full text
Abstract:
Purpose Video games have the potential to improve brain plasticity in people with Down syndrome. However, little has been done to understand video game preferences in this population. The purpose of this paper is to describe a brief exploration of video game preferences in children with Down syndrome. Design/methodology/approach An online survey was used to collect information from parents of children with Down syndrome about their child’s favorite video games and why they like video games. Findings Children with Down syndrome, as reported by their parents, most frequently play action/adventur
APA, Harvard, Vancouver, ISO, and other styles
16

Shihab, Kusvihawan Muhammad, Sussi Sussi, Rendy Munadi, Rahmat Ramadan Prasojoe, and Nurwulan Fitriyanti. "Pembuatan Game Online BoMCleaN sebagai Media Pembelajaran Kebersihan Lingkungan." Jurnal Edukasi dan Penelitian Informatika (JEPIN) 5, no. 1 (2019): 113. http://dx.doi.org/10.26418/jp.v5i1.29874.

Full text
Abstract:
Perkembangan video game saat ini sangatlah pesat dan sudah beredar dalam berbagai genre permainan seperti aksi, horror, pertualangan, puzzle dan game online. Seiring dengan perkembangan jaringan internet maka game online juga ikut berkembang dan mampu menarik banyak orang untuk memainkannya. Kebanyakan video game yang dibuat hanya ditujukan untuk menghabiskan waktu dan menghibur player agar jauh dari kebosanan. Pelajaran tentang kebersihan lingkungan perlu diajarkan sejak dini sehingga mampu membawa perubahan, baik berupa pengetahuan maupun tingkah laku. BoMCleaN adalah sebuah video game yang
APA, Harvard, Vancouver, ISO, and other styles
17

Lawrence, Anne M., and Michael B. Sherry. "How Feedback From an Online Video Game Teaches Argument Writing for Environmental Action." Journal of Literacy Research 53, no. 1 (2021): 29–52. http://dx.doi.org/10.1177/1086296x20986598.

Full text
Abstract:
Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students’ writing development. In this article, we describe how the pedagogical feedback provided by one such game, Quandary, influenced two seventh graders’ written arguments in advocacy letters addressed to the state governor regarding a local environmental disaster
APA, Harvard, Vancouver, ISO, and other styles
18

Hamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.

Full text
Abstract:
This article provides a synthesis of a group of research studies conducted to better understand in what ways children’s entertainment video game play choices relate to their creativity, motivations, problem-solving strategies, learning preferences, and beliefs about how to play games. Three studies were conducted among American students: (1) a survey and creativity assessment with students aged 9–11, (2) an in-depth qualitative study with three adolescent boys, and (3) an online survey. Key findings from this research relate to both psychological factors motivating video game play, and cogniti
APA, Harvard, Vancouver, ISO, and other styles
19

Callens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.

Full text
Abstract:
Children spend a tremendous number of hours online these days watching kids their age play video games on YouTube. The videos of these young stars, also called ‘kidfluencers’, have become an essential avenue for marketers to advertise games and merchandise. However, the game promotions of these kidfluencers can easily deceive children, as the paid collaboration with companies is not always properly disclosed. Therefore, this article aims to investigate if the European advertising regulations sufficiently protect children against misleading promotions in the videos of kidfluencers. It starts by
APA, Harvard, Vancouver, ISO, and other styles
20

Guermazi, F., N. Halouani, K. Yaich, et al. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.

Full text
Abstract:
IntroductionWith the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.AimsEstimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.MethodsA cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected
APA, Harvard, Vancouver, ISO, and other styles
21

Wang, Bingqing, Laramie Taylor, and Qiusi Sun. "Families that play together stay together: Investigating family bonding through video games." New Media & Society 20, no. 11 (2018): 4074–94. http://dx.doi.org/10.1177/1461444818767667.

Full text
Abstract:
Video games have been a major form of people’s entertainment, and they have entered people’s family life. However, what we know about the effects of video games on family relationships is still rare. This study investigated the effects of video game co-playing among family members on family satisfaction and family closeness. In total, 361 parents recruited from Amazon Turk completed online questionnaires. The results showed that the more frequently family members play video games together, the better family satisfaction and family closeness they have. Families with poor family communication be
APA, Harvard, Vancouver, ISO, and other styles
22

Ramos, Pedro, Pierre Funderburk, and Jennifer Gebelein. "Social Media and Online Gaming." International Journal of Cyber Warfare and Terrorism 8, no. 1 (2018): 25–42. http://dx.doi.org/10.4018/ijcwt.2018010103.

Full text
Abstract:
This article describes how the rise in technological innovation has allowed for transnational criminal organizations (TCOs) to expand their operations using virtual platforms such as social media and online video games. These virtual platforms are utilized by TCOs to conduct some of their traditional forms of crimes, such a money laundering. These criminal practices have found solace in technological innovation, mainly through the exploitation of rising technologies, such as online video games, video game consoles and peripherals, such as Virtual Reality headsets, inconspicuous electronic devi
APA, Harvard, Vancouver, ISO, and other styles
23

Mašić, Adela, and Aida Tarabar. "The Influence of Online Games on Learning English Vocabulary in High Schools in Bosnia and Herzegovina." MAP Education and Humanities 1, no. 1 (2021): 28–37. http://dx.doi.org/10.53880/2744-2373.2021.1.1.28.

Full text
Abstract:
In the last couple of years, there has been an obvious increase in the number of school children proficient in English. One of the main reasons is the influence of the media, as well as students’ great exposure to video games. The aim of this study was to investigate the connection between video-game playing and English language proficiency based on age, gender and latest grade in English language. A questionnaire was completed by 71 middle and high school students answering a range of questions on the quantity and quality of the video game they play. The results showed that video games have a
APA, Harvard, Vancouver, ISO, and other styles
24

Dickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.

Full text
Abstract:
Abstract The purpose of this article is to investigate whether competition hypothesis (Anderson and Carnagey, 2009) contributes to the General Aggression Model when video game genre is entered into the relationship between video game use and self-reported physical aggression. A pre-test (n=93) taken randomly from the research sample employed categorized the game genres as violent and/or competitive. 1,170 adolescents (ages 12–18) completed the written survey. Online shooter games and fight’em up games, categorized as both violent and competitive, were positively related to self-reported physic
APA, Harvard, Vancouver, ISO, and other styles
25

Findley, Michael R. "The Relationship between Student Learning Styles and Motivation during Educational Video Game Play." International Journal of Online Pedagogy and Course Design 1, no. 3 (2011): 63–73. http://dx.doi.org/10.4018/ijopcd.2011070105.

Full text
Abstract:
Educational video games allow for a level of intrinsic motivation and engagement that is not found in other forms of learning. This study determines if students found educational video game play to be a motivating experience and if a relationship existed between student learning styles and levels of motivation. High school psychology students played two short online educational video games and, upon completion of the activity, their intrinsic motivation levels were determined using an evaluation questionnaire. The data, as determined by the evaluation questionnaire, revealed that students foun
APA, Harvard, Vancouver, ISO, and other styles
26

Mirowski, Alexander, and Brian P. Harper. "Elements of Infrastructure Demand in Multiplayer Video Games." Media and Communication 7, no. 4 (2019): 237–46. http://dx.doi.org/10.17645/mac.v7i4.2337.

Full text
Abstract:
With the advent of organized eSports, game streaming, and always-online video games, there exist new and more pronounced demands on players, developers, publishers, spectators, and other video game actors. By identifying and exploring elements of infrastructure in multiplayer games, this paper augments Bowman’s (2018) conceptualization of demands in video games by introducing a new category of ‘infrastructure demand’ of games. This article describes how the infrastructure increasingly built around video games creates demands upon those interacting with these games, either as players, spectator
APA, Harvard, Vancouver, ISO, and other styles
27

Liu, Tingting. "Video Games as Dating Platforms: Exploring Digital Intimacies through a Chinese Online Dancing Video Game." Television & New Media 20, no. 1 (2017): 36–55. http://dx.doi.org/10.1177/1527476417736614.

Full text
Abstract:
In the relatively young field of new media studies, both video games and online dating platforms are identified as being important and popular genres of digital products, which are often discussed separately. This article argues that these two genres of digital products are not so much separate but entangled elements of the same processes of technological shifts in media industry, development of people’s online leisure activities, and the convergence of digital genres. To provide empirical evidence, this article examines a Chinese dancing video game, QQ Dazzling Dance (QQ Xuan Wu), which creat
APA, Harvard, Vancouver, ISO, and other styles
28

Seok, Soonhwa, and Boaventura DaCosta. "The Cyber Awareness of Online Video Game Players." International Journal of Cyber Research and Education 1, no. 1 (2019): 69–77. http://dx.doi.org/10.4018/ijcre.2019010108.

Full text
Abstract:
The cyber awareness of online video game players (n = 183) was investigated by examining their online safety practices and the degree to which they were exposed to threats. With findings revealing that gamers engaged in poor online practices, despite expressing concern for their safety, this investigation supports the view that gamers are unaware of the possible consequences of their online actions, and/or continue to show resistance to cybersecurity practices perceived to hinder gameplay. While the findings should be regarded as preliminary, game developers and publishers, policymakers, and r
APA, Harvard, Vancouver, ISO, and other styles
29

Felczak, Mateusz. "Live Streaming Platforms and the Critical Discourse About Video Games." Replay. The Polish Journal of Game Studies 4, no. 1 (2017): 19–37. http://dx.doi.org/10.18778/2391-8551.04.02.

Full text
Abstract:
This work concerns online streaming platforms centered on broadcasting video games-related content, such as Twitch.tv and Douyu.com. The aim of this article is two-fold: first, to point out the possible research methods regarding online streaming services as mediums for video game criticism, and second, to assess the potential of these platforms for generating critical discourse about video games. The methodology of the research is based on Mia Consalvo’s take on paratextual frameworks and Veli-Matti Karhulahti’s notions of interview and play frames regarding the activity of video games stream
APA, Harvard, Vancouver, ISO, and other styles
30

Gabbiadini, Alessandro, Silvia Mari, Chiara Volpato, and Maria Grazia Monaci. "Identification Processes in Online Groups." Journal of Media Psychology 26, no. 3 (2014): 141–52. http://dx.doi.org/10.1027/1864-1105/a000119.

Full text
Abstract:
Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). In this video game, players interact with other players in a tridimensional virtual world through their avatar. A sample of 92 WoW players took part in a data collection Web survey. Building on the theory of social identity, we tested the predictive power of three identification motives: self-
APA, Harvard, Vancouver, ISO, and other styles
31

Dubois, Louis-Etienne, and Chris Gibbs. "Video game–induced tourism: a new frontier for destination marketers." Tourism Review 73, no. 2 (2018): 186–98. http://dx.doi.org/10.1108/tr-07-2017-0115.

Full text
Abstract:
Purpose This paper aims to expand the media-related tourism literature in a new domain of application by highlighting a connection between the world of video games and tourism. Design/methodology/approach Through deductive content analysis, this study looks at 137 online comments posted on popular gaming and travel websites that connect two popular video games (Assassin’s Creed II and Assassin’s Creed Unity) and travel motivation. Findings Results establish that video games share similar travel motivation elements with film and should be considered as a driver of tourism. It argues that destin
APA, Harvard, Vancouver, ISO, and other styles
32

Hanindar, Muthia, and Irwansyah Irwansyah. "PEMANFAATAN TEKNOLOGI VOICE OVER INTERNET PROTOCOL (VoIP) DALAM ONLINE MOBILE GAMES." Jurnal Common 5, no. 1 (2021): 25–38. http://dx.doi.org/10.34010/common.v5i1.2863.

Full text
Abstract:

 
 Kemajuan teknologi memungkinkan adanya kemajuan dalam industri video games. Kemunculan perangkat seluler dengan fitur yang semakin canggih memungkinkan khalayak dapat bermain games dimana saja dan kapan saja. Ada waktu luang yang perlu diisi menjadi salah satu alasan utama khalayak dalam bermain game pada ponsel pintar mereka. Kualitas ponsel pintar yang semakin ditingkatkan membuat dunia industri games semakin berkembang dengan adanya fitur-fitur baru dalam game salah satunya fitur komunikasi. Komunikasi sangat diperlukan utamanya dalam permainan yang membutuhkan kerjasama tim.
APA, Harvard, Vancouver, ISO, and other styles
33

Johnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.

Full text
Abstract:
This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice; the visibility and added lifespan that streaming is affording to independent and niche games and older games; and the live streaming of the creation
APA, Harvard, Vancouver, ISO, and other styles
34

Pampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.

Full text
Abstract:
Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gamepla
APA, Harvard, Vancouver, ISO, and other styles
35

Grieman, Keri. "Lakitu's world: proactive and reactive regulation in video games." Interactive Entertainment Law Review 2, no. 2 (2019): 67–77. http://dx.doi.org/10.4337/ielr.2019.02.02.

Full text
Abstract:
Regulating a population is difficult, and no easier when that population has grenade launchers. Video game publishers and developers face the unenviable challenge of balancing their game's playability with regulating the individuals within it. This is done proactively (by game design) and reactively (by punishing or rewarding player behaviour). What players encounter affects the game's age rating, but also the player's desire to continue playing. Even games focusing on violence impose taboos on unsportsmanlike behaviour, and real-world referential behaviour or attacks. Games can become known f
APA, Harvard, Vancouver, ISO, and other styles
36

Simon, O., R. Chebbi, A. Ochoa Godall, J. Eicher, C. Zumwald, and C. Dickson. "Clinical and demographic characteristics of treatment seeking online video game players." European Psychiatry 33, S1 (2016): S318. http://dx.doi.org/10.1016/j.eurpsy.2016.01.1086.

Full text
Abstract:
Background and aimWithin Switzerland, video game players seeking specialised treatment are usually referred to gambling addiction services. The Centre for Excessive Gambling (CJE) is a specialised gambling addiction unit in Lausanne University Hospital. Between 2003 and 2015 the service offered also support to 64 adults seeking treatment for videogaming-related disorders.According to international literature, Internet disorder treatment programmes have been developed. However, little is known about clinical profile of users seeking treatment. Studies into Internet or gaming disorders typically
APA, Harvard, Vancouver, ISO, and other styles
37

Andrejevic, Mark. "Productive Play 2.0: The Logic of In-Game Advertising." Media International Australia 130, no. 1 (2009): 66–76. http://dx.doi.org/10.1177/1329878x0913000109.

Full text
Abstract:
Online video games are helping to pioneer the use of interactive advertising that targets consumers based on information about their behaviour, consumption patterns, and other demographic and psychographic information. This article draws on the example of in-game ads to explore some of the ways in which advertisers harness virtual worlds to marketing imperatives, and equate realism and authenticity with the proliferation of commercial messages. Since video games have the potential to serve as a model for other forms of marketing both online and off, the way in which they are being used to expl
APA, Harvard, Vancouver, ISO, and other styles
38

Elutina, Marina E., and Anton A. Nerush. "Structural foundation for interactions in online games." Izvestia of Saratov University. New Series. Series: Sociology. Politology 21, no. 3 (2021): 289–94. http://dx.doi.org/10.18500/1818-9601-2021-21-3-289-294.

Full text
Abstract:
The article examines the structural foundations of interactions between gamers in online games on the example of the youth segment of Russian audience of computer games. The analysis of the main elements of in-game mechanics structuring the communicative interactions of gamers in online games is carried out on the basis of the B. Latour’s actor-network theory, allowing us to consider the game as an actor of socio-technical interactions. According to the results of the author’s research conducted in 2019–2020 by means of online questionnaires, the mechanisms of long-term and short-term associat
APA, Harvard, Vancouver, ISO, and other styles
39

Dunn, Robert Andrew, and Rosanna Guadagno. "Who Are You Online?" International Journal of Cyber Behavior, Psychology and Learning 9, no. 3 (2019): 15–31. http://dx.doi.org/10.4018/ijcbpl.2019070102.

Full text
Abstract:
The authors conducted an experiment to determine the effects of gender, race, online video gaming experience, and the experimental context in which participants played the video game (online vs. offline vs. no information control) on avatar selection. The qualities of the avatar compared were based on eight objective differences between avatars and individuals: attractiveness, skin tone, height, girth chest size, waist size, hip size, and height. As predicted, those with online gaming experience selected avatars that were taller, thinner, and more attractive relative to their real selves than
APA, Harvard, Vancouver, ISO, and other styles
40

Ivory, James D. "Still a Man's Game: Gender Representation in Online Reviews of Video Games." Mass Communication and Society 9, no. 1 (2006): 103–14. http://dx.doi.org/10.1207/s15327825mcs0901_6.

Full text
APA, Harvard, Vancouver, ISO, and other styles
41

Northrup, Jason C., and Sterling Shumway. "Gamer Widow: A Phenomenological Study of Spouses of Online Video Game Addicts." American Journal of Family Therapy 42, no. 4 (2014): 269–81. http://dx.doi.org/10.1080/01926187.2013.847705.

Full text
APA, Harvard, Vancouver, ISO, and other styles
42

Tang, Wai Yen, and Jesse Fox. "Men's harassment behavior in online video games: Personality traits and game factors." Aggressive Behavior 42, no. 6 (2016): 513–21. http://dx.doi.org/10.1002/ab.21646.

Full text
APA, Harvard, Vancouver, ISO, and other styles
43

Kerttula, Tero. "“What an Eccentric Performance”: Storytelling in Online Let’s Plays." Games and Culture 14, no. 3 (2016): 236–55. http://dx.doi.org/10.1177/1555412016678724.

Full text
Abstract:
In this article, I examine the phenomenon called Let’s Play (LP) and conduct a narrative analysis on two LPs made of Sierra Entertainment’s Phantasmagoria games. The LPs tell viewers a story different from the one told in the games, that is, they tell the story of the player rather than that of the game. In that story, the experience of playing a video game is revealed to the audience. This story would be hidden without the player-narrators know as LPs around the world. I conduct my analysis by describing seven different narrative elements that form the narration of a LP and explain how these
APA, Harvard, Vancouver, ISO, and other styles
44

Wibowo, Tony, and Kelfia Limanda. "Penggunaan Naratif Dalam Video Game Sebagai Media Edukasi Isu Dunia: Studi Kasus Detroit Become Human." Pixel :Jurnal Ilmiah Komputer Grafis 13, no. 2 (2020): 1–7. http://dx.doi.org/10.51903/pixel.v13i2.224.

Full text
Abstract:
Video game dengan narasi kuat semakin popular pada kalangan game developer. Terdapat sejumlah game yang dikembangkan dengan isu dunia dalam naratifnya. Penelitian ini dilakukan untuk membuktikan apakah video game berpotensi sebagai media edukasi terhadap permasalahan dunia. Penelitian ini dilakukan dengan mengekspos video game melalui game play dari video game Detroit Become Human kepada 27 responden yang belum familier dengan video game tersebut selama 22 hari dan mengumpulkan laporan mereka mengenai pengalaman mereka melalui kuesioner online. Penelitian diuji dengan melakukan perbandingan te
APA, Harvard, Vancouver, ISO, and other styles
45

Koch, Stefan, and Philipp Artmayr. "Stability and development of user innovation strategies for video game producers." European Journal of Innovation Management 23, no. 5 (2019): 753–64. http://dx.doi.org/10.1108/ejim-05-2019-0117.

Full text
Abstract:
Purpose The purpose of this paper is to focus on user innovation strategies and their stability in the video game industry. The main research questions addressed are whether a significant portion of video game companies employ user innovation, and how these strategies are showing signs of success and evolve over time. Design/methodology/approach From various online data sources, information was extracted for 2,003 video game companies and 3,923 video games and analyzed using quantitative statistical approaches. Findings The analysed data show that a significant proportion of video game compani
APA, Harvard, Vancouver, ISO, and other styles
46

Zhang, Jiahao. "Analysis on the Share Price and Forecasting Calculation Data of Activision Blizzard, Inc. Based on SWOT-Model." E3S Web of Conferences 214 (2020): 02015. http://dx.doi.org/10.1051/e3sconf/202021402015.

Full text
Abstract:
In recent years, increasingly advanced technology infrastructure leads to an extraordinary growth of Internet users. By virtue of the explosive growth of the entire Internet industry, the online game industry has shown a rapid development trend, and the overall user scale of online games continues to expand. Meanwhile, the online game industry becomes a good investment market for investors to operate in. This article uses Blizzard as an example to analyze its investment value. Besides, the future trend of the video game industry is analyzed by using the SWOT-model and forecasting calculation d
APA, Harvard, Vancouver, ISO, and other styles
47

Esqueda, Marileide Dias, and Érika Nogueira de Andrade Stupiello. "Teaching video game translation: first steps, systems and hands-on experience / Ensinando tradução de videogame: primeiros passos, sistemas e experiência prática." Texto Livre: Linguagem e Tecnologia 11, no. 1 (2018): 103–20. http://dx.doi.org/10.17851/1983-3652.11.1.103-120.

Full text
Abstract:
ABSTRACT: Despite the significant growth of the game localization industry in the past years, translation undergraduate curricula in Brazil still lacks formal training in game localization, often leaving novice translators no alternative but to search for the required skills informally in game translation communities. Designing a video game localization course in translation undergraduate programs in public universities is a complex task in today’s reality, particularly due to limited access to free and authentic materials. This paper describes a game localization teaching experience at the un
APA, Harvard, Vancouver, ISO, and other styles
48

Korpak, Klaudia, Aneta Bac, and Anna Ścisłowska-Czarnecka. "Spinal pain syndromes among video game players." Health Promotion & Physical Activity 11, no. 2 (2020): 15–20. http://dx.doi.org/10.5604/01.3001.0014.2636.

Full text
Abstract:
Aim of the study: The purpose of this study was to assess the occurrence of spinal pain syndromes among video game players. Material and methods: 550 persons took part in the survey, including 494 (89.8%) men and 56 (10.2%) women playing video games. The study was conducted using an online questionnaire created using Google Forms. The questionnaire contained 27 questions, including questions about time spent in sitting position, occurrence of spinal pain, ways of dealing with pain and knowledge of the principles of spinal pain prophylaxis. Results: 70% of respondents play on the computer seven
APA, Harvard, Vancouver, ISO, and other styles
49

Wood, Richard T. A., Mark D. Griffiths, and Virginia Eatough. "Online Data Collection from Video Game Players: Methodological Issues." CyberPsychology & Behavior 7, no. 5 (2004): 511–18. http://dx.doi.org/10.1089/cpb.2004.7.511.

Full text
APA, Harvard, Vancouver, ISO, and other styles
50

Van Rooij, Antonius J., Tim M. Schoenmakers, Ad A. Vermulst, Regina J. J. M. Van Den Eijnden, and Dike Van De Mheen. "Online video game addiction: identification of addicted adolescent gamers." Addiction 106, no. 1 (2010): 205–12. http://dx.doi.org/10.1111/j.1360-0443.2010.03104.x.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!