Academic literature on the topic 'Overwatch (Video game)'

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Journal articles on the topic "Overwatch (Video game)"

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Rhee, Hae Kyung, Doo Heon Song, and Jeong Hoon Kim. "Comparative analysis of first person shooter games on game modes and weapons – military-themed, overwatch, and player unknowns’ battleground." Indonesian Journal of Electrical Engineering and Computer Science 13, no. 1 (January 1, 2019): 116. http://dx.doi.org/10.11591/ijeecs.v13.i1.pp116-122.

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First-person shooter is a video game genre centered on gun and other weapon-based combat in a first-person perspective. It is the second most favored genre among young Korean male gamers. Recently, the resurrected old-school-shooter <em>Overwatch</em> and Battle Royale style <em>Player Unknowns’ Battleground</em> enjoy a big success in Korean game market and worldwide meanwhile the military-themed games in the genre have shrunken especially in Korean market. In this paper, we take a comparative analysis on the game structures and game modes and particularly the weapon system used in the game to facilitate the player balancing in the team based combat. Two recent successful games in the genre showed different strengths over traditional military-themed first-person-shooter in this comparative study.
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Gandolfi, Enrico. "You have got a (different) friend in me: Asymmetrical roles in gaming as potential ambassadors of computational and cooperative thinking." E-Learning and Digital Media 15, no. 3 (February 13, 2018): 128–45. http://dx.doi.org/10.1177/2042753018757757.

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This article aims to enlighten how individuals apply and develop cooperative and computational thinking in online collaborative challenges, and what ludic features support or discourage such approaches. Over n = 1400 subjects have been involved with a quantitative survey about three collaboration-based video games – i.e. Overwatch, For Honor, and Tom Clancy’s Rainbow Six: Siege. Results point to malleable factors in strengthening teamwork – i.e. asymmetrical roles, sharing information mechanics, broad game community – and provide empirical evidence of the correlation between cooperative and computational thinking. Implications for educational activities and cooperative learning interventions are outlined in terms of design strategies and concrete applications.
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Patzer, Brady, Barbara Chaparro, and Joseph R. Keebler. "Developing a Model of Video Game Play: Motivations, Satisfactions, and Continuance Intentions." Simulation & Gaming 51, no. 3 (February 28, 2020): 287–309. http://dx.doi.org/10.1177/1046878120903352.

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Background. As video game usage continues to rise, it is important to understand why people choose and continue playing a game. Purpose. This research presents a theoretical framework to explore the relationships between gameplay motivations, satisfaction, continuance intention and gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League of Legends, World of Warcraft, Overwatch, and Hearthstone, for at least 10 hours in the past three months. A series of structural equation models were tested to identify the model with the best validity and fit. All constructs were from previously validated measures. Motivations were measured by the Trojan Player Typology, which assessed story-driven, completionist, competitor, escapist, smarty-pants, and socializer motives. Satisfaction was measured using the game user experience satisfaction scale (GUESS), which assessed satisfaction with usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetic, personal gratification, social connectivity, and visual aesthetics. Continuance intention was measured using a 4-item scale. Results. The final model suggested that motivations were positively related to satisfaction, while satisfaction was positively related to continuance intention and weekly play time. Motivations accounted for 20% of the variance in satisfaction, and the story-driven motivation was the strongest predictor. Further, satisfaction accounted for 47% of the variance in continuance intention and 8% of the variance in weekly play time. Conclusion. Individual differences in gameplay motivation are an important component of a player’s satisfaction. Further, satisfaction appears to be central to a player’s intention to continue using a game.
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Gandolfi, Enrico, and Francesca Antonacci. "Beyond Evil and Good in Online Gaming. An Analysis of Violence in ‘Overwatch’ Between Demonization and Proactive Values." Journal For Virtual Worlds Research 13, no. 1 (March 31, 2020). http://dx.doi.org/10.4101/jvwr.v13i1.7331.

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Many studies have addressed and explored the effects of video games with an emphasis on violence and aggressive behaviors. This article’s aim is to go beyond the simplistic difference between negative outcomes and their absence by suggesting the concept of “meaningful violence.” For exploring possible instances of such a phenomenon, a content analysis (Gee, 2012) of online materials (online comments, user-generated content) from leading gaming media environments (Reddit, YouTube) was directed targeting the popular video game Overwatch. The theoretical framework adopted drawn its cornerstones from Educational Sciences, Philosophy, and Media Studies, spanning key concepts such as “symbolic imaginary” (Durand, 1999, Wunenburger, 1995) and phenomenological-hermeneutic analysis (Gadamer, 2004). Results point to an alternative overview of gaming violence, which puts in-game aggressiveness and sacrifice in a new light beyond counter-posed viewpoints. Implications are noteworthy for both researchers and practitioners, who can harness positive and proactive processes behind apparently negative attitudes and superficial measurements of explicit content and disruptive actions.
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Colder Carras, Michelle, Mathew Bergendahl, and Alain B. Labrique. "Community Case Study: Stack Up’s Overwatch Program, an Online Suicide Prevention and Peer Support Program for Video Gamers." Frontiers in Psychology 12 (March 11, 2021). http://dx.doi.org/10.3389/fpsyg.2021.575224.

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Traditional mental health services are often not enough to meet the needs of people at risk for suicide, especially in populations where help-seeking is stigmatized. Stack Up, a non-profit veteran organization whose goal is to use video games to bring veterans together, recognized a need in its gaming-focused online community and created the Overwatch Program. This suicide prevention and crisis intervention program is delivered entirely through the Internet by trained community members through Discord text and voice chat. By combining aspects of virtual gaming communities, veteran mental health, and community-based peer support, this program provides an innovative format for implementing crisis intervention and mental health support programs. We describe here the context and features of the program, an ongoing evaluation project, and lessons learned.
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Dissertations / Theses on the topic "Overwatch (Video game)"

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Shur, Etelle. "Remixing Overwatch: A Case Study in Fan Interactions with Video Game Sound." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/1076.

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In the past, video game communities have been studied after they have already been well-established. Studying the Overwatch fandom now, less than a year after the game’s release, while its community is still growing, allows me to observe the way gamers bring prior fandom experiences to a new game and the way a new fan community establishes its own practices. Moreover, the Overwatch fandom is growing at a time when technology is rapidly changing the way fans share transformative works and the way media companies interact with fans. Studying Overwatch fan communities now can give a sense of what is and is not changing and how it might affect fandom.
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Shiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.

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(8085977), Qingheng Zhou. "Exploring Social Roles in Twitch Chatrooms." Thesis, 2019.

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With the popularity of the gaming industry, game streaming appeared and became a global phenomenon with high participation in recent years. Game streaming platforms such as Twitch had millions of active users participated in the community by watching and chatting. Yet there was lack of investigation about how chat behaviors connected with the overall participation in game streaming community. This study aims to describe and analyze the roles taken on by viewers as they engaged in chat while watching game streaming and identify how these roles influenced participation. I designed a qualitative study with online observations on several Twitch channels streaming Overwatch. By analyzing the chatlogs collected, I identified four social roles among chatters: Lurker, Troll, Collaborator, and Moderator. A discourse analysis was applied to further investigate the interactions among these roles and how they shape the conversation in chatrooms. With these findings, I generated a four-role model that specific for chatters in Twitch personal channels. Limitations of this study and suggestions for future research were also provided.

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Kerr, Stella. "Representing the hero: a comparative study between the animated and gameplay cinematic trailers for Overwatch." Thesis, 2017. https://hdl.handle.net/10539/24473.

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A research report submitted to the Faculty of Humanities, University of the Witwatersrand, Johannesburg, in partial fulfilment of the requirements for the degree of Master Arts in Digital Animation, March 2017
XL2018
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Ribeiro, Bernardo Maria Teixeira Esteves Campelo. "Activision Blizzard, Inc : equity valuation." Master's thesis, 2018. http://hdl.handle.net/10400.14/25486.

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This dissertation presents the valuation of Activision Blizzard, Inc, which was based on an in-depth analysis of the company and the video game industry. Activision was fairly valued at $71.16 per share, which represents an upside of 12% compared with the trading price of $63.32 as of December 31st, 2017. Thereby, it is recommended a BUY rating to investors. The valuation was based on three valuation methods: DCF WACC, EVA and Multiples. As a result, the DCF WACC approach reached a $77.24 share price, meaning an upside of 22%. The EVA model resulted in a $64.91 share price of with an upside of 3%. Lastly, the Relative valuation based on 2017 23.2x EV&EBITDA and 2017 6.0 P/BV resulted in a share price of $71.51, representing an upside of 13%. The Peer Group used to the Multiples valuation was Electronic Arts, Take-Two and Ubisoft. To conclude, the results achieved were compared with Credit Suisse Equity Research, which final recommendation is a BUY, solidly supporting the findings developed in this Dissertation.
A presente dissertação expõe a avaliação da Activision Blizzard, Inc, baseando-se numa análise extensiva da empresa e da indústria de vídeo-jogos. A Activision foi imparcialmente avaliada em $71.16 por ação, representando um retorno esperado de 12% quando comparado com o preço de mercado a 31 de Dezembro de 2017 por ação de $63.32. Em resultado da análise efetuada, é recomendado uma classficiação de compra aos investidores. A avaliação teve como suporte dois diferentes métodos de avaliação: DCF WACC, EVA e Múltiplos. Através do DCF WACC foi obtido um preço por ação de $77.24, representando um retorno esperado de 22%. O modelo de avaliação EVA resultou num preço por ação de $64.91, com um retorno esperado de 3%. Por fim, o modelo de avaliação por múltiplos com base nos 2017 23.2x EV&EBITDA and 2017 6.0 P/BV resultou num preço de $71.51 por ação, representando um retorno esperado de 13%. As empresas comparáveis utilizadas neste modelo foram Electronic Arts, Take-Two e Ubisoft. Para concluir, os resultados obtidos foram comparados com a Equity Research do Credit Suisse, no qual a recomendação final é de Compra, corroborando firmemente as conclusões desenvolvidas ao longo da dissertação.
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Books on the topic "Overwatch (Video game)"

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(Firm), Blizzard Entertainment, ed. The art of Overwatch. 2017.

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ENTERTAINMENT, BLIZZARD. The Art of Overwatch Limited Edition. Dark Horse Books, 2017.

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First-Person Action Esports: The Competitive Gaming World of Overwatch, Counter-Strike, and More! Capstone, 2019.

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First-Person Action Esports: The Competitive Gaming World of Overwatch, Counter-Strike, and More! Capstone, 2019.

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Patterson, Christopher B. Open World Empire. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.001.0001.

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Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet their very existence has been conditioned upon the spread of militarized technology, the exploitation of already existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before them, video games have become the main artistic expression of empire today and thus form an understanding for how war and imperial violence proceed under the signs of openness, transparency, and digital utopia. To understand games as such, this book uses Asian American critiques to discusses games as Asian-inflected commodities, with their hardware assembled in Asia, their most talented e-sports players of Asian origin, and most of their genres formed by Asian companies (Nintendo, Sony, Sega). Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic, reminiscent of the works of Roland Barthes, Michel Foucault, and Eve Sedgwick. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against the open world empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments, with grave attention to how games allow us to tell our own stories about ourselves.
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Book chapters on the topic "Overwatch (Video game)"

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Miller, Monica. "Video Games and Indirect Learning." In Advances in Game-Based Learning, 69–84. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7069-2.ch005.

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As a result of rapid technological advancement, educators are turning to alternative pedagogy to instill valuable knowledge and transferable skills to their pupils. Esports and video games are being examined as a potential avenue. This research, backed by empirical data, explains how the content of particular games can indirectly teach players real-world skills and advanced academic concepts. Five different soft skills (responsibility, communication, teamwork, problem solving, leadership) and two core academic areas (mathematics, language arts) are examined using in-game elements of the following 12 video games/video game franchises as evidence to support claims of video games being a source of indirect education: Neopets; League of Legends; The Elder Scrolls V: Skyrim; Overwatch; Legend of Zelda: Breath of the Wild; Tetris; Portal; Fortnite; Assassin's Creed; World of Warcraft; No Man's Sky; and Spyro.
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Patterson, Christopher B. "Global Game." In Open World Empire, 37–76. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479802043.003.0002.

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This chapter argues that video games, unlike literature and film, are most often depicted as a form of global art, free of ideologies and nationalist boundaries. It examines how such “global games” reconceive of race as campy and Asiatic through experiences of play, focusing on the games Street Fighter II, League of Legends, and Overwatch. These games, conceived as “global,” contain a dizzying diversity of racial stereotypes that fluctuate between the empowering and the offensive. Exploring theories of camp sensibility (Susan Sontag), traveling erotics (Roland Barthes), and Japanese aesthetics, this chapter asks how “global games” are played as gateways into “the Asiatic,” a playful and digital form of Asian-ish representation that straddles notions of the queer, the exotic, the bizarre, and the Orientalist.
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Dunkel, William, and Aaron Trammell. "Double-Ventriloquism and Aegyo in Overwatch." In Media Ventriloquism, 173–94. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197563625.003.0010.

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This chapter considers how South Korean identity is represented in the online video game Overwatch through a close reading of the character D.Va. The term “double-ventriloquism” is proposed to explain the simultaneous representation of South Korean youth culture and an assumed North American player within D.Va’s vocal utterances. Through the combination of the audio generated by the game engine and the actions of the player, D.Va communicates messages of instruction, cheer, and defeat. Speaking through action and flavor dialogue, D.Va becomes recognizable as a sexy, cute, young, and techno-forward character whose character and persona the player audience connects with. However, they remain ignorant of the combined corporate and political interests of the creators. This chapter argues that, through “double ventriloquism,” D.Va manifests both North American game company Blizzard Entertainment’s (which owns Overwatch) financial interest and the South Korean state’s interest in exporting Korean cool to an American audience.”
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