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Journal articles on the topic 'Phenomenon of computer games'

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1

Stolbova, Polina Alexeevna. "STEAMPUNK AS A VISUAL PHENOMENON IN COMPUTER GAMES." Вестник Восточно-Сибирского государственного института культуры 134 (April 24, 2025): 89–101. https://doi.org/10.31443/2541-8874-2025-1-33-89-101.

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Steampunk is a subgenre of science fiction that incorporates retro-futuristic technology and aesthetics inspired by the XIX century industrial steam engines. The combination of futuristic technologies and Victorian epoch aesthetics has turned out to be a fascinating theme for both developers and players. Such things as abundance of small details, use of specific materials to create the texture of mechanized characters, their clothing and appearance can refer to the attributes of steampunk aesthetics. Steampunk is a very specific style that performs an im-portant plot-forming function, but in t
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Artamonova, Viktoriia. "The phenomenon of flow state in the motivation of computer gamers." Социодинамика, no. 2 (February 2020): 93–103. http://dx.doi.org/10.25136/2409-7144.2020.2.32040.

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In examination of reason why people play videogames, multiple authors lean on the theory proposed by the Professor of Psychology Mihaly Csikszentmihalyi – the concept of flow (flow state). The author is known for his research in the area of happiness, creativity and subjective wellbeing. The so-called “effect of immersion” is described by complete absorption and endeavor to success. Presence in the flow state is not limited by a specific sphere or process; it is applied to all fields of activity that an individual is involved in. The article provides a definition
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WARZECHA, KATARZYNA. "COMPUTER GAMES FOR ENTERTAINMENT OF CONTEMPORARY YOUTH – SOCIO-ECONOMIC ASPECTS." sj-economics scientific journal 26, no. 3 (2017): 345–64. http://dx.doi.org/10.58246/sjeconomics.v26i3.180.

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The development of information and communication technologies and the spread of network services have made computers, tablets and smartphones an indispensable tool for work, learning and entertainment. The aim of the research is to present selected social and economic aspects related to computer games, which are the most popular form of e-entertainment incontemporary youth. In 2017, demand for e-entertainment has generated annual revenues of $ 108.9 billion globally. The use of computers and mobile phones (often with Internet access) for games is becoming more and more common among young peopl
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Humphreys, Sal. "Computer Games: Co-Creation and Regulation." Media International Australia 130, no. 1 (2009): 50–52. http://dx.doi.org/10.1177/1329878x0913000107.

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This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classification and participant rights.
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Filewod, Alan. "The Cybertheatre of Computer Games." Canadian Theatre Review 81 (December 1994): 24–28. http://dx.doi.org/10.3138/ctr.81.005.

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We call them computer games, but the label is a futile attempt to fix definition on a phenomenon marked by accelerated change, which is driven by technological innovation and which in consequence impels more change. There are thousands of computer games on the market today, although most of them are not in fact games in the technical sense of the term. They range from little hand-held electronic puzzles to multi-media simulations that require top of the Une hardware to run and hundreds of megs of storage space on CD-ROM. On your home computer you can explore murky dungeons, liberate galaxies,
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Lickhardt, Maren. "Game Logic in the TV Series The Walking Dead: On Transmedial Plot Structures and Character Layouts." Open Cultural Studies 1, no. 1 (2017): 359–68. http://dx.doi.org/10.1515/culture-2017-0033.

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Abstract This paper discusses plot structures and characters of the The Walking Dead TV series which can be traced back to the influence of computer games and gameplay. It shall prove that the series’ narration as a transmedial phenomenon is characterised by ludic logic, although interactive aspects are omitted due to the intermedial change from games to a TV series. The characters’ twin layout as both civilised and archaic, the permanent necessity to make live-or-death decisions, as well as the struggle for survival, simulate aspects of adventure games in particular. The long duration of the
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Vasiliev, A. A., and Yu V. Pechatnova. "COMPUTER GAMES AS A SUBJECT OF INTERDISCIPLINARY RESEARCH." Russian-Asian Legal Journal, no. 3 (October 18, 2022): 16–21. http://dx.doi.org/10.14258/ralj(2022)3.3.

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The article is devoted to the specifics of the study of computer games. The authors propose to analyzethe phenomenon of computer games in three dimensions: philosophical and cultural, socio-economic andpsychological and pedagogical. The research methodology consists of general scientific methods of systemanalysis and an interdisciplinary approach to the subject of study. As a result, the authors conclude that thereis a need for an integrated approach to the study of computer games and the impossibility of studying one ofthe aspects of computer games in isolation from the other. The experience
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Barbu Mihai, Constantin Răzvan, George Bogdan Burcea, Dragoş Laurenţiu Diaconescu, Marius Catalin Popescu, Ioan Turcu, and Paula Apostu. "Considerations Regarding the Development of the eSports Phenomenon." Studia Universitatis Babeş-Bolyai Educatio Artis Gymnasticae 65, no. 4 (2020): 109–18. http://dx.doi.org/10.24193/subbeag.65(4).36.

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ABSTRACT. Esports (Electronics Sports or short for esports, e-sports) is the term used in multiplayer computer games competitions, most of them organized and dedicated to professional players. Nowadays, esports has become a real industry, generating profits for the hardware companies, for the event organizers, but especially for the players, who can reach record receipts from the awards given at different events around the. Esports has slowly evolved into a cultural phenomenon. Across Asia, North America and Europe, the best pro gamers are competing for a share in hundreds of thousands of doll
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Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

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The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equiva
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Viktorovna Grishina, Anna, and Elena Nikolaevna Volkova. "Personal Agency Features of Younger Adolescents with A High Degree Of Passion for Computer Games." International Journal of Engineering & Technology 7, no. 3.14 (2018): 331. http://dx.doi.org/10.14419/ijet.v7i3.14.17020.

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In the era of intensive informatization of society, computer becomes an integral part of the modern life of the younger teenagers. In Russia, the number of children spending time in front of monitors, playing computer games at home or in a computer club, increases every day. According to Entermedia LLC, the percentage of sales of computer games increases by 50% annually. Currently, 23% of the population of Russia plays computer games, at that the minimum age for a computer player is two years.Strengthening polarization regarding children's interest to computer games becomes one of the most imp
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Boichuk, Oleh. "Relationship Between the Problem of Computer Dependence and Social Exclusion in the Process of Youth Socialization." Digital Platform: Information Technologies in Sociocultural Sphere 3, no. 1 (2020): 69–78. https://doi.org/10.31866/2617-796x.3.1.2020.206110.

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The aim of the article is to analyze the problem of socialization of modern youth in the era of total digitalization, the study of computer games as a powerful agent of socialization of youth. To achieve this goal it is necessary: to analyze the features of the impact of games on the process of socialization of youth and the formation of new values, to focus on the concepts of «cybersocialization» and «cyberradiation». The research methods are analytical method, method of included observation, method of structural-functional analysis, phenomenological method.
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Kirichenko, Vladislav V. "Speedrunner as a Virtual Naturalist." Galactica Media: Journal of Media Studies 4, no. 4 (2022): 223–43. http://dx.doi.org/10.46539/gmd.v4i4.299.

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The paper is devoted to the issue of virtual naturalism in computer games, in particular, to such a gaming phenomenon as speedrunning. The author of the study analyzes the essence of speedrunning as a special type of cybersport, as well as a form of counterplay that arose in the minds of gamers around the 1990s. Particular attention is paid to the concept of virtual naturalism, which manifests itself in speed running and can be understood as a form of empirical and materialistic study by gamers of various games and their affordances. The purpose of the work is to establish the features of spee
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Budnik, Ruslan A., and Maksim O. Zverev. "Legal Analysis of Play-To-Earn Videogames." Zakon 21, no. 10 (2024): 119–39. http://dx.doi.org/10.37239/0869-4400-2024-21-10-119-139.

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The purpose of this study is to provide an in-depth legal analysis of the phenomenon of profitable video games, the copyright holders of which, unlike the owners of online computer games of previous generations, recognise the copyright of users in the works created or processed by them, and provide players with the opportunity to dispose of their intellectual rights to make a profit. The work employs scientific methods to analyse contentious relationships in the legal aspects of profitable video games and compares different approaches to their regulation. The fundamental legal differences in t
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Hofman-Kohlmeyer, Magdalena. "SOCIAL COMPUTER GAMES AS A MARKETING CHANNEL FOR CREATING AND MEETING VIRTUAL NEEDS. AN EXAMPLE OF SECOND LIFE." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 19, no. 4 (2018): 115–25. http://dx.doi.org/10.5604/01.3001.0013.1649.

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Internet development and demographic changes among users of computer games caused that the players became an attractive target market in the sale of products and consumer services. Inside the virtual worlds of games, especially in social games such as Second Life, products from various industries and brands are purchased. With the appearance of this phenomenon, scholars focused on understanding of virtual consumption and explore certain regularities and similarities in relation to purchase behavior in the real world. This article aims to present current knowledge in the field of a needs and pu
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15

Johansson, Barbro. "Virtuella lekkamrater." Kulturella Perspektiv – Svensk etnologisk tidskrift 5, no. 4 (1996): 28–40. http://dx.doi.org/10.54807/kp.v5.31945.

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Do computer games constitute something new in the world of children? Yes, there are certain elements in computer games, both as phenomenon and in their contents, that make them unique to our times and that interact with tendencies in the rest of our culture. In the computer games, children play with today's increased possibilities for choice, possibilities that also can be experienced as compulsion. Further, the games leave room for involvement and intense experience at the same time as taking place in a fantasy world where actions do not have consequences in the real world. In addition the ch
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16

Trach, Yuliia. "COMPUTER GAMES AS A COMPONENT OF CULTURE AND A SUBJECT OF CULTURAL RESEARCH." National Academy of Managerial Staff of Culture and Arts Herald, no. 2 (September 17, 2021): 61–64. http://dx.doi.org/10.32461/2226-3209.2.2021.239932.

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The purpose of the article is to characterize computer games as a component of culture and a subject of cultural research. The methodology involves distraction from the technological aspects of the genesis and implementation of computer games and is determined mainly by the humanitarian guidelines for the phenomenon under study. Thus, the methodological principles are based on the cultural research concept of computer games as a value of modern culture. The scientific novelty is that for the first time in Ukrainian cultural research the need to study computer games as a component of culture is
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17

Zagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.

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AbstractSport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon
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18

Jankowski, Filip. "Fikcja interaktywności. Filmy partycypacyjne i ich ograniczenia." Panoptikum, no. 24 (October 20, 2020): 45–55. http://dx.doi.org/10.26881/pan.2020.24.01.

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This article aims to analyze critically a phenomenon described as “interac­tive films”, represented by Black Mirror: Bandersnatch. The author of the article, pointing out crucial problems with the interactivity of computer media as such, suggests the more pertinent name: “participatory films”. Tracing their history from the 1930s, through full-motion video games, to contemporary hybrids of three-dimensional digital games and film forms, the author shows their poten­tials and constraints. Thus, the author concludes that Bandersnatch is not an innovative phenomenon but an anachronistic continuat
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19

Łukasiak, Anna. "Gry komputerowe jako narzędzie resocjalizacji – wprowadzenie do problematyki i perspektywy badawcze." Kultura-Społeczeństwo-Edukacja 23, no. 1 (2023): 191–208. http://dx.doi.org/10.14746/kse.2023.23.1.14.

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The aim of the article is to present computer games as a potential tool for application in social rehabilitation. The author extensively discusses fundamental issues related to computer games, such as terminology and definitions, while focusing on highlighting their distinctive features and diverse functions. Additionally, the article provides social and scientific justification for conducting research on the discussed topic, emphasizing the significance of computer games as a socio-cultural medium, the ongoing phenomenon of digitization, and the increasing engagement of users in such activiti
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20

Kudryashova, Elizaveta M., Ekaterina M. Lyubimtseva, Vera M. Yushchenko, and Sof’ya G. Barinova. "COMPUTER SIMULATOR GAME IN YOUTH CULTURE." Russian Studies in Culture and Society 6, no. 4 (2022): 100–113. http://dx.doi.org/10.12731/2576-9782-2022-4-100-113.

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Purpose. The purpose of the study is to determine the place, meaning, perspectives of the computer game simulator “The Sims” in the cultural space of youth, supplemented by a new digital environment, and to establish the reasons for its 20-year success.
 Methodology. The main theoretical and methodological approaches to the review of a computer game are systemic and complex. The specifics of the study revealed the need for a cause-and-effect analysis of the studied phenomenon.
 Results. The sociocultural aspect of young people involvement in the computer game “The Sims” is primary. T
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21

Neiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.

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The paper analyzes the effect of immersion in digital games using the theoretical apparatus of game theory. The paper illustrates interactive operations and the cause and effect relationship between player and designer, explaining the importance of strategic decision-making and pathing in player immersion. It considers the game function of creating a virtual world and proposes the idea that digital games are not just computer-mediated communication to the player. These games are games of “the moment”, like the game Chicken, and played with apparently great emotion, intelligence, and physical d
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Grimshaw, Mark, John Charlton, and Richard Jagger. "First-Person Shooters: Immersion and Attention." Eludamos: Journal for Computer Game Culture 5, no. 1 (2011): 29–44. http://dx.doi.org/10.7557/23.6125.

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First-Person Shooter computer games are designed to be immersive experiences yet the phenomenon of immersion is little understood. This article surveys theories of immersion in virtual worlds and examines FPS game elements that might contribute to the state. The roles of attention and positive feedback in facilitating player immersion in FPS games is explored. In particular, the role of selective attention is highlighted before the article finishes with a discussion on the design of immersion in FPS games using the principles presented here.
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CÂRNAȚ, Teodor, and Ana-Maria AMBROSĂ. "Administration and the Bureaucratic Phenomenon." Anuarul Universitatii "Petre Andrei" din Iasi - Fascicula: Drept, Stiinte Economice, Stiinte Politice 28 (December 10, 2021): 61–72. http://dx.doi.org/10.18662/upalaw/66.

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The modern administrative systems are huge bureaucratic mechanisms, defined by hierarchy, continuity, impersonality and expertize. There are multiple power games that operate within those systems, and that attenuate the mechanical and rational functionning of the government. When it takes the executive’s place, the administration becomes an independent bureaucracy, out of control and capable of undermining or even blocking the political initiatives of the government.
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Sunnatova, Ranno I. "The phenomenon of laziness as a risk factor of high school students' fascination with gadgets." Vestnik of Samara State Technical University Psychological and Pedagogical Sciences 18, no. 3 (2021): 181–91. http://dx.doi.org/10.17673/vsgtu-pps.2021.3.13.

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In the study presented in the paper, the term passion for computer games and viewing social networks is used as a predictor of computer addiction and, which is not legally defined as addiction, but its blocking effect on the educational activity and productivity of schoolchildren can be stated. The study was carried out in accordance with the ecopsychological model of the formation of subjectivity from the subject of perception to the subject of productive development. The aim was to study the possible links between the passion for computer games and social networks, and such a state of person
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Ilmi Sabrina Khoirunnisa. "Membentuk Karakter Anak Usia Dini Melalui Permainan Tradisional." JECED : Journal of Early Childhood Education and Development 3, no. 2 (2021): 77–83. http://dx.doi.org/10.15642/jeced.v3i2.960.

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This article aims to determine the benefits of traditional children's games in the formation of early childhood character. This is motivated by the phenomenon of changes in children's playing activities today, which more often play modern games that are synonymous with the use of technology such as video games and online games. As a result, traditional children's games began to be forgotten and became foreign to children. In addition, the level of addiction to modern games in children is also high so that it has a bad effect on children's habits and behavior. This paper describes the impact th
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26

Bulaienko, M., and D. Pisariev. "MODELING AND DEVELOPMENT OF THE INTERACTIVE GAME." Municipal economy of cities 6, no. 166 (2021): 15–19. http://dx.doi.org/10.33042/2522-1809-2021-6-166-15-19.

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The purpose of the article is development of the issue of increasing the interest in the issue of the interactive entertainment industry, in particular in such areas as the development of electronic games, as well as coverage of the issue of independent product development and content of the compound. During the research, such a program product was developed, with usage of author’s content, to avoid the similarities with the other products. Today, the information technology sphere remains one of the leading sectors of the economy. The field of computer games, in turn, is one of the most popula
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Dzhydzhora, Yevgen. "КАК СОЗДАЕТСЯ „КАЧЕСТВЕННОЕ ВРЕМЯ” В СОВРЕМЕННОЙ МАССОВОЙ КУЛЬТУРЕ". Studia Interkulturowe Europy Środkowo-Wschodniej, № 15 (1 грудня 2022): 161–73. http://dx.doi.org/10.31338/2544-3143.si.2021-15.8.

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The article deals with the phenomenon of “quality time” in the modern mass culture at the beginning of the 21st century. One of the most notable trends is the use of interactivity in creating cinematic works and computer games. Interactive storytelling allows the spectator/player to choose options for the development of the action and thus independently build the plot of the game film. Such involvement in creating a work of mass culture is an exciting new way to occupy the recipient’s time qualitatively. The variability and artistic potential of interactive cinema are discussed based on the ex
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28

Høiseth, Marikken, Ole Andreas Alsos, Sindre Holme, Sondre Ek, and Charlotte Tendenes Gabrielsen. "Serious Game Design to Support Children Struggling with School Refusal." International Journal of Serious Games 8, no. 2 (2021): 109–28. http://dx.doi.org/10.17083/ijsg.v8i2.416.

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A significant number of children worldwide struggle with school refusal. Games and digital tools represent a novel take on how to address this phenomenon. Our research aims to support children who are at risk or in an early phase of developing school refusal through serious games. In this paper we present current work, grounded in human-centered design, involving the application of a game design framework to elaborate on design elements and empirical evaluations of a serious game called Gnist (English: Spark). Based on this we discuss some implications for game design and key takeaways for res
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Nikitin, Grigory M. "Gaming as a sociocultural phenomenon in modern pedagogical science." Pedagogy: history, prospects 3, no. 5 (2020): 42–55. http://dx.doi.org/10.17748/2686-9969-2020-3-5-42-55.

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. Gaming is a peculiar phenomenon of the information age, which combines the inherent human desire for competition, rivalry, play with the modern capabilities of in-formation technology. Gamers are not only game participants, they become part of vir-tual reality through identity with their avatars, game images, representing one of the "products" of electronic culture, by which we mean the totality of the results of creativi-ty and communication of people in the context of the introduction of IT innovations, characterized by the creation of a single information space, virtual form of expression
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Kozoriz, O. "Influence of MMORPG on modern culture: historiographical aspect." Culture of Ukraine, no. 88 (March 20, 2025): 26–37. https://doi.org/10.31516/2410-5325.088.03.

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The relevance of the topic refers to the growing popularity of massively multiplayer online role-playing games (MMORPGs) among users of various ages, genders, ethnicities, and social statuses, which influences contemporary cultural processes both globally and in Ukraine. The purpose of the article is, based on scientific publications and personal observations, to examine the impact of MMORPG games on the cultural processes of the XXI century within the framework of the gaming concept of culture, as well as to identify the main features and characteristics of Ukrainian player communities. The m
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Malik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.

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Abstract The purpose of this study is to provide insights into player experiences and motivations in Pokémon Go, a relatively new phenomenon of location-based augmented reality games. With the increasing usage and adoption of various forms of digital games worldwide, investigating the motivations for playing games has become crucial not only for researchers but for game developers, designers, and policy makers. Using an online survey (N = 1190), the study explores the motivational, usage, and privacy concerns variations among age and gender groups of Pokémon Go players. Most of the players, wh
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Normanskaya, Anzhela V. "A VIDEO GAME AS A MECHANISM FOR BROADCASTING THE NATIONAL CULTURAL HERITAGE." Russian Studies in Culture and Society 9, no. 1 (2025): 20–37. https://doi.org/10.12731/2576-9782-2025-9-1-275.

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Background. In this article, it is proposed to draw attention to the fact that computer games in a short period of time have ceased to be exclusively a form of entertainment for young people, having transformed into an effective mechanism for transmitting information and influencing the minds of a multi-million audience of gamers. The game is still a unique and controversial cultural phenomenon of the 21st century, since, on the one hand, its mechanisms contribute to the assimilation of knowledge, the formation of practical skills, and cultural exchange, on the other hand, a video game can be
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Musa, Mohammad Aqmal Hafidz, Wan Hurani Osman, Anna Lynn Abu Bakar, and Bernadette Tobi. "AN INTERVIEW ABOUT USING ONLINE GAMES IN VOCABULARY ACQUISITION AMONG THE SECOND YEAR STUDENTS OF UNIVERSITY COLLEGE SABAH FOUNDATION." International Journal of Education, Psychology and Counseling 6, no. 41 (2021): 199–215. http://dx.doi.org/10.35631/ijepc.641015.

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The purpose of this study is to investigate the vocabulary acquisition among English as a second language (ESL) Learners. The study is based on grounded theory research designs. Grounded theory allows the study to generate a far-reaching comprehensible theory founded on behaviourism, cognitivism, and constructivism on the central phenomenon (using online games in vocabulary learning); from the results and findings (Creswell, 2012). A systematic design is applied which highlights the use of data analysis procedures of open, axial, and selective coding, as well as the development of logic paradi
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Šiljak, Violeta, Saša Vajić, Igor Mihailović, and Zvezdan Savić. "The wheel of games and entertainment history." Fizicko vaspitanje i sport kroz vekove 10, no. 2 (2023): 1–31. http://dx.doi.org/10.5937/spes2302001s.

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Games and entertainment, as a phenomenon, were present even in the clan community. From ritual games in the clan community, the games grew into agonistic games among the ancient Greeks, and already had an entertaining character among the ancient Romans. It is precisely the change in their character from agones to ludi, that leads us to wonder how games and entertainment have changed and developed through different eras of humanity, and not necessarily always in a positive direction. What challenges that society has faced throughout history have influenced the changing nature of games and enter
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Shaev, Yury M. "Topoi of the Narrative of Computer Games and Features of the Gender Images Representation." Общество: философия, история, культура, no. 12 (December 20, 2023): 134–41. http://dx.doi.org/10.24158/fik.2023.12.18.

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Computer games, which have become widespread in the modern cultural space, reflect many phenomena of the real world, the reality surrounding a person, and even aspects of an individual's self-representation. The most important characteristic, finding its representation in a computer-game narrative, is the gender of the characters. In addition, in modern games there is also reflection on the problem of gender. Many modern games try to capture the complexity of the gender image, the correlation between gender and the game world, the presence of stories of world culture in the gender image, mytho
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Mikolajewska, Izabela, and Agata Mikolajewska. "(Un)safe screen time? Critical theoretical-empirical analysis." International Journal of Pedagogy, Innovation and New Technologies 3, no. 2 (2016): 47–52. http://dx.doi.org/10.5604/01.3001.0009.5099.

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The fundamental source of the reflection make up the theoretical-empirical data referring to a phenomenon, which in the era of technological progress is of particular importance: the phenomenon of screen time. Besides defining the key term screen time refers to all activities done in front of a screen. This includes: using a computer, watching TV, playing video games (Kaneshiro, 2015), the paper provides an overview of research results concerning the opportunities and threats arising from the use of new media, as well as recommendations for education on the need for media literacy among the yo
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Duguleană, Andreea Raluca, Cristina Roxana Tănăsescu, and Mihai Duguleană. "Emerging Trends in Play-to-Earn (P2E) Games." Journal of Theoretical and Applied Electronic Commerce Research 19, no. 1 (2024): 486–506. http://dx.doi.org/10.3390/jtaer19010026.

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This research aims to establish the primary drivers influencing the development and consumers’ decision-making process in web3 games—decentralized games that function according to the play-to-earn paradigm. We observe several types of micro-economies developed within five play-to-earn games and highlight four roles consumers play at any given time. Our study offers a different perspective on rational consumer behaviour in cryptocurrency-based games and paves the way to better understanding their dynamics and evolution. Results shed light on the construction of in-game economies and how individ
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Kim, Kyung-Joong, and Sung-Bae Cho. "A Comprehensive Overview of the Applications of Artificial Life." Artificial Life 12, no. 1 (2006): 153–82. http://dx.doi.org/10.1162/106454606775186455.

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We review the applications of artificial life (ALife), the creation of synthetic life on computers to study, simulate, and understand living systems. The definition and features of ALife are shown by application studies. ALife application fields treated include robot control, robot manufacturing, practical robots, computer graphics, natural phenomenon modeling, entertainment, games, music, economics, Internet, information processing, industrial design, simulation software, electronics, security, data mining, and telecommunications. In order to show the status of ALife application research, thi
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Шибанова, Е. В. "“GAME STUDIES”: THE PROBLEM OF STUDYING." Вестник Тверского государственного университета. Серия: Филология, no. 1(76) (April 17, 2023): 220–24. http://dx.doi.org/10.26456/vtfilol/2023.1.220.

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Статья посвящена освещению специфики восприятия игровой сферы обществом. Автор доказывает, что тенденции игнорирования или негативной оценки уступили место активному изучению. Рассмотрены особенности современного состояния исследований компьютерных игр, их социокультурного потенциала, определены возможности изучения феномена в рамках медиакоммуникаций. The article is devoted to highlighting the specifics of the perception of the gaming sphere by society. The author proves that the tendencies of ignoring or negative evaluation have given way to active study. The specifics of the current state i
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Shokirzhon, Shermirzaevich Maksudov, and Mamasidikovich Mirzakhmedov Abdirashid. "GAMING DEPENDENCE AS A SUBJECT OF RESEARCH." Globus: human sciences 8, no. 2(40) (2022): 22–24. http://dx.doi.org/10.52013/2713-3087-40-2-6.

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This article is devoted to the philosophical analysis of the formation and development of games as a social phenomenon. The game is the most necessary part of the universal and national culture, the basis of the ethical and aesthetic development of objective reality. In this regard, all the peoples of the world have generally accepted norms for the prohibition of gambling, in particular, the religions of the East consider it as a serious problem in the perfection of the individual. Thus, the author draws attention to online computer games among young people, the popularity of which is growing
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Stenros, Jaakko, and Annakaisa Kultima. "On the Expanding Ludosphere." Simulation & Gaming 49, no. 3 (2018): 338–55. http://dx.doi.org/10.1177/1046878118779640.

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Background. Taking Klabbers’ call for a coherent game science as a starting point, we argue for an alternative way to approach the multidisciplinarity of research into games. Aim. Building on game studies and design research, this article reviews the history and forecasts the future of studying games. Application. All scholars of games could benefit from an awareness of the works of other game scholars in different traditions. The plurality of approaches towards games is an intellectual strength, even if it is difficult for a single scholar to maintain a holistic grasp on research relating to
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Andreev, N. Yu, V. V. Arkhipov, A. A. Vasiliev, and Yu V. Pechatnova. "Legal aspects of ways to monetize rights in the computer games industry." Law Enforcement Review 7, no. 1 (2023): 83–92. http://dx.doi.org/10.52468/2542-1514.2023.7(1).83-92.

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The subject. The authors attempt a legal analysis of several forms of monetization of rights to computer games.The purpose of the article is the legal qualification of donations, crowdfunding, loot boxes as means of monetization.The research methodology includes general scientific methods of analysis and synthesis, as well as specific scientific methods of comparative law and formal legal analysis.The scientific problem of the article lies in the existing contradiction between the rapid development of the computer games market and the state of modern legal science in terms of scientific unders
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Smirnova, E. O., N. Y. Matushkina, and S. Y. Smirnova. "Virtual Reality in Early and Preschool Childhood." Психологическая наука и образование 23, no. 3 (2018): 42–53. http://dx.doi.org/10.17759/pse.2018230304.

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Russian and foreign studies suggest that there is a significant increase in the use of computer programmes by preschool children, and that children are generally introduced to computers at a much younger age, practically in their first months of life. Even though the majority of sociological studies show that computer technologies are in high demand by small children and their parents, psychological exploration into this phenomenon is both insufficient and contradictory. Some researchers argue that computer games have a destructive effect upon the child’s development, while others present data
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Fells, R. E., and J. R. Weaver. "Computer-Assisted Instruction in Industrial Relations Teaching." Journal of Industrial Relations 30, no. 2 (1988): 215–29. http://dx.doi.org/10.1177/002218568803000202.

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The teaching of industrial relations in Australia is a fairly recent phenomenon, principally developing over the last twenty years. Consequently it is only recently that the 'academic infrastructure'—viable industrial relations departments, a range of literature, a choice of texts and journals—has developed to enable the subject to become an identifiable area of teaching. As a result it is not surprising that the use of computers in teaching industrial relations is not well developed when compared with other disciplines, such as economics, management and accounting where games, simulations and
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Luoto, Tim, Raija Korpelainen, Juha Röning, et al. "Gamified Persuasion." International Journal of Sociotechnology and Knowledge Development 6, no. 4 (2014): 1–17. http://dx.doi.org/10.4018/ijskd.2014100101.

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The authors have empirically examined the persuasive properties of digital games from a multidisciplinary perspective. Besides the relevant cultural and psychological theories related to the game phenomenon, the authors have included a case study where a persuasive online activation service was tested among young men (N=280, average 17.9 year old) in the promotion of physical and social activity. The emphasis of the article is on qualitative material, which is based on in-depth interviews of 10 individuals, as well as participant observation considering the user experiences regarding the activ
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de Almeida, Luis Camillo M. O. "User-Design: An Enabling Method of Video Game Making." British Journal of Mass Communication and Media Research 3, no. 1 (2023): 89–96. http://dx.doi.org/10.52589/bjmcmr-qrmerr3t.

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The goal of this study was to investigate the experiences of five undergraduates majoring in communications media at a medium-sized university as they created their own computer games. To analyze the data, I utilized the constant comparison method. After a thorough analysis of the phenomenon of user design, I identified three themes through qualitative analysis: User design fosters creativity and empowerment, User design can be challenging and serve as a design tool, and User design provides a rewarding learning experience.
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Hofman-Kohlmeyer, Magdalena Hofman-Kohlmeyer. "DETERMINANTS OF EFFECTIVE PRODUCT PLACEMENT IN COMPUTER GAMES – LITERATURE REVIEW." CBU International Conference Proceedings 6 (September 24, 2018): 181–86. http://dx.doi.org/10.12955/cbup.v6.1153.

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Product placement is a common tool in promotional campaign. Marketers feature products in the plot of movies or TV programs to improve brand image and influence purchase decisions. Companies more often decide to embed products or brand identifiers inside computer games. Product placement attracts attention of managers as well as scholars. Vast parts of research focused on determinants of effective product placement in a game environment. The present paper aims to represent the main determinants that influence the effectiveness of product placement and is based on literature review.INTRODUCTION
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Vukojević, Borislav, and Dalibor Savić. "MEDIA CONVERGENCE OF ROLE-PLAYING GAMES (1974-2024): FROM PARTICIPATION TO COMMODIFICATION AND BACK AGAIN." MEDIA STUDIES AND APPLIED ETHICS 5, no. 2 (2024): 7–21. https://doi.org/10.46630/msae.2.2024.01.

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This study examines the impact of media convergences on the evolution of role-playing games (RPGs) from the early 1970s to the present day. The analytical focus of this research is directed at the dynamics between player community participation and the process of commodification within this genre. In this context, specific phases in the development of RPGs are highlighted, including tabletop role-playing games (TRPGs), classic computer role-playing games (CRPGs), massively multiplayer online role-playing games (MMORPGs), live-action role-playing (LARP), and actual play (AP). This study highlig
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Korolev, Cyril. "“Tell it to Harry Potter, would you suddenly meet him”: Sf&F Fan Fiction as a Post-Folklore Genre of the WWW Age." Children's Readings: Studies in Children's Literature 19, no. 1 (2021): 281–300. http://dx.doi.org/10.31860/2304-5817-2021-1-19-281-300.

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The article examines the current situation in the modern Russian net-literature, where, along with the predominance of romantic fantasy and theso-called Lit-RPG (stories based on computer role-playing games), there is a rise of fan fiction, i. e. amateur fiction based on milestones (literary and cinematic — books, films, TV series, anime, computer games, etc.) of popular culture. As a special subgenre of amateur creativity, fan fiction has emerged in the English-speaking culture in the 1930s, then the emergence of the Internet has contributed to its spread and further development, and in the 1
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Сапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.

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The formation of the historical background in video games is provided by spatial narratives. In recent years, they are more and more amenable to adjustments in the direction of maximally exact correspondence to socio-economic, political, cultural, domestic, geographical, climatic and so on elements of the localized on the scenario of the game`s chronotop. This may indicate another qualitative transformation of video games as a socio-technical and socio-cultural phenomenon, as well as about the positive cultural and intellectual dynamics of the modern “consumer society”.
 Computer video ga
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