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1

Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.

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Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.
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Lee, Chiawen, Kirk Damon Aiken, and Huang Chia Hung. "Effects of College Students' Video Gaming Behavior on Self-Concept Clarity and Flow." Social Behavior and Personality: an international journal 40, no. 4 (2012): 673–79. http://dx.doi.org/10.2224/sbp.2012.40.4.673.

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We explored time spent playing and other video gamer behavior in relation to the psychological constructs of self-concept clarity and flow. Survey data were collected from a paper-and-pencil survey of a student sample from a university in northwestern United States. We found that compared with gamers with high self-concept clarity, gamers with low self-concept clarity spent more time playing video games. Furthermore, flow was positively associated with time spent playing. Gamers who spent more time playing reported more flow experiences. This research contributes to understanding of the relationship between gamer psychologies and gaming behavior amongst college students.
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Su, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.

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The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020).
 This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic.
 Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collected responses were n=260. 132 participants identified themselves as playing mostly single-player video games and 128 identified themselves as playing mostly multiplayer games.
 The results show during the pandemic individuals spent more time playing both types of video games. Motivations for playing single-player games trended towards decreasing anxiety and stress, and avoiding real life, whereas multiplayer motivations tended to trend towards socialization rather than decreasing stress or anxiety. During the pandemic, 40-50% of single and multiplayer gamers indicated decreased mental health. However, both types of players reported improvement in mental and social well-being while playing video games. More multiplayer gamers reported improved social well-being while playing compared to single-player gamers.
 The survey respondents tended to report having more positive experiences with single-player and multiplayer video games during the pandemic. Results presented video games as a way for individuals to socialize or decrease stress and anxiety. In addition, the comparison between the two types of gamers revealed that single-player respondents tended to play for relaxation, stress reduction, and perhaps improvement in mental health, while multiplayer gamers play to increase social interaction and improve social well-being.
 Further research is needed to explore the long-term effects of video games during the pandemic after everyone has returned to a pre-pandemic state.
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Desainte-Catherine, Myriam, Gyorgy Kurtag, Sylvain Marchand, Catherine Semal, and Pierre Hanna. "Playing with sounds as playing video games." Computers in Entertainment 2, no. 2 (2004): 16. http://dx.doi.org/10.1145/1008213.1008239.

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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.

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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 gameplay play a vital role in the popularity of a particular game. It is the extra-realistic gaming experience that online games offer, which makes it so addictive. It is also revealed that players felt socially stigmatized for being a gamer since playing video games is not a socially accepted form of a hobby in Arunachal Pradesh unlike in some parts of the world. Basically, this article focuses on the insights of players about their experience as an insider in this gaming culture.
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Malek, Andrej, Marjan Ninčević, and Dunja Jurić Vukelić. "The Role of Playing Video Games on School Achievement." Communication Management Review 03, no. 02 (2019): 54–71. http://dx.doi.org/10.22522/cmr20180234.

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7

Horoszkiewicz, Krzysztof, Bartosz Horoszkiewicz, and Grzegorz Załęski. "Psychomotor performance in video games." Journal of Education, Health and Sport 12, no. 7 (2022): 667–82. http://dx.doi.org/10.12775/jehs.2022.12.07.067.

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Introduction: Interactive electronic games allow to access virtual environments and interact using a computer or TV screen. Anyone who has played a video game, or seen others playing, is aware of the importance of reaction speed and eye-hand coordination skills.
 Objective: To determine the differences in psychomotor performance between professional gamers and amateurs.
 Material and Methods: A total of 62 gamers took part in the study, including 31 people - professional video game users who had participated in e-tournaments in the last month (age: M = 20.6, SD = 6.3) and 31 people who did not play video games or played very rarely (they declared that they did not participate in e-sports tournaments), who constituted the control group (age: M = 17.9, SD = 5.4). Integrated computer SDP-System with an executive module for stimulus generation and reception was used to assess psychomotor performance.
 Results: Professional gamers have higher psychomotor skills than amateurs. They reveal better results for fast thinking, motor reactions, perception, attention, and working memory.
 Conclusion: 
 Playing video games has a positive impact on players' psychomotor performance and can promote improvements in elementary cognitive functions.
 Key words: video-games; e-sport; psychomotor performance; cognitive functions
 
 
 
 
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Suliswati, Suliswati, and Indriana Rakhmawati. "Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD)." JKEP 3, no. 1 (2018): 66–80. http://dx.doi.org/10.32668/jkep.v3i1.202.

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The negative impact of playing video games can cause addiction, which affects the lack of socialization of children with peers. This study aims to determine the relationship between the habit of playing video games and the social development of elementary school children. The research design was crossectional. The research sample was 92 elementary school students in grades 4, 5 and 6. Sampling was done randomly. The results showed a significant relationship between the habit of playing video games with social development which included: length of play time 1.5 hours (p = 0.048), more than 2 hours (p = 0.048), playing game every day (p = 0.017), playing game every weekend (p = 0.013), and age of respondents (p = 0.019). Playing video games for 1.5 -> 2 hours has a very dominant relationship with the social development of elementary school children with an OR of 6.995. This showed that elementary school children who play video games for 1.5 -> 2 hours have a tendency to lack social achievement of 6 to 7 times. The conclusion is the length of the habit of playing video games which includes; the duration of playing video game of 1.5 -> 2 hours, the frequency of playing every week and every weekend, the age of elementary school children at elementry school has an impact on the lack of social development of children. Monitoring of parents on the habits of children playing video games must be done.
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Granic, Isabela, Adam Lobel, and Rutger C. M. E. Engels. "The benefits of playing video games." American Psychologist 69, no. 1 (2014): 66–78. http://dx.doi.org/10.1037/a0034857.

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Donohue, S. E., M. G. Woldorff, and S. R. Mitroff. "Multisensory benefits of playing video games." Journal of Vision 9, no. 8 (2010): 720. http://dx.doi.org/10.1167/9.8.720.

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Mukherjee, Souvik. "Playing Subaltern." Games and Culture 13, no. 5 (2016): 504–20. http://dx.doi.org/10.1177/1555412015627258.

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The postcolonial has still remained on the margins of Game Studies, which has now incorporated at length, contemporary debates of race, gender, and other areas that challenge the canon. It is difficult to believe, however, that it has not defined the way in which video games are perceived; the effect, it can be argued, is subtle. For the millions of Indians playing games such as Empire: Total War or East India Company, their encounter with colonial history is direct and unavoidable, especially given the pervasiveness of postcolonial reactions in everything from academia to day-to-day conversation around them. The ways in which games construct conceptions of spatiality, political systems, ethics, and society are often deeply imbued with a notion of the colonial and therefore also with the questioning of colonialism. This article aims to examine the complexities that the postcolonial undertones in video games bring to the ways in which we read them.
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Ding, Yixin. "Playing Action Video Games Affects Cognitive Ability." Journal of Education, Humanities and Social Sciences 5 (November 23, 2022): 266–71. http://dx.doi.org/10.54097/ehss.v5i.2911.

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The great growth of the video game industry and the massive increase in the number of video game players has prompted extensive research into video games. The varied impacts of video games gaming on cognitive skills, primarily action video game, are reviewed in the article. Different studies were divided into three types: the speed of processing, perception, and attention, in order to explore the neural mechanism behind action video game play. Action video games' effects on users' cognitive abilities can be mainly divided into the impact on low-level sensory pathways and the impact on attention control. Although behavioral experiments have demonstrated superior perception abilities in action video game players, less evidence when it comes to electrophysiology and brain imaging for the same enhancement. Action Video games are widely proven to enhance top-down attention and working memory but have no significant effect on bottom-up attention.
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Ashraf, Mujeeba. "Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan." International Journal of Cyber Behavior, Psychology and Learning 10, no. 3 (2020): 47–59. http://dx.doi.org/10.4018/ijcbpl.2020070104.

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Most of the European and American literature suggests that playing violent video games can increase aggression in real-life situations in children, but the extent to which this is true in Pakistan is largely unknown. This is a correlational study that explored whether the amount of time spent playing violent themed video games was associated with aggressive behaviour and whether playing different kinds of violent themed video games could predict aggressive behaviour in late childhood. The sample of 100 children (mean age 13.37) was taken, and children were asked to fill in a diary when they played videogames for a week. The results revealed the time spent playing violent video games (role play, action and fighting, and first-person shooter) was positively correlated with aggression; however, only role play and first-person shooter video games were positive predictors of aggressive behaviour. Current research suggests that if children spend more than 30 minutes a day playing violent video games, their chances of learning aggressive behaviour may increase.
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Emes, Craig E. "Is Mr Pac Man Eating Our Children? A Review of the Effect of Video Games on Children." Canadian Journal of Psychiatry 42, no. 4 (1997): 409–14. http://dx.doi.org/10.1177/070674379704200408.

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Objective: To provide mental health professionals with an up-to-date review of the literature regarding the effects of playing video games on the well-being of children. Method: A computerized literature search of MEDLINE and PSYCHINFO of all articles written in English from 1966 to 1996 was performed. The various studies are organized into different sections. Results: Playing video games is associated with a variety of physical effects including increased metabolic and heart rate, seizures, and tendinitis. Aggressive behaviour may result from playing video games, especially among younger children. There is no direct relationship between psychopathology or academic performance and playing video games. Conclusions: Video games have some adverse effects, but they are also valuable learning tools. Research about the role of video games is inadequate. The data are also limited by the lack of long-term studies and inconsistent findings.
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Greitemeyer, Tobias. "Playing Video Games Cooperatively Increases Empathic Concern." Social Psychology 44, no. 6 (2013): 408–13. http://dx.doi.org/10.1027/1864-9335/a000154.

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Two studies addressed whether playing video games cooperatively in a team would increase emphatic concern toward others in need. Study 1 showed that cooperative team-play ameliorates the negative effects of violent video game play on empathy. Both those participants who had played a violent video game cooperatively in a team and participants who had played a neutral video game on their own reported more empathy than participants who had played a violent video game on their own. Study 2 showed that cooperative teamplay does not only ameliorate negative effects of violent video games, but may also foster consideration for others. In fact, playing a neutral video game cooperatively in a team (relative to single-play) increased empathy.
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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research.
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Doi, Satomi, Aya Isumi, and Takeo Fujiwara. "Association between Adverse Childhood Experiences and Time Spent Playing Video Games in Adolescents: Results from A-CHILD Study." International Journal of Environmental Research and Public Health 18, no. 19 (2021): 10377. http://dx.doi.org/10.3390/ijerph181910377.

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Background: Excessive time spent playing video games is associated with adverse health outcomes in adolescents. Although poor child–parent relationship and social relations with peers are considered as possible predictors, little is known as to whether adverse childhood experiences (ACEs) are associated with time spent playing video games. The aim is to examine the association between ACEs and time spent playing video games in adolescents. Methods: We used pooled data from the Adachi Child Health Impact of Living Difficulty (A-CHILD) study in 2016 and 2018, which is a population-based cross-sectional study in Adachi City, Tokyo, Japan (N = 6799, 4th, 6th, and 8th-grade students). Adolescents answered questionnaires examining the time spent playing video games, per day, on weekdays (“less than 1 h”, “less than 3 h”, and “more than 3 h”) and ACEs (eight types). Results: The results of the ordinal logistic regression analysis showed a positive association between ACE total score and time spent playing video games after adjusting for covariates (1 ACE: OR = 1.28, 95% CI = 1.10–1.48; 2 ACEs: OR = 1.25, 95% CI = 1.06–1.48; 3 + ACEs: OR = 1.44, 95% CI = 1.14–1.82, p for trend < 0.001). Regarding each type of ACE, the experiences of single parenthood, parental history of psychiatric disorders, and peer isolation were independently positively associated with time spent playing video games. Conclusions: Health policy to address ACEs might be important to shorten the time spent playing video games.
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Millamena, Kian, Alvin Kwan, and Nicolei Panlilio. "University Students’ Video Gaming - Reasons, Preferences, and Behavioural Effects." European Conference on Games Based Learning 16, no. 1 (2022): 732–41. http://dx.doi.org/10.34190/ecgbl.16.1.856.

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Research on players’ reasons for video gaming, their video game preferences, and the behavioural effects of video gaming on the players tends to study those issues separately. This study attempts to explore all those issues collectively with the aim of facilitating game designers to develop appealing educational games for university students without inflicting negative behavioural impacts on the students. Relevant data from 100 undergraduates were collected from an online survey. Cluster analysis of the eight major reasons for playing video games resulted in grouping the respondents into five clusters. The cluster that rated peer effect as the major reason for playing is male-dominated whereas the cluster that rated family influence as the major reason is female-dominated. A similar analysis of the respondents’ video game genre preferences reveals that the cluster favouring fighting and battle games is male-dominated, whereas the cluster favouring family entertainment games is female-dominated. Both genders enjoy playing challenging adventure-strategy games. Most respondents perceived that their cognitive functioning had improved through video gaming, but no conclusion can be drawn as to whether video gaming can improve their social and psychological functioning. Except for poor sleeping habits, most respondents had not experienced any significant negative effects from playing video games. No statistical evidence supports that playing violent video games would induce aggressive behaviours. As games that involve a high demand for players’ motor skills may not be a good choice for educational games and violent games may induce poor sleep quality, it is concluded that challenging adventure games and strategy games are suitable educational game genres for undergraduate students.
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Tolić, Ivan, Vanja Šimunec, and Dijana Vuković. "Video game consumer profiles." Zbornik sveučilišta Libertas 5, no. 5 (2020): 51–66. http://dx.doi.org/10.46672/zsl.5.5.4.

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The video game development path is full of drastic changes. The growth and strengthening of technology and the growth of innovation in the technology sector have inevitably led to the growth of this industry, which is nowadays achieving unexpected, enviable results. The basic human need for entertainment and socializing contributes to the popularity of video games. Today, video games are played by people of all ages and genders, and the most common reasons for playing video games are fun, socializing, learning, and reducing stress, but video games also provide interactive entertainment, unlike books, movies or theatre performances. The popularity of video games is witnessed by numerous communities on social networks through which professional gamers share their experiences, tips and video game reviews, and there are statistics that support this popularity and growth. The features offered by the video game industry do not need to be particularly emphasized because the results, statistics and enthusiastic players speak for themselves. This paper deals with the demographics and behaviour of consumers playing video games. The aim is to identify the main features of the user, video game players, and to identify and determine user habits and trends affecting the users. The consumer is a social and cultural being. At the same time, he is an individual for himself, a member of a family, a member of a group or a certain class or class in society, a representative of a particular nation, race, religion, nationality of a particular country, etc. The consumer is a person who has the money (assets) and a will to buy the goods or a service. In this paper, the above consumer definitions will be brought in correlation with the video game market, with an industry that encompasses various forms of modern entertainment. It is shown that technology and new modes of entertainment are present among all, and that we need to adjust the time we live in. Playing some kind of video games has become a normal activity of any normal, modern individual.
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Świechowski, Maciej, HyunSoo Park, Jacek Mańdziuk, and Kyung-Joong Kim. "Recent Advances in General Game Playing." Scientific World Journal 2015 (2015): 1–22. http://dx.doi.org/10.1155/2015/986262.

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The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.
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McLean, Lavinia, and Mark D. Griffiths. "Gamers’ Attitudes towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 2 (2013): 13–33. http://dx.doi.org/10.4018/ijcbpl.2013040102.

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Research on video game playing has focused mainly on the effects of such games in relation to aggression and attitudes towards perpetrators and towards crime. The present research was designed to investigate gamers’ attitudes towards victims of crimes and incidents that were designed to mirror those portrayed in violent video games. Vignettes were used during interviews to explore 50 participants’ attitudes towards different types of victims. The results indicate that long-term playing of violent video games appears to be associated with more negative attitudes towards victims of crime. This is the first study to directly explore attitudes towards victims of crime, in relation to violent video game exposure. Compared to nonviolent video game players, the violent video game players in the study reported less positive attitudes towards the victims in the study and attributed more blame to the victims. The implications of this finding in the context of previous research on violent video games, and on attitudes are explored. Directions for future research in the area are also highlighted.
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Yuwono, Ardian Indro, Gabriel Roosmargo Lono Lastoro Simatupang, and Aprinus Salam. "The Unconscious Self in Role Playing Video Game’s Avatar." Jurnal Ilmu Komunikasi 16, no. 2 (2019): 115. http://dx.doi.org/10.31315/jik.v16i2.2687.

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In the world of digital video games, human players are present through surrogates. Surrogates in the video game is a character which also called by the term avatar which is a self-representation of real players. The presence of avatars in role playing games are formed through a process of creation by the gamer. The production of avatars cannot be separated from the unconscious mind of the players, the unconscious desire, ego and ideology. This avatar creation process continues ongoing, following the progress of the video game story. The decision, the path, and the act that the player take in completing the story are gradually reshaping the avatar. In the end, the avatar eventually became a manifestation and reflection of the unconscious minds of the video game players. This research conducted using ethnography and Jacques Lacan psychoanalysis theory.
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Fullerton, Simon, Anne W. Taylor, Eleonora Dal Grande, and Narelle Berry. "Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?" Journal of Obesity 2014 (2014): 1–5. http://dx.doi.org/10.1155/2014/287013.

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Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames.Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n=2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned.Results. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children’s video game time.Conclusions. A substantial proportion of time that would usually be classified as “sedentary” may actually be spent participating in light to moderate physical activity.
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Čábelková, Inna, Wadim Strielkowski, Anna Rybakova, and Alla Molchanovа. "Does Playing Video Games Increase Emotional Creativity?" International Journal of Environmental Research and Public Health 17, no. 7 (2020): 2177. http://dx.doi.org/10.3390/ijerph17072177.

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Emotional creativity (EC), which constitutes a main aspect of the general creativity concept, is often shown to be substantially related to positive emotional experiences, effective motivation, and innovation at the workplace as well as at school. However, little is known about the relationship between emotional creativity and the time people tend to spend playing video games. Nowadays, video games and virtual reality have become an important aspect of public health and psychological research. They constitute a key element of popular culture and generate considerable economic profit as part of the public entertainment industry. Our study is based on the results of an emotional creativity inventory (ECI) survey that was administered at a snowball and convenient sample of 453 respondents (aged 18–60 years, M ± SD: 23.68 ± 6.36; 66.40% women, 20.00% with higher education) from the Czech Republic who were questioned about their habits and the time they devote to playing video games. The sample country was selected as one with a long tradition of homebrew video gaming going back to the 1980s. We employed a set of multinomial regression analyses, which revealed that more time devoted to playing video games is associated with lower emotional creativity, in general, as well as with lower novelty, preparedness, and effectiveness components of emotional creativity. The negative association above was less pronounced for women than for men. Moreover, in a sample containing only women, a longer time devoted to playing video games was associated with the higher novelty component of emotional creativity (the associations with the other two components were not statistically significant for women only). Our findings might considerably contribute to the study of the general overall long-term effect of video games and the use of digital technologies in general on public health.
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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.

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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 benefit more from co-playing than those with effective family communication. Family satisfaction mediated the relationship between video game co-playing and family closeness. Game features that facilitate family relationships were discovered through open-ended questions. Participants typically enjoyed playing video games with family members, and social benefits are the most salient in family settings.
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Matsangas, Panagiotis, Nita Shattuck, Lawrence Shattuck, et al. "0021 The effect of video gaming on the sleep patterns and well-being of U.S. Marines." Sleep 45, Supplement_1 (2022): A9. http://dx.doi.org/10.1093/sleep/zsac079.020.

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Abstract Introduction Video gaming (VGs) is a popular activity among active-duty service members (ADSMs) and can have both positive and negative impacts on ADSM well-being and behavior. The overall aim of the project was to assess attributes and aspects of video gaming in the United States Navy and Marine Corps (USMC). Our current results specifically address the effects of video gaming on the sleep patterns of Marines. Methods Data were collected from 927 Marines from three USMC commands. Volunteers completed a survey and participated in semi-structured focus groups. The survey items focused on demographic and occupational characteristics, behavioral habits, video gaming habits, why ADSMs play video games, and functional effects. Validated tools were used to assess depression (Patient Health Questionnaire-8), generalized anxiety (GAD-7), excessive daytime sleepiness (Epworth Sleepiness Scale), and drinking habits (Alcohol Use Disorders Identification Test for Consumption-AUDIT-C). Results The study sample included predominantly males (854, 92.3%) and enlisted personnel (771, 83.3%). Also, 850 (91.7%) Marines reported playing video games (799 [94.0%] males). Gamers reported playing VGs predominantly later in the day (i.e., after work and before bedtime). Approximately 16% of gamers reported sleeping later because of playing VGs when at home/off duty, ~14% when on duty/in port, and ~5% when deployed/underway. When deployed/underway, most gamers reported playing video games in their racks (93.2%). Gamers reported symptoms of depression (~23% of ADSMs), generalized anxiety (~19%), excessive daytime sleepiness (~33%), and AUDIT-C scores suggestive of heavy drinking (39%). Excessive gamers tended to be younger, used dysfunctional coping styles more frequently, and played VGs more frequently and for more hours. Excessive gamers were more likely to report sleeping later because of playing VGs and to be identified with symptoms of depression, anxiety, and excessive daytime sleepiness. Conclusion This study provided valuable insight into how video gaming habits affect ADSM sleep patterns. Further research is needed to objectively assess the relationship between video gaming and sleep in operational conditions. Support (If Any) Supported by the Manpower and Reserve Affairs (M&RA), Headquarters Marine Corps (HQMC), and the Office of the Chief of Naval Operations/21st Century Sailor Office (OPNAV/N17).
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Greitemeyer, Tobias. "Playing Violent Video Games Increases Intergroup Bias." Personality and Social Psychology Bulletin 40, no. 1 (2013): 70–78. http://dx.doi.org/10.1177/0146167213505872.

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Li, Li, Rongrong Chen, and Jing Chen. "Playing Action Video Games Improves Visuomotor Control." Psychological Science 27, no. 8 (2016): 1092–108. http://dx.doi.org/10.1177/0956797616650300.

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Li, R., U. Polat, and D. Bavelier. "Playing action video games enhance visual sensitivity." Journal of Vision 8, no. 6 (2010): 472. http://dx.doi.org/10.1167/8.6.472.

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Toś, M., E. Wilk, A. Myszczuk, A. Bratek, and K. Krzysztof. "Playing Video Games – Psychical Threat to Adults?" European Psychiatry 41, S1 (2017): S108. http://dx.doi.org/10.1016/j.eurpsy.2017.01.1877.

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BackgroundVideo games become increasingly popular form of spending free time, therefore they are often a research subject. Researchers focus mainly on video games influence over children's psyche and their social interactions, although video games can also have an impact on adult's behaviour.ObjectivesIncidence of social anxiety disorder and impulsiveness among video game players and non-players.Material and methodsAn anonymous online survey included 263 students of medical university of Silesia (112 M and 151 W). In study group, 142 people (54%) declared to be players. Questionnaire contained questions about playing time, Barratt Impulsiveness Scale and Liebowitz Social Anxiety Scale. Statistical analyses were performed using the statistical software package Statistica 12.ResultsUsing Liebowitz Scale in 168 (64.86%) all studied people lack of phobia was found, moderate social phobia 39 (15.06%), marked social phobia 26 (10.03%), severe social phobia 17(6.56%) and very severe social phobia 9(3.47%). There was no statistical significance between players and non-players (test Chi2P = 0.6521). Also in Barratt Scale statistical significance was not found in attentional impulsiveness (test U M-W P = 0.3267) and in Motor impulsiveness (test U M-W P = 0.3140). Statistical significance was observed in Non-planning impulsiveness (players: 23.68 V non-players: 22.02; test U M-W P = 0.0036).ConclusionsThe study did not show clear influence adult's video games playing over social phobia and impulsiveness occurrence.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Gumulak, Sabina, and Sheila Webber. "Playing video games: learning and information literacy." Aslib Proceedings 63, no. 2/3 (2011): 241–55. http://dx.doi.org/10.1108/00012531111135682.

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Ou, Yanwen, Emma Rose McGlone, Christian Fielder Camm, and Omar A. Khan. "Does playing video games improve laparoscopic skills?" International Journal of Surgery 11, no. 5 (2013): 365–69. http://dx.doi.org/10.1016/j.ijsu.2013.02.020.

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Ortiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.

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Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.
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Sattar, Sumera, Dr Shahzaman Khan, and Rehan Yousaf. "IMPACT OF PLAYING VIDEO GAMES ON COGNITIVE FUNCTIONING AND LEARNING STYLES." Sukkur IBA Journal of Computing and Mathematical Sciences 5, no. 2 (2021): 49–59. http://dx.doi.org/10.30537/sjcms.v5i2.885.

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Video games are especially popular with teenagers and young adults as a form of entertainment, and their time spent playing video games has grown exponentially. The main purpose of this study was to assess the effect of video games on cognitive functions and learning style in young people. A cross-sectional research study was used to investigate cognitive function in teen video game players. Cognitive functions, including memory, attention, and executive functions, were applied to 80 adolescents who were divided into two groups: those who regularly played video games (50) and those who did not play (50). Other data, such as demographics, medical information, types of video games, and time spent playing video games, were collected through the questionnaire. No significant difference was identified between the groups in terms of age and sociodemographic variables. Results indicated that visual memory and visual learning type scores were significantly better in the play group. Participants who were playing video games regularly indicated significant differences in visual type of learning (p=0.000). Whereas, no significant differences were found in other learning styles aural (p=1.000) and verbal (p=1.000)
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Verheijen, Geert P., William J. Burk, Sabine E. M. J. Stoltz, Yvonne H. M. van den Berg, and Antonius H. N. Cillessen. "Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment." Journal of Media Psychology 32, no. 1 (2020): 27–39. http://dx.doi.org/10.1027/1864-1105/a000253.

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Abstract. Playing video games during adolescence has been linked to both positive and negative outcomes, but it remains unclear which specific aspects of gaming behavior are associated with adjustment. The current study examines the association between distinct aspects of video game play behavior and adolescent adjustment. We focused on five aspects, namely, gaming frequency, the social context, gamer identification, type of game, and motivation for playing. Participants included 705 Dutch adolescents (33.5% female, Mage = 14.07), who completed a survey including self-report and sociometric measures. Results indicated that the frequency of playing games was not associated with adolescent adjustment. However, significant associations did appear for social context, genre of games, and motivation for playing. In addition, the different aspects of gaming showed both beneficial and deleterious relations with adjustment. This research indicates the importance of disaggregating gaming behavior and the necessity to look beyond frequency of play in order to fully understand the impact of gaming on youth.
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Wahyuono, Jusuf Ariz, and Ardian Indro Yuwono. "RECEPTION ANALYSIS OF PORNOGRAPHY IN VIDEO GAME PLAYER." INJECT (Interdisciplinary Journal of Communication) 4, no. 2 (2019): 137–52. http://dx.doi.org/10.18326/inject.v4i2.137-152.

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This study aims to understand how teenagers know their meaning of pornographic content in the game Dragon Age and The Witcher and understand how this player reproduces the message received. This research used qualitative research methods with the ethnography method. The research subjects consisted of 2 gamers who have different backgrounds on the condition of owning or frequently playing games with pornographic content. The two subjects selected according to criteria, including those who have been playing video games for a long time, are over 18 years old and have free access to video games. The position of each informant in this study shows that they are in the position of negotiated readers. Although both informants actively received pornographic messages in the game, both informants negotiated the meaning of what was received. Each informant negotiates to mean based on their respective fields of reference.
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Goldstein, Jeffrey, Lara Cajko, Mark Oosterbroek, Moniek Michielsen, Oscar Van Houten, and Femke Salverda. "VIDEO GAMES AND THE ELDERLY." Social Behavior and Personality: an international journal 25, no. 4 (1997): 345–52. http://dx.doi.org/10.2224/sbp.1997.25.4.345.

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This study examined the effects of playing video games (Super Tetris) on the reaction time, cognitive/perceptual adaptability, and emotional well-being of 22 noninstitutionalized elderly people aged 69 to 90. Volunteers in an elderly community in the Netherlands were randomly assigned to a videogameplaying experimental group or a nonplaying control group. The televisions of the 10 videogame players were provided with Nintendo SuperNes systems. Participants played Super Tetris 5 hours a week for 5 weeks, and maintained a log of their play. Before and after this play period, measures of reaction time (Sternberg Test; Steinberg, 1969), cognitive/perceptual adaptability (Stroop Color Word Test; Stroop, 1935), and emotional well-being (self-report questionnaire) were administered. Playing video games was related to a significant improvement in the Sternberg reaction time task, and to a relative increase in selfreported well-being. On the Stroop Color Word Test, both the experimental and control groups improved significantly, but the difference between groups was not statistically significant. The videogame-playing group had faster reaction times and felt a more positive sense of well-being compared to their nonplaying counterparts. Consistent with previous research on video games and the elderly, the present study finds the strongest effects on measures of reaction time, and the weakest effects on cognitive performance measures. Explanations and alternative interpretations of these findings are discussed.
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Malhotra, Varun M., Pratyush R. Kabra, and Ritika Malhotra. "Attitudes and practices of medical students regarding video-games: should community medicine educationists get serious about serious games." International Journal Of Community Medicine And Public Health 4, no. 3 (2017): 729. http://dx.doi.org/10.18203/2394-6040.ijcmph20170748.

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Background: Present medicos belong to a generation called ‘Millennials’ or ‘Net Generation’. They spend less time reading, and are more comfortable in image-rich environments provided by New Media. The objective of the study is to identify knowledge, attitudes and practices of medical students regarding video-games, with the aim of prompting community medicine teachers to consider serious games as a teaching-learning tool.Methods: The study was conducted among undergraduate medical students who self-administered a structured questionnaire eliciting their practices and attitudes regarding video-games, perceptions regarding impact of video-gaming on their academic performances and acceptability of serious games as a learning tool in community medicine.Results: A total of 255 medical students participated in the study, out of which 242 (94.9%) were current video-gamers. The students started playing video-games at a mean age of 11.72+3.63 years. Mobile phones were the commonest platform for video-gaming. The median duration of video-gaming was 150 minutes/week, with semi-inter-quartile range of 255 minutes. 57.4% of students reported that video-games helped them relax, while 26% felt that video-gaming increased their skills. The study revealed that 43.6% students were aware of serious games and 22.7% had used them as a learning tool in last three months. Moreover, about 95% of medicos welcomed learning of community medicine through serious games.Conclusions: The study reveals that contemporary medical students are spending considerable time playing video-games. It also shows that the learner is willing to learn community medicine through serious games. The study prompts community medicine educationists to consider serious games as a teaching-learning tool.
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Susanto, Iwan, Sayu Aryantari Putri Thanaya, Nila Wahyuni, and I. Putu Yudi Pramana Putra. "CORRELATION BETWEEN DURATION OF PLAYING VIDEO GAMES AND UPPER TRAPEZIUS MYOFASCIAL PAIN SYNDROME IN ADOLESCENTS." Sport and Fitness Journal 10, no. 3 (2022): 223. http://dx.doi.org/10.24843/spj.2022.v10.i03.p07.

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Some things can cause a person to have a dependence on using a computer just like office work or in terms of getting entertainment such as playing video games among adolescents. Some research leads to the duration of playing video games which is one of the risk factors of the MPS. The prevalence of MPS in general population varies by up to 85%. The method used in this study is an analytical observational method with a cross sectional approach. This study used simple random sampling techniques and the study subjects were observed with a one-time measurement of dependent variables. This research design was used to find out whether there was a relationship between the duration of playing video games and myofascial pain syndrome of upper trapezius muscle in adolescents in Denpasar City. The results showed from the total of 59 study samples, there were 46 samples (78.0%) who had upper trapezius MPS and as many as 13 samples (22.0%) who did not experience upper trapezius MPS. The distribution of research samples that experienced MPS was more in adolescents who had excessive duration of playing video games (>2 hours / day) which was 45 samples (76.3%) than samples who had MPS with a normal duration of playing video games (<2 hours / day). The conclusion of this study is that there is a significant correlation (p = 0.000) between the duration of playing video games and MPS of the upper trapezius muscle in adolescents in Denpasar City.
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Fassone, Ricardo. "This is video game play: video games, authority and metacommunication." Comunicação e Sociedade 27 (June 29, 2015): 37–52. http://dx.doi.org/10.17231/comsoc.27(2015).2088.

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Gregory Bateson claims that all play acts should be primarily understood as meta-com­municative. In other words, playing a game implies being able to transmit and receive the meta-message ‘this is play’, which establishes a psychological frame among the players. I will propose a radical reading of Bateson’s theory in the context of video games; specifically, I will attempt at analysing the characteristics, specificities and implications of the message ‘this is video game play’. I will contend that the specific language through which video games convey this message is that of their rules, the inescapable limitations posed by their computational and digital nature. In other words, playing a video game is always, at least to a degree, playing a game of meta-communication with, against and around a video game’s hard-coded rules. Finally, I will propose a close reading of the game Papers, Please and contend that Pope’s work engages in a significant reading of the inherent reflexivity of video games, deliberately portraying their authoritative na­ture and communicative potential.
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41

García Raso, Daniel. "Watching video games. Playing with Archaeology and Prehistory." AP: Online Journal in Public Archaeology 1, no. 2 (2016): 73. http://dx.doi.org/10.23914/ap.v1i2.8.

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Video games have become a mass culture phenomenon typical of the West Post-Industrial Society as well as an avant-garde narrative medium. The main focus of this paper is to explore and analyze the public image of Archaeology and Prehistory spread by video games and how we can achieve a virtual faithful image of both. Likewise, we are going to proceed to construct an archaeological outline of video games, understanding them as an element of the Contemporary Material Culture and, therefore, subject to being studied by Archaeology.
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Bontrager, Philip, Ahmed Khalifa, Andre Mendes, and Julian Togelius. "Matching Games and Algorithms for General Video Game Playing." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (2021): 122–28. http://dx.doi.org/10.1609/aiide.v12i1.12884.

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This paper examines the performance of a number of AI agents on the games included in the General Video Game Playing Competition. Through analyzing these results, the paper seeks to provide insight into the strengths and weaknesses of the current generation of video game playing algorithms. The paper also provides an analysis of the given games in terms of inherent features which define the different games. Finally, the game features are matched with AI agents, based on performance, in order to demonstrate a plausible case for algorithm portfolios as a general video game playing technique.
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Sevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (2016): 14–23. http://dx.doi.org/10.5153/sro.4082.

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Research on the effects of playing video games has been limited by a preoccupation with possible negative repercussions. Nevertheless, research has shown that video games can have positive effects on young players’ social lives. The existing body of research, however, has largely ignored the more computer-related aspects of video game play and its effects. This study provides empirical evidence to support theoretical arguments about the relationship between playing video games and computers. The type of scientific thinking encouraged by video games and the technological abilities needed to play video games is suggested to result in an increase in players’ confidence with computers and interest in computer science. These potential relationships are examined using data from over 1,000 undergraduate students to empirically assess the relationship between video game play and: 1) confidence with computers, and 2) interest in computer science. The results indicate that game play is statistically significant as a predictor of confidence and interest. In comparison to the other predictors in the model, the strength of the effect from playing video games is relatively very strong. The findings suggest that exposure to video games as a recreational technology help inform players’ abilities with non-recreational technology and build an interest in technology in general.
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Ridley, Kate, and Tim Olds. "Video Center Games: Energy Cost and Children’s Behaviors." Pediatric Exercise Science 13, no. 4 (2001): 413–21. http://dx.doi.org/10.1123/pes.13.4.413.

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Time spent playing video games has been linked to increases in childhood obesity and sedentary behavior. However, “new generation” video games require total body movement and greater physical exertion. The aim of this study was to describe children’s behavior and energy expenditure while visiting video game centers. Observations were undertaken on 134 children’s activity patterns while playing at a video game center. The energy cost of 10 children (5 male and 5 female) aged 12.5 ± 0.5 yr, playing 4 popular video games was then measured. Gross energy cost ranged from 7.6 to 26.5 ml · kg−1 · min−1. Based on our observations, we estimate that the gross energy expenditure during a child’s typical session in a video game center will range from 2.3–2.6 METS.
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Maddison, Ralph, Cliona Ni Mhurchu, Andrew Jull, Yannan Jiang, Harry Prapavessis, and Anthony Rodgers. "Energy Expended Playing Video Console Games: An Opportunity to Increase Children’s Physical Activity?" Pediatric Exercise Science 19, no. 3 (2007): 334–43. http://dx.doi.org/10.1123/pes.19.3.334.

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This study sought to quantify the energy expenditure and physical activity associated with playing the “new generation” active and nonactive console-based video games in 21 children ages 10–14 years. Energy expenditure (kcal) derived from oxygen consumption (VO2) was continuously assessed while children played nonactive and active console video games. Physical activity was assessed continuously using the Actigraph accelerometer. Significant (p < .001) increases from baseline were found for energy expenditure (129–400%), heart rate (43–84%), and activity counts (122–1,288 versus 0–23) when playing the active console video games. Playing active console video games over short periods of time is similar in intensity to light to moderate traditional physical activities such as walking, skipping, and jogging.
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Costello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." International Journal of End-User Computing and Development 8, no. 2 (2019): 29–55. http://dx.doi.org/10.4018/ijeucd.20190701.oa1.

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Autism Spectrum Disorder (ASD) is a prevalent neurodevelopmental disability among gamers where individuals belonging to this group of conditions have difficulty understanding non-verbal cues. Though game accessibility is a focal point in the games industry, there has been a keen focus placed on developing accessibility. Consequently, this study examines the perspective of video games from individuals who have autism to gain further insight into the needs of these individuals. The preliminary study is to discover if autistic users' difficulty reading non-verbal cues extends to their perception of a game environment and if these individuals can experience sensory distress while playing video games. A prototype was created to further understand the non-verbal cues to help shape the foundation of accessibility framework. The preliminary results concluded that autistic users frequently misread or fail to pick up on the non-verbal cues used by developers to drive game flow and narrative (e.g., sign-posting), in addition to experiencing sensory distress while playing video games.
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Bogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.

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The article is aimed at analysis of current studies of the link between video games experience and creativity. The impact of video game playing on the psychological specificity of gamers has repeatedly become a subject of many studies, though higher-level cognitive abilities, such as creativity, were rarely the subject of interest, remaining unexplored in the context of video games. Contrary to the earlier predictions that the increased amount of «readymade» visual information will reduce the imaginative ability, most of the current works show positive links between some types of creativity (in particular — visual) and playing video games. The latter becomes not only a source of inspiration but also a platform for creative realization. Many authors draw attention to possible negative aspects of creativity, in particular, the possibility of its antisocial applications. In this regard, the importance of studying the aggressiveness and empathy of computer players is increasing but the research data in this area is particularly contradictory.
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Engelhardt, Christopher R., Micah O. Mazurek, and Joseph Hilgard. "Pathological game use in adults with and without Autism Spectrum Disorder." PeerJ 5 (June 26, 2017): e3393. http://dx.doi.org/10.7717/peerj.3393.

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This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults with ASD spent more daily hours playing video games and spent a higher percent of their free time playing video games than did TD adults. Even after adjustment for these differences in daily video game hours and proportion of free time spent on games, model comparisons found evidence for a difference in game pathology scores associated with ASD status. Additionally, escapism motives for playing video games was associated with game pathology scores in both ASD and TD adults, replicating and extending a previous report. In conclusion, the risk for pathological game use appears larger in adults with ASD compared with TD adults. These findings point to pathological game use as a potentially important focus of clinical attention in adults with ASD.
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Bean, Anthony. "Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy." Journal of Psychology and Psychotherapy Research 9 (December 22, 2022): 158–69. http://dx.doi.org/10.12974/2313-1047.2022.09.9.

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Working therapeutically with video gamers has almost entirely consisted of an overshadowing addiction perspective. This undoubtedly leads any therapist working with video gamers to assume they are addicted, further guiding treatment into a reduction or complete termination of all video games. To date, there are no known uses of video games in a clinical setting as therapeutic tools. This case study illustrates use of Archetypal and Jungian therapies prescribing video games for a 10-year-old male diagnosed with Posttraumatic Stress Disorder (PTSD). Video games were utilized as a main form of inclusion and immersion playability. He experienced a reported improvement in his symptoms across his environments. Parental involvement, therapist’s knowledge of video game worlds, and using video games’ heroic motifs were critical to the client’s understanding of himself. If an addiction lens had been utilized, the client may not have been successful. Through this comprehensive study, the research will showcase that clinicians should aim to think outside of the addiction lens while working with video gamers. As therapists are presumed to be experts in communication, it makes sense to utilize the language of the video game world to communicate and understand where the client may be presently situated. Utilizing this immersive experience opens the door for a more collaborative therapy, increasing communication about video games, playing, and extrapolating players’ experiences into real life contexts.
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Boric, Sandra, and Christine Strauss. "What Makes a Freemium Game Player Become a Paying Player." Journal of Data Intelligence 3, no. 2 (2022): 201–17. http://dx.doi.org/10.26421/jdi3.2-1.

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This paper presents a derivation of freemium game players’ playing and paying motivations and demographic attributes by aggregating the results of 17 studies. For further characterization and a clear distinction from other gamer subgroups, this paper also contains an aggregation of playing motivations and demographic attributes of video game players in general, and of non-freemium game players. Our results suggest that socialization and competition are common motivations for playing a freemium game, and we derive enjoyment to be a particularly important playing motivation for freemium games. We further find that freemium game players who proceed to pay particularly name economic factors and applied, freemium game-specific mechanisms as motivations. Regarding demographics, while the studies which were analyzed to derive freemium gamers’ playing motivations have a dominance of female participants, the studies which were analyzed to derive freemium gamers’ paying motivations have mainly male participants. For analyses by both motivations and demographic attributes, we suggest a more differentiated picture including genre and platform considerations. For marketers and developers, we suggest a differentiation between markets, a mechanism transparency, and an emphasis on socialization in freemium games.
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