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1

Wolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.

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Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed.
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Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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3

Coëffec, Adélaïde. "Etude exploratoire, en population adolescente, des variables psychologiques impliquées dans l’utilisation des jeux vidéo et autres technologies numériques." Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100193.

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Cette recherche avait pour objectif d’explorer les variables psychologiques impliquées dans l’Usage Problématique des Jeux Vidéo (UPJV) chez les adolescents, puis de façon secondaire les Réseaux Sociaux (RS) et le Téléphone Portable (TP). Ainsi, 1423 collégiens et lycéens d’Ile de France ont été inclus, dont 92,1% ont joué aux jeux vidéo au cours de l’année écoulée avec un sex ratio proche de 1. Les joueurs sont plus nombreux à avoir déjà consommé de l’alcool, présentent un score de symptomatologie dépressive plus faible, une « recherche de sensation » et une « émotionnalité » plus élevées que les non joueurs. Ceux avec un UPJV (17,7%) sont plus jeunes, ont joué plus précocement, jouent plus de temps, davantage sur ordinateur et dans une guilde. Ils possèdent de plus mauvais résultats scolaires, un usage excessif des Jeux d’Argent et Hasard (JAH) plus fréquent et commencent à boire plus jeunes. Leurs scores d’« urgence positive », de « manque de persévérance » sont plus élevés et celui d’« activité » plus faible. Le score à l’usage excessif des JAH est corrélé positivement au temps passé sur les jeux vidéo et au score d’UPJV. Ce dernier est corrélé positivement aux scores de symptomatologie anxio-dépressive, de « timidité » et d’impulsivité, puis négativement à ceux de satisfaction de vie, d’« activité » et de « sociabilité ». Les jeunes possédant un RS (85,9%) ou un TP (93,2%) sont plus souvent des filles et ont plus de risques liés à la consommation de substances. Malgré certaines limites de notre étude, nos résultats apportent des données nouvelles sur l’UPJV, les RS et le TP<br>The aim of this research is to explore the psychological variables primarily involved in the Problematic Use of Video Games (PUVG) in adolescents and secondarily in Social Networks (SN) and Mobile Phones (MP). Thus, 1423 high school and college children from Ile de France region were recruited of which 92.1% had played video games in the past year with a sex ratio of 1. Players are more likely to have consumed alcohol, have lower scores on depressive symptoms, and higher "sensation seeking" and "emotionality" than non-players. Those with PUVG (17.7%) are younger, started playing earlier in life and play for more time, often on computers and in a guild. They have worse academic performances, gamble excessively and frequently and start drinking younger. Their scores on “positive urgency”, and “lack of perseverance” are higher while those on “activity” are lower. Scores on excessive gambling are positively correlated to time spent playing video games and PUVG. The latter, is positively correlated with scores on anxious-depressive symptomatology, “timidity” and impulsivity while it is negatively correlated with life satisfaction, “activity” and “sociability.” Youngsters on SN (85.9%) or MP (93.2%) are more often girls and are associated with substance use. Despite some limitations of our study, our results provide new data on PUVG, SN and MP
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4

Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.

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Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s.
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5

Lee, Wai Yu. "Understanding problematic use of massively multiplayer online games: instrument development and theoretical model testing." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/186.

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Problematic use of massively multiplayer online games (MMOGs) is an emerging societal challenge worldwide. There are increasing numbers of incident of problematic use of MMOGs and even reported cases of death from playing MMOGs excessively. With its prevalence, problematic use of MMOGs has received increasing awareness from the scientific community, the general public, and the media. Since information systems (IS) research traditionally emphasizes the positive and productive values of system usage, relatively few published studies on problematic use of MMOGs are found in mainstream IS journals. In addition, research on problematic use of MMOGs is hindered by a lack of uniform conceptualizations, valid measurement instruments, and theory-guided study. As a step towards bridging these gaps and fostering the understanding of problematic use of MMOGs, this study aims (1) to conceptualize problematic use of MMOGs and distinguish it from its counterparts, (2) to develop and validate an instrument of it using a rigorous approach (Study 1), and (3) to propose and empirically test a theory-driven model explaining the development of problematic use of MMOGs (Study 2). Study 1 aims to conceptualize problematic use of MMOGs, and develop and validate an instrument of it. First, drawing on the literature of problematic use of MMOGs and behavioral addiction, this study distinguishes among the often interchangeably used terms of “addiction, “problematic use, “excessive use, and “dependence, suggesting that their use requires careful consideration of the research scope and context. Second, following the robust paradigm in the IS literature, the instrument development process is carried out in three stages, including item generation, scale development, and instrument testing. The instrument is empirically validated with 517 active MMOG players. The final instrument, consisting of 37 items, exhibits adequate levels of reliability, convergent validity, discriminant validity, and nomological validity. The validated instrument adds to the repertoire of rigorous research instruments available to future IS researchers, helping to establish a tradition of IS research on problematic use of MMOGs and other hedonic technologies. Study 2 aims to advance theoretical understanding of the development mechanism of problematic use of MMOGs. Drawing on the hedonic management model of addictions, this study proposes a theoretical model explaining how the duality of hedonic experiences, mood enhancement and emotional relief, derived from playing MMOGs lead to problematic use. The research model is empirically tested with 468 active MMOG players with the majority of the hypotheses supported. The findings suggest that both mood enhancement and emotional relief are important mechanisms leading to salience of gameplay, which in turn, explains the development of problematic use of MMOGs. This study adds to the growing body of knowledge on technology usage-related problems and advances theoretical understanding of development mechanism of problematic use of MMOGs. In addition, the findings provide MMOG developers, policymakers, and educators with insights on how to alleviate problematic use of MMOGs
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Niemi, Eric J. "The games men play| How community college men use video games to construct masculinity." Thesis, Northern Illinois University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3681948.

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<p> Employing a critical discourse analysis as a methodology, the study provides information into the intersection of male student development, video games, and two-year higher education institutions. Using a sample of 13 participants, this research study examines how male students at two year higher education instructions use video games to construct their masculinity. This study provides evidence that college men construct multiple definitions of masculinity by playing video games. Further, the benefits explored include academic and workplace strategies for success. Finally, opportunities for two year institutions to further engage this student population is included.</p>
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Scantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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8

Shand, Matthew. "Beginning, persisting, and ceasing to play : a stage use and gratifications approach to multiplayer video games /." Online version of thesis, 2010. http://hdl.handle.net/1850/11589.

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9

Sanger, Mark A. "Use of video games to increase sport knowledge and game-play performance." [Ames, Iowa : Iowa State University], 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1473254.

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10

Silberman, Lauren (Lauren Beth). "Double play : athletes' use of sport video games to enhance athletic performance." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/59733.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, February 2010.<br>"October 2009." Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 78-94).<br>A design feature of contemporary sport video games allows elite athletes to play as themselves in life-like representations of actual sporting events. The relation between playing sport video games and actual physical performance has not yet been established. Drawing on data from interviews and observations of elite athletes playing sport video games, this thesis explores why elite athletes are playing these video games as their virtual selves, and establishes a framework for understanding how this play may enhance learning opportunities. Building on theories based in the disciplines of psychoanalysis, education, and neuroscience, this thesis argues that virtual play by athletes playing as themselves in sport video games has the potential to support and encourage physical performance.<br>by Lauren Silberman.<br>S.M.
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11

Kidd, Stan. "Investigation of the use of video games to detect alcohol-impaired performance." Thesis, Virginia Tech, 1985. http://hdl.handle.net/10919/41549.

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The objective of the present study was to investigate the use of a video game task in comparison to _a pursuit tracking task for the purpose of· detecting alcohol impairment. To carry out this objective, the two tasks used in this study were compared for difficulty in Phase I. The conclusions from Phase I are: 1) that subjects selected higher RPM's to represent a higher level of difficulty, and 2) that the higher RPM's selected resulted in decreased performance compared to lower RPM's. Performance on the two tasks under various levels of BAC was then measured in Phase II. The general conclusions from Phase II are: 1) that performance of both tasks was significantly affected by BAC and Difficulty, and 2) that a greater decrement in performance due to BAC was observed for the video game task than for the pursuit tacking task. The results and implications of the two phases of research will be discussed further in the following two subsections.<br>Master of Science
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12

Barr, Matthew J. "Gaming for graduates : exploring the use of video games to develop graduate attributes." Thesis, University of Glasgow, 2017. http://theses.gla.ac.uk/8344/.

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This work examines the effects of playing commercial video games on the development of the student abilities referred to as 'graduate attributes'. Graduate attributes are those generic skills such as critical thinking, communication, resourcefulness or adaptability which are considered desirable in graduates, particularly where employability is concerned. However, most Higher Education courses have not hitherto been explicitly designed to teach or develop these attributes. Many commercial video games, on the other hand, require players to exercise a range of such skills and competences in order to progress; for example, communicating with fellow players in order to succeed in a team-based multiplayer title. Despite suggestions from scholars including James Paul Gee, Kurt Squire, and John Seely Brown that games may be of educational and developmental benefit to players, there exists little empirical evidence for the efficacy of using commercial video games to develop these skills. The work described here addresses this lack of evidence and proposes a positive correlation between the development of specific skills and the playing of video games in a university environment. Three distinct studies are described: a small pilot study, the main experimental study, and a large cross-sectional survey. The pilot study indicated that of the attributes identified by the host institution, effective communication, adaptability, and resourcefulness were the most promising candidates for further study. The pilot was also used to identify instruments suitable for the measurement of these attributes. For the main experimental study, undergraduate students in the first and second of four years in the College of Arts were randomly assigned to either an intervention (N = 16) or a control group (N = 20). Previously validated survey-based instruments designed to measure adaptability, resourcefulness, and communication skill were administered to both groups at the beginning and at the end of the eight-week study, over the course of which the intervention group played specified video games under controlled conditions. A large effect size was observed, with mean score change 1.1, 1.15, and 0.9 standard deviations more positive in the intervention group than the control on communication, adaptability, and resourcefulness scales respectively (p = 0.004, p = 0.002, and p = 0.013 for differences in groups by unpaired t-test). A second communication measure revealed generally positive score changes for the intervention group, but the difference between control and intervention was not statistically significant. The large effect size and statistical significance of these results supported the hypothesis that playing video games can improve self-reported graduate skills. Qualitative analysis of post-intervention interviews with study participants further supported the hypothesis, and offers insight into how students perceive the potential benefits of playing video games in a university context. Interview data revealed that, in particular, students see value in exercising the communication, collaboration, and problem solving skills that are required to succeed in a commercial video game. It was also found that participants valued the opportunity to relieve stress afforded by playing video games on campus, and that playing games also allowed for players to consider wider ethical, social, and cultural issues. A large (N = 2145) survey of students' existing game play habits and attribute attainment was also conducted in order to gain insight into how the results of the laboratory-based study compared to the student population in general. The survey revealed that the effects on graduate attribute attainment observed in the experimental study were not observable in relation to existing game play habits. Indeed, non-players were often found to score best on self-report measures of graduate skills. While no causal relationship can be inferred from these survey data, it appears likely that the most effective means by which games can be used to develop such skills at university level is to deploy them in a formal learning environment, such as that described here. Furthermore, the survey revealed that the skills gained by undergraduates over their four-year degree were relatively slight, compared to the gains measured over the course of the eight-week game-based intervention. This study suggests that a game-based intervention of the type described here can be effective in developing certain graduate attributes, and indicates that such attributes may be developed in a relatively short space of time, contrary to the tacit assumption that they can only be acquired slowly over an entire degree programme.
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Bohman, Niclas, and Kimberly Stinson. "The Effects of Peripheral Use on Video Game Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262.

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Fourteen volunteers were asked to participate in an experiment, along with answering a survey, toevaluate the performance of three peripherals: the Xbox 360 Wired Controller, a keyboard, and theRock Band Fender Stratocaster Wired Guitar Controller. The participants played a prototype madein Unity, and their accuracy scores were analyzed in R using ANOVA. However, no significantquantifiable difference was found based on which peripheral was being used. The scores were alsoanalyzed using Pearson's Product-Moment correlation, and we were able to determine that thevariation in accuracy scores was directly linked to the participant's specific test run in theexperiment. Taking this into consideration along with results of our observational data andparticipant feedback, we found that there were more factors at play, in regards to playability andaccuracy, than just the input device itself. The learning effect of repetitive play of the prototype andinput devices, the control input scheme, and the participant's chosen peripheral manipulationmethod all had an impact.<br>I syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen.
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Diez, Stephanie L. "The Mediating Effects of Problematic Internet and Video Gaming Behaviors on Family, Cultural, and Individual Constructs among Latinx and non-Latinx Black Youth." FIU Digital Commons, 2019. https://digitalcommons.fiu.edu/etd/3966.

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Problematic Internet use (PIU) and problematic video gaming (PVG) are associated with various negative health outcomes and are increasingly concerning behavioral health issues among youth. While market research indicates that US Latinx use the Internet and video games more frequently than non-Latinx US youth, research on PIU and PVG among this historically understudied population is lacking. Accordingly, data on PIU, PVG, parental monitoring, sleep quality, substance use, anxiety, depression, parental attachment, acculturation, and positive future orientation were collected using validated standardized measures from three separate samples of US Latinx and non-Latinx youth. The aims of this research were to explore the associations between PIU, PVG, and family, cultural, and individual wellbeing outcomes in a community sample of US Latinx and non-Latinx black adolescents. The first study (N = 159) examined the incidence of PVG among youth and found that younger elementary school aged males (ages 6-11) had the highest PVG scores, followed by middle school aged males (ages 12-14), and high school aged males (ages 15-18). Building off previous research, the second study collected data (N = 247) examined PIU as a mediator of the association between parental monitoring and academic achievement, sleep quality, substance use, anxiety, and depression. Structural equation modelling (SEM) was used to estimate the relationships between the variables, controlling for adolescent’s age, sex, and race/ethnicity. Results revealed that PIU is a significant mediator between parental monitoring and low academic achievement, sleep quality, substance use, anxiety, and depression. A third study was conducted to examine if PIU and PVG mediate the relation between family, cultural, individual constructs and academic achievement. Two separate simple mediation models were tested using PROCESS© macro v3.0 for SPSS 25. Results from the hypothesized mediation models were not significant. Suggestions for future research to examine critical Latinx cultural values and their influence on behavioral health is discussed.
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Suarez, Juan M. "Emotional Intelligence and its Link to Aggressive Cognition and Aggressive Affect Generated by Violent Video Game Use of Male Undergraduates." Xavier University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1452010918.

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Bebbington, Sandra. "A Case Study of the Use of the Game Minecraft and Its Affinity Spaces for Information Literacy Development in Teen Gamers." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31699.

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Research shows that teens (Generation Z) are not as information literate as required to function effectively in an information society. Yet many teens are gamers and succeed at game-related tasks that require information literacy skills. This thesis examines the potential that the online game Minecraft, and one of its related affinity spaces, may have in the development of information literacy skills in teens. This case study unfolded in three phases: a video game analysis of Minecraft, a discussion forum analysis and an interpretive report of interviews with eight teen gamers. Findings suggest that Minecraft’s design induces players to seek out game related information in affinity spaces, select appropriate sources, evaluate the information shared by fellow gamers and decide what best satisfies their information need. Further research could determine whether the specific information literacy skills in this gaming context can be generalized to other gaming environments and to non-gaming contexts.
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Blazer, Erin C., Keleigh B. Engle, Shelby L. McKinley, Thalia P. Sullivan, and Meredith K. Ginley. "An Investigation Into the Relation Between Problems From Video Gaming and Frequency of Cannabis Use." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etsu-works/8891.

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Internet Gaming Disorder (IGD) is included in the DSM-5 as a condition warranting more clinical research. Problematic gaming may increase when substance use is present (e.g. cigarette smoking, alcohol use; Raiff et al., 2012; Wartberg & Kammerl, 2020). However, little is known about the relation between cannabis use (CU) and IGD. Thus, the current study hypothesized that individuals engaging in increased CU will exhibit higher rates of IGD. Participants (N=114) were recruited from a rural southeastern university (M age=20.27, SD=4.15). Frequency of CU was measured as past month days with use, IGD was measured by the Video Game Dependency Scale (VGDS; Rehbein et al., 2010). Eleven percent of the sample met criteria for probable IGD. The average frequency of past month CU was 7.26 days (SD=10.88). An independent samples t-test compared frequency of past-month CU among individuals with or without probable IGD. Individuals with probable IGD had decreased CU (M =2.25, SD=5.72). Those without probable IGD had increased CU (M=7.70, SD=2.25), t(107)=2.72, p=.012, d= 0.246. Our results are contrary to previous study findings on the co-occurrence of IGD and substance use. Frequent video gaming may act as a protective factor against increased frequency of CU. Future research should expand on this understudied area and further investigate whether IGD is in fact a protective factor or if the relation found here is accounted for by another unmeasurable variable.
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Nicklaus, Mark Bodnar. "Videogame use among male residents in university housing at Eastern Illinois University /." View online, 2009. http://repository.eiu.edu/theses/docs/32211131566279.pdf.

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Straight, Ryan M. "An Exploratory Study of Augmented Reality and Mobile Games Examining Ingress Player Motivation and Potential Educational Value." Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1426691458.

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Swahn, Clara, and Niki Eriksson. "Does the devil wear Prada? A content analysis of costume design in video games as a tool for conveying narrative and functionality : A study concerning costume design and its current use in games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40587.

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This study examines how costume design is used as a narrative and functional part of video game character design. The purpose being how costume design is currently utilized, what common design trends can be found and in which instances costume design goes against the functionality and believability of the character. One character from each top selling single player third person game between the years 2015-2018 were chosen for the sample. A character analysis and a coding scheme were created to find common design trends used to visually display information to players. The results showed a prevalent use of real-world cues and signs to visually display instant information. Contradicting real-world cues used together can show a divergence from reality, but even with a lack of real world examples a uniform design language can be seen. The results also show the use of objects with contextual meaning being an important part of costume design, giving it more depth. The instances found of contradicting costume design were predominantly used to make the character stand out or to emphasize their attractiveness.<br>Denna studie undersöker hur kostymdesign används som en narrativ och funktionell del inom design av spelkaraktärer. Syftet är att se hur kostymdesign nuvarande används, vilka vanliga design trender som kan hittas och vilka instanser som finns där kostymdesign går emot trovärdighet och funktionalitet. En karaktär från varje toppsäljande spel med enspelarläge och tredjepersons perspektiv mellan år 2015-2018 valdes. En karaktärsanalys och ett kodschema skapades för att hitta gemensamma design trender som används för att visuellt förmedla information till spelare. Resultatet visar en övergripande användning av signaler från verkligheten för att visuellt förmedla omedelbar information. Motsägande verkliga signaler som visas tillsammans kan påvisa en avvikelse från verkligheten men även scenarion med en avsaknad av verkliga exempel kan ett uniformt designspråk ses. Resultaten visade även den vikt som läggs på användningen av objekt med kontextuell mening för att ge kostymdesigner mer djup. Instanser där kostymdesign sågs som motsägande var mestadels för att få karaktären att stå ut eller för att framhäva attraktiva drag.
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Pellas, William, and Sandra Thenstedt. "The Importance of Colour Guided Navigation : A Qualitative Study on the Use of Colour as a Tool of Communication and Navigation in Video Games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40563.

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Colour coding is seen in various forms throughout different types of media and in reallife. This study focuses on what effect colour coded visuals can have on a player in avideo game, using lights and environments deliberately coloured in a specific way togain the players attention. Results suggest that colour coding aids the player inunderstanding where to go in the game and what something means. Participantsexpressing their ability to traverse levels in the game with ease thanks to theirunderstanding of what a colour may imply. The participants selected for the test havevaried in skill, age and gender to avoid any form of bias. Further prevention of biaswas done through the between-subjects method where the subjects always started on arandom level.<br>Färgkodning ses i olika former inom media och verkliga livet. Denna studie fokuserarpå vad för effekt färgkodade visuella element kan ha på en spelare i ett videospel, medhjälp av ljus och miljö i ett videospel med avsiktlig färgkodning för att vägledaspelaren och fånga dennes uppmärksamhet. Resultaten föreslår att färgkodning hjälperspelaren att förstå vart de ska gå i datorspelet, samt vad något betyder. Deltagare anseratt deras förmåga att ta sig igenom spelets nivåer var enkelt tack vare deras förståelseav vad en färg kan antyda. Deltagarna valda för studien varierade i förmåga, ålder ochkön för att förhindra någon form av partiskhet. Vidare förebyggande av partiskhetgjordes via mellan-deltagare metoden, där deltagare startade på en slumpad nivå.
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Dobry, Stella Christine. "The Moderating Effect of Attachment Behaviors on the Association Between Video Game Use, Time Together as a Problem, and Relationship Quality." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5931.

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The purpose of this study was to test whether video game use is associated with more problems with spending time together among married couples, whether problems with time together are associated with relationship quality, and whether attachment behaviors can moderate the association between time together as a problem and relationship quality. Previous studies have found a negative association between excessive video game use and couple relationship outcomes. Excessive video game use may negatively impact relationships by taking away from time spent on shared leisure and relationship maintenance activities. The Double ABCx model provided a theoretical framework for understanding how attachment behaviors such as accessibility, responsiveness, and engagement may act as protective factors that buffer the stress created by video game use and perceiving time together as a problem on couple relationships. A sample of 415 married couples who took the Relationship Evaluation Questionnaire between 2011 and 2013 and indicated that one or both partners played video games was used. Results indicated that there was a negative indirect effect of women's sports and music game use on women's relationship quality via women's reports of time together as a problem in the relationship. There was also a positive indirect effect of women's exercise game use on relationship quality. There was also a negative association between men's and women's reports of time together as a problem on own relationship quality. Men's attachment behaviors moderated the association between women's reports of time together as a problem and women's relationship quality. Clinical implications include more thoroughly assessing why video game use may be a problem in the relationship and fostering healthy attachment behaviors.
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Christy, Katheryn R. "Investigating the Use of Interactive Narratives for Changing Health Beliefs: A Test of the Model of Interactive Narrative Effects." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461167842.

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24

Granich, Joanna. "Electronic-based sedentary behaviour among children within the family home environment : a descriptive study." University of Western Australia. School of Population Health, 2009. http://theses.library.uwa.edu.au/adt-WU2010.0069.

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[Truncated abstract] This descriptive study identified correlates of electronic media use among pre-adolescent children (10-12 year olds). It specifically focused on the potential influence of individual factors and the social and physical environment within the family home setting. The prevalence of overweight/obesity in children is escalating. Sedentary behaviour in the form of electronic media use (comprised of television (TV) and video/DVD viewing, video and computer gaming, and computer use) is a contributing and a modifiable risk factor for overweight/obesity. To date, research focused on sedentary behaviour has been largely derived from physical (in)activity data where the absence or observed low levels of physical activity participation or TV viewing only has been used as a proxy for sedentariness. Little is known about the specificities of children's electronic media use; its impact on children's overall leisure and screen-time; and, the potential influencing factors that may operate at the home level. The family home is a context-specific setting where electronic media use is a daily practice for most children. To better understand electronic-based sedentary behaviour among children the following specific aims were addressed; 1) To describe children's leisure time, particularly time spent with electronic media. 2) To explore children and parents' perceptions about electronic-based sedentary behaviour. 3) To determine the prevalence of children's electronic-media use at home. 4) To examine the influence of individual, family social and home physical factors associated with different levels of electronic media use by children. ... The availability and accessibility of a variety of electronic equipment at home, especially in the child's bedroom (particularly among boys), was also associated with children's screen behaviour. Physical aspects of the family home (i.e., lay-out and yard size) had a mixed effect on children's electronic media use. Overall, the nature of electronic media use among children is complex and is influenced by dimensions that present at children's individual, family social and physical home level. The knowledge generated from this study about specific correlates of electronic media use has extended the understanding about its impact on children's discretionary time. Future prospective longitudinal research is warranted given that most studies investigating electronic media and sedentary behaviour are of cross-sectional design. Including other forms of sedentary behaviour such as sitting and talking with friends and family, reading and/or using telephones may provide a more comprehensive measure of sedentariness in the future. Further studies should use multivariate statistical analyses (i.e., modelling) to improve clarity of relationships between multiple variables and gauge mediating factors. This study also calls for future intervention research. Findings on gender-specific correlates of electronic media use provide superior information for the development of tailored behaviour modification strategies aimed at girls and boys respectively. Active involvement of household members in the intervention is also warranted. Utilising this study's findings may strengthen intervention outcomes towards a more directed and sustained behaviour change
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Gilbert, Katherine G. "Differences in Body Mass of Children Who use Sedentary Video Games versus Children Who Use Wii." 2010.

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26

Shim, Mi-suk P. "Predictors of children's violent media use." Thesis, 2004. http://hdl.handle.net/2152/1406.

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Shim, Mi-suk P. Vandewater Elizabeth A. "Predictors of children's violent media use." 2004. http://repositories.lib.utexas.edu/bitstream/handle/2152/1406/shimm59034.pdf.

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WANG, CHUN-XUAN, and 王春煊. "A Study of Twitch TV Fans Continuous Use of Video Games Live Broadcast: Uses and Gratifications Theory." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/53500639849119283719.

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碩士<br>南臺科技大學<br>資訊傳播系<br>104<br>Live video broadcast allowing users to be the “broadcaster”. They can p erform a live telecast via the Internet in real time without time-lag. The pop ular “broadcaster” began to have their own Fans. Twitch.TV is a live video b roadcast focuses on video gaming, the users of Twitch.TV has experienced ex ponential growth. The motivation of this study is featured on the fans of Twi tch.TV, it help us understand a culture and behavior of worshiping the Web I dols of live video broadcast, and we hope to make significant contributions t o the study of related fields. The aim of this study is to investigate how live video broadcast of gam es affected the fans’ motivations to continuous usage or not. This study were issued by convenience sampling of 835 questionnaires and have collected 80 0 questionnaires. The results of this study found 20-25 years-old male fans is the main vi ewers of Twitch.TV. Motivations to use Twitch.TV included “idolatry”, “fan i nteraction”, “information seeking”, “human relationship” and all Motivations si gnificantly affected the continuous intention of using Twitch.TV.
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Doucet, Lars Andreas. "Designing a Real-time Strategy Game about Sustainable Energy Use." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-05-7707.

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This thesis documents the development of a video game about sustainable energy use that unites fun with learning. Many other educational games do not properly translate knowledge, facts, and lessons into the language of games: mechanics, rules, rewards, and feedback. This approach differs by using game mechanics in new ways to express lessons about energy sustainability. This design is based on the real time strategy (RTS) genre. Players of these types of games must manage economic problems such as extracting, refining, and allocating resources, as well as industrial problems such as producing buildings and military units. These games often use imaginative fantasy elements to connect with their audience, but also made-up economic numbers and fictional resources such as magic crystals which have little to do with the real world. This thesis' approach retains the fantasy elements and gameplay conventions of this popular genre, but uses numbers, resources, and situations based on research about real-world energy production. The intended result is a game in which the player learns about energy use simply by trying to overcome the game's challenges. In addition, a combined quantitative/qualitative study was performed, which shows that players of the game learned new things, enjoyed the game, and became more interested in the topic of energy use.
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Bickham, David Stephen. "The social implications of children's media use." Thesis, 2004. http://hdl.handle.net/2152/1189.

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Bickham, David Stephen Vandewater Elizabeth A. "The social implications of children's media use." 2004. http://wwwlib.umi.com/cr/utexas/fullcit?p3139192.

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Truby, Elvir Joan. "The use of digital media within gestalt play therapy." Diss., 2011. http://hdl.handle.net/10500/4818.

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The world is dominated by digital media that have become central to many children’s lives. Children born in the last 30 years have become known as ‘digital natives’, as digital technology has always been part of their experiential field. The use of such media in play therapy could offer innovative ways of enhancing dialogue with those children in whose field they are included, as they have been to date unexplored in play therapy interventions, possibly resulting in missed therapeutic opportunities. This mixed methods research took the form of an email questionnaire sent out to play therapists in South Africa to ascertain whether digital technology is being used in therapy and, if so, which digital media are being used and how. Additionally, a focus group interview was conducted using the same questionnaire to ensure data triangulation. The data gathered were analysed qualitatively, and an understanding was gained regarding the current use of digital media in play therapy.<br>Social Work<br>M. Diac. (Play Therapy)
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CHIANG-TA-CHENG and 江大成. "The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill.The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/94996991702015980304.

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碩士<br>國立臺東大學<br>體育教學碩士在職專班<br>104<br>The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill. The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement.
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