Academic literature on the topic 'Video game controversy'
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Journal articles on the topic "Video game controversy"
Weigle, Paul. "Internet and Video Game Addiction: Evidence & Controversy." Adolescent Psychiatry 4, no. 2 (July 31, 2014): 81–91. http://dx.doi.org/10.2174/221067660402140709120337.
Full textHaerani, Rosita Putri Rahmi. "PENGGUNAAN MEDIA PEMBELAJARAN VIDEO GAME IPA UNTUK MENINGKATKAN PENGUASAAN KONSEP SISWA." EDUSAINS 8, no. 2 (February 15, 2019): 114–21. http://dx.doi.org/10.15408/es.v8i2.1576.
Full textBurgess, Jacqueline, and Christian M. Jones. "“Is It Too Much to Ask That We’re Allowed to Win the Game?”: Character Attachment and Agency in the Mass Effect 3 Ending Controversy." Bulletin of Science, Technology & Society 37, no. 3 (October 2017): 146–58. http://dx.doi.org/10.1177/0270467618819685.
Full textDowling, David O., Christopher Goetz, and Daniel Lathrop. "One Year of #GamerGate: The Shared Twitter Link as Emblem of Masculinist Gamer Identity." Games and Culture 15, no. 8 (July 25, 2019): 982–1003. http://dx.doi.org/10.1177/1555412019864857.
Full textHarrison, Robert V. "The Prevention of Noise Induced Hearing Loss in Children." International Journal of Pediatrics 2012 (2012): 1–13. http://dx.doi.org/10.1155/2012/473541.
Full textGomoll, Andreas H., Robert V. O'Toole, Joseph Czarnecki, and Jon J. P. Warner. "Surgical Experience Correlates with Performance on a Virtual Reality Simulator for Shoulder Arthroscopy." American Journal of Sports Medicine 35, no. 6 (June 2007): 883–88. http://dx.doi.org/10.1177/0363546506296521.
Full textPetrović, Lidija T., Dragorad Milovanović, and Michel Desbordes. "Emerging technologies and sports events." Sport, Business and Management: An International Journal 5, no. 2 (May 11, 2015): 175–90. http://dx.doi.org/10.1108/sbm-06-2012-0021.
Full textGiner, Esteban. "Analyser et qualifier la persuasivité des discours contenus dans un jeu vidéo." Emulations - Revue de sciences sociales, no. 30 (September 3, 2019): 93–110. http://dx.doi.org/10.14428/emulations.030.07.
Full textLiu, Zi-Yu, Zaffar Ahmed Shaikh, and Farida Gazizova. "Using the Concept of Game-Based Learning in Education." International Journal of Emerging Technologies in Learning (iJET) 15, no. 14 (July 31, 2020): 53. http://dx.doi.org/10.3991/ijet.v15i14.14675.
Full textSparrow, Robert, Rebecca Harrison, Justin Oakley, and Brendan Keogh. "Playing for Fun, Training for War." Games and Culture 13, no. 2 (November 25, 2015): 174–92. http://dx.doi.org/10.1177/1555412015615025.
Full textDissertations / Theses on the topic "Video game controversy"
Wunderlich, Ralf. "Der kluge Spieler und die Ethik des Computerspielens." Universität Potsdam, 2012. http://opus.kobv.de/ubp/volltexte/2012/5551/.
Full text“The Prudent Player and the Ethics of Computer Gaming” is a moral philosophical analysis of the so called “killergame-controversy”. After the gun rampage of Winnenden, heavy discussions arose in Germany about video games, especially those with violent content. The public opinion is that violent video games cause violent behaviour in real life. Some German politicians even claimed that such games would be on one level with child pornography. With the help of three known normative ethical theories – consequentialism (Mill), deontology (Kant) and virtue ethics (Aristoteles) – the scientific arguments against video games are analysed and evaluated. The opponents of video games focus on the content and graphics of the games (narratological approach). After an extensive presentation of their arguments, it turns out that none remains valid after applying the ethical theories to them. Solely the virtue ethics approach seems to be of help, however not against but in aid of video games. This is dealt with in the second part of the book. Miguel Sicart’s work “The Ethics of Computer Games” tries to develop a tangible ethics for computer games. “The Clever Player and the Ethics of Computer Gaming” presents Sicart’s theory for the first time in German and re-structures it’s content by focussing on the main ingredients of his theory. Sicart’s concept does not include any content or graphical aspects. It is a strictly ludological (game studies) approach which focuses on the rules and the system of the games. The three main elements of his theory are: 1. the video game as a moral object, 2. the player as a moral subject and 3. playing video games as a moral act. These three aspects work together. The result is an interaction between the game and the player which also includes the non-playing-subject of the player. A person starts playing a video game and hence becomes the player of this game. He acts according to the rules and uses his previous experience with other games in order to play as properly as possible. This means that he does not cheat, does not use tricks, acts with fair play in multiplayer games etc. Since the player is more than just a player, he also uses his virtues and perspectives from the real world as a player-tool. The player acts morally correct in such an interaction, if he helps the game become an experience rather than a mere object (CD/DVD). Only when a game is experienced on the screen by a player, it becomes a real game as intended by it’s designers. And if this game needs a violent on-screen solution for solving a problem, then the player ought to do so. The player which Sicart describes is a “clever player” and not some sort of zombie without thoughts and evaluation of what is happening. The third part of the book analyses Sicart’s framework and shows his weakness with the help of a practical example. While the opponents of video games focus on the content and graphics only, Sicart’s approach does not include them at all. Therefore, both positions are extreme and Sicart’s point of view is re-interpreted into an “Ethics of Computer Gaming”, pointing out the active part of his theory. Now it is scientifically possible to prove all arguments against video games following the Winnenden-controversy wrong at one go. The last part of the book goes back to Aristoteles’ view on ethics: living a good life means finding the middle ground between extremes. Hence, a complete ethics of computer games needs both approaches: the narratological (graphics and content) and the ludological (rules and game systems). Only when both are combined, a real ethics of computer games is possible. A framework for such a theory is proposed as well as two ideas which can be helpful for further research in this field.
Štěpánek, Adam. "Reprezentace protivníků v počítačových hrách žánru first-person shooter." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-340207.
Full textBook chapters on the topic "Video game controversy"
Hemovich, Vanessa. "From Princess to Protagonist." In Gender and the Superhero Narrative, 205–20. University Press of Mississippi, 2018. http://dx.doi.org/10.14325/mississippi/9781496818805.003.0009.
Full textDeMaria, Rusel. "The Positive Impact Model in Commercial Games." In Handbook of Research on Effective Electronic Gaming in Education, 1303–17. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch075.
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