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1

Kirschner, David, and J. Patrick Williams. "Measuring Video Game Engagement Through Gameplay Reviews." Simulation & Gaming 45, no. 4-5 (August 2014): 593–610. http://dx.doi.org/10.1177/1046878114554185.

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Szita, Kata, Paul Taberham, and Grant Tavinor. "Book Reviews." Projections 14, no. 2 (June 1, 2020): 102–23. http://dx.doi.org/10.3167/proj.2020.140210.

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Bernard Perron and Felix Schröter, eds., Video Games and the Mind: Essays on Cognition, Affect and Emotion (Jefferson, NC: McFarland, 2016), 224 pp., $39.95 (softcover), ISBN: 9780786499090.Christopher Holliday, The Computer-Animated Film: Industry, Style and Genre (Edinburgh: Edinburgh University Press, 2018), 272 pp., $39.95 (paperback), ISBN: 9781474427890.Aubrey Anable, Playing with Feelings: Video Games and Affect (Minneapolis: Minnesota University Press, 2018), 200 pp., $25.00 (paperback), ISBN: 9781517900250. and Christopher Hanson, Game Time: Understanding Temporality in Video Games (Bloomington: Indiana University Press, 2018), 296 pp., $38.00 (paperback), ISBN: 9780253032867.
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Li, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (March 17, 2021): 129. http://dx.doi.org/10.3390/info12030129.

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Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an approach to analyze the playability of video games by mining a large number of players’ opinions from their reviews. Guided by the game-as-system definition of playability, the approach is a data mining pipeline where sentiment analysis, binary classification, multi-label text classification, and topic modeling are sequentially performed. We also conducted a case study on a particular video game product with its 99,993 player reviews on the Steam platform. The results show that such a review-data-driven method can effectively evaluate the perceived quality of video games and enumerate their merits and defects in terms of playability.
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Koehler, Matthew J., Brian Arnold, Spencer P. Greenhalgh, and Liz Owens Boltz. "A Taxonomy Approach to Studying How Gamers Review Games." Simulation & Gaming 48, no. 3 (April 17, 2017): 363–80. http://dx.doi.org/10.1177/1046878117703680.

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Background. Player-generated reviews of video games represent a large, rich, and under-explored source of data for exploring what makes for an effective game. Aim. We explore whether existing theory, in the form of a comprehensive gaming taxonomy, suitably captures the issues that players raise when they review games. Method. User-submitted game reviews were coded along the dimensions of the comprehensive gaming taxonomy to test the frequency of usage of each dimension. Results. We found some support for the use of the taxonomy, as four of nine taxonomy features were frequently present in game reviews. We also found support for other features of reviews not encapsulated by the Bedwell et al. (2012) taxonomy. Specifically, we found that players often reviewed video games: a) holistically; b) by comparing them to other games, game franchises, and other reviews; and c) by judging the value of games in terms of time, money, and effort. These results have implications for using game reviews for future research.
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Gampell, Anthony Viennaminovich, JC Gaillard, and Meg Parsons. "On the use of participatory methodologies for video game research: Exploring disaster risk reduction in video games." Methodological Innovations 12, no. 3 (September 2019): 205979911988427. http://dx.doi.org/10.1177/2059799119884277.

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Video game scholars examining the shortcomings of previous video game research reference the need for new and innovative methodologies. Existing video game research seemingly inhibits organic learning experiences by setting specific research targets or providing players with gameplay instructions, hence utilising methodological approaches that study the learning process from the outside. With the increasing popularity of both serious and mainstream disaster video games, a necessity exists for innovative research to explore how video games can be used as learning tools. Based upon the researchers’ own enquiry, this article demonstrates the potential use, benefits and challenges of participatory methodologies for the conduct of video game research. This article pushes back upon traditional video game research methods, reviewing the methodological approaches of existing video game literature and demonstrates how participatory methodologies are currently being used for disaster video game research. An examination of participatory methodologies, being used in disaster video game research, reviews the strengths and challenges of each research approach. Rationalising the potential of participatory methodologies, in the context of constructivist learning theory and active participation, to foster the learning process and explore learning from the inside. As such this article provides an innovative methodological framework, which can be used as a template when considering future video game research.
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Ferguson, Christopher J. "Violent Video Games, Mass Shootings, and the Supreme Court." New Criminal Law Review 17, no. 4 (2014): 553–86. http://dx.doi.org/10.1525/nclr.2014.17.4.553.

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The issue of video game violence continues to attract attention from the legal and policy communities, particularly in the wake of mass shootings. However, focusing on video game violence has generally not resulted in successful legal or public policy. In part this is because the science upon which beliefs of “harm” in video game violence are based remains inconsistent and heavily disputed. The current article examines several issues. First, the article examines the current evidence about video game violence influences on negative outcomes in players. Second, the article concerns itself with the application of video game science to several recent legal cases, involving both criminal prosecutions and attempted regulation/censorship of video game violence in the United States. Finally, the manuscript addresses several common talking points used in legal cases and by policy makers and examines whether these talking statements survive careful scientific scrutiny. It is advised that, consistent with the legal decisions and government reviews in the United States, Sweden, Australia, and elsewhere, current evidence does not support the regulation of violent video games, and legal or policy attempts to connect video game violence to specific crimes are unlikely to survive careful scrutiny.
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Ivory, James D. "Still a Man's Game: Gender Representation in Online Reviews of Video Games." Mass Communication and Society 9, no. 1 (February 2006): 103–14. http://dx.doi.org/10.1207/s15327825mcs0901_6.

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8

Mancini, Huni. "Mā te rongo ka mohio: Māori Pā Wars and Kaupapa Māori Methodology at the Interface of Video Games." Back Story Journal of New Zealand Art, Media & Design History, no. 5 (December 1, 2018): 71–85. http://dx.doi.org/10.24135/backstory.vi5.38.

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This essay reviews Māori Pā Wars (2017), a te reo Māori mobile game developed for mobile devices by independent Māori-led video game company Metia Interactive. Through consideration of the historical struggle for cultural and te reo Māori revitalisation, this essay discusses the use of kaupapa Māori methodology to activate mātauranga Māori through gameplay. Situated within a wider global shift towards ‘indie’ game development and more pertinently ‘Indigenous game development,’ Māori Pā Wars is one of the first games to bring kaupapa Māori methodology to the interface of video game technology. Through analysis of game development methodology, mechanics, game design and the ubiquitous mobile medium, this essay outlines the ways Māori Pā Wars challenges a ‘literature of dominance.’ It concludes that the game borrows from remix and convergence cultures inherent to indie game development, thereby reflecting the way Māori technologies, social and political systems continue to adapt to a changing technological landscape.
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Griffiths, Mark. "Relationship between Gambling and Video-Game Playing: A Response to Johansson and Gotestam." Psychological Reports 96, no. 3 (June 2005): 644–46. http://dx.doi.org/10.2466/pr0.96.3.644-646.

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McDaniel, Rudy, and Joseph R. Fanfarelli. "Rhythm and Cues." International Journal of Sociotechnology and Knowledge Development 7, no. 3 (July 2015): 20–37. http://dx.doi.org/10.4018/ijskd.2015070102.

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This essay situates game design and development within the domain of sociotechnical research and reviews the results of a case focusing on the design and development of an original video game level with platformer mechanics. Using a case history methodology with autoethnographic methods, the work studies the context in which small game components are authored and methods by which knowledge is exchanged and applied within rapidly developed software systems. It argues that the designer experience is a critical phenomenon to understand within the study of user experience in video games given the iterative nature of development and the necessity of frequent, in-house playtesting. The video game was designed by the authors and developed using preexisting assets from prior projects. Results suggest ideas for incorporating UX strategies into micro-project management techniques that are useful for small and large projects alike. The work closes by calling for future areas of research in related areas.
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McDaniel, Rudy, and Peter Telep. "Game Design Tactics for Teaching Technical Communication in Online Courses." Journal of Technical Writing and Communication 51, no. 1 (December 11, 2020): 70–92. http://dx.doi.org/10.1177/0047281620977163.

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This article describes an interdisciplinary, partially online honors course entitled Video Game Theory and Design. The article reviews the literature surrounding video games and technical communication and then outlines the learning objectives for the course. The authors describe individual and team-produced assignments and suggest game design techniques for motivating students. We explain how we assess different projects, including oral game pitches and the complex technical Game Design Documents that are students’ final deliverables. Finally, we discuss how game design techniques provide new perspectives on writing and generate new possibilities for technical communication assignments. We close by proposing three tactics that are useful for teaching technical communication students in hybrid and fully online courses: (a) nonlinear association for creative thinking; (b) team-based assignments for writing and editing using game-based tools; and (c) iterative prototyping and playtesting for multimodal production. Each tactic is contextualized using examples drawn from the field.
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Fox, C. M., and J. H. Brockmyer. "The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews." Interacting with Computers 25, no. 4 (March 8, 2013): 290–93. http://dx.doi.org/10.1093/iwc/iwt003.

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13

Sherrick, Brett, and Mike Schmierbach. "The Effects of Evaluative Reviews on Market Success in the Video Game Industry." Computer Games Journal 5, no. 3-4 (October 5, 2016): 185–94. http://dx.doi.org/10.1007/s40869-016-0027-y.

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Durkin, Kevin, James Boyle, Simon Hunter, and Gina Conti-Ramsden. "Video Games for Children and Adolescents With Special Educational Needs." Zeitschrift für Psychologie 221, no. 2 (January 2013): 79–89. http://dx.doi.org/10.1027/2151-2604/a000138.

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Almost all children play video games at some point and many play regularly. Not only are games ubiquitous in children’s leisure environments but the motivational and skill-enhancing potentialities of this technology are being exploited increasingly in education. Good quality games, which are challenging, instructive, and absorbing, can make learning enjoyable and effective. But is this the case for children who struggle in school? This paper reviews the emerging literature on video game uses by children with special educational needs. With reference to both entertainment games and “serious” games, we consider (i) the implications of developmental and learning disabilities for game play, (ii) the potential of games to address special cognitive and educational needs, and (iii) the social potential of game play. Gaps in current knowledge are identified and directions for future research are outlined.
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Pallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.

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Background Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. Objective The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). Methods A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [(“video game*”) OR (“computer game*”)] AND [(“stress”) OR (“anxiety”) OR (“relaxation”)] AND [(“study”) OR (“trial”) OR (“training”)]. Results A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. Conclusions Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. Trial Registration International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081
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Free, David. "News from the Field." College & Research Libraries News 81, no. 8 (September 3, 2020): 370. http://dx.doi.org/10.5860/crln.81.8.370.

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Apply for ACRL 2021 scholarships by October 9SDSU acquires “game-changing” music collectionCLIR, Stanford Libraries announce Digital Library of the Middle EastGetty Publications joins Project MUSEProQuest adds audio descriptions to video collectionsGOBI Library Solutions from EBSCO partners with Books at JSTORThe MIT Press launches Rapid Reviews: COVID-19
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Berg Marklund, Björn, Henrik Engström, Marcus Hellkvist, and Per Backlund. "What Empirically Based Research Tells Us About Game Development." Computer Games Journal 8, no. 3-4 (September 24, 2019): 179–98. http://dx.doi.org/10.1007/s40869-019-00085-1.

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Abstract This paper reviews empirically grounded research on practices in game development with the intent to give a comprehensive overview of contemporary development practices used in the video game industry. While there are many intangible elements that inform game development processes, this review specifically covers the more immediate practical challenges. The review covers a total of 48 papers published between 2006 and 2016, which were all subjected to thematic analysis by three reviewers. The results of the review show that an almost universal characteristic of game development is that it is almost impossible to accurately plan a development project in detail, largely due to the soft requirements inherent in game production which emerge mid-process during development projects, during when testing is coupled with continuous ideation and refinement. Practicing game developers have created their own frameworks that accommodate for this lack of planning. They include flat hierarchies, democratic decision-making, creative autonomy, and informal communication, which are designed to create an environment that maintains creativity and openness to product changes long into the production process. These frameworks vary significantly between studios and often between individual projects. This review also shows that the term ‘Agile’, while often used by both researchers and developers to characterize the process of game development, is not an apt descriptor of how game developers actually work. Agile is used as shorthand for unstructured and flexible development, rather than serving as a descriptor of a definable or unified work method. Finally, as companies develop more complicated hierarchies of stakeholders and staff, the desired flexibility and autonomy of game development becomes increasingly complicated to maintain, and often necessitates more formalized management processes and company structures. In these cases, inherent tensions of game development become more pronounced, and continuous creativity is hard to maintain due to a growing need to formalize processes.
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Choi, Eunhye, Suk-Ho Shin, Jeh-Kwang Ryu, Kyu-In Jung, Yerin Hyun, Jiyea Kim, and Min-Hyeon Park. "Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review." JMIR Serious Games 9, no. 3 (July 9, 2021): e25793. http://dx.doi.org/10.2196/25793.

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Background The World Health Organization announced the inclusion of gaming disorder (GD) in the International Classification of Diseases, 11th Revision, despite some concerns. However, video gaming has been associated with the enhancement of cognitive function. Moreover, despite comparable extensive video gaming, pro gamers have not shown any of the negative symptoms that individuals with GD have reported. It is important to understand the association between extensive video gaming and alterations in brain regions more objectively. Objective This study aimed to systematically explore the association between extensive video gaming and changes in cognitive function by focusing on pro gamers and individuals with GD. Methods Studies about pro gamers and individuals with GD were searched for in the PubMed and Web of Science databases using relevant search terms, for example, “pro-gamers” and “(Internet) gaming disorder.” While studies for pro gamers were searched for without date restrictions, only studies published since 2013 about individuals with GD were included in search results. Article selection was conducted by following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. Results By following the PRISMA guidelines, 1903 records with unique titles were identified. Through the screening process of titles and abstracts, 86 full-text articles were accessed to determine their eligibility. A total of 18 studies were included in this systematic review. Among the included 18 studies, six studies included pro gamers as participants, one study included both pro gamers and individuals with GD, and 11 studies included individuals with GD. Pro gamers showed structural and functional alterations in brain regions (eg, the left cingulate cortex, the insula subregions, and the prefrontal regions). Cognitive function (eg, attention and sensorimotor function) and cognitive control improved in pro gamers. Individuals with GD showed structural and functional alterations in brain regions (eg, the striatum, the orbitofrontal cortex, and the amygdala) that were associated with impaired cognitive control and higher levels of craving video game playing. They also showed increased cortical thickness in the middle temporal cortex, which indicated the acquisition of better skills. Moreover, it was suggested that various factors (eg, gaming expertise, duration or severity of GD, and level of self-control) seemed to modulate the association of extensive video game playing with changes in cognitive function. Conclusions Although a limited number of studies were identified that included pro gamers and/or individuals who reported showing symptoms of GD for more than 1 year, this review contributed to the objective understanding of the association between extensive video game playing and changes in cognitive function. Conducting studies with a longitudinal design or with various comparison groups in the future would be helpful in deepening the understanding of this association.
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Mitchell, Scott, and Sheryl N. Hamilton. "Playing at apocalypse: Reading Plague Inc. in pandemic culture." Convergence: The International Journal of Research into New Media Technologies 24, no. 6 (January 17, 2017): 587–606. http://dx.doi.org/10.1177/1354856516687235.

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Plague Inc. is an enduringly popular mobile video game in which players create diseases and attempt to eradicate humanity; it has been downloaded more than 60 million times and been met with largely positive critical reception, with many reviews praising the game as a ‘realistic outbreak simulator’. This article explores Plague Inc. as both an artifact, and productive, of ‘pandemic culture’, a social imaginary that describes how the threat of pandemic increasingly shapes our day-to-day life. Ludic and narrative elements of the game were identified and selected for analysis, along with paratexts surrounding the game. Three aspects of Plague Inc. were used to structure the analysis: its politics of global scale, its viral realism, and its visual culture of contagion. The article examines how the ways in which Plague Inc. articulates ideas about pandemic may not only explain the game’s immense success but also provide insights into public perceptions and popular discourses about disease threats. The article argues that the game is an incomplete text that depends on preexisting familiarity with other disease media. It concludes that the popularity and longevity of Plague Inc., as well as its broader social relevance, can be explained by placing it within the context of public anxieties about vulnerability to infectious diseases.
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Laritskaia, Maria Germanovna. "The aesthetics of visual style, fulfillment of creative need for games, and use of games for educational purposes on the example of Minecraft." Культура и искусство, no. 5 (May 2021): 1–11. http://dx.doi.org/10.7256/2454-0625.2021.5.35591.

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This article reviews the instruments and distinctive features that allow conducting creative activity within the game “Minecraft”, which implies modification of world and its rules, as well as the game project at the choice of the gamer. The author also examines the application of this game in educational sphere, including higher educational institutions. The subject of this research is the game “Minecraft”, or rather its peculiarities viewed from the perspective of aesthetics, mechanics and instruments for carrying out creative and educational activity. The author draws parallels between this and other game projects that have similar mechanics with Minecraft for determining the common properties and characteristics for carrying out the designated activities. The novelty consists in assessment of the value of games as a versatile topic for domestic research, as well as in demonstration of their successful application for educational purposes. The relevance is defined by fact that the topic of studying video games in Russia is in the infancy of its dynamic development, and the problem of distance education is especially acute due to COVID-19 pandemic. The conclusion is made that the universal neutral minimalistic style of Minecraft, alongside other features of this project, is a powerful instrument for the fulfillment of creative and educational projects.
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Cox, Joe, and Daniel Kaimann. "How do reviews from professional critics interact with other signals of product quality? Evidence from the video game industry." Journal of Consumer Behaviour 14, no. 6 (November 2015): 366–77. http://dx.doi.org/10.1002/cb.1553.

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Sprague, Briana N., Sara A. Freed, Christina E. Webb, Christine B. Phillips, Jinshil Hyun, and Lesley A. Ross. "BEHAVIORAL INTERVENTIONS FOR COGNITION AND EVERYDAY FUNCTION: A SYSTEMATIC REVIEW." Innovation in Aging 3, Supplement_1 (November 2019): S652. http://dx.doi.org/10.1093/geroni/igz038.2420.

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Abstract Behavioral interventions to improve cognitive function in older adults are widespread and can vary from theatre classes to cognitive training programs targeting one domain. However, the effectiveness in maintaining different cognitive domains varies greatly both across and within intervention types. To date, no systematic reviews have synthesized findings across more than a few types of interventions (e.g., cognitive vs. exercise). This systematic review examined nine types of behavioral interventions and the respective transfer to 18 cognitive domains and everyday function. The 2017 search yielded 75 unique eligible articles comprising of educational, theatre, mindfulness, cognitive, exercise, video game, and combination interventions. In general, there was limited evidence of consistent transfer from behavioral interventions to untrained cognitive domains. Few studies examined education, theatre, mindfulness, or video game interventions, leaving inconclusive results about their effect on cognitive function. Nine studies evaluated transfer to everyday function and found that both process- and strategy-based cognitive training conferred benefits up to 10 years posttest. These results suggest that while there is weak-to-moderate evidence of far transfer from behavioral interventions to untrained cognitive domains, it may be more important to examine far transfer to measures more indicative of older adult everyday life. Furthermore, it highlights the necessity to continue long-term follow-up. While there were notable limitations of the extant literature, including inconsistent use of terms such as active control or inadequate intervention description, there were strengths such as the recent implementation of factorial designs. Implications for future research and practice will be discussed.
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Zafar, Aqsa, and Krishna Kant Agrawal. "Novel optimization using hierarchical Path finding A* (HPA*) algorithm for strategic gaming setup." International Journal of Engineering & Technology 7, no. 2.6 (March 11, 2018): 54. http://dx.doi.org/10.14419/ijet.v7i2.6.10067.

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In game Industry, the most trending research area is shortest path finding. There are many video games are present who are facing the problem of path finding and there is various algorithms are present to solve this problem. In this paper brief introduction is given in the most using algorithm for path finding and A* algorithm has been proved the best algorithm for resolving the problem of shortest path finding in games. It provides the optimal solution for path finding as compare to other search algorithm. At the start of the paper, brief introduction about the path finding is given. Then the reviews of different search algorithm are presented on the basis of path finding. After that information of A* algorithm and optimization techniques are described. In the last, application and examples how the path finding techniques are used in the game is addressed and future work and conclusion are drawn.
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Demers, Marika, Karen Fung, Sandeep K. Subramanian, Martin Lemay, and Maxime T. Robert. "Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review." JMIR Serious Games 9, no. 2 (April 7, 2021): e23822. http://dx.doi.org/10.2196/23822.

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Background Increasing evidence supports the use of virtual reality systems to improve upper limb motor functions in individuals with cerebral palsy. While virtual reality offers the possibility to include key components to promote motor learning, it remains unclear if and how motor learning principles are incorporated into the development of rehabilitation interventions using virtual reality. Objective The objective of this study was to determine the extent to which motor learning principles are integrated into virtual reality interventions targeting upper limb function in individuals with cerebral palsy. Methods A systematic review was conducted according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The search was performed in 10 databases using a combination of keywords related to cerebral palsy, virtual reality, video games, and rehabilitation. Studies were divided into 2 categories: commercial video game platforms and devices and custom virtual reality systems. Study quality was assessed using the modified Downs and Black checklist. Results The initial search yielded 1497 publications. A total of 26 studies from 30 publications were included, with most studies classified as “fair” according to the modified Downs and Black checklist. The majority of studies provided enhanced feedback and variable practice and used functionally relevant and motivating virtual tasks. The dosage varied greatly (total training time ranged from 300 to 3360 minutes), with only 6 studies reporting the number of movement repetitions per session. The difficulty progression and the assessment of skills retention and transfer were poorly incorporated, especially for the commercial video games. Conclusions Motor learning principles should be better integrated into the development of future virtual reality systems for optimal upper limb motor recovery in individuals with cerebral palsy. Trial Registration PROSPERO International Prospective Register of Systematic Reviews CRD42020151982; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42020151982
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Nicholls, Graham. "Reviews : The Interview Game (Video) BBC ENTERPRISES For sale in 5 parts, at £85 each, from 80 Wood Lane, London W12 6TT." Probation Journal 34, no. 3 (September 1987): 115. http://dx.doi.org/10.1177/026455058703400320.

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Marston, Hannah R., and Rachel Kowert. "What role can videogames play in the COVID-19 pandemic?" Emerald Open Research 2 (June 2, 2020): 34. http://dx.doi.org/10.35241/emeraldopenres.13727.1.

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Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, focusing specifically on the ways in which games can be tools for social connectedness and psychological healing for older adults and intergenerationally. Special focus will be placed on the role games can play for post-traumatic stress among first responders.
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Marston, Hannah R., and Rachel Kowert. "What role can videogames play in the COVID-19 pandemic?" Emerald Open Research 2 (October 5, 2020): 34. http://dx.doi.org/10.35241/emeraldopenres.13727.2.

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Video games are often thought of as trite activities for younger generations. However, research in game studies over the last few decades have revealed that games can be valuable tools for growth and connection, particularly among older generations. Exploring the ways digital games can be used as tools for connection has gained increased attention in recent months with global quarantines as a result of COVID-19. This article reviews the research that has examined the utility of digital games for older adults, focusing specifically on the ways in which games can be tools for social connectedness and psychological healing for older adults and intergenerationally. Special focus will be placed on the role games can play for post-traumatic stress among first responders.
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Cabeza-Ramírez, Luis Javier, Fernando J. Fuentes-García, and Guzmán A. Muñoz-Fernandez. "Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends." International Journal of Environmental Research and Public Health 18, no. 6 (March 12, 2021): 2917. http://dx.doi.org/10.3390/ijerph18062917.

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In recent years, interest in video game live streaming services has increased as a new communication instrument, social network, source of leisure, and entertainment platform for millions of users. The rise in this type of service has been accompanied by an increase in research on these platforms. As an emerging domain of research focused on this novel phenomenon takes shape, it is necessary to delve into its nature and antecedents. The main objective of this research is to provide a comprehensive reference that allows future analyses to be addressed with greater rigor and theoretical depth. In this work, we developed a meta-review of the literature supported by a bibliometric performance and network analysis (BPNA). We used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) protocol to obtain a representative sample of 111 published documents since 2012 and indexed in the Web of Science. Additionally, we exposed the main research topics developed to date, which allowed us to detect future research challenges and trends. The findings revealed four specializations or subdomains: studies focused on the transmitter or streamer; the receiver or the audience; the channel or platform; and the transmission process. These four specializations add to the accumulated knowledge through the development of six core themes that emerge: motivations, behaviors, monetization of activities, quality of experience, use of social networks and media, and gender issues.
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Quick, John M., Robert K. Atkinson, and Lijia Lin. "The Gameplay Enjoyment Model." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (October 2012): 64–80. http://dx.doi.org/10.4018/jgcms.2012100105.

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To date, reviews of the games literature have noted a lack of empirical studies examining the relationships between games and their purported benefits (Huizenga, Admiraal, & Dam, 2011; Vandercruysse, Vanderwaetere, & Clarebout, 2012; Young et al., 2012). Furthermore, researchers have called for a better understanding of the specific game features that may lead to beneficial outcomes (Hartmann & Klimmt, 2006; Klimmt, Schmid, & Orthmann, 2009; McNamara, Jackson, & Graesser, 2010; Vorderer, Bryant, Pieper, & Weber, 2006; Wilson et al., 2009). In this survey study, a structural equation modeling (SEM) approach was employed to better understand the specific features that influence player enjoyment of video games. The resulting Gameplay Enjoyment Model (GEM) explains players’ overall Enjoyment of games, as well as their preferences for six specific types of enjoyment, including Challenge, Companionship, Competition, Exploration, Fantasy, and Fidelity. The implications of these model components are discussed in the context of educational game design and future directions for research are offered. GEM provides an empirical framework within which vital progress can be made in understanding the enjoyment of games and the role that games play in education.
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Willig, James, Jennifer Croker, Brian Wallace, David Dempsey, Brian Wallace, and David Redden. "2440 Teaching rigor, reproducibility, and transparency using gamification." Journal of Clinical and Translational Science 2, S1 (June 2018): 61. http://dx.doi.org/10.1017/cts.2018.227.

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OBJECTIVES/SPECIFIC AIMS: The objectives for the Rigor, Reproducibility, and Transparency course within KAIZEN-Edu was to provide a platform that allows essential training, in a novel and customizable approach, for a large number of students across the multiple institutions within the UAB CCTS Partner Network. Successful implementation across this geographically diverse of partner institutions would serve as proof of concept to future dissemination across the CTSA consortium. METHODS/STUDY POPULATION: We used the “build a game” tools within Kaizen-Edu to design the “Rigor and Reproducibility Game.” The games consisted of four modules, with 20 questions designed to test participant knowledge, and edify learners on particular concepts through a multimedia approach (embedded video, text, and hyperlinks to articles) with content provided as questions released over 4 weeks. Researchers from across the UAB CCTS Partner Network developed comprehensive modules for (1) How Scientists Fool Themselves/Scientific Premise, (2) Authentication of Chemical and Biologic Resources and Sex and Other Biologic Variables, (3) Statistical Rigor, and (4) Comprehensive Review. A typical week began with review articles (1–2) sent to each participant. The participants are informed that 5 questions will be released midweek testing the key concepts from the papers. When ready, the participant logs into Kaizen-Edu and starts to answer questions/play the game. Immediately, the articles are opened for reference, followed by a brief 4–5 minute video which reinforces key concepts and then timed questions begin. A typical question is allowed 3 minutes (visible countdown clock). Accurate responses result in the addition of points, with double points awarded for correct answers within the questions time limit. No points are awarded for incorrect answers. After each question, a detailed explanation reviews and reinforces the key concepts. Each participants’ points contribute to both their individual score and team scores, which influences their position on the Rigor and Reproducibility game leaderboard. RESULTS/ANTICIPATED RESULTS: Within 2017, the Rigor Reproducibility, and Transparency course was conducted 5 times. A total of 126 researchers across 9 institutions were enrolled. A total of 87 enrollees completed the full course, with 80% passing (answering ≥75% of questions correctly) on their first attempt and an additional 20% passing on a second attempt. The distribution of completers across the CCTS Network was UAB=48, Auburn=13, Pennington=10, University of Alabama=5, Hudson Alpha=5, Tulane=4, University of South Alabama=1, LSU=2, and Southern Research=1. Researchers throughout at Partner Institutions represent 46% of the total population trained. DISCUSSION/SIGNIFICANCE OF IMPACT: This software based, gamification-enhanced course was broadly accepted with each session fully enrolled, and learners spread almost evenly between our institution and various Partner Network sites. Our pilot proved that gamification was an effective technique to engage users and produced a high pass rate, suggesting that the content both engaged learners and was effectively internalized. Educational interventions, imbued with principles of gamification provide educators powerful tools that use competition and/or collaboration to disseminate knowledge, engage learners with content, and save educator time as created game content can be reused in additional educational sessions. Analyses of the data trail provided by users engaging with such electronic learning tools will provide educators will insights on how to maximize learning, opening the door to an era of educational analytics.
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Molodchik, M. A., N. N. Votintseva, S. A. Suvorov, and M. A. Zavertyaeva. "The Development of Industrial Leadership Theory: the Role of Intellectual Resources." Zhurnal Economicheskoj Teorii 17, no. 4 (2020): 891–903. http://dx.doi.org/10.31063/2073-6517/2020.17-4.12.

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This paper reviews academic papers discussing the concept of leapfrogging and aims to systematize studies in the field of industrial leadership theory, in particular in relation to the role of intellectual resources. The study applies bibliometric analysis of relevant literature and critical analysis of successful cases with regard to industrial leadership due to leapfrogging. Historical analysis of the origin of the term ‘leapfrogging’ shows that it first appeared in industrial organization in the context of patent race models and was later developed in the fields of international competition and theory of the firm. In order to test the hypothesis that intellectual resources play the leading role in the success of leapfrogging, we provide brief outlines of case studies from such industries as steel, wine, and video game consoles. Bibliometric analysis of the leading scientific citation databases revealed a recent increase in the number of academic papers discussing leapfrogging. American universities account for the largest share of such publications. The most prolific author in this respect is Keun Lee. A review of the papers published in the last ten years revealed a tendency to analyze successful cases of leapfrogging by using three windows of opportunities: technological, demand, and institutional.
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Xiao, Leon Y. "Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach." Interactive Entertainment Law Review 4, no. 1 (August 2021): 27–47. http://dx.doi.org/10.4337/ielr.2021.01.02.

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Loot boxes represent a popular and prevalent contemporary monetization innovation in video games that offers the purchasing player-consumer, who always pays a set amount of money for each attempt, the opportunity to obtain randomized virtual rewards of uncertain in-game and real-world value. Loot boxes have been, and continue to be, scrutinized by regulators and policymakers because their randomized nature is akin to gambling. The regulation of loot boxes is a current and challenging international public policy and consumer protection issue. This article reviews the psychology literature on the potential harms of loot boxes and applies the behavioural economics literature in order to identify the potentially abusive nature and harmful effects of loot boxes, which justify their regulation. This article calls on the industry to publish loot box spending data and cooperate with independent empirical research to avoid overregulation. By examining existing regulation, this article identifies the flaws of the ‘regulate-loot-boxes-as-gambling’ approach and critiques the alternative consumer protection approach of adopting ethical game design, such as disclosing the probabilities of obtaining randomized rewards and setting maximum spending limits. This article recommends a combined legal and self-regulatory approach: the law should set out a minimum acceptable standard of consumer protection and industry self-regulation should strive to achieve an even higher standard.
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Et.al, Charanjit Kaur Swaran Singh. "A Review of Data Analysis for Gamification: Challenges, Motivations, Recommendations and Methodological Aspects." Turkish Journal of Computer and Mathematics Education (TURCOMAT) 12, no. 3 (April 11, 2021): 928–60. http://dx.doi.org/10.17762/turcomat.v12i3.828.

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Gamification is a significant pedagogical approach employed to facilitate learning not limited in educational setting but also across other domains. This pedagogical approach is a hot topic among academics from various disciplines. Various studies domains including education, social sciences, healthcare, tourism, engineering, translation, nursing, arts and applied arts have ventured into gamification to aid learning. Different analysis measures were employed by the researchers to carry out studies on experimental research using different samples to develop the articles. This study is developed with the aims to review and analyse the existing literature related to gamification adding to the research methodologies, types of data analyses, significant findings and also samples used to collect the data. The taxonomies developed based on the reviews made have been categorised based on challenges, motivations and recommendations extracted from the researchers who want to take gamification to the next level in different areas of studies. The researchers of this study conducted a systematic search on topics related to gamification, approaches used for the data analysis and studied on the types of data employed. Search on five main databases were carried out namely Scopus, EBSCHO, ScienceDirect, Web of Science and Taylors and Francis from 2012 September to January 2020. These databases searched were sufficient and dependable to write on gamification. Articles were carefully selected on the basis the researchers’’ inclusion and exclusion criteria (n = 312). The first percentage of the studies (n=19/312) focused on game elements in relation to the implementation of gamification across different age of the learners. This portion of the studies (n=107/312) discuss on digital badges, digital gamification/digital tool, game like educational apps. The second section of the study describe about game-based learning in relation to gamification that emphasised on pedagogies, teaching skills, teaching beliefs, lesson outcomes, theories, learners, emotional engagement, innovative teaching and environment. The portion of the studies (n=43/213) discuss on serious games specifically game principles, behaviour, collaborative work, video games and accommodation of psychological needs. The fourth portion (n=66/312) is on novel emerging trends in gamification namely flipped classroom, blended learning in gamification, collaborative learning and gamification, mobile learning and gamification, CLIL and gamification, MOOC and problem solving that led to transformative pedagogy. The fifth portion (30/312 is on game based eLearning and the last portion is on motivation (47/312). Technological advancement and rapid development in information and communication technologies has increase researchers’ interest to pursue research in gamification to use it as a meaningful pedagogical tool to sustain students’ learning.
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Jin, Lianchao, Fuxiao Tan, and Shengming Jiang. "Generative Adversarial Network Technologies and Applications in Computer Vision." Computational Intelligence and Neuroscience 2020 (August 1, 2020): 1–17. http://dx.doi.org/10.1155/2020/1459107.

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Computer vision is one of the hottest research fields in deep learning. The emergence of generative adversarial networks (GANs) provides a new method and model for computer vision. The idea of GANs using the game training method is superior to traditional machine learning algorithms in terms of feature learning and image generation. GANs are widely used not only in image generation and style transfer but also in the text, voice, video processing, and other fields. However, there are still some problems with GANs, such as model collapse and uncontrollable training. This paper deeply reviews the theoretical basis of GANs and surveys some recently developed GAN models, in comparison with traditional GAN models. The applications of GANs in computer vision include data enhancement, domain transfer, high-quality sample generation, and image restoration. The latest research progress of GANs in artificial intelligence (AI) based security attack and defense is introduced. The future development of GANs in computer vision is also discussed at the end of the paper with possible applications of AI in computer vision.
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Jaunay, Louis-Baptiste, Philippe Zerr, Lino Peguin, Léandre Renouard, Anne-Sophie Ivanoff, Hervé Picard, James Griffith, Olivier Chassany, and Martin Duracinsky. "Development and Evaluation of a New Serious Game for Continuing Medical Education of General Practitioners (Hygie): Double-Blinded Randomized Controlled Trial." Journal of Medical Internet Research 21, no. 11 (November 20, 2019): e12669. http://dx.doi.org/10.2196/12669.

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Background Continuing medical education is important but time-consuming for general practitioners (GPs). Current learning approaches are limited and lack the ability to engage some practitioners. Serious games are new learning approaches that use video games as engaging teaching material. They have significant advantages in terms of efficiency and dissemination. Objective The aim of this study was to create a serious game and to evaluate it in terms of effectiveness and satisfaction, comparing it with a traditional method of continuing education—article reading. Methods We produced a prototype video game called Hygie on the 5 most common reasons of consultation in general practice using 9 articles from independent evidence-based medicine journals (reviews from Prescrire and Minerva). We created 51 clinical cases. We then conducted a double-blinded randomized trial comparing the learning provided by a week of access to the game versus source articles. Participants were GPs involved as resident supervisors in 14 French university departments of family practice, recruited by email. Primary outcomes were (1) mean final knowledge score completed 3 to 5 weeks after the end of the intervention and (2) mean difference between knowledge pretest (before intervention) and posttest (3 to 5 weeks after intervention) scores, both scaled on 10 points. Secondary outcomes were transfer of knowledge learned to practice, satisfaction, and time spent playing. Results A total of 269 GPs agreed to participate in the study. Characteristics of participants were similar between learning groups. There was no difference between groups on the mean score of the final knowledge test, with scores of 4.9 (95% CI 4.6-5.2) in the Hygie group and 4.6 (95% CI 4.2-4.9) in the reading group (P=.21). There was a mean difference score between knowledge pre- and posttests, with significantly superior performance for Hygie (mean gain of 1.6 in the Hygie group and 0.9 in the reading group; P=.02), demonstrating a more efficient and persistent learning with Hygie. The rate of participants that reported to have used the knowledge they learned through the teaching material was significantly superior in the Hygie group: 77% (47/61) in the Hygie group and 53% (25/47) in the reading group; odds ratio 2.9, 95% CI 1.2-7.4. Moreover, 87% of the opinions were favorable, indicating that Hygie is of interest for updating medical knowledge. Qualitative data showed that learners enjoyed Hygie especially for its playful, interactive, and stimulating aspects. Conclusions We conclude that Hygie can diversify the offering for continuing education for GPs in an effective, pleasant, and evidence-based way. Trial Registration ClinicalTrials.gov NCT03486275; https://clinicaltrials.gov/ct2/show/NCT03486275
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Ravoniarison, Aina, and Cédric Benito. "Mobile games: players’ experiences with in-app purchases." Journal of Research in Interactive Marketing 13, no. 1 (March 11, 2019): 62–78. http://dx.doi.org/10.1108/jrim-06-2016-0060.

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PurposeThis paper aims to offer a comprehensive perspective into Free-to-Play gamers’ attitudes, feelings toward and perceived value of in-app purchases (IAPs).Design/methodology/approachThe study is based on a twofold qualitative methodology using an inductive approach: user-generated YouTube videos and gamers’ online reviews posted on Play stores.FindingsEight topics have emerged out from the qualitative data related to the characteristics of a good/bad IAP, the IAPs as downsides, the ambiguity with traditional Pay-to-Play games, the financial-risk issues, the resistance behaviors, the worries about over-spending and addiction and the frustration mechanism.Research limitations/implicationsBy focusing on IAPs, this research contributes to build an integrative overview to better understand how players deal with IAPs and how this interaction should be analyzed in the light of multiple frameworks. Emphasis is placed on a continuum of player responses from tolerant metacognition to high degree of subversion.Originality/valueA twofold netnographic approach offers a novel contribution to the field of mobile games by bringing together two materials increasingly connected to the video game universe. It also brought to the fore an experiential context by providing insight into the underlying dynamics of Player/IAP interactions.
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Martelli, Joseph T. "Game Reviews : ADVANTIG: The Advanced Manufacturing Technology Implementation Game, by Patrick Sweet, Richard Duke, John Morris, and Jennifer Skwiertz. 1986. Eight hours, 10-18 players. Free brochure and overview video (must be returned), manual available for $10. Additional game kit required for implementation. Contact Multilogue, 321 Parklake Ave., Ann Arbor, MI 48103." Simulation & Games 20, no. 3 (September 1989): 370–71. http://dx.doi.org/10.1177/104687818902000316.

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Brilliant T., Denilson, Rui Nouchi, and Ryuta Kawashima. "Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review." Brain Sciences 9, no. 10 (September 25, 2019): 251. http://dx.doi.org/10.3390/brainsci9100251.

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Video gaming, the experience of playing electronic games, has shown several benefits for human health. Recently, numerous video gaming studies showed beneficial effects on cognition and the brain. A systematic review of video gaming has been published. However, the previous systematic review has several differences to this systematic review. This systematic review evaluates the beneficial effects of video gaming on neuroplasticity specifically on intervention studies. Literature research was conducted from randomized controlled trials in PubMed and Google Scholar published after 2000. A systematic review was written instead of a meta-analytic review because of variations among participants, video games, and outcomes. Nine scientific articles were eligible for the review. Overall, the eligible articles showed fair quality according to Delphi Criteria. Video gaming affects the brain structure and function depending on how the game is played. The game genres examined were 3D adventure, first-person shooting (FPS), puzzle, rhythm dance, and strategy. The total training durations were 16–90 h. Results of this systematic review demonstrated that video gaming can be beneficial to the brain. However, the beneficial effects vary among video game types.
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Cohn, Ellen R., and Jana Cason. "Editors' Note." International Journal of Telerehabilitation 7, no. 2 (November 20, 2015): 1–2. http://dx.doi.org/10.5195/ijt.2015.6188.

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The Fall 2015 issue of the International Journal of Telerehabilitation (IJT) presents the original work of three distinguished and innovative interdisciplinary teams. Interdisciplinarity is also a hallmark of the IJT editorial staff, reviewers, and publishing team.The first article is a product of engineers with expertise in computing science (LoPresti and Simpson) and a medical speech-language pathologist (Jinks) who practices in the area of assistive technology. These authors reported upon the degree to which consumers are satisfied with the provision of telerehabilitation services for augmentative and alternative communication or alternative computer accessibility.A second article, by Proffitt, (occupational therapist) and Lange, (a physiotherapist with expertise in the use of interactive video games and virtual reality technologies) demonstrated the feasibility of employing a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke.Finally, the third article co-authored by Watzlaf (health information management, with degrees in public health and epidemiology), DeAlmeida (health information systems, with a degree in cell and molecular biology), Zhou (with degrees in computer science and physics, and expertise in mathematical modeling on health related topics, information integration, and comparative genomics), and Hartman (a reference librarian with a degree in chemistry, who collaborates with faculty in the health sciences and serves as a liaison to a school of health and rehabilitation sciences) describes a protocol to conduct systematic reviews of research in telerehabilitation, with the aim that IJT readers can ultimately apply this protocol to identify best practices in telerehabilitation.
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Carpita, Barbara, Dario Muti, Benedetta Nardi, Francesca Benedetti, Andrea Cappelli, Ivan Mirko Cremone, Claudia Carmassi, and Liliana Dell’Osso. "Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review." Life 11, no. 8 (July 30, 2021): 775. http://dx.doi.org/10.3390/life11080775.

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In the last few decades, video game playing progressively became a widespread activity for many people, in childhood as well in adulthood. An increasing amount of literature has focused on pathological and non-pathological correlates of video game playing, with specific attention towards Internet Gaming Disorder (IGD). While many neurobiological studies in this field were based on neuroimaging, highlighting structural and functional brain changes among video game users, only a limited number of studies investigated the presence of biochemical correlates of video gaming. The present work aims to summarize and review the available literature about biochemical changes linked to video game use in IGD patients as well as non-pathological users, and the differences in between. Results may shed light on risks and benefits of video games, providing directions for further research on IGD treatment and, on other hand, on the potential role of video games in therapeutic or preventive protocols for specific conditions.
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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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Phan, Mikki H., Joseph R. Keebler, and Barbara S. Chaparro. "The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)." Human Factors: The Journal of the Human Factors and Ergonomics Society 58, no. 8 (September 27, 2016): 1217–47. http://dx.doi.org/10.1177/0018720816669646.

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Objective: The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Background: Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players’ attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. Method: The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis ( N = 629), and confirmatory factor analysis ( N = 729) was implemented. Results: A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. Conclusion: The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. Application: The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users.
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Corliss, Jonathan. "Introduction: The Social Science Study of Video Games." Games and Culture 6, no. 1 (August 11, 2010): 3–16. http://dx.doi.org/10.1177/1555412010377323.

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This introduction is a short survey of social science literature on video games. It is not meant as a comprehensive review. Instead its goal is to present some of the themes and questions that prompted us to bring the articles in this issue together. The essay begins by outlining some of the recent contributions from the social sciences to video game studies—with a particular emphasis on distinct forms of video game interactivity—and concludes with suggestions for possible future directions for this research.
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Anagnostou, Kostas, and Anastasia Pappa. "Video Game Genre Affordances for Physics Education." International Journal of Game-Based Learning 1, no. 1 (January 2011): 59–74. http://dx.doi.org/10.4018/ijgbl.2011010105.

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In this work, the authors analyze the video game genres’ features and investigate potential mappings to specific didactic approaches in the context of Physics education. To guide the analysis, the authors briefly review the main didactic approaches for Physics and identify qualities that can be projected into game features. Based on the characteristics of the didactic approaches each video game genre’s potential for narration and simulation and affordances for reflection and assessment are evaluated, providing examples of specific games that adhere to those requirements and ways they can be utilized in educational contexts. The paper concludes by discussing the implications on serious game design and integration of games for Physics education in school environments and suggests topics for future research.
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Ivory, James D. "Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches." Review of Communication Research 1 (2013): 31–68. http://dx.doi.org/10.12840/issn.2255-4165_2013_01.01_002.

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Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.
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Mitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.

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The paper provides an overview and an analysis of the narratological and ludological approach to the study of video games and a review of the establishment of the fledgling field of game studies. The starting points of both theoretical positions, derived from the same literary theoretical corpus, are presented. The state of this discipline and the academic tensions in this field also indicate the ways in which academic community functions, as well as the mechanisms of their division or complication in the organizational and methodological plan. The ludological approach, which reduces the study of video games to the description and classification of rules and game mechanics, is regarded as reductionist, but also useful and applicable for understanding the specifics of video games. It is concluded that ludology, together with narratology and other academic disciplines in the field of humanities, forms a complete corpus of video game studies.
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Ivănescu, Andra. "A Response to Jennifer Smith." Journal of Sound and Music in Games 1, no. 2 (2020): 88. http://dx.doi.org/10.1525/jsmg.2020.1.2.88.

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Ferrari, Manuela, Sarah V. McIlwaine, Gerald Jordan, Jai L. Shah, Shalini Lal, and Srividya N. Iyer. "Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games." JMIR Mental Health 6, no. 5 (May 8, 2019): e12418. http://dx.doi.org/10.2196/12418.

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BackgroundVideo game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness.ObjectiveThe aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games.MethodsWe performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained.ResultsWe used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself.ConclusionsThe game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.
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Wulf, Tim, Nicholas D. Bowman, Diana Rieger, John A. Velez, and Johannes Breuer. "Running Head: Video Game Nostalgia and Retro Gaming." Media and Communication 6, no. 2 (June 7, 2018): 60–68. http://dx.doi.org/10.17645/mac.v6i2.1317.

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Abstract:
This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focusing on media-induced nostalgia, and demonstrate how theoretical and empirical observations from this work can be applied to understand video game nostalgia. In particular, we argue that engaging in older gaming experiences indirectly (via memories) and even directly (via replaying or recreating experiences) elicits nostalgia, which in turn contributes to players' self-optimization and enhanced well-being. Moreover, as gamers and the medium mature together, nostalgic experiences with the medium are likely to become increasingly prevalent. The broad aim of this article is to offer future directions for research on video game nostalgia and provide a research agenda for research in this area.
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50

Pintado-Izquierdo, Silvia, Roberto Cano-de-la-Cuerda, and Rosa María Ortiz-Gutiérrez. "Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review." Applied Sciences 10, no. 18 (September 15, 2020): 6426. http://dx.doi.org/10.3390/app10186426.

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Background: Stroke patients with motor, sensory and cognitive diseases can take profits from information and communication technologies—in particular, from the latest commercial video consoles, which are based on motion capture. These technologies are positioning themselves as complementary therapeutic tools for treating gait and balance disorders. In this paper, a systematic review of the effect of video game-based therapy on balance and gait in stroke patients is shown and compared with other types of treatments. Methods: A systematic review of prospective controlled clinical trials published in the main biomedical databases in English and Spanish between 2005 and 2020 was performed. The systematic review presented in this paper has been done following the Cochrane Manual recommendations and the PRISMA Declaration by two independent reviewers. Data about participants, intervention, outcome measurements and outcome measurement results were extracted. The quality of evidence of each study was assessed using Cochrane’s standard quality assessment format, which includes a description of the risk of bias. Additionally, the Physiotherapy Evidence Database (PEDro) scale was used to assess the methodological quality of each paper. Results: A total of 18 papers, including 479 patients, were included in this systematic review, in which the use of video consoles (in combination with conventional rehabilitation or exclusively) was compared with conventional rehabilitation to treat balance or gait in post-stroke patients. In all studies, a tendency to improve balance was found in both intervention groups, finding, in 10 of 17 studies that analysed it, a better capacity in the experimental group that included video consoles compared to the conventional rehabilitation control group. Regarding gait, in six of seven studies that analysed it, improvements were found in both intervention groups, and these improvements were greater in the experimental group than compared to the control group in three of them. Conclusions: Commercial video game systems, in combination with conventional rehabilitation, have shown positive results on balance and gait in post-stroke patients. There were variations between the trials in terms of the video consoles used and the duration, frequency and number of sessions with commercial video games. Future studies should compare the effects of commercial video game treatments on balance and gait in stroke patients with a nonintervention group to know their real efficacy.
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