Academic literature on the topic 'Video game studies'

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Journal articles on the topic "Video game studies"

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Wibowo, Tony. "Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 3, no. 1 (July 25, 2019): 48. http://dx.doi.org/10.31289/jite.v3i1.2598.

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<em>This research is conducted to determine how music affects the video game experience. Effect of music in video game is considered important in building emotion and scene in video game but always considered below graphics and gameplay importance, moreover they are rarely a scientific approach to prove how music of video game affect its player. This research uses qualitative approach using experimental method; and quantitative approach to further prove the correlation. The experiment uses three games with four music variation, each consisting of 30 participants. The game we used are agar.io, Dots, Typing Challenge. Result of the experiment shows that music is able affects gaming performance is positively depending on genre of video game. Questionnaire response from every participant indicate that music has a strong correlation to video game experience and gamer’s performance. Music affect significantly performance in Games that design to be fast paced and quick reaction; but not really shown in slow paced and tactical approached games. Further study needs to be conducted to see how the video game music affecting player combined with other elements of video game.</em>
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Inwood, Heather. "Towards Sinophone Game Studies." British Journal of Chinese Studies 12, no. 2 (August 6, 2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.

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The editor’s introduction discusses progress so far and possible future directions in the emerging field of Sinophone game studies, taken to mean the study of games – in this case, specifically video, computer, digital, or electronic games – in a Sinophone context, including mainland China and the broader Chinese-speaking world. Recent industry figures and news stories related to video gaming in the People’s Republic of China (PRC) paint a picture of continued expansion and growing global ambitions, albeit tempered by the regular introduction of fresh government regulations surrounding game content, gaming permissions for under-18s, game streaming, and game license approval. The eleven contributions to this issue, however, reflect the diversity of possible approaches to the study of Sinophone gaming, focusing not just on the often-conflicting politics and economics of the PRC games industry, but also exploring Taiwan’s flourishing indie game scene, political uses of games in Hong Kong, game-based representations of online and offline realities, issues in the transnational adaptation and localisation of games, and more besides. Sinophone game studies is a highly fruitful area of academic research that is intrinsically inter- and cross-disciplinary in nature and well placed to respond to some of the most pressing issues of our time, whether they be international conflict, ecological crisis, identity politics, minority rights, or even the development of disparate virtual worlds into a cross-platform ‘metaverse’ in which many of us may one day live our lives.
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Nyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.

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Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready player one?—Editor
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Chess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (August 1, 2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.

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Recent years have seen changes to the video game industry and the image of video game players. There are more games on the market and a larger variety of ways to play those games. Yet, despite market shifts, authors such as Shaw demonstrate that there are still tensions surrounding gamer identification. Even as next-generation systems (such as the Xbox One, the PlayStation 4, and the Wii U) and casual gaming take hold of the market, tension remains between the perceptions of who is playing versus the reality of actual players. In our study, we perform a content analysis of video game commercials in 2013 to explore questions of diversity—particularly in terms of portrayals of the player’s sex and ethnicity—to consider how the gamer is represented in terms of physical and behavioral attributes.
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Hamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (January 2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.

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This article provides a synthesis of a group of research studies conducted to better understand in what ways children’s entertainment video game play choices relate to their creativity, motivations, problem-solving strategies, learning preferences, and beliefs about how to play games. Three studies were conducted among American students: (1) a survey and creativity assessment with students aged 9–11, (2) an in-depth qualitative study with three adolescent boys, and (3) an online survey. Key findings from this research relate to both psychological factors motivating video game play, and cognition and choices children make while playing video games. Results from these studies demonstrate that, despite assumptions that children play video games to avoid mental stimulation, children are actually motivated by the challenge and thinking required by video games. The reward system used in video games is a strong continuing motivator for boys in particular. Among both genders, playing certain genres of video games is related to utilizing particular learning strategies. Additionally, though creativity does not appear to be hindered by video game play, the most creative children are generally not choosing to spend their time on video games. Finally, children create their own code of conduct and ethics within video game play, although an individual’s work ethic within video games tends to reflect patterns in other areas of life. Collectively, these studies provide a rich picture of children’s video game play and show consistency, both between game contexts and real life choices, and with other literature related to children’s motivations and strategies for learning.
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Benoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.

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In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a professional level in the esports industry differ from amateur video game players in their cognitive and learning abilities. We assessed 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on set of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity. We also examined participants’ ability to improve performance on a dynamic visual attention task that required tracking multiple objects in three-dimensions (3D-MOT) over five sessions. Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and test of auditory working memory (Digit Span). Professional players also showed better speed thresholds in the 3D-MOT task overall, but the rate of improvement with training did not differ in the two groups. Future longitudinal studies of elite video game experts are required to determine whether the observed performance benefits of professional gamers may be due to their greater engagement in video game play, or due to pre-existing differences that promote achievement of high performance in action video games.
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Koptelova, Svetlana A., and Ekaterina A. Rutskaya. "Linguistic Aspects of Video Game Localization." Вестник Пермского университета. Российская и зарубежная филология 14, no. 3 (2022): 16–25. http://dx.doi.org/10.17072/2073-6681-2022-3-16-25.

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The paper deals with the linguistic aspects of video game localization. The practical material for the study is the original and localized versions of the games Dishonored 2, Control, and Monster Hunter: Rise. The paper provides a brief overview of scientific research on localization. The analysis of existing studies gives grounds to speak about the relevance of investigating the linguistic aspect of video game localization, its specific features, and interrelation with other aspects of this process. Video game discourse as a multi-genre product, which includes all types of communicative influence, is considered in the paper as a kind of computer discourse based on a number of common features, previously distinguished in the literature. This discourse is creolized text consisting of visual and auditory components. The linguistic component of this discourse is presented in written and audio form. The paper indicates the main types of modern video games depending on the plot and the role of the gamer. A brief overview of the history of the term ‘localization’, which is currently interpreted as the process of adapting a product or content for a particular region or market, is presented. The authors examine the relationship between the concepts of ‘localization’ and ‘translation’ in the context of modern translation studies and translation practice. The paper provides a typology of video game localization levels and a description of its main models. The analysis of video game localization is carried out considering the three ‘blocks’ of localization that require work with linguistic aspects, namely translation: interface, in-game text, subtitles and dubbing. Linguistic and extralinguistic, primarily technical, factors were found to be the main factors complicating the translation process.
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Shaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5, no. 4 (October 2010): 403–24. http://dx.doi.org/10.1177/1555412009360414.

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Purnama, SF Lukfianka Sanjaya, and SF Luthfie Arguby Purnomo. "CLASSIFYING VIDEO GAME TRANSLATION STUDIES FROM TRANSTEXTUALITY PERSPECTIVES." LEKSEMA: Jurnal Bahasa dan Sastra 4, no. 1 (June 20, 2019): 29. http://dx.doi.org/10.22515/ljbs.v4i1.1635.

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This paper attempts to classify video game translation(VGT)studies from the perspectives of transtextuality, Genette’s term referring to the relationships a text weaves with other texts (1992). In regard to VGT studies, applying transtextuality signifies the textuality of video game and its transtextual relationship with other texts. Transtextuality is linear to the connectionist perspectives Globalization, Internationalization, Localization, and Translation (GILT) holds, a conventional concept that houses VGT, emphasizing on the intra and inter relationships between the four elements of GILT. This necessity to consider VGT as a part of GILT is the linearity to which transtextuality conforms VGT studies. Applying transtexuality, VGT studies are classified into transversality, transcreation, transfiguration, and transmediation. Transversalityreferstothestudiesaimed at applying translation theories in VGT.Transcreation refers to VGT studies that focus on cultural issues in relation to video game mechanics. Transfiguration refers to VGT studies that incorporate game studies as a response to certain VGT issues. Transmediation refers to VGT studies that focus on the influence of video game media toward the translation aspects of video games. These four classifications construct a quadrant which opens probabilities for VGT studies to depart from the combination of each element.
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Clarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.

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This article explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. This analysis helps inform potential future practical applications for describing video games at cultural heritage institutions such as libraries, museums, and archives, as well as furthering the understanding of video game genre and genre classification for game studies at large.
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Dissertations / Theses on the topic "Video game studies"

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Gursoy, Ayse. "Game worlds : a study of video game criticism." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83834.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 95-102).
This paper explores the relation between criticism and establishment of narrative forms and genres, focusing on the cultural situation of video games. Comparing the context of early film criticism and contemporary video game criticism, I argue that the public negotiation of meaning and value codifies a new medium as it emerges. In the case of digital games in particular, contemporary critics approach the question of "what is a game" rhetorically, rarely addressing it outright but allowing metatextual considerations to influence their readings. I trace the sites of criticism, moving from newspapers and weekly periodicals in the case of film, to blogs and web publications in the case of digital games, and explore how the shifting reception of each form took hold in the different media available. I focus especially on the state of public video game criticism today, locating the persuasive strengths in the ability for quick communication between writers, as well as the easy dissemination of digital games. I ground my analysis in the game criticism produced in response to Dear Esther (2011) and League of Legends (2009) that visibly struggled with ideas of narrative, game, and interactivity.
by Ayse Gursoy.
S.M.
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Willoughby, A. "Video Game Theatre." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2424.

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Video games are becoming the fastest growing and most lucrative form of entertainment across the globe. The goal of this project was to take gaming to the next level; to the theatre. I have devised an original piece of theatre using the CIC’s of video gaming: Creativity, Interaction, and Community and put on a production from members of the VCU community. Aside from the project, I have detailed why video games are growing in popularity at an alarming rate and why they belong in the category of ‘Art.’ With new technology and new stories being told, the gaming industry is now an entertainment force to be counted. The project was exposed to the VCU community involving gamers from many different areas of study through theatre as our medium allowing us to convey our thoughts, emotions, and message to an audience. This experimental project is an exploration into bridging the world of gaming into the laps of an awaiting audience.
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Champlin, Alexander Doran. "Video Game Play and Apparatus." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1341986681.

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Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relationships between modernist poetry and videogames are inherent or innate. Similarly, I am not providing a framework to apply one medium to the other. Instead I want to investigate how each medium uses its affordances to take advantage of its potential for creative expression. I do not consider poetry or literature to be superior to videogames, nor am I invoking the argument that videogames should imitate earlier media. My goal is to compare specific modernist poems and videogames to see how each medium makes meaning through its respective processes.
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Hagvall, Martin. "RULES AND BEYOND: THE RESURGENCE OF PROCEDURAL RHETORIC : A Literature Review in Game Studies." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11615.

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How do games express meaning and participate in societal development? A significant contribution to the scholarly efforts that seek to answer such questions takes the rule-based properties of games as its starting point. Termed Procedural Rhetoric, the theory is tightly interwoven with major research questions in Game Studies, yet is under-researched and lacks clarity in several respects. This paper conducts an exploratory, qualitative literature review of the theory to address the lack of information about accumulated knowledge. It discovers new perspectives that may help chart a future for the theory and for Game Studies more broadly. Three possible paths forward are also outlined. A New Agenda is suggested in which game rules and procedures are (re)instated at the core of the analysis but new perspectives are embraced concerning the role of players and of developers, the societal context, and the contributions of the researchers and the educators who study them.
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GOES, GIL BARRETO DE. "INTERNATIONALIZATION PROCESS IN THE BRAZILIAN VIDEO GAME INDUSTRY: CASE STUDIES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24496@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
A partir da década de 1990 registra-se crescente interesse no estudo de empresas que apresentam processo de internacionalização rápido e precoce, conhecidas na literatura como Born Globals. O presente estudo investigou o processo de internacionalização de duas Born Globals brasileiras de pequeno porte que atuam no desenvolvimento de jogos eletrônicos. O objetivo deste trabalho foi compreender as motivações, os processos de internacionalização, os fatores que influenciaram negativamente e positivamente a expansão internacional dessas empresas e as estratégias adotadas para se manterem no mercado internacional, sob o enfoque das principais teorias propostas pela literatura. O estudo foi de natureza qualitativa, utilizando-se o método de estudo de caso. Foram realizadas entrevistas com os principais executivos que atuam na área internacional dessas empresas e levantados dados secundários sobre as mesmas. Paralelamente, foi desenvolvida uma análise do setor de jogos eletrônicos e de sua internacionalização. Por fim, foi possível traçar a evolução do processo de internacionalização das empresas, identificando etapas e eventos importantes, assim como as razões que determinaram as principais ações das empresas, confrontando-se tais resultados com a literatura sobre o tema.
Since the 1990s there has been increasing interest in the study of companies that go through rapid and early internationalization processes. The literature refers to these firms as Born Globals. This study examines the internationalization processes of two small Brazilian Born Globals in the video game development industry, from the standpoint of the main theories present in the literature. The objective of this study is to gain a better understanding of these firms motivations, their internationalization processes, the factors that positively and negatively influenced their international expansion, and the strategies they adopted to survive in the international market, The study is qualitative and employs the case study method. Primary data was gathered through interviews conducted with key executives who work in the international area of the two companies being studied. The study also made use of secondary data from. Parallel to the development of the case, an analysis of the video game industry and its internationalization was developed. Hence, the information gathered made it possible to trace the evolution of the internationalization processes of both companies, identifying important steps and events, as well as getting further insight into the reasons that behind some of the major corporate actions. Finally, these results were confronted with the extant.
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Plank, Dana Marie. "Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883.

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Kubik, Erica. "From Girlfriend to Gamer: Negotiating Place in the Hardcore/Casual Divide of Online Video Game Communities." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1260391480.

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Morales, Matthew. "Concerning Virtual Reality and Corporealized Media: Exploring Video Game Aesthetics and Phenomenology." Scholar Commons, 2018. https://scholarcommons.usf.edu/etd/7343.

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Since the birth of the New Hollywood blockbuster out of the Hollywood Renaissance in the 1970s, popular moving image media has continually exhibited an intense interest in play with Newtonian physics and tactile, immediate experience. As the entertainment industry has moved further away from analog and celluloid and deeper into a digital media space, we have begun to see new a new breed of media project that differently engages with our sensorium in order to newly use (and abuse) this interest. I term this digital media project “corporealized media.” Corporealized media, as I define it, refers to media that includes, but is not limited to, the current undertaking in virtual reality technology and other media that has the primary focus of calling attention to or recognizing the user’s physicality, corporeal form, and embodiment. Through phenomenological readings of contemporary corporealized works, I suggest that current popular use of corporealized media is potentially dangerous and inhibiting to society. It has the ability not just to inform aesthetics, but also to shape our greater understanding of our potential connections to others. Instead of embracing physical contraction, we should aim to collectively accept the possible expansion that abstraction in media allows.
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Books on the topic "Video game studies"

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Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.

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Video games have entered the cultural mainstream and now rival established forms of entertainment such as film or television in terms of economic profits. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. In Game Production Studies, an international group of researchers takes a closer look at the everyday realities of video game production, ranging from commercial studios to independent creators. Across sixteen chapters, the authors deal with issues related to labour, production routines, or monetization, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what cost.
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Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.

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Embrick, David G. Social exclusion, power and video game play: New research in digital media and technology /. Lanham, Md: Lexington Books, 2012.

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Minds in play: Computer game design as a context for children's learning. Hillsdale, N.J: L. Erlbaum Associates, 1995.

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Simon, Egenfeldt-Nielsen, Tosca Susana Pajares, and Egenfeldt-Nielsen Simon, eds. Understanding video games: The essential introduction. 2nd ed. New York: Routledge, 2012.

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service), ScienceDirect (Online, ed. Making great games: An insider's guide to designing and developing the world's greatest video games. Amsterdam: Focal Press/Elsevier, 2011.

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E, Jones Steven. The meaning of video games: Gaming and textual studies. New York: Routledge, 2008.

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Walker, Mark H. Firefly Studios' Stronghold Crusader official strategy guide. Indianapolis, Ind: BradyGames, 2003.

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1970-, Williams J. Patrick, and Smith Jonas Heide, eds. The players' realm: Studies on the culture of video games and gaming. Jefferson, N.C: McFarland & Co., 2007.

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deHaan, Jonathan. Video games and second language acquisition: Six genre case studies. Champaign, Illinois: Common Ground Publishing LLC as part of The Learner book series, 2013.

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Book chapters on the topic "Video game studies"

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Kunze, Thomas. "Video Games and the Education System." In Perspektiven der Game Studies, 31–40. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-27395-8_3.

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Bänsch, Jürgen. "PEGI, the European System of Harmonised Age Ratings for Video Games." In Perspektiven der Game Studies, 289–95. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-27395-8_19.

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Mejías-Climent, Laura. "Dubbing Analysis Through Game Situations: Four Case Studies." In Enhancing Video Game Localization Through Dubbing, 163–221. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-88292-1_5.

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Sotamaa, Olli, and Jan Švelch. "Introduction: Why Game Production Matters?" In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_intro.

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In the introduction, the editors of this collection argue for the importance of game production studies at a point when the public awareness about the production context of video games has, arguably, never been higher. With so many accounts of video game development permeating player and developer communities, the task of game production studies is to uncover the economic, cultural, and political structures that influence the final form of games by applying rigorous research methods. While the field of game studies has developed quickly in the past two decades, the study of the video game industry and different modes of video game production have been mostly dismissed by game studies scholars and requires more attention.
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Kerr, Aphra. "Before and After: Towards Inclusive Production Studies, Theories, and Methods." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_after.

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In the afterword, Aphra Kerr revisits the early works of production-oriented research about video games, including her own ethnographic study of a small game development studio in Ireland. From a firsthand perspective, Kerr describes the first academic conferences that pioneered this direction of scholarly inquiry. Besides looking back at the foundations of game production studies, the afterword thematizes the recent developments in video game industries, such as datafication, the environmental effects of production, surveillance capitalism, and toxic game cultures, suggesting the future directions for more inclusive game production studies.
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Ter Minassian, Hovig, and Vinciane Zabban. "Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a ‘Global Games’ Era." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch03.

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The video game industry has experienced profound socio-technical changes during the last decade: a significant demographic growth, production of games as service, democratization of game design know-how and tools, and extended access to globalized markets due to dematerialization of distribution networks. Based on a large ongoing survey, including 40 in-depth interviews, our chapter discusses the current situation of video game production in France. A narrow labour market is here combined with a very high turnover, probably due to early career exits, and with a paradoxically overwhelming training offer. By looking at career trajectories, our biographical approach explores the circulation of game workers in the intertwining of local and global, national and international, mainstream and indie game production worlds.
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"Getting into the Game: Doing Multidisciplinary Game Studies." In The Video Game Theory Reader 2, 335–52. Routledge, 2008. http://dx.doi.org/10.4324/9780203887660-22.

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"Game Design." In The Routledge Companion to Video Game Studies, 109–16. Routledge, 2014. http://dx.doi.org/10.4324/9780203114261-20.

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van Roessel, Lies, and Jan Švelch. "Who Creates Microtransactions : The Production Context of Video Game Monetization." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch10.

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Despite a growing academic interest in in-game monetization, much less attention has been paid to the production context of microtransactions. With this chapter, we aim to address this gap by focusing on the roles and responsibilities related to video game monetization. We answer the titular question of this chapter using a mixed methods approach, combining semi-structured interviews, content analysis of job descriptions, and frequency analysis of in-game credits. Results suggest that monetization responsibilities are both being integrated into various existing roles, including game designers or product managers, but also spawn new dedicated roles of monetization specialists. Monetization as a game development task is closely related to data analysis and only inconsistently appears in in-game credits.
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Ozimek, Anna M. "Construction and Negotiation of Entrepreneurial Subjectivities in the Polish Video Game Industry." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch13.

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Using the framework of critical creative labour studies, I discuss Polish video game workers’ construction and negotiations of ‘entrepreneurial subjectivities’. Drawing on secondary sources and 44 interviews, I position Polish video game workers’ perspectives within the economic and socio-cultural context of a post-socialist country. I argue that entrepreneurial discourses were developed in relation to the industry’s socio-historical development, the government’s promotional initiatives, and on-going precarization of employment in the Polish labour market. This contribution discusses the tensions between claimed meritocratic nature of the industry and pervasiveness of informality; between the requirements of sociality and the exclusionary mechanisms of local occupational community; between the interviewees’ acknowledgement of inequalities and the emphasis on individual responsibility and resilience.
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Conference papers on the topic "Video game studies"

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Boltovskaya, A. V. "CONCEPTUAL METAPHOR «VIDEO GAME ADDICTION IS STORM» IN THE TEXT OF A BOOK ON VIDEO GAME." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES. Publishing House of Tomsk State University, 2020. http://dx.doi.org/10.17223/978-5-94621-901-3-2020-24.

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Banjanin, Bojan, Neda Milić Keresteš, Rastko Milošević, Savka Adamović, and Magdolna Pál. "Video games as a learning tool - potential applications in the graphic engineering and design studies." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p68.

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Throughout this research, evidence has been accumulating on the positive impact of educational games (serious games) on students' learning and achievement and the impact of non-educational games on different psycho-physical traits. Today's dynamic way of life and almost innate familiarity with technology opens many new possibilities for teaching and can facilitate a better understanding of specific topics. There are numerous applications of video games for educational purposes. This paper aims to give insight into these researches and propose potential applications in a Graphic engineering and design studies. There is not much literature describing and discussing applications of video games in this field of study, and only simulations for specific graphics-related processes are commercially available. Significant findings in various applications of video games are listed and discussed. Some game design guides for implementing video game technology as an educational tool in the field of Graphic engineering and design are proposed.
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Chen, Mason, and Charles Chen. "Mixture DOE on video game physics." In New Skills in the Changing World of Statistics Education. International Association for Statistical Education, 2020. http://dx.doi.org/10.52041/srap.20602.

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In the 21st century, most youths are playing video games for too long (a duration of 13 hours/week according to some studies). Parents do not want their children to play video games as they think it has a negative effect on their children. Chosen based on its wide applications of physics, Hill Climb Racing is the video game used in this project. Technology is applied to increase the vehicle transportation safety. Based on the engineering failure mode analysis and return of investment, a systematic car upgrading system was developed through statistical modeling to optimize the car performance. Several physics applications such as kinematics, energy/power, momentum, friction, circular motion, and gravity were applied on the car racing mechanisms. The statistical Mixture DOE tool optimizes the upgrading strategy based on the limited playing duration budget while helping better understand the vehicle mechanics.
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Fei, Dingzhou. "Revisiting the correlation between video game activity and working memory: evidence from machine learning." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002083.

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With the popularity of video games, more and more researchers are trying to understand the relationship between video game activity and cognitive abilities, and one of the important cognitive systems is working memory. Working memory is a limited capacity short-term memory system for processing currently active information and is an important predictor of goal-driven behavioral domains. Its scope of action includes, but is not limited to, fluid intelligence, verbal ability, and mathematical analysis.Due to the importance of working memory for the analysis of human behavior, numerous studies have attempted to describe the architecture and models of working memory. In general, models of working memory can be loosely categorized into content and process models, depending on their focus. The content model focuses on the static material of working memory, which includes mainly verbal and spatial visual material. The process model focuses on the dynamic processes of working memory and includes both Updating and Maintenance of memory.However, this area of research has also been the subject of debate among researchers.Translated with www.DeepL.com/Translator (free version). These disputes involve two main assumptions. According to the so-called core training hypothesis, a potential machine for improving cognitive ability through video games is provided by the so-called core training hypothesis. According to this hypothesis, repeated stress on the cognitive system will induce plastic changes in its neural matrix, leading to improved cognitive response performance. According to this hypothesis, repeated strains of the cognitive system can induce plastic changes in its neural matrix, which is an important reason for the improvement of performance. The other proposed basic mechanism is the meta-learning mechanism, that is, learning how to learn. According to this, video games (especially action games) can improve related motor control skills, such as rule learning, cognitive resource allocation, and probabilistic reasoning skills, which are used in many different situations.A recent study showed that the analysis of certain extreme groups showed that video game players performed better than non-game players in all three WM measurements, and that when extended to the entire sample, video game time and visual space WM and n-back performance. In general, the relationship between cognition and playing video games is very weak.This study used the Waris et al, 2019 dataset to re-investigate the correlation between video game activity and three different dimensions of working memory using seven different supervising learning models. It was concluded that video game activity was most highly correlated with the visuospatial component, slightly less correlated with the mnemonic updating component, and least correlated with the verbal component. This partly confirms Waris et al, 2019's view that the analytic method may be the key to the study.
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Umbelino, Mateus A. M., and Rosilane Ribeiro da Mota. "Negativity in Play - How Negative Emotions create Meaningful Games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19635.

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Emotions are considered a core component of any media experience, including video games. However, most research regarding video game experiences regularly focus on the positive emotions elicited during play. As research on negatively valenced emotions is still ongoing, recent studies show they can provide more meaningful experiences for players. Therefore, this paper seeks to build upon previous research to emphasize how negatively valenced emotions can benefit the player experience (PX). Accordingly, studies regarding psychological research, essays, and presentations focused on game design are analyzed and discussed. A closing section of this paper serves as an examination of the game Getting Over It With Bennet Foddy, whose thematic and design philosophy complement those explored by this paper.
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Hiemstra, Djoerd, and Anne Carine Zagt. "Developing Communication Competencies Through E-Learning: The Motivating Potential of Adaptive Video Role Play." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.5264.

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Abstract To develop competence through e-learning tools, students must be motivated to use these tools. Hence, we conducted two empirical studies to explore the motivating potential of an adaptive video role playing game (AVR) for training communication competencies. In Study 1 (N = 54), we used a within-person design to examine students’ motivation in three learning conditions: in the classroom, when playing the AVR, and when doing homework. The results showed that, relative to the homework condition, in the AVR condition students were higher in perceived competence, relatedness, intrinsic motivation, and flow. No difference between the classroom condition and the AVR condition were found. In Study 2 (N = 150), we used a randomized experimental design to examine the motivational consequences of using videos (AVR) rather than photos (APR) in the adaptive role playing game. We found that, relative to students in the APR condition, students in the AVR condition were higher in relatedness and flow. No differences in perceived competence, autonomy, and intrinsic motivation were observed. We conclude that an AVR may have considerable motivational benefits relative to common homework assignments, and some motivational benefits relative to an APR. Keywords: e-learning, video role play, games, motivation, flow
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Drummond, Bárbara Moreira, Luciana Cardoso de Castro Salgado, and José Viterbo. "What Are the Challenges Faced by Women in the Games Industry?" In Women in Information Technology. Sociedade Brasileira de Computação - SBC, 2022. http://dx.doi.org/10.5753/wit.2022.223130.

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Despite the growing female interest in gaming, women still represent an alarmingly low percentage of game producers. Thus, a Systematic Literature Review has been carried out to understand what challenges women face within the games industry and what approaches have been made to promote more gender-aware companies. The studies encountered show that gender stereotypes are still highly present in video game companies, affecting the entry and permanence of women in the field. Nevertheless, approaches have been discussed that involve hiring more women, inducing them into leadership positions, and adopting gender-sensitive communication strategies. The results can help future researchers understand which approaches work and which do not.
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Darin, Ticianne, Rossana Andrade, and Jaime Sánchez. "CLUE: A Usability Evaluation Checklist for Multimodal Video Game Field Studies with Children Who Are Blind." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2018. http://dx.doi.org/10.24251/hicss.2018.034.

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Valero Solis, Susana. "Identification of phenotypes in video games addiction: a person-centered approach." In 22° Congreso de la Sociedad Española de Patología Dual (SEPD) 2020. SEPD, 2020. http://dx.doi.org/10.17579/sepd2020p093.

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Background and objectives. Video game addiction (VGA) is characterized by a pattern of impaired control gaming behavior, prioritizing gaming over other daily activities and responsibilities. The rapid increases of the VGA rates worldwide advice the urge of new studies focused on examining the existence of differences in the phenotype of patients treatment-seeking due the problematic video game use. Method. Sample comprised n=107 participants recruited at the Pathological Gambling Outpatients Unit of the Bellvitge University Hospital (Barcelona). Mean age was 24.1 yrs-old (SD=10). Most participants were men (91.6%), single (88.8%) and into mean-low to low social position indexes (84.1%). Two-step clustering analysis explored empirical latent groups based on a broad set of indicators, including sociodemographic, psychopathological state and personality traits. Results. Two exclusive groups emerged. Cluster 1 (labeled as moderate maladaptative functioning, n=72, 66.1%), was composed mainly by single, unemployed men, with the younger age of onset, the earlier onset of the video game problematic use, the shorter progression of the problems, better psychopathological state and more functional personality traits. Cluster 2 (labeled as severe maladaptative functioning, n=35, 32.7%), included a higher proportion of not-single and employed women, with an older age, a later onset and a longer duration of the video game related problems, worse psychopathological state and more dysfunctional personality profile. Conclusion. VGA is a heterogeneous group with regard to gambling phenotypes. The identification of the diverse latent classes provide empirical evidence contributing to the conceptualization of this behavioral addition, as well as for developing reliable and valid screening tools and effectiveness intervention plans focused on the precise characteristics of the patients.
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Luo, Yilin, and Yu Sun. "An Intelligent and Interactive Gaming System to Promote Environment Awareness using Context-Based Storying." In 2nd International Conference on Machine Learning Techniques and NLP (MLNLP 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111414.

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Since a child, I loved to play video games, especially platform games such as Metal Slug™, Mega Man™, etc.. Therefore, I was inspired to design my own platform game; with this paper, I have the opportunity to introduce our platform game, which is a “JFF Game” we developed using Unity and Visual Studio 2019.
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Reports on the topic "Video game studies"

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Tavakoli, Arash, Vahid Balali, and Arsalan Heydarian. How do Environmental Factors Affect Drivers’ Gaze and Head Movements? Mineta Transportation Institute, August 2021. http://dx.doi.org/10.31979/mti.2021.2044.

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Studies have shown that environmental factors affect driving behaviors. For instance, weather conditions and the presence of a passenger have been shown to significantly affect the speed of the driver. As one of the important measures of driving behavior is the gaze and head movements of the driver, such metrics can be potentially used towards understanding the effects of environmental factors on the driver’s behavior in real-time. In this study, using a naturalistic study platform, videos have been collected from six participants for more than four weeks of a fully naturalistic driving scenario. The videos of both the participants’ faces and roads have been cleaned and manually categorized depending on weather, road type, and passenger conditions. Facial videos have been analyzed using OpenFace to retrieve the gaze direction and head movements of the driver. Results, overall, suggest that the gaze direction and head movements of the driver are affected by a combination of environmental factors and individual differences. Specifically, results depict the distracting effect of the passenger on some individuals. In addition, it shows that highways and city streets are the cause for maximum distraction on the driver’s gaze.
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