Academic literature on the topic 'Video game users'

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Journal articles on the topic "Video game users"

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Jaume i Capó, Antoni, Javier Varona Gómez, Gabriel Moyà, and Francisco Perales. "Rehabilitación motivacional basada en la utilización de serious games." Virtual Archaeology Review 4, no. 9 (November 5, 2013): 167. http://dx.doi.org/10.4995/var.2013.4270.

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<p>Research studies show that serious games help to motivate users in rehabilitation processes, and rehabilitation results are better when users are motivated. In long term rehabilitation for maintaining capacities, the demotivation of chronic patients is common. In this work, we have implemented balance rehabilitation video game for cerebral palsy patients. The video game was developed using the prototype development paradigm and following desirable features for rehabilitation serious games presented in the literature. We have tested the video game with a set of users who abandoned therapy due to demotivation in the previous year. Results show that the set of users improved their balance and motivation.</p>
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Hokroh, Mohammed, and Gill Green. "Online Video Games Adoption: Toward an Online Game Adoption Model." International Journal of Research in Business and Social Science (2147-4478) 8, no. 4 (July 3, 2019): 163–71. http://dx.doi.org/10.20525/ijrbs.v8i4.268.

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The purpose of this research paper is to explore the factors that influence Saudi users to adopt and use online video games. We developed a theoretical framework based on the Technology Adoption Model (TAM) to examine 6 hypotheses through a survey of 106 video game users. The results indicate that social norms, perceived enjoyment, and social interaction play a positive and significant role in influencing the perceived usefulness of online video games for end users. Also, price value, game quality, and internet speed were all factors that influence end-user perceived ease of use of online video games. Both perceived ease of use and perceived usefulness were all of the significant influence on the attitude to use online video games. Furthermore, perceived usefulness and attitude to use online video games influenced the behavioral intention to use online video games which in return influenced the actual use.
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Weinstein, Aviv Malkiel. "Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users." American Journal of Drug and Alcohol Abuse 36, no. 5 (June 15, 2010): 268–76. http://dx.doi.org/10.3109/00952990.2010.491879.

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Lee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (July 11, 2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.

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Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire and play video games. With the aim of better understanding people’s game-related information needs and behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations based on appeals, offering multiple automatic organization options and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games.
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Zulkarnaen, Rifaldi, Sri Hendarsih, and Eko Suryani. "GAMBARAN POLA KOMUNIKASI ORANG TUA DAN PERILAKU ANAK PENGGUNA VIDEO GAME DI SMP N 3 GAMPING SLEMAN." Caring : Jurnal Keperawatan 7, no. 1 (March 31, 2018): 40–52. http://dx.doi.org/10.29238/caring.v7i1.354.

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By the development of the time, video games technology increasingly popular in the society starting from children to adults. The video games effect can disturb the growth and development of the children. Parents must give more concern and attitude for video games users. This concern and attitude must in the way how parent’s communication pattern. The effective communication can controled video games users. Children with the good communication pattern can give good or bad estimation if the childrens addiction from video games. This is too give the children bad attitude like estimation from parents.Purpose. The purpose of the research is to discribe the parents communication patterns and behavior of children user video games in SMP N 3 Gamping, Sleman. Methods. The method used is discriptive research. The study conducted in marc 2015. The research locatioan in SMP N 3 Gamping Sleman Yogyakarta. the subjects were child early teens video games users as many 49 users. The research used questionnaire about parents comunication pattern and behavior of child video game users. Last the analysis used distribution frequency.Results. The research shows 44,9% of parents using authoritaive communication pattern, 18,4 % parents used permissive communication pattern and 36,7 % parents used authotarian communication pattern. While the behavior of the children’s video game users are good is 81,6 % and 18,4 % are bad.Conclusion. Majority, parents used authoritative communication patterns to chlid of video games users and users have good behavior.
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Hartmann, Tilo, Younbo Jung, and Peter Vorderer. "What Determines Video Game Use?" Journal of Media Psychology 24, no. 1 (January 2012): 19–30. http://dx.doi.org/10.1027/1864-1105/a000059.

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The present study explores the role of intentions, habits, and addictive tendencies in people’s video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game use may also be lower the less users intend to play (indicating a moderating role of intention). To test these assumptions, survey data were collected in two waves (N = 351), measuring causal factors in the first wave and outcomes (subsequent video game use) in the second. Results of mediation analyses reveal a positive impact of both habits and addictive tendencies on video game use that is partly affected by users’ intentions. Furthermore, moderation analyses suggest that the impact of habits, but not of addictive tendencies, on video game use decreases, the less users intend to play. Taken together, these findings suggest that users’ video game habits, addictive tendencies, and intentions jointly determine video game use.
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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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Hofman-Kohlmeyer, Magdalena. "Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players." Central European Management Journal 29, no. 1 (March 15, 2021): 61–87. http://dx.doi.org/10.7206/cemj.2658-0845.41.

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Purpose: The article sought to answer research questions regarding investigated branded content generated by players in simulation video games. How does the process work in video games? What are the characteristics of branded user-generated content in video games? To what extent players are willing to participate in branded content creation? Methodology: I conducted 20 in-depth interviews among Polish players, with the application of snowball sampling. The study participants were adult users of chosen simulation video games: The Sims, Second Life, and Euro Truck Simulator 2. Findings: We can distinguish content based on game mechanism, official add-ons, or game modding. Players frequently check some brands from a set offered by game developers and create content (e.g. in The Sims users can design house interiors with IKEA furniture). Some players are not satisfied by what a game offers and generate content based on modding (e.g. DHL trucks or McDonald’s restaurants inside the Euro Truck Simulator 2). In this respect, the article refers to Smith’s, Fischer’s, and Yongjian’s content dimensions. Branded game modifications described by respondents are characterized by a high level of similarity towards real brands and positive brand sentiment (valence). I noted no statement about player and marketer (brand) communication in gathered material. The biggest challenge for practitioners in the field of UGC in video games is how to manage brand messages. Practical Implications: Brand-related user-generated content is an important phenomenon in terms of the brand-building process and its impact on brand reception, which all require marketers’ attention. For game developers, such a content is a source of information about customer expectations. Players show their personal expectations by game modding. Originality/Value: Brand-related content generated by users is frequently associated with social media. The scholarship shows a lack of knowledge of branded user-generated content in video games.
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Costello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." International Journal of End-User Computing and Development 8, no. 2 (July 2019): 29–55. http://dx.doi.org/10.4018/ijeucd.20190701.oa1.

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Autism Spectrum Disorder (ASD) is a prevalent neurodevelopmental disability among gamers where individuals belonging to this group of conditions have difficulty understanding non-verbal cues. Though game accessibility is a focal point in the games industry, there has been a keen focus placed on developing accessibility. Consequently, this study examines the perspective of video games from individuals who have autism to gain further insight into the needs of these individuals. The preliminary study is to discover if autistic users' difficulty reading non-verbal cues extends to their perception of a game environment and if these individuals can experience sensory distress while playing video games. A prototype was created to further understand the non-verbal cues to help shape the foundation of accessibility framework. The preliminary results concluded that autistic users frequently misread or fail to pick up on the non-verbal cues used by developers to drive game flow and narrative (e.g., sign-posting), in addition to experiencing sensory distress while playing video games.
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Capasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.

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Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.
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Dissertations / Theses on the topic "Video game users"

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Stark, Jessica. "A Day in the Life of a Sim: Making Meaning of Video Game Avatars and Behaviors." Antioch University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1497718914530561.

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Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communication when playing video games. The romantic communication mode makes the video game world an idealized place where the players are able to manipulate their circumstances or show more intelligence than the user in reality. Uses of the communication modes are also explained.
Department of Telecommunications
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Alhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.

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When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to motivate gamers to play. The notion of “engagement” is not new in business. The term was developed in the last decade. Many studies were devoted to understand, explain, and define the term. It suggests that within interactive, dynamic business environments, consumer engagement (CE) represents a strategic position that companies can use to enhance their sales growth, competitive advantage, and profitability. Moreover, there are three levels of engagement in any experiential consumption (i.e., playing video game): presence, flow, and psychological absorption. The findings of this study affirm that consumer engagement, including presence, flow and psychological absorption are explanatory factors that impact gamer’s purchase intentions. Our results show that consumers experience different mental engagement in an interactive environment (i.e., playing video games) compared to passive environments (i.e., visiting a website). These findings change our understanding of consumers’ engagement and flow state. We also found that male and female gamers experience different engagement level. However, we did not find a significant result that masculinity and femininity traits impact gamers’ engagement or intention. We argue that macroeconomic factors results in sales fluctuation may have resulted in reject in this hypothesis. Thus, marketers shed a light into the consumer’s interactive environment and flow states in that environments. Consumers not only determine the value in using a product as Vargo and Lusch suggested, but they also create that value. Also, consumer experience is an ongoing process that does not have a specific point to start, making the value creation a temporally accumulative process that includes past, present, and future experience. Therefore, the value created by consumers is not created while physically interacting with a device to play, but it may include imagined and indirect interaction with the product. Therefore, consumers (i.e., gamers) need to maintain a balance between presence and psychological absorption (i.e., flow) to get the best experience in play video gaming. Empirical evidence suggest that consumers’ flow state engagement is the most important variable in determining their ensuing purchase intention for video games, regardless of game genre.
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Richoux, Natalie Regina Chambers. "Computer Mediated Communication: Enregisterment of Gamerspeak and Intertextual Borrowings by 4chan Users." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/81406.

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Digital spaces are opening the doors to developing types of registers within languages that rely on computer mediated communication. Participants in the video game community have enregistered language that is concise and efficient for the purposes of game play to make snap decisions. However, the register is being borrowed by 4chan users, adapted to their sociocultural needs, and employed by some to communicate threats of violence. The aim of this thesis is to understand the structure of gaming language both inside and outside of a gaming platform and to examine how some users of 4chan make use of this less commonly understood register for expressions of violent intent. I observe professional eSports athletes in game play, interviews, and news articles to establish a baseline of gaming terminology and examine the structure within this enregistered facet of language. I found that much of gaming terminology is derived through processes already common in the development of slang and other forms of language change, and I used the results of this analysis to generate a survey about understanding of these language forms. This survey was distributed to participants who had different amounts of experience with video games (mega gamers vs. non-mega gamers) to determine each groups' awareness of gaming terminology and their understanding of certain phrases as communication of a threat. The survey revealed that mega gamers more commonly define terms in relation to video games than non-mega gamers, but that they were not more likely to identify phrases with gaming terms as threats except in a few isolated cases.
Master of Arts
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Olsson, Anna. "Evaluating Immersion in Video Games Through Graphical User Interfaces." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13309.

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Context. The feeling of immersion in a video game is something most game developers try to achieve. Immersion makes the player feeling like they are a part of the game they are playing, and causes them to lose track of time and space. Immersion can be achieved in many ways, one of them being through different kinds of Graphical User Interfaces. An integrated interface might help players to get more immersed. Objectives. The objective of this thesis is to find out whether an integrated or "diegetic" interface improves the feeling of immersion in players.To fullfil this objective, a prototype must be made and then tested using participants who then can answer questions about their level of immersion. Methods. The prototype was built using Unity, a free game engine. The participants of the study played two different levels with two different interfaces and then answered a number of questions in a questionnaire. The questions were then analysed using the students t-test. Results. The results of the study showed there were no difference in terms of immersion in the two different interfaces. Conclusions. These results suggest there is no improvement of immersion when using a diegetic interface, compared to using a non diegetic one.
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Camarata, Joseph. "Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etd/3260.

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This research aims to fill a research gap by examining video games to explore whether gender, age, or hours played per week would exert any influence on the information of those who may or may not play video games. Mood Management Theory and Uses and Gratification Theory were used as the theoretical foundation for this study. Four-hundred-three East Tennessee State University students who received the survey via email were asked to voluntarily participate in a survey about their motivations behind playing video games. Results from MANOVA showed that the motivations of male participants on video games were significantly higher than were female participants on video games. Moreover, those who claimed to play five or more hours of video games per week were significantly higher than those who claimed to play zero hours per week.
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Bohman, Niclas, and Kimberly Stinson. "The Effects of Peripheral Use on Video Game Play." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26262.

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Fourteen volunteers were asked to participate in an experiment, along with answering a survey, toevaluate the performance of three peripherals: the Xbox 360 Wired Controller, a keyboard, and theRock Band Fender Stratocaster Wired Guitar Controller. The participants played a prototype madein Unity, and their accuracy scores were analyzed in R using ANOVA. However, no significantquantifiable difference was found based on which peripheral was being used. The scores were alsoanalyzed using Pearson's Product-Moment correlation, and we were able to determine that thevariation in accuracy scores was directly linked to the participant's specific test run in theexperiment. Taking this into consideration along with results of our observational data andparticipant feedback, we found that there were more factors at play, in regards to playability andaccuracy, than just the input device itself. The learning effect of repetitive play of the prototype andinput devices, the control input scheme, and the participant's chosen peripheral manipulationmethod all had an impact.
I syfte att utvärdera prestandan av de tre kringutrustningarna handkontroll till Xbox 360, ett vanligttangentbord samt Rock Bands gitarrkontroll Fender Stratocaster deltog fjorton frivilliga personer i ettexperiment samt svarade på en enkät. Deltagarna spelade en prototyp gjord i spelmotorn Unity somsamlade in deras precisionspoäng som senare kunde analyseras i programmet R med metoden ANOVA.Dock hittades ingen signifikant mätbar skillnad mellan de olika kringutrustningarnas prestanda.Precisionspoängen analyserades även med hjälp av Pearsons produkt-moment korrelation där vi kundekonstatera att variationen i precisionspoängen var direkt kopplade till deltagarens specifika testrunda iexperimentet. Med hänsyn till detta tillsammans med resultaten från våra observationer samt feedbackfrån deltagarna fann vi att det fanns fler faktorer än inmatningsenheten som påverkade spelbarheten ochprecisionen: deltagarnas val vid hanteringen av kringutrustningen, de olika kontrollschemana samtinlärningseffekten som uppstod vid upprepat spelande av prototypens testbana och användandet avkringutrustningen.
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Foster, Lisa B. "Effects of Video Game Streaming on Consumer Attitudes and Behaviors." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3041.

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Video game streaming has introduced to consumers a new method of creating branded content. Popular streaming platforms receive millions of broadcasters and viewers every month, and the current examines the influence of this type user-generated content on consumer attitudes and behaviors. The goal of this study is to understand how video game streams function as a marketing tool. To investigate this, a quantitative survey was designed and measured participants’ video gaming habits and their perceptions of credibility, usefulness of content, group identification, and purchase intention. Heavier gaming habits were found to be positively related to perceived credibility in a user-generated stream condition. Group identification and stream familiarity were found to be positively related to perceived credibility. These findings hold implications for using video game streams as a marketing tool, as heavier gamers were found perceive user-generated streams as a credible source of information.
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Shand, Matthew. "Beginning, persisting, and ceasing to play : a stage use and gratifications approach to multiplayer video games /." Online version of thesis, 2010. http://hdl.handle.net/1850/11589.

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Williamson, Brian. "RealNav: Exploring Natural User Interfaces for Locomotion in Video Games." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4285.

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We present an exploration into realistic locomotion interfaces in video games using spatially convenient input hardware. In particular, we use Nintendo Wii Remotes to create natural mappings between user actions and their representation in a video game. Targeting American Football video games, we used the role of the quarterback as an exemplar since the game player needs to maneuver effectively in a small area, run down the field, and perform evasive gestures such as spinning, jumping, or the "juke". In our study, we developed three locomotion techniques. The first technique used a single Wii Remote, placed anywhere on the user's body, using only the acceleration data. The second technique just used the Wii Remote's infrared sensor and had to be placed on the user's head. The third technique combined a Wii Remote's acceleration and infrared data using a Kalman filter. The Wii Motion Plus was also integrated to add the orientation of the user into the video game. To evaluate the different techniques, we compared them with a cost effective six degree of freedom (6DOF) optical tracker and two Wii Remotes placed on the user's feet. Experiments were performed comparing each to this technique. Finally, a user study was performed to determine if a preference existed among these techniques. The results showed that the second and third technique had the same location accuracy as the cost effective 6DOF tracker, but the first was too inaccurate for video game players. Furthermore, the range of the Wii remote infrared and Motion Plus exceeded the optical tracker of the comparison technique. Finally, the user study showed that video game players preferred the third method over the second, but were split on the use of the Motion Plus when the tasks did not require it.
M.S.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science MS
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Books on the topic "Video game users"

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1966-, Novak Jeannie, ed. Game development essentials. Clifton Park, NY: Thomson Delmar Learning, 2007.

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Ash, James. The interface envelope: Gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.

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Fradinho, Oliveira Manuel, Hauge Jannicke Baalsrud, Duin Heiko, Thoben Klaus-Dieter, and SpringerLink (Online service), eds. Serious Games Development and Applications: Third International Conference, SGDA 2012, Bremen, Germany, September 26-29, 2012. Proceedings. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012.

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Corbacho, Antonio Benitez, and Mario Rubiales Gomez. Video Digital, 2006 / Digital Video 2006 (Guia Practica Para Usuarios / Users Practical Guide). Anaya Multimedia, 2005.

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McAlpine, Kenneth B. The Game Boy. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0008.

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This chapter examines the cultural phenomenon that was Nintendo’s Game Boy and suggests that its portability and low cost was pivotal in taking chiptune from primarily a desktop activity to something that could be taken onstage and gigged. Crucial to the Game Boy’s success was Tetris, the machine’s ‘killer app’. It was such a hit that its music made the transition from silicon to vinyl, demonstrating that video game music could be popular music in its own right. After the release of Nanoloop and Little Sound DJ in the late 1990s, musicians realized that the Game Boy was more than just a handheld gaming device; it was a cheap and very portable music workstation. The chapter concludes by looking at how this idea has driven a new wave of equipment hacking, as users have rediscovered and reinvented vintage consoles as musical instruments.
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Drachen, Anders, Pejman Mirza-Babaei, and Lennart E. Nacke. Introduction to Games User Research. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0001.

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This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.
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Zammitto, Veronica. Games User Research as part of the development process in the game industry. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0002.

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Practising Games User Research within a video game company possesses unique challenges, ranging from tight turnaround of findings to collaborating with the development team and incorporating the needs of the rest of company. This chapter describes processes and best practices for applying GUR in the industry while identifying and avoiding potential pitfalls.
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Williams, Duncan, and Newton Lee. Emotion in Video Game Soundtracking. Springer, 2019.

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Williams, Duncan, and Newton Lee. Emotion in Video Game Soundtracking. 2018.

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Kerins, Mark. Multichannel Gaming and the Aesthetics of Interactive Surround. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.014.

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This article appears in theOxford Handbook of New Audiovisual Aestheticsedited by John Richardson, Claudia Gorbman, and Carol Vernallis. This chapter examines multichannel sound—specifically 5.1-channel surround sound—in video games, using gaming genres to explore the varying ways that games structure the three-way relationship among a multichannel sound track, onscreen visuals, and the game play itself. This approach uncovers distinct strategies of multichannel usage in platformers, first-person shooters, third-person 3D games, and rhythm games, and shows how these differ from traditional cinematic multichannel uses, especially in the way they problematize the relationship between image and sound. These differing approaches to game aesthetics illustrate different ways of conceiving the relationship among players, their in-game avatars, and the game world, with the sound mixing “rules” programmed into a game revealing the type of immersion and interactivity the game can promote. For example, some strategies reinforce the player–avatar connection, whereas others increase the distance between them. The chapter concludes by considering how industrial and technical factors unique to gaming impact multichannel sound usage.
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Book chapters on the topic "Video game users"

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Jost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.

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AbstractEducation is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, such as card-based workshop tools, cannot be applied in remote teaching.This paper explores how the paper-based card and playboard metaphor can be digitized for remote student co-creation via video call sessions. Therefore, a card-based toolkit for co-creating educational games is transformed into a digital representation for remote application. In a between-subject trial with two university student groups (n = 61), it is investigated how users perceive ideation/balancing support and applicability of the technology-enhanced card toolset compared to the paper-based variant. Both groups thereby created an analytic game concept for privacy education.The results remarkably revealed that remote co-creation using the technology-enhanced card and playboard in video call sessions was perceived as significantly more supportive for ideation and game concept balancing. Students also felt more confident to apply the digitized card toolset independently while being more satisfied with their created game concepts. The designed educational game concepts showed comparable patterns between the groups and disclosed the students’ preferences on how games for privacy education should be designed and when and where they would like to play them. Conclusively, design implications for digital card ideation toolsets were synthesized from the findings.
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McAllister, Graham, and Gareth R. White. "Video Game Development and User Experience." In Evaluating User Experience in Games, 107–28. London: Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-963-3_7.

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McAllister, Graham, and Gareth R. White. "Video Game Development and User Experience." In Human–Computer Interaction Series, 11–35. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15985-0_2.

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Brandse, Michael, and Kiyoshi Tomimatsu. "Challenge Design and Categorization in Video Game Design." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 669–77. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_63.

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Süngü, Ertuğrul. "Gender Representation and Diversity in Contemporary Video Games." In Game User Experience And Player-Centered Design, 379–93. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_17.

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Kulshreshth, Arun K., and Joseph J. LaViola. "3D User Interface Technologies and Games." In Designing Immersive Video Games Using 3DUI Technologies, 1–7. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77953-9_1.

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Irak, Metehan, Can Soylu, Özüm Karya Sakman, and Gözem Turan. "ERP Correlates of Working Memory Load in Excessive Video Game Players." In Game User Experience And Player-Centered Design, 3–20. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37643-7_1.

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Morelli, Tony. "Haptic Relay - Including Haptic Feedback in Online Video Game Streams." In Human-Computer Interaction. Novel User Experiences, 396–405. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39513-5_37.

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Chen, Duo, Joseph James, Forrest Sheng Bao, Chen Ling, and Tianzhe Fan. "Relationship Between Video Game Events and Player Emotion Based on EEG." In Human-Computer Interaction. Novel User Experiences, 377–84. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39513-5_35.

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Gotsis, Marientina, Vangelis Lympouridis, Phil Requejo, Lisa L. Haubert, Irina C. Poulos, Fotos Frangoudes, David Turpin, and Maryalice Jordan-Marsh. "Skyfarer: Design Case Study of a Mixed Reality Rehabilitation Video Game." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 699–710. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_66.

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Conference papers on the topic "Video game users"

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Breugelmans, Jeffrey, and Yingzi Lin. "Biosensor Based Video Game Control for Physically Disabled Gamers." In ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control. ASMEDC, 2011. http://dx.doi.org/10.1115/dscc2011-6000.

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PC-based video games are commonly controlled through a combination of pointing device and keyboard input. Although this conventional type of interface has a long history of successful implementation, a small group of people remains excluded due to accessibility issues. This is unfortunate, because virtual environment immersion can provide great benefits to people suffering from temporary or permanent physical disabilities. This work describes the development of a novel human-computer interface system that incorporates biosensors in order to replace conventional input devices. It will engage this group of overlooked users by addressing and eliminating the previously mentioned accessibility issues. In this system, the input from an eye-tracking device will be used to replace on-screen pointing, and a data-glove will be used to replace keyboard input for in-game navigation and interaction. It is expected that previously limiting physical conditions will be eliminated by the system’s effective, effortless, and pleasant interaction control implications.
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Fairhurst, Stuart R., Logan C. McCool, Kristin M. Scheel, Crystal L. Stien, Charlotte M. Brenteson, Andrew H. Hansen, Gary D. Goldish, Gregory O. Voss, and John E. Ferguson. "Development of a Rehabilitation Game for Individuals With Spinal Cord Injury Using a User-Centered Design Process." In 2018 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/dmd2018-6932.

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The use of video games during exercise, exergaming, has been shown to increase energy expenditure without increasing perceived exertion [1]. This suggests that exergaming may be an effective way to engage a patient during rehabilitation and increase adherence to a rehabilitation regime. Existing exergame systems are designed with able bodied users in mind and often combine hand controlled game play while using lower limbs for aerobic exertion, making current systems inaccessible to individuals with spinal cord injuries and others without lower limb function. Our earlier work on increasing exercise accessibility includes developing an ergometer for supine use for patients who have recently had a flap procedure [2]. The goal of the present project was to create an engaging, interactive video game designed for use during arm ergometry by individuals with spinal cord injury (SCI) in either the supine or seated position.
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Broderick, James, Jim Duggan, and Sam Redfern. "Using Auditory Display Techniques to Enhance Decision Making and Perceive Changing Environmental Data Within a 3D Virtual Game Environment." In The 23rd International Conference on Auditory Display. Arlington, Virginia: The International Community for Auditory Display, 2017. http://dx.doi.org/10.21785/icad2017.012.

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When it comes to understanding our environment, we use all our senses. Within the study and implementation of virtual environments and systems, huge advancements in the quality of visuals and graphics have been made, but when it comes to the audio in our environment, many people have been content with very basic sound information. Video games have strived towards powerful sound design, both for player immersion and information perception. Research exists showing how we can use audio sources and waypoints to navigate environments, and how we can perceive information from audio in our surroundings. This research explores using sonification of changing environmental data and environmental objects to improve user's perception of virtual spaces and navigation within simulated environments, with case studies looking at training and for remote operation of unmanned vehicles. This would also expand into how general awareness and perception of dynamic 3D environments can be improved. Our research is done using the Unity3D game engine to create a virtual environment, within which users navigate around water currents represented both visually and through sonification of their information using Csound, a C based programming language for sound and music creation.
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Yadav, Darshan, Daniel Long, Beshoy Morkos, and Scott Ferguson. "Estimating the Value of Excess: A Case Study of Gaming Computers, Consoles and the Video Game Industry." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98428.

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Abstract A widely held belief among design practitioners is that an ideal design solution is the one that meets all the requirements while minimizing surplus cost incurred by exceeding requirements. In this research, we challenge this notion by exploring if providing design “excess”, the ability of a solution to exceed certain requirements, can increase the value of a solution to its end users. A case study is performed in the video game industry to explore if design excess is prevalent and its impact on the industry. This study is performed by examining various PC builds (budget, mid-range, and high-end dream) and gaming consoles (Microsoft Xbox and Sony PlayStation) over an 18-year period. Based on a thorough investigation of video game requirements and capacity of different hardware, we find that design excess has existed in computer hardware and is intentionally used as a design property. The results indicate that mid-range solution provide the greatest value to its customers. Further, PC excess based value is adjusted during years when consoles are released. Using measurements of excess, this study also reveals a shift in technology push versus pull that occurs during the mid-2000s and is observable through the lens of system excess.
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Olarewaju, Oluseyi, Athanasios V. Kokkinakis, Simon Demediuk, Justus Roberstson, Isabelle Nölle, Sagarika Patra, Daniel Slawson, et al. "Automatic Generation of Text for Match Recaps using Esport Caster Commentaries." In 6th International Conference on Computer Science, Engineering And Applications (CSEA 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101810.

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Unlike traditional physical sports, Esport games are played using wholly digital platforms. As a consequence, there exists rich data (in-game, audio and video) about the events that take place in matches. These data offer viable linguistic resources for generating comprehensible text descriptions of matches, which could, be used as the basis of novel text-based spectator experiences. We present a study that investigates if users perceive text generated by the NLG system as an accurate recap of highlight moments. We also explore how the text generated supported viewer understanding of highlight moments in two scenarios: i) text as an alternative way to spectate a match, instead of viewing the main broadcast; and ii) text as an additional information resource to be consumed while viewing the main broadcast. Our study provided insights on the implications of the presentation strategies for use of text in recapping highlight moments to Dota 2 spectators.
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Lu, Yan, Joseph T. Chao, and Kevin R. Parker. "HUNT: Scavenger Hunt with Augmented Reality." In InSITE 2015: Informing Science + IT Education Conferences: USA. Informing Science Institute, 2015. http://dx.doi.org/10.28945/2237.

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This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then dis-play associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. A revision of this paper was published in Interdisciplinary Journal of Information, Knowledge, and Management Volume 10, 2015
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Ribeiro, Elison, and Marcos Seruffo. "Proposal of quantitative and qualitative metrics to assess affective user-centered design of video games." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4197.

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The experience which emerges from digital games has, above all, an emotional nature, so evaluating the user experience only through objective factors does not seem to be sufficient for the analysis of a game as it is an entertainment product. This article intends to propose a set of metrics that allow evaluating affective, or roughly speaking, emotional aspects of the user experience from digital games. The metrics are applied to a list, found in a related work, of relevant game design components that affect the subjective experience of gaming. The intended experiment in the future is a gameplay session of a game especially designed to include a system that measures in background, through the proposed metrics, players’ actions in the gaming experience. The result in this paper is a set of quantitative and qualitative metrics that will assess players’ choices in the actual experiment and that yield numerical outcomes, even though the analyzed factors are subjective.
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Dohan, Murtada, and Mu Mu. "Understanding User Attention In VR Using Gaze Controlled Games." In TVX '19: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3317697.3325118.

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Darin, Ticianne, Rossana Andrade, and Jaime Sánchez. "SLUP: A Standard List of Usability Problems in Multimodal Video Games designed for People Who Are Blind." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4231.

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This paper summarizes the proposal and validation of the Standard List of Usability Problems (SLUP), a categorized list of typical problems affecting the interaction of people who are blind with audio- and haptic-based multimodal video games. SLUP can help designers to avoid recurrent usability issues in the design of multimodal games for users who are blind. Besides, evidence decurrent from user tests showed that SLUP may be further expanded and used as a ground to develop specific usability evaluation instruments.
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Wauck, Helen, Ziang Xiao, Po-Tsung Chiu, and Wai-Tat Fu. "Untangling the Relationship Between Spatial Skills, Game Features, and Gender in a Video Game." In IUI'17: 22nd International Conference on Intelligent User Interfaces. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025171.3025225.

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