Academic literature on the topic 'Video games – Research'

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Journal articles on the topic "Video games – Research"

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Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.

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Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.
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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
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Ripamonti, Laura Anna, Marco Trubian, Dario Maggiorini, and Simone Previti. "Video Games and Operations Research." Computers in Entertainment 16, no. 1 (2017): 1–12. http://dx.doi.org/10.1145/2767136.

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Denikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.

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Critically examines some of the research approaches to video games both in Russia and abroad. The article summarizes conclusions of the leading Western specialists in video games studies and proposes an alternative understanding of video games as particular emergent interactive social­communicative means of contemporary digital culture that input to general education, goal­setting, and other gamers’ skills.
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Eden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.

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Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill and the relationship between genre and perceptions of player masculinity are also identified. These findings are an important first step in understanding the perception of others in online entertainment environments.
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Pintér, Róbert. "A gamer bennük van – Az eNET Internetkutató, az Esportmilla és az Esport1 közös magyar videojátékos és e-sport kutatásának főbb eredményei." Információs Társadalom 18, no. 1 (2018): 107. http://dx.doi.org/10.22503/inftars.xviii.2018.1.7.

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A tanulmány az eNET, Esportmilla és Esport1 videojáték és e-sport kutatásának főbb kutatási eredményeit mutatja be. A két kutatás számos témát felölelt, ezek közül a tanulmány először a videojáték kutatás eredményeit ismertetve kitér arra, hogy mennyien játszanak videojátékkal idehaza és ehhez mik a főbb motivációik. Foglalkozik annak vizsgálatával, hogy a nem játszók körében mennyire elterjedtek a videojátékosokkal kapcsolatos negatív sztereotípiák, illetve milyen a szülők viszonya a témához. Ezt követően bemutatja, hogy min és mit játszanak a játékosok, illetve mekkora az e-sport játékkal játszók hazai bázisa. A tanulmány ismerteti az e-sport kutatás eredményeit is, így, hogy mik a főbb játékplatformok, hány órát tesz ki a játékkal töltött idő és az általában vett „screen time”, mi mondható az egyéni fejlődésről és streamek követéséről, valamint, hogy hagyományos értelemben sportolnak-e egyáltalán a gamerek? A tanulmány kísérletet tesz a videojátékokhoz köthető piac magyarországi méretének becslésére is. Végül a befejezésben azt vizsgálja, hogy vajon széleskörű társadalmi elfogadottság előtt áll-e idehaza a videojáték és az e-sport?
 
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 The Gamer Inside Them: the Main Results of Hungarian Esport and Videogames Research by eNET, Esportmilla and Esport1
 
 The study presents the main research results of eNET, Esportmilla and Esport1 video games and esports research. The two research projects covered a few themes, this article first shows the results of the video games research, which demonstrates how much gamers play video games in Hungary and what their main motivations are. It deals with examining how widespread the negative stereotypes are associated with video game players among non-gamers and how parents relate to the topic. It then shows what and how gamers play and how many esports gamers there are. The study also describes the results of esports research, including the main gaming platforms, how much the playing time is and how much the usual "screen time" is, what can be said about individual development and watching of streaming, and whether or not gamers pursue traditional sports. The study also attempts to estimate the size of the video games market in Hungary. Finally, it examines whether video games and esports are about to be widely accepted in Hungary?
 
 Keywords: videogames, esport, research, Hungary
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Ivory, James D. "Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches." Review of Communication Research 1 (2013): 31–68. http://dx.doi.org/10.12840/issn.2255-4165_2013_01.01_002.

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Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.
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Price, John A. "Social Science Research on Video Games." Journal of Popular Culture 18, no. 4 (1985): 111–25. http://dx.doi.org/10.1111/j.0022-3840.1985.00111.x.

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Lee, Chiawen, Kirk Damon Aiken, and Huang Chia Hung. "Effects of College Students' Video Gaming Behavior on Self-Concept Clarity and Flow." Social Behavior and Personality: an international journal 40, no. 4 (2012): 673–79. http://dx.doi.org/10.2224/sbp.2012.40.4.673.

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We explored time spent playing and other video gamer behavior in relation to the psychological constructs of self-concept clarity and flow. Survey data were collected from a paper-and-pencil survey of a student sample from a university in northwestern United States. We found that compared with gamers with high self-concept clarity, gamers with low self-concept clarity spent more time playing video games. Furthermore, flow was positively associated with time spent playing. Gamers who spent more time playing reported more flow experiences. This research contributes to understanding of the relationship between gamer psychologies and gaming behavior amongst college students.
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McLean, Lavinia, and Mark D. Griffiths. "Gamers’ Attitudes towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 2 (2013): 13–33. http://dx.doi.org/10.4018/ijcbpl.2013040102.

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Research on video game playing has focused mainly on the effects of such games in relation to aggression and attitudes towards perpetrators and towards crime. The present research was designed to investigate gamers’ attitudes towards victims of crimes and incidents that were designed to mirror those portrayed in violent video games. Vignettes were used during interviews to explore 50 participants’ attitudes towards different types of victims. The results indicate that long-term playing of violent video games appears to be associated with more negative attitudes towards victims of crime. This is the first study to directly explore attitudes towards victims of crime, in relation to violent video game exposure. Compared to nonviolent video game players, the violent video game players in the study reported less positive attitudes towards the victims in the study and attributed more blame to the victims. The implications of this finding in the context of previous research on violent video games, and on attitudes are explored. Directions for future research in the area are also highlighted.
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Dissertations / Theses on the topic "Video games – Research"

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Du, Plessis Corné. "Video games as “play assemblages”: applying philosophical concepts from deleuze and guattari to create a novel approach to video games." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/16119.

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The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. In part to remedy this deficit, my aim in this thesis is to explore the comparatively new phenomenon of video games as a particular form of play. While there are undoubtedly many philosophical approaches that can respond to different aspects of the “problem” of video games, I propose that Gilles Deleuze and Felix Guattari’s philosophy of “difference” and “becoming” is particularly useful. On the one hand, Deleuze and Guattari’s philosophy provides a viable framework through which to determine the limitations of the current prominent theories in the field of video game studies, which include “narratology”, “ludology”, and the more recent “hybrid approach”. On the other hand, their philosophy enables one to extend the creative and transformative potential that is inherent to a philosophical “problem”, in this case the “problem” of video games. By adapting selected Deleuzian and Deleuzoguattarian philosophical concepts, including “assemblage”, “percept”, “affect”, “transversal becoming”, and “becoming-imperceptible”, I aim to establish a philosophical framework through which different forms of play, and different video games, can be analyzed in terms of their capacity to generate “difference” and “becoming”. More specifically, I argue that video games can be understood as particular kinds of “play assemblages” that can potentially open the player to “transversal becomings”. The video games that I analyze as play assemblages that can generate “transversal becomings” are Thatgamecompany’s Flower (2009) and Journey (2012). Importantly, “transversal becomings”, understood in this instance as the “becoming-other” of human individuals, have the potential to contribute to the individual’s capacity for creative thought and action. Therefore, I argue that video games, far from being activities of pure waste, can potentially open the player to various forms of “becoming-other”, which can, in turn, increase the player’s capacity to think differently, to become different and to create differences. Ultimately, I aim to promote the value of play and video games on the one hand, and the value of Deleuze and Guattari’s philosophy on the other hand, for the aim of extending the questioning power of life, and increasing our capacity to effectively respond to a continuously changing world of problems.
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Chen, Renee Chia-Lei. "Autoethnographic Research through Storytelling in Animation and Video Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.

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Ortiz, de Gortari A. B. "Exploring 'Game Transfer Phenomena' : a multimodal research approach for investigating video games' effects." Thesis, Nottingham Trent University, 2015. http://irep.ntu.ac.uk/id/eprint/27888/.

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Video games are evolving and are becoming ever more immersive. Consequently, it is necessary to understand their effects on gamers’ psychological wellbeing. The impact on cognition, affect and behaviour has mostly been investigated separately and sometimes from narrow approaches that limit the understanding of the video games’ effects. This thesis investigates the effects of playing video games from a novel, multimodal and broad research approach that is termed "Game Transfer Phenomena" (GTP). The Game Transfer Phenomena framework examines the influence of video games on gamers’ sensorial perception, cognitions, and behaviours directly related to video games’ structural characteristic, game content and, in-game activities. A theoretically eclectic approach is taken to explain the interplay of physiological, perceptual, and cognitive mechanisms involved in GTP, mainly informed by socio-cognitive and behavioural theories. Mixed-methods were used in the empirical research. The three qualitative studies presented here were analysed by content and thematic analysis methodologies (n=1,244), and the quantitative online survey using appropriate statistical testing (n=2,362). The specific aims of the thesis were: (i) identify, classify and explain GTP experiences collected in online video game forums divided in three empirical studies, and (ii) investigate the characteristics of GTP, and factors associated with GTP in a cross-cultural online survey with a total sample of English and Spanish Speaking gamers. The results suggest that gamers experience a variety of non-volitional phenomena when not playing. (i) Experiencing thoughts, urges, images, sounds, tactile and kinaesthetic perceptions and sensations associated with the game, (ii) perceiving distorted physical stimuli due to the video game features, (iii) confusing physical stimuli with video game elements, (iv) responding to certain physical stimuli as in the game, and (v) experiencing involuntary body movements and behaviours directly related with the video game. In summary: (i) different gamers reported similar GTP in the same video games, (ii) GTP are in the continuum between normal and pathological phenomena, and appear to reflect failures in cognitive and control inhibition, and neural adaptations, (iii) age and occupation, having a medical condition, gamer type, session length, playing for escape, immersion, exploring, customization and rules and mechanics were significantly associated with GTP, and (iv) the appraisal of GTP were either positive or negative (with one in five players experiencing distress or dysfunction due to their GTP experiences). Findings suggest that resemblances between virtual and physical objects facilitate GTP and these may be strengthened with more advanced technologies. Knowing about particular video game features and their effect on gamers may contribute to taking more informed decisions regarding the psychological, cognitive, physiological and social effects of video games and the technologies that are still to come.
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Watson, William R. "Formative research on an instructional design theory for educational video games." [Bloomington, Ind.] : Indiana University, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3278250.

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Thesis (Ph.D.)--Indiana University, School of Education, 2007.<br>Source: Dissertation Abstracts International, Volume: 68-09, Section: A, page: 3816. Adviser: Charles M. Reigeluth. Title from dissertation home page (viewed May 8, 2008).
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Mirza-Babaei, Pejman. "Biometric storyboards : a games user research approach for improving qualitative evaluations of player experience." Thesis, University of Sussex, 2014. http://sro.sussex.ac.uk/id/eprint/47858/.

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Developing video games is an iterative and demanding process. It is difficult to achieve the goal of most video games — to be enjoyable, engaging and to create revenue for game developers — because of many hard-to-evaluate factors, such as the different ways players can interact with the game. Understanding how players behave during gameplay is of vital importance to developers and can be uncovered in user tests as part of game development. This can help developers to identify and resolve any potential problem areas before release, leading to a better player experience and possibly higher game review scores and sales. However, traditional user testing methods were developed for function and efficiency oriented applications. Hence, many traditional user testing methods cannot be applied in the same way for video game evaluation. This thesis presents an investigation into the contributions of physiological measurements in user testing within games user research (GUR). GUR specifically studies the interaction between a game and users (players) with the aim to provide feedback for developers to help them to optimise the game design of their title. An evaluation technique called Biometric Storyboards is developed, which visualises the relationships between game events, player feedback and changes in a player's physiological state. Biometric Storyboards contributes to the field of human-computer interaction and GUR in three important areas: (1) visualising mixedmeasures of player experience, (2) deconstructing game design by analysing game events and pace, (3) incremental improvement of classic user research techniques (such as interviews and physiological measurements). These contributions are described in practical case studies, interviews with game developers and laboratory experiments. The results show this evaluation approach can enable games user researchers to increase the plausibility and persuasiveness of their reports and facilitate developers to better deliver their design goals. Biometric Storyboards is not aimed at replacing existing methods, but to extend them with mixed methods visualisations, to provide powerful tools for games user researchers and developers to better understand and communicate player needs, interactions and experiences. The contributions of this thesis are directly applicable for user researchers and game developers, as well as for researchers in user experience evaluation in entertainment systems.
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Léo, Smith. "The Effect of Dynamic Music in Video Games : An Overview of Current Research." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414409.

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Cicchirillo, Vincent J. "The effects of priming racial stereotypes through violent video games." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1243867231.

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Atanasov, Simeon. "Juiciness: Exploring and designing around experience of feedback in video games." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22264.

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This project aims to explore the effects of feedback over experience invideo games. It acts as a part of a discussion around the concept of “Juiciness”, byattempting to define it both in theory and practice. The text describes a positionon “Juiciness” in relation to experience design and “Experiential qualities”, anddiscusses the role of aesthetics in the context of feedback. The practical aspect ofthe project is aimed towards finding where “Juiciness” can enrich a designprocess and this is done through the design, development and analysis of a videogame prototype. The project also takes a critical standpoint towards “Juiciness”,in order to question and expand on the current definitions of the concept.
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Björkskog, Gaston. "Detecting cheaters who utilise third-party software to gain an advantage in multiplayer video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84878.

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Playing video games are meant to be a fun experience but something that has been proven to ruin the experience are cheaters, maybe even more so in events such as tournaments where money is involved. Even if anti-cheating software exists there also exists a research gap in the subject of cheat detection. And regarding cheat detection the question that matters the most is: how do you even detect a player that is using 3rd-party software to gain an unfair advantage in online video games? To find a solution for this problem a systematic literature review was made were data was extracted from articles relevant for the subject and summarised into results. From the results, a few elementary concepts regarding cheat detection are introduced and analysed with comparisons to the problem statement. Finally, five different types of cheat detection are shown that work by analysing objects such as behaviour, game state or memory.
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Olsén, Jonas. "Computer gaming’s facilitation of the English subject : A quantitative research on the influence of computer gaming on students' English performance." Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-54770.

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The focus of this study is the correlation between spent time on gaming and student grades. It is my hypothesis that computer gaming has potential for students to acquire communicative competences in English. The aim of the essay is to see what effect computer gaming have on grading outcomes in the English subject for upper secondary school students in Sweden. The study was conducted using a survey concerning: students’ gaming habits, how much time they spent gaming on a daily basis, what kinds of games they were playing and how they felt that they used English whilst playing those games. The survey was conducted on two English classes in an ICT school. 25 students participated from grades 2 and 3 in the Swedish upper secondary school system. Based on the data from the survey, four gamer-groups emerged based on time spent on playing computer games: Non-gamer, occasional-gamer, moderate- gamer and frequent-gamer. Results indicate that occasional game play (maximum two hours a day) led to higher proficiencies in English (as shown by their grades) than the other groups. There was also an indication that no time spent on gaming might be disadvantageous.
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Books on the topic "Video games – Research"

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Bibliography: Research on video and computer games : a selection (1970- ). UNESCO International Clearinghouse on Children and Violence on the Screen at Nordicom, 2000.

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Integrating video game research and practice in library and information science. Information Science Reference (an imprint of IGI Global), 2015.

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

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

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Sanger, Jack. Screen-based entertainment technology and the young learner: A research study. British Library Research and Innovation Centre, 1997.

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Swoboda, Wolfgang H. Bildschirmspiele und Automatenspielstätten im Freizeitalltag junger Erwachsener: Analysen zum Forschungsstand mit einer qualitativen Explorationsstudie über Freizeit-, Spiel- und Mediengebrauch. Böhlau, 1990.

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Position papers: Research and argument. Heinemann, 2014.

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Behavioral mathematics for game AI. Charles River Media, Course Technology, Cengage Learning, 2009.

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ERIC Clearinghouse on Elementary and Early Childhood Education., ed. Video games: Research, ratings, recommendations. ERIC Clearinghouse on Elementary and Early Childhood Education, University of Illinois, 1998.

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Chamberlin, Barbara, and Ann Maloney. Active Video Games: Impacts and Research. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780195398809.013.0018.

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Book chapters on the topic "Video games – Research"

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Grizzard, Matthew, and C. Joseph Francemone. "Research on the Emotions Caused by Video Games Demands Integration." In Video Games. Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-4.

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Walkerdine, Valerie. "Video Game Research." In Children, Gender, Video Games. Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230235373_2.

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Happ, Christian, and André Melzer. "Of Empathy and Media Content: Bringing Together Two Important Areas of Research." In Empathy and Violent Video Games. Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137440136_1.

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Visi, Federico, and Frithjof Faasch. "Motion Controllers, Sound, and Music in Video Games: State of the Art and Research Perspectives." In Emotion in Video Game Soundtracking. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-72272-6_8.

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Burkle, Martha, and Michael Magee. "Research Challenges for Education in Video-Games and Virtual Reality." In Methodological Challenges When Exploring Digital Learning Spaces in Education. SensePublishers, 2014. http://dx.doi.org/10.1007/978-94-6209-737-7_4.

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Mendenhall, Zack, Gad Saad, and Marcelo Vinhal Nepomuceno. "Homo Virtualensis: Evolutionary Psychology as a Tool for Studying Video Games." In Evolutionary Psychology and Information Systems Research. Springer US, 2010. http://dx.doi.org/10.1007/978-1-4419-6139-6_14.

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Koizumi, Mariko. "Video Games: the Once Sustainable Industry is in Need of Policy." In Advances in Information and Communication Research. Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-4704-1_9.

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Dardis, Frank E. "The Advent of Virtual Direct Experience (VDE) Research in Video Games." In Digital Advertising. Routledge, 2017. http://dx.doi.org/10.4324/9781315623252-26.

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"Video Games." In The Routledge Research Companion to Media Geography. Routledge, 2016. http://dx.doi.org/10.4324/9781315613178-12.

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"3. Research on Video Games." In Video Kids. Harvard University Press, 1991. http://dx.doi.org/10.4159/harvard.9780674422483.c3.

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Conference papers on the topic "Video games – Research"

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Calvillo Gámez, Eduardo H., Paul Cairns, Jeremy Gow, Jonathan Back, and Eddie Capstick. "Video games as research instruments." In the 28th of the international conference extended abstracts. ACM Press, 2010. http://dx.doi.org/10.1145/1753846.1754182.

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Beatty, Ian D. "Improving physics instruction by analyzing video games." In 2012 PHYSICS EDUCATION RESEARCH CONFERENCE. AIP, 2013. http://dx.doi.org/10.1063/1.4789654.

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Mauricio Castano Diaz, Carlos, Birgit Dorner, Heinrich Hussmann, and Jan-Willem Strijbos. "Eppur Si Muove - Considerations in the Research of Commercial Video Games." In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2016. http://dx.doi.org/10.1109/vs-games.2016.7590346.

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Shliakhovchuk, Elena. "USING VIDEO GAMES IN INTERCULTURAL, DIVERSITY AND INCLUSION EDUCATION." In 11th annual International Conference of Education, Research and Innovation. IATED, 2018. http://dx.doi.org/10.21125/iceri.2018.0946.

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Esquivel-Gámez, Ismael. "COGNITIVE SKILLS TRAINING: A PROPOSAL BASED ON VIDEO GAMES." In 11th annual International Conference of Education, Research and Innovation. IATED, 2018. http://dx.doi.org/10.21125/iceri.2018.0263.

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Jimenez-Hernandez, Erendira M., Hanna Oktaba, Mario Piattini, Frida Diaz-Barriga Arceo, Alan M. Revillagigedo-Tulais, and Sergio V. Flores-Zarco. "Methodology to Construct Educational Video Games in Software Engineering." In 2016 4th International Conference in Software Engineering Research and Innovation (CONISOFT). IEEE, 2016. http://dx.doi.org/10.1109/conisoft.2016.25.

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Asadi, Amir-reza, and Reza Hemadi. "Understanding Virtual Currencies in Video Games: A Review." In 2018 2nd National and 1st International Digital Games Research Conference: Trends, Technologies, and Applications (DGRC). IEEE, 2018. http://dx.doi.org/10.1109/dgrc.2018.8712047.

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Martí-Parreño, José, Ernesto Méndez-Ibáñez, and Joaquin Aldás-Manzano. "THE MOTIVATIONAL EFFECTS OF EDUCATIONAL VIDEO GAMES: AN EXPERIMENTAL DESIGN." In 10th annual International Conference of Education, Research and Innovation. IATED, 2017. http://dx.doi.org/10.21125/iceri.2017.1927.

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Fuentes Chab, Iván Humberto, Damián Uriel Rosado Castellanos, Olivia Graciela Fragoso Diaz, and Ivette Stephany Pacheco Farfán. "Quality Model based on Playability for the Understandability and Usability Components in Serious Video Games." In 9th International Conference on Signal, Image Processing and Pattern Recognition (SPPR 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101912.

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Abstract:
A serious video game is an easy and practical way to get the player to learn about a complex subject, such as performing integrals, applying first aid, or even getting children to learn to read and write in their native language or another language. Therefore, to develop a serious video game, you must have a guide containing the basic or necessary elements of its software components to be considered. This research presents a quality model to evaluate the playability, taking the attributes of usability and understandability at the level of software components. This model can serve as parameters to measure the quality of the software product of the serious video games before and during its development, providing a margin with the primordial elements that a serious video game must have so that the players reach the desired objective of learning while playing. The experimental results show that 88.045% is obtained concerning for to the quality model proposed for the serious video game used in the test case, margin that can vary according to the needs of the implemented video game.
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Smith, Roger, and Adrienne Decker. "Understanding the impact of QPOC representation in video games." In 2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT). IEEE, 2016. http://dx.doi.org/10.1109/respect.2016.7836164.

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