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1

Pietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (January 8, 2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.

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Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging to the associated online communities. Through the use of in-depth interviews, the article explores various aspects of the life stories of a group of eight South African university students. It attempts to show how online gaming has become a part of their lifeworlds. The aim of this article is to present the narratives of online gamers as rich and descriptive accounts that maintain the voices of the participants. Various aspects of the lifeworlds of online gamers are explored. Firstly, an exploration is undertaken to gain an understanding of what it means to be a gamer. It focuses on how a person can become involved with gaming and how it can evolve into something that a person is engaged with on a daily basis. Secondly, it explores how video games influence the perception of reality of gamers. Immersion in video games can transfer a player into an alternative reality and can take the focus away from the real world. This can lead to feelings of joy and excitement, but can also lead to escapism. Lastly, the article shifts attention towards how online video gamers experience online communities. Players can have positive experiences with random strangers online, but because of the anonymous nature of the online environment, it can also lead to negative and isolating experiences.
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Verheijen, Geert P., William J. Burk, Sabine E. M. J. Stoltz, Yvonne H. M. van den Berg, and Antonius H. N. Cillessen. "Associations Between Different Aspects of Video Game Play Behavior and Adolescent Adjustment." Journal of Media Psychology 32, no. 1 (January 2020): 27–39. http://dx.doi.org/10.1027/1864-1105/a000253.

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Abstract. Playing video games during adolescence has been linked to both positive and negative outcomes, but it remains unclear which specific aspects of gaming behavior are associated with adjustment. The current study examines the association between distinct aspects of video game play behavior and adolescent adjustment. We focused on five aspects, namely, gaming frequency, the social context, gamer identification, type of game, and motivation for playing. Participants included 705 Dutch adolescents (33.5% female, Mage = 14.07), who completed a survey including self-report and sociometric measures. Results indicated that the frequency of playing games was not associated with adolescent adjustment. However, significant associations did appear for social context, genre of games, and motivation for playing. In addition, the different aspects of gaming showed both beneficial and deleterious relations with adjustment. This research indicates the importance of disaggregating gaming behavior and the necessity to look beyond frequency of play in order to fully understand the impact of gaming on youth.
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Crawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (May 10, 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.

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Video gaming is often understood and narrated as an ‘experience’, and we would suggest that this is particularly notable with sports-themed video games. However, we would argue that how the game experience is curated and consumed, and how this relates to wider social process and forces, is rarely given any detailed consideration within the existing game research literature. Hence, this article explores how game experiences can be understood and articulated around four key themes. First, we begin with the argument that video games connect with, but also lead, a wider social trend: understanding social reality as a set of designed experiences. The real is progressively becoming a repository of technologically mediated experiences, and the logic of video games is anticipating this process. Second, we suggest video games are translations of phenomenological worlds: When successful, key aspects of the meaning of things remain similar even as one moves between spaces, domains, mediums and platforms. Developers often seek to bring others’ experiences into a game environment, such as translating the geography and mechanisms of sporting locations and competitions into a game environment. Third, following this translation of meaning across domains, gamers often narrate their encounters with video games as they would with any other experience, such as winning the Champions League in Football Manager becomes recounted by gamers like any other achievement. Fourth, video games are interactive and explicit bodily experiences because they must be enacted in order to exist.
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Tichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (August 18, 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.

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The purpose of this study was to investigate the influence of games, where characters must overcome adversity, on player’s perceptions of their psychological resilience. Located on the PlayStation blog (blog.us.playstation.com ), the online PlayStation Network (PSN) community group focuses on video gamers unique stories and experiences. Using a qualitative and exploratory design, blogs posted between March 2012 and January 2013 were analyzed for content describing experiences via gameplay that members reported made them feel more resilient. Both social and emotional aspects of resilience were discussed with players reporting game experiences had helped them feel more confident in their abilities. Many also associated themselves with the same resilient traits as their characters display in games. A range of popular off-the-shelf video games were reported as helpful in providing players with the opportunity to feel confident under pressure and, importantly, some players reported transferring these positive psychological effects to their real-world lives.
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Pérez-Latorre, Óliver, Víctor Navarro-Remesal, Antonio José Planells de la Maza, and Cristina Sánchez-Serradilla. "Recessionary games: Video games and the social imaginary of the Great Recession (2009–2015)." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (December 14, 2017): 884–900. http://dx.doi.org/10.1177/1354856517744489.

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How do the most popular video games in recent years contribute to the construction of the social imaginary of the Great Recession? The discursive struggles over the definition of crucial aspects of the recession such as austerity, the heroic ethos to face precariousness and being anti-establishment are being played not only in the political arena and ‘serious’ news genres but also in the narrations of popular culture and video games. Thus, critical analysis of the social resonances of video games on the Great Recession is a relevant exercise not only academically but also socially. To address this question, this article proposes an analysis of bestselling video games from 2009 to 2015, based on cultural studies and game studies. The analysis is organized in three case studies: (a) post-apocalyptic video games and their potential resonances regarding austerity and precariousness; (b) video games, neo-liberalism and counter neo-liberal views; and (c) video games and the representation of anti-establishment characters and rebel communities.
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Ivory, Adrienne Holz, James D. Ivory, and Madison Lanier. "Video Game Use as Risk Exposure, Protective Incapacitation, or Inconsequential Activity Among University Students." Journal of Media Psychology 29, no. 1 (January 2017): 42–53. http://dx.doi.org/10.1027/1864-1105/a000210.

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Abstract. While there is extensive literature exploring the possible negative effects of video games, and many such studies using college student samples, there is little research on how video game use impacts the unique risk environment of college students. This study focuses on the unique risk aspects of the college and university environment with a preregistered survey comparing three competing models of video games’ possible role (games as risk, incapacitation, or inconsequential) in predicting alcohol and substance use, sexual risk, interpersonal violence, bullying victimization, suicide, disordered eating, and exercise to provide a baseline measure of what role, if any, video games play in the college and university risk environment. Video game play was most consistently associated with outcomes related to suicide and interpersonal violence, and more sporadically associated with some other outcomes.
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Cășvean, Tulia Maria, Vasile Hodorogea, and Ioan Emanuel Cășvean. "The Experience Created by the Social and Cultural Context Constructed by Video Games: A Digitization of Life and Death." Journal for Social Media Inquiry 3, no. 1 (July 27, 2021): 19–31. http://dx.doi.org/10.18662/jsmi/3.1/14.

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Appling the Gadamer’s filter on video games, reveals that they support an intimate connection with real life, built on basic mimesis of simple and, at the same time, coherent and meticulous realities. Video games are not intrinsically real-world escapism but generate a concrete, contextualized life experience that is ultimately connected to social and material realities (Spiridon, 2013, pp. 64-65). Moreover, experiences gained through video games can contribute, same as television, cinema or novels do, to the creation of perceptions that influence the way people relate to various aspects of life. The pivot of this study focuses on the experience created by the social, cultural context, captured by video games, which allow players to make choices of "life and death". Such choices are even more important in the current pandemic context when some people seem not to clearly understand the potential consequences on their own protection or even own survival. The aim of the research is to open a path for a better understanding of how a video game appreciated by critics and very popular among players, especially during the pandemic (DayZ, produced by Bohemia Interactive in 2013) explores social, cultural issues that can create a favorable context for players to be better equipped for the reality of everyday life. The study will include, besides the analysis of the video game itself, wikis, and walkthroughs, the views of other researchers and professionals working in the video game industry.
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Jaipal, Kamini, and Candace Figg. "Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects." Canadian Journal of Science, Mathematics and Technology Education 9, no. 2 (June 23, 2009): 117–34. http://dx.doi.org/10.1080/14926150903047780.

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9

Cerezo-Pizarro, Mario, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera, and Jairo Melo-Sánchez. "The Cultural Impact of Video Games: A Systematic Review of the Literature." Education Sciences 13, no. 11 (November 7, 2023): 1116. http://dx.doi.org/10.3390/educsci13111116.

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The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out. This permeability allows the study of the cultural aspects surrounding the production and use of video games as tools for cultural dissemination. Our research enunciates, recognises, analyses and evaluates the impact of these tools with the aim of being taken into consideration by the scientific community and the general population, who most frequently consume, use and socialise through video games around the world. Based on this, a systematic literature review (SLR) was carried out using the Prisma 2020 Protocol, using the WOS and SCOPUS databases as documentary sources, and the selection of research articles that explore the cultural aspects of video games according to pre-established criteria. The final sample (N = 45) was subjected to a study that posed 12 research questions around which this work is structured. As a result, it is evident that video games have a direct impact on the transmission of culture. Patterns and agents of cultural representation, transmission and communication were identified, allowing researchers to evaluate the impact of video games on culture and to approach this object of study from an academic perspective, helping to open up other lines of research related to the influence of video games on the assimilation of culture, the learning of relevant issues related to it or the transmission of specific cultural elements.
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Fernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.

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Summary Background: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective: The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods: Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results: The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion: There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.
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Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry have been developed and offered, such as thematic games related to the COVID-19 pandemic. Keywords: Video game, pandemic, online games, confinement. References [1]M. Olff, Screening for consequences of trauma–an update on the global collaboration on traumatic stress.European Journal of Psychotraumatology, 2020. [2]Z. Li, China’s Digital Content Publishing Industry: The 2019 Annual Report on Investment Insights and Market Trends. Publishing Research Quarterly, 2020. [3]R. Agis, An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games, Expert Systems with Applications, 2020. [4]O. Wulansari, Video games and their correlation to empathy: How to teach and experience empathic emotion. Advances in Intelligent Systems and Computing, 2020. [5]C. Bachen, Simulating real lives: Promoting Global Empathy and Interest in Learning Through SimulationGames. Sage Journal, 2012. [6]S. Fowler, Intercultural simulation games: A review (of the united states and beyond). Sage Journals, 2010. [7]G. Chursin, Learning game development with Unity3D engine and Arduino microcontroller. Journal ofPhysics: Conference Series, 2019. [8]K. Hewett, The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Modelsand Their Web of Class Roles. Sage Journal, 2020. [9]R. Bayeck, Exploring video games and learning in South Africa: An integrative review. Educational TechnologyResearch and Development, 2020. [10]K. Hewett, The 21st-Century Classroom Gamer. Games and Culture, 2021.
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Sevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (August 2016): 14–23. http://dx.doi.org/10.5153/sro.4082.

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Research on the effects of playing video games has been limited by a preoccupation with possible negative repercussions. Nevertheless, research has shown that video games can have positive effects on young players’ social lives. The existing body of research, however, has largely ignored the more computer-related aspects of video game play and its effects. This study provides empirical evidence to support theoretical arguments about the relationship between playing video games and computers. The type of scientific thinking encouraged by video games and the technological abilities needed to play video games is suggested to result in an increase in players’ confidence with computers and interest in computer science. These potential relationships are examined using data from over 1,000 undergraduate students to empirically assess the relationship between video game play and: 1) confidence with computers, and 2) interest in computer science. The results indicate that game play is statistically significant as a predictor of confidence and interest. In comparison to the other predictors in the model, the strength of the effect from playing video games is relatively very strong. The findings suggest that exposure to video games as a recreational technology help inform players’ abilities with non-recreational technology and build an interest in technology in general.
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de Carvalho, Carlos Vaz, and Antonio Coelho. "Game-Based Learning, Gamification in Education and Serious Games." Computers 11, no. 3 (March 4, 2022): 36. http://dx.doi.org/10.3390/computers11030036.

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14

Chess, Shira. "A time for play: Interstitial time, Invest/Express games, and feminine leisure style." New Media & Society 20, no. 1 (July 28, 2016): 105–21. http://dx.doi.org/10.1177/1461444816660729.

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Games such as FarmVille and other casuals played on social networks and mobile devices have recently become increasingly popular. Research on Social Networking Games (SNGs) often focuses on the “social” aspects—how this newer style of games engenders social relationships from disparate locations. This essay examines the genre of gaming in terms of their industry category, “Invest/Express Games.” Using the Invest/Express label as a means of rethinking the role of interstitial time, this essay proposes that the gaming style taps in to what can be understood as “feminine leisure style.” In many ways, the significance of Invest/Express embodies a shift toward a feminization of popular video games.
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Shen, Yuhao. "The Research on the Effects of Violent Video Games upon Chinese Teenagers’ Memory." BCP Education & Psychology 9 (March 29, 2023): 61–66. http://dx.doi.org/10.54691/bcpep.v9i.4610.

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Currently, with the development of the Internet and the popularity of violent video games, there is a trend that parents are increasingly concerned about the negative effects caused by these games because most parents think the decline of memory is attributable to playing games. Meanwhile, the Chinese government promotes a regulation that adolescents whose age is under 18 should only play video games for one hour. If teenagers exceed that time limit, they will be punished and forced to pause gaming. Hence, society generally reaches an agreement that violent video games will be detrimental to youngers both physically and psychologically. The goal of this research is to find out some positive influences violent video games can bring to adolescents’ memory. This is of great importance on account of changing social stereotype towards violent video games and letting them realize these kinds of games can also enhance memory. Therefore, this study is conducted with a questionnaire, the quantitative research method. The object focused on teenagers aged between 12 to 18. By asking several questions such as the frequency of playing video games, their favorite type of game, and ways affect their students within a limited range, this research finally gets the answer that violent video games will not only not be harmful to their memories, but also improve their learning ability from three aspects.
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Kajszczarek, Dawid. "Linguistic landscape in film works and video games." Homo Ludens, no. 1(15) (May 29, 2023): 65–79. http://dx.doi.org/10.14746/hl.2022.15.4.

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Linguistic landscape studies can yield information about the society inhabiting the given area: the use and distribution of languages, but also social structure and hierarchy of linguistic groups. For these reason, the linguistic landscape can be used in artworks to convey information regarding the fictional reality to the recipient. This paper aims to analyse what functions the linguistic landscape can perform in film works and video games, and how certain aspects of fictional realities are portrayed through the intentional use of linguistic landscapes.
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Hawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (July 2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.

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Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after playing a competitive, as opposed to a noncompetitive, game. Level of violence, winning or losing, and game difficulty did not have any significant effect. These results support the assertion that competition in video games has an independent and significant effect on subsequent aggression beyond violent content and game difficulty.
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Maravić, Manojlo, and Dušan Ristić. "Video games and discourses of fear: Towards medium panic." Kultura, no. 176 (2022): 23–37. http://dx.doi.org/10.5937/kultura2276023m.

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This paper aims to point out the discourses of fear of video games, which are present in the media and the public appearances of politicians and scientists. The aim is also to test the hypothesis of medium panic. It is a new term whose meaning is derived primarily from the terms moral panic and media panic. The purpose of the paper is to make an argument in favor of its application in recognizing and explaining the fear of video games in various social groups. Medium panic implies fear that arises from the way the media is structured and how user interaction with the media is established. In addition to media content - representation of violence, narratives, and characters - which is most often the target of criticism, the focus in this article is on other formal elements. Those are mechanics, rules, and goals as well as their phenomenological aspects - interactivity and immersion - which distinguish video games from other media. The term media panic is proposed as an analytical tool in future research of moral panic in its wider and media panic in its narrower sense.
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Mehra, Ishita, Shagufta Nasir, and Anand Prakash. "Computer and Video Games in Mental Health." Science Insights 42, no. 4 (April 28, 2023): 877–83. http://dx.doi.org/10.15354/si.23.re261.

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Due to the breakthrough of new technological devices in the last decade, electronic media has now become an integral part of our lives. Among its various forms, playing video games is one screen-based recreational activity enjoyed across various age groups and genders. Although undoubtedly entertaining, there is a considerable debate over the relative impact of video gaming on an individual. Traditionally, the research has focused on the negative effects of playing video games, but recent studies show that they can be an effective tool to reduce stress caused by daily hassles, help connect with likeminded people, and enhance a wide range of cognitive skills. There is also a small pool of research on the use of commercial video games in a therapeutic capacity to help build rapport and provide social skill training. This manuscript is focused on reviewing the pertinent research of the last two decades and from various online sources of scientific information on the abovementioned aspects of electronic and video games, their therapeutic implications in mental health, and suggesting future research directions.
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Leblanc-Latour, Maxime, Craig Bryan, and Andrew E. Pelling. "Utilizing social media and video games to control #DIY microscopes." PeerJ Computer Science 3 (December 11, 2017): e139. http://dx.doi.org/10.7717/peerj-cs.139.

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Open-source lab equipment is becoming more widespread with the popularization of fabrication tools such as 3D printers, laser cutters, CNC machines, open source microcontrollers and open source software. Although many pieces of common laboratory equipment have been developed, software control of these items is sometimes lacking. Specifically, control software that can be easily implemented and enable user-input and control over multiple platforms (PC, smartphone, web, etc.). The aim of this proof-of principle study was to develop and implement software for the control of a low-cost, 3D printed microscope. Here, we present two approaches which enable microscope control by exploiting the functionality of the social media platform Twitter or player actions inside of the videogame Minecraft. The microscope was constructed from a modified web-camera and implemented on a Raspberry Pi computer. Three aspects of microscope control were tested, including single image capture, focus control and time-lapse imaging. The Twitter embodiment enabled users to send ‘tweets’ directly to the microscope. Image data acquired by the microscope was then returned to the user through a Twitter reply and stored permanently on the photo-sharing platform Flickr, along with any relevant metadata. Local control of the microscope was also implemented by utilizing the video game Minecraft, in situations where Internet connectivity is not present or stable. A virtual laboratory was constructed inside the Minecraft world and player actions inside the laboratory were linked to specific microscope functions. Here, we present the methodology and results of these experiments and discuss possible limitations and future extensions of this work.
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Bargavi, Dr S. K. Manju, and Rohnak Kabrabam. "The Potential of Video Gaming in Addressing Global Issues." International Research Journal of Computer Science 11, no. 01 (January 31, 2024): 73–79. http://dx.doi.org/10.26562/irjcs.2024.v1101.12.

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Currently, video games have become a rapidly growing industry in our globe. However, they are mostly seen as having a detrimental influence on society. This research aims to investigate and analyse the beneficial effects of the gaming business and its potential in addressing various global challenges. The modern environment has seen a significant upsurge in the video gaming business, establishing it as a swiftly expanding sector. This study aims to thoroughly investigate and explore the positive aspects of the gaming business, despite the common belief that video games mostly have negative impacts on society. By doing so, it aims to clarify the ways in which gaming positively helps to addressing various global concerns. These techniques include the areas of Education and Learning, Social Impact and Empathy, and Crowd-Sourcing and Problem Solving. 1. Education & Learning: Video games have the potential to revolutionize academics by providing immersive learning and interactive experiences. It may also aid in envisioning certain levels, which can facilitate a deeper comprehension. 2. Gaming may facilitate the comprehension of many cultures and enhance social awareness, hence contributing to social impact and empathy. Multiplayer connectedness facilitates emotional and mental connection, allowing players to build emotional bonds with game characters inside the gaming environment. 3. Crowd-sourcing and problem solving: Video games facilitate comprehension of global concerns via virtual reality, devoid of any real-world consequences. It enables the connection with a vast number of actors and addressing significant global challenges.
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Wang, Xiaohan. "The Impact of Violent Online Games on Chinese Adolescents’ Social Relationships." BCP Education & Psychology 9 (March 29, 2023): 150–59. http://dx.doi.org/10.54691/bcpep.v9i.4676.

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Under the Chinese internet system's anti-addiction policy, online games, particularly those with violent functions, are banned, and some previous research has only examined the harmful effects of online gaming. This study examines the parents' relationship, peer relationship, and romantic relationship levels of teenagers' social relationships from the perspective of violent online games, as well as the gender variations in social relationship positivity. Specifically, Chinese teenagers were split into the violent game and non-violent game groups, gathered the adolescents' social interaction scores in three aspects via questionnaires, and conducted a quantitative study. The data revealed that violent online games had no significant influence on teenagers' moms, peers, or romantic connections, with the exception of their ties with their fathers. This demonstrates that in families affected by violent video games, the relationships between adolescents and their parents warrants further investigation and debate in order to attain healthier parent-child relationships through the examination of the mothers' relationship pattern. In addition, peer relationship and romantic relationship scores of adolescent violent game players revealed that social behavior in violent games does not influence the development of positive social interactions in the real world. In the study of gender differences, it was determined by comparing the overall differences in social relations between males and females with the differences in the violent game group that violent games are the primary factor that boosts males' enthusiasm for social relationships. Consequently, examining the online social behavior of male online violent gamers players could be a breakthrough in enhancing the social relationships of Chinese adolescents.
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Kılınç, Hakan, Mehmet Fırat, and T. Volkan Yüzer. "Trends of video use in distance education: A research synthesis." Pegem Eğitim ve Öğretim Dergisi 7, no. 1 (January 6, 2017): 55–82. http://dx.doi.org/10.14527/pegegog.2017.003.

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Although there are various studies regarding the use of video in distance education, very little synthesizing research on the subject is available. In this study, 253 studies published between 1990 and 2015 are analyzed and a research trend is identified regarding educational video use in distance education. Findings from the study indicate that there is a rising research trend in applied fields such as health and engineering, focusing on the technical aspects of video. However, it has also been found that video use in distance education has not been sufficiently studied regarding its social aspects. Based on the findings of the study, suggestions are made for further studies. Innovative research suggestions about using 360o video and video games in distance education are also offered.
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Muros-Ruiz, Beatriz, Yolanda Aragón-Carretero, and Antonio Bustos-Jiménez. "Youth’s Usage of Leisure Time with Video Games and Social Networks." Comunicar 20, no. 40 (March 1, 2013): 31–39. http://dx.doi.org/10.3916/c40-2013-02-03.

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The aim of this article is to understand the behaviour of Secondary Education students during their leisure time when using some different virtual spaces. We report a study carried out in a Community Centre offering training and leisure services for youngsters. Due to the large number of technological activities offered, this study paves the way for analysis and reflection about the hidden reasons and motivations young people have to use virtual spaces. We also show the interpretations and reflections of youngsters in their personal relationships and models of cohabitation. Our study likewise approaches the relation that youngsters establish between real and virtual spaces, focusing our attention on the construction of interactions which stems from their personal experiences. For data collection we carried out observations, conversations, analysis of documents and interviews. We analyzed with special interest the meanings that youngsters assign to their experiences in relation with mediatic and civic processes during their leisure time. The results of the study help to know the initiative, motivations and manner of acting that the youngsters of this study have on their ways of socialization in community. Concretely, the aspects allied with the search of pleasure, entertainment, the maintenance of social ties and continuous stimulation uses.Este artículo tiene como finalidad comprender los comportamientos de jóvenes de Educación Secundaria Obli­gatoria durante el tiempo libre en el uso de diferentes entornos virtuales. Presenta un estudio realizado en un centro de servicios comunitarios, formativos y de ocio orientado a la juventud. Debido a la oferta de actividades lúdicas de carácter tecnológico que en este lugar se realiza, el estudio abre vías de análisis y reflexión sobre los planteamientos y las motivaciones en el uso de los entornos virtuales, sobre las interpretaciones y reflexiones de los jóvenes en cuanto a relaciones personales y modelos de convivencia. En el trabajo se realiza una aproximación a la relación que establece la juventud entre el escenario presencial y virtual, centrando la atención en la construcción de interacciones de un modo vivencial. Para la recogida de información se realizaron observaciones, conversaciones, análisis de documentos y entrevistas. Se han analizado con especial interés los sentidos que se atribuían a las experiencias en relación con los procesos mediáticos y cívicos en la ocupación del tiempo libre. Los resultados del trabajo ayudan a conocer los planteamientos, las motivaciones y las conductas que los jóvenes de este estudio tienen sobre sus formas de socialización en red. Concretamente, los aspectos relacionados con la búsqueda del placer, el entretenimiento, el mantenimiento de lazos sociales y la estimulación continua en los usos.
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Bellini, Mattia. "Formal Organization and Complex Responses to Video Games Narratives." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–17. http://dx.doi.org/10.1145/3474702.

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The application of complex systems theories to the study of narratives proved able to offer a high heuristic value for the analysis of movies [24,26], TV series [35,36], music [45] and different other media with narrative capacity [cf. 20]. However, they were not yet thoroughly employed for the study of video game narratives. To address the relation between formal complexity and the complexity of response in video games, this paper conducts a contrastive analysis of two games of the Halo series, namely Halo 3 [6] and Halo 3 ODST [7]. Formal complexity is analyzed by applying Cutting's [13] approach for counting (narratorial) complexity. The evaluation of the responses to the narratives of these games is based on crowdsourced data, through Hven's [24] and Kiss and Willemsen's [26] understanding of audience response. The findings reveal that a complex response is at least partly predictable through an analysis of the formal quantitative and qualitative/organizational aspects of narratives, and, ultimately, that narrative complexity is a factor in the appreciation of games by the audience. The paper also poses the basis for the identification of a "Goldilocks level of complexity', which can maximize the appreciation of video games stories.
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Bassiouni, Dina H., and Chris Hackley. "Video games and young children’s evolving sense of identity: a qualitative study." Young Consumers 17, no. 2 (June 20, 2016): 127–42. http://dx.doi.org/10.1108/yc-08-2015-00551.

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Purpose This paper aims to investigate children’s experience as consumers of video games and associated digital communication technology, and the role this experience may play in their evolving senses of identity. Design/methodology/approach Qualitative depth interviews and discussions were conducted in a convenience sample consisting of 22 children of both genders aged 6-12 years, parents and video games company executives in the southwest of the UK. The fully transcribed data sets amounting to some 27,000 words were analysed using discourse analysis. Findings The findings revealed the heightened importance that the knowledge of video games plays in children’s strategies for negotiating their nascent sense of identity with regard to peer groups, family relationships and gender identity. Video games were not only a leisure activity but also a shared cultural resource that mediated personal and family relationships. Research limitations/implications The study is based on an interpretive analysis of data sets from a small convenience sample, and is therefore not statistically generalisable. Practical implications This study has suggested that there may be positive benefits to children’s video game playing related to aspects of socialisation, emotional development and economic decision-making. An important caveat is that these benefits arise in the context of games as part of a loving and ordered family life with a balance of activities. Social implications The study hints at the extent to which access to video games and associated digital communications technology has changed children’s experience of childhood and integrated them into the adult world in both positive and negative ways that were not available to previous generations. Originality/value This research addresses a gap in the field and adds to an understanding of the impact of video games on children’s development by drawing on children’s own expression of their subjective experience of games to engage with wider issues of relationships and self-identity.
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Hnatenko, Daria, Yuliia Venher, and Tetyana Druzhyna. "THE PECULIARITIES OF TRANSLATING ENGLISH COMPUTER MULTIMEDIA VIDEO GAMES." Naukovy Visnyk of South Ukrainian National Pedagogical University named after K. D. Ushynsky: Linguistic Sciences 2020, no. 31 (December 2020): 66–83. http://dx.doi.org/10.24195/2616-5317-2020-31-5.

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The non-equivalent lexis is one of the most common problems arising while translating multimedia video games. The relevance of this study is due to the great popularity of computer video games among contemporaries of different ages and social context. This leads to the need to introduce high-quality and faithful professional translation into Ukrainian, as well as the study, analysis and further development of possible effective models for solving problems in the field of translation and localization of video games. The purpose of the study is to analyze the problems of Ukrainian translation and localization of English-language computer games for the further implementation of universal translation solutions in theoretical and applied aspects at the present stage of development of translation studies. The analysis of the computer multimedia video games translation aimed at distinguishing the prominent translation tactics has allowed to draw the following conclusions. The most common there has proved to be the tactic of the foreign language coloring preservation, realized chiefly by means of the operation of transliteration, employed to render most terms. Loan translation is most uncommon in Ukrainian translations of computer video games. The chief advantage of the translations under analysis there should be considered their lexical, grammatical and stylistic accuracy with the full rendering of the content. The most common translation strategy there turned out to be the strategy of communicative-equal translation. The result of the research will allow avoiding possible difficulties in the future and finding out the ways of their solution. This will result in the optimization of the translation quality which in its turn will cause improvement of the final product’s quality and further popularization of computer video games.
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Javorcik, Tomas, and Cenek Durian. "Relationship Between Computer Gambling and Academic Performance of High School Students." European Conference on e-Learning 21, no. 1 (October 21, 2022): 149–55. http://dx.doi.org/10.34190/ecel.21.1.711.

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While some sources say that playing video games has potential benefits whether in medicine or science, other sources take a different view and say that it can have various negative impacts. Video games are becoming more attractive thanks to their social, intellectual and emotional possibilities compared to television, movies or radio. The issue of gaming is increasingly discussed today mainly due to the large number of available platforms on which to play. Games are becoming more and more realistic both in terms of graphics and artificial intelligence. It is relatively difficult to avoid the influence of games with ever-improving mobile games or games on social networks. Playing games is no longer a home affair but it has become ubiquitous. All of these aspects can have a negative impact on pupils’ welfare across all age groups and may pose a risk of possible addiction. The aim of this paper is to describe the impact of computer gambling on school performance. The subject of this study was a group of 138 high school students studying to be computer science teachers. In addition, the authors also examined the latest gaming trends of the current generation of high school students and possible manifestations of addiction to playing video games in this group of individuals. The research was carried out using a questionnaire survey, projective methods (word association experiment and incomplete sentence test) and analysis of school documents. The aim of the questionnaire survey was to determine the player preferences of the examined individuals and their subjective perception of their own playing of games. Projective methods were used to determine the affective responses of individuals to stimuli related to playing games. School documentation was a source of records of a particular student. The study’s findings suggest a potential relationship between playing video games and academic performance of the individuals and the obvious signs of addiction in some of the individuals involved.
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SASU, Dinu Vlad, Adela Laura POPA, and Naiana ȚARCĂ. "ASPECTS REGARDING THE INFLUENCE OF MASS MEDIA ON THE HUMAN PSYCHIC SYSTEM OF THE YOUNG CONSUMER FROM A MARKETING PERSPECTIVE." ANNALS OF THE UNIVERSITY OF ORADEA. ECONOMIC SCIENCES 32, no. 2 (December 2023): 265–74. http://dx.doi.org/10.47535/1991auoes32(2)025.

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The current work aims to present the impact of mass media on young people’s behaviour from the standpoint of marketing, beginning with an analysis of this impact treated in the specialized literature and continuing with a verification study on a specific group of students. The topics covered in this paper, meant to be the first in a series of deeper investigations into this area, focus on the elements that have an impact on the young consumer’s mental system and mass media influence factors, and a study on specific impact elements like video games, smartphones, and social networks, particularly TikTok. The mass media component will focus on both content elements and mass media supports, from their well-established perspectives, such as: television, radio, print, electronic, and Internet media, social networks, telephony, and video games. The target audience for the study will be young people, with a focus on young students from a faculty of economic sciences. The research will attempt to capture the influential aspects of mass media that this audience prefers to access, including the Internet, the most popular social networks, mobile phones, and other commonly used devices.
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Сапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.

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The formation of the historical background in video games is provided by spatial narratives. In recent years, they are more and more amenable to adjustments in the direction of maximally exact correspondence to socio-economic, political, cultural, domestic, geographical, climatic and so on elements of the localized on the scenario of the game`s chronotop. This may indicate another qualitative transformation of video games as a socio-technical and socio-cultural phenomenon, as well as about the positive cultural and intellectual dynamics of the modern “consumer society”. Computer video games, as part of the digital, educational and entertainment industry as a whole, are in a state of constant high-speed dynamic transformation in the context of global digitalization of all aspects of society and a lot of competition in the field of video games in particular. Based on the analytics of the results of direct surveys, statistical and factual data, in article an attempt was made to assess the use of video games as a non-formal education tool for relaying and consolidating historical knowledge for different age and social groups of game products consumers, as well as the appropriateness of their use in the classical educational system at different levels. Computer video games with the most accurate historical content as well as “alternative” historical content can become highly effective additional pedagogical tools for acquiring basic and in-depth knowledge of history both for self-education and in academic institutions. As part of the study of academic history, whole historical digital laboratories can be created that study both the multivariance of history and bring “alternative realities” into the linear real history of the development of human civilization. The success of using video games with historical content for the needs of academic history is high only if the teacher understands not only historical but also technical terms, knows the features of developmental psychology, knows the scenario and features of the video game proposed for modeling, and can develop their own teaching methods based on an interdisciplinary approach.
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Costal, Tomás. "Why is that creature grunting?" Translation and Translanguaging in Multilingual Contexts 4, no. 1 (April 24, 2018): 151–77. http://dx.doi.org/10.1075/ttmc.00008.cos.

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Abstract Video games today are highly complex audiovisual products. Their nature is not only multisemiotic but also interactive. Their potential audience has certain expectations and, especially in the case of digital blockbusters, final users need the advantage of knowledge and the force of numbers. A faux pas in design, continuity or playability will most likely be conducive to social media outrage, and will see official apologies be released presently. Conversely, accessibility shortcomings rarely or never have the same impact. The present study puts forward the advantages of including Subtitles for the Deaf and Hard of Hearing (SDH) in popular video games and offers an in-depth analysis of a selection of recent multimedia titles. Drawing on the work of Bernal Merino (2015), O’Hagan and Mangiron (2013) and Trabattoni (2014) on the special characteristics of video games, the main elements around which they are structured and the aspects that determine their success or failure, the author will endeavour to advance a convincing argument in favour of the introduction of SDH subtitling conventions.
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Silva, Patrícia Dias da, and José Luís Garcia. "YouTubers as satirists: Humour and remix in online video." JeDEM - eJournal of eDemocracy and Open Government 4, no. 1 (October 18, 2012): 89–114. http://dx.doi.org/10.29379/jedem.v4i1.95.

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This article aims to discuss the role humour plays in politics, particularly in a media environment overflowing with user-generated video. We start with a genealogy of political satire, from classical to Internet times, followed by a general description of “the Hitler meme,” a series of videos on YouTube featuring footage from the film Der Untergang and nonsensical subtitles. Amid video-games, celebrities, and the Internet itself, politicians and politics are the target of twenty-first century caricatures. By analysing these videos we hope to elucidate how the manipulation of images is embedded in everyday practices and may be of political consequence, namely by deflating politicians' constructed media image. The realm of image, at the centre of the Internet's technological culture, is connected with decisive aspects of today's social structure of knowledge and play. It is timely to understand which part of “playing” is in fact an expressive practice with political significance.
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Quijano-Cruz, Johansen. "Chopin's Dream as Reality: A Critical Reading of Eternal Sonata." Eludamos: Journal for Computer Game Culture 3, no. 2 (October 26, 2009): 209–18. http://dx.doi.org/10.7557/23.6006.

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This article opens with a short statement on how video games should be considered as a viable means of making cultural and social statements and compares the evolution of literature to the evolution of video game narratives. After making an argument for Eternal Sonata as meaningful art worthy of critical attention it proceeds to give a critical reading of the game which presents Eternal Sonata as an instrument critical of specific aspects of society, including war, human greed, and the interests of large companies. The article integrates video game and critical theory, professional commentary, excerpts from the game, and examples of poetry, music, and painting to support the arguments presented.
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Molano-Tobar, Nancy Janneth, Luz Marina Chalapud Narváez, and Andres Felipe Villaquiran Hurtado. "El uso del videojuego y su relación en el sobrepeso en universitarios, Popayán, Colombia (The use of the video game and its relation to overweight in university students, Popayan, Colombia)." Retos 48 (March 31, 2023): 138–44. http://dx.doi.org/10.47197/retos.v48.96638.

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Introducción. Los jóvenes están afrontando cambios relacionados con los estilos de vida y las nuevas tecnologías, lo que ha conferido modificaciones en el ámbito de la salud, la interacción social, y la adicción a internet y los videojuegos. Objetivo. Identificar el nivel de adicción a los videojuegos y su relación con la composición corporal en universitarios de Popayán, Colombia. Metodología. Estudio descriptivo correlacional con 720 universitarios (51% mujeres); se aplicó el cuestionario de experiencias relacionadas con los videojuegos (CERV). También se evaluaron parámetros como Índice de Masa Corporal (IMC), perímetro de cintura y aspectos sociodemográficos; aplicando medidas de tendencia central y de dispersión, los valores de p < 0,05 fueron considerados estadísticamente significativos. Resultados. Se identificó una tendencia de 35,51% al sobrepeso, con significancia estadística (p=<0,001), para el perímetro de cintura; se pudo establecer la prevalencia de adicción desde los 20 años para esta población, encontrando que los hombres mostraron problemas severos de adicción a los videojuegos (63,98 %) sobre las mujeres (60,91%), orientándolos a pensar que su rendimiento académico se ha visto afectado negativamente y la utilización de los videojuegos es una forma de distracción y manejo del tiempo. Conclusiones. Los estudiantes manifestaron presentar problemas severos de adicción a los videojuegos, y dentro de su experiencia indican la comprensión de las consecuencias negativas que el uso de videojuegos conlleva; de la misma manera el uso de videojuegos se centra en estudiantes de carreras como ingenierías. Se encontró una correlación moderada positiva entre el IMC y la adicción a los videojuegos. Palabras clave. Salud; Adolescente; Juegos de video; Sobrepeso; Estudiantes; Obesidad; Adicción; Juego (DeCS) Abstract. Introduction. Young people are facing changes related to lifestyles and new technologies, which have conferred changes in the field of health, social interaction, and addiction to the Internet and video games. Objective. To identify the experience with video games and its relationship with body composition in university students from Popayan, Colombia. Methodology. Descriptive correlational study with 720 university students (51% women); the questionnaire of experiences related to videogames (CERV) was applied. Parameters such as Body Mass Index (BMI), waist circumference and sociodemographic aspects were also evaluated; applying measures of central tendency and dispersion, values of p < 0.05 were considered statistically significant. Results. A tendency of 35.51% to be overweight was identified, with statistical significance (p=<0.001), for the waist circumference; it was possible to establish the prevalence of addiction from the age of 20 for this population, finding that men showed severe problems of addiction to video games (63.98%) over women (60.91%), guiding them to think that their academic performance has been negatively affected and the use of video games is a form of distraction and time management. conclusions. The students stated that they present severe problems of addiction to videogames, and within their experience they indicate an understanding of the negative consequences that the use of videogames entails; In the same way, the use of video games is focused on students of careers such as engineering. A moderate positive correlation was found between BMI and addiction to video games. Keywords: Health; Adolescent; Video games; Overweight; Students; Obesity; Addiction; Games (DeCS)
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Chen, Yibing, and Haoyu Qin. "Research and analysis of browser games." Applied and Computational Engineering 17, no. 1 (October 23, 2023): 45–52. http://dx.doi.org/10.54254/2755-2721/17/20230910.

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In 1987, the first video game was published. People entered a new world to explore gaming. After ten years, browser games were invented. In order to deeply discuss browser games future, this article summarizes the features and current situation of browser games. This article analyzes the strengthens of browser games in three aspects, which are convenient setup for players to start the game, social interaction for players to interact with other people, and free-to-play experience provided for players. The analysis of browser games weaknesses is included in this article as well, which were the potential factors that lead browser games to current situation. The weaknesses are browser games low quality of display and the dependencies of the internet. Also, this article analyzes the reasons why the revenue of browser games reduced, which are related to the presence of mobile games, the reduction of funding, and the stopped service of Adobe Flash player. In conclusion, the full article and the future development of browser games were concluded.
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Kristanto, Damar, M. Nilzam Aly, Bambang Suharto, Rahmat Yuliawan, and Aji Akbar Firdaus. "Are video games the best way to stay-at-home?" TIJAB (The International Journal of Applied Business) 5, no. 1 (April 28, 2021): 51. http://dx.doi.org/10.20473/tijab.v5.i1.2021.51-59.

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The COVID-19 pandemic has disrupted many aspects of normal social life. The community is required not to leave the house too much if it is not necessary. Often during times of independent isolation or in personal cases, people are afraid to leave the house. They are faced with boredom so this is an opportunity for the digital entertainment industry to develop. On the other hand, many violations of COVID-19 health protocols still occur in society and people are still reluctant to stay-at-home. The question is what medium is good for persuasion as well as giving pleasure to people to entertain themselves during independent isolation and with low levels of boredom. Video games are a growing industry during the COVID-19 pandemic, unfortunately, this media has not been widely used as a means of persuading people to obey health protocols and stay-at-home. This study shows a correlation between gaming activity and the tendency not to leave the house. Besides, what types of games have the potential to keep someone from leaving the house are also discussed in this paper.
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Cesário, Vanessa, Mariana Ribeiro, and António Coelho. "Design Recommendations for Improving Immersion in Role-Playing Video Games. A Focus on Storytelling and Localisation." Interaction Design and Architecture(s), no. 58 (October 1, 2023): 207–25. http://dx.doi.org/10.55612/s-5002-058-009.

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This article investigates the role of storytelling in video game localisation and its impact on players’ immersion and overall gaming experience. While these topics have been extensively studied and developed within the research community, there is still a lack of information combining them in a practical study specific to a particular genre or video game. Using grounded theory, we conducted a study using The Witcher III: Wild Hunt as a case study (role-playing game). We had 41 participants play the video game in two localised versions (English and Brazilian-Portuguese), complete questionnaires, and be interviewed about their gameplay experience after each version. The results provided design recommendations to enhance video game immersion (language and voice-acting) and highlight certain aspects that game designers should consider to further intensify players’ immersion during gameplay.
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Cesário, Vanessa, Mariana Ribeiro, and António Coelho. "Design Recommendations for Improving Immersion in Role-Playing Video Games. A Focus on Storytelling and Localisation." Interaction Design and Architecture(s), no. 58 (October 1, 2023): 207–25. http://dx.doi.org/10.55612/s-5002-058-009).

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This article investigates the role of storytelling in video game localisation and its impact on players’ immersion and overall gaming experience. While these topics have been extensively studied and developed within the research community, there is still a lack of information combining them in a practical study specific to a particular genre or video game. Using grounded theory, we conducted a study using The Witcher III: Wild Hunt as a case study (role-playing game). We had 41 participants play the video game in two localised versions (English and Brazilian-Portuguese), complete questionnaires, and be interviewed about their gameplay experience after each version. The results provided design recommendations to enhance video game immersion (language and voice-acting) and highlight certain aspects that game designers should consider to further intensify players’ immersion during gameplay.
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Gonçalves, Rogério Sales, Rodrigo Alves Prado, Guênia Mara Vieira Ladeira, and Andréa Licre Pessina Gasparini. "Development of Serious Games for the Rehabilitation of the Human Vertebral Spine for Home Care." Robotics 12, no. 2 (April 12, 2023): 58. http://dx.doi.org/10.3390/robotics12020058.

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With the occurrence of pandemics, such as COVID-19, which lead to social isolation, there is a need for home rehabilitation procedures without the direct supervision of health professionals. The great difficulty of treatment at home is the cost of the conventional equipment and the need for specialized labor to operate it. Thus, this paper aimed to develop serious games to assist health professionals in the physiotherapy of patients with spinal pain for clinical and home applications. Serious games integrate serious aspects such as teaching, rehabilitation, and information with the playful and interactive elements of video games. Despite the positive indication and benefits of physiotherapy for cases of chronic spinal pain, the long treatment time, social isolation due to pandemics, and lack of motivation to use traditional methods are some of the main causes of therapeutic failure. Using Unity 3D (version 2019.4.24f1) software and a personal computer with a webcam, we developed aesthetically pleasing, smooth, and attractive games, while maintaining the essence of seriousness that is required for rehabilitation. The serious games, controlled using OpenPose (version v1.0.0alpha-1.5.0) software, were tested with a healthy volunteer. The findings demonstrated that the proposed games can be used as a playful tool to motivate patients during physiotherapy and to reduce cases of treatment abandonment, including at home.
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Bányai, Fanni, Ágnes Zsila, Zsolt Demetrovics, and Orsolya Király. "A problémás videojáték-használat újabb elméleti és gyakorlati megközelítései." Információs Társadalom 18, no. 1 (April 6, 2018): 93. http://dx.doi.org/10.22503/inftars.xviii.2018.1.6.

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Napjainkban a videojátékokkal való időtöltés az egyik legnépszerűbb szabadidős tevékenység a fiatalok körében. Ennek elterjedésével párhuzamosan nőtt a tudományos érdeklődés a játékok káros hatásai, illetve azok problémás használata iránt, mely jelenség a köznyelvben csak “játékfüggőségként” ismert. A kutatások rámutattak arra, hogy a játékosok kis része jelentős pszichológiai ártalmaktól szenved számos életterületen (például családi, társas, munkahelyi/tanulmányi). Tanulmányunk célja áttekintést nyújtani a problémás játékhasználat újabb elméleti megközelítéseiről, diagnosztikai kritériumairól és méréséről. A definíciót és a kritériumokat övező tudományos viták mellett bemutatjuk a kezelési eljárásokat és programokat, valamint felvázoljuk a jövőbeli kutatási irányzatok lehetőségeit is. --- Problematic video gaming: Novel approaches in theory and practice These days spending time playing video games is one of the most popular leisure-time activities among young people. With the growth of interest in video games research has begun to focus on the negative effects of usage in addition to problematic use, which is commonly known as "game addiction". Research has pointed out that a small number of gamers suffer from severe functional and psychological harm in several aspects of their lives (for instance, family, social, work/study). The aim of our study is to provide an overview of the novel theoretical approaches, diagnostic criteria and assessment of problematic gaming. Besides describing the scientific debates concerning the definition and criteria, we present the treatment methods and programs, and draw a picture of the possibilities for future directions in research. Keywords: problematic gaming, gaming disorder, addiction, Internet Gaming Disorder (IGD), interactive media
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Ichihara, Kohei. "A Study of Social Acceptability of NFTs." International Journal of Blockchain Technologies and Applications 1, no. 1 (2023): 9–14. http://dx.doi.org/10.18178/ijbta.2023.1.1.9-14.

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In 2022, the Japanese government is strongly proposing to focus on developing the Web3 industry. The government is exploring the use of NFTs to commercialize content such as Japanese animations and games as Web3 businesses. NFT (Non-Fungible Token) means "unique and non-substitutable data unit recorded in blockchain". NFT indicates the owner of digital content by linking the NFT with digital content such as image or audio data. On the other hand, NFTs are constructed using complex technologies such as “blockchain” and “smart contracts”. For this reason, many people do not understand the technical mechanism of NFTs. There are also aspects of excessive expectations for NFTs based on misunderstandings. I think that the bubble caused by excessive expectations negatively affects the development of technology. Therefore, in this research, I investigated what kind of value people find after understanding the mechanism of NFTs. Also, based on the survey, I find the functions desired for NFTs. Specifically, I made a video for non-technical people to easy to understand how NFTs work. And I showed the non-technical people the video with a demonstration of NFT tampering. After showing the video to the viewers, I surveyed them to investigate how their understanding of NFTs and the perceived value of NFTs changed. As a result, people understood that NFTs were not used as keys to access contents, but rather as a way to brag about what the holders had.
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Carran, Margaret, and Mark Griffiths. "Gambling and social gambling: An exploratory study of young people's perceptions and behaviour." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 33, no. 1 (May 5, 2015): 101–13. http://dx.doi.org/10.51698/aloma.2015.33.1.101-113.

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Background and aims: Gambling-type games that do not involve the spending of money (e.g., social and ‘demo’ [demonstration] gambling games, gambling-like activities within video games) have been accused in both the legal and psychological literature of increasing minors’ propensity towards prohibited forms of gambling thus prompting calls for gambling regulation to capture address such games and subject them to age restrictions. However, there is still a shortage of empirical data that considers how young people experience monetary and non-monetary gambling, and whether they are sufficiently aware of the differences. Methods: Data was collected from 23 qualitative focus groups carried out with 200 young people aged between 14 and 19 years old in schools based in London and Kent. As the study was exploratory in nature, thematic analysis was adopted in order to capture how pupils categorise, construct, and react to gambling-like activities in comparison to monetary forms of gambling without the constrains of a predetermined theoretical framework. Results: Despite many similarities, substantial differences between monetary and non-monetary forms of gambling were revealed in terms of pupils’ engagement, motivating factors, strengths, intensity, and associated emotions. Pupils made clear differentiation between non-monetary and monetary forms of gambling and no inherent transition of interest from one to the other was observed among participants. Only limited evidence emerged of ‘demo’ games being used as a practice ground for future gambling. Conclusion: For the present sample, non-monetary forms of gambling presented a different proposition to the real-money gambling with no inherent overlap between the two. For some the ‘softer’ form minimised the temptation to try other forms of gambling that they were not legally allowed to engage in, but ‘demo’ games may attract those who already want to gamble. Policy implications: Regulators must recognise and balance these two conflicting aspects.
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43

Maharditya, I. G. N. Adhimas. "Representation of Gender-Based Violence Words in Genshin Impact." Humanitatis : Journal of Language and Literature 9, no. 2 (June 28, 2023): 389–96. http://dx.doi.org/10.30812/humanitatis.v9i2.2797.

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This paper aims to examine a representation of gender-based violence words inside video games. This study focused on processing textual data inside video games, where Genshin Impact’s in-game textual data is the chosen object of research. In previous research regarding modern media, gender male was always related to violence words more than female. Uncovering the result from the comparison of violence words used Genshin between males and females is the main goal of this study. Genshin was chosen because of the dominant number of female characters (33) compared to male characters (17), which piqued my curiosity if this game is able to change the culture where female characters can be more related to violence words. A mixed-method analysis is used as the core method of this research, as aside from statistical analysis by corpus software, culture, and social aspects are also analyzed based on statistical results. The result shows that despite a big difference in character count, male characters still have more relation to violence words than female characters by around 2%.
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Fan, Kexin, and Xuyin Zhang. "Video Game Addiction: Formation and Impact on Human Life." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 1604–8. http://dx.doi.org/10.54097/ehss.v8i.4530.

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Video game addiction has become a severe problem within the context of the rapid growth of technological society. Past researches show that although a thorough conclusion of the mechanism of video game addiction has already been built. However, the gap in the impacts of behavioral disorders on human life and social connection remains. The aim of the review is to connect recent research related to development and effects and to connect many aspects of how video game addiction affects people’s lives. The formation and development of video game addiction and its possible impacts were examined separately, as the current studies focus on predicting future trends of video game addiction. The results show a correlation entre video game addiction and different personal factors such as mental health, parental factors, and gender differences. It also highlights the prominent correlation between different types of impacts and the addictive use of video games in both physical and psychological views. Studies are limited by the difficulty of controlling variables produced by time passing, and the vague boundary of social contact between the video game world and reality is also unfinished work. The results of this research lead to the conclusion that additional work is needed to be finished on experimenting with the possibility of genetic and physiological factors that may interrupt and affect the formation of video game addiction and Internet Gaming disorder (IGD). It will provide more opportunities for patients and people suffering from this unconventional type of addiction.
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Fung, Kin Pong, Katja Rogers, Stuart Hallifax, Gabrielle S. Woodside, Daniel Vogel, and Lennart E. Nacke. "LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–22. http://dx.doi.org/10.1145/3549504.

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Visual indicators provide important in-game information, but displaying them on screen consumes space and increases clutter. In addition, the option to increase indicator brightness above levels possible in standard monitors can substantially improve accessibility. To address both aspects, we developed an ambient lighting system for video game indicators using an LED strip attached around the back border of a monitor. A controlled study compares the speed, error rate, and perceived workload of this approach with an on-screen baseline method. Results show that ambient lights can capture attention 17.5% faster compared to on-screen indicators, and ambient lights performed at least as well as on-screen across all other metrics. Our work provides empirical evidence that ambient lights can be an adequate replacement for on-screen methods when displaying indicators in games, allowing people to reclaim screen real estate and adjust brightness for accessibility, without sacrificing performance.
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46

Adelhardt, Zinaida. "YouTube as a source of educational content in teenagers’ learning practices." European Conference on Social Media 9, no. 1 (April 28, 2022): 277–79. http://dx.doi.org/10.34190/ecsm.9.1.267.

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YouTube is one of the most popular online social spaces nowadays combining features of both a huge repository of information and a social networking service. Millions of people use this video-sharing platform daily. Entertainment (sports, comedy, music, movie trailers), information seeking (missed news, product reviews, research on a specific topic), and educational purposes (how-to videos, learning math, or tactics for video games) were discussed as main motivational aspects for watching YouTube videos (Lagger et al. 2017). Usage of YouTube for educational purposes became particularly relevant for teenagers as a support for their home-schooling. Our goal is to find out what strategies teenagers use to find relevant educational content on the service and how important this content was for their everyday learning practices before and during the COVID pandemic. We analyzed online behavior of 34, 14 to 15-year old teenagers (47% male) who took part in a long-term adventure trip with digital media left aside. We gathered quantitative data seven months before the trip (March 2019), just before the trip (October 2019), on the last day of the trip (April 2020), and five months after the trip (September 2020). We also conducted in-depth interviews with nine teenagers, who named YouTube as their favourite online service. Our intention is now to conduct nine additional interviews with the same teenagers to see whether their everyday learning practices changed within the last year. Implications drawn from this study, further research perspectives, and limitations will be presented and discussed.
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47

Pelling, Nadine J. "Children and Adolescents: The Impact of the Internet." Australian Journal of Guidance and Counselling 14, no. 2 (December 2004): 176–86. http://dx.doi.org/10.1017/s103729110000248x.

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AbstractThe Internet provides access to electronic mail (e-mail), chat rooms, visually represented social interactions, voice and video connections, games, and general Word Wide Web (www or web) surfing. For children and adolescents the Internet has three main uses: information-gathering, entertainment, and interpersonal communication. Many adults fear that youth Internet use will result in negative consequences. Other individuals promote the use of the Internet as supporting positive growth in children and adolescents. This article presents an overview of some of the main areas of concern regarding Internet use as well as its possible benefits. It is hoped that this information will assist school counsellors and psychologists support positive youth Internet use while avoiding negative aspects of Internet involvement.
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Qiu, Sihang, Alessandro Bozzon, Max V. Birk, and Ujwal Gadiraju. "Using Worker Avatars to Improve Microtask Crowdsourcing." Proceedings of the ACM on Human-Computer Interaction 5, CSCW2 (October 13, 2021): 1–28. http://dx.doi.org/10.1145/3476063.

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The future of crowd work has been identified to depend on worker satisfaction, but we lack a thorough understanding of how worker satisfaction can be increased in microtask crowdsourcing. Prior work has shown that one solution is to build tasks that are engaging. To facilitate engagement, two methods that have received attention in recent HCI literature are the use of video games and conversational interfaces. While these are largely different techniques, they aim for the same goal of reducing worker burden and increasing engagement in a task. On one hand, video games have huge motivation potential and translating game design elements for motivational purposes has shown positive effects. Recent work in games research has shown that the use of player avatars is effective in fostering interest, enjoyment, and other aspects pertaining to intrinsic motivation. On the other hand, conversational interfaces have been argued to have advantages over traditional GUIs due to facilitating a more human-like interaction. Conversational microtasking has recently been proposed to improve worker engagement in microtask marketplaces. The contexts of games and crowd work are underlined by the need to motivate and engage participants, yet the potential of using worker avatars to promote self-identification and improve worker satisfaction in microtask crowdsourcing has remained unexplored. Addressing this knowledge gap, we carried out a between-subject study involving 360 crowd workers. We investigated how worker avatars influence quality related outcomes of workers and their perceived experience, in conventional web and novel conversational interfaces. We equipped workers with the functionality of customizing their avatars, and selecting characterizations for their avatars, to understand whether identifying with an avatar can increase the motivation of workers. We found that using worker avatars with conversational interfaces can effectively reduce cognitive workload and increase worker retention. Our results indicate the occurrence of similarity and wishful avatar identification in crowdsourcing. Our findings have important implications in alleviating workers' perceived workload and on the design of crowdsourcing microtasks.
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Jiang, Yukun, Xinyue Shen, Rui Wen, Zeyang Sha, Junjie Chu, Yugeng Liu, Michael Backes, and Yang Zhang. "Games and Beyond: Analyzing the Bullet Chats of Esports Livestreaming." Proceedings of the International AAAI Conference on Web and Social Media 18 (May 28, 2024): 761–73. http://dx.doi.org/10.1609/icwsm.v18i1.31350.

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Esports, short for electronic sports, is a form of competition using video games and has attracted more than 530 million audiences worldwide. To watch esports, people utilize online livestreaming platforms. Recently, a novel interaction method, namely "bullet chats," has been introduced on these platforms. Different from conventional comments, bullet chats are scrolling comments posted by audiences that are synchronized to the livestreaming timeline, enabling audiences to share and communicate their immediate perspectives. The real-time nature of bullet chats, therefore, brings a new perspective to esports analysis. In this paper, we conduct the first empirical study on the bullet chats for esports, focusing on one of the most popular video games, i.e., League of Legends (LoL). Specifically, we collect 21 million bullet chats of LoL from Jan. 2023 to Mar. 2023 across two mainstream platforms (Bilibili and Huya). By performing quantitative analysis, we reveal how the quantity and toxicity of bullet chats distribute (and change) w.r.t. three aspects, i.e., the season, the team, and the match. Our findings show that teams with higher rankings tend to attract a greater quantity of bullet chats, and these chats are often characterized by a higher degree of toxicity. We then utilize topic modeling to identify topics among bullet chats. Interestingly, we find that a considerable portion of topics (14.14% on Bilibili and 22.94% on Huya) discuss themes beyond the game, including genders, entertainment stars, non-esports athletes, and so on. Besides, by further modeling topics on toxic bullet chats, we find hateful speech targeting different social groups, ranging from professions, regions, etc. To the best of our knowledge, this work is the first measurement of bullet chats on esports livestreaming. We believe our study can shed light on esports research from the perspective of bullet chats.
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Podrіgalo, L., S. Piatysotska, Y. Zhernovnikova, and H. Poltoratska. "Hygienic assessment of gaming conditions in the context of studying health risk factors for video game players." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 2(174) (February 17, 2024): 145–50. http://dx.doi.org/10.31392/udu-nc.series15.2024.2(174).32.

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The article investigates the impact of regular engagement in computer games on the health of young individuals. Survey results indicate that players encounter issues with the musculoskeletal system and visual analyzer, including muscle pain, headaches, numbness, and spasms. An analysis of psychophysiological and social aspects reveals that esports athletes face not only physical problems but also psychological stress. Identified psychological issues include mood decline, anxiety, and irritability. The authors identify key health risk factors for esports athletes, such as high gaming frequency and duration, signs of computer dependency, lack of specialized equipment and furniture, consumption of stimulating substances during gaming, sedentary lifestyle, and sleep disturbances. The research underscores the importance of preventive measures and raising awareness of health risks among computer game players. The findings emphasize the need for a comprehensive approach to the well-being of this demographic, addressing both physical and mental aspects. The study contributes valuable insights into the multifaceted challenges associated with regular computer gaming, providing a foundation for developing strategies to mitigate potential health risks. Implementing preventive measures and fostering an understanding of the risks involved are crucial for promoting the health and well-being of individuals engaged in computer gaming activities.
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