Search results for "GAMING"
showing 10 items of 96 documents
Agent-based Social Gaming with AMUSE
2014
Abstract This paper describes the core features and the multi-agent architecture of AMUSE (Agent-based Multi-User Social Environment), a novel agent-based platform for social gaming. AMUSE is designed to offer game developers readymade solutions to many issues that are common to social games like, e.g., advanced management of matches, turns and players. AMUSE is developed on top of WADE to leverage the scalable and solid agent-based deployment environment and the PaaS approach that it provides. This paper first outlines some of the motivations that originated the development of AMUSE. Then, it presents the multi-agent architecture of AMUSE and it enumerates the major applicative features th…
Research Directions in the Study of Gaming-Related Escapism: a Commentary to Melodia, Canale, and Griffiths (2020)
2021
AbstractEscapism motivations and related processes (e.g., avoidance, dissociation, relaxation, and emotion dysregulation) have been identified as risk factors for problematic gaming. However, the escapism construct has often been poorly conceptualized and operationalized in assessment instruments. In their systematic review, Melodia et al. (2020) proposed that conceptualizing escapism as an avoidant coping strategy could provide a sound basis for further study of problematic gaming. In this commentary, we critically examine some terminological and conceptual issues in relation to escapism to guide future research.
Alimentare sogni, destrutturare speranze. Politiche di offerta e dinamica della domanda di gioco aleatorio nell’Italia contemporanea
2013
I dati sul coinvolgimento degli italiani nel consumo di giochi di tipo alea (gambling in genere, scommesse, lotterie ecc.) evidenziano come negli ultimi dieci anni la pratica della “scommessa” sia diventata oltremodo diffusa. A questa crescita ha certamente contribuito, oltre alla crisi congiunturale richiamata da alcuni studiosi quale causa contingente, sia l‘aumento dell’offerta di gioco, cresciuta notevolmente rispetto al passato e in Italia fondamentalmente gestita dal monopolio statale, sia la maggiore accessibilità consentita dalle nuove tecnologie della comunicazione. Nell’intervento si descrive lo stato attuale della domanda e dell’offerta del consumo di gioco, prendendo in consider…
Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences
2019
Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (i.e., the amount of cognitive effort a task requires) in that process. Toward this end, our study aimed to investigate how cognitive task demand during gameplay affects users’ recovery experiences. Results of a laboratory experiment suggest that dif…
The serial mediation effects of body image-coping strategies and avatar-identification in the relationship between self-concept clarity and gaming di…
2023
Gaming disorder (GD) has been recognized as a mental health problem, resulting in adverse and psychosocial consequences. Although previous evidence suggests poorer self-concept clarity (SCC) and avatar identification are associated with GD, less is known about the mediating role of body-image coping strategies (appearance- fixing and avoidance, a form of escapism) in this relationship. A total of 214 Italian online gamers (64 % males) were anonymously recruited online by posting the survey link on social media gaming forums and other online sites. The participants’ ages ranged from 18 to 59 years (M = 24.07 years, SD = 5.19). The results of the correlational analysis showed that SCC was neg…
Rationale for and usefulness of the inclusion of gaming disorder in the ICD-11.
2021
Computer Games and Fine Motor Skills
2012
The study seeks to determine the influence of computer games on fine motor skills in young adults, an area of incomplete understanding and verification. We hypothesized that computer gaming could have a positive influence on basic motor skills, such as precision, aiming, speed, dexterity, or tremor. We examined 30 habitual game users (F/M – 3/27; age range 20–25 years) of the highly interactive game Counter Strike, in which players impersonate soldiers on a battlefield, and 30 age- and gender-matched subjects who declared never to play games. Selected tests from the Vienna Test System were used to assess fine motor skills and tremor. The results demonstrate that the game users scored apprec…
Expert appraisal of criteria for assessing gaming disorder: An international Delphi study
2021
Background and aims Following the recognition of ‘internet gaming disorder’ (IGD) as a condition requiring further study by the DSM‐5, ‘gaming disorder’ (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the eleventh revision of the International Classification of Diseases (ICD‐11). However, the proposed diagnostic criteria for gaming disorder remain the subject of debate, and there has been no systematic attempt to integrate the views of different groups of experts. To achieve a more systematic agreement on this new disorder, this study employed the Delphi expert consensus method to obtain expert agreement on the diagnostic validity, clinical util…
2016
The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In section 1.1, we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in section 1.2, we go on to discuss recent evidence indicating that immersion in VR can have psy…
Rendering in corso...
2022
Introduzione al libro "Gaming" di Alexander R. Galloway Introduction to Alexander R. Galloway's "Gaming" book