Search results for "GAMING"
showing 10 items of 96 documents
Asymmetries of Knowledge and Epistemic Change in Social Gaming Interaction
2014
While a growing number of studies investigate the role of knowledge and interactional management of knowledge asymmetries in conversation analysis, the epistemic organization of multilingual and second language interactions is still largely unexplored. This article addresses this issue by investigating how knowledge asymmetries and changing positions with regard to knowledge impact social interaction in multilingual gaming activities. Drawing on a collection of video recordings of social gaming sessions collected over a two year period and involving the same two participants, we examine how the participants orient to knowledge and deal with knowledge asymmetries while solving game-related p…
Wargaming.net mārketinga stratēģiju salīdzinājums dažādos pasaules reģionos un uzņēmuma pārdošanas komunikācijas rāmējumi
2019
Wargaming.net mārketinga stratēģiju salīdzinājums dažādos pasaules reģionos un uzņēmuma pārdošanas komunikācijas rāmējumi, apskata uzņēmuma komunikāciju un mārketinga stratēģiju Amerikas, Krievijas, Eiropas, Āzijas un Ķīnas reģionā. Apskatot teoriju par uzņēmējdarbību, mārketinga stratēģiju un organizācijas komunikāciju tiek novērota pārdošanas komunikācijas atšķirības katra reģiona klasterī. Pētījums veikts izmantojot kvalitatīvās un kvantitatīvā pētniecības metodes, proti, kvalitatīvā kontentanalīze, aptauja, padziļinātās intervijas un eksperta intervija. Pētījums parāda, ka 10% spēlētāju, kuri tērē naudu spēlē nosaka kompānijas mārketinga stratēģiju. Tā dēļ, kopš 2016. gada, vērojams spē…
I-gaming contracts: a first appraisal from a consumer point of view
2016
The essay illustrates some critical aspects regarding the contractual relations between online gambling service providers and the community of online gamblers. Such kind of agreements, given their trans-border nature and the electronic environment, imply mostly unexplored matters related to conflict of laws' matters (applicable law and jurisdiction), place of conclusion, and consumer/user protection.
Nuorten tietokone- ja konsolipelaaminen ja vanhempien rooli : WHO-Koululaistutkimus
2017
TIIVISTELMÄ Nuorten tietokone- ja konsolipelaaminen ja vanhempien rooli, WHO-Koululaistutkimus Laura Miettinen Terveyskasvatuksen Pro gradu -tutkielma Jyväskylän yliopisto, Liikuntatieteellinen tiedekunta 2017 75 sivua, 22 liitettä Ohjaaja TtT Raili Välimaa Pro gradu -tutkielmassa tarkasteltiin koulupäivisin ja viikonloppuisin pelaamiseen käytetyn ajan vaihtelua sukupuolen, luokkatason, koetun äidin ja isän valvonnan, koetun äidin ja isän kiintymyssuhteen ja perheeseen liittyvien tekijöiden mukaan. Lisäksi tarkasteltiin oireiden kokemisen yleisyyttä pelaamiseen käytetyn ajan suhteen 5-, 7- ja 9-luokkalaisilla pojilla ja tytöillä. Perheeseen liittyviä tekijöitä olivat nuoren internetin käytt…
Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales
2021
Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried ou…
Reconstructing the Gothic in games and gaming : Gothic monsters and ideology in the story world and player experiences of Fallout 3
2018
This dissertation research investigates the deployment of Gothic elements in digital games and player experiences of Gothic monsters. The Gothic is a rich and popular resource for games that, through representations of monstrosities and injustice, aims to induce in players a pleasurable feeling of discomfort, yet also reflects contemporary anxieties. The dissertation comprises three case studies of which the first two are close readings of the action role-playing game Fallout 3 and the third discourse analysis of transcribed player narration from Let’s Play (LP) gameplay videos. More specifically, the case studies discuss the dual role of Gothic monstrosities as a cause and consequence of t…
Immersive gaming as journalism
2021
This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…
Exergaming usage : hedonic and utilitarian aspects
2017
There is a growing demand for information systems (IS) that could advance desirable health behaviours among people. While digital gaming has generally been perceived to increase individuals’ sedentary time, gaming can also act as a medium to promote health, for example, by increasing individuals’ levels of physical activity. Exergaming, a form of digital gaming that combines games with physical activity, has been mentioned as potential means of influencing physical activity levels. Previous research on exergaming has been dominated by a very device-centric perspective, focusing more on its technological and physical aspects, than a more user-centric perspective that focuses on the users and…
Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic
2022
AbstractIn this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming operates in the lives and psychosocial wellbeing of those who actively play videogames during a crisis, such as the COVID-19 pandemic in 2020. Informed by an explorative survey (N = 793), interpretive phenomenological analysis was applied to interview data from actively gaming Chinese (n = 10) and Finnish (n = 10) participants. Our findings demonstrate how the general increase of pandemic-time gaming did not manifest in all player groups, but in some life contexts gaming activity rather decreased along with reformations in subjective meaning hierarchies and values. Ultimately, eight subo…
« De la monogamie au « polygaming ».: "Le « papillonnage numérique », nouveau paradigme sentimentalo-sexuel "
2014
CIMEOS / Equipe 3S, Université de Bourgogne; International audience