Search results for "VIDEO GAMES"

showing 10 items of 102 documents

Punchline behind the hotspot : structures of humor, puzzle, and sexuality in adventure games (with Leisure Suit Larry in Several Wrong Places)

2021

Back in the late 1970s and early 1980s, during the embryonic era of computers, hackers, and all that digitalized punk jazz, who would have guessed that one of the period’s juvenile narrative arts—“interactive fiction” it was called at the time—would soon lead to a pop cultural revolution? A young scholar named Mary Ann Buckles did. Having spent years analyzing a piece of software that the present history knows as the most influential of all computerized text-based playthings, Adventure, in 1985, Buckles eventually completed her doctoral dissertation with a first-ever focus on something that had thus far been struggling to be taken seriously by cultural critics: storygames running on compute…

Sex in video gamesseikkailupelitvideopelitComputer adventure games -- HumorvitsitPuzzles and gamesLeisure suit Larry -- Computer gamesseksualisoituminenongelmanratkaisupelitseksuaalisuushuumoridigitaaliset pelitVideo games -- Social aspects
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EmoTIC: Impact of a game-based social-emotional programme on adolescents

2021

[EN] Introduction Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence. Materials and methods The participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their em…

Social CognitionMaleApplied psychologyEmotionsIntelligenceSocial SciencesInnovación educacionalAnxietyAdolescentsFamiliesLearning and MemorySurveys and QuestionnairesSocial emotional learningMedicine and Health SciencesPsychologyChildChildrenEmotional IntelligenceMultidisciplinary05 social sciencesQR050301 educationMétodo de aprendizajeMedicineEngineering and TechnologyGame basedFemalePsychology050104 developmental & child psychologyResearch ArticleSocial PsychologyAdolescentScienceMEDLINEPsychological StressEquipmentHuman LearningMental Health and PsychiatryLearningHumans0501 psychology and cognitive sciencesCommunication EquipmentBehaviorEnseñanza secundariaCognitive PsychologyBiology and Life SciencesSelf ConceptProsocial BehaviorGames ExperimentalVideo GamesAge GroupsPeople and PlacesCognitive SciencePopulation GroupingsCell Phones0503 educationLENGUAJES Y SISTEMAS INFORMATICOSNeurosciencePLoS ONE
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Les jeux vidéo comme instruments de techno-transe

2016

International audience; This article aims to reopen the genealogy of video games, studying the similarities they share with what the author calls ‘techno-trance devices’. These devices, which are contemporary to the first video games in the early 1960s, rely on the creative hijacking of laboratory instruments. They share numerous technical and media properties with video games. Moreover, there are some records of these techno-trance devices being used during religious practices at the time, which might lead to speculation of a latent trance influence in video games as apparatuses. These shared properties between video games and these devices, derived from counterculture, are thus studied th…

Sociology and Political ScienceTrance0603 philosophy ethics and religioncomputer.software_genre[SHS.HISPHILSO]Humanities and Social Sciences/History Philosophy and Sociology of SciencescomputinginformatiqueSociologyVideo game cultureSpeculation060303 religions & theologyMultimedia05 social sciencesReligious studiesMedia studies[SHS.PHIL]Humanities and Social Sciences/Philosophyvideo games06 humanities and the artstrancecontre-culture050903 gender studiesCountercultureAnthropologycounterculturejeux vidéo0509 other social sciencestransecomputer
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Morality in Let’s Play narrations : Moral evaluations of Gothic monsters in gameplay videos of Fallout 3

2018

Performative Let’s Play gaming videos are a part of contemporary Internet culture through which morality becomes shared. Many digital games draw on Gothic traditions to feature human-like monsters who demand morally complex interpretations from players. This study examines what kinds of moral evaluations players form of ambiguous Gothic monsters in Let’s Play videos of the action role-playing game Fallout 3. With a discourse analysis of transcribed speech obtained from 20 Let’s Play series on YouTube, it argues that the moral evaluations that players actively produce impact significantly on the play experience, that players take diverse moral stances whose (in)determinacy varies based on w…

Sociology and Political Sciencemedia_common.quotation_subjectvideopelitdigital gamesmonsters050801 communication & media studiesPerformative utterancepelikulttuuri0508 media and communicationsgothicgotiikkata616Sociologyhirviötmedia_common060201 languages & linguisticsCommunicationgameplay05 social sciencesvideo games06 humanities and the artsmoralityMoralityverkkovideotCyberculturelet’s playmoraaliFeature (computer vision)Aesthetics0602 languages and literatureetiikkadigitaaliset pelitgaming cultureNew Media and Society
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Wyjątkowość doświadczenia śmierci w artystycznych grach wideo

2015

Video games present different meanings of death than those conditioned by social and cultural contexts. Most games treat the motif of death instrumentally. Therefore, death is usually a norm and a rule in typical video games. However, art games present a different sense of death, one that defies its conventional meanings. The article analyses the different presentations of death in three art games: "Passage" (Rohrer, 2007), "The Graveyard" (Tale of Tales, 2008) and "Queers in Love at the End of the World" (Anthropy, 2013). These productions prove that video games are an excellent medium to offer players a deep emotional experience, which can also encourage taking a fundamental and more prof…

Tale of TalesJason Rohrerart gamesdeathAnna Anthropyvideo gamesGeneral MedicineReplay. The Polish Journal of Game Studies
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Nursing students' perceptions of a video-based serious game's educational value: A pilot study.

2018

Abstract Background Despite an increasing number of serious games (SGs) in nursing education, few evaluation studies specifically address their educational value in terms of face, content, and construct validity. Objectives To assess nursing students' perceptions of a video-based SG in terms of face, content, and construct validity. In addition, the study assessed perceptions of usability, individual factors, and preferences regarding future use. Design A pilot study was conducted. Setting and Participants An SG prototype was implemented as part of two simulation courses in nursing education: one for home health care and one for hospital medical-surgical wards. The SG aimed to teach clinica…

Value (ethics)Male020205 medical informaticsmedia_common.quotation_subjectE-learning (theory)educationPilot Projects02 engineering and technologySerious gameEducationInformationSystems_GENERAL03 medical and health sciencesYoung AdultNursingPerceptionSurveys and QuestionnairesHealth careComputingMilieux_COMPUTERSANDEDUCATION0202 electrical engineering electronic engineering information engineeringHumansLearningComputer SimulationNurse educationEducation NursingGeneral NursingProblem Solvingmedia_common030504 nursingbusiness.industryConstruct validityUsabilityNursing Education ResearchVideo GamesFemaleStudents NursingClinical Competence0305 other medical sciencebusinessPsychologyNurse education today
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Problematic gaming is associated with some health-related behaviors among Finnish vocational school students

2020

The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population of vocational school students. Data collection was performed (N = 1335) via an online survey in vocational school units in northern Finland. The survey incorporated the Internet Gaming Disorder Test (IGD10) as well as self-reported measures including questions on socio-demographics, information on the living arrangements of participants, gaming habits, and health-related behaviors. Eightyfour percent (n = 773) of the respondents (an average age of 17.5 years [SD = 4.4]) played digital games regularly. Male gender, daily game use, ha…

Video gamesGaming disorderHealthvideopelitterveyskäyttäytymineneducationammattikoululaisetterveyshuman activities
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Alternative options for prescribing physical activity among obese children and adolescents: brisk walking supported by an exergaming platform

2015

[EN] Background: Physical inactivity has been identified as an important public health concern for children. An increasing sedentary way of life is directly related to obesity; hence, prevention and management of childhood obesity are commonly based on lifestyle interventions wherein increasing physical activity is one of the main targets. The use of exergames can be useful in promoting physical activity, but it is necessary more research. This study analyzes the effects of an exergaming platform that involves brisk walking, on perceived exertion, self-efficacy, positive expectations and satisfaction in a sample of clinically obese children, as compared with normal weight children. Physiolo…

Video gamesPaediatric obesityAcceptabilityPhysical activity
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Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency

2015

Exergaming, a form of digital gaming that combines physical exercise and video games, has become increasingly common in recent years. Exergaming has also become a subject of growing interest among academic researchers. They can be used to motivate people towards more active and a healthier lifestyle. This study examines the adoption and habits of playing exergames, focusing especially on whether and how exercise and gaming backgrounds are associated with the usage of these types of games. The study is based on analyzing an online survey sample of 1,091 respondents through contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results reveal interest…

active video gamesonline surveyadoptiohabits of playingexergames
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Sztuka gier wideo. Wybrane aspekty badań nad estetycznością i artyzmem gier komputerowych

2015

Autor podejmuje problematykę różnorodności stanowisk krytycznych w badaniach nad estetycznością i artyzmem gier wideo (stanowiska te są częścią pluralistycznego dyskursu nad sztuką gier komputerowych). W artykule zestawione zostają sądy i teorie reprezentujące różne sposoby traktowania kategorii estetyczności i artyzmu gier wideo, ze szczególnym uwzględnieniem argumentów negujących i aprobujących istnienie sztuki gier komputerowych. Obok zarysu genezy artystycznych gier wideo podejmowana jest refleksja nad teorią badań sztuki gier komputerowych w odniesieniu do teorii sztuki Ryszarda W. Kluszczyńskiego oraz Josepha Margolisa.

artistic video gamesteoria sztukiaestheticsart of video gamessztuka gier wideotheory of artartystyczne gry wideoestetykaHomo Ludens
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