Search results for "VIDEO GAMES"

showing 10 items of 102 documents

Syöpää, sotaa ja masennusta

2018

autobiographical approachnarratiivisuusgame researchomaelämäkerrallisuusvideopelitepäonnistuminenvideo gamesnarrativitypelitutkimusfailure
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The next level of research on electronic play : potential benefits and contextual influences for children and adolescents

2005

Most research on electronic play has focused on its possible negative effects for children and adolescents, and contextual factors such as socioeconomic status (SES) and culture are rarely considered. This article considers the potential benefits of electronic play from a psychological perspective, as well as individual and contextual factors that may shape the influence of electronic play for children and adolescents. Demographics of players and the games themselves are presented, and recommendations for research and policy are discussed.

child developmentelectronic playvideopelitvideo gameselektroniset pelitcontextculture
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Metodologies competencials en la formació literària de mestres: experiències didàctiques per fomentar el pensament reflexiu: Competence-based methodo…

2023

L’objectiu d’aquest article és descriure i analitzar alguns projectes d’educació literària realitzats durant els últims vuit anys en el marc de la formació de docents per tal de reflexionar sobre la importància de l’ús de metodologies actives i competencials per l’ensenyament de la literatura al context universitari. Aquests projectes conformen experiències didàctiques com ara tallers d’escriptura, rutes literàries i l’ús dels videojocs per al foment lector. Presentem un comentari qualitatiu dels resultats d’aprenentatge més significatius i de la valoració dels estudiants a partir de la tria de diverses mostres. Finalment, arribem a la conclusió que aquestes experiències promouen no només l…

educació literàriavideojuegostallers de creativitatliterary educationOcean Engineeringvideo gameseducación literaria.creativity workshopsrutes literàriestalleres de creatividadproject-based learningaprendizaje por proyectosrutas literariasvideojocsMaterial didàcticLiteraturaliterary routesEducacióSafety Risk Reliability and Qualityaprenentatge per projectesPedagogia
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A milestone in the era of esports: The Olympics through the lens of virtual reality

2022

Whether the International Olympic Committee (IOC) ever includes electronic sports (esports) in the official program of the Olympic Games, the popularity of competitive gaming continues to grow—sports present a modern audience powerhouse the world cannot fail to notice. By the end of 2025, the number of viewers in esports is expected to reach 640.8 million and revenue growth of 1,866.2 billion U.S. dollars (Gough, 2022). Over 170 colleges in the United States have established varsity esports teams and offer esports players' educational opportunities, including partial or full scholarships (Lyman, 2022). Esports has also found its place in schools, largely influencing the youth (Rothwell and …

esportsphysical activityvirtual realityvideo gamesOlympicsGeneral PsychologyFrontiers in Psychology
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(Re-)Balancing the Triforce : Gender representation and androgynous masculinity in the Legend of Zelda series

2019

The Legend of Zelda series is one of the most beloved and acclaimed Japanese video game franchises in the world. The series’ protagonist is an androgynous male character, though recent conversations between Nintendo and players have focused on gender representation in the newest title in the series, Breath of the Wild. Considering these discussions, this article provides an analysis of Link, the protagonist and player character of The Legend of Zelda series. This analysis includes a discussion of the character’s androgynous design, its historical context, official Nintendo paratextual material, developer interviews, and commentary from fans and critics of the series. As an iconic androgynou…

feminismgendervideo gamesNintendoLegend of Zeldaandrogyny
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Premorbid Personality Traits as Risk Factors for Behavioral Addictions: A Systematic Review of a Vulnerability Hypothesis

2023

The debate on personality structure and behavioral addictions is an outstanding issue. According to some authors, behavioral addictions could arise from a premorbid personality, while for others, it could result from a pathological use of technological tools. The current study aims to investigate whether, in the latest literature, personality traits have been identified as predictors of behavioral addictions. A literature search was conducted under the PRISMA methodology, considering the most relevant studies of the five-factor model from the past 10 years. Overall, most studies on addiction, personality traits, and personality genetics proved that behavioral addiction may be an epiphenomen…

gamblingSettore M-PSI/01 - Psicologia GeneraleSettore M-PSI/02 - Psicobiologia E Psicologia FisiologicaPediatrics Perinatology and Child Healthinternet gaming disordervideo games addictionneuroticismbrain reward systempremorbid personalityChildren
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Success factors of game industry crowdfunding campaigns

2017

Tutkimuksen tarkoituksena oli selvittää mitkä ovat pelialan joukkorahoituskampanjoiden menestystekijöitä. Aiempaan joukkorahoitukseen sekä pelialaan keskittyneiden tutkimusten perusteella luotiin teoreettinen malli kuvaamaan tärkeimpiä menestystekijöitä ja niiden suhteita. Tätä mallia testattiin haastattelemalla kolmen eri joukkorahoituskampanjan perustajia. Aiemman teorian sekä haastattelujen perusteella selvisi, että pelialan joukkorahoituskampanjoilla on kuusi selkeää menestystekijää: kampanjan palkkiot, kampanjan tavoitteet, kampanjan sekä tuotteen laatu, projektitiimi, joukkorahoittajien luoma yhteisö sekä suoritetut esivalmistelut. Tutkimustuloksia ja niiden perus…

game industryjoukkorahoituscrowdfundingviral marketingpelialamenestystekijätvideopelitvideo gamesviraalimarkkinointimenestystekijätsuccess factors
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Machine Translation and Gender biases in video game localisation: a corpus-based analysis

2021

The video game industry has been a historically gender-biased terrain due to a higher number of male protagonists and hypersexualised representations [Dietz, 1998; Downs & Smith, 2010; Lynch et al., 2016]. Nowadays, echoing the debate on inclusive language, companies attempt to erase gender disparity by introducing main female characters as well as non-binary characters. From a technological point of view, even though recent studies show that Machine Translation remains largely unadopted by individual video game localisers [Rivas Ginel, 2021], multilanguage vendors are willing to invest in these tools to reduce costs [LIND, 2020]. However, the predominance of the masculine in Natural La…

gender biasGender biasesNeural Machine Translation NMTNMTcorpusvideo gamescorpora[SHS.LANGUE]Humanities and Social Sciences/LinguisticsVideo game Localisation[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUSmachine translation
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From a Finnish player to an English avatar : language alternation in immersive video gaming sessions

2015

Videopelien pelaamisesta on tullut suosittu harrastus, joka sisältää usein aktiivista ja monikielistä kommunikointia pelaajien kesken. Pelaamisen sosiaalisuutta ja keskustelijoiden koodinvaihtoa käsittelevän tutkimuksen asetelmat ovat keskittyneet yhdellä ruudulla pelattaviin konsolipeleihin, vaikka internet on mahdollistanut etämoninpelaamisen ja ääniviestien välittämän vuorovaikutuksen. Kokemus virtuaaliseen maailmaan eläytymisestä voi muovata pelaajien välistä keskustelua, ja ilman kehonkieltä kielellisillä valinnoilla on pelaajien reaktioiden sekä hahmoihin samaistumisen ilmaisemisessa entistä suurempi rooli. Tämän tutkielman tarkoitus oli selvittää, mihin tarkoituksiin ja kuinka laajas…

immersionEnglishFinnishvideo gamescode-switching
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Immersion revisited:A review of existing definitions of immersion and their relation to different theories of presence

2016

The term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media. Moreover, immersion is oftentimes used interchangeably with the terms presence and engagement. This article details a review of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly divided into three categories, each representing a dimension of the taxonomy: immersion as a p…

immersionSocial Psychologylcsh:T58.5-58.64Computer sciencelcsh:Information technologyCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTINGvideo gamesVirtual realitycomputer.software_genre050105 experimental psychologyHuman-Computer Interaction03 medical and health sciences0302 clinical medicineVirtual machinevirtual environmentsComputer graphics (images)Immersion (virtual reality)virtual reality0501 psychology and cognitive sciencespresencecomputer030217 neurology & neurosurgery
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