Search results for "Video game"

showing 10 items of 151 documents

Using a game environment to foster collaborative learning: a design‐based study

2011

Designing collaborative three‐dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the ‘design‐based research’ methodology are described; these have been used to support collaborative learning in the vocational context. The aim of the empirical study is to determine, firstly, what kinds of design elements were essential from the point of view of the collaboration, and secondly, what kinds of discussions students engage in during the game. In this study, three essential features of design elements stood out. Firstly, the scripted tasks have to require true c…

Cooperative learningKnowledge managementVideo game developmentComputer scienceInstructional designbusiness.industryCommunicationTeaching methodEducational technologyCollaborative learningComputer Science ApplicationsEducationGame designActive learningbusinessInformation SystemsTechnology, Pedagogy and Education
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Adicción a la pornografía: interferencia atencional y gravedad del consumo

2019

Introducción: El aumento del uso de las Tecnologías de la Información y la Comunicación (TICS) e Internet en nuestra sociedad ha potenciado la aparición de nuevas formas de adicción. Una de las más relevantes por sus implicaciones sociosanitarias sería la adicción al cibersexo, y más en concreto, el visionado excesivo de pornografía online. Numerosos estudios apuntan que, en determinadas personas, el visionado de pornografía puede sobrevenir excesivo e incontrolado, generando graves problemas en las diferentes áreas de la vida. Por ello, es importante explorar aquellos factores que actúan como predisponentes o mantenedores de este problema. Se postula que uno de ellos podría ser la capacida…

Cue reactivityAddictionmedia_common.quotation_subjectReading (process)PornographyAttentional biasPsychologyVideo gamemedia_commonStroop effectCognitive psychologyTask (project management)International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología.
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Establishing Video Game Genres Using Data-Driven Modeling and Product Databases

2015

Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We also compare the results of our data-driven model with two product databases, Metacritic and Mobyga…

Cultural StudiesTopic modelta520Game genreComputer sciencegenresvideopelitdigital gamesgenret050801 communication & media studiestext miningcomputer.software_genreData-driven0508 media and communicationsArts and Humanities (miscellaneous)quantitativeta517ta518topic modelMetacriticVideo gameta512game corpusApplied Psychologyta515ta113Databaseta213Communicationtekstinlouhinta05 social sciences050301 educationvideo gamesHuman-Computer Interactiondata-driven modelingDominance (economics)Anthropology0503 educationcomputerdigitaaliset pelitMobygamesgame genreGAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA
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“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming

2022

In this paper the focus is on the representations of “middle-aged” or “aging” women streamers in western media. I analyze discussions in Western online media around a case of Chinese DouYu live-streamer. “Qiaobiluo Dianxia,” as her streamer name goes, became a topic in Western media after a glitch in her live stream revealed her to be a middle-aged woman, rather than young woman she was assumed to be. The discussions are analyzed with critical discourse analysis. It is argued that the aging bodies of women, both their presence and absence, should be read and understood through toxic gaming culture and geek masculinity and the hegemonic discourse they constitute.

Cultural StudiesnettivideotVisual Arts and Performing Artsvideopelitnaisellisuusvideo gamescritical discourse analysispelikulttuuridiskurssianalyysisukupuoliTwitchagesukupuoliroolitgenderstreamingikäsuoratoistopalvelutTelevision & New Media
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Internet Gaming Disorder profiles and their associations with social engagement behaviours.

2021

Abstract Internet Gaming Disorder (IGD), describes the abuse of Internet games with detrimental impact to the real-life social engagement of some gamers. Indeed, evidence suggests that gamers differ on the severity and way in which they express IGD symptoms, as well as their social engagement behaviours. The present study aimed to: a) profile gamers regarding their experience of IGD symptoms and; b) examine how different IGD profiles varied on social engagement behaviours. Methods: A sample consisting of 1032 gamers (18–72 years, Mage = 24) was assessed with the Internet Gaming Disorder Scale 9 Items Short Form (IGDS9-SF) and social engagement questions regarding their participation in empl…

Divorced parentschemical and pharmacologic phenomenaImmunoglobulin DRisk profileDevelopmental psychology03 medical and health sciences0302 clinical medicinestomatognathic systemimmune system diseaseshemic and lymphatic diseasesLIVING STATUSHumansBiological PsychiatryInternetbiologybusiness.industryhemic and immune systemsSocial engagementSocial Participation030227 psychiatryBehavior AddictivePsychiatry and Mental healthVideo GamesScale (social sciences)biology.proteinNormativeEducational StatusThe InternetbusinessPsychology030217 neurology & neurosurgeryInternet Addiction DisorderJournal of psychiatric research
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All that glitters is not gold. The rise of gaming in the COVID-19 pandemic

2020

Abstract The COVID-19 pandemic has led to an unprecedented situation, with incalculable health, social, and economic consequences. At the start of the outbreak, the financial markets collapsed, although not all sectors suffered equally. The gaming and eSports industry is one of those that has suffered the least from the fall in the markets. Millions of people locked up at home, bored, stressed, and anguished, gave gaming and eSports companies growing prominence throughout the first half of 2020. This prominence has elicited interest in analyzing which variables can influence the returns in an industry in better financial health than many others. Using a logit–probit model, this research aim…

Economics and EconometricsExchange-traded fundIndex (economics)Coronavirus disease 2019 (COVID-19)GamingManagement of Technology and Innovationlcsh:AZ20-999ddc:6500502 economics and businessDevelopment economicsPandemiclcsh:Social sciences (General)Business and International ManagementgamingM150Video gameEconomic consequencesMarketingF65005 social sciencesFinancial marketCOVID-19Regular Articlegoldlcsh:History of scholarship and learning. The humanitieseSportsVIXlcsh:H1-99SVI050211 marketingGoldBusinessVolatility (finance)050203 business & managementJournal of Innovation & Knowledge
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El tiempo de uso de los videojuegos en el rendimiento académico de los adolescentes

2020

El uso de los videojuegos entre los jóvenes ha generado una gran preocupación por sus posibles efectos negativos para su salud, socialización y rendimiento académico. Respecto a este último aspecto, existen estudios que apuntan a que los videojuegos son negativos para el rendimiento académico mientras que en otras investigaciones se encuentran efectos positivos. Por esto, el presente trabajo se ocupa de las relaciones entre el tiempo de uso de videojuegos y el rendimiento académico de los escolares adolescentes de la Comunidad Valenciana. Se utilizó un cuestionario ad hoc, validado a través de juicio de expertos (0,8 validez y confiabilidad) para realizar este estudio transversal ex post fa…

EncuestaCultural StudiesApplied psychologyRendimiento académicoValidity050801 communication & media studiesSecondary educationAcademic achievementAcademic performanceAdolescentsAffect (psychology)ValencianEducationVideo gamesVideojuegos0508 media and communicationsGamersOcio tecnológicoVideojugadoresSurveyAdolescentesVideo gameEsportsEducación secundariaTICStudent populationDigital leisurePoint (typography)Communication05 social sciencesSocialization050301 educationlanguage.human_languageICTlanguagePsychology0503 educationJocs per ordinadorComunicar
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HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

2015

This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …

EngineeringProcess (engineering)media_common.quotation_subjectPhysical activityIncreased physical activityphysical activityentertainment; physical activity; video games; children; playgrounds; ubiquitous02 engineering and technologycomputer.software_genrelcsh:Chemical technologyBiochemistryArticleAnalytical ChemistryEntertainmentWearable Electronic DevicesNonverbal communicationentertainmentchildren0202 electrical engineering electronic engineering information engineeringHumansLearning0501 psychology and cognitive sciencesNarrativelcsh:TP1-1185Electrical and Electronic EngineeringExerciseInstrumentation050107 human factorsmedia_commonTeamworkSchoolsMultimediabusiness.industryCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTING020207 software engineeringvideo gamesCreativityMobile ApplicationsAtomic and Molecular Physics and OpticsubiquitousplaygroundsbusinesscomputerSensors; Volume 16; Issue 4; Pages: 586
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How Are Agile Methods and Practices Deployed in Video Game Development? A Survey into Finnish Game Studios

2013

Agile methods and practices are largely deployed in software engineering. Game development shares many features that have given rise to the emergence of agility in software engineering. There is, however, a lack of understanding of the extent to which agile methods and practices are actually deployed in video game development and with which impacts. This paper reports on a survey into Finnish game studios. It shows that Scrum and, to a lesser degree, XP and Kanban are frequently used in the game studios. The most positive impacts of agility concern communication, quality of video games, and finding fun and implementable features earlier.

EngineeringVideo game developmentMultimediabusiness.industryGame design documentmedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreScrumEngineering managementKanban (development)Quality (business)businessGame DevelopercomputerStudioAgile software developmentmedia_common
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Narrative Definitions for Game Design

2010

Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an enter…

Game art designGame mechanicsGame designMultimediaComputer scienceGame design documentComputingMilieux_PERSONALCOMPUTINGLevel designGame DeveloperVideo game designcomputer.software_genrecomputerComputer game
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