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…
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…
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…
“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.
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…
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…
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…
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 …
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.
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…