Search results for "digital games"

showing 10 items of 21 documents

Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students.

2019

This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB …

MaleAdolescentPsychometricsPopulationdigital games050109 social psychology050105 experimental psychologygaming disorderYoung AdultArts and Humanities (miscellaneous)riippuvuusDevelopmental and Educational PsychologyHumans0501 psychology and cognitive sciencespsychometric testingeducationStudentsGeneral Psychologyta515Finlandeducation.field_of_studyInternetSchoolsbusiness.industry05 social sciencesVocational schoolRegression analysisGeneral Medicineproblematic gamingPreferenceConfirmatory factor analysisTest (assessment)psykometriikkaBehavior AddictiveCross-Sectional StudiesVideo GamesAdolescent BehaviorPersonal computerammattikoululaisetThe InternetFemalePsychologybusinesshuman activitiesverkkopelitdigitaaliset pelitClinical psychologyScandinavian journal of psychology
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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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Learning English from digital games : Finnish upper secondary school students' perspective on game-enhanced language learning

2017

Tietokoneilla, konsoleilla ja muilla laitteilla pelattavat digitaaliset pelit ovat nousseet niin Suomessa kuin maailmallakin yhdeksi suosituimmista lasten, nuorten ja aikuisten vapaa-ajanviettotavoista. Suurin osa suomalaisista nuorista pelaa tai on joskus pelannut tietokone- tai videopelejä englanniksi (esim. tämä tutkimus), ja on samalla saanut mahdollisuuden kehittää englannin kielen taitoaan motivoivalla, merkityskeskeisellä tavalla. Vaikka aiempien tutkimusten valossa näyttää selvältä, että videopeleillä on kiistaton positiivinen vaikutus kielen oppimiseen (esim. Chik 2012, Mayer 2014), se, millaisena pelaajat itse kokevat pelien parissa tapahtuvan kielenoppimisen, on toistaiseksi jään…

pelaaminennuoretvideopelitextramural Englishdigital gamessecond language acquisitionkielenoppiminenkielen oppiminenenglannin kielilanguage learningdigitaaliset pelit
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Videogames and L2 learning opportunities : does the amount of digital gaming show in increased English proficiency among Finnish upper comprehensive …

2015

Digitaalisten pelien pelaaminen on edelleen varsinkin nuorten suomalaisten keskuudessa yleinen harrastus. Mediana pelit tarjoavat monille kosketuksen englannin kieleen vapaa-ajallakin, ja tällaisesta informaalista koulun ulkopuolisesta englannin kielestä on tutkimusten mukaan suurta hyötyä kieltenopiskelijalle. Tässä tutkielmassa tarkasteltiin keskisuomalaisten yhdeksäsluokkalaisten (N=34) videopelien pelaamisen yhteyttä englannin kielitaitoon, jota arvioitiin oppilaiden kolmen viimeisimmän englannin kurssiarvosanan keskiarvolla, sekä pienellä synonyymien yhdistelytestillä. Oppilaiden videopeliharrastusta sekä muita koulun ulkopuolisia englanninkielisiä harrastuksia kartoitettiin kyselyllä.…

extramural Englishdigital gameslanguage learning
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Role of situational context in use continuance after critical exergaming incidents

2019

Use continuance is crucial in terms of information systems (IS) success. Previous research has shown that situational context can be central for IS use continuance but has paid limited attention to its specific characteristics. Furthermore, the link between situational context and use continuance has remained unexplored in the novel area of “exergames,” which are defined as digital games requiring physical effort from the player that determines the outcome of the game. Studying exergames is deemed important due to their potential in providing health benefits for users, revenues for providers, and well‐being for societies. However, their potential remains unreached because users tend to disc…

liikuntateknologiaComputer Networks and Communicationsdigital gamesApplied psychologyexergaminginformation systemsuse continuancecritical incident techniquesituational contextInformation systemContinuancePsychologyCritical Incident Techniquedigitaaliset pelitSoftwaretietojärjestelmätkäyttäjätutkimusInformation SystemsInformation Systems Journal
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Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3

2020

The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …

HistoryPN0080media_common.quotation_subjectdigital gamesFallout 3kerrontaInjusticeStyle (sociolinguistics)QA76gothicgotiikkaHERONarrativelähilukumedia_commonInterpretation (philosophy)ideologyComputingMilieux_PERSONALCOMPUTINGAestheticsclose readingClose readingrole-playing gamesroolipelitIdeologyNCdigitaaliset pelitideologiatStorytelling
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Utilizing games in the co-production of mental health services

2020

This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on mental health service users, active gamers and mental health practitioners who worked together in equal ways and valued each other’s unique contributions during the experiment. The implications of a co-production approach for applying digital games in the field of mental healthcare are somewhat limited and under-explored. In this case study, seven workshop sessions were held involving service users, gamers and professionals. Participants were interviewed concerning their exper…

Level playing fieldgame-related methodsmedia_common.quotation_subjectComputer applications to medicine. Medical informaticsApplied psychologydigital gamesR858-859.7mental health servicesTieteelliset artikkelit / Scientific papersMental healthField (computer science)co-productionpelillistäminenPerceptionProduction (economics)Service userPublic aspects of medicineRA1-1270Thematic analysismielenterveyspalvelutPsychologydigitaaliset pelitmedia_commonMeaning (linguistics)games
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När barnet blir expert: Förklaringar av ord och procedurer i det digitala spelet Growtopia

2019

The ability to explain word meanings is central to a child’s language development and socialisation into different domains of language use. In previous research explanations have been shown to be linked to cognitive and linguistic development as well as academic language and discursive skills. This paper analyses what kinds of linguistic and discursive competences are put to use in explanation activities in interactions between an 8-year-old bilingual child (Albin) and his mother around a digital game. The data comes from a larger data set of video-recordings and field observation of children’s interactions around games. The analysis focuses on explanation sequences in which the child expli…

Linguistics and LanguageStudier av enskilda språklanguage socializationchildren (age groups)vocabulary (knowledge)digital gamesword explanationslapset (ikäryhmät)video gamesLanguage and LinguisticsLinguisticsSpecific Languagesexplanatory discourseLanguage developmentsanavarastoPsychologydigitaaliset pelitWord (computer architecture)Språk och stil
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Playing horror : narrative and genre in Valve's Left 4 Dead Series

2013

The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, research interest has focused on the nature of game narratives and their distinct qualities in comparison to other expressive media, like literature and film. The aim of this thesis is to contribute to this debate by examining the elements involved in storytelling not in digital games overall, but in one particular series, namely Valve Software‘s Left 4 Dead and Left 4 Dead 2. The use of this in-depth case study allows an examination of how various different elements co…

Game StudiesDigital GamesvideopelitKauhutarinatkerrontaKerronnalliset rakenteetpelitutkimusNarrativenarratiivisuusHorrortarinatStorytellingkauhudigitaaliset pelit
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Real-time hermeneutics : meaning-making in ludonarrative digital games

2015

Wittgenstein Ludwigdigital gameskielifilosofiakerrontaludonarrativeGadamer Hans-Georgdigitaalinen kulttuuridefinitionvideogamesgame studiesnarratologysociology of language and religionlanguage-gamesmeaninghermeneuticspelitutkimushermeneutiikkanarratiivisuusilmaisutarinatsemantiikkacomputer gamesrole-playing gamesroolipelitkielipelitdigitaaliset pelit
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