WorldWideScience

Sample records for play interactive games

  1. GeoQuest an Interactive Role Playing game

    Science.gov (United States)

    Maraffi, Sabina; Sacerdoti, Francesco; Scamardella, Alessandra

    2015-04-01

    The acquisition of knowledge and enhancing skills at actual time requires different approaches, involving students as much as possible, taking advantage of informal learning strengths and opportunities of formal learning. In this perspective, the game seems to be a perfect vehicle, not a single student's playing but a cooperative one. The GeoQuest project consists of an interactive role-playing game which involves all students using a patented system: the "teaching projector". This system allows the interaction of the class group through the use of smartphones and tablets, and it shows in real-time the game progress to the whole class. Our role-playing game is based on three routes at different degrees. The students, divided into several categories (physicist, chemists, disseminators, technicians, historians) have to follow a geological trail in order to discover the present and the past of the Earth. During the path, students have to pass some doors in teamwork; they allow assessment and represent the main sharing/disclosure moment. The doors allow to modulate the activities according to single lesson, teaching unit, module. Main Objectives: Working on PC by themselves, students could be even more alone: it needs a best fitting between ICT and cooperative learning. Role-playing helps students to reach their goals easily through cooperation; this in order to avoid the risk of loneliness of Inquiry Based Science Education, preserving entirely the educational value. Science Research now is based on field expert interaction: the role-playing game categories reflect the necessary team to get their goal. The several roles allow everyone to enhance their own skills. the "teaching projector" allows students to comment and to evaluate the groups activities and route them, providing real-time corrections to everybody. The playing categories represent all the aspects of the research areas: from scientists (physicists, chemists), to technicians, to disseminators and

  2. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    Directory of Open Access Journals (Sweden)

    Adam Duell

    2014-11-01

    Full Text Available Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS video game DayZ (Bohemia Interactive, 2014.  Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997, I show how a group of players evolved their interactions from team play to squad play. I argue that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

  3. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    OpenAIRE

    Adam Duell

    2014-01-01

    Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014).  Utilising the key components of team interaction in the context of di...

  4. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  5. Games as Actors - Interaction, Play, Design, and Actor Network Theory

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return for the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games a chieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative......, and by doing so they create in humans what in modern play theory is known as a “state of play”...

  6. Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction

    Directory of Open Access Journals (Sweden)

    A. M. Connor

    2015-10-01

    Full Text Available This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.

  7. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  8. Learner interaction in a massively multiplayer online role playing game (MMORPG): A sociocultural discourse analysis

    OpenAIRE

    Peterson, Mark

    2012-01-01

    This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants’ text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a sociocultural perspective. Qualitative analysis reveals the presence of interactional features associated with the development of sociocultural competence...

  9. Non-Digital Game Playing by Older Adults.

    Science.gov (United States)

    Mortenson, W Ben; Sixsmith, Andrew; Kaufman, David

    2017-09-01

    Research on video games' effect on cognition and behaviour has been extensive, yet little research has explored non-digital forms of game playing, especially among older adults. As part of a larger survey on game playing, 886 respondents (≥ age 55) filled out questionnaires about non-digital game play. The study aims were to determine perceived benefits of non-digital game play and to determine socio-demographic factors that might predict perceived benefits. Survey results indicate that non-digital game playing is social in nature and common (73% of respondents) among older adults. Older adults play for fun, but also to help maintain their cognition. Regression analyses indicated various socio-demographic factors - age, education, gender, and race - were independently associated with perceived benefits from game playing. The results thus emphasize the importance of non-digital game playing in this population and suggest that efforts to facilitate game playing may improve social interactions and quality of life.

  10. Learner Interaction in a Massively Multiplayer Online Role Playing Game (MMORPG): A Sociocultural Discourse Analysis

    Science.gov (United States)

    Peterson, Mark

    2012-01-01

    This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants' text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a…

  11. Escapist Motives for Playing On-Line Games

    DEFF Research Database (Denmark)

    Sudzina, Frantisek; Razmerita, Liana

    2012-01-01

    Social games have become popular along with the tremendous growth of social networking sites, esp. Facebook. There is a gap in literature on what motivates people to play Facebook games. This paper studies social games usage behavior of students. We focus on escapist reasons, based on Warmelink...... of escapist motives for playing Facebook and other on-line games, we investigate how they are linked to demographic data such as: age, gender, place of origin, along with other social interactions patterns and social network usage behavior, current gaming status and an estimate of gaming time. According...... to our study, only 10% of respondents, who have started to play Facebook games, continued to play them. The most important motives for playing games is mundane breaking, the second reason is pleasure seeking, the third is stress relieving, and the least important is imagination conjuring....

  12. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  13. Learning to Play Games or Playing Games to Learn? A Health Education Case Study with Soweto Teenagers

    Science.gov (United States)

    Amory, Alan

    2010-01-01

    The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather…

  14. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  15. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  16. Play and Gameful Movies: Ludification of Modern Cinema

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2017-01-01

    The aim of this article is to advance a conceptual framework of ludification by separating out current thinking to incorporate two non-interactive cinematic areas – playful aesthetics and gameful narratives. Ludification is usually associated with the construction of ludic identities and cultural...... and transform the narrative compositional structures of modern cinema. The present study’s investigation will present an expanded conceptualisation of ludification, classified by playfulness and gamefulness through interactive/non-interactive properties, aesthetic expressions, and narrative compositions under...

  17. Verbal Communication of Story Facilitators in Multi-player Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Brolund, Thea; Hitchens, Michael

    2008-01-01

    Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study, the ver......Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study......, the verbal communication of game masters in a series of role-playing game sessions is categorized and analyzed depending on form and content, using protocol analysis, establishing a model for the verbal communication of game masters....

  18. Analysis of Context Dependence in Social Interaction Networks of a Massively Multiplayer Online Role-Playing Game

    OpenAIRE

    Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang

    2012-01-01

    Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (...

  19. Automatic Measurement of Play-out Differences for Social TV, Interactive TV, Gaming and Inter-destination Synchronization,

    NARCIS (Netherlands)

    Mekuria, R.N.; Stokking, H.M.; Deventer, M.O. van

    2011-01-01

    Inter-destination media (play-out) synchronization for social TV has gained attention from research and industry in recent years. Applications include social TV and interactive game shows. To motivate further research of inter-destination synchronization technologies, pilot measurements of play-out

  20. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing

    OpenAIRE

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon; Lee, Young-Sik

    2016-01-01

    Objective Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. Methods In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) re...

  1. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  2. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  3. Effect of increase in allotted time on game playing performance: Case study of an online word game

    OpenAIRE

    Putthiwanit, Chutinon; Kincart, Andrew

    2011-01-01

    Online game players tend to differ in the duration of time they play. However, no matter whether the time on playing an online game is spent positively or negatively, we may assume that when the duration of each online-game round is increased, players tend to engage in more interaction with their opponents. Though there are a significant number of research studies on time usage in computer games, there is no research exploring the direct effect of time on online game playing performance. As a...

  4. Agents, games and evolution strategies at work and play

    CERN Document Server

    Kimbrough, Steven Orla

    2011-01-01

    StartersContexts of Strategic InteractionGames in the Wild and the Problems of PlayMixed MotivesPlaying Prisoner's DilemmaFanning Out: 2x2 Games and ModelsStag HuntPareto versus NashAffording CooperationMarkets and ApplicationsCompetitive MarketsMonopoly StoriesOligopoly: Cournot CompetitionOligopoly: Bertrand CompetitionSupply Curve BiddingTwo-Sided MatchingIDS GamesOrganizational AmbidexterityBargainingTopics in Strategic AnalysisLying and Related AbusesEvolutionary ModelsBackward InductionSumming UpAppendicesGame ConceptsUseful Mathematical ResultsFurther Arguments on the Surprise ExamResources on the WebBibliographyIndex.

  5. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  6. Psychiatrists' Perceptions of Role-Playing Games.

    Science.gov (United States)

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  7. The role of structural characteristics in problem video game playing: a review

    OpenAIRE

    King, DL; Delfabbro, PH; Griffiths, MD

    2010-01-01

    The structural characteristics of video games may play an important role in explaining why some people play video games to excess. This paper provides a review of the literature on structural features of video games and the psychological experience of playing video games. The dominant view of the appeal of video games is based on operant conditioning theory and the notion that video games satisfy various needs for social interaction and belonging. However, there is a lack of experimental and ...

  8. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  9. Problematic Game Play: The Diagnostic Value of Playing Motives, Passion, and Playing Time in Men

    Directory of Open Access Journals (Sweden)

    Julia Kneer

    2015-04-01

    Full Text Available Internet gaming disorder is currently listed in the DSM—not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1 analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2 testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81 that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  10. Problematic game play: the diagnostic value of playing motives, passion, and playing time in men.

    Science.gov (United States)

    Kneer, Julia; Rieger, Diana

    2015-04-30

    Internet gaming disorder is currently listed in the DSM-not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1) analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2) testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81) that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  11. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    Science.gov (United States)

    Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

  12. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    Science.gov (United States)

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  13. Designing for social play in co-located mobile games

    DEFF Research Database (Denmark)

    Goddard, William; Garner, Jayden; Jensen, Mads Møller

    2016-01-01

    In this paper we explore how mobile devices and co-location in mobile contexts contribute social play in game design, addressing the limited understanding of social interactivity in mobile games. Using the Mechanics-Dynamics-Aesthetics (MDA) framework, we code four games illustrating effective use...... of mobile, social, and colocated elements. Subsequently, we analyse and discuss this data to identify generalisability in these games. In our discussion we identify how these findings address game design problems of designing collaborative games. Furthermore, we contribute to theory of designing for social...

  14. From online to offline game/play

    DEFF Research Database (Denmark)

    Clausen, Thea Juhl Roloff

    2015-01-01

    and teachers face. It can be a challenge for the digital immigrants to see the meanings of digital games, and why children (digital natives) should be introduced to digital games in such a young age. However, it is a fact that digital games are a part of children's everyday lives. If Digital Immigrants must......Children love to play digital games. But how should we relate to children's use of digital games. When children play they use signs from online games into offline games. There will in the paper be pointed out, media pedagogy weaknesses and strengths. And the media didactic challenges that pedagogs...... be able to motivate digital natives for play and learning, it is important to know the rules of the game/play...

  15. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing

    Science.gov (United States)

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon

    2016-01-01

    Objective Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. Methods In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. Results The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. Conclusion The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre. PMID:27247595

  16. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing.

    Science.gov (United States)

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon; Lee, Young-Sik

    2016-05-01

    Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre.

  17. Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

    Science.gov (United States)

    Smyth, Joshua M

    2007-10-01

    There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.

  18. The relationships into the video games massively multiplayer online role-playing game (MMORPG

    Directory of Open Access Journals (Sweden)

    Alvaro Alfonso Acevedo

    2016-11-01

    Full Text Available This paper is about the relationships dynamics in the virtuality of the gamers into the massively multiplayer online role-playing game “Perfect World” in the not ocifial latinamerican server “Comunidad Zero”. The main objective of this study is to describe the dynamics of the relationships, analyzing them from the context of the game using the virtual ethnography, understanding the emotional interactions between couples, through a case study. During the development of research, were found several categories related to affective interactions of pre-attachment, manifested in virtual environments of the game and that ultimately manage to simulate the engagement dynamics of the physical contexts.

  19. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    NARCIS (Netherlands)

    Kuss, D.J.; Louws, J.; Wiers, R.W.

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of

  20. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    OpenAIRE

    Kuss, DJ; Louws, J; Wiers, RW

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORP...

  1. Analysis of context dependence in social interaction networks of a massively multiplayer online role-playing game.

    Science.gov (United States)

    Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang

    2012-01-01

    Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.

  2. Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games

    NARCIS (Netherlands)

    Moreno, Alejandro; Poppe, R.W.; Heylen, Dirk K J

    2016-01-01

    Promoting social behavior is one of the key goals in interactive games. In this paper, we present an experimental study in the Interactive Tag Playground (ITP) to investigate whether social behaviors reported in literature can also be observed through automated analysis. We do this by analyzing

  3. Play with Me! Gender-Typed Social Play Behavior Analysis in Interactive Tag Games

    NARCIS (Netherlands)

    Moreno Celleri, Alejandro Manuel; Poppe, Ronald Walter; Heylen, Dirk K.J.

    Promoting social behavior is one of the key goals in interactive games. In this paper, we present an experimental study in the Interactive Tag Playground (ITP) to investigate whether social behaviors reported in literature can also be observed through automated analysis. We do this by analyzing

  4. Domain-specific knowledge as playful interaction

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2015-01-01

    Starting from reflections on designing games for learning, aimed at providing a tangible grounding to abstract knowledge, we designed Prime Slaughter, a game to support learning of factorisation and prime numbers, targeted to primary and early secondary school children. This new study draws upon ...... on activity theory, aimed at facilitating the transposition of abstract knowledge into playful interactions, so to develop new learning games of this kind, also keeping into account children’s individual needs regarding play.......Starting from reflections on designing games for learning, aimed at providing a tangible grounding to abstract knowledge, we designed Prime Slaughter, a game to support learning of factorisation and prime numbers, targeted to primary and early secondary school children. This new study draws upon...

  5. Active Gaming: The Future of Play?

    Science.gov (United States)

    Witherspoon, Lisa; Manning, John P.

    2012-01-01

    The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…

  6. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    OpenAIRE

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), an...

  7. Recent Advances in General Game Playing

    OpenAIRE

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable...

  8. Analysis of Context Dependence in Social Interaction Networks of a Massively Multiplayer Online Role-Playing Game

    Science.gov (United States)

    Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang

    2012-01-01

    Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior. PMID:22496771

  9. Analysis of context dependence in social interaction networks of a massively multiplayer online role-playing game.

    Directory of Open Access Journals (Sweden)

    Seokshin Son

    Full Text Available Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs, here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.

  10. Would you like to play together? Adults' attachment and the mirror game.

    Science.gov (United States)

    Feniger-Schaal, Rinat; Noy, Lior; Hart, Yuval; Koren-Karie, Nina; Mayo, Avraham E; Alon, Uri

    2016-01-01

    Why is it easy for some people to play together and difficult for others? In this interdisciplinary pilot study, we looked at dyadic interaction in motion as a paradigm to explore the expression of attachment in adulthood. We used a device that gives simple, quantitative and automated indicators for the quality of interaction while playing the mirror game. Forty-seven participants played the mirror game with the same gender-matched expert players. In addition, participants were interviewed on the Adult Attachment Interview to assess their quality of attachment. Using high resolution kinematic measures, we found that secure attachment was correlated with high complexity of the game and low synchrony compared to insecure attachment. The findings suggest that security of attachment is related to a more exploratory and less rigid game than insecure-dismissing attachment. These preliminary findings imply that high resolution analysis of simple movement interaction could carry information about attachment behavior.

  11. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience.

    Science.gov (United States)

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

    ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.

  12. Meta matters in interactive storytelling and serious gaming (a play on worlds)

    NARCIS (Netherlands)

    Linssen, Johannes Maria

    2017-01-01

    In this dissertation, I investigate the use of storytelling techniques in the domains of interactive storytelling and serious gaming. The field of interactive storytelling attempts to create and analyse systems that allow users to influence the plots of stories. Serious games provide experiences not

  13. Recent Advances in General Game Playing

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  14. Recent Advances in General Game Playing.

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  15. Recent Advances in General Game Playing

    Directory of Open Access Journals (Sweden)

    Maciej Świechowski

    2015-01-01

    Full Text Available The goal of General Game Playing (GGP has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014 in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI related to universal game playing.

  16. Triadic and collaborative play by gorillas in social games with objects.

    Science.gov (United States)

    Tanner, Joanne E; Byrne, Richard W

    2010-07-01

    Interaction with others over objects has until recently been thought lacking in the social play of non-human great apes, in contrast to that of children; even now, only bonobos have been observed to engage in social play involving objects. Human children's triadic interactions with objects involve joint attention, showing and giving, communication that maintains interaction, and sharing of emotions and experiences. We question assertions that chimpanzees, and non-human great apes in general, lack the key characteristics of children's collaborative play. Here, we show that zoo gorillas play games that are both triadic and collaborative. These games were videotaped at the San Francisco Zoo in five different years and involved five different pairings of gorillas. The context was in most cases playfully competitive, involving objects such as balls, bags and leather pieces as foci of joint attention; the ostensible goal in most games was to gain or keep possession of a particular object. In some episodes, roles as possessor or pursuer of an object were exchanged many times; in others, one gorilla retained possession of an object but encouraged pursuit from a partner. Through gaze and gesture, gorillas invited others to: share interest in and attention to objects; share patterns of play; and re-engage after breaks in play. Sometimes, gorillas would assist others in their efforts to engage in collaborative play: older gorillas encouraged younger partners by 'self-handicapping' their own actions. Collaborative games may occur later in the ontogeny of gorillas than in humans, and depend on the challenges and artifacts available in a particular group's habitat.

  17. Social interactions in massively multiplayer online role-playing gamers.

    Science.gov (United States)

    Cole, Helena; Griffiths, Mark D

    2007-08-01

    To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

  18. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    Science.gov (United States)

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  19. Character Play – The use of game characters in multi- player Role Playing Games across platforms

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, M.; Brolund, T.

    2008-01-01

    histories of game characters. This article presents results from a comprehensive empirical study of the way complex game characters are utilized by players in multiplayer role-playing games across two different media platforms. The results indicate that adult players are capable of comprehending...... and utilizing game characters with well-defined personalities and backgrounds, as well as rules-based components. Furthermore, that the game format plays a significant role in the pattern of usage of the character elements. This pattern appears directly linked with variations in the way that the different game...

  20. Play the Immune System Defender Game

    Science.gov (United States)

    ... Questionnaire The Immune System Play the Immune System Game About the game Granulocytes, macrophages and dendritic cells are immune cells ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  1. Strategic interactions: Games of the Ju|'hoan.

    Science.gov (United States)

    de Voogt, Alex

    2017-12-01

    Three strategic games played by the Ju|'hoan-a board, a card, and a gesture game-complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|'hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|'hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|'hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|'hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children's play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.

  2. Institutional games played by confined juveniles.

    Science.gov (United States)

    Bartollas, C; Sieverdes, C M

    1983-01-01

    This study examined the games played by 561 juvenile offenders confined in six coeducational correctional facilities in one state. The types of games these residents used against staff and peers within the confines of the institution varied considerably. The study documented nineteen games used by males and females, twelve to deal with staff and seven to deal with peers. The games were defined as therapeutic games, material games, psychological games, and physical games. Peer-oriented games included attention-seeking activities and a variety of dominance games. Additionally, these games were described and tabulated according to the sex and race of the residents. The conclusion was that game-playing behavior was no less frequent in coeducational institutions than it was in single-sex institutions.

  3. Deep Learning for Video Game Playing

    OpenAIRE

    Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian

    2017-01-01

    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...

  4. Free time, play and game

    OpenAIRE

    Božović Ratko R.

    2008-01-01

    Free time and play are mutually dependent categories that are always realized together. We either play because we have free time or we have free time because we play (E. Fink). Play, no matter whether it is children's or artistic play or a spontaneous sports game (excluding professional sports) most fully complements human existence and thereby realizes free time as a time in freedom and freedom of time. Therefore, free time exists and is most prominent in play. Moreover, one game releases it...

  5. Activity and energy expenditure in older people playing active video games.

    Science.gov (United States)

    Taylor, Lynne M; Maddison, Ralph; Pfaeffli, Leila A; Rawstorn, Jonathan C; Gant, Nicholas; Kerse, Ngaire M

    2012-12-01

    Tayl To quantify energy expenditure in older adults playing interactive video games while standing and seated, and secondarily to determine whether participants' balance status influenced the energy cost associated with active video game play. Cross-sectional study. University research center. Community-dwelling adults (N=19) aged 70.7±6.4 years. Participants played 9 active video games, each for 5 minutes, in random order. Two games (boxing and bowling) were played in both seated and standing positions. Energy expenditure was assessed using indirect calorimetry while at rest and during game play. Energy expenditure was expressed in kilojoules per minute and metabolic equivalents (METs). Balance was assessed using the mini-BESTest, the Activities-specific Balance Confidence Scale, and the Timed Up and Go (TUG). Mean ± SD energy expenditure was significantly greater for all game conditions compared with rest (all P≤.01) and ranged from 1.46±.41 METs to 2.97±1.16 METs. There was no significant difference in energy expenditure, activity counts, or perceived exertion between equivalent games played while standing and seated. No significant correlations were observed between energy expenditure or activity counts and balance status. Active video games provide light-intensity exercise in community-dwelling older people, whether played while seated or standing. People who are unable to stand may derive equivalent benefits from active video games played while seated. Further research is required to determine whether sustained use of active video games alters physical activity levels in community settings for this population. Copyright © 2012 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  6. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    Science.gov (United States)

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

  7. The Many Faces of Role-Playing Games

    DEFF Research Database (Denmark)

    Hitchens, Michael; Drachen, Anders

    2009-01-01

    Role-playing games have grown and evolved into a large number of forms in the last thirty years, spanning digital as well as non-digital media. They demonstrate a wide variety in the number of participants, style of play and the formal and informal systems that govern them. Despite this diversity...... players at least seem to think they know when something is a role-playing game. Yet there is no commonly accepted definition which both captures games generally accepted as role-playing games and distinguishes them from other, similar, games which begs the question, whether roleplaying games are united...... by anything more than a colloquial name. Additionally, research involving these games is hampered by lack of a widely accepted definition of what constitutes a roleplaying game, as it is then not even possible to clearly delineate the subject of such research. In this paper various example of role-playing...

  8. We're in Math Class Playing Games, Not Playing Games in Math Class

    Science.gov (United States)

    McFeetors, P. Janelle; Palfy, Kylie

    2017-01-01

    Early experiences of reasoning while playing games of strategy are foundational for future proofs that students will be expected to build using conventionally structured arguments. But how did game playing in school occur? How can educators be sure that mathematical reasoning is going on? The authors investigated these questions to understand how…

  9. The perception of video games : from visual power to immersive interaction

    OpenAIRE

    Glashüttner, Robert

    2008-01-01

    This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two game...

  10. Play the Blood Typing Game

    Science.gov (United States)

    ... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game 28 September 2017 The mission based game ...

  11. Social Interactions in Online Gaming

    Science.gov (United States)

    Griffiths, Mark; Hussain, Zaheer; Grüsser, Sabine M.; Thalemann, Ralf; Cole, Helena; Davies, Mark N. O.; Chappell, Darren

    2011-01-01

    This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong…

  12. Using Massively Multiplayer Online Role-Playing Games for Online Learning

    Science.gov (United States)

    Childress, Marcus D.; Braswell, Ray

    2006-01-01

    This article addresses the use of a massively multiplayer online role-playing game (MMORPG) to foster communication and interaction and to facilitate cooperative learning in an online course. The authors delineate the definition and history of massively multiplayer online games (MMOGs), and describe current uses of MMORPGs in education, including…

  13. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  14. Playful user interfaces interfaces that invite social and physical interaction

    CERN Document Server

    2014-01-01

    The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation, and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.

  15. Understanding Games as Played

    DEFF Research Database (Denmark)

    Leino, Olli Tapio

    2009-01-01

    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player......’s experience leans toward the empirical-scientific, in the forms (neuro)psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer...... game play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests...

  16. A cross-genre study of online gaming: player demographics, motivation for play, and social interactions among players

    OpenAIRE

    Ghuman, D; Griffiths, MD

    2012-01-01

    One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multiplayer Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG) and Real Time Strategy (RTS) Games. Therefore, the current study aimed to examine player behaviour and characteristics in these three different online gaming genres. More spec...

  17. Games Con Men Play: The Semiosis of Deceptive Interaction.

    Science.gov (United States)

    Hankiss, Agnes

    1980-01-01

    Analyzes some of the most frequent deceptive interactions as rendered through case histories of male con artists and their victims taken from police records. Discusses the recurrent elements in both the con-games strategies and victims' way of interpreting those strategies. (JMF)

  18. Appeal of playing online First Person Shooter Games.

    Science.gov (United States)

    Jansz, Jeroen; Tanis, Martin

    2007-02-01

    First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men (mean age about 18 years) who spend a lot of their leisure time on gaming (about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a (semi)professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming.

  19. The Effect Playing Online GamesOn The Players

    OpenAIRE

    Christopher Akami J.S

    2014-01-01

    Online game is a game that requires internet connection to play and while playing a lot of individuals do not care about a lot of things. Games can also influence the gamers to have bad behavior. However, playing online games can be exciting although only playing for a moment.

  20. Negative correlates of computer game play in adolescents.

    Science.gov (United States)

    Colwell, J; Payne, J

    2000-08-01

    There is some concern that playing computer games may be associated with social isolation, lowered self-esteem, and aggression among adolescents. Measures of these variables were included in a questionnaire completed by 204 year eight students at a North London comprehensive school. Principal components analysis of a scale to assess needs fulfilled by game play provided some support for the notion of 'electronic friendship' among boys, but there was no evidence that game play leads to social isolation. Play was not linked to self-esteem in girls, but a negative relationship was obtained between self-esteem and frequency of play in boys. However, self-esteem was not associated with total exposure to game play. Aggression scores were not related to the number of games with aggressive content named among three favourite games, but they were positively correlated with total exposure to game play. A multiple regression analysis revealed that sex and total game play exposure each accounted for a significant but small amount of the variance in aggression scores. The positive correlation between playing computer games and aggression provides some justification for further investigation of the causal hypothesis, and possible methodologies are discussed.

  1. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    Science.gov (United States)

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  2. Unhappy families: using tabletop games as a technology to understand play in education

    Directory of Open Access Journals (Sweden)

    John Lean

    2018-05-01

    Full Text Available In this article, we argue that tabletop games provide a helpful means of rethinking the affordances of digital games in pedagogy. We argue that tabletop games offer a distinctive technology from digital games in exploring the idea of play as experience, providing a sociable, accessible and tactile platform that can easily be adapted by players to suit their needs. At a workshop session at an international conference on play in education, we used tabletop games to enable discussion and observation of play. This workshop suggested that, rather than a singular definition, tabletop play means different things to different people, and what is ‘counted as’ play depends upon both individual and group interactions. Building upon this discussion, in this article, we return to both tabletop and digital games to discuss the idea of play as experience, especially with regard to the use of technology in educational settings, and how games might be seen as less ‘predictable’ than other technologies. We hope that this discussion provides future inspiration to other scholars who are considering the use of tabletop games in both pedagogical and technological research.

  3. The playful and reflective game designer

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2014-01-01

    Abstract: A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design....... The aim was for students to develop a more critically reflective perspective on video games and game design. In applying their game experiences, they developed their own digital prototypes and participated in reflective discussions on the concept of games: what makes them interesting and how...... they are constructed. The students used the GameMaker programming tool, which can be used without any prior programming knowledge. The tool allows for the easy development of 2D game prototypes.The didactic approach was based on play as a lever for the design process, and on constructionistic and reflective learning...

  4. The Effect Playing Online GamesOn The Players

    Directory of Open Access Journals (Sweden)

    Christopher Akami J.S

    2014-11-01

    Full Text Available Online game is a game that requires internet connection to play and while playing a lot of individuals do not care about a lot of things. Games can also influence the gamers to have bad behavior. However, playing online games can be exciting although only playing for a moment.

  5. Middle school children's game playing preferences: Case studies of children's experiences playing and critiquing science-related educational games

    Science.gov (United States)

    Joseph, Dolly Rebecca Doran

    The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.

  6. Gender Differences in Students' Mathematics Game Playing

    Science.gov (United States)

    Lowrie, Tom; Jorgensen, Robyn

    2011-01-01

    The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10-12 years). Chi-square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of…

  7. Energy expenditure and enjoyment during video game play: differences by game type.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  8. INVESTIGATION ON THE EFFECT OF USER'S EXPERIENCE TO MOTIVATE PLAYING ONLINE GAMES

    OpenAIRE

    RYAN RANDY SURYONO; APOL PRIBADI SUBRIADI

    2016-01-01

    Internet technology has been growing and become one of the options for people to interact with others. Now days, one of the most famous usage of the internet was as an entertainment. Online game was a sample. For this reason, therefore the online business games also growth among the public. As someone frequently play the online games, interaction with other users could increase, which would lead for more users to join the game�s community. In this community, users might perform specific roles...

  9. "Prey Play": Learning about Predators and Prey through an Interactive, Role-Play Game

    Science.gov (United States)

    Deaton, Cynthia C. M.; Dodd, Kristen; Drennon, Katherine; Nagle, Jack

    2012-01-01

    "Prey Play" is an interactive role-play activity that provides fifth-grade students with opportunities to examine predator-prey interactions. This four-part, role-play activity allows students to take on the role of a predator and prey as they reflect on the behaviors animals exhibit as they collect food and interact with one another, as well as…

  10. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  11. Why people continue to play online games: in search of critical design factors to increase customer loyalty to online contents.

    Science.gov (United States)

    Choi, Dongseong; Kim, Jinwoo

    2004-02-01

    As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games or which design features are most closely related to the amount of time spent by players at particular online gaming sites. This study proposes a theoretical model using the concepts of customer loyalty, flow, personal interaction, and social interaction to explain why people continue to play online network games. The study then conducts a large-scale survey to validate the model. Finally, it analyzes current online games to identify design features that are closely related to the theoretical concepts. The results indicate that people continue to play online games if they have optimal experiences while playing the games. This optimal experience can be attained if the player has effective personal interaction with the system or pleasant social interactions with other people connected to the Internet. Personal interaction can be facilitated by providing appropriate goals, operators and feedback; social interaction can be facilitated through appropriate communication places and tools. This paper ends with the implications of applying the study results to other domains such as e-commerce and cyber communities.

  12. Exploring the enjoyment of playing browser games.

    Science.gov (United States)

    Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia

    2009-04-01

    Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.

  13. The motivation of children to play an active video game.

    Science.gov (United States)

    Chin A Paw, Marijke J M; Jacobs, Wietske M; Vaessen, Ellen P G; Titze, Sylvia; van Mechelen, Willem

    2008-04-01

    The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer group instructed to play the IDSVG at home and to participate in a weekly IDSVG multiplayer class. Participants were asked to play the IDSVG as often as they liked and report the playing time daily on a calendar for a 12-week period. Motivation to play was assessed by the playing duration of IDSVG in minutes and the dropout during the study. Mean age of the 16 children who completed the study was 10.6+/-0.8 years. During the 12-week intervention period, the multiplayer group played approximately twice as many minutes (901min) as the home group (376min, p=0.13). Dropout was significantly (p=0.02) lower in the multiplayer group (15%) than in the home group (64%). Our findings suggest that multiplayer classes may increase children's motivation to play interactive dance simulation video games.

  14. The benefits of playing video games.

    Science.gov (United States)

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  15. Games people play the psychology of human relationships

    CERN Document Server

    Berne, Eric

    2010-01-01

    The bestselling Games People Play is the book that has helped millions of people understand the dynamics of relationships, by psychiatrist Eric Berne.We all play games. In every encounter with other people we are doing so. The nature of these games depends both on the situation and on who we meet.Eric Berne's classic Games People Play is the most accessible and insightful book ever written about the games we play: those patterns of behaviour that reveal hidden feelings and emotions. Wise and witty, it shows the underlying motivations behind our relationships and explores the roles that we try to play - and are forced to play.Games People Play gives you the keys to unlock the psychology of others - and yourself. You'll become more honest, more effective, and a true team player.'A brilliant, amusing, and clear catalogue of the psychological theatricals that human beings play over and over again' Kurt VonnegutEric Berne was a prominent psychiatrist and bestselling author.After inventing his groundbreaking Transa...

  16. Playing Action Video Games Improves Visuomotor Control.

    Science.gov (United States)

    Li, Li; Chen, Rongrong; Chen, Jing

    2016-08-01

    Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving. © The Author(s) 2016.

  17. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  18. Design sensitivities for interactive sport-training games

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Rasmussen, Majken Kirkegård; Grønbæk, Kaj

    2014-01-01

    and reflected upon. Based on the experiences gained from the design and development process, as well as examples from the existing field and skill acquisition theory, we present three areas of interest to consider for interactive sport-training game designers: Context Characteristics, Movement Patterns...... and Perceptual Reaction. From a discussion of these areas, we derive eight design sensitivities that emphasize issues, challenges and opportunities, important for the design, development and analysis of interactive sport-training games in general.......This paper presents the design and development process of an interactive football-training game that aims to improve players' ball-handling skills, and their ability to simultaneously survey the playing field. A small-scale experiment was conducted to test the game, and the results are presented...

  19. Adaptive play stabilizes cooperation in continuous public goods games

    Science.gov (United States)

    Wu, Te; Wang, Long

    2018-04-01

    We construct a model to study the effects of repeated interaction on the evolution of cooperation in continuous public goods games. Instead of preassigning the duration of repeatedness, the likelihood of group entering next round interaction is positively dependent on the group's current cooperativeness. Meanwhile, when the disturbance happens, the interaction terminates. Under rare mutations, we show that such adaptive play can lead to the dominance of full cooperative state for weak disturbance. For fairly strong disturbance, all-or-none cooperative states share higher fractions of time in the long run, results similar to the ones reported in the study (Pinheiro et al., 2014) while differing from the ones reported in another relevant study (Van Segbroeck et al., 2012), although only strategy space and way determining next round vary. Our results remain valid when groups enter next round with a given probability independent of groups' cooperativeness. In the synergic public goods games, the positive effects of repeated interactions on promoting cooperation is further strengthened. In the discounted public goods game, only very weak disturbance can lead to the dominance of full cooperative state while fairly strong disturbance can favor both full cooperative state and a partially cooperative state. Our study thus enriches the literature on the evolution of cooperation in repeated public goods games.

  20. Creative Classrooms through Game-Based Role-Play Scenarios

    DEFF Research Database (Denmark)

    Gjedde, Lisa

    2014-01-01

    studies a framework that anchors the curriculum in game-based role-play scenarios and offers affordances for the learners to immerse themselves in the multiple perspectives of the roles. In this way of introducing problem based learning in immersive narrative environments, the learners are provided......-based role-play scenarios as a learning tool that can integrate the curriculum in meaningful context, and how it has impacted on the interaction and creative learning experiences in the class....

  1. Playful participation in social games

    DEFF Research Database (Denmark)

    Markussen, Thomas; Knutz, Eva

    2018-01-01

    genres, notably serious games and health games. To further increase knowledge of social games we introduce a typology of playful participation in social games. The typology is build up by using formal concepts from theories of participatory art. Its range of application is then demonstrated through......In this paper we introduce social games as a new terrain for studies in participatory culture. Social games defy easy classification and cannot be appropriately understood from existing research perspectives. Initially, we therefore attempt to define social games by comparing it with related game...... an empirical analysis of eight social game prototypes that are designed as part of an on-going 3-year research project called Social Games against Crime. The purpose of this project is to develop socialgames that can help children build resilience towards many of the personal and social problems...

  2. Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder.

    Science.gov (United States)

    Eichenbaum, Adam; Kattner, Florian; Bradford, Daniel; Gentile, Douglas A; Green, C Shawn

    2015-08-01

    Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madison undergraduates (Mage=18.9 years; SD=1.9 years; 60.5% female) completed questionnaires on general video game playing habits and on symptoms of IGD. Consistent with previous reports: 5.9-10.8% (depending on classification criteria) of individuals who played video games show signs of pathological play. Furthermore, real-time strategy and role-playing video games were more strongly associated with pathological play, compared with action and other games (e.g., phone games). The current investigation adds support to the idea that not all video games are equal. Instead, certain genres of video games, specifically real-time strategy and role-playing/fantasy games, are disproportionately associated with IGD symptoms.

  3. Why do People Stop Playing On-Line Games?

    DEFF Research Database (Denmark)

    Sudzina, Frantisek; Razmerita, Liana

    2012-01-01

    The recent initial public offering of shares of Zynga, probably the most important on-line game provider, drew interest of potential investors but also of general public to their business model. What the most interested people learned so far is that if Zynga had not changed their accounting...... practice, they would be in red numbers for several months already. This is most likely caused by people stopping to play their games. This paper provides an estimate of what proportion of people, who played on-line games, already stopped playing them. Additionally, it analyzed the reasons why people...... stopped playing on-line games. It also compares Facebook and other on-line games....

  4. Cats and Portals: Video Games, Learning, and Play

    Science.gov (United States)

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  5. Smooth leader or sharp follower? Playing the mirror game with a robot.

    Science.gov (United States)

    Kashi, Shir; Levy-Tzedek, Shelly

    2018-01-01

    The increasing number of opportunities for human-robot interactions in various settings, from industry through home use to rehabilitation, creates a need to understand how to best personalize human-robot interactions to fit both the user and the task at hand. In the current experiment, we explored a human-robot collaborative task of joint movement, in the context of an interactive game. We set out to test people's preferences when interacting with a robotic arm, playing a leader-follower imitation game (the mirror game). Twenty two young participants played the mirror game with the robotic arm, where one player (person or robot) followed the movements of the other. Each partner (person and robot) was leading part of the time, and following part of the time. When the robotic arm was leading the joint movement, it performed movements that were either sharp or smooth, which participants were later asked to rate. The greatest preference was given to smooth movements. Half of the participants preferred to lead, and half preferred to follow. Importantly, we found that the movements of the robotic arm primed the subsequent movements performed by the participants. The priming effect by the robot on the movements of the human should be considered when designing interactions with robots. Our results demonstrate individual differences in preferences regarding the role of the human and the joint motion path of the robot and the human when performing the mirror game collaborative task, and highlight the importance of personalized human-robot interactions.

  6. Direct observation of children's preferences and activity levels during interactive and online electronic games.

    Science.gov (United States)

    Sit, Cindy H P; Lam, Jessica W K; McKenzie, Thomas L

    2010-07-01

    Interactive electronic games have recently been popularized and are believed to help promote children's physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls. Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game. Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively. New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.

  7. Work for Play: Careers in Video Game Development

    Science.gov (United States)

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  8. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  9. The Correlation of Playing Role-playing Games and Students' Reading Comprehension of Narrative Text

    OpenAIRE

    Putra, Praditya

    2014-01-01

    This research investigates the correlation of playing Role-Playing Games and students' reading comprehension of narrative text. Thirty (30) ninth grade students who play Role-Playing Games participated in this study. Their frequency in playing Role-Playing Games and their ability in reading comprehension of narrative text are analyzed by using correlation research design. Correlation research design was used in this study in order to find out the tendency of relation between students' frequen...

  10. Energy expenditure in adolescents playing new generation computer games.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2008-07-01

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Setting Research laboratories. Six boys and five girls aged 13-15 years. Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  11. Toys and games in play therapy.

    Science.gov (United States)

    Meschiany, A; Krontal, S

    1998-01-01

    The present article discusses the difference between play therapy with toys and play therapy with games from a psychodynamic point of view. Toys are regarded as offering the child an opportunity to develop a variety of transference reactions, while games, because of their inherent competitive characteristic, restrain the scope of possible transference reactions. The authors claim that therapists should consider these eventualities when choosing which games or toys are to be available in the therapy room. This choice might determine, in advance, the initial characteristics of the patient's transference.

  12. Seductive play in digital games

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    play. It is important here to point towards Baudrillard’s distinction between rules and the law. Rules are upheld by a pact between seducer and seduced or between player and game whereas the law relies on an idea of an end that can be transgressed. Rules on the other hand cannot be transgressed...... they can only be observed. If a player fails to observe the rules the pact between the player and the game is void and no game takes place (Baudrillard, 1990 [1979], p 140). This is in stark contrast to Sicart’s description of the rules of digital games as non-negotiable and ultimately upheld...... by the computer (Sicart, 2009, p. 27). This paper argues that this is exactly what distinguishes a game like I don't even game from more conventional digital games. I don't even game is completely empty of significance, and there are no non-negotiable rules governed by the system. As such the game only exists...

  13. Playing a violent television game affects heart rate variability.

    Science.gov (United States)

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer

  14. Play, game, sport – and democratic self-determination

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    degree contradictory? Several languages use “play” and “game” in a differentiated way: Animals play, but do not engage in games – and the Olympic Games are not Olympic Play. Beneath this dualism, the relation becomes more complex and less dualistic, as Danish, Basque, and Korean languages show. We have......Sport as a sort of game receives its almost religious, sacral undertones from its kinship with play. This is what we learn from educational idealism as well as from Olympic ideology. At a closer glimpse, the phenomena of play, game, and sport are, however, much more differentiated – and to some...... to listen to the deeper knowledge of languages. Maybe, etymology and the anonymous folk speaking through language can tell us something important. Something which is more substantial than the sacral and normative constructions of sport idealism. The differentiation between play, game, and sport has...

  15. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  16. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

    Science.gov (United States)

    Chesham, Alvin; Wyss, Patric; Müri, René Martin

    2017-01-01

    Background In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. Objective The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. Methods A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Results Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants’ mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games

  17. Marketing analytics for Free-to-Play Games

    OpenAIRE

    Kuokka, Ari

    2013-01-01

    This thesis deals with free to play marketing analytics in the light of mobile iOS games. Other platforms will be also discussed as well as mobile marketing aspects such as user acquisition, big data and metrics. The case company is a Finnish game startup which is about to release their first game The Supernauts. The objective of this thesis was to research what kind of analytics and metrics are needed in the marketing of free-to-play games as well as to examine what are the best practices...

  18. PERSONALITY AND CHARACTER PREFERENCE IN ROLE-PLAYING GAMES

    Directory of Open Access Journals (Sweden)

    Pedro José Ramos-Villagrasa

    2010-11-01

    Full Text Available In role-playing games players perform participative and episodic stories. Personality is a psychological construct associated with decision processes in many aspects of life. In this study, we analyzed if Big Five Personality Factors were related to game character preferences in the role-playing game “Dungeons & Dragons”. Results show that Personality is related only in the decision of character’s class. We also study the relationship between Personality and plots in role-playing games (action, intrigue, mystery, and personal relationships. Finally, recommendations to further investigation were given.

  19. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts , Cody; Sharlin , Ehud; Woytiuk , Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  20. Playing Muller Games in a Hurry

    Directory of Open Access Journals (Sweden)

    John Fearnley

    2010-06-01

    Full Text Available This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  1. Playing Muller Games in a Hurry

    OpenAIRE

    Fearnley, John; Zimmermann, Martin

    2010-01-01

    This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  2. Playing Violent Video and Computer Games and Adolescent Self-Concept.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1996-01-01

    Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…

  3. Physiological Responses and Hedonics During Prolonged Physically Interactive Videogame Play.

    Science.gov (United States)

    Santo, Antonio S; Barkley, Jacob E; Hafen, Paul S; Navalta, James

    2016-04-01

    This study was designed to assess physiologic responses and hedonics (i.e., liking) during prolonged physically interactive videogame play. Participants (n = 24) completed three 30-minute videogame conditions on separate days in a random order. During two of the conditions participants played physically interactive videogames (Nintendo of America, Inc. [Redmond, WA] "Wii™ Fit" "Basic Run" and "Basic Step"). During the third condition participants played a traditional/sedentary game ("Tanks!"), which required minimal physical movement for gameplay. Oxygen consumption (VO2) was assessed using indirect calorimetry throughout each condition and averaged every 5 minutes. Liking was assessed via visual analog scale at the 15- and 30-minute time points during each condition. Mean VO2 was significantly (P videogame (5.39 ± 1.0 mL/kg/minute, 1.5 ± 0.1 METs). "Basic Step" was also greater (P videogame conditions. Furthermore, because liking was similar across all gaming conditions, participants may be willing to substitute the physically interactive videogames in place of the traditional/sedentary game.

  4. Game on… girls: associations between co-playing video games and adolescent behavioral and family outcomes.

    Science.gov (United States)

    Coyne, Sarah M; Padilla-Walker, Laura M; Stockdale, Laura; Day, Randal D

    2011-08-01

    Video game use has been associated with several behavioral and health outcomes for adolescents. The aim of the current study was to assess the relationship between parental co-play of video games and behavioral and family outcomes. Participants consisted of 287 adolescents and their parents who completed a number of video game-, behavioral-, and family-related questionnaires as part of a wider study. Most constructs included child, mother, and father reports. At the bivariate level, time spent playing video games was associated with several negative outcomes, including heightened internalizing and aggressive behavior and lowered prosocial behavior. However, co-playing video games with parents was associated with decreased levels of internalizing and aggressive behaviors, and heightened prosocial behavior for girls only. Co-playing video games was also marginally related to parent-child connectedness for girls, even after controlling for age-inappropriate games played with parents. This is the first study to show positive associations for co-playing video games between girls and their parents. Copyright © 2011 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  5. Video Game Play in British and Japanese Adolescents

    Science.gov (United States)

    Colwell, John; Kato, Makiko

    2005-01-01

    Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…

  6. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.

    Science.gov (United States)

    Chesham, Alvin; Wyss, Patric; Müri, René Martin; Mosimann, Urs Peter; Nef, Tobias

    2017-04-18

    In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants' mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games (mean 0.75 and 0.73). For casual game

  7. Online-offline activities and game-playing behaviors of avatars in a massive multiplayer online role-playing game

    Science.gov (United States)

    Jiang, Zhi-Qiang; Zhou, Wei-Xing; Tan, Qun-Zhao

    2009-11-01

    Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior. The statistical analysis unveils that the active avatars can be classified into three types. The avatars of the first type are owned by game cheaters who go online and offline in preset time intervals with the online duration distributions dominated by pulses. The second type of avatars is characterized by a Weibull distribution in the online durations, which is confirmed by statistical tests. The distributions of online durations of the remaining individual avatars differ from the above two types and cannot be described by a simple form. These findings have potential applications in the game industry.

  8. Effect of computer game playing on baseline laparoscopic simulator skills.

    Science.gov (United States)

    Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd

    2013-08-01

    Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.

  9. Game Transfer Phenomena in video game playing: a qualitative interview study

    OpenAIRE

    Ortiz de Gortari, AB; Aronsson, K; Griffiths, MD

    2011-01-01

    Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or pl...

  10. Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play.

    Science.gov (United States)

    Barlett, Christopher P; Harris, Richard J; Baldassaro, Ross

    2007-01-01

    This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. 2007 Wiley-Liss, Inc.

  11. Motivation and Learning Engagement through Playing Math Video Games

    Science.gov (United States)

    Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael

    2017-01-01

    Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…

  12. Modern Warfare: Video Game Playing and Posttraumatic Symptoms in Veterans.

    Science.gov (United States)

    Etter, Darryl; Kamen, Charles; Etter, Kelly; Gore-Felton, Cheryl

    2017-04-01

    Many of the current generation of veterans grew up with video games, including military first-person shooter (MFPS) video games. In MFPS games, players take the role of soldiers engaged in combat in environments modeled on real-life warzones. Exposure to trauma-congruent game content may either serve to exacerbate or to ameliorate posttraumatic symptoms. The current study examined the relationship between MFPS and other shooter video game playing and posttraumatic stress disorder (PTSD) symptoms among current and former members of the military (N = 111). Results indicated that video game play was very common, and 41.4% of participants reported playing MFPS or other shooter games (shooter players group). The shooter players group reported higher levels of PTSD symptoms than participants who did not play any video or shooter games (nonshooter/nonplayers group; d = 0.44); however, playing shooter games was not predictive of PTSD symptoms after accounting for personality, combat exposure, and social support variables. This may indicate that the same psychosocial factors predict both PTSD and shooter video game play. Although veterans may benefit from the development and use of clinical applications of video games in PTSD treatment, clinical attention should continue to focus on established psychosocial predictors of PTSD symptoms. Copyright © 2017 International Society for Traumatic Stress Studies.

  13. INTERVALS OF ACTIVE PLAY AND BREAK IN BASKETBALL GAMES

    Directory of Open Access Journals (Sweden)

    Pavle Rubin

    2010-09-01

    Full Text Available The problem of the research comes from the need for decomposition of a basketball game. The aim was to determine the intervals of active game (“live ball” - term defined by rules and break (“dead ball” - term defined by rules, by analyzing basketball games. In order to obtain the relevant information, basketball games from five different competitions (top level of quality were analyzed. The sample consists of seven games played in the 2006/2007 season: NCAA Play - Off Final game, Adriatic League finals, ULEB Cup final game, Euroleague (2 games and the NBA league (2 games. The most important information gained by this research is that the average interval of active play lasts approximately 47 seconds, while the average break interval lasts approximately 57 seconds. This information is significant for coaches and should be used in planning the training process.

  14. Why and When ‘Laughing out Loud’ in Game Playing

    OpenAIRE

    Unknown, [Unknown; Nijholt, A.; Nijholt, Antinus

    2012-01-01

    Playing games is fun. Being visible to others and knowing about others in social media is fun. Obviously, other factors are involved. We want to play games to escape from daily life, and we want to play games in order to satisfy our needs to compete and win, with other words, to prove ourselves in game situations where we are confronted with challenges that we think we can master. There are video games where a single player has to deal with the game challenges. There are games where individua...

  15. Positive Emotions Associated with "Counter-Strike" Game Playing.

    Science.gov (United States)

    Shin, Mirim; Heard, Rob; Suo, Chao; Chow, Chin Moi

    2012-10-01

    Digital game playing engages people for long periods of time. The pleasure offered by digital games may explain the players' consumption of this activity. Games may elicit both positive and negative emotions, which can be measured by encephalography (EEG). The EEG alpha asymmetry index (AI) is different in positive and negative emotions and so may be used to distinguish positive from negative emotions that occur during gaming. We hypothesized that the "Counter-Strike" (CS) game (Valve Software, Bellevue, WA) is pleasurable and demonstrable with a positive EEG AI. Twelve male participants ages 18-30 years underwent EEG recordings continuously during and postgame. EEG was also recorded pregame for control conditions of baseline (sitting on a chair staring at a blank wall), movement (moving fingers on the computer keyboard with a blank screen), sound (listening to the sound of the CS game with a blank screen), and screen (watching the CS game without playing). Self-ratings of emotional responses were completed at pre-, during, and postgame. A significant decrease in the EEG AI was observed under the screen condition compared with baseline, whereas an increase was observed postgame compared with the screen condition. The participants demonstrated a positive EEG AI following the "shoot" events (shoot opponents) and negative emotions after the "being shot" events. Subjective ratings of emotional response indicated happiness during and postgame, but anger and arousal were reported only during the game. The overall results are consistent with the hypothesis that predominantly positive emotional reactions are elicited from playing the CS game and concur with positive subjective ratings of happiness. Future studies may explore the relationship of game pleasure and obsessive game play.

  16. Computer Programming: An Activity as Compelling as Game Play

    Directory of Open Access Journals (Sweden)

    Tom Goulding

    2010-04-01

    Full Text Available Game motif programming exercises (GM-Games were developed to help novices develop complex client server game systems within their freshman year. GM-Games foster a strong work ethic in as much as they reproduce the challenges and excitement associated with game play; yet their purpose is the development of advanced programming skills. We have found that young people are just as interested in mastering programming skills as they are in mastering the shooting, racing or strategy skills required in many entertainment games. We describe in this paper how GM-Games imitate many of the aspects of game play.

  17. Pleasure to play, arousal to stay: the effect of player emotions on digital game preferences and playing time.

    Science.gov (United States)

    Poels, Karolien; van den Hoogen, Wouter; Ijsselsteijn, Wijnand; de Kort, Yvonne

    2012-01-01

    This study investigated how player emotions during game-play, measured through self-report and physiological recordings, predict playing time and game preferences. We distinguished between short-term (immediately after game-play) and long-term (after 3 weeks) playing time and game preferences. While pleasure was most predictive for short-term playing time and game preferences, arousal, particularly for game preferences, was most predictive on the longer term. This result was found through both self-report and physiological emotion measures. This study initiates theorizing about digital gaming as a hedonic consumer product and sketches future research endeavors of this topic.

  18. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Science.gov (United States)

    Tear, Morgan J; Nielsen, Mark

    2013-01-01

    Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  19. Games To Play with Babies. (Revised and Expanded).

    Science.gov (United States)

    Silberg, Jackie

    Aimed at parents with infants, this book is a collection of 250 simple, fun-filled games that can be played with children up to the age of 1. The games have been categorized into the following eight types: (1) growing and learning games; (2) special bonding games; (3) kitchen games; (4) laughing and having fun games; (5) art and singing games; (6)…

  20. Table-Top Role Playing Game and Creativity

    Science.gov (United States)

    Chung, Tsui-shan

    2013-01-01

    The current study aims to observe whether individuals who engaged in table-top role playing game (TRPG) were more creative. Participants total 170 (52 TRPG players, 54 electronic role playing game (ERPG) players and 64 Non-players) aged from 19 to 63. In the current study, an online questionnaire is used, adopting the verbal subtests of…

  1. Playing in "Trelis Weyr": Investigating Collaborative Practices in a "Dragons of Pern" Role-Play-Game Forum

    Science.gov (United States)

    Alley, Kathleen M.

    2013-01-01

    This descriptive case study examined adolescents' and emerging adults' literate and social practices within the context of a role-play-game (RPG) forum, investigating the ways participants read and collaboratively composed within this space. As a researcher, I was interested in how this space functioned and how the interactions between…

  2. Social Interaction in a Cooperative Brain-computer Interface Game

    NARCIS (Netherlands)

    Obbink, Michel; Gürkök, Hayrettin; Plass - Oude Bos, D.; Hakvoort, Gido; Poel, Mannes; Nijholt, Antinus; Camurri, Antonio; Costa, Cristina

    Does using a brain-computer interface (BCI) influence the social interaction between people when playing a cooperative game? By measuring the amount of speech, utterances, instrumental gestures and empathic gestures during a cooperative game where two participants had to reach a certain goal, and

  3. The function of game and role playing in adult education

    OpenAIRE

    Žáková, Zuzana

    2009-01-01

    The subjects of this work are game, role and role playing in upbringing, education and training, and in personnel practice. The work uses knowledge of pedagogy, psychology and sociology, and focuses on social interaction and personality development. It introduces basic educational, training and therapeutic methods and procedures, including methods in the field of adult education, where the core of these methods lies in playing roles. It presents brief characteristics of individual methods, in...

  4. Analyzing Motives, Preferences, and Experiences in Video Game Play

    Directory of Open Access Journals (Sweden)

    Donald Loffredo

    2017-04-01

    Full Text Available This paper presents the results of analyzing motives, preferences, and experiences in video game play. A sample of 112 (64 male and 48 female students completed online the Gaming Attitudes, Motives, and Experiences Scales (GAMES. Separate one-way independent-measures multivariate analyses of variance (MANOVAs were used to determine if there were statistically significant differences by gender, age category, hours of videogame play, and ethnicity on the nine Factor Subscales of the GAMES. The results supported two of the proposed hypotheses. There were statistically differences by gender and hours of videogame play on some of the Factor Subscales of the GAMES.

  5. Correlates of video games playing among adolescents in an Islamic country

    Science.gov (United States)

    2010-01-01

    Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Results Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Conclusion Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly

  6. Correlates of video games playing among adolescents in an Islamic country.

    Science.gov (United States)

    Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak

    2010-05-27

    No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore

  7. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Directory of Open Access Journals (Sweden)

    Morgan J Tear

    Full Text Available BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc. and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  8. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    Science.gov (United States)

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    Background Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Methods and Findings Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. Conclusions We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior. PMID:23844191

  9. Investigating MCTS Modifications in General Video Game Playing

    DEFF Research Database (Denmark)

    Frydenberg, Frederik; Andersen, Kasper; Risi, Sebastian

    2015-01-01

    -style video games. This paper investigates of how well these modifications perform in general video game playing using the general video game AI (GVG-AI) framework and introduces a new MCTS modification called UCT reverse penalty that penalizes the MCTS controller for exploring recently visited children......While Monte Carlo tree search (MCTS) methods have shown promise in a variety of different board games, more complex video games still present significant challenges. Recently, several modifications to the core MCTS algorithm have been proposed with the hope to increase its effectiveness on arcade....... The results of our experiments show that a combination of two MCTS modifications can improve the performance of the vanilla MCTS controller, but the effectiveness of the modifications highly depends on the particular game being played....

  10. Learning about water resource sharing through game play

    Directory of Open Access Journals (Sweden)

    T. Ewen

    2016-10-01

    Full Text Available Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  11. Learning about water resource sharing through game play

    Science.gov (United States)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

    Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  12. Fictitious play in extensive form games

    DEFF Research Database (Denmark)

    Hendon, Ebbe; Whitta-Jacobsen, Hans Jørgen; Sloth, Birgitte

    1996-01-01

    This article analyzes the fictitious play process originally proposed for strategic form games by Brown (1951) and Robinson (1951). We interpret the process as a model of preplay thinking performed by players before acting in a one-shot game. This model is one of bounded rationality. We discuss how...

  13. The motivation of children to play an active video game

    NARCIS (Netherlands)

    Chin A Paw, M.J.M.; Jacobs, W.M.; Vaessen, E.P.G.; Titze, S.; van Mechelen, W.

    2008-01-01

    The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group

  14. Playing the Tune: Video Game Music, Gamers, and Genre

    OpenAIRE

    Summers, Tim

    2011-01-01

    This article proposes a particular approach to video game music, advocating the usefulness of genre-based enquiry. Two generic levels are active in video game music: ‘interactive genre’ (the type of game/interactive mechanism) and ‘environmental genre’ (the ‘setting’ of the game). The interaction between these levels produces the game’s music. By examining games within the same interactive genre, even if the environmental genre is markedly different, we can begin to uncover similar concerns, ...

  15. Insights from Massively Multiplayer Online Role Playing Games to Enhance Gamification in Education

    Directory of Open Access Journals (Sweden)

    Alireza Tavakkoli

    2014-08-01

    Full Text Available This paper presents the results of the study of a cohort of college graduate and undergraduate students who participated in playing a Massively Multiplayer Online Role Playing Game (MMORPG as a gameplay rich with social interaction as well as intellectual and aesthetic features. Statistically significant differences among our participants' perception, sensation seeking, and satisfaction in relation to gameplay features are investigated. Our primary objective in this investigation was to look for certain aspects of game playing and sensation seeking that attracts a group of students to engage in long term gameplay online. Results support the majority of pre-planned hypotheses and show potential important considerations to take into account when developing gamified content for educational applications. Furthermore, the limitation of the data used in this study is presented and future directions to remove the current limitation and proliferate results through qualitative research into players' in-game social interactions. We suggest that finding similarities and underlying patterns of attraction among a diverse group of students could be beneficial in designing gameplay features to enhance student participation in the learning experience and improve learning performance.

  16. Correlates of video games playing among adolescents in an Islamic country

    Directory of Open Access Journals (Sweden)

    Moeini Babak

    2010-05-01

    Full Text Available Abstract Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Results Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Conclusion Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors

  17. Playing a first-person shooter video game induces neuroplastic change.

    Science.gov (United States)

    Wu, Sijing; Cheng, Cho Kin; Feng, Jing; D'Angelo, Lisa; Alain, Claude; Spence, Ian

    2012-06-01

    Playing a first-person shooter (FPS) video game alters the neural processes that support spatial selective attention. Our experiment establishes a causal relationship between playing an FPS game and neuroplastic change. Twenty-five participants completed an attentional visual field task while we measured ERPs before and after playing an FPS video game for a cumulative total of 10 hr. Early visual ERPs sensitive to bottom-up attentional processes were little affected by video game playing for only 10 hr. However, participants who played the FPS video game and also showed the greatest improvement on the attentional visual field task displayed increased amplitudes in the later visual ERPs. These potentials are thought to index top-down enhancement of spatial selective attention via increased inhibition of distractors. Individual variations in learning were observed, and these differences show that not all video game players benefit equally, either behaviorally or in terms of neural change.

  18. Health-risk correlates of video-game playing among adults.

    Science.gov (United States)

    Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M

    2009-10-01

    Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.

  19. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games.

    Science.gov (United States)

    Gainsbury, Sally M; King, Daniel L; Russell, Alex M T; Delfabbro, Paul

    2016-06-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.

  20. Evaluation of vision training using 3D play game

    Science.gov (United States)

    Kim, Jung-Ho; Kwon, Soon-Chul; Son, Kwang-Chul; Lee, Seung-Hyun

    2015-03-01

    The present study aimed to examine the effect of the vision training, which is a benefit of watching 3D video images (3D video shooting game in this study), focusing on its accommodative facility and vergence facility. Both facilities, which are the scales used to measure human visual performance, are very important factors for man in leading comfortable and easy life. This study was conducted on 30 participants in their 20s through 30s (19 males and 11 females at 24.53 ± 2.94 years), who can watch 3D video images and play 3D game. Their accommodative and vergence facility were measured before and after they watched 2D and 3D game. It turned out that their accommodative facility improved after they played both 2D and 3D games and more improved right after they played 3D game than 2D game. Likewise, their vergence facility was proved to improve after they played both 2D and 3D games and more improved soon after they played 3D game than 2D game. In addition, it was demonstrated that their accommodative facility improved to greater extent than their vergence facility. While studies have been so far conducted on the adverse effects of 3D contents, from the perspective of human factor, on the imbalance of visual accommodation and convergence, the present study is expected to broaden the applicable scope of 3D contents by utilizing the visual benefit of 3D contents for vision training.

  1. An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

    OpenAIRE

    Hussain, Z; Williams, GA; Griffiths, MD

    2015-01-01

    Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1,167 gamers who were survey...

  2. Games Superheroes Play: Teaching Game Theory with Comic Book Favorites

    Science.gov (United States)

    O'Roark, Brian; Grant, William

    2018-01-01

    The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…

  3. Consumer behavior of electronic games' players: a study on the intentions to play and to pay

    Directory of Open Access Journals (Sweden)

    Lucas Lopes Ferreira de Souza

    Full Text Available Abstract The electronic games market is one of the most profitable in the leisure segment, having surpassed the film industry. In terms of profitability, it is ranked as eleventh in the world and first in Latin America. Despite its relevance, there is little information about the reasons that lead consumers to play. This paper examined which attributes of the games influence consumers to play and pay for them. The methodology was a field research survey conducted with 600 electronic games' players, and structural equation modeling was used to test the model. The results indicate that the constructs challenge, diversion, fun, fantasy and social interaction influence the intention to play and pay for games, while the construct competition has a negative effect on the intention to play. No significant causalities were found, regarding the constructs time flexibility and arousal, on the intention to play. Furthermore, we also observed that motivations that had the highest impact were fun, challenge and fantasy, attributes that should be considered by game developers and industry.

  4. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

    Science.gov (United States)

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-12-01

    AIMS: To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.

  5. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  6. Why and When ‘Laughing out Loud’ in Game Playing

    NARCIS (Netherlands)

    Unknown, [Unknown; Nijholt, A.; Nijholt, Antinus

    2012-01-01

    Playing games is fun. Being visible to others and knowing about others in social media is fun. Obviously, other factors are involved. We want to play games to escape from daily life, and we want to play games in order to satisfy our needs to compete and win, with other words, to prove ourselves in

  7. Color blindness and interracial interaction: playing the political correctness game.

    Science.gov (United States)

    Norton, Michael I; Sommers, Samuel R; Apfelbaum, Evan P; Pura, Natassia; Ariely, Dan

    2006-11-01

    Two experiments explored the ramifications of endorsing color blindness as a strategy for appearing unprejudiced. In Study 1, Whites proved adept at categorizing faces on the basis of race, but understated their ability to do so. In Study 2, Whites playing the Political Correctness Game--a matching task that requires describing other individuals--were less likely to use race as a descriptor when paired with a Black partner than when paired with a White partner, a strategy that impaired communication and performance. In addition, avoidance of race was associated with Whites making less eye contact with and appearing less friendly toward Black partners.

  8. "Yes! We Are Playing a Game, and It's Going to Be Fun!"

    Science.gov (United States)

    Barrett, Kelly

    2012-01-01

    Games are for playing, more often than not playing a game is a social experience, it is fun, and we all enjoy playing games. Play and playing are ways in which we learn, so how often are games part of the normal activity of the mathematics classroom? The answer, in most cases, has to be--not often. Is it that games just don't seem to fulfil the…

  9. Playing active video games increases energy expenditure in children.

    Science.gov (United States)

    Graf, Diana L; Pratt, Lauren V; Hester, Casey N; Short, Kevin R

    2009-08-01

    To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking. Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls (ages 10-13 years; BMI at 3-98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming. Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play (lowest step rate) than during walking (highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity. Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure.

  10. Do those who play together stay together? The World of Warcraft community between play, practice and game design

    Directory of Open Access Journals (Sweden)

    Ioana Cărtărescu-Petrică

    2015-06-01

    Full Text Available In a time when video games are commonly blamed for anything from antisocial behavior, to the isolation and alienation of their users Massive Multiplayer Online Role Playing Games have developed to provide one of the ultimate online social experiences. Based on cooperation, coordination and communication among players, these games do more than simply provide entertainment: they foster communities, not only allowing trust and friendship to be born, but actively encouraging it. In fact, one of the main secret behind the success of this kind of game appears to be its capacity to stimulate interaction and bonding around a common goal for its players. This paper focuses on one of the world’s most popular MMORPGs, World of Warcraft, specifically on studying the characteristics of the community of play and practice built around it and on the influence the game architecture has on the survival potential of said WoW community. In order to achieve these goals, I have conducted a qualitative research at the height of the game’s popularity (2011 , conducting interviews with experienced, mostly hard-core and pro players and followed up with half of the original respondents four years later (in 2015, to see how their views on the gaming experience have evolved and to try to understand why the once flourishing WoW community seems to have started its decline.

  11. Hypersexualism in video games as determinant or deterrent of game play

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.

    A long held, and research supported, contention about video and computer games purports that men play more games, more often, and of a wider variety, than women. Reasons for this gendered gap range from socialization to cognitive capacity. The hypothesized reason explored in this study focuses...... on the sexualized portrayal of female game characters. Portraying women as sexual objects may dissuade women from identifying and wanting to engage with them while enticing men to engage with them. In a 2x3 between-subjects experimental design, this study investigated how men and women perceive and react to female...... avatars that embody the hypersexualism body shape of big breasts, thin waist, and long, thin limbs, making the portrayal the composite of more naturally voluptuous and thin body shapes. Contrary to industry and academic arguments, it was found that men indicated more engagement with the game when playing...

  12. Strengthening Parent-Child Relationships through Co-Playing Video Games

    Science.gov (United States)

    Sheffield, Anneliese; Lin, Lin

    2013-01-01

    Parent-child relationships may be strengthened when parents and children play video games together. Literature is limited in addressing the impact of co-playing video games on parent-child relationships. Family systems theory, in particular, parental mediation through co-play, may provide insights into parent-child relationships. Parents who…

  13. Changes in cue-induced, prefrontal cortex activity with video-game play.

    Science.gov (United States)

    Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F

    2010-12-01

    Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.

  14. Freud on play, games, and sports fanaticism.

    Science.gov (United States)

    Holowchak, M Andrew

    2011-01-01

    Much has been written in the secondary literature on Freud's aggression-release perspective vis-à-vis competitive sports. Very little has been written, however, on Freud's own explicit contribution to play, games, and sport. That is likely the result of Freud's reluctance to take up them--especially from the gamesman's and sportsman's points of view. One can, however, tease out the development of Freud's thoughts on games, play, and sport through a careful examination of his corpus over time. In doing so, one finds an early view of play and games, where the drives behind those activities are self- and other-preservative, and a later view, where Freud introduces his death drive. The article ends with some notions on what Freud might have said on the fanaticism that accompanies competitive sport, had he expressly taken up the issue.

  15. Problem video game playing is related to emotional distress in adolescents.

    Science.gov (United States)

    Gonzálvez, María T; Espada, José P; Tejeiro, Ricardo

    2017-06-28

    Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offline players, in addition to examining its relationship with anxiety and depressive symptomatology. A sample of adolescents (N = 380) completed self-reports measuring video game use and symptoms of anxiety and depression. We found that 7.4% of females and 30% of males can be considered as playing at problem levels. Online players were almost 12 times more likely to play at high frequency than offline players (χ2 (1, 267) = 72.72, p < .001, OR = 11.63, 95% CI [6.31, 21.43]). Males play more frequently, and play more online (χ2 (1, 267) = 50.85, p < .001, OR = 6.74, 95% CI [3.90, 11.64]), with a clear relationship between problem video game playing and anxiety (r = .24; p < .001). In females, there is a relationship between problem video game playing and depression (r = .19; p < .05). Our findings contribute to a better understanding of the psychological variables involved in problem video game playing. The implementation of strategies is suggested in order to prevent pathological gaming and associated problems.

  16. Churn prediction of mobile and online casual games using play log data.

    Science.gov (United States)

    Kim, Seungwook; Choi, Daeyoung; Lee, Eunjung; Rhee, Wonjong

    2017-01-01

    Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal.

  17. Exploring children's movement characteristics during virtual reality video game play.

    Science.gov (United States)

    Levac, Danielle; Pierrynowski, Michael R; Canestraro, Melissa; Gurr, Lindsay; Leonard, Laurean; Neeley, Christyann

    2010-12-01

    There is increasing interest in the use of commercially-available virtual reality video gaming systems within pediatric rehabilitation, yet little is known about the movement characteristics of game play. This study describes quantity and quality of movement during Nintendo Wii and Wii Fit game play, explores differences in these movement characteristics between games and between novice and experienced players, and investigates whether motivation to succeed at the game impacts movement characteristics. Thirty-eight children (aged 7-12) with and without previous game experience played Wii (boxing and tennis) and Wii Fit (ski slalom and soccer heading) games. Force plate data provided center of pressure displacement (quantity) and processed pelvis motion indicated smoothness of pelvic movement (quality). Children rated their motivation to succeed at each game. Movement quantity and quality differed between games (pgames demonstrated greater movement quantity during Wii Fit game play (p<.001); quality of movement did not differ between groups. Motivation to succeed did not influence the relationship between experience and outcomes. Findings enhance clinical understanding of this technology and inform the development of research questions to explore its potential to improve movement skills in children with motor impairments. Copyright © 2010 Elsevier B.V. All rights reserved.

  18. Indigenous games and play behaviour of children in Gauteng ...

    African Journals Online (AJOL)

    Indigenous games and play behaviour of children in Gauteng Province, South Africa. ... Research on play behaviour and games within the South African context has over the years been ad hoc, guided by ... AJOL African Journals Online.

  19. Excessive computer game playing: evidence for addiction and aggression?

    Science.gov (United States)

    Grüsser, S M; Thalemann, R; Griffiths, M D

    2007-04-01

    Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.

  20. A Neuroevolution Approach to General Atari Game Playing

    DEFF Research Database (Denmark)

    Hausknecht, Matthew; Lehman, Joel; Miikkulainen, Risto

    2014-01-01

    This article addresses the challenge of learning to play many dierent video games with little domain- specic knowledge. Specically, it introduces a neuro-evolution approach to general Atari 2600 game playing. Four neuro-evolution algorithms were paired with three dierent state representations...... representations while indirect-encoding methods (i.e. HyperNEAT) allow scaling to higher-dimensional representations (i.e. the raw game screen). Previous approaches based on temporal- dierence learning had trouble dealing with the large state spaces and sparse reward gradients often found in Atari games. Neuro...... and evaluated on a set of 61 Atari games. The neuro-evolution agents represent dierent points along the spectrum of algorithmic sophistication - including weight evolution on topologically xed neural net- works (Conventional Neuro-evolution), Covariance Matrix Adaptation Evolution Strategy (CMA-ES), evolution...

  1. (Not Playing Games: Player-Produced Walkthroughs as Archival Documents of Digital Gameplay

    Directory of Open Access Journals (Sweden)

    James Newman

    2011-10-01

    Full Text Available The subject of digital game preservation is one that has moved up the research agenda in recent years with a number of international projects, such as KEEP and Preserving Virtual Worlds, highlighting and seeking to address the impact of media decay, hardware and software obsolescence through different strategies including code emulation, for instance. Similarly, and reflecting a popular interest in the histories of digital games, exhibitions such as Game On (Barbican, UK and GameCity (Nottingham, UK experiment with ways of presenting games to a general audience. This article focuses on the UK’s National Videogame Archive (NVA which, since its foundation in 2008, has developed approaches that both dovetail with and critique existing strategies to game preservation, exhibition and display.The article begins by noting the NVA’s interest in preserving not only the code or text of the game, but also the experience of using it – that is, the preservation of gameplay as well as games. This approach is born of a conceptualisation of digital games as what Moulthrop (2004 has called “configurative performances” that are made through the interaction of code, systems, rules and, essentially, the actions of players at play. The analysis develops by problematising technical solutions to game preservation by exploring the way seemingly minute differences in code execution greatly impact on this user experience.Given these issues, the article demonstrates how the NVA returns to first principles and questions the taken-for-granted assumption that the playable game is the most effective tool for interpretation. It also encourages a consideration of the uses of non-interactive audiovisual and (paratextual materials in game preservation activity. In particular, the focus falls upon player-produced walkthrough texts, which are presented as archetypical archival documents of gameplay. The article concludes by provocatively positing that these non

  2. Digital Gaming Perspectives of Older Adults: Content vs. Interaction

    Science.gov (United States)

    Marston, Hannah R.

    2013-01-01

    There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…

  3. Excessive computer game playing among Norwegian adults: self-reported consequences of playing and association with mental health problems.

    Science.gov (United States)

    Wenzel, H G; Bakken, I J; Johansson, A; Götestam, K G; Øren, Anita

    2009-12-01

    Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.

  4. Involving consumers in product design through collaboration: the case of online role-playing games.

    Science.gov (United States)

    Yeh, Shu-Yu

    2010-12-01

    The release of software attributes to users by software designers for the creation of user-designed forms is regarded as a producer-consumer collaboration, leading consumers to expend significant effort on a specific product. This article identifies such software/product attributes within online role-playing games and then explores how consumers' prior experience affects the evaluation of such attributes. In this article, product attributes comprise customized, content, and interactive externality-sensitive and complementary externality-sensitive attributes, with the value of each attribute being greater for experts than for novices. In Study 1, data were collected and analyzed for the purpose of identifying such features in online role-playing games. The results can also be generalized to convergent products, such as TV games that have been redesigned as online games or mobile games found in Study 2. For the introduction of a convergent product to be successful, our research suggests that the potential market-segment focus should be on knowledgeable consumers who accept such products more readily.

  5. Simplify Volleying through Modified Game Play

    Science.gov (United States)

    Beaudet, Bob; Grube, Dan

    2005-01-01

    Volleyball, by its very nature, is a difficult game to play. Players at all ages have a hard time hitting the ball to their intended targets, resulting in rallies that rarely last more than one or two hits. The resulting game, then, is slow paced and boring, with a lot of standing around and little activity time. In an attempt to ease the…

  6. Perceptual learning during action video game playing.

    Science.gov (United States)

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  7. What Role do Metaphors Play in Game-based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2015-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learningemerges in association to game-embedded metaphors.As shown in this chapter, metaphorsseem to play a profound role in game-based learning, both by providing participantswith a suitcase containing...

  8. What Role do Metaphors Play in Game-Based Learning Processes?

    DEFF Research Database (Denmark)

    Henriksen, Thomas Duus

    2014-01-01

    This chapter explores the role played by metaphors in learning games and game-based learning processes. The aim is to contribute better understanding of the mechanisms of how such games contribute to learning and learning transfer. On the basis of an analytical strategy that emphasises metaphors...... as storylines, actors, acts and movement, three learning games are analysed in order to understand how learning emerges in association to game-embedded metaphors. As shown in this chapter, metaphors seem to play a profound role in game-based learning, both by providing participants with a suitcase containing...

  9. Playful empowerment, the role of game design innovation in participatory citizenship.

    NARCIS (Netherlands)

    Schouten, B.A.M.; Marsh, T.

    2016-01-01

    In this talk I will address a changing perspective on design, one in which users are defined as social and economical actors who co-create products and services. We will see that the role of play in its contemporary and digital form for instance through games, apps, interactive toys is essential in

  10. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood.

    Science.gov (United States)

    Ream, Geoffrey L; Elliott, Luther C; Dunlap, Eloise

    2013-01-01

    This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether "role incompatibility," the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators-days/week played, school/work day play, nonschool/work day play, and problem play-had significant curvilinear relationships with age. The "shape" of video gaming's relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.

  11. Relationships between electronic game play, obesity, and psychosocial functioning in young men.

    Science.gov (United States)

    Wack, Elizabeth; Tantleff-Dunn, Stacey

    2009-04-01

    Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.

  12. Theoretical aspects of business role-playing game for senior students

    Directory of Open Access Journals (Sweden)

    Faychuk Olena Leonidivna

    2015-04-01

    Full Text Available The article deals with some theoretically grounded features of the business role-playing game determined to improve the learning process of senior students (specialization «Social work». The authors give the classification of business role-playing games, benefits and effective application of the rules of role-plays, and possibilities of using them in the learning process. Business role-playing games provide students’ initiative, emotional saturation of the learning process and help to assimilate the basic theoretical knowledge.

  13. Problematic Video Game Play and ADHD Traits in an Adult Population.

    Science.gov (United States)

    Panagiotidi, Maria

    2017-05-01

    This study examined the relationship between problematic video game play (PVGP), video game usage, and attention deficit hyperactivity disorder (ADHD) traits in an adult population. A sample of 205 healthy adult volunteers completed the Adult ADHD Self-Report Scale (ASRS), a video game usage questionnaire, and the Problem Video Game Playing Test (PVGT). A significant positive correlation was found between the ASRS and the PVGT. More specifically, inattention symptoms and time spent playing video games were the best predictors of PVGP. No relationship was found between frequency and duration of play and ADHD traits. Hyperactivity symptoms were not associated with PVGP. Our results suggest that there is a positive relationship between ADHD traits and problematic video game play. In particular, adults with higher level of self-reported inattention symptoms could be at higher risk of PVGP.

  14. Sequential interactions-in which one player plays first and another responds-promote cooperation in evolutionary-dynamical simulations of single-shot Prisoner's Dilemma and Snowdrift games.

    Science.gov (United States)

    Laird, Robert A

    2018-05-21

    Cooperation is a central topic in evolutionary biology because (a) it is difficult to reconcile why individuals would act in a way that benefits others if such action is costly to themselves, and (b) it underpins many of the 'major transitions of evolution', making it essential for explaining the origins of successively higher levels of biological organization. Within evolutionary game theory, the Prisoner's Dilemma and Snowdrift games are the main theoretical constructs used to study the evolution of cooperation in dyadic interactions. In single-shot versions of these games, wherein individuals play each other only once, players typically act simultaneously rather than sequentially. Allowing one player to respond to the actions of its co-player-in the absence of any possibility of the responder being rewarded for cooperation or punished for defection, as in simultaneous or sequential iterated games-may seem to invite more incentive for exploitation and retaliation in single-shot games, compared to when interactions occur simultaneously, thereby reducing the likelihood that cooperative strategies can thrive. To the contrary, I use lattice-based, evolutionary-dynamical simulation models of single-shot games to demonstrate that under many conditions, sequential interactions have the potential to enhance unilaterally or mutually cooperative outcomes and increase the average payoff of populations, relative to simultaneous interactions-benefits that are especially prevalent in a spatially explicit context. This surprising result is attributable to the presence of conditional strategies that emerge in sequential games that can't occur in the corresponding simultaneous versions. Copyright © 2018 Elsevier Ltd. All rights reserved.

  15. “HOW DO YOU FEEL?”: EMOTIONS EXHIBITED WHILE PLAYING COMPUTER GAMES AND THEIR RELATIONSHIP TO GAMING BEHAVIORS

    Directory of Open Access Journals (Sweden)

    Rex P. Bringula

    2015-06-01

    Full Text Available This descriptive study utilized a validated questionnaire to determine the emotions exhibited by computer gamers in cyber cafés. We determined that gamers exhibited both positive and negative emotions while playing games. We observed that gamers were inclined to be more anxious about being defeated in a game as gaming became frequent and length of years spent playing games increased. They also had the tendency to become more stressed when length of years spent playing games increased. On the other hand, other gaming behaviors were not significantly related to other emotions. We concluded that not all emotions exhibited by gamers while playing computer games could be attributed to their gaming behaviors. We recommend that other emotions such as anger, frustration, boredom, amusement, etc. be included in future research.

  16. Daily violent video game playing and depression in preadolescent youth.

    Science.gov (United States)

    Tortolero, Susan R; Peskin, Melissa F; Baumler, Elizabeth R; Cuccaro, Paula M; Elliott, Marc N; Davies, Susan L; Lewis, Terri H; Banspach, Stephen W; Kanouse, David E; Schuster, Mark A

    2014-09-01

    Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.

  17. Effects of playing video games on perceptions of one's humanity.

    Science.gov (United States)

    Greitemeyer, Tobias

    2013-01-01

    According to self-perception theory, individuals infer their characteristics by observing their own behavior. In the present research, the hypothesis is examined whether helping behavior increases perceptions of one's own humanity even when help is given that does not benefit a real person. In fact, two studies revealed that playing a prosocial video game (where the goal is to help and care for other game characters) led to increased perceptions of the player's own humanity (in particular, for positive humanity traits). Results also revealed that playing a violent, relative to a neutral, video game decreased perceptions of humanity on positive humanity traits and increased perceptions of humanity on negative humanity traits. Taken together, it appears that being helpful while playing video games leads to the perception of being more human, whereas being harmful while playing video games leads players to perceive themselves negatively.

  18. Cross-format analysis of the gaming experience in multi-player role playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Newman, K.; Brolund, T.

    2007-01-01

    Forming one of the major genres of games, Role Playing Games (RPGs) have proven an extremely portable concept, and the games are situated across various cultural and format-related boundaries. The effect of porting RPGs between formats is however a subject of which very little is known. This paper...

  19. Video game playing increases food intake in adolescents: a randomized crossover study.

    Science.gov (United States)

    Chaput, Jean-Philippe; Visby, Trine; Nyby, Signe; Klingenberg, Lars; Gregersen, Nikolaj T; Tremblay, Angelo; Astrup, Arne; Sjödin, Anders

    2011-06-01

    Video game playing has been linked to obesity in many observational studies. However, the influence of this sedentary activity on food intake is unknown. The objective was to examine the acute effects of sedentary video game play on various components of energy balance. With the use of a randomized crossover design, 22 healthy, normal-weight, male adolescents (mean ± SD age: 16.7 ± 1.1 y) completed two 1-h experimental conditions, namely video game play and rest in a sitting position, followed by an ad libitum lunch. The endpoints were spontaneous food intake, energy expenditure, stress markers, appetite sensations, and profiles of appetite-related hormones. Heart rate, systolic and diastolic blood pressures, sympathetic tone, and mental workload were significantly higher during the video game play condition than during the resting condition (P video game play than during rest (mean increase over resting: 89 kJ; P video game play exceeded that measured after rest by 335 kJ (P video game play condition. The increase in food intake associated with video game play was observed without increased sensations of hunger and was not compensated for during the rest of the day. Finally, the profiles of glucose, insulin, cortisol, and ghrelin did not suggest an up-regulation of appetite during the video game play condition. A single session of video game play in healthy male adolescents is associated with an increased food intake, regardless of appetite sensations. The trial was registered at clinicaltrials.gov as NCT01013246.

  20. Correlates of video games playing among adolescents in an Islamic country

    OpenAIRE

    Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak

    2010-01-01

    Abstract Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study w...

  1. The influence of playing computer games on pupil's development

    OpenAIRE

    Pospíšilová, Lenka

    2008-01-01

    This thesis is about the effects of playing computer games on pupils and students behavior. It is divided into a theoretical and an investigative part. The theoretical part is dedicated to historical development of technologies and principals of game systems in relationship to technical progress. It adverts to psychological, social and biological effects of long time, intensive playing of games. It shows positive and negative effects ofthis activity. The work analyses typical pathological eve...

  2. Reading Games: Close Viewing and Guided Playing of Multimedia Texts

    Science.gov (United States)

    Kozdras, Deborah; Joseph, Christine; Schneider, Jenifer Jasinski

    2015-01-01

    In this article, we describe how literacy strategies can be adapted for playing (and reading) video games--games that embed disciplinary content in multimedia texts. Using close viewing and guided playing strategies with online games and simulations, we share ideas for helping students navigate and comprehend multimedia texts in order to learn…

  3. Game Analysis, Validation, and Potential Application of EyeToy Play and Play 2 to Upper-Extremity Rehabilitation

    Directory of Open Access Journals (Sweden)

    Yu-ping Chen

    2014-01-01

    Full Text Available Objective. To describe and analyze the potential use of games in the commercially available EyeToy Play and EyeToy Play 2 on required/targeted training skills and feedback provided for clinical application. Methods. A summary table including all games was created. Two movement experts naïve to the software validated required/targeted training skills and feedback for 10 randomly selected games. Ten healthy school-aged children played to further validate the required/targeted training skills. Results. All but two (muscular and cardiovascular endurance had excellent agreement in required/targeted training skills, and there was 100% agreement on feedback. Children’s performance in required/targeted training skills (number of unilateral reaches and bilateral reaches, speed, muscular endurance, and cardiovascular endurance significantly differed between games (P<.05. Conclusion. EyeToy Play games could be used to train children’s arm function. However, a careful evaluation of the games is needed since performance might not be consistent between players and therapists’ interpretation.

  4. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    OpenAIRE

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in vir...

  5. Video Games and Aggression: the effects of violent game play on self-reported and peer-observed anger

    OpenAIRE

    Nelson, Andrew R

    2009-01-01

    The continued upsurge in the popularity of video games has lead to persistent debate over the effects of play, particularly the use of violent video games. The present experimental study aimed to replicate the results of numerous research groups who found that playing violent video games lead to an increase in aggression and to examine peer-observer perceptions of violent game play. Two experiments were carried out; the first used 24 participants in a within-subjects design being filmed while...

  6. The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    A nationally representative online survey (n = 3,380) was used to assess the contribution of patterns of video game play to problem video game play (PVGP) symptomatology. Game genre, enjoyment, consumer involvement, time spent gaming (gaming days in the past month and hours on days used), and demographic variables were all examined. The study…

  7. Exploring the links between personality traits and motivations to play online games.

    Science.gov (United States)

    Park, Jowon; Song, Yosep; Teng, Ching-I

    2011-12-01

    The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference.

  8. Games Children Play: An Exercise Illustrating Agents of Socialization.

    Science.gov (United States)

    Glasberg, Davita Silfen; Maatita, Florence; Nangle, Barbara; Schauer, Tracy

    1998-01-01

    Argues that children's toys and games contribute to representing and reinforcing dominant conceptions of appropriate social identities. Invites students to play a number of children's games in order to experience the "hidden agendas" concerning race, class, gender, and political socialization conveyed to them while they are playing. (DSK)

  9. Game theory and experimental games the study of strategic interaction

    CERN Document Server

    Colman, Andrew M

    1982-01-01

    Game Theory and Experimental Games: The Study of Strategic Interaction is a critical survey of the essential ideas of game theory and the findings of empirical research on strategic interaction. Some experiments using lifelike simulations of familiar kinds of strategic interactions are presented, and applications of game theory to the study of voting, the theory of evolution, and moral philosophy are discussed.Comprised of 13 chapters, this volume begins with an informal definition of game theory and an outline of the types of social situations to which it applies. Games of skill, games of cha

  10. Churn prediction of mobile and online casual games using play log data.

    Directory of Open Access Journals (Sweden)

    Seungwook Kim

    Full Text Available Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP and churn prediction period (CP. Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests and two deep learning algorithms (CNN and LSTM, and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal.

  11. Churn prediction of mobile and online casual games using play log data

    Science.gov (United States)

    Kim, Seungwook; Choi, Daeyoung; Lee, Eunjung

    2017-01-01

    Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal. PMID:28678880

  12. The Politics of Labor and Play in Popcultural Industry of On-Line Video Games

    Directory of Open Access Journals (Sweden)

    Mateusz Felczak

    2014-01-01

    Full Text Available The article deals with the functioning of the on-line AAAgames in capitalist market circulation, with games understood as productssubject to trade exchange. The author analyzes the method of capitalizationof players’ productivity, such as the use of unpaid digital laborof fans, arguing that the game mechanics are often adjusted to the playbourparadigm. The mechanisms of modeling the reception and distributionof games are listed and described based on the example of Steamand methods of exploitation of the Real-Money Auction House in DiabloIII. Automating the process of the game is considered to be the mostefficient model of play, displacing traditionally understood explorationand interaction with other players.

  13. Understanding How to Support Intergenerational Play through Educational Video Games

    Science.gov (United States)

    Siyahhan, Sinem

    2011-01-01

    The limited number of studies on intergenerational play suggests that not many parents play video games with their children (Lenhart, Jones, & Macgill, 2008). However, when intentionally designed to support intergenerational play, video game could provide an opportunity for parents and children to connect in new and powerful ways, especially…

  14. Cultural dimensions of children's games and play behaviour in the ...

    African Journals Online (AJOL)

    Cultural dimensions of children's games and play behaviour in the Northern Cape Province, South Africa. ... The socio-cultural analysis of games and play behaviour is an integral exponent of anthropological ... AJOL African Journals Online.

  15. Feasibility of an Exoskeleton-Based Interactive Video Game System for Upper Extremity Burn Contractures.

    Science.gov (United States)

    Schneider, Jeffrey C; Ozsecen, Muzaffer Y; Muraoka, Nicholas K; Mancinelli, Chiara; Della Croce, Ugo; Ryan, Colleen M; Bonato, Paolo

    2016-05-01

    Burn contractures are common and difficult to treat. Measuring continuous joint motion would inform the assessment of contracture interventions; however, it is not standard clinical practice. This study examines use of an interactive gaming system to measure continuous joint motion data. To assess the usability of an exoskeleton-based interactive gaming system in the rehabilitation of upper extremity burn contractures. Feasibility study. Eight subjects with a history of burn injury and upper extremity contractures were recruited from the outpatient clinic of a regional inpatient rehabilitation facility. Subjects used an exoskeleton-based interactive gaming system to play 4 different video games. Continuous joint motion data were collected at the shoulder and elbow during game play. Visual analog scale for engagement, difficulty and comfort. Angular range of motion by subject, joint, and game. The study population had an age of 43 ± 16 (mean ± standard deviation) years and total body surface area burned range of 10%-90%. Subjects reported satisfactory levels of enjoyment, comfort, and difficulty. Continuous joint motion data demonstrated variable characteristics by subject, plane of motion, and game. This study demonstrates the feasibility of use of an exoskeleton-based interactive gaming system in the burn population. Future studies are needed that examine the efficacy of tailoring interactive video games to the specific joint impairments of burn survivors. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  16. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal

  17. The effect of presleep video-game playing on adolescent sleep.

    Science.gov (United States)

    Weaver, Edward; Gradisar, Michael; Dohnt, Hayley; Lovato, Nicole; Douglas, Paul

    2010-04-15

    Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Thirteen male adolescent "evening types" (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z= 2.45, p= .01) and reduced subjective sleepiness (Z = 2.36, p = .02)-but only slightly. Video gaming was related to changes in cognitive alertness (as measured by a power: p 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence.

  18. Playing prosocial video games increases the accessibility of prosocial thoughts.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2011-01-01

    Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.

  19. Playful Collaboration (or Not): Using a Game to Grasp the Social Dynamics of Open Innovation in Innovation and Business Education

    Science.gov (United States)

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

    This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international and interdisciplinary Innovation and Business master's…

  20. Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.

    Science.gov (United States)

    Ewoldsen, David R; Eno, Cassie A; Okdie, Bradley M; Velez, John A; Guadagno, Rosanna E; DeCoster, Jamie

    2012-05-01

    Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.

  1. Love Games that Insects Play

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 3; Issue 1. Love Games that Insects Play - The Evolution of Sexual Behaviours in Insects ... Author Affiliations. K N Ganeshaiah1. Department of Genetics & Plant Breeding University of Agricultural Sciences, GKVK Bangalore 560 065, India ...

  2. Role-Playing and Religion: Using Games to Educate Millennials

    Science.gov (United States)

    Porter, Adam L.

    2008-01-01

    I have been experimenting with using role-playing and games in my religion classes for several years and have found that students respond well to these pedagogical tools and methods. After reviewing my experiences, I explore the reasons for students' positive response. I argue that role-playing games capitalize on our students' educational…

  3. Teaching Teachers to Play and Teach Games

    Science.gov (United States)

    Wright, Steven; McNeill, Michael; Fry, Joan; Wang, John

    2005-01-01

    This study was designed to determine the extent to which a technical and a tactical approach to teaching a basketball unit to physical education teacher education (PETE) students would each affect their games playing abilities, perceived ability to teach, and approach preference for teaching the game. Pre- and post-unit data were collected through…

  4. Engagement, enjoyment, and energy expenditure during active video game play.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Ribisl, Kurt M; Bowling, J Michael; Kalyanaraman, Sriram

    2014-02-01

    Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games. Young adults aged 18-35 (N = 97, 50 female) game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis. A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  5. Excessive computer game playing : evidence for addiction and aggression?

    OpenAIRE

    Grüsser, SM; Thalemann, R; Griffiths, MD

    2007-01-01

    Computer games have become an ever-increasing part of many adolescents’ day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as “computer/video game addiction” have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample compri...

  6. Media and human capital development: Can video game playing make you smarter?

    Science.gov (United States)

    Suziedelyte, Agne

    2015-04-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities.

  7. The Classification of the Real-Time Interaction-Based Behavior of Online Game Addiction in Children and Early Adolescents in Thailand

    OpenAIRE

    Kongkarn Vachirapanang; Sakoontip Tuisima; Sukree Sinthupinyo; Puntip Sirivunnabood

    2012-01-01

    This paper aims to study actual behaviors of Thai children and early adolescents with different levels of game addiction while playing online games from an angle of the interaction between a user and computer. Real-time interaction-based behavior data from a program agent installed in personal computers in 20 sample houses were screened along with consent given by children and their parents. Collection of data about game-playing periods, frequency, game-playing times, text-based chatting, mou...

  8. Short-term effects of playing computer games on attention.

    Science.gov (United States)

    Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan

    2010-05-01

    The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour. The TBAG form of the Stroop task was administered to all participants twice, before playing and immediately after playing the game. Participants with improved posttest scores, compared to their pretest scores, used the computer on average 0.67 +/- 1.1 hr/day, while the average administered was measured at 1.6 +/- 1.4 hr/day and 1.3 +/- 0.9 hr/day computer use for participants with worse or unaltered scores, respectively. According to the regression model, male gender, younger ages, duration of daily computer use, and ADHD inattention type were found to be independent risk factors for worsened posttest scores. Time spent playing computer games can exert a short-term effect on attention as measured by the Stroop test.

  9. Teaching Children with Autism to Play a Video Game Using Activity Schedules and Game-Embedded Simultaneous Video Modeling

    Science.gov (United States)

    Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah

    2010-01-01

    Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…

  10. The Effects of Playing Educational Video Games on Kindergarten Achievement.

    Science.gov (United States)

    Din, Feng S.; Calao, Josephine

    2001-01-01

    Investigated whether kindergarten students who played Sony PlayStation educational video games for 40 minutes daily for 11 weeks learned better than peers who did not play such games. Found that the experimental group gained significantly more than the control group in spelling and decoding on the Wide Range Achievement Test-R3. Found no…

  11. Sketch for a model of four epistemological positions toward computer game play

    DEFF Research Database (Denmark)

    Leino, Olli

    2008-01-01

    The paper attempts to sketch out four distinct epistemological positions toward the player, who is understood as derived from play and game. To map out the problem field, two equally challenged positions toward computer game play are observed, emerging from inadequate treatment of the differences...... of playing a game is seen as independent of what goes on in the player’s mind (actually, the player might not even be the true subject of the game). Similar polarities are postulated regarding a game; from an exclusive viewpoint .game. is a signifying shorthand for objects, which, when observed from...

  12. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

    Directory of Open Access Journals (Sweden)

    Geoffrey L. Ream

    2013-01-01

    Full Text Available This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n=702 recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming’s relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.

  13. Assessing Approaches to Teaching Systems Thinking: Reading Article vs. Game Play

    Science.gov (United States)

    Pfirman, S. L.; O'Garra, T.; Lee, J.; Bachrach, E.; Bachman, G.; Orlove, B. S.

    2016-12-01

    Problem-solving in the complex domain of climate change requires consideration of the dynamics of systems as wholes. The long time frame, coupled with multiple interacting elements is challenging to teach through traditionally linear approaches, such as lectures or reading. On the other hand some have claimed that games are potentially useful in teaching system skills, due to their iterative, interacting, and problem solving character. In this experiment, we evaluated the impact of the EcoChains: Arctic Crisis card game on participants' mental models using a `fuzzy cognitive mapping' approach. The study population included 41 participants randomly assigned to the treatment/game play n=21 and the control/reading illustrated article: n=20. To obtain cognitive maps from participants, the first step was explaining how to draw a map, using an unrelated map as an example. Following the explanation, participants were handed large sheets of paper and asked to write down all the concepts they could think of related to: Arctic marine & sea-ice ecosystems, including the species & inhabitants of these ecosystems, all the different factors that negatively affect the health of Arctic marine & sea-ice ecosystems, its species & inhabitants, all the different factors that positively affect the health of Arctic marine & sea-ice ecosystems, its species & inhabitants. Once participants had drafted their list of concepts, they were asked to construct maps with the concepts in the center followed by arrows drawn between them to represent the direction of relationships between concepts. After the intervention - either playing the EcoChains card game or reading the illustrated article - participants were handed back their maps, together with a different colored pencil from the one they used previously, and asked to adjust the maps based on what they had learned from playing Ecochains/reading the article. Results indicate that both playing EcoChains and reading an illustrated article with

  14. The impact of recreational video game play on children's and adolescents' cognition.

    Science.gov (United States)

    Blumberg, Fran C; Altschuler, Elizabeth A; Almonte, Debby E; Mileaf, Maxwell I

    2013-01-01

    Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and adolescents remains largely uninformed by research. To inform this discussion, we review available research concerning the cognitive benefits of video game play among children and adolescents and their impressions of video games as learning tools as these impressions may impact their application of cognitive skills used during game play to academic tasks. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  15. Inclusive Competitive Game Play Through Balanced Sensory Feedback.

    Science.gov (United States)

    Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil

    2017-01-01

    While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.

  16. The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study

    Science.gov (United States)

    King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D.

    2011-01-01

    The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…

  17. Science Teachers' Perceptions of the Relationship Between Game Play and Inquiry Learning

    Science.gov (United States)

    Mezei, Jessica M.

    The implementation of inquiry learning in American science classrooms remains a challenge. Teachers' perceptions of inquiry learning are predicated on their past educational experiences, which means outdated methods of learning may influence teachers' instructional approaches. In order to enhance their understanding and ultimately their implementation of inquiry learning, teachers need new and more relevant models. This study takes a preliminary step exploring the potential of game play as a valuable experience for science teachers. It has been proposed that game play and inquiry experiences can embody constructivist processes of learning, however there has been little work done with science teachers to systematically explore the relationship between the two. Game play may be an effective new model for teacher education and it is important to understand if and how teachers relate game playing experience and knowledge to inquiry. This study examined science teachers' game playing experiences and their perceptions of inquiry experiences and evaluated teacher's recognition of learning in both contexts. Data was collected through an online survey (N=246) and a series of follow-up interviews (N=29). Research questions guiding the study were: (1) What is the nature of the relationship between science teachers' game experience and their perceptions of inquiry? (2) How do teachers describe learning in and from game playing as compared with inquiry science learning? and (3) What is the range of similarities and differences teachers articulate between game play and inquiry experiences?. Results showed weak quantitative links between science teachers' game experiences and their perceptions of inquiry, but identified promising game variables such as belief in games as learning tools, game experiences, and playing a diverse set of games for future study. The qualitative data suggests that teachers made broad linkages in terms of parallels of both teaching and learning. Teachers

  18. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  19. How Players Lose Interest in Playing a Game

    DEFF Research Database (Denmark)

    Bauckhage, Christian; Kersting, Kristian; Sifa, Rafet

    2012-01-01

    introduce methods from random process theory into game data mining in order to draw inferences about player engagement. Given large samples (over 250,000 players) of behavioral telemetry data from five different action-adventure and shooter games, we extract information as to how long individual players......Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem...... in this area is to characterize how player engagement in a game evolves over time. Reliable models are of pivotal interest since they allow for assessing the long-term success of game products and can provide estimates of how long players may be expected to keep actively playing a game. In this paper, we...

  20. Exploring sociality and engagement in play through game-control distribution

    NARCIS (Netherlands)

    Rozendaal, M.C.; Braat, B.A.L.; Wensveen, S.A.G.

    2010-01-01

    This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the

  1. Is basic personality related to violent and non-violent video game play and preferences?

    Science.gov (United States)

    Chory, Rebecca M; Goodboy, Alan K

    2011-04-01

    Based on the uses and gratifications perspective, personality was expected to relate to violent video game play frequency and game preferences. Participants completed measures of personality and frequency of violent video game play, and identified their most frequently played video games. Results indicate that individuals higher in openness but lower in agreeableness played violent video games more frequently. In addition, more open and extroverted but less agreeable and neurotic individuals generally preferred to play video games that are more violent. Results suggest personality may be more predictive of violent video game use than traditional media use, though the predictive personality dimensions may be consistent across media types.

  2. Cancer Survivors Who Play Recreational Computer Games: Motivations for Playing and Associations with Beneficial Psychological Outcomes.

    Science.gov (United States)

    Comello, Maria Leonora G; Francis, Diane B; Marshall, Laura Heisner; Puglia, Deanna R

    2016-08-01

    Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being. We conducted a cross-sectional online survey of survivors who play recreational games (N = 794). Key variables were motivations and indicators of psychological health, including self-efficacy in cancer communications, resilient coping, and beliefs that one is living a fulfilling and meaningful life (flourishing). Participants were most likely to be motivated to play for stimulation and a sense of accomplishment (intrinsic rewards), followed by development of self, sense of community, and personal affirmation. Multiple regression analyses revealed positive associations between playing for intrinsic rewards and all three psychological health outcomes. Playing for a sense of community was also positively associated with coping and flourishing. Playing recreational videogames, particularly to receive intrinsic rewards and to connect with others, may play a supportive role in the psychological health of survivors. Findings suggest future areas for research and implications for development of serious games.

  3. Character selecting advisor for a role-playing game

    Science.gov (United States)

    Redfield, Carol L.; Berlanga, Felicia

    1994-01-01

    Role-playing games have been a source of much pleasure and merriment for people of all ages. The process of developing a character for a role-playing game is usually very, very time consuming, delaying what many players consider the most entertaining part of the game. An expert system has been written to assist a player in creating a character by guiding the player through a series of questions. This paper discusses the selection of this topic, the knowledge engineering, the software development, and the resulting program that cuts the time of character development from about 4 hours to 30 minutes. The program was written on a PC and an Apollo in CLIPS 4.3 and currently runs on the Apollo.

  4. Video games playing: A substitute for cultural consumptions?

    DEFF Research Database (Denmark)

    Borowiecki, Karol Jan; Prieto-Rodriguez, Juan

    2015-01-01

    This article provides an applied investigation of video game usage. Using data for Spain, we estimate zero-inflated ordered probit models to control for an excess of zeros in our ordinal dependent variable. We find that the probability of game playing increases with the consumption of other...

  5. Lets Play: Why School Librarians Should Embrace Gaming in the Library

    Science.gov (United States)

    Elkins, Aaron J.

    2015-01-01

    This author encourages librarians to play some video games to get ready for the upcoming school year. Games aren't just for young males--they have tremendous potential to enhance 21st-century literacies, including critical-thinking and problem-solving skills. Playing games will not only help librarians see how these skills can be developed, but…

  6. One-Dimensional Creativity: A Marcusean Critique of Work and Play in the Video Game Industry

    Directory of Open Access Journals (Sweden)

    Ergin Bulut

    2018-06-01

    Full Text Available Creativity is at the heart of the video game industry. Industry professionals, especially those producing blockbuster games for the triple-A market, speak fondly of their creative labour practices, flexible work schedules, and playful workplaces. However, a cursory glance at major triple-A franchises reveals the persistence of sequel game production and a homogeneity in genres and narratives. Herbert Marcuse’s critique of one-dimensionality may help to account for this discrepancy between the workers’ creative aspirations and the dominant homogeneity in game aesthetics. What I call ‘one-dimensional creativity’ defines the essence of triple-A game production. In the name of extolling the pleasure principle at work, one-dimensional creativity eliminates the reality principle, but only superficially. One-dimensional creativity gives game developers the opportunity to express themselves, but it is still framed by a particular technological rationality that prioritises profits over experimental art. One-dimensional creativity negates potential forms of creativity that might emerge outside the industry’s hit-driven logics. Conceptually, ‘one-dimensional creativity’ renders visible the instrumentalisation of play and the conservative design principles of triple-A game production – a production that is heavily structured with technological performance, better graphics, interactivity, and speed. Multi-dimensional video game production and aesthetics, the opposite of one-dimensional creativity, is emerging from the DIY game production scene, which is more invested in game narratives and aesthetics outside the dominant logics of one-dimensionality in triple-A game production.

  7. Daily Violent Video Game Playing and Depression in Preadolescent Youth

    Science.gov (United States)

    Peskin, Melissa F.; Baumler, Elizabeth R.; Cuccaro, Paula M.; Elliott, Marc N.; Davies, Susan L.; Lewis, Terri H.; Banspach, Stephen W.; Kanouse, David E.; Schuster, Mark A.

    2014-01-01

    Abstract Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004–2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications. PMID:25007237

  8. Playing video games while using or feeling the effects of substances: associations with substance use problems.

    Science.gov (United States)

    Ream, Geoffrey L; Elliott, Luther C; Dunlap, Eloise

    2011-10-01

    This study tested the hypothesis that playing video games while using or feeling the effects of a substance--referred to herein as "concurrent use"-is related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data were drawn from a nationally representative online survey of adult video gamers conducted by Knowledge Networks, valid n = 2,885. Problem video game playing behavior was operationalized using Tejeiro Salguero and Bersabé Morán's 2002 problem video game play (PVP) measure, and measures for substance use problems were taken from the National Survey of Drug Use and Health (NSDUH). Separate structural equation modeling analyses were conducted for users of caffeine, tobacco, alcohol, and marijuana. In all four models, concurrent use was directly associated with substance use problems, but not with PVP. Video gaming as an enthusiastic hobby was associated with substance use problems via two indirect paths: through PVP for all substances, and through concurrent use for caffeine, tobacco, and alcohol only. Results illustrate the potential for "drug interaction" between self-reinforcing behaviors and addictive substances, with implications for the development of problem use.

  9. Computer analysis and comparison of chess players' game-playing styles

    OpenAIRE

    Krevs, Urša

    2015-01-01

    Today's computer chess programs are very good at evaluating chess positions. Research has shown that we can rank chess players by the quality of their game play, using a computer chess program. In the master's thesis Computer analysis and comparison of chess players' game-playing styles, we focus on the content analysis of chess games using a computer chess program's evaluation and attributes we determined for each individual position. We defined meaningful attributes that can be used for com...

  10. Stereogame: An Interactive Computer Game That Engages Students in Reviewing Stereochemistry Concepts

    Science.gov (United States)

    da Silva, Jose´ Nunes, Jr.; Lima, Mary Anne Sousa; Moreira, Joao Victor Xerez; Alexandre, Francisco Serra Oliveira; de Almeida, Diego Macedo; de Oliveira, Maria da Conceicao Ferreira; Leite, Antonio Jose´ Melo, Jr.

    2017-01-01

    This report provides information about an interactive computer game that allows undergraduate students to review individually stereochemistry topics in an engaging way by responding to 230 novel questions distributed at three difficulty levels. Responses from students and instructors who have played the game have been quite positive. Stereogame is…

  11. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  12. Active and non-active video gaming among Dutch adolescents: who plays and how much?

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Brug, Johannes; Seidell, Jaap; Chinapaw, Mai J M

    2014-11-01

    The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Cross-sectional. A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demographic correlates of active gaming (≥ 1 h per week) and non-active gaming (>7h per week). Of all participants (n=373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gaming adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9)min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5)min. Non-active gaming adolescents played on average on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0)min and 1.4 (sd = 0.65) days per weekend for 80 (sd = 50.8)min. Adolescents attending lower levels of education were more likely to play active games ≥ 1 h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games >7h per week, than girls or younger adolescents. Many adolescents play active games, especially those following a lower educational level, but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming. Copyright © 2013 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  13. Discoverability Problem of Free-to-Play Mobile Games

    OpenAIRE

    Koivisto, Maija

    2015-01-01

    Gaining visibility is crucial to a mobile game’s success. The competitive forces in mobile games market are strong, which pose challenges for game discovery. Low barriers to entry, minimal capital requirements and equal access to distribution platforms are some of the reasons the market is now flooded with staggering amounts of invisible, undifferentiated mobile games desperate for downloads. The thesis will give a holistic view of the current discovery landscape of free-to-play mobil...

  14. A longitudinal study of the association between violent video game play and aggression among adolescents.

    Science.gov (United States)

    Willoughby, Teena; Adachi, Paul J C; Good, Marie

    2012-07-01

    In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.

  15. An Overview of Structural Characteristics in Problematic Video Game Playing.

    Science.gov (United States)

    Griffiths, Mark D; Nuyens, Filip

    2017-01-01

    There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.

  16. The correlation between playing violent video games and bullying among adolescents in Serbia

    Directory of Open Access Journals (Sweden)

    Jevtić Ana

    2013-01-01

    Full Text Available The aim of this study was to determine the frequency of playing video games among Serbian adolescents, the video game violence and the quality of parental control. We wanted to relate the frequency of playing, the video game violence, the bullying behaviour in schools, and GPA. The study involved boys and girls (N = 578 from four age groups (12, 14, 16, 18 years. Research results have shown that most participants play video games (75.1%. There are significantly more boys than girls among them, as well as more older than younger participants. Parental control is weak; a very small percentage of the sample (4.4% reported that their parents had forbidden them to play a game because of its content. The parents mostly never check which games their children play (50.2 %, and the majority (40.6 % do not even talk with the children about the games they play. GPA is negatively correlated with the frequency of playing (r = -0.228, p<.01 and the frequency remains a significant predictor of GPA even when controlling for age and gender. Those who play more violent games display more bullying behaviour (r=0.403, p<.01. This effect remains significant even when controlling for gender, age, the amount of TV violence and frequency of watching TV. The amount of violence in video games as a predictor has a unique contribution to the explanation of individual differences in bullying; the factor has a small but significant contribution to the explanation of this form of aggressive behaviour.

  17. Media and human capital development: Can video game playing make you smarter?1

    Science.gov (United States)

    Suziedelyte, Agne

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. PMID:25705064

  18. Effects of passion for massively multiplayer online role-playing games on interpersonal relationships

    NARCIS (Netherlands)

    Utz, S.; Jonas, K.J.; Tonkens, E.

    2012-01-01

    Game research suffers from using a variety of concepts to predict the (often negative) effects of playing games. These concepts often overlap (e.g., addiction or pathological gaming), include negative consequences in their definition, or are very game-specific (e.g., collective play). We argue that

  19. Head Up Games : the games of the future will look more like the games of the past

    NARCIS (Netherlands)

    Soute, I.A.C.; Markopoulos, P.; Baranauskas, C.; Palanque, P.

    2008-01-01

    With the emergence of pervasive technology, pervasive games came into existence. Most are location-aware applications, played with a PDA or mobile phone. We argue that the interaction paradigm these games support, limits outdoor play that often involves spontaneous social interaction. This paper

  20. Measures of behavioral function predict duration of video game play: Utilization of the Video Game Functional Assessment - Revised.

    Science.gov (United States)

    Buono, Frank D; Griffiths, Mark D; Sprong, Matthew E; Lloyd, Daniel P; Sullivan, Ryan M; Upton, Thomas D

    2017-12-01

    Background Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g., pathological gambling). Aims Further work is required to better understand IGD. One potential avenue of investigation is IGD's relationship to the primary reinforcing behavioral functions. This study explores the relationship between duration of video game play and the reinforcing behavioral functions that may motivate or maintain video gaming. Methods A total of 499 video game players began the online survey, with complete data from 453 participants (85% white and 28% female), were analyzed. Individuals were placed into five groups based on self-reported hours of video gaming per week, and completed the Video Game Functional Assessment - Revised (VGFA-R). Results The results demonstrated the escape and social attention function were significant in predicting duration of video game play, whereas sensory and tangible were not significant. Conclusion Future implications of the VGFA-R and behaviorally based research are discussed.

  1. The Influence of Competitive and Cooperative Group Game Play on State Hostility

    Science.gov (United States)

    Eastin, Matthew S.

    2007-01-01

    Most research on violent video game play suggests a positive relationship with aggression-related outcomes. Expanding this research, the current study examines the impact group size, game motivation, in-game behavior, and verbal aggression have on postgame play hostility. Consistent with previous research, group size and verbal aggression both…

  2. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing.

    Science.gov (United States)

    Zhang, Yu-Xuan; Tang, Ding-Lan; Moore, David R; Amitay, Sygal

    2017-01-01

    Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  3. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing

    Directory of Open Access Journals (Sweden)

    Yu-Xuan Zhang

    2017-06-01

    Full Text Available Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  4. The effects of video game playing on attention, memory, and executive control.

    Science.gov (United States)

    Boot, Walter R; Kramer, Arthur F; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele

    2008-11-01

    Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.

  5. Playing Active Video Games may not develop movement skills: An intervention trial

    Science.gov (United States)

    Barnett, Lisa M.; Ridgers, Nicola D.; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and ‘real life’ activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill. PMID:26844136

  6. Playing Active Video Games may not develop movement skills: An intervention trial

    Directory of Open Access Journals (Sweden)

    Lisa M. Barnett

    2015-01-01

    Full Text Available Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control and time (pre and post and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no. Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group aged 4 to 8 years (M 6.2, SD 0.95 participated. Object control skill improved over time (p = 0.006 but there was no significant difference (p = 0.913 between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835. A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406 or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and ‘real life’ activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  7. Playing Active Video Games may not develop movement skills: An intervention trial.

    Science.gov (United States)

    Barnett, Lisa M; Ridgers, Nicola D; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  8. Video game playing as a risk factor in adolescence?

    OpenAIRE

    Lysý, Jan

    2013-01-01

    Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks ar...

  9. Explaining How to Play Real-Time Strategy Games

    Science.gov (United States)

    Metoyer, Ronald; Stumpf, Simone; Neumann, Christoph; Dodge, Jonathan; Cao, Jill; Schnabel, Aaron

    Real-time strategy games share many aspects with real situations in domains such as battle planning, air traffic control, and emergency response team management which makes them appealing test-beds for Artificial Intelligence (AI) and machine learning. End user annotations could help to provide supplemental information for learning algorithms, especially when training data is sparse. This paper presents a formative study to uncover how experienced users explain game play in real-time strategy games. We report the results of our analysis of explanations and discuss their characteristics that could support the design of systems for use by experienced real-time strategy game users in specifying or annotating strategy-oriented behavior.

  10. Social Interactions and Games

    Science.gov (United States)

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  11. Mobile augmented games in playable cities : Humorous interaction with Pokémon Go

    NARCIS (Netherlands)

    Andujar, Marvin; Nijholt, Anton; Gilbert, Juan E.

    2017-01-01

    Mobile Augmented Reality (AR) games are changing the way players interact with other players and in cities in the real world. The game’s content influences players’ decision to explore the outside world (whole body movement outside the house) instead of staying inside playing stationary games (not

  12. Cyber sexy: electronic game play and perceptions of attractiveness among college-aged men.

    Science.gov (United States)

    Wack, Elizabeth R; Tantleff-Dunn, Stacey

    2008-12-01

    The current study was conducted to determine if electronic gaming among males is related to body image, formation of body ideals, and appraisals of female attractiveness. A sample of 219 college-aged men (age 18-32) completed a variety of measures that assessed their game play habits, their perceptions of their own attractiveness, and perceptions of women's attractiveness. Results indicated that participants' ratings of women's attractiveness varied across the genres of game most frequently played but was not related to age of commencement or frequency of electronic game play. Additionally, frequency of play and age of commencement of game play were not related to self-perceptions of physical attractiveness, the association of positive attributes with muscularity, or the drive to become more muscular. Men's appearance satisfaction and valuation of muscularity was related to the extent to which they compare their own appearance to that of the characters featured in their electronic games. The results indicate that, unlike other forms of media, electronic gaming may have a weaker relationship to decreased appearance satisfaction or the formation of unrealistic standards of attractiveness.

  13. Designing Role-Playing Video Games for Ethical Thinking

    Science.gov (United States)

    Schrier, Karen

    2017-01-01

    How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18-34, make ethical decisions in three…

  14. A Playful Multitude? Mobilising and Counter-Mobilising Immaterial Game Labour

    Directory of Open Access Journals (Sweden)

    Nick Dyer-Witheford

    2005-01-01

    Full Text Available Using the conceptual grid of "immaterial labour" in the age of Empire, this article is a preliminary portrait of work in the video and computer game development industry, a sector of creative, cognitive labour that exemplifies the allure but also the peril of new media work. Drawing on interviews we conducted with game developers in Canada , we examine the conditions of labour in game studios, this cultural industry's "work as play" ethos, the pleasures and potentialities of game production, the blemishes that mar this attractive vista, and the new infractions these tensions provoke. Confirming that Empire sets in motion potentialities it cannot fully control, we also observe an emergent counter-mobilisation of game labour, whose manifestations range from digital piracy to dissident games produced in the context of activism. These experiments of a playful multitude flow into the wider currents of tactical media, hacktivism, open-source software, and distributed computing that are generating tumults throughout the circuits of Empire.

  15. Computer games may be good for your health: shifting healthcare behavior via interactive drama videogames.

    Science.gov (United States)

    Silverman, Barry G; Mosley, Josh; Johns, Michael; Weaver, Ransom; Green, Melanie; Holmes, John; Kimmel, Stephen; Holmes, William

    2003-01-01

    There is increasing evidence that interactive learning systems have an important role in reducing health risks and improving general health status. This theater style demonstration is aimed at harnessing people's passions for videogames and the movies, and a major purpose of this research is to explore alternative ways for a game generator to help authors to introduce entertainment and free play as well as learning by teaching into role playing games and interactive dramas that are behavioral interventions in disguise.

  16. Psychological needs, purpose in life, and problem video game playing among Chinese young adults.

    Science.gov (United States)

    Wu, Anise M S; Lei, Lamis L M; Ku, Lisbeth

    2013-01-01

    The negative impacts of excessive and problematic video game playing on both children and adults are attracting increasing concern. Based on self-determination theory (SDT; Ryan & Deci, 2000), this study hypothesized that the three basic psychological needs of autonomy, competence, and relatedness are positively associated with purpose in life, which in turn acts as a protective factor against problem video game playing among Chinese young adult players. Through a questionnaire survey with a sample of 165 Chinese adults aged between 18 and 30 years (mean age = 22.7 years), we found that perceived autonomy, competence, relatedness, and purpose in life were all negatively correlated with problem game playing. The demographic and psychological factors explained 38% of the variances of problem game playing. Specifically, gender, perceived relatedness, and purpose in life emerged as the three most salient predictors of problem game playing among the Chinese young adults. The mediating role of purpose in life was evidenced and it was found that purpose in life mediated the influences of the psychological needs proposed by SDT on problem game playing. Moreover, young men were significantly more susceptible to problem game playing than their female counterparts. To conclude, psychological needs and purpose in life influenced Chinese young adults' vulnerability to problem game playing directly or indirectly. Intervention programs that encourage social involvement and voluntary work, as well as counseling service that helps clients to search for life purpose, are suggested for intervening in problem game playing among Chinese young adults.

  17. Player-Character Dynamics in Multi- Player Role Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; McIlwain, D.; Brolund, T.

    2007-01-01

    This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player...

  18. Comparison of cortical activation during Mahjong game play in a video game setting and a real-life setting

    OpenAIRE

    Fujimori, Satomi; Terasawa, Koji; Murata, Yuki; Ogawa, Kishiko; Tabuchi, Hisaaki; Yanagisawa, Hiroki; Terasawa, Saiki; Shinohara, Kikunori; Yanagisawa, Akitaka

    2015-01-01

    The purpose of this study was to compare the hemodynamic changes that occur during Mahjong game play in virtual and real-life settings. Fourteen healthy right-handed men (average age ± standard deviation; 36.7 ± 14.9 years) played: 1) a Mahjong solitaire game on a video console against virtual rivals; 2) a Mahjong game against human opponents without conversation; and 3) a Mahjong game against human opponents with conversation. We measured oxygenated hemoglobin concentration at 44 locations o...

  19. Incidental Lexicon Acquisition through Playful Interaction

    OpenAIRE

    Lukas Wilhelm Ansteeg

    2015-01-01

    This paper presents an educational game which aids learners with foreign lexicon acquisition while entertaining them at the same time. An overview over existing language learning tools is given, and a general platform for educational games for second language acquisition (SLA) is described. It introduces a specific prototype video game which teaches Italian vocabulary to the user. The application puts learning at the core of its game mechanics and combines it with a narrative and role-playing...

  20. Re-Examining Gender Differences in Video Game Play: Time Spent and Feelings of Success

    Science.gov (United States)

    Hamlen, Karla R.

    2010-01-01

    Research has shown that, among children, boys tend to play video games more than girls do. There are several theories addressing this phenomenon, including that stereotypes and lack of opportunity leave girls feeling inadequate with certain types of technology. No research has yet examined the interactive relationships between time spent playing…

  1. Not Just a Game … When We Play Together, We Learn Together: Interactive Virtual Environments and Gaming Engines for Geospatial Visualization

    Science.gov (United States)

    Shipman, J. S.; Anderson, J. W.

    2017-12-01

    An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.

  2. Does playing violent video games cause aggression? A longitudinal intervention study.

    Science.gov (United States)

    Kühn, Simone; Kugler, Dimitrij Tycho; Schmalen, Katharina; Weichenberger, Markus; Witt, Charlotte; Gallinat, Jürgen

    2018-03-13

    It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.

  3. Media and human capital development: Can video game playing make you smarter?

    OpenAIRE

    Suziedelyte, A.

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using the data from the Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday...

  4. Playing Around in the Solar System: Mini-games for Many Missions

    Science.gov (United States)

    Fisher, D. K.; Leon, N.; Fitzpatrick, A. J.; Wessen, A.

    2010-12-01

    Several NASA solar system missions will have major milestones during 2011, the Year of the Solar System. These events include launches, encounters, and orbit insertions. Other missions will continue the explorations already underway. The “Year of the Solar System Game” on The Space Place website (http://spaceplace.nasa.gov/en/kids/solar-system) brings all these efforts together in the context of the whole solar system. The game helps to build awareness of the characteristics of our solar system and some of the missions that are continuing to advance our knowledge and understanding. It is one of many educational tools being developed and deployed for the Year of the Solar System. The game is a “super-game” that encompasses a number of mission-related “mini-games.” The mini-games can be played individually, and they all contribute toward achievements in the super-game. The enveloping interface for all the games is an animated solar system. The player clicks on a planet or a moon, sees a close-up image, and reads a short paragraph about the object. If the object has been endowed with a mission mini-game, player can click on the tiny spacecraft, read about the mission, then play the game—or, if impatient, just immediately play the game (and read about the mission later, we hope). A score “page” keeps track of the player’s achievements and scores. Players earn achievements by reading about the planets, moons, asteroids, comets, and missions and by playing the mission mini-games. The game targets upper elementary age children, as does the entire Space Place website. Each mini-game, although simple, incorporates elements of the spacecrafts’ missions and their target objects. For example, in Cassini Commander, the player must navigate the Cassini spacecraft through gaps in Saturn’s rings and around Saturn’s moons. The super-game is designed to accommodate any number of mission mini-games, so we are hoping to continue to add missions and increase

  5. playing games with rules in early child care and beyond

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2017-01-01

    ’s) play is undecided and debated in the literature, and often reflects whether gaming with rules is seen as a version of a universal play-phenomenon or considered a play-form of its own. Very often the discussion also revolves around whether all playing is considered to be involving rules or whether rules...... are only regarded relevant to some forms of play - scholars arguing for the former; they think of rules in broader terms, more like a sort of social norms, whereas those who argue that rules are only prominent in games think of formal and explicit rules. Rather than discussing whether or not rules...

  6. [The influences of interaction during online gaming on sociability and aggression in real life].

    Science.gov (United States)

    Fuji, Kei; Yoshida, Fujio

    2010-02-01

    This study examined the influences of online gaming on sociability and aggression in real life. It was hypothesized that the effects of online gaming would differ depending on the interaction style of the online-gamers. Online-gamers in Japan (n = 1 477) were asked to respond to questionnaires that measured interaction style during online gaming, the effects of sociability and aggression, as well as social and individual orientation in real life. Factor analysis of the scores for interaction style extracted five factors. Covariance structure analysis indicated that sociable interactions such as "Broadening relations" and "Feeling of belonging" promoted sociability in real life. In addition, "Release from daily hassles" promoted sociability and decreased aggression. In contrast, non-sociable and aggressive interactions decreased sociability and increased aggression. The results also suggested that a social orientation in real life promoted sociable interactions during game playing, while an individual orientation promoted non-sociable and aggressive interactions. These results supported the hypotheses and suggested that online gaming resulted in positive outcomes for those who are socially, but negative outcomes for those who are not.

  7. How people learn while playing serious games: A computational modelling approach

    NARCIS (Netherlands)

    Westera, Wim

    2017-01-01

    This paper proposes a computational modelling approach for investigating the interplay of learning and playing in serious games. A formal model is introduced that allows for studying the details of playing a serious game under diverse conditions. The dynamics of player action and motivation is based

  8. Video game playing and its relations with aggressive and prosocial behaviour.

    Science.gov (United States)

    Wiegman, O; van Schie, E G

    1998-09-01

    In this study of 278 children from the seventh and eighth grade of five elementary schools in Enschede, The Netherlands, the relationship between the amount of time children spent on playing video games and aggressive as well as prosocial behaviour was investigated. In addition, the relationship between the preference for aggressive video games and aggressive and prosocial behaviour was studied. No significant relationship was found between video game use in general and aggressive behaviour, but a significant negative relationship with prosocial behaviour was supported. However, separate analyses for boys and girls did not reveal this relationship. More consistent results were found for the preference for aggressive video games: children, especially boys, who preferred aggressive video games were more aggressive and showed less prosocial behaviour than those with a low preference for these games. Further analyses showed that children who preferred playing aggressive video games tended to be less intelligent.

  9. Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games

    Directory of Open Access Journals (Sweden)

    Marinova T.Y.

    2015-09-01

    Full Text Available The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing gaming addiction cannot be applied to this particular form of addictive behavior.

  10. Unreal Interactive Puppet Game Development Using Leap Motion

    Science.gov (United States)

    Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang

    2018-04-01

    This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.

  11. Brain activity and desire for internet video game play

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A.; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F.

    2010-01-01

    Objective Recent studies have suggested that the brain circuitry mediating cue induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for internet video games during cue presentation would activate similar brain regions to those which have been linked with craving for drugs or pathological gambling. Methods This study involved the acquisition of diagnostic MRI and fMRI data from 19 healthy male adults (ages 18–23 years) following training and a standardized 10-day period of game play with a specified novel internet video game, “War Rock” (K-network®). Using segments of videotape consisting of five contiguous 90-second segments of alternating resting, matched control and video game-related scenes, desire to play the game was assessed using a seven point visual analogue scale before and after presentation of the videotape. Results In responding to internet video game stimuli, compared to neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (FDR video game (MIGP) cohort showed significantly greater activity in right medial frontal lobe, right and left frontal pre-central gyrus, right parietal post-central gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the internet video game in the MIGP cohort was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathological gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus. PMID:21220070

  12. Using Game Play to Diagnose and Remediate Students’ Misconceptions in Solving Equations

    Science.gov (United States)

    2015-07-21

    status, skill with video games , and number of hours per week spent playing games . Participants were also asked about their interest in math and math ...skill with video games , and number of hours per week spent playing games . Participants were also asked about their interest in math and math self...the math department at CSUSB, the game development and assessment expertise of CRESST, and the expertise on motivational issues (particularly with the

  13. Bridging the Gap in Volleyball. From Basic Instruction to Game Play.

    Science.gov (United States)

    Dawson, Linda; Polvino, Geri

    1982-01-01

    Using volleyball "mini games," which emphasize, one at a time, skills needed to play volleyball, helps students to develop skills needed to play. Mini games described are: (1) forearm pass; (2) overhand pass; (3) overhand pass; (4) overhand serve; (5) mini volleyball; and (6) alternate court set-up. (CJ)

  14. Support robots for playing games : the role of player-actor relationship

    NARCIS (Netherlands)

    Feijs, L.M.G.; Graaf, de M.J.; Faulkner, X.; Finlay, J.; Détienne, F.

    2002-01-01

    The impact of simple support robots on computer game play is studied. Two physical agents, outside the computer screen, provide additional feedback to the user. The study incorporates an analysis of the game play in terms of rewards and punishment. Concepts and a realisation of the agents (hardware

  15. The appeal of playing online first person shooter games

    NARCIS (Netherlands)

    Jansz, J.; Tanis, M.A.

    2007-01-01

    First Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey (n 5 751) in order to gather information about who the players of online

  16. Neural contributions to flow experience during video game playing.

    Science.gov (United States)

    Klasen, Martin; Weber, René; Kircher, Tilo T J; Mathiak, Krystyna A; Mathiak, Klaus

    2012-04-01

    Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.

  17. The correlation between playing violent video games and bullying among adolescents in Serbia

    OpenAIRE

    Jevtić Ana; Savić Milomirka

    2013-01-01

    The aim of this study was to determine the frequency of playing video games among Serbian adolescents, the video game violence and the quality of parental control. We wanted to relate the frequency of playing, the video game violence, the bullying behaviour in schools, and GPA. The study involved boys and girls (N = 578) from four age groups (12, 14, 16, 18 years). Research results have shown that most participants play video games (75.1%). There are significantly more boys than girls among t...

  18. Learn English or die: The effects of digital games on interaction and willingness to communicate in a foreign language

    Directory of Open Access Journals (Sweden)

    Hayo Reinders

    2011-04-01

    Full Text Available In recent years there has been a lot of interest in the potential role of digital games in language education. Playing digital games is said to be motivating to students and to benefit the development of social skills, such as collaboration, and metacognitive skills such as planning and organisation. An important potential benefit is also that digital games encourage the use of the target language in a non-threatening environment. Willingness to communicate has been shown to affect second language acquisition in a number of ways and it is therefore important to investigate if there is a connection between playing games and learners’ interaction in the target language. In this article we report on the results of a pilot study that investigated the effects of playing an online multiplayer game on the quantity and quality of second language interaction in the game and on participants’ willingness to communicate in the target language. We will show that digital games can indeed affect second language interaction patterns and contribute to second language acquisition, but that this depends, like in all other teaching and learning environments, on careful pedagogic planning of the activity.

  19. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  20. Is time spent playing video games associated with mental health, cognitive and social skills in young children?

    Science.gov (United States)

    Kovess-Masfety, Viviane; Keyes, Katherine; Hamilton, Ava; Hanson, Gregory; Bitfoi, Adina; Golitz, Dietmar; Koç, Ceren; Kuijpers, Rowella; Lesinskiene, Sigita; Mihova, Zlatka; Otten, Roy; Fermanian, Christophe; Pez, Ondine

    2016-01-01

    Background Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills. Methods Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6–11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used. Results 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31–2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44–2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2–0.86) and in prosocial deficits (0.23 (0.07, 0.81)]. Conclusions Playing video games may have positive effects on young children. Understanding the mechanisms

  1. Is time spent playing video games associated with mental health, cognitive and social skills in young children?

    Science.gov (United States)

    Kovess-Masfety, Viviane; Keyes, Katherine; Hamilton, Ava; Hanson, Gregory; Bitfoi, Adina; Golitz, Dietmar; Koç, Ceren; Kuijpers, Rowella; Lesinskiene, Sigita; Mihova, Zlatka; Otten, Roy; Fermanian, Christophe; Pez, Ondine

    2016-03-01

    Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills. Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6-11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used. 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31-2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44-2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2-0.86) and in prosocial deficits (0.23 (0.07, 0.81)]. Playing video games may have positive effects on young children. Understanding the mechanisms through which video game use may stimulate

  2. Games for Health 2014 : Proceedings of the 4th conference on gaming and playful interaction in healthcare

    NARCIS (Netherlands)

    Schouten, B.A.M.; Fedtke, S.; Schijven, M.; Vosmeer, M.; Gekker, A.

    2014-01-01

    Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to

  3. Problematic usage among highly-engaged players of massively multiplayer online role playing games.

    Science.gov (United States)

    Peters, Christopher S; Malesky, L Alvin

    2008-08-01

    One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. Factor analysis revealed one factor related to problematic usage, which was correlated with amount of time played, and personality characteristics of agreeableness, conscientiousness, neuroticism, and extraversion.

  4. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  5. Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach

    DEFF Research Database (Denmark)

    Thomsen, Line Ebdrup; Weigert Petersen, Falko; Mirza-Babaei, Pejman

    2016-01-01

    The onboarding phase of Free-to-Play mobile games, covering the first few minutes of play, typically sees a substantial retention rate amongst players. It is therefore crucial to the success of these games that the onboarding phase promotes engagement to the widest degree possible. In this paper ...... of puzzle games, base builders and arcade games, and utilize different onboarding phase design approaches. Results showcase how heuristics can be used to design engaging onboarding phases in mobile games....

  6. A Survey of Educational Games as Interaction Design Tools for Affective Learning: Thematic Analysis Taxonomy

    Science.gov (United States)

    Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.

    2018-01-01

    A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…

  7. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    Science.gov (United States)

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  8. Moving between virtual and real worlds: second language learning through massively multiplayer online role playing games (MMORPGs)

    OpenAIRE

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2011-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) bring players together in a large virtual community. This type of online gaming can serve many purposes such as entertainment, social interaction, information exchange and education and is now an integral part of many people's lives particularly the younger generation. This research study investigates the use of openly available MMORPGs to supplement second language teaching for higher education students. MMORPGs provide informal virtu...

  9. Effects of video game playing on cerebral blood flow in young adults: a SPECT study.

    Science.gov (United States)

    Chou, Yuan-Hwa; Yang, Bang-Hung; Hsu, Ju-Wei; Wang, Shyh-Jen; Lin, Chun-Lung; Huang, Kai-Lin; Chien Chang, Alice; Lee, Shin-Min

    2013-04-30

    To study the impact of video game playing on the human brain, the effects of two video games playing on cerebral blood flow (CBF) in young adults were determined. Thirty healthy subjects comprising 18 males and 12 females who were familiar with video game playing were recruited. Each subject underwent three sessions of single photon emission computed tomography (SPECT) with a bolus injection of 20 mCi (99m)Tc ECD IV to measure their CBF. The first measurement was performed as baseline, the second and third measurements were performed after playing two different video games for 30 min, respectively. Statistic parametric mapping (SPM2) with Matlab 6.5 implemented on a personal computer was used for image analysis. CBF was significantly decreased in the prefrontal cortex and significantly increased in the temporal and occipital cortices after both video games playing. Furthermore, decreased CBF in the anterior cingulate cortex (ACC) which was significantly correlated with the number of killed characters was found after the violent game playing. The major finding of hypo-perfusion in prefrontal regions after video game playing is consistent with a previous study showing reduced or abnormal prefrontal cortex functions after video game playing. The second finding of decreased CBF in the ACC after playing the violent video game provides support for a previous hypothesis that the ACC might play a role in regulating violent behavior. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  10. The benefits of playing video games

    NARCIS (Netherlands)

    Granic, I.; Lobel, A.M.; Engels, R.C.M.E.

    2014-01-01

    Video games are a ubiquitous part of almost all children’s and adolescents’ lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of “gaming” has been on its negative impact: the potential harm related to violence,

  11. Effects of playing video games on pain response during a cold pressor task.

    Science.gov (United States)

    Raudenbush, Bryan; Koon, Jerrod; Cessna, Trevor; McCombs, Kristin

    2009-04-01

    Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age = 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age = 19.7 yr., SD = 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.

  12. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    Science.gov (United States)

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  13. Effect of opponent type on moral emotions and responses to video game play.

    Science.gov (United States)

    Lin, Shu-Fang

    2011-11-01

    This study suggests that fighting against different types of opponents in video games (e.g., human opponents vs. monster opponents) may lead to different emotional responses and moral judgments toward game characters. Based on Bandura's moral disengagement theory, this study proposes that shooting at monster opponents makes game players feel less guilty and judge the player-controlled character as more morally justified. An experiment was conducted in which participants played shooting games with either human opponents or monster opponents. The results show that when playing against monster opponents, participants felt both less ashamed and less guilty, reported enjoying the game more, and judged their character as more justified than participants who played against human opponents.

  14. A failure of suppression within the default mode network in depressed adolescents with compulsive internet game play.

    Science.gov (United States)

    Han, Doug Hyun; Kim, Sun Mi; Bae, Sujin; Renshaw, Perry F; Anderson, Jeffrey S

    2016-04-01

    Individuals who are chronic, compulsive video game players experience an elevated incidence of major depression. Excessive or problematic game play can interact with depression clinically, and may magnify impulsive behavior associated with video gaming. Functional brain imaging was performed during a Wisconsin Card Sorting Test (WCST) task in 42 healthy control and 95 volunteers seeking treatment for compulsive video game playing, including 60 participants without major depression (pure internet gaming disorder, pure IGD) and 35 participants comorbid with major depression (IGD+MDD). In response to the WCST in contrast to fixation, activation was observed in canonical brain attentional networks including bilateral intraparietal sulcus, frontal eye fields, and middle temporal cortical regions as well as dorsolateral prefrontal, inferior parietal and anterior insula, anterior cingulate cortex in all participants. For WCST>Fixation contrasts, the IGD+MDD group exhibited greater relative activation within the left hippocampus, compared to healthy control participants. For WCST>Fixation contrasts, the IGD+MDD group exhibited greater relative activation within the left hippocampus and the right parahippocampal gyrus immediately posterior to the hippocampus, compared to the pure IGD group. In cohorts of individuals with a history of compulsive internet game play, individuals with depression showed failure to suppress default mode network activity during an attentionally demanding task, compared to individuals without depression, including comparison groups with and without a history of compulsive video gaming. This reduced suppression of the brain regions within the default mode network may be a consequence of depressive neurophysiology or represent a predisposition for depression within compulsive game players. Copyright © 2016 Elsevier B.V. All rights reserved.

  15. An overview of structural characteristics in problematic video game playing

    OpenAIRE

    Griffiths, MD; Nuyens, F

    2017-01-01

    Purpose of Review: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in th...

  16. Age matters: The effect of onset age of video game play on task-switching abilities.

    Science.gov (United States)

    Hartanto, Andree; Toh, Wei Xing; Yang, Hwajin

    2016-05-01

    Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptualized video-game expertise as the onset age of active video-game play rather than the frequency of recent gameplay, as it captures both how long a person has played video games and whether the individual began playing during periods of high cognitive plasticity. We found that the age of active onset better predicted switch and mixing costs than did frequency of recent gameplay; specifically, players who commenced playing video games at an earlier age reaped greater benefits in terms of task switching than did those who started at a later age. Moreover, improving switch costs required a more extensive period of video-game experience than did mixing costs; this finding suggests that certain cognitive abilities benefit from different amounts of video game experience.

  17. Yamove! A Movement Synchrony Game That Choreographs Social Interaction

    Directory of Open Access Journals (Sweden)

    Katherine Isbister

    2016-01-01

    Full Text Available This paper presents a design case study of Yamove!, a well-received dance battle game. The primary aim for the project was to design a mobile-based play experience that enhanced in-person social interaction and connection. The game emphasized the pleasures of mutual, improvised amateur movement choreography at the center of the experience, achieved through a core mechanic of synchronized movement. The project team engaged techniques from the independent ("indie" game development community that proved valuable in tempering the constraints to which technologically driven design can sometimes fall prey. Contributions of this work include (a presentation and discussion of a polished digital game that embodies design knowledge about engaging players in mutual physical improvisation that is socially supported by technology, and (b a case study of a design process influenced by indie game development that may help others interested in creating technologies that choreograph pleasurable intentional human movement in social contexts.

  18. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    Science.gov (United States)

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  19. Games people play: How video games improve probabilistic learning.

    Science.gov (United States)

    Schenk, Sabrina; Lech, Robert K; Suchan, Boris

    2017-09-29

    Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition. Copyright © 2017 Elsevier B.V. All rights reserved.

  20. Preliminary Validation of a New Clinical Tool for Identifying Problem Video Game Playing

    Science.gov (United States)

    King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T.

    2011-01-01

    Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…

  1. Dramatic pretend play games uniquely improve emotional control in young children.

    Science.gov (United States)

    Goldstein, Thalia R; Lerner, Matthew D

    2017-09-15

    Pretense is a naturally occurring, apparently universal activity for typically developing children. Yet its function and effects remain unclear. One theorized possibility is that pretense activities, such as dramatic pretend play games, are a possible causal path to improve children's emotional development. Social and emotional skills, particularly emotional control, are critically important for social development, as well as academic performance and later life success. However, the study of such approaches has been criticized for potential bias and lack of rigor, precluding the ability to make strong causal claims. We conducted a randomized, component control (dismantling) trial of dramatic pretend play games with a low-SES group of 4-year-old children (N = 97) to test whether such practice yields generalized improvements in multiple social and emotional outcomes. We found specific effects of dramatic play games only on emotional self-control. Results suggest that dramatic pretend play games involving physicalizing emotional states and traits, pretending to be animals and human characters, and engaging in pretend scenarios in a small group may improve children's emotional control. These findings have implications for the function of pretense and design of interventions to improve emotional control in typical and atypical populations. Further, they provide support for the unique role of dramatic pretend play games for young children, particularly those from low-income backgrounds. A video abstract of this article can be viewed at: https://youtu.be/2GVNcWKRHPk. © 2017 John Wiley & Sons Ltd.

  2. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    OpenAIRE

    Edwards, Jacqueline; Jeffrey, Sarah; May, Tamara; Rinehart, Nicole J.; Barnett, Lisa M.

    2017-01-01

    Background: Active video games (AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder (ASD) show decreased fundamental movement skills in comparison with their typically developing (TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control (OC) skills of 11 children with ASD aged 6–1...

  3. Prefrontal cerebral blood volume patterns while playing video games--a near-infrared spectroscopy study.

    Science.gov (United States)

    Nagamitsu, Shinichiro; Nagano, Miki; Yamashita, Yushiro; Takashima, Sachio; Matsuishi, Toyojiro

    2006-06-01

    Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisting of six children and six adults. A Hitachi Optical Topography system was used to measure hemoglobin changes. For all subjects, the video game Donkey Kong was played on a Game Boy device. After spectroscopic probes were positioned on the scalp near the target brain regions, the participants were asked to play the game for nine periods of 15s each, with 15-s rest intervals between these task periods. Significant increases in bilateral prefrontal total-hemoglobin concentrations were observed in four of the adults during video game playing. On the other hand, significant decreases in bilateral prefrontal total-hemoglobin concentrations were seen in two of the children. A significant positive correlation between mean oxy-hemoglobin changes in the prefrontal region and those in the bilateral motor cortex area was seen in adults. Playing video games gave rise to dynamic changes in cerebral blood volume in both age groups, while the difference in the prefrontal oxygenation patterns suggested an age-dependent utilization of different neural circuits during video game tasks.

  4. A Child's Power in Game-Play

    Science.gov (United States)

    McLeod, Julie; Lin, Lin

    2010-01-01

    This paper is the first of its series that studies the power children have in game-play and examines its implications for teaching and learning. As a start, the paper describes a framework of power based on a synthesis of various types of power underlined in literature. The paper then looks into the power issue through observation and interviews…

  5. Playing with Game Time: Auto-Saves and Undoing Despite the ‘Magic Circle’

    Directory of Open Access Journals (Sweden)

    Chuk Moran

    2010-07-01

    Full Text Available Typically the time of games played on computer systems is considered as linear and progressive. Those studying games talk this way and often linear time is the idiom by which players make sense of their experiences at play. This article focuses on some recent games that explicitly engage players with time, a practice that I argue highlights the complicated relationship between the player, game time, and clock time. It is common to treat videogames as exception from the world, bounded in a kind of “magic circle” (Huizinga, 1938/1955. This can be seen in the most ready explanation of time; the basically uninterrupted arrow of player progress through the space of the game, made canonical by Jesper Juul (2005. However, there are many other kinds of time in games, and how players use these times says something significant about a game. There is something more to the magic circle than a condition of pure interiority. The magic circle is play that situates a game and it hosts a special intensity opening to larger forces. This is often ignored in the contemporary use of the term in scholarly discussions of computer-based games. The overly respectful attitude that games are distinct from regular life results in the construction of a “pure” zone strictly internal to games, and time in this zone appears as a line. This article argues that such a vision is incomplete. Time in videogames need not be understood as a single line, or any diagram of lines at all. The complex and overlapping rhythms that crosscut everyday life do not stop at a magical barrier that contains and protects the game; these varied rhythms both influence how games are played, and describe the variety of times that games contain. By attending to other times than a line, we can recognize other patterns in gaming. I suggest that the act of undoing highlights this particular temporal intensity of videogames. In this paper, I argue that undoing is not simply the restoration of a

  6. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  7. Short-Term Effects of Playing Computer Games on Attention

    Science.gov (United States)

    Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan

    2010-01-01

    Objective: The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. Method: One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour.…

  8. Girls Creating Games: Challenging Existing Assumptions about Game Content

    OpenAIRE

    Denner, Jill

    2005-01-01

    In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to the Interactive Digital Software Association’s 2003 survey, 72% of all video game players are male. This is unfortunate, as early game playing not only fosters specific cognitive and motor skills (Subrahmanyam, Kraut, Greenfield, & Gross, 2000), it is also a gateway to shaping the future of technology. How can we better attract, engage, and sustain the interests of girls in gaming? One str...

  9. Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Chamarro, Andrés; Carbonell, Xavier; Vallerand, Robert J

    2014-05-01

    Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.

  10. Association between duration of playing video games and bone mineral density in Chinese adolescents.

    Science.gov (United States)

    Shao, Haiyu; Xu, Shaonan; Zhang, Jun; Zheng, Jiayin; Chen, Jinping; Huang, Yazeng; Ru, Bin; Jin, Yongming; Zhang, Qi; Ying, Qifeng

    2015-01-01

    The aim of the study was to investigate the association between duration of playing video games and bone mineral density (BMD) in Chinese adolescents. Three hundred eighty-four Chinese adolescents aged 14-18 yr (148 males and 236 females) were analyzed. Anthropometric measurements were obtained using standard procedures. Total body and regional BMD were measured using dual-energy X-ray absorptiometry. Duration of playing video games, defined as hours per day, was measured by a self-report questionnaire. We examined the association between duration of playing video games and BMD using multiple linear regression analysis. After adjustment for age, sex, pubertal stage, parental education, body mass index, adolescents with longer video game duration were more likely to have lower legs, trunk, pelvic, spine, and total BMD (p video game was negatively associated with BMD in Chinese adolescents. These findings provide support for reducing duration of playing video games as a possible means to increase BMD in adolescents. Future research is needed to elucidate the underlined mechanisms linking playing video games and osteoporosis. Copyright © 2015 The International Society for Clinical Densitometry. Published by Elsevier Inc. All rights reserved.

  11. Incidental Lexicon Acquisition through Playful Interaction

    Directory of Open Access Journals (Sweden)

    Lukas Wilhelm Ansteeg

    2015-02-01

    Full Text Available This paper presents an educational game which aids learners with foreign lexicon acquisition while entertaining them at the same time. An overview over existing language learning tools is given, and a general platform for educational games for second language acquisition (SLA is described. It introduces a specific prototype video game which teaches Italian vocabulary to the user. The application puts learning at the core of its game mechanics and combines it with a narrative and role-playing elements. In a user study, the game is compared to two other learning methods with focus on long term retention of vocabulary and enjoyment of the exercise. The game is found to perform within 10% of the efficiency of pure vocabulary learning exercises, while being considerably more enjoyable to the user.

  12. The Impact of Recreational Video Game Play on Children's and Adolescents' Cognition

    Science.gov (United States)

    Blumberg, Fran C.; Altschuler, Elizabeth A.; Almonte, Debby E.; Mileaf, Maxwell I.

    2013-01-01

    Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and…

  13. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play.

    Science.gov (United States)

    Greitemeyer, Tobias; Mügge, Dirk O

    2014-05-01

    Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.

  14. Does Digital Game Interactivity Always Promote Self-Efficacy?

    Science.gov (United States)

    Lee, Yu-Hao

    2015-11-01

    Interactive digital games can promote self-efficacy by engaging players in enactive and observational learning. However, interactivity does not always lead to greater self-efficacy. Important constructs in social cognitive theory, such as performance outcome and perceived similarity, are often not accounted for in studies that have tested the effect of digital game interactivity on self-efficacy. This study assessed the effects of interactive digital games compared with passive digital games based on video comparison, a common experimental design used to test the effect of digital game interactivity on self-efficacy. In addition, this study also evaluated player performance and measured perceived similarity to the observed player. Findings suggested that in general, digital game interactivity predicted higher self-efficacy compared with noninteractive passive games. However, in the noninteractive conditions, the effects of performance on self-efficacy were moderated by perceived similarity between the observer and the observed player. When the observed player was perceived to be similar to the observer, the effects of performance on self-efficacy were comparable to the interactive game, but when the observed player was perceived as dissimilar to the observer, observing the dissimilar player failed to increase observer self-efficacy. Implications for interactivity manipulations and game developers are discussed.

  15. Action video game play facilitates the development of better perceptual templates

    Science.gov (United States)

    Bejjanki, Vikranth R.; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C. Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-01-01

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play. PMID:25385590

  16. Action video game play facilitates the development of better perceptual templates.

    Science.gov (United States)

    Bejjanki, Vikranth R; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-11-25

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.

  17. Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior.

    Science.gov (United States)

    Polman, Hanneke; de Castro, Bram Orobio; van Aken, Marcel A G

    2008-01-01

    There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. Copyright 2007 Wiley-Liss, Inc.

  18. The Success of Free to Play Games and Possibilities of Audio Monetization

    OpenAIRE

    Hahl, Kalle

    2014-01-01

    Video games are a huge business – nearly four times greater than film and music business combined. Free to play is the fastest growing category in video gaming. Game audio is part of the development of every game having a direct correlation between the growth of gaming industry and the growth of gaming audio industry. Games have inherently different goals for the players and the developers. Players are consumers seeking for entertainment. Developers are content producers trying to moneti...

  19. Expert Behavior in Children's Video Game Play.

    Science.gov (United States)

    VanDeventer, Stephanie S.; White, James A.

    2002-01-01

    Investigates the display of expert behavior by seven outstanding video game-playing children ages 10 and 11. Analyzes observation and debriefing transcripts for evidence of self-monitoring, pattern recognition, principled decision making, qualitative thinking, and superior memory, and discusses implications for educators regarding the development…

  20. Towards a Game-Chatbot: Extending the Interaction in Serious Games

    NARCIS (Netherlands)

    Van Rosmalen, Peter; Eikelboom, Johan; Bloemers, Erik; Van Winzum, Kees; Spronck, Pieter

    2012-01-01

    Van Rosmalen, P., Eikelboom, J., Bloemers, E., Van Winzum, K., & Spronck, P. (2012, 4-5 October). Towards a Game-Chatbot: Extending the Interaction in Serious Games. Presentation at the 6th European Conference on Games Based Learning, Cork, Ireland.

  1. We're not just playing games: Into aging--an aging simulation game.

    Science.gov (United States)

    Dillon, Deborah; Ailor, Diane; Amato, Shelly

    2009-01-01

    The elderly represent the largest-growing segment of the population. Specialized training in geriatrics is essential for healthcare professionals to provide optimal health care. As part of an ongoing education program on geriatrics, the game Into Aging: Understanding Issues Affecting the Later Stages of Life, 2nd ed. (1991) was provided to staff members of a facility to help healthcare providers develop personal insight into the aging process through role play. This game has provided the staff members with a better understanding of the issues patients experience as they deal with declines in health.

  2. Evaluation of cardiovascular demands of game play and practice in women's ice hockey.

    Science.gov (United States)

    Spiering, Barry A; Wilson, Meredith H; Judelson, Daniel A; Rundell, Kenneth W

    2003-05-01

    Preparation for the physical demands of competition often involves game simulation during practice. This paradigm is thought to promote physiological adaptations that enhance maximal performance. However, a mismatch between practice intensity and actual competition intensity may not provide adequate training to achieve optimal game-play fitness. The purpose of this study was to evaluate the effectiveness of practice in meeting the cardiovascular demands of a women's ice hockey game. Heart rate (HR) data from 11 U.S. National Women's Ice Hockey team members were collected (5-second intervals) during a game and a typical practice session. Data was normalized to individual HRmax determined during Vo(2)max testing. Working time was defined as a game shift or practice-working interval. Mean working HR was greater during the game than the practice, 90 +/- 2% and 76 +/- 3% of HRmax, respectively (p game or practice) >90% HRmax was also longer during the game than the practice, 10.5 +/- 4.1% and 5.6 +/- 3.5% (p 80% HRmax, and mean resting HR were not different between game and practice (68 +/- 7% vs. 69 +/- 5%, 23.2 +/- 5.3% vs. 26.1 +/- 9.2%, and 59 +/- 8% vs. 56 +/- 5%, respectively). Elite women hockey players experience significantly greater cardiovascular load during game play than during practice. This mismatch in cardiovascular demand may prevent players from achieving "game shape," thus affecting competition play.

  3. Entrapment and near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Karlsen, Faltin

    2011-01-01

    While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a…

  4. Games for health : Proceedings of the 3rd european conference on gaming and playful interaction in health care

    NARCIS (Netherlands)

    Schouten, B.A.M.; Fedtke, S.; Bekker, M.M.; Schijven, M.; Gekker, A.

    2013-01-01

    Founded in 2004, the Games for Health Project supports community, knowledge and business development efforts to use cutting-edge games and game technologies to improve health and health care. The Games for Health Conference brings together researchers, medical professionals and game developers to

  5. PlayPhysics: An Emotional Games Learning Environment for Teaching Physics

    Science.gov (United States)

    Muñoz, Karla; Kevitt, Paul Mc; Lunney, Tom; Noguez, Julieta; Neri, Luis

    To ensure learning, game-based learning environments must incorporate assessment mechanisms, e.g. Intelligent Tutoring Systems (ITSs). ITSs are focused on recognising and influencing the learner's emotional or motivational states. This research focuses on designing and implementing an affective student model for intelligent gaming, which reasons about the learner's emotional state from cognitive and motivational variables using observable behaviour. A Probabilistic Relational Models (PRMs) approach is employed to derive Dynamic Bayesian Networks (DBNs). The model uses the Control-Value theory of 'achievement emotions' as a basis. A preliminary test was conducted to recognise the students' prospective-outcome emotions with results presented and discussed. PlayPhysics is an emotional games learning environment for teaching Physics. Once the affective student model proves effective it will be incorporated into PlayPhysics' architecture. The design, evaluation and postevaluation of PlayPhysics are also discussed. Future work will focus on evaluating the affective student model with a larger population of students, and on providing affective feedback.

  6. Playing prosocial video games increases empathy and decreases schadenfreude.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia; Brauer, Markus

    2010-12-01

    Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies.

  7. Digital gaming and second language development: Japanese learners interactions in a MMORPG

    Directory of Open Access Journals (Sweden)

    Mark Peterson

    2011-04-01

    Full Text Available Massively multiplayer online role-playing games (MMORPGs are identified as valuable arenas for language learning, as they provide access to contexts and types of interaction that are held to be beneficial in second language acquisition research. This paper will describe the development and key features of these games, and explore claims made regarding their value as environments for language learning. The discussion will then examine current research. This is followed by an analysis of the findings from an experimental qualitative study that investigates the interaction and attitudes of Japanese English as a foreign language learners who participated in MMORPG-based game play. The analysis draws attention to the challenging nature of the communication environment and the need for learner training. The findings indicate that system management issues, proficiency levels, the operation of affective factors, and prior gaming experiences appeared to influence participation. The data shows that for the intermediate learners who were novice users, the interplay of these factors appeared to restrict opportunities to engage in beneficial forms of interaction. In a positive finding, it was found that the intermediate and advanced level participants effectively utilized both adaptive and transfer discourse management strategies. Analysis reveals they took the lead in managing their discourse, and actively engaged in collaborative social interaction involving dialog in the target language. Participant feedback suggests that real time computer-based nature of the interaction provided benefits. These include access to an engaging social context, enjoyment, exposure to new vocabulary, reduced anxiety, and valuable opportunities to practice using a foreign language. This paper concludes by identifying areas of interest for future research.

  8. Play-Personas: Behaviours and Belief Systems in User-Centred Game Design

    Science.gov (United States)

    Canossa, Alessandro; Drachen, Anders

    Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.

  9. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    Directory of Open Access Journals (Sweden)

    Jonathan DeHaan

    2010-06-01

    Full Text Available Video games are potential sources of second language input; however, the medium’s fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second language vocabulary. Eighty randomly-selected Japanese university undergraduates were paired based on similar English language and game proficiencies. One subject played an English-language music video game for 20 minutes while the paired subject watched the game simultaneously on another monitor. Following gameplay, a vocabulary recall test, a cognitive load measure, an experience questionnaire, and a two-week delayed vocabulary recall test were administered. Results were analyzed using paired samples t-tests and various analyses of variance. Both the players and the watchers of the video game recalled vocabulary from the game, but the players recalled significantly less vocabulary than the watchers. This seems to be a result of the extraneous cognitive load induced by the interactivity of the game; the players perceived the game and its language to be significantly more difficult than the watchers did. Players also reported difficulty simultaneously attending to gameplay and vocabulary. Both players and watchers forgot significant amounts of vocabulary over the course of the study. We relate these findings to theories and studies of vocabulary acquisition and video game-based language learning, and then suggest implications for language teaching and learning with interactive multimedia.

  10. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    Science.gov (United States)

    Colder Carras, Michelle; Van Rooij, Antonius J; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-03-01

    Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  11. Psychology of Game Playing: Introduction to a Special Issue

    Directory of Open Access Journals (Sweden)

    Andrew M. Colman

    2015-12-01

    Full Text Available Game theory has focused attention on different problems at different times in its history. Currently, attention is devoted to investigating how human decision makers with bounded rationality choose strategies in interactive decisions. Behavioral economics, and more generally experimental games, have appeared in the literature with accelerating frequency since 1990, and this cannot continue indefinitely without a proportional expansion of journal space. This Special Issue includes contributions to behavioral economics, experimental games, and evolutionary game theory, using theoretical, experimental, and agent-based modeling techniques.

  12. The effect of playing a science center-based mobile game: Affective outcomes and gender differences

    Science.gov (United States)

    Atwood-Blaine, Dana

    Situated in a hands-on science center, The Great STEM Caper was a collaborative mobile game built on the ARIS platform that was designed to engage 5th-9th grade players in NGSS science and engineering practices while they interacted with various exhibits. Same gender partners sharing one iPad would search for QR codes placed at specific exhibits; scanning a code within the game would launch a challenge for that exhibit. The primary hypothesis was that in- game victories would be equivalent to "mastery experiences" as described by Bandura (1997) and would result in increased science self-efficacy. Gender differences in gameplay behaviors and perceptions were also studied. The study included two groups, one that played the game during their visit and one that explored the science center in the traditional way. The Motivation to Learn Science Questionnaire was administered to participants in both groups both before and after their visit to the science center. Participants wore head-mounted GoPro cameras to record their interactions within the physical and social environment. No differences in affective outcomes were found between the game and comparison groups or between boys and girls in the game group. The MLSQ was unable to measure any significant change in science self-efficacy, interest and enjoyment of science, or overall motivation to learn science in either group. However, girls outperformed boys on every measure of game achievement. Lazzaro's (2004) four types of fun were found to be a good fit for describing the gender differences in game perceptions and behaviors. Girls tended to enjoy hard fun and collaborative people fun while boys enjoyed easy fun and competitive people fun. While boys associated game achievement with enjoyment and victory, girls perceived their game achievement as difficult, rather than enjoyable or victorious.

  13. The Influence of an Educational Course on Language Expression and Treatment of Gaming Addiction for Massive Multiplayer Online Role-Playing Game (MMORPG) Players

    Science.gov (United States)

    Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min

    2013-01-01

    Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…

  14. Game theory a very short introduction

    CERN Document Server

    Binmore, Ken

    2007-01-01

    Games are played everywhere: from economics and online auctions to social interactions, and game theory is about how to play such games in a rational way, and how to maximize their outcomes. This VSI reveals, without mathematical equations, the insights the theory can bring to everything from how to play poker optimally to the sex ratio among bees. - ;Games are everywhere: Drivers manoeuvring in heavy traffic are playing a driving game. Bargain hunters bidding on eBay are playing an auctioning game. A firm negotiating next year's wage is playing a bargaining game. The opposing candidates in an

  15. Will Undergraduate Students Play Games to Learn How to Conduct Library Research?

    Science.gov (United States)

    Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert

    2009-01-01

    This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)

  16. Social playware for mediating tele-play interaction over distance

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Thorsteinsson, Tumi

    2012-01-01

    -ups in Europe and Asia. With the social playware, players would compete against each other simultaneously in three continents, Africa, Europe, and Asia, and feel the presence of the competitors on the other continents expressed through the playware. The playware game is set up to motivate players to engage...... in training in technical soccer skills by receiving immediate feedback and offering challenges to players of all skills at soccer. It is played on a modular interactive wall composed of modular interactive tiles that respond with colored lights, sounds, and scores of the players’ performance. This article...

  17. Conceptual Understanding of Multiplicative Properties through Endogenous Digital Game Play

    Science.gov (United States)

    Denham, Andre

    2012-01-01

    This study purposed to determine the effect of an endogenously designed instructional game on conceptual understanding of the associative and distributive properties of multiplication. Additional this study sought to investigate if performance on measures of conceptual understanding taken prior to and after game play could serve as predictors of…

  18. Comparative analysis of gameplay and players emotion in the most popular games from play store

    Science.gov (United States)

    Riwinoto; Mahfud, N.; Lumombo, L.

    2018-03-01

    The development of the android mobile operating system and the presence of Play Store services poses challenges for developers to produce exciting mobile games. Although publishing games in Play Store is not difficult, in fact developers have to face tough competition to make homemade games can become popular. This study analyzes the gameplay of three popular paid-free games in Play Store that can survive for a period of one year from the top 10 positions in October 2015- November 2016. Analysis performed on 8 elements of the game based on the definition of Fullerton and emotional expression analysis of respondents who appeared while playing the three choosen games. The analysis shows that scarce resources are the main attraction of all three games because they create conflicts, giving constraints and challenges to players. The multiplayer game has a pattern of results and the result makes the opponent become more negative than the player to win. While the single player game is analyzed has a pattern to make the player get positive to win. There are 3 basic emotions that most often appear that is joy, disgust and surprise. Multiplayer games tend to emphasize the emotions of joy players, while single player games tend to bring disgust emotions.

  19. Computer-supported games and role plays in teaching water management

    Directory of Open Access Journals (Sweden)

    A. Y. Hoekstra

    2012-08-01

    Full Text Available There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.

  20. Computer-supported games and role plays in teaching water management

    Science.gov (United States)

    Hoekstra, A. Y.

    2012-08-01

    There is an increasing demand for an interdisciplinary approach in teaching water management. Computer-supported games and role plays offer the potential of creating an environment in which different disciplines come together and in which students are challenged to develop integrated understanding. Two examples are discussed. The River Basin Game is a common-pool resource game in which participants experience the risk of over-abstractions of water in a river basin and learn how this risk relates to the complexity of the system, the conflict between individual and group optimums and the difficulty in achieving good cooperation. The Globalization of Water Role Play makes participants familiar with the global dimension of water management by letting them experience how national governments can integrate considerations of water scarcity and domestic water productivities into decisions on international trade in commodities like food, cotton and bio-energy. The two examples illustrate that play sessions inspire participants to think about the functioning of systems as a whole and to develop good cooperative courses of action, whereby both uncertainties about the system and the presence of different values and perspectives among participants play a role.

  1. Performing self, performing character: Exploring gender performativity in online role-playing games

    Directory of Open Access Journals (Sweden)

    Heather Osborne

    2012-09-01

    Full Text Available Online narrative (fiction-based role-playing games and massively multiplayer online role-playing games (MMORPGs provide a ludic structure in which role players enact the gender and sexuality of their avatars. To investigate how role players perceive and perform their avatars' gender and sexuality in online games, I invited role players from MMORPGs and narrative RPGs to participate in an online survey. This study examines how the online game environment mediates players' self-expression and their acceptance of minority identities. Qualitative analysis of the data collected suggests that players who demonstrate empathy with and examination of their avatars' genders and sexualities, and who experience a sense of belonging within the game structure, are able to form positive interpersonal relationships that allow them to accept others' expressed identities.

  2. Does playing video games improve laparoscopic skills?

    Science.gov (United States)

    Ou, Yanwen; McGlone, Emma Rose; Camm, Christian Fielder; Khan, Omar A

    2013-01-01

    A best evidence topic in surgery was written according to a structured protocol. The question addressed was whether playing video games improves surgical performance in laparoscopic procedures. Altogether 142 papers were found using the reported search, of which seven represented the best evidence to answer the clinical question. The details of the papers were tabulated including relevant outcomes and study weaknesses. We conclude that medical students and experienced laparoscopic surgeons with ongoing video game experience have superior laparoscopic skills for simulated tasks in terms of time to completion, improved efficiency and fewer errors when compared to non-gaming counterparts. There is some evidence that this may be due to better psycho-motor skills in gamers, however further research would be useful to demonstrate whether there is a direct transfer of skills from laparoscopic simulators to the operating table. Copyright © 2013 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.

  3. Digital gaming and second language development: Japanese learners interactions in a MMORPG

    OpenAIRE

    Mark Peterson

    2011-01-01

    Massively multiplayer online role-playing games (MMORPGs) are identified as valuable arenas for language learning, as they provide access to contexts and types of interaction that are held to be beneficial in second language acquisition research. This paper will describe the development and key features of these games, and explore claims made regarding their value as environments for language learning. The discussion will then examine current research. This is followed by an analysis of t...

  4. Playing new music with old games: The chiptune subculture

    Directory of Open Access Journals (Sweden)

    Israel Márquez

    2014-03-01

    Full Text Available Although video games have been studied from a wide range of perspectives, from film to literature, little attention has been given to the role of music and sound in games. Not only to the role of music and sound within games, but also to the many different forms in which video games are influencing the development of popular music. One of these forms is the so-called “chiptune music”. Chiptune (also known as chip music or 8-bit music is electronic music that uses the microchip-based audio hardware of early home computers and gaming consoles and repurposes it for artistic expression. Chiptune artists reinvent the technology found in old computers such as Commodore 64, Amiga and ZX Spectrum as well as in outdated video game consoles such as Nintendo Game Boy or Mega Drive/Genesis in order to create new music. This paper is an attempt to document the chiptune phenomena and the subculture scene that has been created around it during the last years: a subculture that is resuscitating and redefining old and “dead” gaming devices to play new music at the periphery of mainstream culture.

  5. Engaging autistic children in imitation and turn-taking games with multiagent system of interactive lighting blocks

    NARCIS (Netherlands)

    Brok, J.C.J.; Barakova, E.I.; Yang, H.S.; et al., xx

    2010-01-01

    In this paper game scenarios that aim to establish elements of cooperative play such as imitation and turn taking between children with autism and a caregiver are investigated. Multiagent system of interactive blocks is used to facilitate the games. The training elements include verbal description

  6. Playing at being mobile: Gaming and cute culture in South Korea

    Directory of Open Access Journals (Sweden)

    Larissa Hjorth

    2006-01-01

    Full Text Available This paper is based on ongoing research into the gendered use of mobile convergent media in the Asia-Pacific region. In particular, what role does the cute have and how does it correlate with types of consumption? As a region, the Asia-Pacific is marked by diverse penetration rates, subject to local cultural and socio-economic nuances. Two defining locations - Seoul (South Korea and Tokyo (Japan - are seen as both mobile centres and gaming centres which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile IT revolution with devices such as i-mode, South Korea has become a centre for mobile DMB (Digital Multimedia Broadband with the successful implementation of TV mobile phones (TU mobile in 2005. One of the key features of mobile media technologies is the attempt by the industry to find the next killer application . One such application is the possibility of online multiplayer games accessed through mobile (broadband telephonic devices such as MMO golf RPG Shot Online (a golf game for mobile phones. Amongst this frenzy of trend spotting and stargazing, Seoul as a mobile broadband and gaming centre provides a curious case study for the social and cultural intricacies informing the rise of gaming as an everyday practice for many Koreans.This article begins by outlining the game play and technoculture particular to South Korea and then explores the phenomenon of Kart Rider in South Korean gaming cultures - and its perception/ reception outside Korea - to sketch some of the issues at stake in playing it cute (particularly in the form of cute avatars, consuming Korea and the endurance of co-present communities. In particular, it contemplates the implications of current emerging online mobile gaming genres such as so-called female games such as the cute' Kart Rider in order to think about changing modes of game play and attendant social spaces.

  7. From MMORPG to a Classroom Multiplayer Presential Role Playing Game

    Science.gov (United States)

    Susaeta, Heinz; Jimenez, Felipe; Nussbaum, Miguel; Gajardo, Ignacio; Andreu, Juan Jose; Villalta, Marco

    2010-01-01

    The popularity of massively multiplayer online role-playing games (MMORPGs) has grown enormously, with communities of players reaching into the millions. Their fantasy narratives present multiple challenges created by the virtual environment and/or other players. The games' potential for education stems from the fact that players are immersed in a…

  8. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

    Cathlena Martin explores in her paper "Children's Video Games as Interactive Racialization" selected children's video games. Martin argues that children's video games often act as reinforcement for the games' television and film counterparts and their racializing characteristics and features. In Martin's analysis the video games discussed represent media through which to analyze racial identities and ideologies. In making the case for positive female minority leads in children's video games, ...

  9. Playing a quantum game with a qutrit

    International Nuclear Information System (INIS)

    Sinha, Urbasi; Kolenderski, Piotr; Youning, Li; Zhao, Tong; Volpini, Matthew; Laflamme, Raymond; Jennewein, Thomas; Cabello, Adan

    2014-01-01

    The Aharon Vaidman (AV) quantum game [1] demonstrates the advantage of using simple quantum systems to outperform classical strategies. We present an experimental test of this quantum advantage by using a three-state quantum system (qutrit) encoded in a spatial mode of a single photon passing through a system of three slits [2,3]. We prepare its states by controlling the photon propagation and the number of open and closed slits. We perform POVM measurements by placing detectors in the positions corresponding to near and far field. These tools allow us to perform tomographic reconstructions of qutrit states and play the AV game with compelling evidence of the quantum advantage

  10. Effect of Playing Video Games on Laparoscopic Skills Performance: A Systematic Review.

    Science.gov (United States)

    Glassman, Daniel; Yiasemidou, Marina; Ishii, Hiro; Somani, Bhaskar Kumar; Ahmed, Kamran; Biyani, Chandra Shekhar

    2016-02-01

    The advances in both video games and minimally invasive surgery have allowed many to consider the potential positive relationship between the two. This review aims to evaluate outcomes of studies that investigated the correlation between video game skills and performance in laparoscopic surgery. A systematic search was conducted on PubMed/Medline and EMBASE databases for the MeSH terms and keywords including "video games and laparoscopy," "computer games and laparoscopy," "Xbox and laparoscopy," "Nintendo Wii and laparoscopy," and "PlayStation and laparoscopy." Cohort, case reports, letters, editorials, bulletins, and reviews were excluded. Studies in English, with task performance as primary outcome, were included. The search period for this review was 1950 to December 2014. There were 57 abstracts identified: 4 of these were found to be duplicates; 32 were found to be nonrelevant to the research question. Overall, 21 full texts were assessed; 15 were excluded according to the Medical Education Research Study Quality Instrument quality assessment criteria. The five studies included in this review were randomized controlled trials. Playing video games was found to reduce error in two studies (P 0.002 and P 0.045). For the same studies, however, several other metrics assessed were not significantly different between the control and intervention group. One study showed a decrease in the time for the group that played video games (P 0.037) for one of two laparoscopic tasks performed. In the same study, however, when the groups were reversed (initial control group became intervention and vice versa), a difference was not demonstrated (P for peg transfer 1 - 0.465, P for cobra robe - 0.185). Finally, two further studies found no statistical difference between the game playing group and the control group's performance. There is a very limited amount of evidence to support that the use of video games enhances surgical simulation performance.

  11. Game Mechanics and Bodily Interactions: Designing Interactive Technologies for Sports Training

    DEFF Research Database (Denmark)

    Jensen, Mads Møller

    and enjoyment. Thus, despite being two coexisting research areas, they do not extend or contribute to one another per se. However, bridging this gap by combining skill acquisition knowledge from sports training technologies with motivational game mechanics from bodily games holds great potential for designing...... and developing relevant and engaging training experiences. I term this combination interactive sports training games. This dissertation bridges this gap by exploring how to design and develop bodily interactions that leverage the quality and engagement of sports training by using game mechanics, but also how...... to identify and avoid the pitfalls and challenges that emerge in the process. It further explores how competition can be facilitated in bodily games and how it affects players. These explorations are done by designing, developing and evaluating innovative interactive sports training games. The results...

  12. Towards a Game-Chatbot: Extending the Interaction in Serious Games

    NARCIS (Netherlands)

    Van Rosmalen, Peter; Eikelboom, Johan; Bloemers, Erik; Van Winzum, Kees; Spronck, Pieter

    2012-01-01

    Van Rosmalen, P., Eikelboom, J., Bloemers, E., Van Winzum, K., & Spronck, P. (2012). Towards a Game-Chatbot: Extending the Interaction in Serious Games. In P. Felicia (Ed.), Proceedings of the 6th European Conference on Games Based Learning (pp. 525-532). October, 4-5, 2012, Cork, Ireland. Academic

  13. What Do Students Learn by Playing an Online Simulation Game?

    Science.gov (United States)

    Franciosi, Stephan J.; Mehring, Jeffrey

    2015-01-01

    Studies suggest that simulations and games not only improve target language skills, but they can also support knowledge creation regarding a broader variety of topics. Thus, we wanted to explore how playing an online simulation game affected knowledge of energy supply and its relationship to environmental and economic factors among learners of…

  14. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  15. Real-time monitoring prefrontal activities during online video game playing by functional near-infrared spectroscopy.

    Science.gov (United States)

    Li, Yue; Zhang, Lei; Long, Kehong; Gong, Hui; Lei, Hao

    2018-02-16

    A growing body of literature has suggested that video game playing can induce functional and structural plasticity of the brain. The underlying mechanisms, however, remain poorly understood. In this study, functional near-infrared spectroscopy (fNIRS) was used to record prefrontal activities in 24 experienced game players when they played a massively multiplayer online battle arena video game, League of Legends (LOL), under naturalistic conditions. It was observed that game onset was associated with significant activations in the ventrolateral prefrontal cortex (VLPFC) and concomitant deactivations in the dorsolateral prefrontal cortex (DLPFC) and frontal pole area (FPA). Game events, such as slaying an enemy and being slain by an enemy evoked region-specific time-locked hemodynamic/oxygenation responses in the prefrontal cortex (PFC). It was proposed that the VLPFC activities during LOL playing are likely responses to visuo-motor task load of the game, while the DLPFC/FPA activities may be involved in the constant shifts of attentional states and allocation of cognitive resources required by game playing. The present study demonstrated that it is feasible to use fNIRS to monitor real-time prefrontal activity during online video game playing. © 2018 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  16. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2007-12-22

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Research laboratories. Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  17. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study

    Science.gov (United States)

    2007-01-01

    Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Design Cross sectional comparison of four computer games. Setting Research laboratories. Participants Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary games. Conclusions Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children. PMID:18156227

  18. Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women.

    Science.gov (United States)

    Shiyko, Mariya; Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen

    2016-06-02

    Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week

  19. Playing Chemical Plant Environmental Protection Games with Historical Monitoring Data.

    Science.gov (United States)

    Zhu, Zhengqiu; Chen, Bin; Reniers, Genserik; Zhang, Laobing; Qiu, Sihang; Qiu, Xiaogang

    2017-09-29

    The chemical industry is very important for the world economy and this industrial sector represents a substantial income source for developing countries. However, existing regulations on controlling atmospheric pollutants, and the enforcement of these regulations, often are insufficient in such countries. As a result, the deterioration of surrounding ecosystems and a quality decrease of the atmospheric environment can be observed. Previous works in this domain fail to generate executable and pragmatic solutions for inspection agencies due to practical challenges. In addressing these challenges, we introduce a so-called Chemical Plant Environment Protection Game (CPEP) to generate reasonable schedules of high-accuracy air quality monitoring stations (i.e., daily management plans) for inspection agencies. First, so-called Stackelberg Security Games (SSGs) in conjunction with source estimation methods are applied into this research. Second, high-accuracy air quality monitoring stations as well as gas sensor modules are modeled in the CPEP game. Third, simplified data analysis on the regularly discharging of chemical plants is utilized to construct the CPEP game. Finally, an illustrative case study is used to investigate the effectiveness of the CPEP game, and a realistic case study is conducted to illustrate how the models and algorithms being proposed in this paper, work in daily practice. Results show that playing a CPEP game can reduce operational costs of high-accuracy air quality monitoring stations. Moreover, evidence suggests that playing the game leads to more compliance from the chemical plants towards the inspection agencies. Therefore, the CPEP game is able to assist the environmental protection authorities in daily management work and reduce the potential risks of gaseous pollutants dispersion incidents.

  20. Playing Chemical Plant Environmental Protection Games with Historical Monitoring Data

    Science.gov (United States)

    Reniers, Genserik; Zhang, Laobing; Qiu, Xiaogang

    2017-01-01

    The chemical industry is very important for the world economy and this industrial sector represents a substantial income source for developing countries. However, existing regulations on controlling atmospheric pollutants, and the enforcement of these regulations, often are insufficient in such countries. As a result, the deterioration of surrounding ecosystems and a quality decrease of the atmospheric environment can be observed. Previous works in this domain fail to generate executable and pragmatic solutions for inspection agencies due to practical challenges. In addressing these challenges, we introduce a so-called Chemical Plant Environment Protection Game (CPEP) to generate reasonable schedules of high-accuracy air quality monitoring stations (i.e., daily management plans) for inspection agencies. First, so-called Stackelberg Security Games (SSGs) in conjunction with source estimation methods are applied into this research. Second, high-accuracy air quality monitoring stations as well as gas sensor modules are modeled in the CPEP game. Third, simplified data analysis on the regularly discharging of chemical plants is utilized to construct the CPEP game. Finally, an illustrative case study is used to investigate the effectiveness of the CPEP game, and a realistic case study is conducted to illustrate how the models and algorithms being proposed in this paper, work in daily practice. Results show that playing a CPEP game can reduce operational costs of high-accuracy air quality monitoring stations. Moreover, evidence suggests that playing the game leads to more compliance from the chemical plants towards the inspection agencies. Therefore, the CPEP game is able to assist the environmental protection authorities in daily management work and reduce the potential risks of gaseous pollutants dispersion incidents. PMID:28961188

  1. Playing Chemical Plant Environmental Protection Games with Historical Monitoring Data

    Directory of Open Access Journals (Sweden)

    Zhengqiu Zhu

    2017-09-01

    Full Text Available The chemical industry is very important for the world economy and this industrial sector represents a substantial income source for developing countries. However, existing regulations on controlling atmospheric pollutants, and the enforcement of these regulations, often are insufficient in such countries. As a result, the deterioration of surrounding ecosystems and a quality decrease of the atmospheric environment can be observed. Previous works in this domain fail to generate executable and pragmatic solutions for inspection agencies due to practical challenges. In addressing these challenges, we introduce a so-called Chemical Plant Environment Protection Game (CPEP to generate reasonable schedules of high-accuracy air quality monitoring stations (i.e., daily management plans for inspection agencies. First, so-called Stackelberg Security Games (SSGs in conjunction with source estimation methods are applied into this research. Second, high-accuracy air quality monitoring stations as well as gas sensor modules are modeled in the CPEP game. Third, simplified data analysis on the regularly discharging of chemical plants is utilized to construct the CPEP game. Finally, an illustrative case study is used to investigate the effectiveness of the CPEP game, and a realistic case study is conducted to illustrate how the models and algorithms being proposed in this paper, work in daily practice. Results show that playing a CPEP game can reduce operational costs of high-accuracy air quality monitoring stations. Moreover, evidence suggests that playing the game leads to more compliance from the chemical plants towards the inspection agencies. Therefore, the CPEP game is able to assist the environmental protection authorities in daily management work and reduce the potential risks of gaseous pollutants dispersion incidents.

  2. Towards a Game-Chatbot: Extending the Interaction in Serious Games

    OpenAIRE

    Van Rosmalen, Peter; Eikelboom, Johan; Bloemers, Erik; Van Winzum, Kees; Spronck, Pieter

    2012-01-01

    Van Rosmalen, P., Eikelboom, J., Bloemers, E., Van Winzum, K., & Spronck, P. (2012). Towards a Game-Chatbot: Extending the Interaction in Serious Games. In P. Felicia (Ed.), Proceedings of the 6th European Conference on Games Based Learning (pp. 525-532). October, 4-5, 2012, Cork, Ireland. Academic Publishing International Limited, Reading, UK.

  3. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  4. A Quantitative Content Analysis of Leveled Vocabulary Embedded within Massively Multiplayer Online Role-Playing Games (MMORPGs)

    Science.gov (United States)

    Haas, Leslie

    2012-01-01

    This content analysis examined levels of vocabulary within massively multiplayer online role-playing games (MMORPGs). A total of six MMORPGs were studied; three were pay-to-play (P2P), and three were free-to-play (F2P). Sixty hours of game play (10 hours per game) provided the researcher with 50,240 embedded vocabulary words. Each MMORPG was…

  5. Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind.

    Science.gov (United States)

    Connors, Erin C; Chrastil, Elizabeth R; Sánchez, Jaime; Merabet, Lotfi B

    2014-01-01

    For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired by the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES) is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. Using this ludic-based approach to learning, we investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a target virtual indoor environment. Following game play, participants were assessed on their ability to transfer and mentally manipulate acquired spatial information on a set of navigation tasks carried out in the real environment. Success in transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this game based learning approach can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for the purposes of navigation in real-world environments.

  6. Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

    Science.gov (United States)

    Robert, Maxime; Ballaz, Laurent; Hart, Raphael; Lemay, Martin

    2013-08-01

    Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. This was a cross-sectional study. Ten children (7-12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. A limitation of this study was the relatively small and heterogeneous sample. For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could

  7. Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play.

    Science.gov (United States)

    Chumbley, Justin; Griffiths, Mark

    2006-06-01

    Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."

  8. Game play in vocational training and engineering education

    Directory of Open Access Journals (Sweden)

    Bjarne A. Foss

    2007-04-01

    Full Text Available Educational games may create a new and improved learning culture by drawing advantage of the new knowledge and skills of today’s students obtained from extensive use of interactive game software. This paper presents a design basis and online learning resources taking advantage of game-related features like a high degree of interactivity, attractive graphics, a dynamical virtual universe, and an incentive system to promote prolonged and more advanced use. The educational resources, denoted PIDstop, are targeted towards the engineering domain. Feedback from over 2000 users clearly indicates that PIDstop has a positive learning effect. Training packages for vocational training of Automation Technicians is emphasized in this paper. Such learning resources must have a limited mathematical complexity; hence, the representation should be rather descriptive. Evaluation of learning resources to assess the actual learning effect is important, and a two-step procedure based on formative and summative evaluation is proposed for this purpose.

  9. Action Video Game Play and Transfer of Navigation and Spatial Cognition Skills in Adolescents who are Blind

    Directory of Open Access Journals (Sweden)

    Erin eConnors

    2014-03-01

    Full Text Available For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Inspired from recent developments in accessible technology and the rising popularity of video games, we have developed a novel approach to train navigation and spatial cognition skills in adolescents who are blind. Audio-based Environment Simulator (AbES is a software application that allows for the virtual exploration of an existing building set in an action video game metaphor. We investigated the ability and efficacy of adolescents with early onset blindness to acquire spatial information gained from the exploration of a virtual indoor environment using this ludic approach to learning. Following game play, participants were then assessed on their ability to transfer and mentally manipulate acquired spatial information in a set of navigation tasks carried out in the real environment represented in the game. The transfer of navigation skill performance was markedly high suggesting that interacting with AbES leads to the generation of an accurate spatial mental representation. Furthermore, there was a positive correlation between success in game play and navigation task performance. The role of virtual environments and gaming in the development of mental spatial representations is also discussed. We conclude that this novel software and learning by a gaming approach can facilitate the transfer of spatial knowledge and can be used by individuals who are blind for the purposes of navigation in real-world environments.

  10. Charging Neutral Cues with Aggressive Meaning through Violent Video Game Play

    Directory of Open Access Journals (Sweden)

    Barbara Krahé

    2013-11-01

    Full Text Available When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions.

  11. Association between playing computer games and mental and social health among male adolescents in Iran in 2014.

    Science.gov (United States)

    Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali

    2016-01-01

    As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = -0.15, P = 0.03), the type of games and mental health (r = -0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). The findings showed that adolescents' mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games.

  12. The Impact of Video Game Playing on Academic Performance at a Community College.

    Science.gov (United States)

    McCutcheon, Lynn E.; Campbell, Janice D.

    1986-01-01

    Studies the relationship between video game playing and academic achievement. Compares matched groups of community college psychology students, differing in the amount of their game playing. There were no differences between frequent and infrequent players on measures of psychology class attendance, locus of control, or grade point average.…

  13. Does playing blindfold chess reduce the quality of game: comments on chabris and hearst (2003).

    Science.gov (United States)

    Jeremic, Veljko; Vukmirovic, Dragan; Radojicic, Zoran

    2010-01-01

    Blindfold chess is a special type of chess game where both the board and pieces are not visible to its players. This paper aims to determine whether the quality of the game played blindfolded is lower than when played under normal conditions. The best chess program was used to analyze games played by the world's top Grandmasters under both conditions. We have analyzed the Monaco 1993-1998 data set introduced by Chabris and Hearst (2003). The results showed that although a larger number of mistakes occurred while playing blindfolded, no significant statistical difference between the rapid and blindfold games has been found. Nevertheless, by applying the same methodology to the Monaco 2002-2007 data set a substantial difference between the blindfold and the rapid chess game was noticed. In this paper, we have addressed the possible improvement of the chess game quality and the advances in chess programs that may be responsible for detecting more blunders. Copyright © 2009 Cognitive Science Society, Inc.

  14. Continued use of an interactive computer game-based visual perception learning system in children with developmental delay.

    Science.gov (United States)

    Lin, Hsien-Cheng; Chiu, Yu-Hsien; Chen, Yenming J; Wuang, Yee-Pay; Chen, Chiu-Ping; Wang, Chih-Chung; Huang, Chien-Ling; Wu, Tang-Meng; Ho, Wen-Hsien

    2017-11-01

    This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. Copyright © 2017 Elsevier B.V. All rights reserved.

  15. Playing with History: A Look at Video Games, World History and Libraries

    Science.gov (United States)

    Snow, Cason E.

    2010-01-01

    The ubiquity of video games in today's society presents unique challenges and opportunities for librarians and faculty. A significant subset of video games use historical periods as a setting, some with greater adherence to history than others. Many students are playing these games and bringing preconceived ideas of the historical period to the…

  16. Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study.

    Science.gov (United States)

    Fernández-Aranda, Fernando; Jiménez-Murcia, Susana; Santamaría, Juan J; Gunnard, Katarina; Soto, Antonio; Kalapanidas, Elias; Bults, Richard G A; Davarakis, Costas; Ganchev, Todor; Granero, Roser; Konstantas, Dimitri; Kostoulas, Theodoros P; Lam, Tony; Lucas, Mikkel; Masuet-Aumatell, Cristina; Moussa, Maher H; Nielsen, Jeppe; Penelo, Eva

    2012-08-01

    Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders.

  17. Excessive Use of Massively Multi-Player Online Role-Playing Games: A Pilot Study

    Science.gov (United States)

    Hussain, Zaheer; Griffiths, Mark D.

    2009-01-01

    Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…

  18. Benchmarking the Cultivation Approach to Video Game Effects: A Comparison of the Correlates of TV Viewing and Game Play

    Science.gov (United States)

    Van Mierlo, Jan; Van den Bulck, Jan

    2004-01-01

    This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the…

  19. Effects of Playing versus Observing Violent versus Nonviolent Video Games on Children's Aggression.

    Science.gov (United States)

    Graybill, Daniel; And Others

    1987-01-01

    Examined short-term effects of playing versus observing violent versus nonviolent video games on the aggression of elementary school children. Children (N=146) played or observed games for 14 minutes, then completed three measures of aggression. Found no differences between violent and nonviolent conditions on measures of aggression. (Author/NB)

  20. Use of an interactive game to increase food acceptance--a pilot study.

    Science.gov (United States)

    Gillis, L

    2003-09-01

    Techniques to improve food selection in healthy children with long standing food refusal are limited. The use of educational games has been successful in getting children to increase knowledge in healthy eating, but it is uncertain whether this translates into behaviour change. Therefore the purpose of this study was to test the use of an interactive food game to increase food acceptance in healthy-weight school-age children with chronic food refusal. Children attended an outpatient clinic and played an interactive game with a therapist and one parent during which non-preferred foods were consumed. Weekly recording of food consumption occurred with diet analysis by a Registered Dietitian three times during a 1-year time span. The children increased their repertoire of foods and had a more balanced intake. The changes in intake were incorporated into their daily meal patterns in the home setting and were maintained for 1 year. An interactive food game is a successful tool for increasing food variety in healthy children with chronic food refusal. As this report included only three subjects, the results will be used for subsequent work on this topic.

  1. Children with Motor Impairments Play a Kinect Learning Game: First Findings from a Pilot Case in an Authentic Classroom Environment

    Directory of Open Access Journals (Sweden)

    Symeon Retalis

    2014-02-01

    Full Text Available This paper presents the first very positive findings from an empirical study about the effectiveness of the use of a Kinect learning game for children with gross motor skills problems and motor impairments. This game follows the principles of a newly presented approach, called Kinems, which advocates that special educators and therapists should use learning games that via embodied touchless interaction – thanks to the Microsoft Kinect camera- children with dyspraxia and other related disorders such as autism, Asperger's Syndrome, and Attention Deficit Disorder, can improve related skills. Several Kinems games have been proposed (http://www.kinems.com. These games are innovative and are played with hand and body gestures. Kinems suggests that games should be highly configurable so that a teacher can modify the settings (e.g. difficult level, time settings, etc. for the individual needs of each child. Also, a teacher should have access to kinetic and learning analytics of the child’s interaction progress and achievements should be safely stored and vividly presented.

  2. Computer Class Role Playing Games, an innovative teaching methodology based on STEM and ICT: first experimental results

    Science.gov (United States)

    Maraffi, S.

    2016-12-01

    Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".

  3. Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning

    Science.gov (United States)

    Peterson, Mark

    2010-01-01

    This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…

  4. The Impact of Individual, Competitive, and Collaborative Mathematics Game Play on Learning, Performance, and Motivation

    Science.gov (United States)

    Plass, Jan L.; O'Keefe, Paul A.; Homer, Bruce D.; Case, Jennifer; Hayward, Elizabeth O.; Stein, Murphy; Perlin, Ken

    2013-01-01

    The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban…

  5. Playing an action video game reduces gender differences in spatial cognition.

    Science.gov (United States)

    Feng, Jing; Spence, Ian; Pratt, Jay

    2007-10-01

    We demonstrate a previously unknown gender difference in the distribution of spatial attention, a basic capacity that supports higher-level spatial cognition. More remarkably, we found that playing an action video game can virtually eliminate this gender difference in spatial attention and simultaneously decrease the gender disparity in mental rotation ability, a higher-level process in spatial cognition. After only 10 hr of training with an action video game, subjects realized substantial gains in both spatial attention and mental rotation, with women benefiting more than men. Control subjects who played a non-action game showed no improvement. Given that superior spatial skills are important in the mathematical and engineering sciences, these findings have practical implications for attracting men and women to these fields.

  6. Superman vs. BAD man? The effects of empathy and game character in violent video games.

    Science.gov (United States)

    Happ, Christian; Melzer, André; Steffgen, Georges

    2013-10-01

    Recent findings indicate that events in video games, as well as players' perceptions of game characters, moderate well-established video game effects. This includes the level of identification with game characters, and players' interpretation of whether or not the actions of the characters are conceived as moral. In the present study, it was tested whether manipulating empathy for well-known game characters influences video game effects in a violent beat-'em-up game. As was expected, playing the comic hero Superman led to more prosocial behavior (i.e., returning a lost letter) than playing the evil villain Joker. A similar positive effect was observed for inducing game characters as warm and empathic before playing. Compared to a neutral text, participants in the empathy text condition judged the violence in the game as less justified, irrespective of game character. When looking at hostile perception, an interaction was found between empathy and game character. For Superman, empathy led participants to interpret neutral faces as less aggressive. When playing the evil Joker, however, empathy even increased hostile perception. This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.

  7. The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience

    OpenAIRE

    Bostan , Barbaros; Marsh , Tim

    2010-01-01

    International audience; In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by...

  8. Association between playing computer games and mental and social health among male adolescents in Iran in 2014

    Directory of Open Access Journals (Sweden)

    Mehrnoosh Mohammadi

    2016-01-01

    Full Text Available Background: As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. Materials and Methods: This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA, and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results: Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = −0.15, P = 0.03, the type of games and mental health (r = −0.16, P = 0.01, and the device used in playing games and social health (F = 0.95, P = 0.03. Conclusions: The findings showed that adolescents′ mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games.

  9. Association between playing computer games and mental and social health among male adolescents in Iran in 2014

    Science.gov (United States)

    Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali

    2016-01-01

    Background: As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. Materials and Methods: This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results: Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = −0.15, P = 0.03), the type of games and mental health (r = −0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). Conclusions: The findings showed that adolescents’ mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games. PMID:27095988

  10. Playing Producer: An alternative perspective on video games as film

    Directory of Open Access Journals (Sweden)

    Olivia Huang

    2017-06-01

    Full Text Available This paper proposes a perspective on analyzing video games as film by comparing the interactions of the player with those of a producer or other member in the film-making process. This contrasts with existing methodologies which focus on formal characteristics or narratology. This proposal also provides a method for combining the interactivity of games with the storytelling capacity of cinema without encountering the narrative paradox.

  11. CHILDREN'S MOVEMENT SKILLS WHEN PLAYING ACTIVE VIDEO GAMES.

    Science.gov (United States)

    Hulteen, Ryan M; Johnson, Tara M; Ridgers, Nicola D; Mellecker, Robin R; Barnett, Lisa M

    2015-12-01

    Active video games (AVGs) may be useful for movement skill practice. This study examined children's skill execution while playing Xbox Kinect™ and during movement skill assessment. Nineteen children (10 boys, 9 girls; M age=7.9 yr., SD=1.4) had their skills assessed before AVG play and then were observed once a week for 6 wk. while playing AVGs for 50 min. While AVG play showed evidence of correct skill performance (at least 30-50% of the time when playing table tennis, tennis, and baseball), nearly all skills were more correctly performed during skill assessment (generally more than 50% of the time). This study may help researchers to better understand the role AVGs could play in enhancing real life movement skills.

  12. Uncovering Young Children's Transformative Digital Game Play through the Exploration of Three-Year-Old Children's Cases

    Science.gov (United States)

    Huh, Youn Jung

    2017-01-01

    In contrast to studies focusing on digital games as learning tools, this study shows how young children use digital games as a means of facilitating spontaneous play in their everyday lives. This article highlights how 4 three-year-old children's play with digital games revealed their ability to create new forms of play by mixing their digital…

  13. Parental influences on adolescent video game play: a study of accessibility, rules, limit setting, monitoring, and cybersafety.

    Science.gov (United States)

    Smith, Lisa J; Gradisar, Michael; King, Daniel L

    2015-05-01

    Adolescents' video gaming is increasing at a rapid rate. Yet, little is known about what factors contribute toward more hours of gaming per week, as well as what factors may limit or protect adolescents from excessive gaming. The aim of the present study was to examine associations between adolescents' accessibility to video gaming devices, the locations played (i.e., bedroom, shared rooms), parental regulation of technology use, and the amount of hours spent video gaming during the week (weekdays vs. weekends). Adolescents (N=422; age 16.3±2.0 years, 41% male) completed an online questionnaire battery, including demographics, video gaming behaviors (e.g., hours played weekdays/weekends, time of day played, devices owned, locations played, etc.), and a questionnaire measuring aspects of parents' regulation of game playing (e.g., rules, limit setting, co-gaming). Accessibility to the adolescents' own devices, but not shared devices or device portability, was predictive of hours gaming on weekdays and weekends. Location (i.e., bedroom) was associated with increased gaming across the week. Parents discussing cybersafety was predictive of lower hours of gaming (weekdays and weekends). However, limit setting, monitoring, and co-gaming showed no significant effects. Adolescents' access to their own gaming equipped devices, as well as gaming in their bedrooms, were linked to increased hours of gaming. The findings suggest that in order to curb the increase in hours gaming, parents are advised to delay the ownership of adolescents' devices, encourage use in shared rooms, and discuss aspects of cybersafety with their teenage children.

  14. Prisoner's Dilemma and other Games that Animals Play

    Indian Academy of Sciences (India)

    But we just showed that one's optimal strategy was to defect. Would you ... The important thing is that you have to play ... the game in various facets of life, be it in business or otherwise. What you do ... who are too trusting often get 'suckered'.

  15. A Description Grid to Support the Design of Learning Role-Play Games

    Science.gov (United States)

    Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe

    2012-01-01

    To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…

  16. Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

    Science.gov (United States)

    King, Elizabeth M.

    2015-01-01

    Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…

  17. How Does Neighborhood Quality Moderate the Association Between Online Video Game Play and Depression? A Population-Level Analysis of Korean Students.

    Science.gov (United States)

    Kim, Harris Hyun-Soo; Ahn, Sun Joo Grace

    2016-10-01

    The main objective of our study is to assess the relationship between playing online video games and mental wellbeing of adolescents based on a nationally representative sample. Data come from the Korean Children and Youth Panel Survey (KCYPS), a government-funded multiyear research project. Through a secondary analysis of W2 and W3 of data collected in 2011 and 2012, we examine the extent to which time spent playing online games is related to depression, as measured by a battery of items modeled after the abridged version of Center for Epidemiologic Studies Depression Scale Revised (CESD-R). For proper temporal ordering, the outcome variable is drawn from the latter wave (W3), whereas all time-lagged covariates are taken from the earlier wave (W2). Multilevel regression models show that more game playing is associated with greater depression. Findings also indicate that, net of individual-level variables (e.g., gender, health, family background), living in a community with more divorced families adds to adolescent depression. Finally, a cross-level interaction is observed: the positive association between game playing and depression is more pronounced in an area characterized by a lower aggregate divorce rate.

  18. The Role of Habits in Massive Multiplayer Online Role-Playing Game Usage: Predicting Excessive and Problematic Gaming Through Players' Sensitivity to Situational Cues.

    Science.gov (United States)

    Lukavská, Kateřina; Hrabec, Ondřej; Chrz, Vladimír

    2016-04-01

    We examined the effect of habitual regulation of massive multiplayer online role-playing game (MMORPG) playing on the problematic (addictive) usage and excessiveness of gaming (time that user spent playing weekly, per session, and in relation to his other leisure activities). We developed the approach to assess the strength of habitual regulation that was based on sensitivity to situational cues. We defined cues as real-life or in-game conditions (e.g., work to be done, activities with friends or family, need to relax, new game expansion) that usually promote gaming (proplay cues) or prevent it (contraplay cues). Using a sample of 377 MMORPG players, we analyzed relationships between variables through partial least squares path modeling. We found that proplay cues sensitivity significantly positively affected the excessiveness of gaming (playing time) as well as the occurrence of problematic usage symptoms. Conversely, contraplay cues sensitivity functioned as a protective factor from these conditions; significant negative effects were found for playing time and problematic usage. Playing time was confirmed to be a mediating variable, affected by cues sensitivity and at the same time affecting problematic usage symptoms. We obtained moderately strong coefficients of determination for both endogenous variables (R(2) = 0.28 for playing time; R(2) = 0.31 for problematic usage) suggesting that the proposed variables possess good explanatory power. Based on our results, we argue that the strength of habitual regulation within MMORPG usage has both positive and negative effects on excessive and problematic usage, which is a new and important finding within the area of Internet gaming addiction.

  19. Playing for Climate Change: An Educational Alternative Realty Game (ARG) in Second Life

    Science.gov (United States)

    Law, Sandra Kim

    Learner engagement in the learning process is a challenge faced by educators, instructional designers, administrators and policy makers (Barab, Sadler, Heiselt, & Zuiker, 2007b; Van Eck, 2006). One area in which learner engagement is particularly problematic is science education; participation rates in sciences at the post-secondary level are significantly lower than in other disciplines (Fox & Stephan, 2001; Industry Canada, 2007; Kennepohl, 2009). Learners who are enrolled in science programs at postsecondary institutions also have deficits in their scientific illiteracy, specifically in their ability to understand the language of science and evaluate scientific claims in journal articles and reports. This design-based research study represents the first phase of an ongoing project exploring the role that digital educational games designed to support knowledge building within small groups can play in addressing issues of engagement and literacy in science education. A set of game design principles derived from the existing literature was used to inform the development of a prototype of the game. The prototype was evaluated by a group (N=18) of educational technology graduate students at a local university. As this was a first phase of a study in a field (i.e. game-based learning) that is still contested, it is felt that qualitative research methods can provide a representative view of the effectiveness of the game design principles and types of interactions observed between players as well as between players and artefacts in environment. The data collection methods used in this study included participant observation, data player characteristics survey, interviews, and content analysis. The final products of this study are game design principles and a game prototype. Data gathered from this study will be used to inform the design of the next version of the game, and future research in the area of digital game design and implementation (e.g., learning analytics

  20. Games microbes play: The game theory behind cooperative sucrose metabolism in yeast

    Science.gov (United States)

    Gore, Jeff

    2010-03-01

    The origin of cooperation is a central challenge to our understanding of evolution. Microbial interactions can be manipulated in ways that animal interactions cannot, thus leading to growing interest in microbial models of cooperation and competition. In order for the budding yeast S. cerevisiae to grow on sucrose, the disaccharide must first be hydrolyzed by the enzyme invertase. This hydrolysis reaction is performed outside of the cytoplasm in the periplasmic space between the plasma membrane and the cell wall. Here we demonstrate that the vast majority (˜99%) of the monosaccharides created by sucrose hydrolysis diffuse away before they can be imported into the cell, thus making invertase production and secretion a cooperative behavior [1]. A mutant cheater strain that does not produce invertase is able to take advantage of and invade a population of wildtype cooperator cells. However, over a wide range of conditions, the wildtype cooperator can also invade a population of cheater cells. Therefore, we observe coexistence between the two strains in well-mixed culture at steady state resulting from the fact that rare strategies outperform common strategies---the defining features of what game theorists call the snowdrift game. A simple model of the cooperative interaction incorporating nonlinear benefits explains the origin of this coexistence. Glucose repression of invertase expression in wildtype cells produces a strategy which is optimal for the snowdrift game---wildtype cells cooperate only when competing against cheater cells. In disagreement with recent theory [2], we find that spatial structure always aids the evolution of cooperation in our experimental snowdrift game. [4pt] [1] Gore, J., Youk, H. & van Oudenaarden, A., Nature 459, 253 -- 256 (2009) [0pt] [2] Hauert, C. & Doebeli, M., Nature 428, 643 -- 646 (2004)

  1. Impact of current video game playing on robotic simulation skills among medical students.

    Science.gov (United States)

    Öge, Tufan; Borahay, Mostafa A; Achjian, Tamar; Kılıç, Sami Gökhan

    2015-01-01

    To evaluate the impact of current and prior video game playing on initial robotic simulation skill acquisition. This cross-sectional descriptive study (Canadian Task Force Classification II-1) was conducted at a medical university training center. The study subjects were medical students who currently played video games (Group I) and those who had not played video games in the last 2 years (Group II). The robotic skills of both groups were assessed using simulation. Twenty-two students enrolled in this study; however, only 21 completed it. The median age of the participants was 23 (22-24) years and 24 (23-26) years in Groups I and II, respectively. Among the participants, 15 (71.4%) were male and 6 (28.5%) were female, and 90.4% of the students started playing video games in primary school. When the 2 groups were compared according to the completion time of each exercise, Group I finished more quickly than Group II in the Peg Board-1 exercise (p>0.05), whereas Group II had better results in 3 exercises including Pick and Place, Ring and Rail, and Thread the Rings-1. However, none of the differences were found to be statistically significant (p>.05), and according to the overall scores based on the time to complete exercises, economy of motion, instrument collision, use of excessive instrument force, instruments out of view, and master workspace range, the scores were not statistically different between Groups I and II (p>.05). According to the basic robotic simulation exercise results, there was no difference between medical students who used to play video games and those who still played video games. Studies evaluating baseline visuospatial skills with larger sample sizes are needed.

  2. Fair Play: A Study of Scientific Workforce Trainers’ Experience Playing an Educational Video Game about Racial Bias

    Science.gov (United States)

    Kaatz, Anna; Carnes, Molly; Gutierrez, Belinda; Savoy, Julia; Samuel, Clem; Filut, Amarette; Pribbenow, Christine Maidl

    2017-01-01

    Explicit racial bias has decreased in the United States, but racial stereotypes still exist and conspire in multiple ways to perpetuate the underparticipation of Blacks in science careers. Capitalizing on the potential effectiveness of role-playing video games to promote the type of active learning required to increase awareness of and reduce subtle racial bias, we developed the video game Fair Play, in which players take on the role of Jamal, a Black male graduate student in science, who experiences discrimination in his PhD program. We describe a mixed-methods evaluation of the experience of scientific workforce trainers who played Fair Play at the National Institutes of Health Division of Training Workforce Development and Diversity program directors’ meeting in 2013 (n = 47; 76% female, n = 34; 53% nonwhite, n = 26). The evaluation findings suggest that Fair Play can promote perspective taking and increase bias literacy, which are steps toward reducing racial bias and affording Blacks equal opportunities to excel in science. PMID:28450447

  3. Boys' and girls' use of cognitive strategy when learning to play video games.

    Science.gov (United States)

    Blumberg, Fran C; Sokol, Lori M

    2004-04-01

    The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). The results indicated that more frequent players and older children were more likely to cite internally based strategies. No main effects of gender were found for the proportions of the internally vs. externally based strategies that were cited.

  4. Games To Play with Babies. Third Edition.

    Science.gov (United States)

    Silberg, Jackie

    Intended for parents with infants, this book is a collection of 230 simple, fun-filled games that can be played with infants from birth to age 1 year. The book begins with guidelines for growth in motor, auditory, visual, language, cognitive, and self-concept skills from birth to 6 months and from 6 to 12 months. The remainder of the book presents…

  5. Effects of short-term active video game play on community adults: under International Classification of Functioning, Disability and Health consideration.

    Science.gov (United States)

    Tseng, Wei-Che; Hsieh, Ru-Lan

    2013-06-01

    The effects of active video game play on healthy individuals remain uncertain. A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning, Disability, and Health (ICF). The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF. Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited. Over 2 weeks, each adult participated in six sessions of active video game play lasting 20 minutes each. Participants were assessed before and after the intervention. Variables were collected using sources related to the ICF components, including the Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, Biodex Stability System, chair- rising time, Frenchay Activity Index, Rivermead Mobility Index, Chronic Pain Grade Questionnaire, Work Ability Index, and World Health Organization Quality of Life-Brief Version. Compared to baseline data, significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted. There was no significant change in the other variables measured. Short-term, active video game play reduces fall risks and ameliorates disabilities in community adults.

  6. Children's Play Behavior During Board Game Play in Korea and America Kindergarten Classrooms

    Science.gov (United States)

    Choi, Kee-Young

    2005-01-01

    This study explored Korean and American children's play behaviors during board games in a kindergarten classroom using an ethnographic approach. The Korean participants were 20 children and one teacher of one classroom at attached kindergarten of public elementary school. The American participants were 11 kindergarten children and one teacher from…

  7. Playing the game to tackle work-related stress

    NARCIS (Netherlands)

    Bakhuys Roozeboom, M.M.C.; Wiezer, N.M.; Schelvis, R.; Kraker, H. de

    2012-01-01

    The need for evidence-based solutions to the problem of work-related stress among employees in the Netherlands is increasing. Research institute TNO suggested that managers might learn about the issue by playing a specially designed game based around work-related stress. This led to the development

  8. Changes in Badminton Game Play across Developmental Skill Levels among High School Students

    Science.gov (United States)

    Wang, Jianyu; Liu, Wenhao

    2012-01-01

    The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…

  9. Parent-child relationships and self‑control in male university students' desire to play video games.

    Science.gov (United States)

    Karbasizadeh, Sina; Jani, Masih; Keshvari, Mahtab

    2018-06-12

    To determine the relationship between the parent-child relationship, self-control and demographic characteristics and the desire to play video games among male university students at one university in Iran. This was a correlational, descriptive, applied study. A total of 103 male students were selected randomly as a study sample from the population of male students at Isfahan University in Iran. Data collection tools used were the Video Games Questionnaire, Tanji's Self-Control Scale, Parent-Child Relationship Questionnaire, and Demographic Questionnaire. Data were analysed using stepwise regression analysis. This study found several factors increased male students' desire to play video games. Demographic characteristics associated with increased tendency to play video games among male students in Iran are older age, larger number of family members, lower parental level of education and higher socio-economic class, while other significant factors are a lower level of self‑control and a poorer parent-child relationship. PARTICIPANTS': higher socio-economic class, lower level of self-control and older age explained 8.2%, 5.2% and 5.9% of their desire to play video games, respectively. These three variables together accounted for significantly 16.9% of a male student's desire to play video games in this study ( P video games in Iran. Moreover, lower levels of self-control and a poorer parent-child relationship were found to be accompanied by a greater desire to play video games among male university students. © 2018 RCN Publishing Company Ltd. All rights reserved. Not to be copied, transmitted or recorded in any way, in whole or part, without prior permission of the publishers.

  10. Young Boys Playing Digital Games. From Console to the Playground.

    OpenAIRE

    Pål Aarsand

    2010-01-01

    This article studies how digital games are part of the everyday lives of Swedish 6 to 7-year-old boys. The data consist of video recordings from two schools, two after-school centres and four homes. The focus is on how children engage in, organize and use digital games in face-to-face interaction. It is argued that digital game competence matters not only in front of the screen, but also in the playground. In addition, it is argued that what counts as game competence is negotiated in the peer...

  11. DEFENSE-ATTACK INTERACTION OVER OPTIMALLY DESIGNED DEFENSE SYSTEMS VIA GAMES AND RELIABILITY

    Directory of Open Access Journals (Sweden)

    Isis Didier Lins

    2014-05-01

    Full Text Available This paper analyzes defense systems taking into account the strategic interactions between two rational agents; one of them is interested in designing a defense system against purposeful attacks of the other. The interaction is characterized by a sequential game with perfect and complete information. Reliability plays a fundamental role in both defining agents' actions and in measuring performance of the defense system for which a series-parallel configuration is set up by the defender. The attacker, in turn, focuses on only one defense subsystem in order to maximize her efficiency in attacking. An algorithm involving backward induction is developed to determine the equilibrium paths of the game. Application examples are also provided.

  12. Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey.

    Science.gov (United States)

    Zanetta Dauriat, Francesca; Zermatten, Ariane; Billieux, Joël; Thorens, Gabriel; Bondolfi, Guido; Zullino, Daniele; Khazaal, Yasser

    2011-01-01

    Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. A total of 696 gamers responded to an online survey. Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs. Copyright © 2011 S. Karger AG, Basel.

  13. Playing Multi-Action Adversarial Games: Online Evolutionary Planning versus Tree Search

    OpenAIRE

    Justesen, Niels; Mahlmann, Tobias; Risi, Sebastian; Togelius, Julian

    2017-01-01

    We address the problem of playing turn-based multi-action adversarial games, which include many strategy games with extremely high branching factors as players take multiple actions each turn. This leads to the breakdown of standard tree search methods, including Monte Carlo Tree Search (MCTS), as they become unable to reach a sufficient depth in the game tree. In this paper, we introduce Online Evolutionary Planning (OEP) to address this challenge, which searches for combinations of actions ...

  14. Effects of Playing Violent versus Nonviolent Video Games on the Aggressive Ideation of Aggressive and Nonaggressive Children.

    Science.gov (United States)

    Graybill, Daniel; And Others

    1985-01-01

    Examines effects of playing violent and nonviolent video games on children's aggressive ideation. Children played a violent or nonviolent video game for eight minutes. Provides initial support, at least on a short-term basis, for notion that the playing of video games affects children's aggression fantasies. (Author/DST)

  15. Playing the Cell Game.

    Science.gov (United States)

    Madrazo, Gerry M., Jr.; Wood, Carol A.

    1980-01-01

    Discusses the use of games to facilitate learning scientific concepts and principles. Describes the Cell Game, which simulates plant and animal cells; the Energy Quest, which requires players to buy property that generates largest amounts of electricity; the Blood Flow Game, which illustrates circulation of blood through the human body. (CS)

  16. Playing With Conflict: Teaching Conflict Resolution through Simulations and Games

    Science.gov (United States)

    Powers, Richard B.; Kirkpatrick, Kat

    2013-01-01

    Playing With Conflict is a weekend course for graduate students in Portland State University's Conflict Resolution program and undergraduates in all majors. Students participate in simulations, games, and experiential exercises to learn and practice conflict resolution skills. Graduate students create a guided role-play of a conflict. In addition…

  17. Paradigms of children's play behaviour and the study of games ...

    African Journals Online (AJOL)

    Children's play behaviour and the study of games have since the 1800s attracted academic interest and scholarly research from a variety of disciplinary perspectives. This paper provides a theoretical framework explaining and conceptualising play-related phenomena to be utilized for cross-cultural comparisons in terms of ...

  18. Video game play and anxiety during late adolescence: The moderating effects of gender and social context.

    Science.gov (United States)

    Ohannessian, Christine McCauley

    2018-01-15

    Few studies have examined factors that moderate the relationship between playing video games and adolescent psychological adjustment. Therefore, the primary goal of this study was to examine the relationship between playing video games and anxiety symptomatology in a sample of 441 11th and 12th grade students, while considering both gender and the social context (whether they played alone or with others). Participants (66% non-Hispanic White) were administered a survey (including measures of technology use and anxiety symptomatology) in school at baseline and one year later. Both gender and the social context moderated the relationship between playing video games and anxiety symptomatology. Boys who played video games the most had the lowest levels of anxiety, whereas girls who played video games the most had the highest levels of anxiety. This relationship was exacerbated in the context of playing with others. Although the study has a number of strengths including the longitudinal design and the diverse sample, the study relied on self-report data. In addition, the sample was limited to adolescents residing in the Mid-Atlantic United States. Therefore, caution should be taken in regard to generalizing the results. Findings from this study underscore the need to consider both gender and the social context when examining the relationship between playing video games and adolescent psychological adjustment. Copyright © 2017 Elsevier B.V. All rights reserved.

  19. Human Evolution, Movement, and Intelligence: Why Playing Games Counts as Smart

    Science.gov (United States)

    Kretchmar, R. Scott

    2018-01-01

    The article investigates several ways in which creating, entering, and playing games requires uniquely human levels of intelligence. It examines an element of our evolutionary heritage and the possibility that games (particularly in the form of sport) were among the first elements of culture. It describes sport as a "way of knowing," a…

  20. Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study

    Science.gov (United States)

    Fernández-Aranda, Fernando; Jiménez-Murcia, Susana; Santamaría, Juan J.; Gunnard, Katarina; Soto, Antonio; Kalapanidas, Elias; Bults, Richard G. A.; Davarakis, Costas; Ganchev, Todor; Granero, Roser; Konstantas, Dimitri; Kostoulas, Theodoros P.; Lam, Tony; Lucas, Mikkel; Masuet-Aumatell, Cristina; Moussa, Maher H.; Nielsen, Jeppe; Penelo, Eva

    2012-01-01

    Background: Previous review studies have suggested that computer games can serve as an alternative or additional form of treatment in several areas (schizophrenia, asthma or motor rehabilitation). Although several naturalistic studies have been conducted showing the usefulness of serious video games in the treatment of some abnormal behaviours, there is a lack of serious games specially designed for treating mental disorders. Aim: The purpose of our project was to develop and evaluate a serious video game designed to remediate attitudinal, behavioural and emotional processes of patients with impulse-related disorders. Method and results: The video game was created and developed within the European research project PlayMancer. It aims to prove potential capacity to change underlying attitudinal, behavioural and emotional processes of patients with impulse-related disorders. New interaction modes were provided by newly developed components, such as emotion recognition from speech, face and physiological reactions, while specific impulsive reactions were elicited. The video game uses biofeedback for helping patients to learn relaxation skills, acquire better self-control strategies and develop new emotional regulation strategies. In this article, we present a description of the video game used, rationale, user requirements, usability and preliminary data, in several mental disorders. PMID:22548300

  1. Games Children Play: The Effects of Media Violence on Young Children.

    Science.gov (United States)

    Wellisch, Mimi

    2000-01-01

    Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…

  2. Role Playing Game (RPG on nursing undergraduate course: educational potentials

    Directory of Open Access Journals (Sweden)

    Amanda Nathale Soares

    2016-12-01

    Full Text Available The objective of this study was to evaluate the potential of a Role Playing Game as an educational strategy in Undergraduate Nursing course, emphasizing its subjective implications in understanding aspects of the profession. This is a qualitative study, conducted through an evaluative research, of deployment analysis type. Nursing students of the 3rd period participated. The instrument to collection was Memories of Game, reports prepared by students after game sessions. The game is a non-traditional educational strategy that enabled approach to students through professional practice, active participation, self-reflection and reflection on professional practice. This strategy favored individualization processes, allowing students to experience situations similar to the nursing practice and exercise skills such as teamwork and creativity. The expansion of studies that address the subjective processes in higher education, through simulation games, can contribute to better design of health development processes.

  3. Playing Active Video Games may not develop movement skills: An intervention trial

    OpenAIRE

    Barnett, Lisa M.; Ridgers, Nicola D.; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, u...

  4. The Relationship between Playing Games and Metacognitive Awareness

    Science.gov (United States)

    Moncarz, Howard T.

    2012-01-01

    This study investigated how playing different types of video games was associated with different values of metacognitive awareness. The target population was first and second-year college students. The study used a survey methodology that employed two self-reporting instruments: the first to estimate a metacognitive-awareness index (MAI), and the…

  5. Using Role-Playing Games to Broaden Engineering Education

    Science.gov (United States)

    McConville, Jennifer R.; Rauch, Sebastien; Helgegren, Ida; Kain, Jaan-Henrik

    2017-01-01

    Purpose: In today's complex society, there is an increasing demand to include a wider set of skills in engineering curricula, especially skills related to policy, society and sustainable development. Role-playing and gaming are active learning tools, which are useful for learning relationships between technology and society, problem solving in…

  6. ROLE PLAYING GAMES IN THE CLASSROOM LOS JUEGOS DE ROL EN EL AULA

    Directory of Open Access Journals (Sweden)

    Mario Grande de Prado

    2010-11-01

    Full Text Available Research done on the field of role playing games and their influence on young people's minds produces possitive results, that is to say, they (such games are not dangerous. At the same time, the few articles about role playing games and education show some possitive references about their educational effects. However, role playing games, considered as games, seem not to be relevant as some kind of strategy at Secondary Education nowadays. This article sums up the existing contributions and gives some proposals about their possible implementation.Las investigaciones realizadas en el ámbito de los juegos de rol y su influencia sobre las mentes de los jóvenes arrojan resultados positivos, es decir, no son peligrosos. Al mismo tiempo, los escasos artículos sobre juegos de rol y educación muestran referencias positivas sobre sus efectos educativos. Sin embargo los juegos de rol como tales no parecen ser relevantes actualmente como estrategia en Educación Secundaria. El presente artículo hace un repaso de las aportaciones existentes y realiza algunas propuestas sobre su posible aplicación.

  7. From Game Design Elements to Gamefulness: Defining “Gamification”

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  8. Playing and understanding chemistry: Reinterpreting a traditional game for educational use

    Directory of Open Access Journals (Sweden)

    Ana Carolina Rosa da Silva

    2017-12-01

    Full Text Available The importance of using educational games in the school context cannot be denied. Therefore, this article describes a study about the contributions of a game for teaching colligative properties. The game was used with a second-year class in a high school located in southeast Piauí, Brazil. It is a qualitative study; it used questionnaires for data collection and direct observation about phenomenological aspects that emerged during the application of the game. The results showed that the use of educational games is not common for the subjects observed. Their views on that use lead us to infer that the proposed playful activity has contributed to strengthen distinct aspects needed to improve the teaching and learning process in Chemistry

  9. Online Strategy Games.

    Science.gov (United States)

    Dye, Bryan

    2002-01-01

    A strategy game is an online interactive game that requires thinking in order to be played at its best and whose winning strategy is not obvious. Provides information on strategy games that are written in Java or JavaScript and freely available on the web. (KHR)

  10. Use of electronic games by young children and fundamental movement skills?

    Science.gov (United States)

    Barnett, Lisa M; Hinkley, Trina; Okely, Anthony D; Hesketh, Kylie; Salmon, Jo

    2012-06-01

    This study investigated associations between pre-school children's time spent playing electronic games and their fundamental movement skills. In 2009, 53 children had physical activity (Actigraph accelerometer counts per minute), parent proxy-report of child's time in interactive and non-interactive electronic games (min./week), and movement skill (Test of Gross Motor Development-2) assessed. Hierarchical linear regression, adjusting for age (range = 3-6 years), sex (Step 1), and physical activity (cpm; M=687, SD=175.42; Step 2), examined the relationship between time in (a) non-interactive and (b) interactive electronic games and locomotor and object control skill. More than half (59%, n=31) of the children were female. Adjusted time in interactive game use was associated with object control but not locomotor skill. Adjusted time in non-interactive game use had no association with object control or locomotor skill. Greater time spent playing interactive electronic games is associated with higher object control skill proficiency in these young children. Longitudinal and experimental research is required to determine if playing these games improves object control skills or if children with greater object control skill proficiency prefer and play these games.

  11. The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position.

    Science.gov (United States)

    Sanders, Gabriel J; Rebold, Michael; Peacock, Corey A; Williamson, Meagan L; Santo, Antonio S; Barkley, Jacob E

    Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg-1 • min-1 PS2, 4.6 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.8 ± 0.3 ml • kg-1 • min-1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg-1 • min-1 PS2, 4.2 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.1 ± 0.3 ml • kg-1 • min-1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games.

  12. Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes

    Science.gov (United States)

    “Skip” Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-01-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. PMID:21527091

  13. Interactivity, Game Creation, Design, Learning, and Innovation

    DEFF Research Database (Denmark)

    This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art......, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted...

  14. Minority game with SK interactions

    International Nuclear Information System (INIS)

    Menezes, Pedro Castro; Sherrington, David

    2013-01-01

    A batch minority game with fake random history and additional SK-like quenched interaction is introduced and analysed. A mixing parameter λ quantifies the admixture and dictates the relative dominance of the two contributions: if λ → 0, agent decisions are based on their strategies and point-scores alone, as in the pure minority game, whereas for λ > 0 the agents also communicate with each other directly and update their points accordingly. Keeping the minority game dynamics in which the agents’ points are updated in parallel at each time step, the aim is to understand what happens if instead of simply using the normal strategy-based decisions, the agents also take account of an ‘effective field’ generated by the other agents. It is shown that the SK interaction introduces a ‘noise’ term which is broader than that in the normal minority game and which furthermore kills the normal phase transition. It is also shown that the same effect would occur if, instead of an SK interaction, Gaussian-distributed quenched random fields are added. By calculating order parameters in the time-translational invariant phase we show that the system is persistent in a ergodic phase. Both simulational and analytical results are presented. (paper)

  15. The Play Curricular Activity Reflection Discussion Model for Game-Based Learning

    Science.gov (United States)

    Foster, Aroutis; Shah, Mamta

    2015-01-01

    This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…

  16. Learning Strategies in Play during Basic Training for Medal of Honor and Call of Duty Video Games

    Science.gov (United States)

    Ziaeehezarjeribi, Yadi

    2010-01-01

    This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…

  17. Assessing the effects of manual dexterity and playing computer games on catheter-wire manipulation for inexperienced operators.

    Science.gov (United States)

    Alsafi, Z; Hameed, Y; Amin, P; Shamsad, S; Raja, U; Alsafi, A; Hamady, M S

    2017-09-01

    To investigate the effect of playing computer games and manual dexterity on catheter-wire manipulation in a mechanical aortic model. Medical student volunteers filled in a preprocedure questionnaire assessing their exposure to computer games. Their manual dexterity was measured using a smartphone game. They were then shown a video clip demonstrating renal artery cannulation and were asked to reproduce this. All attempts were timed. Two-tailed Student's t-test was used to compare continuous data, while Fisher's exact test was used for categorical data. Fifty students aged 18-22 years took part in the study. Forty-six completed the task at an average of 168 seconds (range 103-301 seconds). There was no significant difference in the dexterity score or time to cannulate the renal artery between male and female students. Students who played computer games for >10 hours per week had better dexterity scores than those who did not play computer games: 9.1 versus 10.2 seconds (p=0.0237). Four of 19 students who did not play computer games failed to complete the task, while all of those who played computer games regularly completed the task (p=0.0168). Playing computer games is associated with better manual dexterity and ability to complete a basic interventional radiology task for novices. Copyright © 2017 The Royal College of Radiologists. Published by Elsevier Ltd. All rights reserved.

  18. Learning by gaming - evaluation of an online game for children.

    Science.gov (United States)

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  19. Interactive game programming with Python (CodeSkulptor)

    OpenAIRE

    Ajayi, Richard Olugbenga

    2014-01-01

    Over the years, several types of gaming platforms have been created to encourage a more organised and friendly atmosphere for game lovers in various works of life, culture, and environment. This thesis focuses on the concept of interactive programming using Python. It encourages the use of Python to create simple interactive games applications based on basic human concept and ideas. CodeSkulptor is a browser-based IDE programming environment and uses the Python programming language. O...

  20. THE INFLUENCE OF INTERACTIVITY ON CONSUMER ATTITUDE OF ADVERTISING IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Alina SZUZ‐POP (GHIRVU

    2014-06-01

    Full Text Available Progress of new digital technologies has led to a new type of consumer, more dynamic and difficult to satisfy, which made the efficiency of the old promotion methods to decrease. Marketers who are looking for new ways to reach their audience found in online video games a reliable ally. Previous studies that have been conducted internationally showed that advertising through online games and delivering promotional messages in the virtual space mediated by Internet technology has a high degree of acceptance from the public. In Romania such studies are lacking , and this gap in the literature led to the need to study the potential that promoting in video game has on consumers from this market . In this paper we present some of the results of a larger quantitative research, which has investigated several aspects that influence consumer attitudes towards video games with advertising content, focusing on the factor with the most strongly impact - interactivity . The study used self-administered online questionnaire method to collect primary data that were further analyzed by descriptive statistical methods and factor analysis . The results revealed that in general the consummers from Romania have a positive attitude towards advertising presented in video games and the interactivity given by the game construction that allows the manipulation of branded objects during a play session has a direct and positive influence on the attitude.

  1. Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal.

    Science.gov (United States)

    Barlett, Christopher P; Rodeheffer, Christopher

    2009-01-01

    Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Copyright 2009 Wiley-Liss, Inc.

  2. A SVM bases AI design for interactive gaming

    OpenAIRE

    Jiang, Yang; Jiang, Jianmin; Palmer, Ian

    2008-01-01

    Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive gaming design has the features of: (i): high speed processing, providing instant response to the pla...

  3. CityVille: collaborative game play, communication and skill development in social networks

    Directory of Open Access Journals (Sweden)

    María-Esther Del-Moral Pérez

    2014-01-01

    Full Text Available This paper has as its aim to analyze how CityVille, a videogame hosted on Facebook and oriented to the construction of a virtual city, can favor collaboration between gamers along with the exchange of strategies, equally contributing to learning transfer and skill acquisition. The first step consists in identifying the opportunities which the said game can offer in order to develop skills and promote learning formats linked with planning and resource management, after which a presentation is made of the opinions expressed by a sample of gamers (N=105 –belonging to the Fans-CityVille community– about the priorities established by them to communicate with their neighbors and the skills that they believe to have acquired playing this game. 85.7% of them state that they communicate with others to share strategies and expand their city. Unlike women, who value collaboration, men prioritize competition. Designing their city has enhanced a number of gamer skills in different proportions: creative skills (71.4%; organizational ones (68.0%; skills associated with decision-making and problem-solving (67.0%; and interpersonal skills through interaction with others (61.9%. The CityVille game mode favors skill development and helps to create a ludic atmosphere of collaboration and optimal strategy exchange through communication between neighbors by strengthening their mutual relationships. Its formula moves away from the often-criticized competitive practices of other games.  

  4. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    Science.gov (United States)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  5. Play or science?

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...... correlational and grounded theory analysis. This essay presents the core ideas of crowdscience games as learning opportunities, and reports how a group of players used “game”, “science” and “conceptual” frames to interpret their experience. Our results suggest that oscillating between the frames instead...

  6. Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play.

    Science.gov (United States)

    Levac, Danielle; Nawrotek, Joanna; Deschenes, Emilie; Giguere, Tia; Serafin, Julie; Bilodeau, Martin; Sveistrup, Heidi

    2016-06-01

    Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. The objectives of this study were to develop and evaluate the feasibility and reliability of the Movement Rating Instrument for Virtual Reality Game Play (MRI-VRGP). Item generation occurred through an iterative process of literature review and sample videotape viewing. The MRI-VRGP includes 25 items quantifying upper extremity, lower extremity, and total body movements. A total of 176 videotaped 90-second game play sessions involving 7 typically developing children and 4 children with cerebral palsy were rated by 3 raters trained in MRI-VRGP use. Children played 8 games on 2 virtual reality and active video game systems. Intraclass correlation coefficients (ICCs) determined intra-rater and interrater reliability. Excellent intrarater reliability was evidenced by ICCs of >0.75 for 17 of the 25 items across the 3 raters. Interrater reliability estimates were less precise. Excellent interrater reliability was achieved for far reach upper extremity movements (ICC=0.92 [for right and ICC=0.90 for left) and for squat (ICC=0.80) and jump items (ICC=0.99), with 9 items achieving ICCs of >0.70, 12 items achieving ICCs of between 0.40 and 0.70, and 4 items achieving poor reliability (close-reach upper extremity-ICC=0.14 for right and ICC=0.07 for left) and single-leg stance (ICC=0.55 for right and ICC=0.27 for left). Poor video quality, differing item interpretations between raters, and difficulty quantifying the high-speed movements involved in game play affected reliability. With item definition clarification and further psychometric property evaluation, the MRI

  7. Consequences of Play: A Systematic Review of the Effects of Online Gaming

    Science.gov (United States)

    Sublette, Victoria Anne; Mullan, Barbara

    2012-01-01

    Massively Multiplayer Online Games (MMOGs) have received considerable attention in news headlines describing gamers who have died while engaging in excessive play. However, more common physical and psychosocial effects attributed to online video gaming are social isolation, increased aggression, and negative academic and occupational consequences.…

  8. Videogame Mechanics in Games for Health.

    Science.gov (United States)

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  9. Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form

    Directory of Open Access Journals (Sweden)

    David B. Nieborg

    2015-12-01

    Full Text Available The goal of this article is to add a complementary perspective to the study of social network sites by surveying how the political economy of social media platforms relates to the structure of free-to-play games in their commodity form. Drawing on the theory of multisided markets and critical political economy, this article surveys the political economy of game apps and investigates how it is symbiotically related to the technological and economic logic underlying connective platforms operated by Google, Apple, Facebook, and Amazon. These social media platforms operate app stores that sustain the transformation of games as fixed, physically distributed products that follow a transaction logic, into digitally distributed, freely accessible, or “free-to-play” apps. Through a case study of the popular casual game Candy Crush Saga it is contended that the connective properties of social media platforms affect the form and format of game apps as cultural commodities. Candy Crush Saga developer King Digital Entertainment has been able to attract hundreds of millions of players and build a business model that combines the commodification of virtual items, connectivity, user attention, user data, and play. It is argued that the free-to-play commodity form comprises three commodity types: the product commodity, the “prosumer commodity,” and the player commodity. Furthermore, Candy Crush Saga ’s commodity form is structured by a platformed modality of cultural production and circulation and therefore embedded in the political economy of its host platform.

  10. Play as production – production as game?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Play-related products and their export have through recent decades contributed to a certain Danish image on the world level – with Lego bricks at the commercial end and adventure playgrounds at the pedagogical end. The phenomena of toy production and play exports challenge our understanding of what...... “play” and “game” are, and of their social as well as political significance. At the municipal level, the city of Odense – “city of Hans Christian Andersen” – is branding itself as “city of play”. On the international level, Danish play-related products have expanded on the world market. In the field...... of sport, Danish sport is not just elite sport, but also organized in local associations. People meet in mass summer festivals of popular sport. Folk Academies develop sport as personal development, often in an experimental way. Street sports, parkour, play and games are promoted. Civil society is a basis...

  11. Metabolic changes associated with playing active video game ...

    African Journals Online (AJOL)

    Twenty adults (10 males and 10 females) between 19 and 25 years of age played Nintendo Wii Boxing™ for 15 minutes. ... the VO2max assessment. ... opponent when compared to when at rest (1.1 ± 0.1 kcal•min-1), while no significant differences were found between the two video game opponents or males and females.

  12. Video gaming in a hyperconnected world : A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents

    NARCIS (Netherlands)

    Carras, Michelle Colder; Van Rooij, Antonius J; Van de Mheen, D.; Musci, R.; Xue, Qian-Li; Mendelson, T.

    2017-01-01

    Aims: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods: We performed latent class analysis in a sample of 9733 adolescents based on

  13. Conceptualizing Cognitive Skills Developed during Video Game Play: A Case Study in Teaching Composition

    Science.gov (United States)

    Smith, Sandra Wilson

    2008-01-01

    While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…

  14. You are who you play you are: Modeling Player Traits from Video Game Behavior

    OpenAIRE

    Tekofsky, Shoshannah

    2017-01-01

    You are who you play you are - especially when it comes to your age and your motivations. People say age is only a number, but it's a number we can guess pretty accurately from how someone plays video games. We find that younger people are favored by speed, while older people are favored by wisdom. There is even a sweet spot where it all comes together around 20 years of age. At least, as far as game performance goes among 13,000 players of a shooter game like Battlefield 3. When we look at g...

  15. Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé players.

    Science.gov (United States)

    Billieux, Joël; Chanal, Julien; Khazaal, Yasser; Rochat, Lucien; Gay, Philippe; Zullino, Daniele; Van der Linden, Martial

    2011-01-01

    Massively Multiplayer Online Role-Playing Games (MMORPGs) are video games in which a large number of players interact with one another in a persistent virtual world. MMORPGs can become problematic and result in negative outcomes in daily living (e.g. loss of control on gaming behaviors, compromised social and individual quality of life). The aim of the present study is to investigate psychological predictors of problematic involvement in MMORPGs. Fifty-four males who played MMORPGs regularly were recruited in cybercafés and screened using the UPPS Impulsive Behavior Scale (which assesses 4 facets of impulsivity) and the Motivation to Play Online Questionnaire (which assesses personal motives to play online). Negative consequences due to excessive time spent on the Internet were assessed with the Internet Addiction Test. Multiple regression analysis showed that problematic use of MMORPGs is significantly predicted by: (1) high urgency (b = 0.45), and (2) a motivation to play for immersion (b = 0.35). This study showed that, for certain individuals (who are characterized by a proneness to act rashly in emotional contexts and motivated to play to be immersed in a virtual world), involvement in MMORPGs can become problematic and engender tangible negative consequences in daily life. Copyright © 2011 S. Karger AG, Basel.

  16. Promoting Sex Education Among Teenagers Through an Interactive Game: Reasons for Success and Implications.

    Science.gov (United States)

    Chu, Samuel Kai Wah; Kwan, Alvin C M; Reynolds, Rebecca; Mellecker, Robin R; Tam, Frankie; Lee, Grace; Hong, Athena; Leung, Ching Yin

    2015-06-01

    A game application, "Making Smart Choices", was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web. Three versions of the game (iPAD, Facebook, and Web-based) were developed using HTML5. A theoretical framework that involved game-based learning and participatory design approach was used to design, develop, modify, and optimize the game for use with secondary school students (n=1176) 12-16 years of age. Pre- and post-test scores of students' safer sex knowledge were compared to test the effectiveness of the game. Students' survey and interviews were analyzed to assess participant feelings and attitudes toward the game. The Wilcoxon Signed-Rank test indicated that students' sex knowledge (n=788) improved with a medium effect size (0.477) after playing the game. Increases in positive attitudes toward sex and relationship and in awareness of making smart sexual choices were reported from student surveys and interviews. Students described the game as "interesting," "interactive," "informative," and "real-to-life." We advocate that the participatory design approach, which supports collaborative efforts of different stakeholders, is an effective framework for developing game-based learning tools for sex education. Our work provides preliminary findings that suggest game-based learning, preferably delivered through popular interactive platforms, can be effective in promoting sex education to teenagers.

  17. Gender-specific activity demands experienced during semiprofessional basketball game play.

    Science.gov (United States)

    Scanlan, Aaron T; Dascombe, Ben J; Kidcaff, Andrew P; Peucker, Jessica L; Dalbo, Vincent J

    2015-07-01

    To compare game activity demands between female and male semiprofessional basketball players. Female (n=12) and male (n=12) semiprofessional basketball players were monitored across 3 competitive games. Time-motion-analysis procedures quantified player activity into predefined movement categories across backcourt (BC) and frontcourt (FC) positions. Activity frequencies, durations, and distances were calculated relative to live playing time (min). Work:rest ratios were also calculated using the video data. Game activity was compared between genders for each playing position and all players. Female players performed at greater running work-rates than male players (45.7±1.4 vs. 42.1±1.7 m/min, P=.05), while male players performed more dribbling than female players (2.5±0.3 vs. 3.0±0.2 s/min; 8.4±0.3 vs. 9.7±0.7 m/min, P=.05). Positional analyses revealed that female BC players performed more low-intensity shuffling (P=.04) and jumping (P=.05), as well as longer (P=.04) jogging durations, than male BC players. Female FC players executed more upper-body activity (P=.03) and larger work:rest ratios (Pbasketball. Furthermore, position-specific variations between female and male basketball players should be considered. These data may prove useful in the development of gender-specific conditioning plans relative to playing position in basketball.

  18. Using Language Games as a Way to Investigate Interactional Engagement in Human-Robot Interaction

    DEFF Research Database (Denmark)

    Jensen, L. C.

    2016-01-01

    how students' engagement with a social robot can be systematically investigated and evaluated. For this purpose, I present a small user study in which a robot plays a word formation game with a human, in which engagement is determined by means of an analysis of the 'language games' played...

  19. Heart-pulse Biofeedback in Playful Exercise using a Wearable device and Modular Interactive Tiles

    DEFF Research Database (Denmark)

    Shimokakimoto, Tomoya; Lund, Henrik Hautop; Suzuki, Kenji

    2014-01-01

    interactive tiles. The system consists of a wearable device that measures heart-pulse via ear-mounted sensor, and modular interactive tiles which are used for physical rehabilitation exercise through playing a game. The wearable devise enables detection of heart pulse in real-time and therefore provides heart...... beat rate during playful activities, even if the heart pulse wave have motion artifacts. The tiles are designed to build flexible structures and to provide immediate feedback based on the users’ physical interaction with the tiles. We combine the two systems to provide users with heart pulse...... biofeedback in playful exercise. We show that using the developed system it is possible for the users to regulate the exercise intensity on their own with biofeedback, and also possible to analyze exercise activity using number of steps on the tiles and heart beat rate....

  20. Playful Collaboration (or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel

    2011-01-01

    This paper explores how games and play, which are deeply rooted in human beings as a way to learn and interact, can be used to teach certain concepts and practices related to open collaborative innovation. We discuss how playing games can be a source of creativity, imagination and fun, while it can...... also be conducive to deep learning. As such, a game can engage different dimensions of learning and embed elements of active, collaborative, cooperative and problem-based learning. Building on this logic, we present an exploratory case study of the use of a particular board game in a class of a course...... collaboration at the cost of individual performance and possible long-term collective performance as well....

  1. Worlding through Play: Alternate Reality Games, Large-Scale Learning, and "The Source"

    Science.gov (United States)

    Jagoda, Patrick; Gilliam, Melissa; McDonald, Peter; Russell, Christopher

    2015-01-01

    Gamification--the use of game mechanics in conventionally nongame activities--has received attention in the field of education. Games, however, are not reducible to the common mechanisms of gamification that target extrinsic motivation, and may also include elements such as role playing, world making, and collective storytelling. Here, the authors…

  2. It All Adds Up: Learning Early Math through Play and Games

    Science.gov (United States)

    Ramani, Geetha B.; Eason, Sarah H.

    2015-01-01

    Playing and learning mathematics do not have to be mutually exclusive activities, especially in kindergarten. Play and games can give young children opportunities to learn and develop foundational math skills that are aligned with Common Core standards for mathematics through age-appropriate, fun, and engaging activities.

  3. Potential games and interactive decisions with multiple criteria

    NARCIS (Netherlands)

    Voorneveld, M.

    1999-01-01

    Game theory is a mathematical theory for analyzing strategic interaction between decision makers. This thesis covers two game-theoretic topics. The first part of this thesis deals with potential games: noncooperative games in which the information about the goals of the separate players that is

  4. The play's the thing: a clinical-developmental perspective on video games.

    Science.gov (United States)

    Gelfond, Holly S; Salonius-Pasternak, Dorothy E

    2005-07-01

    In this article, computer and video games are discussed as electronic play. Major perspectives on play and salient developmental issues are presented, along with similarities and differences between electronic play and other types of play. The authors consider possible benefits and risks associated with this type of play, with particular attention paid to cognitive and socioemotional development. Recommendations for clinicians in their work with children, adolescents, and parents are discussed, as are future directions for research.

  5. Innovative interfaces for Serious Games

    Directory of Open Access Journals (Sweden)

    J. Marco

    2015-11-01

    Full Text Available The tangible interaction approach has, in recent years, become a promising alternative to tactile interaction for very young children. Children playing with Tangible User Interfaces (TUI are motivated by the novel and digital environment and benefit from the same values as conventional physical playing. Young children build their mental image of the world through action and motor responses and, with physical handling, they become conscious of reality. Within TUIs, digitally augmented surfaces (interactive blackboards and tabletops are becoming popular in educative environments. Tabletop devices are horizontal surfaces capable of supporting interaction and image feedback on their surface, and are especially interesting for reinforcing face-to-face social relations and group activities. However, most of current children-oriented applications for tabletops are based on tactile interaction, thus losing the benefits of physical playing. The paper describes our experiences building tangible tabletops, and designing tangible games and toys. In particular, we present NIKVision, a tabletop device intended to give leisure and fun while reinforcing physical manipulation and colocated gaming for 3-6 year old children. Several hybrid (physical/digital games based on the manipulation of passive and active toys have been developed for NIKVision. From our experience several useful lessons can be extracted. Among them, the necessity of bridging the gap between designers and developers making it easier the prototyping of tabletop games stands out. To tackle this difficulty a toolkit for the prototyping of tabletop games called ToyVision has been created. The toolkit supports designers to fully explore the physical feasibilities of the manipulation of physical playing pieces, while minimizing the technical difficulties of implementing tabletop games based on physical manipulation. This way, NIKVision and ToyVision are becoming powerful tools to develop innovative

  6. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    Science.gov (United States)

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  7. Say Cheese! Games for Successful Academic and Student Networking

    OpenAIRE

    Collins, E. I. M.; Cox, A. L.; Lee, F.

    2016-01-01

    Networking is a vital but stressful aspect of academic life, one which digital games may be able to make more playful. Existing examples of networking games require players to interact as part of the game-play, and therefore do not bypass the stressful part of networking. In contrast, many other games successfully encourage interaction between players whilst avoiding causing stress to the players. Flashbulb is a networking game that only requires a photograph of another player to be taken in ...

  8. Having to versus wanting to play: background and consequences of harmonious versus obsessive engagement in video games.

    Science.gov (United States)

    Przybylski, Andrew K; Weinstein, Netta; Ryan, Richard M; Rigby, C Scott

    2009-10-01

    The present research examined the background and consequences of different styles of engagement in video game play. Based on self-determination theory(1) and the dualistic model of passion,(2) the authors hypothesized that high levels of basic psychological need satisfaction would foster harmonious passion for video play, supporting the subjective sense that play is something one wants to do. It was also predicted that low levels of need satisfaction would promote obsessive passion for games and contribute to the feeling that game play is something one feels compelled to or has to do. It was expected, in turn, that passion for play would directly influence player outcomes closely tied to games, moderate links between play and well-being, and relate to overall levels of well-being as a function of basic need satisfaction. As expected, results showed that low levels of basic need satisfaction were associated with more obsessive passion, higher amounts of play, greater tension following play, and low game enjoyment, whereas high levels of need satisfaction did not predict hours of play but were associated with more harmonious passion, game enjoyment, and energy following play. Moderation analyses showed that high amounts of play related negatively to well-being only to the extent that players reported an obsessive passion and that the unique relations between passion and overall levels of player well-being were quite small once controlling for their basic need satisfaction in daily life. Discussion of the current findings focuses on their significance for understanding disordered play and the value of applying a theory-based approach to study motivation for virtual contexts.

  9. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In thi...

  10. Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

    Science.gov (United States)

    Skip Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-03-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. © 2011 Diabetes Technology Society.

  11. Mobile Gaming and Student Interactions in a Science Center: The Future of Gaming in Science Education

    Science.gov (United States)

    Atwood-Blaine, Dana; Huffman, Douglas

    2017-01-01

    This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…

  12. Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game

    Science.gov (United States)

    Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre

    2011-01-01

    This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…

  13. Game of Words: Prototype of a Digital Game Focusing on Oral Production (and Comprehension) through Asynchronous Interaction

    Science.gov (United States)

    Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada

    2016-01-01

    In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…

  14. Associations of object control motor skill proficiency, game play competence, physical activity and cardiorespiratory fitness among primary school children.

    Science.gov (United States)

    Miller, Andrew; Eather, Narelle; Duncan, Mitch; Lubans, David Revalds

    2018-06-18

    This study investigated if object control relates to children's game play competence, and examined these competencies as correlates of physical activity and cardiorespiratory fitness. Game play (Game Performance Assessment Instrument), object control (The Test Gross Motor Development-3), moderate-to-vigorous physical activity (Accelerometry), and cardiorespiratory fitness (20-metre shuttle) assessments were completed for 107 children (57% Female, 43% Male) aged 9-12 years (M 10.53, SD 0.65). Two-level regression of object control on game play competence, and object control and game play competence on physical activity and cardiorespiratory fitness assessed associations. Object control competence was positively associated with game play competence (Std. B = 0.25, t (104.77) = 2.38, p = 0.001). Game play competence (Std. B = 0.33, t (99.81) = 5.21, p competence (Std. B = 0.20, t (106.93) = 2.96, p = 0.003). Likewise, game competence (Std. B = 0.39, t (104.41) = 4.36, p fitness than object control competence (Std. B = 0.22, t (106.69) = 2.63, p = 0.002). Object control and game competence are both important as correlates of physical activity and cardiorespiratory fitness in children.

  15. The Relationship Between Video Game Play and the Acquired Capability for Suicide: An Examination of Differences by Category of Video Game and Gender.

    Science.gov (United States)

    Mitchell, Sean M; Jahn, Danielle R; Guidry, Evan T; Cukrowicz, Kelly C

    2015-12-01

    This study examined the relationship between video game (VG) play and the acquired capability for suicide (ACS), as well as the moderating effects of VG category and gender on this relationship. Participants were 228 college students who played VGs on a weekly basis and who completed self-report assessments of VG play, painful and provocative events, and the ACS. Results indicated that there was a significant positive association between hours of VG play and the ACS. The action category of VGs was a significant moderator of the relationship between hours of VG play and the ACS after adjusting for previous painful and provocative events. Gender did not significantly moderate the relationship between hours of VG play and the ACS, and there was no significant three-way interaction between hours of VG play, playing action category VGs, and gender. This suggests that individuals who play many hours of action VGs may be more capable of lethal self-harm if they experience suicide ideation, although this association does not exist for individuals who play other categories of VGs.

  16. Playful Collaboration (Or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

    This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international...... and interdisciplinary Innovation and Business master's program in Denmark. We identify several important themes related to the process of learning through playing and the social dynamics of open collaborative innovation, while we also highlight possible caveats of “playing” and practicing open innovation. Our findings...

  17. Changes in brain activity in response to problem solving during the abstinence from online game play.

    Science.gov (United States)

    Kim, Sun Mi; Han, Doug Hyun; Lee, Young Sik; Kim, Jieun E; Renshaw, Perry F

    2012-06-01

    Several studies have suggested that addictive disorders including substance abuse and pathologic gambling might be associated with dysfunction on working memory and prefrontal activity. We hypothesized that excessive online game playing is associated with deficits in prefrontal cortex function and that recovery from excessive online game playing might improve prefrontal cortical activation in response to working memory stimulation. Thirteen adolescents with excessive online game playing (AEOP) and ten healthy adolescents (HC) agreed to participate in this study. The severity of online game play and playing time were evaluated for a baseline measurement and again following four weeks of treatment. Brain activation in response to working memory tasks (simple and complex calculations) at baseline and subsequent measurements was assessed using BOLD functional magnetic resonance imaging (fMRI). Compared to the HC subjects, the AEOP participants exhibited significantly greater activity in the right middle occipital gyrus, left cerebellum posterior lobe, left premotor cortex and left middle temporal gyrus in response to working memory tasks during baseline measurements. After four weeks of treatment, the AEOP subjects showed increased activity within the right dorsolateral prefrontal cortex and left occipital fusiform gyrus. After four weeks of treatment, changes in the severity of online game playing were negatively correlated with changes in the mean β value of the right dorsolateral prefrontal cortex in response to complex stimulation. We suggest that the effects of online game addiction on working memory may be similar to those observed in patients with substance dependence.

  18. Dynamic Lighting for Tension in Games

    OpenAIRE

    Seif El-Nasr, Magy; Niedenthal, Simon; Kenz, Igor; Almeida, Priya; Zupko, Joseph

    2006-01-01

    Video and computer games are among the most complex forms of interactive media. Games simulate many elements of traditional media, such as plot, characters, sound and music, lighting and mise-en-scene. However, games are digital artifacts played through graphic interfaces and controllers. As interactive experiences, games are a host of player challenges ranging from more deliberate decision-making and problem solving strategies, to the immediate charge of reflex action. Games, thus, draw upon...

  19. Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing.

    Science.gov (United States)

    Kätsyri, Jari; Hari, Riitta; Ravaja, Niklas; Nummenmaa, Lauri

    2013-01-01

    Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins) and failures (losses) in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing) and watched a pre-recorded gameplay video (vicarious playing) while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI). Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC) during winning than losing, both during active and vicarious playing. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  20. Just watching the game ain’t enough: Striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing

    Directory of Open Access Journals (Sweden)

    Jari eKätsyri

    2013-06-01

    Full Text Available Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players’ active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins and failures (losses in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing and watched a pre-recorded gameplay video (vicarious playing while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI. Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC during winning than losing, both during active and vicarious playing conditions. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.