678 research outputs found

    A Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Games

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    The explosion and rapid embrace of Massively Multiplayer Online Role Playing Games (MMORPG) has provided players with unique, fully immersive three dimensional environments in which they can express themselves in a myriad of ways. Players can develop unique skill sets, share knowledge, explore and experiment with various identities and network with like-minded individuals. Evidence suggests however, that these opportunities are accompanied with a number of risks including addiction, desensitisation and threats to the privacy of personal information. This paper presents a novel Taxonomy of opportunities and risks in the specific context of Massively Multiplayer Online Role Playing Games

    Opportunities and Risks in Online Gaming Environments

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    Massively Multiplayer Online Role Playing Games (MMORPGs) have evolved from traditional video games in that they embrace both the technology of the Internet and video games. The massive “exodus” from the physical offline world to online gaming communities brings with it not only a number of unique and exciting opportunities, but also a number of emerging and serious risks. This research set out to examine the unique opportunities and risks to vulnerable individuals, namely, young adults, teenagers and young children; all of whom are considered by many to be priority groups in the protection from harm. The purpose was to examine the reality of vulnerable individuals encountering these opportunities and risks. This research combined a number of methodologies supported by underpinning qualitative and quantitative theories. Questionnaires, semi-structured interviews and focus groups gathered information from teenagers, adults and children in order to critically examine the unique opportunities and risks encountered in Massively Multiplayer Online Role Playing Games. The findings from these interactions identified specific examples of opportunities and risk posed to vulnerable individuals. The findings demonstrated that there was a need for a support and protection mechanism that promoted the identification and awareness of the potential risk among vulnerable individuals. Emerging from these findings was a set of concepts that provided the evidence base for a Novel Taxonomy of Opportunities and Risks in Massively Multiplayer Online Role Playing Game environments that was designed to assist in the assessment of risk. Validation of the proposed taxonomy was achieved by means of an ethnographic study of (World of Warcraft) online gamers’ behaviour and social interactions through unobtrusive video capture of gaming sessions. The Novel Taxonomy of Opportunities and Risks provided a basis for the development of a proof-of-concept Decision Support System; the purpose of which was to assist both social work practitioners and individuals to identify and reduce risks. Representatives from both user groups were consulted for evaluation of the acceptability of such an approach. Favourable responses from participants demonstrated acceptability of the aforementioned approach. The evaluation process also demonstrated how the prototype would serve as a useful tool to make individual users aware of potential dangers. This research presents three novel facets: (1) it advances understanding of the unique opportunities and risks within MMORPG environments; (2) provides a framework for the assessment of risks in MMORPGs through the Novel Taxonomy and (3) demonstrates a novel Decision Support System to assist in the identification and reduction of risk through a proof-of-concept prototype

    A Qualitative Analysis of Online Gaming:

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    The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with others gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) relationship with social networking, (ii) social interaction, (iii) the community, (iv) learning real-life skills, (v) reinforcement schedules and operant conditioning, (vi) game design and content, (vii) escaping from real life, (viii) playing longer than intended, and (ix) gamers’ obligations towards others in online worlds. These findings specifically showed the social networking capabilities of online gaming, the community aspects and the psychological mechanisms within MMORPGs that can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Using serious games in an educational setting

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    This literature review examines the use of digital games also known as serious games in a school setting to determine the benefits of games on preparing students for using 21st century skills. Studies on using serious games from the last 12 years were analyzed and evaluated. The review explores different genres of serious games. It examines benefits of serious games including social interaction, collaboration, and complex thinking skills, as well as their disadvantages The review also identifies game characteristics that support best practices in education. Serious games are a vital tool to teach students many skills needed for the future

    How Geek Therapy Plays Into Expressive Arts Therapy: A Literature Review

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    Within this paper, I explore how geek therapy plays well with the methods of expressive arts therapy. The combination of geek therapy and expressive arts therapy can assist clinicians in immediately connecting with their clients and identifying strength-oriented narratives that honor the client’s preferences, modes of expression, and pop culture affinities. This engagement with expressive approaches utilizing affinity-based interventions can lead to a deeper sense of understanding of the client’s intra-, inter-, and extra-personal relationships. Through this literature review of expressive arts therapy and geek therapy, primarily focusing on video games in therapy, clinicians from all walks of life can explore these techniques with clients in multiple settings and within a variety of age groups. Video games are immersive, multimodal, and interactive digital experiences that can promote wellness through engaging a spectrum of cognitive processes, regulating emotion and physical states, exploring meaning, identity, and expression, and building interpersonal tools through in-person and/or virtual means. This paper explores how video games can impact bio-psycho-sociocultural-spiritual domains as well as other potentially therapeutic characteristics of video gaming, whether through in-direct/direct or active/passive experiences. Through understanding gamer motivations, this paper explores player taxonomy models and profilers that can assist in gathering assessment information. Lastly, ethical considerations and the potential for maladaptive behaviors are explored

    Warcraft III online game, as an interactive alternative to strengthen the written strategic competence in the english language.

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    Este estudio, realizado por William Sánchez y Dolly Morantes investigó cómo el juego en línea "Warcraft III" podría reforzar la competencia estratégica escrita en inglés en el languageof los estudiantes de 8º grado en la Escuela San Tarsicio en Colombia. En el primer capítulo, el marco epistemológico, hay constructos teóricos en los que los juegos en línea se presentan como una posible solución para involucrar y motivar a los estudiantes para fines académicos; la escritura como una interacción social y una síntesis de la competencia comunicativa; Sin embargo, el marco conceptual presenta los antecedentes, planteamiento del problema y los objetivos de la investigación. Por otro lado, el segundo capítulo se presenta el marco metodológico. Esta la investigación es un estudio cualitativo con muy pocos elementos cualitativos que permitieron a los investigadores a responder el principio complementario para la deficiencia; el método de investigación utilizado en este estudio fue la Investigación-Acción. Esta fue una integración de Kemmis y de la Bella modelo que examinó la investigación-acción en Asistida por Ordenador en el aprendizaje de idiomas (CALL).This study, conducted by William Sánchez and Dolly Morantes investigated how the online game "Warcraft III" could reinforce the strategic competence written in English in the language of 8th grade students at Escuela San Tarsicio in Colombia. In the first chapter, the epistemological framework, there are theoretical constructs in which online games are presented as a possible solution to involve and motivate students for academic purposes; writing as a social interaction and a synthesis of communicative competence; However, the conceptual framework presents the background, statement of the problem and the objectives of the research. On the other hand, the second chapter presents the methodological framework. Is The research is a qualitative study with very few qualitative elements that allowed the investigators to respond to the complementary principle for the deficiency; The research method used in this study was Action Research. This was an integration of Kemmis and the Bella model that examined Action Research in Computer Aided Language Learning (CALL)

    Understanding appeals of video games for readers’ advisory and recommendation

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    Information for original publication: Lee, Jin Ha et al. Understanding Appeals of Video Games for Readers' Advisory and Recommendation. Reference & User Services Quarterly, [S.l.], v. 57, n. 2, p. 127-139, dec. 2017. ISSN 1094-9054. Available at: . doi:http://dx.doi.org/10.5860/rusq.57.2.6529.Despite their increasing popularity and inclusion in library collections, video games are rarely suggested in library advisory or recommendation services. In this work, we use the concept of appeals from existing literature in readers' advisory and media studies to understand what attracts people to play certain games. Based on 1,257 survey responses, we identify sixteen different appeals of video games and elaborate how these appeals are expressed in users' terms. We envision these appeals can serve as an additional access point for video games and will be particularly useful for recommendation and advisory services. In addition, we also examined the correlation between appeals and common game genres. The relationships between appeals and genres observed from our data support our argument that appeals can serve as a complementary access point to result in more diversified sets of recommendations across genres. In our future work, we plan to further investigate individual appeals such as mood and narrative across multiple types of media
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