44,062 research outputs found
"A step into the abyss" Transmedia in the UK Games and Television Industries
This article uses a media industries studies perspective to investigate the current state of transmedia production in the UK. Analysing the discursive statements of a range of industry participants from both UK television and games industries, the article reveals a series of contradictions and misunderstandings that may be limiting the effectiveness of multi-platform projects. By comparing overlapping discursive patterns around attitudes to risk, measures of success, authorship between the two industries, and repeated concerns over the balance of creative and commercial imperatives, the article argues that existing hierarchies of power between media industries threaten to derail future convergence
International gaming: comparative survey research on digital gaming
Computer and console gaming has become a major entertainment sector around the globe. Still, the diffusion rates and the general acceptance of gaming vary between countries. There is some anecdotal evidence that there are countries and regions which are more open to technological advancement and gaming in particular. However, until now, researchers had to rely mostly on market research and industry information when trying to identify the state of gaming in their respective countries. In a unique effort to solve the problem of missing cross-national research, this panel brings together several international teams of researchers, presenting several large-scale surveys in a comparative manner
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Pathological video game playing in Spanish and British adolescents: towards the exploration of Internet Gaming Disorder symptomatology
Research into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing [PVP] Scale. The objectives of the study were to (i) examine its psychometric properties in two European countries, (ii) estimate the prevalence of potential pathological gaming among adolescents in both countries, and (iii) assess the classification accuracy of the PVP Scale based on its symptomatology as a way of exploring its relationship with both the behavioural component model of addiction and the proposed Internet Gaming Disorder. The data were collected via a survey administered to 2,356 adolescents aged between 11 and 18 years from Spain (n=1,132) and Great Britain (n=1,224). Results indicated that the reliability of both versions was adequate, and the factorial and construct validity were good. Findings also showed that the prevalence of pathological gamers estimated with a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The scale showed adequate sensitivity, specificity and classification accuracy in both countries, and was able to differentiate between social and potential pathological gamers, and from their addictive symptomatology. The implications of these findings are discussed
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
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
Residents\u27 Perceptions and Attitudes Towards Native American Gaming (NAG) in Kansas: Proximity and Number of Trips to NAG Activity
This study assessed the perceptions and attitudes toward Native American Gaming (NAG) development in the State of Kansas. By using the resident support for tourism model developed by Perdue, Long, and Allen (1990), this study assessed perceptions and attitudes of residents in relation to their proximity to NAG activity and their number of visits to Native American casinos in the last 12 months. A survey was administered to 1038 households on a population proportionate basis in Brown County (35.65%), Doniphan County (25.30%), and Jackson County (39.05%) in the State of Kansas. Significant differences were found between distance from NAG activity and the perception of overcrowding in the county. Additionally, significant differences were noted between number of visits and the perception of income benefits, employment opportunities, condition of the local economy, quality of life in the county, entertainment opportunities, illegal drug activities, standard of living, meeting interesting people, social opportunities and overall quality of life
Using gaming paratexts in the literacy classroom
This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts
Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test
In recent years, problematic and addictive gaming has been a phenomenon of growing concern worldwide. In light of the increasing awareness about this issue, the latest (fifth) edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included Internet Gaming Disorder (IGD) as an area in need of more empirical research. The Internet Gaming Disorder Test (IGD-20 Test) was developed as a valid and reliable tool to assess IGD. The aim of the present study was to validate the Spanish version of the IGD-20 Test, and analyze the different profiles found among a sample of 1,074 Spanish-speaking gamers. A confirmatory factor analysis showed the validity of the Spanish version of the IGD-20 Test and its six factor structure (i.e., salience, mood modification, tolerance, withdrawal, conflict and relapse). The latent profile analysis (LPA) showed five different gamer classes. The 'disordered gamers’ class comprised 2.6% of the participants. Based on this class, sensitivity and specificity analyses showed an adequate empirical cut-off point of 75 (out of 100). It is concluded that the Spanish version of the IGD-20 Test is valid and reliable and can be used in research into IGD among Spanish speaking populations
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A cross-genre study of online gaming: player demographics, motivation for play, and social interactions among players
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 specifically, the study examined the differences between the three different game genres in terms of: (i) the demographic profile, (ii) the social interactions of players including the number and quality of friends, and how gaming related to real life friendship, and (iii) motivations to play games. The sample comprised 353 self-selected players (156 who played FPS, 119 who played RPG and 78 who played RTS). The RPG genre had the highest percentage of female players. The number of hours played per week varied significantly between the genres. RPG players played significantly longer hours than FPS or RTS players. In relation to playing motivation, achievement levels were highest for the FPS genre with RPG genre having the lowest achievement levels RPG players had the highest immersion levels. RTS players were significantly less likely to report having made friends than players of the other two genres
Differences in Information and Computer Technology by Socioeconomic Status, Gender, and Age
This literature review will evaluate how information and computer technology (ICT) use differs by socio-economic status, gender, and age in social science research. After an introductory section, each of the three independent variables will be introduced and the findings within the literature pertaining to each variable will be discussed. As part of that discussion, I will also compare results cross-nationally to determine if significant relationships related to use are consistent across nations. Since a majority of the articles reviewed are quantitative in nature, most of my review will discuss each variable\u27s statistical significance and whether it has a positive or negative relationship with ICT use. However, qualitative research is also represented in the literature, particularly in the area of gender, thus the quality of information and computer technology use will also be discussed. This review concludes with a summary of the findings, its limitations, and suggestions for future research
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