762,664 research outputs found
DOES WATCHING OTHER PEOPLE PLAY VIDEO GAMES PROMOTE AGGRESSION
Previous studies have shown that playing violent video games can cause an increase in aggressive thoughts, aggressive feelings, and physiological arousal towards aggression. Streaming of violent video games has become a trend among video gamers and the effects of watching violent video game streams may be similar to actually playing violent video games. However, there is very little research on the effects of video game streaming. The current study tests the effects of streaming of video games on levels of aggression. Participants were randomly assigned to watch 5 minutes of either of two video game streaming. They were asked to complete the Buss & Perry Aggression scale as well as the Word Competition Task. A Two-way between subjectâs ANOVA was conducted with streaming type (violent or non-violent) as an independent variable, as well as gender as a predictor variable. The covariates were trait aggression, that included the sum of physical aggression, verbal aggression, anger, and hostility scores and age. The dependent variable measured the accessibility of aggressive thoughts in individualsâ cognitions and was determined by words completed on the Word Completion Task. The results indicated that there was a significant main effect of streaming type, where those individualsâ who watched the violent video game streaming completed a higher percentage of aggressive words completed in the word completion task. There was no main effect of gender on the percentage of aggressive words completed, however, after controlling for the streaming type, men completed more aggressive words compared to females in the violent video game streaming. There was a significant interaction between gender and streaming type on the percentage of aggressive words, more specifically that males completed a higher percentage of aggressive words in the violent streaming condition. This present study discusses the implication of exposure to violent video game as well as the long-term effects
An Analysis of Operant Conditioning and its Relationship with Video Game Addiction
A report published by the Entertainment Software Association revealed that in 2015, 155 million Americans play video games with an average of two gamers in each game-playing household (Entertainment Software Association, âEssential Facts about the Computer and Video Game Industryâ). With this massive popularity that has sprung alongside video games, the question must be asked: how are video games affecting today\u27s people? With the current way some video games are structured, the video game rewards players for achieving certain accomplishments. For example, competitive video games reward players who achieve victories by giving them a higher ranking or other games display the player\u27s score so that other players can see their score. With this in mind, some video game players may place more emphasis on their gaming achievements rather than their happiness or success in their own real lives. Once this emphasis has been placed, video game players have a chance to become addicted to their respective game; however, a distinction must be set between video game addiction and operant conditioning. Opereant conditioning is a video game design that many of today\u27s video games utilize. The use of operant conditioning towards a gamer can be one of the factors contributing towards video game addiction; operant conditioning is the strategy while video game addiction can be the byproduct of operant conditioning
Designing wheelchair-based movement games
People using wheelchairs have access to fewer sports and other physically stimulating leisure activities than nondisabled persons, and often lead sedentary lifestyles that negatively influence their health. While motion- based video games have demonstrated great potential of encouraging physical activity among nondisabled players, the accessibility of motion-based games is limited for persons with mobility disabilities, thus also limiting access to the potential health benefits of playing these games. In our work, we address this issue through the design of wheelchair-accessible motion-based game controls. We present KINECTWheels, a toolkit designed to integrate wheelchair movements into motion-based games. Building on the toolkit, we developed Cupcake Heaven, a wheelchair-based video game designed for older adults using wheelchairs, and we created Wheelchair Revolution, a motion-based dance game that is accessible to both persons using wheelchairs and nondisabled players. Evaluation results show that KINECTWheels can be applied to make motion-based games wheelchair-accessible, and that wheelchair-based games engage broad audiences in physically stimulating play. Through the application of the wheelchair as an enabling technology in games, our work has the potential of encouraging players of all ages to develop a positive relationship with their wheelchair
Recommended from our members
MOTIVATIONS FOR SOCIAL NETWORK SITE (SNS) GAMING: A USES AND GRATIFICATION & FLOW PERSPECTIVE
The penetration of the internet, smart-phones and tablets has witnessed tremendous increase in the number of people playing online games in the past few years. Social networking site (SNS) games are a subset of digital games. They are platform based, multiplayer and reveal the real identity of the player. These games are hosted on social networks such as Facebook, where in people play with many other players online. The risks associated with social network gaming are addiction, theft, fraud, loneliness, anxiety, aggression, poor academic performance, cognition distortion etc. This study aims to understand the user motivations to continue to play social networking games and spread a word of mouth for these games. To understand this phenomenon, Uses and Gratification theory (U&G) along with flow and immersion have been considered as the antecedents. A total of 242 respondents comprising of 125 participants who play social networking games and 117 participants who do not play social networking games completed the survey. This aided in understanding the participantsâ motivations and inhibitions towards playing social networking games. The present findings indicate that gratifications, flow and immersion are significantly related to the continuance motivation, which in turn is significantly related to word of mouth
Players with Limited Memory
This paper studies a model of memory. The model takes into account that memory capacity is limited and imperfect. We study how agents with such memory limitations, who have very little information about their choice environment, play games. In particular, the players do not know if they are playing a game. We show that players do better in games than in decision problems. This is because the players, unknowingly, improve the environment they face in games. We also show that people can do quite well in games even with severely limited memories, although memory restrictions tend to make them behave cautiously. Lastly, we introduce a solution concept approiate for analysis games in which the players may have limited knowledge of their environment and have some memory restictions. We show hos this solution concept is related to other like the iterated removal of strictly dominated strategies.
Political Games in Universities: A Case Study
AbstractPower has a great importance in organization life, which has intense social relations. People working organizations might play various political games in order to get power or maintain the control they have over other people. The purpose of this study is to elicit political games that academicians play in universities. In this study data were collected through semi structured interview method and analysed with descriptive and content analysis. One of the results is that academicians working in universities challenge to formal authorities from time to time. Especially they react to the authorities when the problem is about their rights and duties..
Escapist Motives for Playing On-Line Games: Preliminary Results from an Exploratory Survey
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, Harteveld and Mayerâs framework (2009) of escapist motives, which identifies four main motives for playing on-line games: mundane breaking, stress relieving, pleasure seeking, and imagination conjuring. In the paper, we report preliminary findings from an exploratory questionnaire survey. Besides importance 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
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
The Civic Potential of Video Games
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey, 58 percent of young people aged 15 to 25 were civically "disengaged," meaning that they participated in fewer than two types of either electoral activities (defined as voting, campaigning, etc.) or civic activities (for example, volunteering). Kahne and his coauthors are interested in what role video games may or may not play in this disengagement.Until now, most research in the field has considered how video games relate to children's aggression and to academic learning. Digital media scholars suggest, however, that other social outcomes also deserve attention. For example, as games become more social, some scholars argue that they can be important spheres in which to foster civic development. Others disagree, suggesting that games, along with other forms of Internet involvement, may in fact take time away from civic and political engagement. Drawing on data from the 2006 survey, the authors examine the relationship between video game play and civic development. They call for further research on teen gaming experiences so that we can understand and promote civic engagement through video games
- âŠ