342 research outputs found

    Editorial: The experience and benefits of game playing

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    Now that video games have permeated daily life across the globe on computers, consoles and pocket devices, they call for a more comprehensive—and accurate—understanding of their role in society. Psychological research into the impact of games upon players was initiated more than fifteen years ago, with researches devoted to uncovering the alleged negative impact of game playing in response to politically driven moral panics. The focus and dominance of experimental ‘effects’ research has given rise to a need for further research to balance what is sometimes seen as moral crusades associated with causation studies to articulate the more mundane, less contentious existence of games as a significant leisure activity for billions of individuals who repeatedly play them for entertainment and fun

    Social networking and digital gaming media convergence : classification and its consequences for appropriation

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    Within the field of Information Systems, a good proportion of research is concerned with the work organisation and this has, to some extent, restricted the kind of application areas given consideration. Yet, it is clear that information and communication technology deployments beyond the work organisation are acquiring increased importance in our lives. With this in mind, we offer a field study of the appropriation of an online play space known as Habbo Hotel. Habbo Hotel, as a site of media convergence, incorporates social networking and digital gaming functionality. Our research highlights the ethical problems such a dual classification of technology may bring. We focus upon a particular set of activities undertaken within and facilitated by the space – scamming. Scammers dupe members with respect to their ‘Furni’, virtual objects that have online and offline economic value. Through our analysis we show that sometimes, online activities are bracketed off from those defined as offline and that this can be related to how the technology is classified by members – as a social networking site and/or a digital game. In turn, this may affect members’ beliefs about rights and wrongs. We conclude that given increasing media convergence, the way forward is to continue the project of educating people regarding the difficulties of determining rights and wrongs, and how rights and wrongs may be acted out with respect to new technologies of play online and offline

    The Evolution of Interaction Networks in Massively Multiplayer Online Games

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    This article examines the co-evolution of players’ individual performance and their interaction network in a Massively Multiplayer Online Game (MMOG). The objective is to test whether the application of theories from the real world is valid in virtual worlds. While the results indicate that the structural effects and demographic variables active in the real world influence the evolution of the players’ interaction network in MMOGs (e.g. transitivity, reciprocity, and homophily), they do not provide evidence that players’ structural embeddedness in the interaction network influences player performance. These findings have important implications for researchers and practitioners who need to understand social processes in MMOGs (e.g., when launching marketing campaigns in MMOGs) or who study MMOGs and then use their findings to draw conclusions about the real world (e.g., when analyzing the relationship between employee performance and network structure)

    A Literature Review and Meta-analysis of Digital Games and Second Language Learning

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    Exposed to traditional language learning strategies, students will gradually lose interest in and motivation to not only learn English, but also any language or culture. Hence, researchers are seeking technology-based learning strategies, such as digital game-mediated language learning, to motivate students and improve learning performance. This paper synthesizes the findings of empirical studies focused on the effectiveness of digital games in language education published within the last five years. Nine qualitative, quantitative, and mixed-method studies are collected and analyzed in this paper. The review found that recent empirical research was conducted primarily to examine the effectiveness by measuring language learning outcomes, motivation, and interactions. Weak proficiency was found in vocabulary retention, but strong proficiency was present in communicative skills such as speaking. Furthermore, in general, students reported that they are motivated to engage in language learning when digital games are involved; however, the motivation is also observed to be weak due to the design of the game and/or individual differences. The most effective method used to stimulate interaction language learning process seems to be digital games, as empirical studies demonstrate that it effectively promotes language education. However, significant work is still required to provide clear answers with respect to innovative and effective learning practice

    Born Digital / Grown Digital: Assessing the Future Competitiveness of the EU Video Games Software Industry

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    This report reflects the findings of the JRC-IPTS study on the Video games Industry, with a focus on two specific activities: online and mobile video games. The report starts by introducing the technologies, their characteristics, market diffusion and barriers to take up, and their potential economic impact, before moving to an analysis of their contribution to the competitiveness of the European ICT industry. The research is based on internal and external expertise, literature reviews and desk research, several workshops and syntheses of the current state of the knowledge. The results were reviewed by experts and in dedicated workshops. The report concludes that the general expectations for the next years foresee a speeded up migration of contents and services to digital, in a scenario of rapidly increasing convergence of digital technologies and integration of media services taking advantage of improved and permanent network connections. The role of the so-called creative content industry is expected to increase accordingly. Communication services and media industry will co-evolve on the playground of the Internet of services, along with a product to service transformation of the software market in general. In this general context the Video games Software industry plays and is expected to play a major role. The games industry may become a major driver of the development of networks as it has been in the past for the development of computer hardware.JRC.DDG.J.4-Information Societ

    State of Play V: Building the Global Metaverse

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    Welcome to the State of Play Conference Presented by: Institute for Information Law and Policy New York Law School The Berkman Center for Internet & Society Harvard Law School Nanyang Technological University Trinity University Information Society Project Yale Law School August 19-22, 2007 at Marina Mandarin Hotel 6 Raffles Boulevard Marina Square Singapore 039594https://digitalcommons.nyls.edu/iilp/1122/thumbnail.jp

    Motivation, engagement and learning through digital games

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    Digital games can be powerful learning environments because they encourage active learning and participation within “affinity groups” (Gee, 2004). However, the use of games in formal educational environments is not always successful (O’Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order to take recent game-related developments into account. Understanding the links between why people play games, what keeps them engaged in this process, and what they learn as a result could have a significant impact on how people value and use games for learning. This paper examines key research that relates to motivation, engagement, and informal learning through digital games, in order to highlight the need for empirical studies which examine the activities that occur in and around everyday gaming practice

    Enter the Dragon: Khillwar’s Foray into the Mobile Gaming Market of China

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    Khillwar is a mobile game developer from India faced growing competition. Its leadership position in India prompted it to scout out opportunities for growth outside the country. As a strategic move, the management team of Khillwar planned to expand into emerging markets and selected China as the new business battlefield. China seemed to be the promising land of opportunities for mobile game developers and operators. However, the Chinese market posed a number of significant challenges for foreign companies, making it risky to step into this market. This case discusses the opportunities and the key challenges associated with the decision to expand in China for an Indian mobile gaming software company such as Khillwar. The teaching case is focused on discussion of various issues that an IT company needs to consider when contemplating growth outside its country of origin. The students need to consider the pros and cons of expanding into the China market and make recommendations to the management of the Khillwar team on how to make the expansion smooth and successful. This case explains the challenges of expansion to a new IT market and, specifically, to a new emerging IT market for a successful IT company
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