357,758 research outputs found

    Time for play – An exploratory analysis of the changing consumption contexts of digital games

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    This study posits that Internet technologies are relaxing the coupling constraints required for the consumption of digital games, resulting in entirely different modes of consumption than has been the norm for the past thirty years. The data collection and analysis found that players of traditional console-based games tend to play for several hours at a time while at a home during evenings and on weekends, the traditional scenario associated with leisure activities. Players of the latest breed of online browser-based digital games, on the other hand, tend to play them for only a few minutes at a time, and at many times throughout the day as a diversionary filler activ-ity between other daily activities. Because they utilize simple and readily available Internet technologies, online browser-based games have facilitated the penetration of digital games into new spaces, including the workplace and school, reflecting a growing trend in modern society.Digital games; online browser-based games; time use; uses and gratifications

    Incentives for Subjects in Internet Experiments

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    Internet experiments are a new and convenient way for reaching a large subject pool. Yet, providing incentives to subjects can be a tricky design issue. One cost effective and simple method is the publication of a high score (as in computer games). We test whether a high score provides adequate and non-distortionary incentives by comparing it to the usual performance based incentives. We find significant differences and conclude that high scores are not always appropriate as an incentive device. Performance based financial incentives seem to be required also in internet experiments.incentives, internet, experiments, high score,incentives, internet, experiments, high score

    Edutainment in cartography

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    Edutainment is a mixture of education and entertainment. In the software industry edutainment was very popular in the 80’s and the first part of the 90’s when the graphic capabilities of PC-s were very limited. The early computer games were based on textual information. From the second part of the 80’s low resolution pictures became a part of a computer game, but that was still quite far from the so called multimedia. As the CPUs and graphic cards became more powerful computer games started to develop rapidly. Nowadays the 3D, the virtual reality, the real time animation and the high quality sound are the essential parts of computer games. The computer games in edutainment are nearly totally disappeared. In the last some years the internet games turned to be more popular: the relatively low bandwidth and the lack of web multimedia standards gave new opportunities for the edutainment in this environment. Cartography can profit form this revival because maps are very popular content of the web

    LITERATUR REVIEW: PENGGUNAAN GAME ONLINE SEBAGAI STRATEGI KOPING DESTRUKTIF DI MASA PANDEMI COVID-19

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    As the internet age is growing rapidly, one of the benefits of the development of the internet is for entertainment facilities, for example to play online games. Online games are an audio and visual based game that is played over the internet network.  Objective : To find out if the use of online games during the COVID-19 Pandemic is a destructive coping state. Methods : The source of the article used is through a database search google scholar, science direct and elsiver. Article searches are restricted from 2016 to 2021. The keywords used in the article searches are "online gaming", "internet gaming addiction" and "COVID-19 pandemic". This Literature Review uses 15 articles that fit the inclusion criteria. Results: Online gaming or online games from reviewed research greatly have a negative impact on online gaming users, because not always online games are useful and pose a lot of risks. Conclusion: The use of online games during the COVID-19 pandemic is a destructive coping strategy because the use of online games is not always beneficial and can pose many risks that negatively impact excessive gaming such as endangering mental health, sleep patterns, or physical healt

    “Entertainment for Retirement?”: Silvergamers and the Internet

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    In recent years, Internet video gaming has grown exponentially amongst a non-traditional and non-targeted group of gamers: those over 50 years of age. In the United States alone, elderly gamers have grown from nine percent of all gamers in 1999 to over 25 percent of all gamers as of 2009. The current study specifically examines elderly peoples’ usage behaviors with Internet-based video games. Such participation has been aided by the fact that games are social in nature and are accessible in terms ownership and operation. The process of becoming an Internet gamer therefore requires little more than a simple computer, an Internet connection, and a desire to be entertained. Results show that so-called “silvergamers” prefer casual games as opposed to more complex and persistent games. In addition, this paper raises further insights into their behaviour as users, including usage time and expenses for game usage, and situates them within the context of elderly gamers as an economic potential group to be targeted more

    Time for play – An exploratory analysis of the changing consumption contexts of digital games

    Get PDF
    This study posits that Internet technologies are relaxing the coupling constraints required for the consumption of digital games, resulting in entirely different modes of consumption than has been the norm for the past thirty years. The data collection and analysis found that players of traditional console-based games tend to play for several hours at a time while at a home during evenings and on weekends, the traditional scenario associated with leisure activities. Players of the latest breed of online browser-based digital games, on the other hand, tend to play them for only a few minutes at a time, and at many times throughout the day as a diversionary filler activ-ity between other daily activities. Because they utilize simple and readily available Internet technologies, online browser-based games have facilitated the penetration of digital games into new spaces, including the workplace and school, reflecting a growing trend in modern society.Digital games, online browser-based games, time use, uses and gratifications

    Identification and Estimation of Discrete Games of Complete Information

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    We discuss the identification and estimation of discrete games of complete information. Following Bresnahan and Reiss (1990, 1991), a discrete game is a generalization of a standard discrete choice model where utility depends on the actions of other players. Using recent algorithms to compute all of the Nash equilibria to a game, we propose simulation-based estimators for static, discrete games. With appropriate exclusion restrictions about how covariates enter into payoffs and influence equilibrium selection, the model is identified with only weak parametric assumptions. Monte Carlo evidence demonstrates that the estimator can perform well in moderately-sized samples. As an application, we study the strategic decision of firms in spatially-separated markets to establish a presence on the Internet.
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