1,400 research outputs found

    Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test

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    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

    Media Multitasking Among American Youth: Prevalence, Predictors and Pairings

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    In recent years, the issue of media multitasking has sparked a broad discussion about the potential impact on children and youth and has raised concerns among non-profits about how best to engage young people with social marketing campaigns.To help advance understanding about the issues that surround media multitasking, the Kaiser Family Foundation hosted a forum, The Teen Media Juggling Act: The Implications of Media Multitasking Among American Youth.Forum participants included executives from MTV and eMarketer, a leading market research firm, along with one of the nation's top cognitive neuroscientists, and experts on media use among young people

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Investigation of the Effects of a Situated Learning Digital Game on Mathematics Education at the Primary School Level

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    Previous research suggests games can improve learning outcomesand students’ motivation. However, there still exists insufficient clarity on the design principles and pedagogical approach that should underpinmathematics educational games. This thesis is aimed at evaluating the effects of an educationalgame on the learningperformance and levels of anxiety promoted by mathematics activities of primary school students. The game was designed based on theprinciples of situated learning, following acombination of an in-depth literature review, a collection of teachers’ perceptions about educational games, and features ofclassroom games. Empirical evaluation of the game was performed through a 5-weeks experiment carried out in three Irish schools, with the participationof 88 students. The investigationhad a pre-post-test designand aimed to evaluate the effects of the gameon students’ mathematics performance and anxiety. In the first week, students answered the Learning Outcomes on Mathematics for Children (LOMC), a questionnaire that measured students’ knowledge ofmathematics. The same studentsalso answered the Modified Abbreviated Math Anxiety Scale (mAMAS), a validated self-report questionnaire to assess maths anxiety ofprimary school children. During the following three weeks, students had weekly gameplay sessions of 45-60 minutes

    Game Design For an Environmental-themed 2D Adventure Mobile Game

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    Game is a game based on technology media, which is currently one of the entertainments today. The development of games has become a technology that can be felt, through computers to cellphones. One of the game media, namely mobile games, is an attraction for gamers (people who play games) now. Game makers are competing to make games interesting and useful for game lovers. The genres presented are also diverse, such as RPG, Open World, Horror, Puzzle, Sport, and others. At this time the design of the mobile game focuses on the slide type game, where the camera in the game moves right and left, and the illustrations presented are 2D. This game takes the topic of the environment, which through the game tries to invite players to preserve, learn, and understand about the environment, presented with the spices of RPG (Role Playing Game) games as well as a strong story presentatio

    Investigating gender differences in student preferences for and achievement with educational games

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    The purpose of this study was to investigate the choice behavior and achievement of male and female high school students who are given an option of taking a 36 week American History course in either a game-based format or a web-based format. It was hypothesized that (a) males would enroll more frequently in the game-based course than females, (b) there would be no significant difference in achievement between males and females in the game-based course or across course formats, and (c) there would be no significant interaction between gender and the selection of course format. The study consisted of a sample of 7,962 11th grade students who enrolled in American History during the 2009/2010 school year at the Florida Virtual School (FLVS). Students planning to take 11th grade American History at FLVS were given the choice of enrolling in a game-based class format or a standard web-based online class format. A chi-square test of independence was used to analyze enrollment rates. An independent t test was used to analyze achievement based on gender in the game-based course. A two-way factorial analysis of variance (ANOVA) was used to analyze achievement data based on gender across course formats, enrollment, and the interaction of gender and enrollment. The chi-square results indicated that there is a relationship between gender and enrollment. Males chose to enroll in the game-based format of the course more frequently than females and females chose to enroll in the web-based format of the course more frequently than males. The independent t test results indicated that there is no significant difference in achievement based on gender in the game-based course. The ANOVA results indicated that there are significant differences in achievement based on gender as well as enrollment, but there are no significant differences in achievement based on the interaction of gender and enrollment. Implications for researchers, teachers, administrators, game developers, and funders are provided

    Gade4all: Developing Multi-platform Videogames based on Domain Specific Languages and Model Driven Engineering

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    The development of applications for mobile devices is a constantly growing market which and more and more enterprises support the development of applications for this kind of devices. In that sense, videogames for mobile devices have become very popular worldwide and are now part of highly profitable and competitive industry. Due to the diversity of platforms and mobile devices and the complexity of this kind of applications, the development time and the number of errors within that development process have increased. The productivity of the developers has also decreased due to the necessity of using many programming languages in the development process. One of the most popular strategies is to employ specialized people to perform the development tasks more efficiently, but this involves an increase of the costs, which makes some applications economically unviable. In this article we present the Gade4all Project, consisting in a new platform that aims to facilitate the development of videogames and entertainment software through the use of Domain Specific Languages and Model Driven Engineering. This tool makes possible for users without previous knowledge in the field of software development to create 2D videogames for multiplatform mobile devices in a simple and innovative way

    Ruffidio's Adventure

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    Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2015-2016This document presents the memory of the final degree project which consists of the development of a platforming videogame in which exists an important AI component. The main idea is that, instead of letting the player play the game to complete the levels from the platforming game, the main character controlled by an AI, will learn how to complete it based on a set of abilities taught by the player. Neural networks will be used to perform the automatic learning. The Ai will be trained with reinforcement learning. The project will focus mainly on the programming part of the videogame leaving aside the art, making simple forms for everything or downloading the assets from the internet. Unity3d will be used to make the video game because it’s a powerful but an easy to use tool with a lot of technical support. The results of the project will be tested by expert users
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