1,148 research outputs found

    Playing for better or for worse? Health and Social outcomes with electronic gaming

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    Of the many of Information and Communication Technology (ICT) products, electronic games are considered as having great potential for improving health and social outcomes. This chapter considers the factors that may be involved in facilitating health and social outcomes and also those factors that might be considered risk factors by reviewing studies that have shown both positive and detrimental effects on people’s physical and mental health. The authors also debate some research questions that remain unanswered and suggest guidelines for practitioners, researchers, and game designers.This work was supported by the Portuguese Foundation of Science and Technology (FCT) under the grant PTDC/PSI-PSO/099985/2008

    Player attitudes to avatar development in digital games: an exploratory study of single-player role-playing games and other genres

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    Digital games incorporate systems that allow players to customise and develop their controllable in-game representative (avatar) over the course of a game. Avatar customisation systems represent a point at which the goals and values of players interface with the intentions of the game developer forming a dynamic and complex relationship between system and user. With the proliferation of customisable avatars through digital games and the ongoing monetisation of customisation options through digital content delivery platforms it is important to understand the relationship between player and avatar in order to provide a better user experience and to develop an understanding of the cultural impact of the avatar. Previous research on avatar customisation has focused on the users of virtual worlds and massively multiplayer games, leaving single-player avatar experiences. These past studies have also typically focused on one particular aspect of avatar customisation and those that have looked at all factors involved in avatar customisation have done so with a very small sample. This research has aimed to address this gap in the literature by focusing primarily on avatar customisation features in single-player games, aiming to investigate the relationship between player and customisation systems from the perspective of the players of digital games. To fulfill the research aims and objectives, the qualitative approach of interpretative phenomenological analysis was adopted. Thirty participants were recruited using snowball and purposive sampling (the criteria being that participants had played games featuring customisable avatars) and accounts of their experiences were gathered through semi-structured interviews. Through this research, strategies of avatar customisation were explored in order to demonstrate how people use such systems. The shortcomings in game mechanics and user interfaces were highlighted so that future games can improve the avatar customisation experience

    Proceedings of the CUNY Games Conference 6.0

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    The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing games for the classroom, how to incorporate elements of play into simulations and critical thinking activities, math games, and how to create computer games

    Activision Blizzard: Consolidation movements in a maturing videogame industry and value creation

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    The present thesis was done with the objective to assess if the merger between Activision and Vivendi Games created value to its shareholders and if the share price used in this transaction represented the real value of this operation. This merger occurred in difficult economic times due to the financial crisis of 2007/2008 and in a period of consolidation and maturity in the videogame industry, allied to the rising costs of development and marketing that current videogames are experiencing. The main conclusion was that this merger created value for the shareholders in 2008, mainly due to increased revenues, and is likely to create more value than both companies were initially expecting, according to the present value of the expected cash flows, that were calculated with a 5 year projection for the period 2009-2013.A presente tese foi elaborada com o objectivo de analisar a fusão entre a Activision e a Vivendi Games, e verificar se foi criado valor para os seus accionistas durante esta operação, através da análise do preço por acção em que esta transacção foi avaliada. Esta fusão ocorreu num ambiente macroeconómico adverso, relacionado com a crise financeira de 2007/2008 que começou a afectar as economias a uma escala global, bem como num período de consolidação e maturidade que a indústria de videojogos atravessa neste momento, aliado ao aumento considerável de custos de desenvolvimento e marketing que se está a verificar neste sector. A principal conclusão foi que esta fusão criou valor para os seus accionistas, em 2008, principalmente devido ao aumento dos proveitos, sendo provável que venha a criar mais valor do que ambas as empresas esperavam inicialmente, de acordo com o valor actual dos cash flows futuros estimados neste tese, com uma projecção a cinco anos para o período entre 2009 e 2013

    Social, Casual and Mobile Games

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world

    Development of an industrial marketing framework for SME’s: a game industry case study

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    This study provides a complete coverage of the current status of the video game business and digital distribution through explanation of business models, and a focus on Finnish market with one case example. Literature review was done completely to provide a foundation for the reader to understand the business environment of Finland and how different parts of the value chain function. In addition to that, a case study was completed through an interview with a SME to present a practical example of the firm’s approach in marketing their product. To initiate this study, video game business in today’s world was analyzed followed by market and industry trends globally. Value chain in different aspects of the industry were discussed with factors and influential elements. Small and medium sized businesses were discussed along with their characteristics, after that different business models for video games were elaborated. In the final chapter, Finnish game market was through analyzed and the roles of different players and stakeholders were described. Video game business has evolved drastically in all aspect from technical aspects to business aspects. Finland has a very special place in this multibillion business, introducing many titles which are household names right now. This has created the desire for many new comers to enter the market, their success in the market depends on the quality of their product as well as a fitting business model

    Development of an industrial marketing framework for SME’s: a game industry case study

    Get PDF
    This study provides a complete coverage of the current status of the video game business and digital distribution through explanation of business models, and a focus on Finnish market with one case example. Literature review was done completely to provide a foundation for the reader to understand the business environment of Finland and how different parts of the value chain function. In addition to that, a case study was completed through an interview with a SME to present a practical example of the firm’s approach in marketing their product. To initiate this study, video game business in today’s world was analyzed followed by market and industry trends globally. Value chain in different aspects of the industry were discussed with factors and influential elements. Small and medium sized businesses were discussed along with their characteristics, after that different business models for video games were elaborated. In the final chapter, Finnish game market was through analyzed and the roles of different players and stakeholders were described. Video game business has evolved drastically in all aspect from technical aspects to business aspects. Finland has a very special place in this multibillion business, introducing many titles which are household names right now. This has created the desire for many new comers to enter the market, their success in the market depends on the quality of their product as well as a fitting business model

    An Immersive Learning Model

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    Our overarching goal is to provide children with immersive game-based learning environments to support Arabic linguistic skills acquisition. We postulate that immersion in- creases learning. To investigate this hypothesis, we developed a model and built an implementation of an educational virtual environment (EVE) that supports immersion and thus, induces effective learning. Experimental results confirm our hypothesis. Our model integrates learning content, learning activities, immersion and gameplay. Based on our analysis of various curricula, specifically the United Arab Emirates grade one curriculum, we identified the nature of the learning content in order to satisfy the curriculum requirements. This content is conceptually structured to support gradual and independent learning. Acquiring knowledge from the learning content involves a learning process that we operationalize as a set of well-defined cognitive activities, which are categorized as perception, recognition, association, composition and recall. Accordingly, gameplay events and actions are designed to afford and instantiate these activities to engage the learner. Besides gameplay, engagement is explicitly addressed by modeling immersion using three different dimensions (sensory, imaginative and challenge-based). Our implementation is a 3D virtual reality game that captures various learning environments, each of which provides adventure, exploration, and learning. The gameplay engages players into learning activities that stimulate their senses, challenges them, and keep them absorbed in their quests. The implemented system runs on PC’s with Oculus and on smart phones with virtual glasses. These configurations were used in experiments in the lab- oratory, at a primary school, and in informal settings to measure immersion and learning. Results show that our model contributes effectively to immersion and learning

    PLAYING THE GAME: VIDEO GAMES AND VIDEO GAME STREAMING PLATFORMS AS MARKETING COMMUNICATION CHANNELS

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    While video games are generally viewed as a form of entertainment for a small subset of people, in reality they provide a channel for nearly 3.2 billion people to interact with others and offer multiple pathways for marketers to interact with consumers. Pair this alongside 140 million unique consumers who consumer nearly 24 billion hours of content on video game streaming platforms (VGSPs), such as Twitch, and there is a deep need for marketers to understand how to engage consumers in these environments. This dissertation provides a conceptualization of the video game ecosystem as well as the types of influencers on VGSPs, while highlighting important marketer-to-consumer interactions that occur through these platforms. In the first essay, I provide a new framework called the video game ecosystem to show how video games can be leveraged as a marketing communication channel and how it differs from other popular channels, such as social media and television. Furthermore, I identify 7 testable propositions from the marketer’s perspective I believe will meaningfully direct the current marketing practice while shaping marketing research’s future including outlining the ways marketers should build and present content through this channel, highlighting marketer-consumer interactions unique to this ecosystem, and showcasing the potential ways firms can leverage the video game ecosystem in their marketing strategies. Finally, in this essay I present 12 future research areas to help kickstart marketing research in this domain. In the second essay, I present a new conceptualization of influencer marketing through VGSPs. Specifically, I highlight how influencer-to-influencer (I2I), influencer-to-consumer (I2C), and consumer-to-consumer (C2C) relationships differ on VGSPs compared to traditional social media platforms, and how these relationships impact consumers downstream. I identify two unique types of influencers on VGSPs (video game streamers and esports athletes) and provide 6 novel propositions regarding the formation of social networks around these influencers. Finally, I provide 8 research areas to help shape the future of consumer research across multiple domains

    Battlefields of Negotiation

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    The massively multiplayer online role-playing game World of Warcraft has become one of the most popular computer games of the past decade, introducing millions around the world to community-based play. Within the boundaries set by its design, the game encourages players to appropriate and shape the game to their own wishes, resulting in highly diverse forms of play and participation. This illuminating study frames World of Warcraft as a complex socio-cultural phenomenon defined by and evolving as a result of the negotiations between groups of players as well as the game’s owners, throwing new light on complex consumer-producer relationships in the increasingly participatory but still tightly controlled media of online games
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