677,302 research outputs found

    An Analysis of Operant Conditioning and its Relationship with Video Game Addiction

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    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, “Essential Facts about the Computer and Video Game Industry”). 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

    Old Games, Same Concerns: Examining First Generation Video Games Through Popular Press Coverage from 1972-1985

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    This study explores early video game technology by examining video game fears in the popular press in the 1970s and 1980s. This textual analysis examines games during their formative years, assesses risks associated with new technology, and encourages critical examination of technophobia in news media. This topic is particularly relevant in light of the Supreme Court’s recent decision regarding video game regulation. Key findings include: physical ailment fears, deviant behavior fears, fears related to drug use, and violent behavior fears. These fears persist, for the most part, in contemporary mainstream coverage

    Inchcolm project

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    Inchcolm Project is part of an interdisciplinary research project which develops new ways of designing for the moving body across media, by combining aesthetics and design methods from contemporary performance practice and video games. As such, it brought a video game (Dear Esther, The Chinese Room, 2012) to life on a Scottish island (Inchcolm island in the Firth of Forth). During the two hour experience on Inchcolm the audience/players wander freely on the island encountering geo-tagged audio, live music, performers and installation spaces evocative of the game world, a playthrough of the game projected in the 12th century Inchcolm abbey, and an orchestral performance of the video game’s soundtrack (composed by Jessica Curry, arranged by Luci Holland and David Jamieson, performed by Mantra Collective)

    Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry

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    This paper empirically investigates the relation between vertical integration and video game performance in the U.S. video game industry. For this purpose, we use a widely used data set from NPD on video game montly sales from October 2000 to October 2007. We complement these data with handly collected information on video game developers for all games in the sample and the timing of all mergers and acquisitions during that period. By doing this, we are able to separate vertically integrated games from those that are just exclusive to a platform First, we show that vertically integrated games produce higher revenues, sell more units and sell at higher prices than independent games. Second, we explore the causal effect of vertical integration and find that, for the average integrated game, most of the difference in performance comes from better release period and marketing strategies that soften competition. By default, vertical integration does not seem to have an effect on the quality of video game production. We also find that exclusivity is associated with lower demand.vertical integration, exclusivity, performance, video games

    Musica ex machina:a history of video game music

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    The history of video game music is a subject area that has received little attention by musicologists, and yet the form presents fascinating case studies both of musical minimalism, and the role of technology in influencing and shaping both musical form and aesthetics. This presentation shows how video game music evolved from simple tones, co-opted from sync circuits in early hardware to a sophisticated form of adaptive expression

    The Effects of Video Games on Human Intelligence

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    With the help of rapidly growing electronics industry offering more affordable electronic gaming devices, an increasing number of people have stepped into the realm of video games and as a result, playing video games has become part of life for many to some extent. While the majority of people are embracing the fun and the thrill that video games have brought about, a handful of people are still holding relatively negative opinions on video games, thinking that playing video game is just a waste of time and money. In fact, the truth is quite the opposite. It has proved that video game is actually playing a multifaceted positive role in improving people’s intelligence, or making people smarter on the physiological aspect, the psychological aspect as well as the sociological aspect
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