101 research outputs found
Applying Psychological Theory to in-game moral behaviors through the development of a purpose-made game
A number of video games involve moral narratives or require the players to make
moral decisions. Research from psychologists has helped to understand the effects that video
game content can have on how individuals think, feel and behave. Recent research has
examined the role of morality in video games, yet there are many inconsistencies in the
findings that could be due to the use of commercial video games for research purposes, which
contain biases such as familiarity with the game and favorite characters. By developing a
bespoke game designed specifically for the purpose of exploring morality, these potential
biases can be reduced. Before designing the game, morality in existing video games is
critically analyzed, using theories from moral psychology. From this, a game was developed
to measure behavioral outcomes through which moral decisions are made; with the aim to
address biases that are inherent in commercial games. Then, the resultant game was used to
investigate how participants make moral choices in video games
(A)morally demanding game? An exploration of moral decision-making in a purpose-made video game
A purpose-made video game was used to measure response time and moral alignment of in-game moral decisions, which were made by 115 undergraduate students. Overall, moral decisions took between 4–6 seconds and were mostly pro-social. Previous gameplay, in-game, and post-game experiences predicted in-game moral alignment. Real-life moral salience was not related to in-game decision-making. The implications of these results are discussed in the context of the demands of video games and in-game moral decision-making models
(A)morally Demanding Game? An Exploration of Moral Decision-Making in a Purpose-Made Video Game
A purpose-made video game was used to measure response time and moral alignment of in-game moral decisions, which were made by 115 undergraduate students. Overall, moral decisions took between 4–6 seconds and were mostly pro-social. Previous gameplay, in-game, and post-game experiences predicted in-game moral alignment. Real-life moral salience was not related to in-game decision-making. The implications of these results are discussed in the context of the demands of video games and in-game moral decision-making models
Is it still double edged? Not for university students’ development of moral reasoning and video game play
Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with university students. One hundred and thirty-five undergraduate students (M = 20.29, SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not play, compared those who play but do not identify as gamers. It was suggested that males had higher moral scores and more mature reasoning than females. The results of a regression analysis suggested that there were no significant predictors for moral development from either game play or the demographic variables. The findings suggest that moral development could be less influenced by sex, age, and video game play factors such as video game content and amount of game play, than was previously thought for this age group
Lived experiences of gaming and gambling related harm and implications for healthcare services
Children and young people (CYP) are high consumers of loot boxes,
raising concerns about the impact of a convergence of gaming and gambling-related harms and their potential negative developmental outcomes in adulthood.
Especially, given evidence that practitioners and parents/carers are lacking
awareness of the risks of converging gaming-gambling environments. Addressing
these risks necessitates understanding the experiences of gaming and gambling-related harm within healthcare systems. This study aimed to gain insights from
individuals with previous lived experience of gaming and/or gambling-related
harm in the context of CYP and healthcare systems. A qualitative design was
adopted using two semi-structured online focus groups, involving five participants
with previous lived experience of gaming and/or gambling-related harm. Focus
groups explored their experiences of healthcare services and barriers to support in
the journey through harm and recovery. Thematic analysis of the data revealed five
key themes: i) Escapism; ii) Identity; iii) Preventative Education; iv) Safer
Environments; v) Health-based Narratives. Results suggested a convergence of
gaming and gambling-related harm in terms of patterns of experiences of escapism
and internalising harm with identity, highlighting the need for safer environments
and preventative approaches to protect CYP against novel risks of harm through
healthcare systems. The results suggest that preventative approaches need to
understand the virtual worlds of CYP and the importance of digital resilience.
Implications for practitioners, services, policy makers, and regulators seeking to
protect CYP from the risks of gaming and gambling-related harm are discussed
What's in the box? Exploring UK players' experiences of loot boxes in games; the conceptualisation and parallels with gambling.
Loot boxes are a popular mechanic within many video games, but it remains unclear if some forms of loot boxes can be seen of as gambling. However, the perspectives of players are often neglected, such as whether they see them as 'fair' game elements and how closely they feel this aligns with gambling. In this paper, we synthesise a conceptualisation for loot boxes through players' actual experience and explore if there are any parallels with gambling. Twenty-one participants who played video games took part in the research through either an interview or online survey. Thematic analysis suggested that six themes were core to exploring loot boxes: Random Chance Effects, Attitudes Towards Content, Implementation, Parallels with Gambling, Game Design, and The Player. The results suggested both indirect and direct parallels with gambling from the players experiences. Implications of game design and classifying loot boxes as gambling are discussed in relation to game design and risk factors of gambling and purchasing behaviour
ÂżLegalizaciĂłn de la Marihuana recreativa en Colombia, una propuesta de ley viable?
Ensayo II Congreso Internacional COFACESEn el presente ensayo se hará referencia a la posibilidad de legalizar el comercio, la producciĂłn y el consumo del cannabis para uso recreativo en adultos en Colombia. Para lograr esto se debe hacer una modificaciĂłn a la constituciĂłn polĂtica, y rebatir todos los argumentos que se tienen sobre el consumo de está, ya que es considerada una sustancia, adictiva, nociva y que representa un problema de salud pĂşblica.RESUMEN
INTRODUCCIĂ“N
DESARROLLO
CONCLUSIONES
BIBLIOGRAFĂŤAEspecializaciĂłnEspecialista en FormulaciĂłn y EvaluaciĂłn Social y EconĂłmica de Proyecto
Transparency in persuasive technology, immersive technology, and online marketing: facilitating users’ informed decision making and practical implications
In the current age of emerging technologies and big data, transparency has become an important issue for technology users and online consumers. However, there is a lack of consensus on what constitutes transparency across domains of research, not to mention transparency guidelines for designers and marketers. In this review, we explored the question of what transparency means in current research and practices by reviewing the literature in three domains: persuasive technology, immersive technology and online marketing. Literature reviewed, including both empirical research and position articles, covered multidisciplinary areas including computer science and information technology, psychology, healthcare, human computer interaction, business and management, law and public health. In this paper, we summarized our findings through a framework of transparency and provided insights into the different aspects of transparency, categorized into ten themes (i.e., Organizational Transparency, Information Transparency, Transparency of System Design, Data Privacy and Informed Consent, Transparency of Online Advertising, Potential Risks, User Autonomy, Informed Decision Making, Information Visualization, Personalization and User-centered design) along three dimensions (i.e., Types of transparency, Impact on User and Potential Solutions). Addressing aspects of transparency will facilitate users’ autonomy and contribute to their informed decision making
Magnetoluminescence
Pulsar Wind Nebulae, Blazars, Gamma Ray Bursts and Magnetars all contain
regions where the electromagnetic energy density greatly exceeds the plasma
energy density. These sources exhibit dramatic flaring activity where the
electromagnetic energy distributed over large volumes, appears to be converted
efficiently into high energy particles and gamma-rays. We call this general
process magnetoluminescence. Global requirements on the underlying, extreme
particle acceleration processes are described and the likely importance of
relativistic beaming in enhancing the observed radiation from a flare is
emphasized. Recent research on fluid descriptions of unstable electromagnetic
configurations are summarized and progress on the associated kinetic
simulations that are needed to account for the acceleration and radiation is
discussed. Future observational, simulation and experimental opportunities are
briefly summarized.Comment: To appear in "Jets and Winds in Pulsar Wind Nebulae, Gamma-ray Bursts
and Blazars: Physics of Extreme Energy Release" of the Space Science Reviews
serie
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