Journal articles on the topic 'Computer games – Juvenile literature'

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1

Pabiś, Małgorzata, and Kinga Augustowska-Kruszyńska. "Suicide attempts at the age of 10-18 in Lublin." Pielegniarstwo XXI wieku / Nursing in the 21st Century 19, no. 4 (December 1, 2020): 266–73. http://dx.doi.org/10.2478/pielxxiw-2020-0023.

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AbstractIntroduction. The number of children and adolescents hospitalized due to suicide attempts caused by stress, low self-esteem, lack of acceptance and peer violence, as well as family problems, increases every year. In addition, there may occur disturbed self-perception or depression. This is a very complex phenomenon, the scale of which should induce immediate multidimensional activities.Aim. Analysis of the occurrence of suicide attempts among minors on the example of the city of Lublin.Material and methods. The statistical data obtained from the Polish Police Headquarter and from the report of the Foundation We Give Children Strength – “Children count 2017” was analyzed and a review of the literature on the subject for the years 2014-2018 developed using the descriptive method was made.Results. The report of the Foundation We Give Children Strength shows a huge scale of the phenomenon. According to its data, as many as 72% of children aged 11-17 have experienced at least one form of abuse in their lives, 7% of respondents have attempted suicide, and 16% of teenagers have mutilated themselves. The statistics conducted in Poland in 2017-2018 recorded: in 2017 the number of 116, and in 2018 – 97 suicide attempts ended in death. There were 5 deaths in 2017 and 9 in 2018 in Lubelskie Voivodeship, what shows an increase by 80% in 12 months. In the 7-12 age group in 2017, only one suicide attempt ended up in death was reported, in 2018 the number increased to 5 – none of them concerned the Lublin Province.Conclusions. Suicide attempts ending up in death in 2018 accounted for 2.30% of suicide attempts undertaken in Lublin, while in Poland they constituted 1.87%. The main reasons for suicide attempts among minors are: the lack of acceptance, low self-esteem and peer violence, both physical and mental. Mass media have an influence on juvenile suicides. Belief in “multiple lives” perpetuated by computer games and films can have an impact on suicide attempts.
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Safin, Fyarit, and Alexandr Bazhenov. "The Destructive Impact of Computer Game Content on Juvenile Delinquency." Russian Journal of Criminology 16, no. 1 (March 11, 2022): 39–46. http://dx.doi.org/10.17150/2500-4255.2022.16(1).39-46.

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The authors analyze the determinants of juvenile crime from the standpoint of the impact of violent computer games on their mental health and delinquent behavior in the modern Russian society. The study is based upon the achievements in psychology and juvenile criminology. The object of the study is students of senior classes of secondary schools from three districts of Saint Petersburg with the most unfavorable criminological situation in the sphere of youth crime (275 persons), and juveniles with delinquent behavior and at least one criminal conviction who study in a specialized educational establishment (225 persons). The goal of the study was to examine the correlation between violent game content consumed by teenagers and their aggressive behavioral reactions. The obtained results proved three hypotheses that were put forward: 1) adolescents with a criminal record use game gadgets more often than their law-abiding peers, and prefer «dangerous» genres of computer games; 2) game content influences the behavioral reactions of such adolescents more intensively than it influences the reactions of their peers; 3) violent computer games do not weaken the aggression of modern teenagers and do not help to ease emotional tension. The obtained results allowed the authors to conclude that there is an evident trend for a growing role of game gadgets for the modern generation of teenagers, and their active use of violent computer games can act as one of the causes of their criminalization and the spread of juvenile crime in the Russian society. The conducted study may contribute to solving the research task of analyzing the causal complex and finding the relevant determinants of criminal behavior of modern adolescents.
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Gao, Zitong. "The Analysis of Juvenile Game Addiction and Its Influence." Communications in Humanities Research 5, no. 1 (September 14, 2023): 73–76. http://dx.doi.org/10.54254/2753-7064/5/20230072.

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With the development of the Internet, online games are becoming more and more popular. Boys, middle school students, and children have a higher percentage of minors playing online games, according to data from the 2020 National Research Report on Minors' Internet Use. The purpose of this paper is to study the reasons why minors are addicted to games and its impact on body and mind. Through literature reading and analysis, it is found that the important factors of teenagers addicted to the Internet are family factors and school factors. In the family, parents should try not to use mobile phones when they are with their children. In schools, schools should also teach students in accordance with their aptitude, pay attention to the all-round development of students, and enrich their cultural life.
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Mora-Cantallops, Marçal, and Miguel-Ángel Sicilia. "MOBA games: A literature review." Entertainment Computing 26 (May 2018): 128–38. http://dx.doi.org/10.1016/j.entcom.2018.02.005.

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Schrier, Karen, and Matthew Farber. "A systematic literature review of ‘empathy’ and ‘games’." Journal of Gaming & Virtual Worlds 13, no. 2 (June 1, 2021): 195–214. http://dx.doi.org/10.1386/jgvw_00036_1.

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Scholarship on the intersection of games and empathy is limited. However, over the past decade peer-reviewed articles have started to be published in this area. This study investigates this emerging scholarship on empathy and games to understand how researchers are describing, defining and communicating their work. For example, how are research articles about games defining empathy? From which disciplines are the researchers framing their studies? Which types of games are being used in the investigations? Forty-nine articles were found, coded and analysed by searching six different databases. For this investigation, each article was analysed based on the discipline, keyword(s) used to find the article, definition(s) of empathy used, types of games used in the article and the themes used in the article. Articles emerged from twelve different disciplines and described over thirteen different types of empathy. Findings were shared, as well as recommendations for researchers studying this area.
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Connolly, Thomas M., Elizabeth A. Boyle, Ewan MacArthur, Thomas Hainey, and James M. Boyle. "A systematic literature review of empirical evidence on computer games and serious games." Computers & Education 59, no. 2 (September 2012): 661–86. http://dx.doi.org/10.1016/j.compedu.2012.03.004.

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Adaji, Ifeoma. "Serious Games for Healthy Nutrition. A Systematic Literature Review." International Journal of Serious Games 9, no. 1 (March 18, 2022): 3–16. http://dx.doi.org/10.17083/ijsg.v9i1.466.

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Research indicates that the two main causes of being overweight and obese are living a sedentary lifestyle and unhealthy eating habits. Influencing people to be active and exercise is an active research area that has resulted in the development of several games both commercially available and for free. The area of influencing people to develop healthy eating habits, on the other hand, still has room for growth. In the current paper, I review existing serious games for healthy nutrition over the past five years and summarize the main findings based on three main themes: the design and development of the game, the evaluation of the game, and the findings from the evaluation. My results indicate that most games are designed in collaboration with a team of experts such as nutritionists, psychologists, HCI designers, and software developers. In addition, most of the games for kids are web-based while most of those for adults are mobile-based. Most games used a self-report approach to evaluation which was carried out over a range of period of 30 minutes to 90 days with between 10 to 531 participants. There were mixed results from the evaluations with most games partially achieving their aim. I conclude by suggesting guidelines for developing serious games for influencing healthy nutrition.
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Witzel, Andreas, Jonathan Zvesper, and Ethan Kennerly. "Explicit Knowledge Programming for Computer Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, no. 1 (September 27, 2021): 138–43. http://dx.doi.org/10.1609/aiide.v4i1.18686.

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The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone else's knowledge) as an issue for computer game AI. We argue that a number of existing game genres, especially those involving social interaction, are natural fields of application for an approach we call explicit knowledge programming. We motivate the use of this approach, and describe a simple implementation based upon it. A survey of recent literature and computer games illustrates its novelty.
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Zhonggen, Yu. "A Meta-Analysis of Use of Serious Games in Education over a Decade." International Journal of Computer Games Technology 2019 (February 3, 2019): 1–8. http://dx.doi.org/10.1155/2019/4797032.

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It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major section identified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has been rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were explored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might need interdisciplinary cooperation.
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Ullah, Mohib, Sareer Ul Amin, Muhammad Munsif, Utkurbek Safaev, Habib Khan, Salman Khan, and Habib Ullah. "Serious Games in Science Education. A Systematic Literature Review." Virtual Reality & Intelligent Hardware 4, no. 3 (June 2022): 189–209. http://dx.doi.org/10.1016/j.vrih.2022.02.001.

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Ibda, Hamidulloh, Muhammad Fadloli Al Hakim, Khamim Saifuddin, Ziaul Khaq, and Ahmad Sunoko. "Esports Games in Elementary School: A Systematic Literature Review." JOIV : International Journal on Informatics Visualization 7, no. 2 (May 18, 2023): 319. http://dx.doi.org/10.30630/joiv.7.2.1031.

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Several studies have explored esports games, and few have examined esports games in elementary schools with a systematic literature review. This research explores articles on the concept, features, training, implementation, and impact of esports games in elementary schools. The SLR and PRISMA methods were applied in this research with the stages of identification, screening, eligibility, and inclusion assisted by the Publish or Perish 7, VOS viewer, and NVIVO 12 Plus applications. There were 521 Scopus-indexed articles found. Furthermore, the articles were filtered according to the theme into 50 pieces. The findings of relevant topics are esports, esports games, the concept of esports games, elementary school, etc. The 50 articles were analyzed according to the specified topics through the NVIVO 12 Plus application, and the results were described. The findings of this study state that esports games are digital innovations in online video competitions, such as tournaments developing in education. The features of esports games in elementary school are manual sports integrated with digital augmentation, multiplayer and competitive, digitalization of physical sports, new digital-based features, and educational games, such as LoL (MOBA), Battle Royal, FIFA EA Sports, Mobile Legend, WISE game, and others. Training esports games through socialization, education, workshops, GDLC, curriculum development, and multimedia esports games. Implementation of esports games through competition, entertainment, game-based multimedia, SE, and TGfU, has positive and negative impacts. This research has limitations in that it only collects information from current literature, reviews esports at the elementary school level, and is not a field study. Future research needs to examine esports games according to the times in elementary school.
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Bontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (September 1, 2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.

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Abstract Playing computer games is a predominantly emotional than rational process. Video games with affect-based adaptation measure player’s behavior signals and recognize player’s emotional states in order to adapt specific game features in a dynamic manner and to improve player’s engagement, immersion, excitement, and challenge. The present review deals with models for the presentation of emotions, techniques for measuring behavioral signals, emotion recognition and adaptation mechanisms applied in video games with affective feedback including methods for their assessment and validation. Studies using self-reports, observational methods and psychophysiological measurements of both autonomic and central nervous systems including processing and interpretation of signals are systematically reviewed with regard to their results concerning emotional adaptation in games. Next, the article provides a comparative analysis of affect-based adaptation methods and techniques applied in 14 adaptive video games developed in last ten years. Based on this comparison, we summarized future directions in research, design and evaluation of video games with affective adaption.
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Ribeiro, Fernando Reinaldo, Arlindo Silva, Ana Paula Silva, and José Metrôlho. "Literature Review of Location-Based Mobile Games in Education: Challenges, Impacts and Opportunities." Informatics 8, no. 3 (June 28, 2021): 43. http://dx.doi.org/10.3390/informatics8030043.

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With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined with the location services provided by those devices, allow the creation of innovative location-based mobile learning experiences. In this literature review, we conduct an analysis of educational mobile location-based games. The review includes articles published from January of 2010 to October of 2020, and from 127 records screened, 26 articles were analysed in full-text form. This analysis allowed us to answer the following six predefined research questions: Who are the target audiences for location-based games? In which subjects are location-based games most used? Which strategies are implemented with mobile devices to improve the student’s learning process? What are the main impacts of location-based games on students’ learning? What are the main challenges to the development of location-based games for education? What future tendencies and research opportunities can be identified from the analysis of the current state of the art?
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Hofman-Kohlmeyer, Magdalena Hofman-Kohlmeyer. "DETERMINANTS OF EFFECTIVE PRODUCT PLACEMENT IN COMPUTER GAMES – LITERATURE REVIEW." CBU International Conference Proceedings 6 (September 24, 2018): 181–86. http://dx.doi.org/10.12955/cbup.v6.1153.

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Product placement is a common tool in promotional campaign. Marketers feature products in the plot of movies or TV programs to improve brand image and influence purchase decisions. Companies more often decide to embed products or brand identifiers inside computer games. Product placement attracts attention of managers as well as scholars. Vast parts of research focused on determinants of effective product placement in a game environment. The present paper aims to represent the main determinants that influence the effectiveness of product placement and is based on literature review.INTRODUCTION: Recently, we have witnessed the evolution of product placement in computer games. This new medium attracted many well-known companies such as IBM, Adidas or Coca-Cola. According to the growing popularity of placing product in games, an increase in scientists' interest in the effectiveness of this phenomenon can be observed. Research focuses on evaluating players' brand memory, attitudes toward to the game, product or brand, and purchasing intentions. It is important to note that brands placed in games affect the audience in different degrees because the brand can be featured in various ways. Some of the scholars investigated the factors that can exert influence on the effectiveness of product placement in computer games.OBJECTIVES: The present paper is aimed to investigate the main determinants of effective product placement in computer games.METHODS: The article is based on polish and foreign literature review.RESULTS: The growing ranks of scholars has been observed to have interest in the effectiveness of product placement in computer games. According to the literature, it can be said that an effectiveness of product (or brand) placement in a game environment is determined by: the degree of product/brand visibility in the game (prominence as well as proximity), game-product congruity, customer engagement in a game, persuasive knowledge, and strategy of product or brand integration with the game. There is also research that explores how these determinants influence product placement effectiveness in a game environment.CONCLUSION: Despite the progress made, there are still important limitations of the conducted research, e.g. results can be moderate by various circumstances such as using fictitious or real brands. In addition, the same factor can have positive as well as negative effects. For instance, product placement proximity on the one hand enhances brand recall, but on the other can cause negative attitudes toward the brand. There are also determinants with limited research such as influence of product or brand integration with the game on product (or brand) effectiveness.
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O'Neil, Harold F., Richard Wainess, and Eva L. Baker. "Classification of learning outcomes: evidence from the computer games literature." Curriculum Journal 16, no. 4 (December 2005): 455–74. http://dx.doi.org/10.1080/09585170500384529.

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Sipiyaruk, Kawin, Stylianos Hatzipanagos, Patricia A. Reynolds, and Jennifer E. Gallagher. "Serious Games and the COVID-19 Pandemic in Dental Education: An Integrative Review of the Literature." Computers 10, no. 4 (April 1, 2021): 42. http://dx.doi.org/10.3390/computers10040042.

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The COVID-19 pandemic has forced faculties including dental schools into a ‘new normal’, where the adoption of remote or distance learning is required to minimise the risk of infection. Synchronous learning historically was favoured due to the perceived advantage of ‘real time’ interactions between instructors and learners; these interactions are not always possible in asynchronous settings. However, serious games can overcome this limitation of asynchronous learning. This integrative review explores the literature on serious games in dental education, to construct a conceptual framework of their strengths in this pandemic. Following consideration of inclusion and exclusion criteria, 15 articles on 11 serious games designed for dental education were included in this review. Our investigation points to an increase in the use of serious games since 2018. The findings of the review support the use of serious games in dental education during the recent crisis. Key strengths include positive educational outcomes, enhanced engagement and motivation, interactive asynchronous distance learning, a safe learning environment, and the advantage of stealth assessment. Consequently, the ‘new normal’ in education appears to support a very promising future for serious games, particularly in dental education. A conceptual framework is proposed to inform further research across all education settings and timeframes.
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Nunes Marciano, Juvane, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "Evaluating Multiple Aspects of Educational Computer Games: Literature Review and Case Study." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/139205.

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Evaluation is an important step in the life cycle of software, once through this practice it is possible to find issues that could compromise the user experience. With educational computer games, the same rule is applied. The use of educational games is increasing, and it is important to verify these tools to provide users with the most adequate learning environments. This verification can be made through the evaluation of multiple aspects of these tools. This work presents a literature review about evaluation of multiple aspects of software, followed by a more specific review focused on multiple aspects of educational computer games. Then, a case study is presented, in which an evaluation method is applied with an educational computer game, aiming to verify the positives and the issues to be improved in the game. The reviews and the description of the process to use the method intend to help and guide other researchers to choose evaluation methods that can fit their own context and needs.
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Chakraborty, Nandini. "Articulation of media on juvenile delinquency with special reference to India." International journal of social sciences and humanities 5, no. 1 (March 9, 2021): 32–44. http://dx.doi.org/10.29332/ijssh.v5n1.850.

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Media plays a vital role in our society today. With the advent of mass media, including television and more recently, video and computer games, children and teenagers are exposed to increasingly higher doses of aggressive images. Media is a double-edged tool. On the one hand, it plays an important role in framing public opinion, and on the other, its character is to sensationalize issues to attract readers. But its objective should be clear; that is, to reform a juvenile and not to penalize him or her. The article depicts the media's influence on juvenile delinquency and the tendency for delinquency. Several media reports show the cases of juvenile delinquency, with special reference to India.
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Shevchenko, Viacheslav D., and Alexander V. Galashov. "Discourse peculiarities of computer games." Current Issues in Philology and Pedagogical Linguistics, no. 2 (June 25, 2024): 126–38. http://dx.doi.org/10.29025/2079-6021-2024-2-126-138.

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The present paper refers to the current problem of semiotic signs’ specifics in the context of gaming discourse based on texts from action first-person shooter game Ultrakill developed by Finnish creators. The problem is relevant due to the influence that computer games have on people’s mind – in particular on the minds of the younger generation. Moreover, the study will help to understand the linguistic mechanisms of the impact of video games on players. The study used methods of semantic analysis, semiotic analysis, observation and description techniques. As a result, the research revealed that developers use intertextual units to create patterns that are familiar to the player, but which at the same time have new characteristics. While 66% of all intertext is universally known, obscure allusions play an important role in creating associations for the recipient as well, which proves the importance of intertext in video game discourse. Well-known allusions play a role in creating semantic images in the game, while the lesser known intertext has easy to understand semes that could provoke the player to action in game. The research identified the following types of intertext: allusions to songs, music albums, other games, myths, the Bible and literature. The synthesis of intertext and author’s text in level names gives the player an idea of the upcoming challenges without informing of the level context, and in some cases even intriguing the player. The combination of borrowings and original semiotic units in the names of characters creates images that are familiar to the player, but at the same time, it creates properties that are specific to this particular game. Dialogues are mainly inherent in this genre, but the conversations also have deviations from this genre, which is also done in order to affect the player – the author gives the recipient a familiar behavior pattern in order to replace it afterewards, causing cognitive dissonance to the player. Conclusions are drawn about the discourse mechanisms in video games, how they affect the player and for what purpose the developer uses one or another linguistic technique.
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Thelkar, Vishal. "IMPACT OF COMPUTER GAMES ON STUDENTS." International Journal of Engineering Technologies and Management Research 5, no. 6 (February 27, 2020): 24–29. http://dx.doi.org/10.29121/ijetmr.v5.i6.2018.243.

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Computer and video game has gain enough popularity among teenagers also in children which is alarming and raised concern about the impact it may have on the youngsters. The games have violent themes, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Addiction is one of the reason it might hamper the effect on health. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value This research focuses on what are the views of people towards the computer gaming and to identify the actual effects of computer games on high school students. This paper covers earlier studies on the same topic and their findings in literature survey To reach to the objective, responses from significant no of people taken with systematic design of questionnaire. At the end it covers and conclude the relation of different variables & the effect of games on students.
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Egenfeldt‐Nielsen, Simon. "Practical barriers in using educational computer games." On the Horizon 12, no. 1 (March 1, 2004): 18–21. http://dx.doi.org/10.1108/10748120410540454.

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This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II. The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group work, teacher preparation, perception of games, class size, priority issue. It is concluded that these factors add up to a tremendous workload on teachers that wish to engage with educational computer games and demands that the teacher possesses a variety of skills.
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Granat, Marcin Mateusz. "Video games as a supportive tool in the therapeutic process." Homo Ludens, no. 1 (14) (December 30, 2021): 66–81. http://dx.doi.org/10.14746/hl.2021.14.4.

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The objective of this study was to determine the diseases that are on the rise, and then to investigate whether video games can support their treatment. To achieve the goal a search based on scientific literature was conducted. The results led to the conclusion that video games are an effective tool in the rehabilitation of post-stroke patients. Compared to the standard rehabilitation, patients who were playing video games showed improvement of upper limb motor functions, better static balance and lower anxiety of falling. Similarly, statistically significant improvement measured by Quality of Upper Extremity Skills Test was observed during the rehabilitation of a pediatric group suffering from cerebral palsy. Video games successfully supported the therapy of other juvenile patients by enhancing visual acuity in cases of children amblyopia as well as lowering anxiety during the induction of anaesthesia. Moreover, the usefulness of video games was observed in treating mental disorders. It involved patients with the post-traumatic stress disorder, who presented reduced flashback frequency, and patients with depression, who showed a lower rumination score along with increasing subjective cognition. Indicating which diseases have an increasing morbidity rate as well as demonstrating positive therapeutic responses to video games can provide useful information for public health practitioners and improve the treatment of selected diseases.
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Mikołajewska, Izabela, and Agata Mikołajewska-Furmanek. "(Non) aggressive, (non) violent computer games – definitional challenges." Edukacyjna Analiza Transakcyjna 12 (2023): 219–31. http://dx.doi.org/10.16926/eat.2023.12.12.

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The primary goal of this research endeavor is to delineate the challenges associated with classifying computer games as “aggressive or violent”. These terms are frequently invoked in media and public discourse, particularly concerning the influence of computer games on aggressive behaviours, such as those observed in mass shooting incidents. However, both a comprehensive literature review and the findings derived from this study affirm the absence of definitive criteria for characterising what truly constitutes “aggressive or violent” computer games. The data underscore the necessity for deliberation in defining the categories of aggression or violence within gaming spheres, enabling a clear demarcation between so-called aggressive or violent computer games and other types. This delineation is crucial given that most games center around competition or resolving diverse conflict scenarios, wherein various forms of aggression or violence are employed—for instance, the act of fouling a player in FIFA, a simulation of football. The research focused on computer players aged 13-14 and were selected for participation based on their behaviour related to computer games.
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De Schutter, Bob. "Gerontoludic Design." International Journal of Gaming and Computer-Mediated Simulations 9, no. 1 (January 2017): 45–60. http://dx.doi.org/10.4018/ijgcms.2017010103.

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Considering the popularity of digital games among older adults and the challenge of population ageing, this article identified a need for an integrated game design framework aimed at older audiences. An analysis of the literature on play in later life demonstrated how the literature is dominated by two themes, i.e., the benefits of playing digital games and the issue of accessibility. While this underlying model has been demonstrated to contribute to successful designs, it also risks reducing games to its motivational characteristics and ageing to cognitive and physical decline. The author therefore reviewed the literature on game design and later life to develop a design approach that considers the multi-faceted nature of ageing as well as the intrinsic value of digital games. The resulting “Gerontoludic Design Framework” sets meaningful play as the intended outcome of game design for older adults, identifies iterative player-centered design as its preferred design approach, and extends the MDA framework by suggesting age-specific aesthetics and mechanics.
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Kirginas, Sotiris. "Digital Game-Based L1 Language Learning Outcomes for Preschool Through High-School Students." International Journal of Gaming and Computer-Mediated Simulations 15, no. 1 (March 22, 2023): 1–16. http://dx.doi.org/10.4018/ijgcms.320228.

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This paper presents a systematic literature review of research papers, examining (1) the impact of free-form and formally structured digital games on L1 language learning and (2) the methods that researchers and educators use to leverage free-form and formally structured digital games in L1 language teaching. The current literature review revealed that the use of formally structured and free-form digital games are based on different theoretical approaches and can be used to serve different purposes of language learning. Free-form digital games help students develop a higher level of thinking skills; they are used more in groups of older students and aim at the whole class population, as language learning becomes a dynamic process of meaning construction. Formally structured games help students to develop lower-level thinking skills, serve the behavioural or constructivist approach to language teaching, and aim at younger students or students with specific characteristics.
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Furtado, Lennon Sales, Rafael Ferreira de Souza, João Luís dos Reis Lima, and Sandro Ronaldo Bezerra Oliveira. "Teaching Method for Software Measurement Process Based on Gamification or Serious Games: A Systematic Review of the Literature." International Journal of Computer Games Technology 2021 (June 10, 2021): 1–35. http://dx.doi.org/10.1155/2021/8873997.

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Software process improvement programs are partly founded on software measurement. However, despite their importance, it has been pointed out in the literature that many students are leaving the academic world without the necessary skills to conduct this kind of process. This can be understood by people’s attitudes to this process which is regarded as time-consuming and difficult to understand—factors that explain the lack of interest in it during a student’s academic life. In light of this, the application of serious games or gamification can show useful alternative ways of meeting this need, because the strategies they involve are well accepted by students and have a motivational and engaging effect on them. The objective of this work is to discover different approaches to the teaching of software measurement and software process improvement through gamification projects and serious games. This involves carrying out a systematic review of the literature, which is aimed at characterizing the state-of-the-art on the use of methods related to gamification and serious games in the abovementioned subjects. We conducted a systematic review of the literature to identify primary studies that address the use, planning, or evaluation of gamification, serious games, their features, and game mechanics in software engineering. We located 137 primary studies, published between 2000 and 2019. Although the use of serious games and gamification in software engineering is not recent, there still remains a large area to be explored, especially in software process improvement and software measurement. The study expands and advances the research on how serious games and gamification proposals can be used for teaching software measurement in the context of software process improvement programs by conducting a systematic review of the literature.
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Fox, Joe, Luke Pittaway, and Ikenna Uzuegbunam. "Simulations in Entrepreneurship Education: Serious Games and Learning Through Play." Entrepreneurship Education and Pedagogy 1, no. 1 (January 2018): 61–89. http://dx.doi.org/10.1177/2515127417737285.

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Entrepreneurship education continues to grow and develop worldwide. This article seeks to expand knowledge and understanding of educational practice in entrepreneurship by focusing on serious games, specifically computer simulations which model entrepreneurship. This paper begins by reviewing the entrepreneurship education literature to consider the role of simulations, explores the nature of serious games, and assesses the role of such games in simulating entrepreneurial learning. This research uses systematic literature review techniques to collect data on serious games, analyzes these games and provides five detailed case studies on the games. The paper concludes with a discussion of what serious games currently simulate in entrepreneurial learning, and directions for future research.
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Calvo-Morata, Antonio, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz, and Baltasar Fernández-Manjón. "Serious games to prevent and detect bullying and cyberbullying: A systematic serious games and literature review." Computers & Education 157 (November 2020): 103958. http://dx.doi.org/10.1016/j.compedu.2020.103958.

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Ferreira, Alessandro Luiz Stamatto, Juvane Nunes Marciano, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "Understanding and Proposing a Design Rationale of Digital Games based on Brain-Computer Interface: Results of the AdmiralMind Battleship Study." Journal on Interactive Systems 5, no. 1 (July 9, 2014): 1. http://dx.doi.org/10.5753/jis.2014.638.

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Brain-Computer Interfaces (BCIs) present great potential to the field of digital games, though the design of this kind of interface is still a challenge for most of the game designers and developers. In this work it is presented a literature review about digital games based on BCI, aiming to analyze the interaction design of these games, to identify the approaches applied, limitations and implications related to BCIs design. After the review, we accomplish a reflection about the design decisions involved in the development of digital games based on BCI. This approach leads to the construction of a design rationale developed to support the process of BCI-based games, with its use established on the design of a battleship game based on BCI. As contributions of this work, we highlight the literature review, design rationale and results of the study accomplished.
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Zimmerman, Virginia. "Natural History on Blocks, in Bodies, and on the Hearth: Juvenile Science Literature and Games, 1850–1875." Configurations 19, no. 3 (2011): 407–30. http://dx.doi.org/10.1353/con.2011.0023.

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Cerezo-Pizarro, Mario, Francisco-Ignacio Revuelta-Domínguez, Jorge Guerra-Antequera, and Jairo Melo-Sánchez. "The Cultural Impact of Video Games: A Systematic Review of the Literature." Education Sciences 13, no. 11 (November 7, 2023): 1116. http://dx.doi.org/10.3390/educsci13111116.

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The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out. This permeability allows the study of the cultural aspects surrounding the production and use of video games as tools for cultural dissemination. Our research enunciates, recognises, analyses and evaluates the impact of these tools with the aim of being taken into consideration by the scientific community and the general population, who most frequently consume, use and socialise through video games around the world. Based on this, a systematic literature review (SLR) was carried out using the Prisma 2020 Protocol, using the WOS and SCOPUS databases as documentary sources, and the selection of research articles that explore the cultural aspects of video games according to pre-established criteria. The final sample (N = 45) was subjected to a study that posed 12 research questions around which this work is structured. As a result, it is evident that video games have a direct impact on the transmission of culture. Patterns and agents of cultural representation, transmission and communication were identified, allowing researchers to evaluate the impact of video games on culture and to approach this object of study from an academic perspective, helping to open up other lines of research related to the influence of video games on the assimilation of culture, the learning of relevant issues related to it or the transmission of specific cultural elements.
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Kleiman, Fernando, Sebastiaan Meijer, and Marijn Janssen. "A Systematic Literature Review on the Use of Games for Attitude Change." International Journal of Electronic Government Research 16, no. 4 (October 2020): 1–20. http://dx.doi.org/10.4018/ijegr.2020100101.

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Governments are increasingly using games for civic engagement, decision making, and education. Serious gaming is a type of game that has often been advocated as a means for changing the attitude of its players and can be used for changing the attitude of civil servants. However, the relationship between games and attitude change in civil servants remains unexplored. This paper aims at identifying factors leading to attitude change of civil servants. As hardly any paper is focused on civil servants' attitude change through games, the authors broaden their research to attitude change through games in general. Out of 483 documents, 19 reference papers were analyzed in detail. Eighty-one games were found, and more than 13 different theories were identified containing 30 different influencing factors, which were found mostly to be unrelated and context-dependent. The conceptual dispersion between studies indicates that the resulting overview of factors is a first step towards creating a uniform theory. The results can help governments to design better games.
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Fernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.

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Summary Background: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective: The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods: Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results: The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion: There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.
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Nuri Ria Sri Wahyuni and Rhomiy Handican. "Systematic Literature Riview: Peningkatan Hasil Belajar Matematika Melalui Model Teams Games Tournament." Griya Journal of Mathematics Education and Application 3, no. 1 (March 31, 2023): 23–35. http://dx.doi.org/10.29303/griya.v3i1.267.

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In learning, innovation is needed that can attract students' interest in learning mathematics, one of which is by using the Teams Games Tournament method that can improve student learning outcomes. This study aims to conduct a literature review on the use of team game tournaments to improve students' mathematics learning outcomes. The research method chosen in this study is the SLR (Systematic Literature Review) method. Data collection used with the review is all articles regarding the use of the Teams Games Tournament method published in the period 2013-2022. The articles used in this study were 15 accredited National journal articles obtained from the Google Scholar database. Based on this research, it was found that the use of the Teams Games Tournament method could improve student learning outcomes.
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Battal, Ali, Gülgün Afacan Adanır, and Yasemin Gülbahar. "Computer Science Unplugged: A Systematic Literature Review." Journal of Educational Technology Systems 50, no. 1 (June 7, 2021): 24–47. http://dx.doi.org/10.1177/00472395211018801.

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The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure was developed and applied to detect and subsequently review relevant research studies published from 2010 to 2019. It was found that 55 research studies (17 articles + 38 conference proceedings) satisfied the inclusion criteria for the analysis. These research studies were then examined with regard to their demographic characteristics, research methodologies, research results, and main findings. It was found that the unplugged approach was realized and utilized differently among researchers. The majority of the studies used the CS unplugged term when referring to “paper–pencil activities,” “problem solving,” “storytelling,” “games,” “tangible programming,” and even “robotics.”
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Bychkova, Olga Anatol'evna, and Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games." Человек и культура, no. 6 (June 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.

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The subject of this research is the images of game and gamers. In the space of literary work, they are arrayed in metaphorical and often demonic raiment, receiving moral-ethical interpretation in one or another way. The problem of game and gamer in criticism was regarded by Y. Mann (“On the Concept of Game as a Literary Image”), V. V. Vinogradov (“Style of the Queen of Spades”), E. Dobin (“Ace and Queen”, A. Pushkin’s “The Queen of Spades”), R. Caillois (“Games and People”), British writer and researcher of online games R, Bartle, American scientist Nick Yee, and many others. However, juxtaposition of literature sources on the topic to the research in the field of computer games is conducted for the first time. The scientific novelty consists in the comprehensive examination of the psychological game of the gamer based on the material of Russian literature (A. S. Pushkin “The Queen of Spades”, V. V. Nabokov The Luzhin Defense”) , as well as the modern computer games practice, in which psychological type of the gamer found its realization and development in accordance with genre diversity. Even the Russian classical literature depict game as an autonomous space that encompasses the gamer, and often has devastating effect on their personality. The author also observes an important characterological trait of the gamer: the conceptual, “literal” perception of the world, which is based on the reception of visual images of the world against verbal. Therefore, the Russian literature alongside the research practice of modern videogames from different angles approach examination of the images of “game and gamer”, cognize the factors and consequences of the problems that emerge in this object field, as well as seek for their solution. The data acquired in the course of the conducted comparative analysis is mutually enriching.
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H P N, Perera. "Traditional Games and the Sri Lankan Culture; Reflection of Traditional Games as a Component of Implicit Culture of Sri Lanka." International Journal of Scientific Research and Management (IJSRM) 11, no. 08 (August 3, 2023): 06–10. http://dx.doi.org/10.18535/ijsrm/v11i08.ss02.

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Traditional games are still preserved in Sri Lankan context since it acts as a major role in Sinhala new-year season. However, the vicinity of the traditional games such as Eluwan keema (catching of goats/Goats Play), and Gudu paneema (Tip-cat game) are gradually declining due to the inception of new games for the Sinhala New Year festival by unanimous people for different objectives. Traditional games have been so far identified as a reflection of explicit culture and therefore, the main aim of the study was to understand the relationship between traditional games and culture and to reveal whether the said is a sub-section of implicit culture with the use of prevailing literature. The main concentration of this research was given to present the cultural background of traditional games created by the mindsets of our forefathers and to understand the blend of implicit and explicit cultural knowledge that guided such activities. Thorough observations of traditional games played by different parties were also observed by the researcher to narrate the implicit cultural values embedded in such games. Literature reveals that playing a game is explicit but molding a game is part of the implicit culture. Traditional games are evolved throughout the years from their inception and had changed the basics from time to time. Changes include the costumes of the participants, the equipment used, and the objective of playing such games. In-depth interviews were conducted with fifteen elderly villages. The results of this study synthesized through observation, interviews, and secondary data review established that it can be treated that the traditional games of Sri Lanka as the reflection of components of implicit and explicit culture.
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Miguel, Juan Cristian Daniel, Andrés Chimuris Gimenez, Nicolás Garrido, Matias Bassi, Gabriela Velazquez, and Marisa Panizzi. "State of the art on the conceptual modeling of serious games through a systematic mapping of the literature." Journal of Computer Science and Technology 22, no. 2 (October 17, 2022): e13. http://dx.doi.org/10.24215/16666038.22.e13.

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Serious games are those games whose objective is to stimulate learning or the acquisition of knowledge or a skill. Currently, there is a trend in the market towards the generation of this type of games. Given the importance of conceptualizing the domain of a problem and its solution, this paper presents the results of a systematic mapping of the literature, Systematic Mapping Study (SMS), with the purpose of identifying the state of the art and discovering the existing contributions regarding the conceptual modeling of serious games. A search was carried out in Scopus, IEEE Xplore and ACM digital libraries from January 2010 to June 2021. Of a total of 558 articles identified, 31 primary studies were analyzed. It was evidenced that the use of UML prevails for the modeling of serious games, mainly for class and activity diagrams, together with other languages ​​such as UP4EG, DSML, Deterministic Finite Automaton (DFA), Discrete Event System Specification (DEVS) and Fuzzy Inference Systems (FIS). Thirty percent of the primary studies propose a framework and another 30% propose a development methodology. Most of these frameworks do not specify how to perform conceptual modeling.
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Hofman-Kohlmeyer, Magdalena. "IMPACT OF PRODUCT PLACEMENT STRATEGIES ON BRAND RECEPTION – LITERATURE REVIEW." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 3 (September 30, 2020): 69–86. http://dx.doi.org/10.5604/01.3001.0014.4509.

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Considering the changes in media consumption, many well-known brands decided to invest in product placement. Companies apply various strategies of placing the brand inside the media programming, not only in movies or television programs but also in social media, computer games and music videos. Present paper is aimed on investigate the influence of chosen product placement strategy on product placement effectiveness and is based on literature review. Research on product placement in movies shows that a mixed type of placement which encompass visual presentations of a branded product, company name or logo, and verbal reference to the embedded brand is better remembered in comparison to only visual product placement. There are also recognized product placement strategy based on various plot-relation level. According to research made in computer games, higher brand and game congruity result in better attitude but a brand incongruent with the game plot is better remembered. The authors also frequently mention about product placement visibility. Prominent placement in movies and computer games led to worse brand attitudes, is perceived as more disruptive, less realistic and interferes with the plot than subtle placement. The advantage of prominent placement in both medias and video sharing sites is better influenced on brand remembering. When it comes to social media, product placement takes a form of written placement or video placement. Some studies proved that video placement exert greater impact on attitude, better brand impression and cause higher users’ intention to click. Similarly in computer games it can be listed animated or as a static ads. In quoted study, brand recognition for the animated billboards was significantly higher than for static billboards and attitudes toward the animated ads were better.
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BERTINI, CESARINO, JOSEP FREIXAS, GIANFRANCO GAMBARELLI, and IZABELLA STACH. "SOME OPEN PROBLEMS IN SIMPLE GAMES." International Game Theory Review 15, no. 02 (June 2013): 1340005. http://dx.doi.org/10.1142/s0219198913400057.

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Beard-Gunter, Alison, David Geraint Ellis, and Pauline Anne Found. "TQM, games design and the implications of integration in Industry 4.0 systems." International Journal of Quality and Service Sciences 11, no. 2 (June 12, 2019): 235–47. http://dx.doi.org/10.1108/ijqss-09-2018-0084.

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Purpose Voluntary participation, feedback loops, rules and goals are key elements of total quality management (TQM). The purpose of this paper is to determine if these four elements which make TQM successful are the same elements that make computer games successful. If this is the case, what are the implications for developers of Human Computer Interfaces (HCI) in Industry 4.0. Design/methodology/approach This paper is a systematic literature review of recent literature on engagement in games and user experiences and HCI design for industry followed by interpretation of the literature. The findings from the literature review are analysed and compared to TQM. Findings Good game design and TQM share four key components: goals, rules, a feedback system (including rewards) and voluntary participation. There is an opportunity for HCI developers to use a user experience lens inherent in games evolution and to expand on the design and motivational elements that have made games and TQM successful at motivating and engaging. Kuutti’s (1995) proposal of activity theory puts forward a promising framework for making systems engaging. There are positive implications merging good games design and TQM in socio-technic systems which could improve engagement and quality in companies implementing in Industy 4.0. Research limitations/implications The implications of achieving increased engagement in HCI systems similar to those seen in companies that have successfully implemented TQM could lead to greater productivity in companies operating in the highly technical environments of Industry 4.0. Originality/value The originality of this paper is threefold: first, a description of the origins in industry of voluntary participation, feedback loops, rules and goals and their relationship to TQM; second, a systematic literature review of the same elements in computer games design; and third, the implications for developers of HCI systems in Industry 4.0.
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Aziz, Norshakirah, Md Jan Nordin, Said Jadid Abdulkadir, and Muhammad Muhaimin M. Salih. "Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health." Electronics 10, no. 9 (April 22, 2021): 996. http://dx.doi.org/10.3390/electronics10090996.

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The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justified with the existing relevant literature from high-impact journals, theses, conferences, books, and reports. This paper provides evidence of five physical health impacts of DA associated with adolescents. The factors of DA, the addiction components existing in MMOG computer games, and the DA health risk assessment are presented in the results section. Based on the study, it is concluded that DA among Malaysian adolescents can cause various impacts on physical health such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.
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43

Naul, Emily, and Min Liu. "Why Story Matters: A Review of Narrative in Serious Games." Journal of Educational Computing Research 58, no. 3 (July 8, 2019): 687–707. http://dx.doi.org/10.1177/0735633119859904.

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Literature has shown that immersive learning environments such as digital educational games and simulations often incorporate storytelling elements in their designs as narrative can be an effective way of making learning more meaningful to students. The purpose of this study is to review the literature on the role narrative can play in the experience of a learner engaging in learning games and to synthesize research on features of story that have demonstrated success in these learning environments. The findings have shown that distributed narrative, intrinsically integrated fantasies, empathetic characters and virtual agents, and adaptiveness or responsivity are four characteristics of game narratives found to be effective. Several learning game analyses were performed to illustrate how these games used narrative to foster greater immersion, engagement, motivation, and learning. Finally, a narrative design strategy for serious games is suggested which integrates the effective narrative features as shown in the example games, along with two analysis frameworks, Game Discourse Analysis and Narrative Centered Informant Design. The findings of this study should provide much-needed insights to designers and researchers who are involved in creating immersive learning environments.
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Rienzo, Antonio, and Claudio Cubillos. "Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review." Sensors 20, no. 14 (July 16, 2020): 3958. http://dx.doi.org/10.3390/s20143958.

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A higher number of people increasingly uses digital games. This growing interest in games, with different objectives, justifies the investigation of some aspects and concepts involved, such as product quality (game), usability, playability, and user or player experience, topics investigated by the multidisciplinary area called Human–Computer Interaction (HCI). Although the majority of users of these games are children and young people, an increasing number of older adults join technology and use different types of digital games. Several studies establish the increase in learning, socialization and exercise promotion, and cognitive and psychomotor skills improvement, all within the context of active and healthy aging. The objective of this work is to carry out a systematic literature review investigating the player experience of the elderly in digital games. The work allowed answering five research questions that were formulated. The evolution and maturity level of the research area are studied together with the research methods used. The factors that motivate adults to play were also analyzed; what are the recommended technical characteristics for games and some tools and metrics with which games are evaluated for older adults? Research gaps were detected in the area; there are not many specific studies on playability and player experience applied to the older adult, nor are there proven tools and metrics to evaluate them. Particular techniques for assessing and designing games focused on older adults are lacking, and quantitative studies that better identify the factors that affect the playability and experience of older adults in digital games.
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Fay, Brendan. "Doomsday libraries: Representations of libraries in post-apocalyptic video games." Journal of Gaming & Virtual Worlds 15, no. 3 (October 1, 2023): 295–310. http://dx.doi.org/10.1386/jgvw_00083_3.

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This article examines the depiction of libraries in post-apocalyptic games and the roles they play from a gameplay, storytelling and character development perspective. While the representation of libraries in film, fiction and other media has been the subject of considerable scholarly interest, there has been comparatively less attention on the representation of libraries in video games; this article fills a gap in the literature in its exclusive focus on the representation of libraries in post-apocalyptic settings. Libraries serve in two distinct roles in post-apocalyptic games: as storehouses of information and knowledge, and as sanctuaries from hostile and unforgiving worlds that emerge in the wake of an extinction-level event.
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Nosachev, Pavel G. "GAME OCCULTURE: WESTERN ESOTERICISM AND ADVENTURE COMPUTER GAMES." Study of Religion, no. 2 (2018): 131–39. http://dx.doi.org/10.22250/2072-8662.2018.2.131-139.

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The article discusses the possible perspectives of interdisciplinary research, standing on the border of the study of culture and religion. The author proposes to illustrate the specificity of such interdisciplinary character on the example of manifestation of Western esotericism in adventure computer games of the 90s. In the first part of the article main occulture myths are identified with the help of methodological frame of the part is C. Partridge’s theory of occulture. The author comes to the conclusion that the occulture makes the plot of games commercially successful. In the second part of the article the author refers to the theory of circulation of cultural product, developed by the Birmingham school of culture studies, in order to understand how from a research point of view, it is possible to use the knowledge of the deep occult influence on the industry of adventure games. The article discusses in detail the three phases of circulation: production, consumption and identity. The author concludes that occult plots and elements of computer games are secondary in relation to movies and literature, but this secondary character also provides them with the commercial success determined by recognition and justification of expectations of players.
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Moore, Christopher. "Mapping Persona and Games." Persona Studies 6, no. 2 (March 16, 2021): 1–6. http://dx.doi.org/10.21153/psj2020vol6no2art1038.

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For those new to games studies, the most important primer is the recognition that, as a field of research, it is at its most revealing when in conversation with perspectives from other fields and domains of inquiry. Espen Aarseth (2001) announced that the first issue of Game Studies, the international journal of computer game research, marked the commencement of computer game studies. Aarseth's editorial launched the trajectory for the following two decades of game research, obscuring much of the previous work examining digital and analogue games that had contributed to the tipping point at which the fields' coalescence could become a reality. Emerging from media studies, sociology, and a particular tradition of textual analysis in cinema and literature studies, games studies has since had a reputation for being the latest kid on the block. Like persona studies, game studies features key moments in which intersections between it and other fields and their theoretical and analytical perspectives prove enlightening, enriching, and even entertaining.
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Hofman-Kohlmeyer, Magdalena. "SOCIAL COMPUTER GAMES AS A MARKETING CHANNEL FOR CREATING AND MEETING VIRTUAL NEEDS. AN EXAMPLE OF SECOND LIFE." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 19, no. 4 (December 31, 2018): 115–25. http://dx.doi.org/10.5604/01.3001.0013.1649.

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Internet development and demographic changes among users of computer games caused that the players became an attractive target market in the sale of products and consumer services. Inside the virtual worlds of games, especially in social games such as Second Life, products from various industries and brands are purchased. With the appearance of this phenomenon, scholars focused on understanding of virtual consumption and explore certain regularities and similarities in relation to purchase behavior in the real world. This article aims to present current knowledge in the field of a needs and purchase behaviors in the computer social games based on literature review. The directions of future research will be also presented.
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Johnson, Mark R. "Casual Games Before Casual Games: Historicizing Paper Puzzle Games in an Era of Digital Play." Games and Culture 14, no. 2 (August 1, 2018): 119–38. http://dx.doi.org/10.1177/1555412018790423.

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This article examines “paper puzzle games”—crosswords, Sudoku, Kakuro, word searches, and so forth—in order to historicize and contextualize “casual games,” complicate our notions of “casual” play, and open up paper puzzle games to game studies consideration for the first time. The article begins by identifying the dearth of literature on paper puzzle games and offers an initial examination of these games through the lens of casual games, play, and players. It focuses on six traits in casual game design: appealing themes, ease of access, ease of learning, minimal required expertise, fast rewards, and temporal flexibility. It demonstrates that—from a perspective of mechanics, demographics, and contexts of play—paper puzzle games are excellent examples of casual games and therefore important to fully study. It also shows the complexity of paper puzzles as a topic in their own right, opening them up for future examination.
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Bellotti, Francesco, Bill Kapralos, Kiju Lee, Pablo Moreno-Ger, and Riccardo Berta. "Assessment in and of Serious Games: An Overview." Advances in Human-Computer Interaction 2013 (2013): 1–11. http://dx.doi.org/10.1155/2013/136864.

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There is a consensus that serious games have a significant potential as a tool for instruction. However, their effectiveness in terms of learning outcomes is still understudied mainly due to the complexity involved in assessing intangible measures. A systematic approach—based on established principles and guidelines—is necessary to enhance the design of serious games, and many studies lack a rigorous assessment. An important aspect in the evaluation of serious games, like other educational tools, is user performance assessment. This is an important area of exploration because serious games are intended to evaluate the learning progress as well as the outcomes. This also emphasizes the importance of providing appropriate feedback to the player. Moreover, performance assessment enables adaptivity and personalization to meet individual needs in various aspects, such as learning styles, information provision rates, feedback, and so forth. This paper first reviews related literature regarding the educational effectiveness of serious games. It then discusses how to assess the learning impact of serious games and methods for competence and skill assessment. Finally, it suggests two major directions for future research: characterization of the player’s activity and better integration of assessment in games.
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