Journal articles on the topic 'Gaming environment'

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1

Miers, David. "THE RELATIONSHIP BETWEEN THE REGULATORY ENVIRONMENT GOVERNING COMMERCIAL GAMBLING AND THE SHAPE OF THE MARKET IN THE SUPPLY AND GAME PARAMETERS OF GAMING MACHINES." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 111–49. http://dx.doi.org/10.5750/jgbe.v7i3.820.

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This paper has three main purposes. The first sets the controls over the supply and the game parameters of gaming machines within the broader regulatory environment governing commercial gambling in Great Britain. This account notes the tensions that existed prior to the regime introduced by the Gambling Act 2005, but whose legacy continues to present both regulatory and commercial difficulties. Its second purpose is to indicate how these controls have shaped the gaming machine market and the debate around the ways in which the government could realise its policy of striking a balance between the interests of both operators and players. This paper does not address the regulation of online gambling; that is, ‘remote gambling’ by means of ‘remote communication’ (s. 4 of the Gambling Act 2005). Its third purpose is to provide a critical account of the regulatory regime governing the availability of gaming machines as the background against which the Responsible Gambling Trust’s other commissioned contextual papers may be read.The text falls into four sections:An overview of the regulation of machines under the Gaming Act 1968 and of the reasons underlying the structure of the new regimeA summary of the overall regulatory structure of the 2005 ActA descriptive account of the 2005 Act’s regulation of machinespreliminarycommon core definitional features of a ‘gaming machine’the categories of gaming machinesgaming machine licences and permitsconditions and standards for their use4.Some concluding comments on how these arrangements have shaped both the commercial availability of gaming machines and the debate about how the interests of operators and of players can be accommodated
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Barratt, Monica J., Michael Livingston, Sharon Matthews, and Susan L. Clemens. "Gaming machine density is correlated with rates of help-seeking for problem gambling: a local area analysis in Victoria, Australia." Journal of Gambling Issues, no. 29 (October 1, 2014): 1. http://dx.doi.org/10.4309/jgi.2014.29.16.

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Local environment plays an important role in understanding gambling as a public health issue. This study uses help-seeking as an outcome measure for a local area analysis of problem gambling in Victoria, Australia. We used a cross-sectional ecological design to investigate the extent to which gaming industry and demographic, economic, and social factors are associated with rates of telephone and face-to-face counselling for problem gambling at the local government area level. Electronic gaming machine density was independently correlated with both types of help-seeking, with a range of local factors controlled. This study supports previous research that has consistently found an association between gaming machine density and problem gambling, using gaming machine expenditure as a proxy measure of harm. We build on previous work by confirming that this relationship exists when gambling harm is measured through two types of help-seeking.
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Yuh, Jongil. "Aggression, social environment, and Internet gaming addiction among Korean adolescents." Social Behavior and Personality: an international journal 46, no. 1 (January 9, 2018): 127–38. http://dx.doi.org/10.2224/sbp.6664.

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I investigated whether or not aggression and social factors (i.e., family relationships and commitment to school) predict Internet gaming addiction in Korean adolescents, and I examined the mediating role of aggression in the relationship between these variables. Participants comprised 263 Korean male high school students, who completed surveys that measured aggression, family relationships, commitment to school, and Internet gaming addiction. The results showed that aggression, family conflict, and a lower commitment to school significantly predicted Internet gaming addiction. Aggression partially mediated the relationship between family conflict and Internet gaming addiction. Thus, when adolescents are receiving help for an Internet gaming addiction it is advisable to pay close attention to their aggression and social relationships. Theoretical and practical implications are discussed.
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Siemer, Julika, and Marios C. Angelides. "Integrating an Intelligent Tutoring Facility into a Gaming Simulation Environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1177/026839629701200305.

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Gaming simulations and intelligent tutoring systems are both substantive research and development areas within the field of computer-based education and training which have the potential for mutual enhancement. This paper argues that the pedagogical effectiveness of gaming simulations can be increased through the integration of an intelligent tutoring facility and examines possible roles for such support within a gaming simulation environment. It then commences to present INTUITION, the implementation of the Metal Box Business Simulation game, that illustrates how an intelligent tutoring facility may be integrated within a gaming simulation environment in order to increase its educational value.
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Prasad, KDV. "Gamification and its Applications." Journal of Business Strategy Finance and Management 3, no. 1-2 (December 28, 2021): 04–07. http://dx.doi.org/10.12944/jbsfm.03.01-02.02.

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In the recent past, gamification is a new buzzing word and is used frequently by researchers in particular in the area of management. Gamification is applying gaming and using gaming components and procedures in a non-gaming environment. The three main components of gamification are game elements – a design prototype which can be integrated into the game; game design – A complete procedure building engaging games, based on business objectives, technical feasibility and management expectations; the last one is the non-game environment – The non-gaming environment is the components involved in real-world business and social impact objectives and goals. If gamification is applied correctly in a business or social environment, the results will be amazing and can inspire the business community decisions. Gamification can be the future of the business and can make the business environment the gaming components fun and those fun and appealing components can be applied in real-life business activities. To make gamification effective the game dynamics, game design, behavioural change, and motivation are the aspects that need to be combined applied in non-gaming environment. This brief note presents the main ideologies that can the gamification design in the business environment more successful. The author also narrates whene the gamification procedures can be useful in the business world.
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Jeong, Eui Jun, Daeyoung Lee, Sung Je Lee, and Jeonyoung Kong. "Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control." Social Behavior and Personality: an international journal 49, no. 3 (March 10, 2021): 1–11. http://dx.doi.org/10.2224/sbp.9657.

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We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationships using structural equation modeling. The results indicate that adolescents with higher self-control and selfesteem showed low levels of pathological gaming. Self-control (vs. gaming time) had a stronger effect on pathological gaming, and school environment (vs. gaming time) had a greater effect on self-control. Selfesteem, mostly influenced by parental environment, diminished pathological gaming. Our results show the critical role of these psychological factors in preventing adolescents' pathological gaming, regardless of gaming time.
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Butucea, Vlad. "Gaming as Everything." Nordic Theatre Studies 32, no. 1 (May 31, 2020): 143–58. http://dx.doi.org/10.7146/nts.v32i1.120413.

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In this article I will discuss David O’Reilly’s video game Everything (2017), suggesting that its unique dramaturgy portrays an ecology in which the human is seen as forging alliances and interconnections with the non-human. Set in a seemingly infinite open-world environment, the game revolves around the player exploring vast digital landscapes from the vantage point of multiple nonhuman avatars. Wondering about with no defined goal or direction, I played as animals, plants, rocks, continents, and even galaxies, shifting from one state to the next and making unexpected alliances along the way. Employing Audronė Žukauskaitė concept of “nomadic performativity” (2015), I will suggest that the game’s dramaturgy invites the player to imagine the human as deeply embedded in a wide system of interaction with non-human others, as an immanent part of an ecosystem, rather than a transcendental being outside of it. In articulating this idea, Everything puts forward a theatrical critique of thehuman domination and othering of the natural environment that underpins and drives the Anthropocene.
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Marlowe, Byron, Tianshu Zheng, John Farrish, Jesus Bravo, and Victor Pimentel. "Double down: economic downturn and increased competition impacts on casino gaming and employment." International Hospitality Review 34, no. 1 (June 16, 2020): 105–24. http://dx.doi.org/10.1108/ihr-10-2019-0023.

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PurposeThe purpose of this study was to create a more balanced, comprehensive and valid illustration of the relationships between casino gaming volume and employment during economic downturns in urban and rural locations in nondestination gaming states.Design/methodology/approachThis study analyzes gaming volumes and employment prior, during and after the recession of 2007–2009, using a time series with intervention analysis on a monthly coin in, table drop and regression analysis on employment impacts of casinos.FindingsFindings indicate that while there was a slight drop in gaming revenue and employment figures during the economic downturn, nondestination gaming locations such as Indiana proved relatively resilient to an economic downturn.Originality/valueThe Great Recession had no significant impact on gaming volume because gamblers chose to spend their more limited entertainment dollars on less expensive gaming options; in other words, casinos closer to home requiring the expenditure of fewer dollars on travel and/or hotel rooms. The current pandemic and pressures of the macro-environment again threaten the US gaming and casino market with an economic downturn and the results of this study are as timely as ever for hospitality professionals and social scientists to understand the behavior of casinos in recessionary environments.
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Monterrat, Baptiste, Élise Lavoué, and Sébastien George. "Adaptation of Gaming Features for Motivating Learners." Simulation & Gaming 48, no. 5 (June 30, 2017): 625–56. http://dx.doi.org/10.1177/1046878117712632.

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Background. Many learning environments are quickly deserted by learners, even if they are efficient. Gamification of learning environments is a recent approach used to enhance learners’ motivation and participation. Aim. People have various expectations and react differently faced with specific game mechanics. An important goal lies in automatically adapting game mechanics according to player types. In this article, we study the gaming features that can be adapted in learning environments and the player model that can be used for the adaptation process. We propose an approach that aims to predict to which game mechanics a user is responsive, and to adapt the gaming features of the system according to this information. Methodology. An implementation was released, and evaluated through an quasi-experimental study with 59 middle school students, each one using the learning environment during three 45-minutes sessions. Results. The results validate the implementation of the system and show that the users’ activity can help to predict their profile. The adaptation process did not improve learners’ engagement as expected, but it shows a path for future research toward an adaptive approach for learning environment gamification.
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Lee, Jean Ling. "The groundwork of casino gaming in Taiwan." International Journal for Innovation Education and Research 5, no. 3 (March 31, 2017): 77–87. http://dx.doi.org/10.31686/ijier.vol5.iss3.218.

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Casino gaming is often considered as an important source for the development of a tourism industry; it can generate instant revenues, tourists, and job opportunities. The purpose of this study is to determine the accurate direction of developing the casino gaming market in Taiwan. The six factors for developing casino gaming business are geography environment, accessibility, human resource, tourism resource, tourist market resource, and the social aspect. In accordance with the findings of this study, Matsu might not be an appropriate place to develop the casino gaming as a result of too many limits on geography environment, accessibility, human resource, tourist market resource, and social aspect.
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Powers, Simon, Mike Hinds, and Jason Morphett. "DEE: an architecture for distributed virtual environment gaming." Distributed Systems Engineering 5, no. 3 (September 1998): 107–17. http://dx.doi.org/10.1088/0967-1846/5/3/004.

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Howie, N., S. N. Purkayastha, M. D. Byrne, and M. K. O'Malley. "Motor Skill Acquisition in a Virtual Gaming Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 55, no. 1 (September 1, 2011): 2148–52. http://dx.doi.org/10.1177/1071181311551448.

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Kuehn, Ralph R. "Matrix and Functional Organizations in a Gaming Environment." Simulation & Games 16, no. 3 (September 1985): 325–45. http://dx.doi.org/10.1177/0037550085163004.

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Chaney, Isabella M., Ku-Ho Lin, and James Chaney. "The Effect of Billboards within the Gaming Environment." Journal of Interactive Advertising 5, no. 1 (September 2004): 37–45. http://dx.doi.org/10.1080/15252019.2004.10722092.

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Zhou, Ji Chang. "A Game Model of Social Subjects Relationship in Rural Environment of China." Advanced Materials Research 113-116 (June 2010): 1447–51. http://dx.doi.org/10.4028/www.scientific.net/amr.113-116.1447.

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The environmental social subjects relationship are benefit relations among the environmental social social subjects, the occurrence of the environmental right infringement are main manifestation of the unbalanced environmental relations. The exacerbation of environmental pollution in the Chinese countryside is mainly rooted in its unbalanced environmental relations. The environmental pollution process is a gaming process among the environmental social subjects. The gaming among Chinese rural environmental subjects has many characteristics.
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Priyanka, S., Anuja Bokhare, Daniel Paul, and Timothy Dsilva. "Math Adventures with Tuffy: A 2D Game to Aid in Learning Mathematics." International Journal for Research in Applied Science and Engineering Technology 10, no. 2 (February 28, 2022): 612–23. http://dx.doi.org/10.22214/ijraset.2022.40260.

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Abstract: Games have always played a significant role in a student’s life. With the fast paced technological development and the virtualization of learning environments, the need for bridging the gap between learning and gaming has never been higher. Studies have shown that integrating games into academics have shown significant improvement in the students’ engagement and are motivated to perform well. The aim of this study is to develop a 2D platform game to support learning of mathematics at elementary level. Various academic aspects are integrated into in order to set a learning environment using game mechanics. Building on the pre-existing ideologies on games for learning while basing it on Educational requirements and enhancing the gaming experience. This makes the learning experience engaging and fun all the while focusing on the learning experience, and when education is related with fun the positive aspects of gaming would be reflected on academics as well. The study focuses on game development and how various concepts for gamification are implemented and integrated to it. Understanding the relationship between education and gaming leads to compelling Academic solutions. This could revolutionize the field of Education and how it is imparted. Keywords: Gamification, learning environment, educational tool, development, math game.
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Lalander, Philip. "Swedish machine gamblers from an ethnographic perspective." Journal of Gambling Issues, no. 18 (October 1, 2006): 73. http://dx.doi.org/10.4309/jgi.2006.18.5.

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This article presents an ethnographic analysis of the biggest money-maker in Swedish gambling, namely, the state-owned electronic gambling machines, called Jack Vegas machines. The focus is on (1) social dimensions of the game and (2) various gambler types that develop in the Jack Vegas environment. In the section about social dimensions, there is a discussion about social interaction between gamblers and between gamblers and staff/owners of restaurants with the machines. There is a kind of sociality in Jack Vegas environments, but also feelings of irritation and frustration among the players. The text discusses the gambling types developed by Sue Fisher and, to some degree, Robert Custer and relates them to the Swedish ethnographic findings. But the article develops new gambler types as well. The gambler types developed by previous researchers in academic and empirical contexts need to be revitalized and further developed in new gaming environments.
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Etches, Marc W. "INTRODUCTION." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): i—ii. http://dx.doi.org/10.5750/jgbe.v7i3.815.

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Welcome to this special edition of the Journal of Gambling Business and Economics.In Great Britain, it has become a regulatory and commercial imperative, to better understand consumer behaviour in relation to gaming machines and gambling-related harm. Businesses seek to improve their offering of gambling-related products and services in relation to market demand which may include changes to game parameters (e.g., increases in stakes and prizes). The regulator seeks to foster an environment where the gambling industry can flourish, but not at the expense of the well-being of consumers generally, and vulnerable players in particular.
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Kim, Esther, Dojin Lee, KyuMi Do, and Jueun Kim. "Interaction Effects of DRD2 Genetic Polymorphism and Interpersonal Stress on Problematic Gaming in College Students." Genes 13, no. 3 (February 28, 2022): 449. http://dx.doi.org/10.3390/genes13030449.

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Problematic gaming has become a public concern, influenced both by genetic factors and stressful environments. Studies have reported the effects of dopamine-related genes and interpersonal stressors on problematic gaming, but gene and environment interaction (G × E) studies have not been conducted. In this study, we investigated the interaction effects of dopamine receptor D2 (DRD2) polymorphisms and interpersonal stress on problematic gaming and the mediating effect of avoidant coping to reveal the mechanism of the G × E process. We recruited 168 college students (mean age = 22; male 63.1%) and genotyped their DRD2 C957T (rs6277) and Taq1 (rs1800497) polymorphisms. The results of the mediated moderation analysis showed that, when experiencing interpersonal stressors, individuals with both the C957T T allele and the Taq1 A1 allele showed more elevated problematic gaming scores than non-carriers. Moreover, the interaction effect of the combined DRD2 polymorphisms and interpersonal stress was significantly mediated by avoidant coping. These findings suggest that the influence of interpersonal stress on problematic gaming can be changed as a function of DRD2 genotypes, which may be because of the avoidant coping styles of C957T T allele and Taq1 A1 allele carriers in response to stress.
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Frischmann, Timothy B., Mustapha Mouloua, and Katelyn Procci. "3-D gaming environment preferences: Inversion of theY-axis." Ergonomics 58, no. 11 (August 25, 2015): 1792–99. http://dx.doi.org/10.1080/00140139.2015.1044573.

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Banks, Jaime, and Caleb T. Carr. "Experiences of social demand in a simulated gaming environment." Qualitative Research Reports in Communication 20, no. 1 (January 1, 2019): 27–34. http://dx.doi.org/10.1080/17459435.2019.1592213.

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Baranauskas, M. Cec�lia C., Nelson G. Gomes Neto, and Marcos A. F. Borges. "Gaming at work: A learning environment for synchronized manufacturing." Computer Applications in Engineering Education 8, no. 3-4 (2000): 162–69. http://dx.doi.org/10.1002/1099-0542(2000)8:3/4<162::aid-cae5>3.0.co;2-k.

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Jung, Chang Won. "Online game playing as a political mobilizer: Gamers’ communication environment." Social Behavior and Personality: an international journal 48, no. 1 (January 7, 2020): 1–16. http://dx.doi.org/10.2224/sbp.8701.

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To illuminate gamers' political participation in democratic citizenship, I examined the prosocial role of online gaming and gamers' political action through the concept of gamers' communicative ecology, using an online survey of Korean adult gamers (N = 1,362) and a path analysis model. I found that gamers participated not only because of their personal interest in the gaming world, but also to engage in real politics. The results showed that (a) augmented reality game playing had a unique mobilization role; (b) exposure to game news via in-game news sources played an important role in political participation; (c) community involvement and, regardless of the subject matter, game discussion, were critical indicators of participatory behavior; and (d) culturally constructed shared understandings (affective ties), and sense of community belonging fostered participation. Political and theoretical implications are discussed.
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Murad, Sadaf S. "Brain involvement in the use of games in nursing education." Journal of Nursing Education and Practice 7, no. 6 (January 21, 2017): 90. http://dx.doi.org/10.5430/jnep.v7n6p90.

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In this high-speed world in which everything is technologically driven, higher education also needs to incorporate technology into the scope of teaching pedagogy. Aligning educational games with the nursing curriculum is one way to address the need for technologically knowledgeable learners. Learning occurs in gaming environment is experimental, and constructive. Albeit, threading them in the nursing curriculum required in-depth knowledge about understanding brain involvement in this process. Nurse educators can thread gaming into the nursing content to ensure that learning occurs in a friendly environment. Learning games stimulates the release of dopamine in the midbrain, and the learning becomes part of long-term memory. The games must challenge and augment students’ interest so they get involved in the learning journey. The challenging environment, with clearly listed goals and ongoing feedback enhances learners’ interest and learning become part of their long-term memory. Gaming is an incomparable way of helping nursing students to learn actively and master learning skills. This literature review will discuss the phenomenon of gaming in education, the parts of brain that involved in educational games, scaffolding teaching and learning theories in designing educational games to improve and at last highlight the significance of gaming in nursing pedagogy. Use of games will open new horizon of possibilities to address various learning of different kinds of learners. This paper will act as a foundation to better comprehend the effective use of virtual world in academia.
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Cote, Amanda C. "“I Can Defend Myself”." Games and Culture 12, no. 2 (May 22, 2016): 136–55. http://dx.doi.org/10.1177/1555412015587603.

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Although video game audiences have greatly diversified over recent years, players who are not the stereotypical straight, White, male “gamer” are still frequently viewed as outsiders to online gaming and face harassment because of this status. However, many choose to play games despite this and have developed specific coping strategies they employ to avoid or respond to harassment. Using grounded theory and in-depth interviews with female gamers, this gender-based case study explores women’s strategies for coping with online game-related harassment. It shows that women are first and foremost an active audience, carefully managing their media environment to help ensure positive experiences. At the same time, their strategies come with limitations, such as hiding their contributions to gaming or provoking further harassment. Although women are capable media managers, their continued status as “outsiders” deeply affects their gaming experiences and demonstrates a need for cultural change in online environments.
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Griffiths, Mark, Jon Arcelus, and Walter Pierre Bouman. "Video Gaming and Gender Dysphoria: Some Case Study Evidence." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 34, no. 2 (November 14, 2016): 59–66. http://dx.doi.org/10.51698/aloma.2016.34.2.59-66.

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Video gaming has become an established area of research over the last two decades. Relatively little research has been carried out in the area of in-game gender swapping. Clinically, there is anecdotal evidence that people with Gender Dysphoria use video gaming for the purpose of experimenting with and experiencing their gender identity in a safe environment. This paper discusses the various positive and negative functions video gaming may have for people with Gender Dysphoria through a number of case studies. Recommendations for further research are suggested.
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Clayborn, Jaeson, and Alban Delamarre. "Living room conservation: a virtual way to engage participants in insect conservation." Rethinking Ecology 4 (April 2, 2019): 31–43. http://dx.doi.org/10.3897/rethinkingecology.4.32763.

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Through interactive gaming, virtual reality applied to butterfly and forest conservation activities can reach a broad audience and initiate a paradigm shift towards coexistence between humans and butterflies under urban settings. Butterfly World 1.0 is a serious game designed to teach players about butterflies and plants in dry forest ecosystems in the Florida Keys (USA). Tasks include butterfly and plant identification and the removal of an invasive ant species. The immersive virtual environment allows players to explore the forest without swarms of mosquitoes and oppressive heat present in the real environment. Rethinking a different way of communicating butterfly conservation and environmental stewardship through gaming, we can reach many who might otherwise remain untouched by traditional education routes. Virtual gaming, designed to educate the player through meaningful tasks and measurable outcomes, presents another avenue for direct knowledge acquisition and passive empathy through direct experiences.
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Lai, Colin, Hung-Lian Tang, J. Michael Tarn, and Sock Chung. "The Compliance of IT Control and Governance." International Journal of Information Security and Privacy 10, no. 1 (January 2016): 28–44. http://dx.doi.org/10.4018/ijisp.2016010102.

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This study used a multiple-case study methodology in exploring the status of IT control in the casino gaming industry. The observations of this research should very much represent the overall status of the concerned issues regarding the casino gaming industry of Macao. Having attained a more complete level of IT control not only helps the company in satisfying the concerned regulatory compliance requirements, but also makes IT works more effectively for the companies in helping them to gain the competitive advantage in the fierce competitive environment in the gaming industry. The findings of this research can help the gaming companies to identify the potential enhancement areas of IT control. This study has captured the IT control status of the gaming industry at an initial stage of development in Macao. Further, the results can serve as a solid foundation for future research on the casino gaming industry and extending similar research to be conducted on other industries and government agencies, which are promoting the awareness of the importance of IT control.
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Siemer, Julika, and Marios C. Angelides. "Integrating an intelligent tutoring facility into a gaming simulation environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1080/026839697345071.

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Goedert, James D., and Saeed Rokooei. "Project-Based Construction Education with Simulations in a Gaming Environment." International Journal of Construction Education and Research 12, no. 3 (March 9, 2016): 208–23. http://dx.doi.org/10.1080/15578771.2015.1121936.

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Yadamsuren, Borchuluun. "Potential of inducing serendipitous news discovery in social gaming environment." Proceedings of the American Society for Information Science and Technology 50, no. 1 (2013): 1–4. http://dx.doi.org/10.1002/meet.14505001157.

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Ausburn, Lynna J. "Learner Characteristics and Performance in a First-Person Online Desktop Virtual Environment." International Journal of Online Pedagogy and Course Design 2, no. 2 (April 2012): 11–24. http://dx.doi.org/10.4018/ijopcd.2012040102.

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This study used a trait/treatment conceptual model with a single-treatment design to examine effects of gender, computer gaming experience, age, and visual skill on learners’ performance and perceptions in an online desktop virtual environment (DVE). Participants were 55 adult students in a sub-baccalaureate surgical technology program. The DVE presented two operating rooms (ORs) and their contents. The DVE was a “first-person” environment in which learners controlled their exploration and navigation and viewed the ORs from their own perspective as if seeing them in the physical world. Results indicated that gender, gaming experience, and age affected the learners’ spatial orientation, perceived confidence, and perceived task difficulty in the DVE, but visual skill did not. Correlations were also found among several of the learner variables. Recommendations are made for both practice and further research.
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Nasution, Syaifuddin, Mustafa M. Amin, and Elmeida Effendy. "Case Report: Coronavirus Disease-19 Pandemic Associated Gaming Disorder." Open Access Macedonian Journal of Medical Sciences 9, T3 (June 9, 2021): 81–83. http://dx.doi.org/10.3889/oamjms.2021.6352.

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Background: Self-quarantine and social distancing are one of the numerous impacts of COVID-19 pandemic that leads individuals to spend much more time at home which in turn interestingly contributes to the increased number of gaming disorder cases. Gaming disorder is defined as a negative behavioural pattern that is characterized by excessive time spent on playing games and losing self-control in terms of playing games that causes neglect of other daily activities or interests. Case Report: We are reporting a case of gaming disorder in a 25-year-old man, D, through this COVID-19 pandemic. Conclusion: We suggest that there is an association between psychosocial stressors and environment with psychiatric conditions. Further study is recommended to more holistically understand this particular gaming disorder.
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van Dijk, Tom, Ton Spil, Sanne van der Burg, Ivo Wenzler, and Simon Dalmolen. "Present or Play." International Journal of Game-Based Learning 5, no. 2 (April 2015): 55–69. http://dx.doi.org/10.4018/ijgbl.2015040104.

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Serious gaming is one of the newest developments in the world of learning and is gaining increasing attention within the business environment. Although many practitioners claim that serious gaming has more impact on demonstrated behaviour of trainees when compared to common presentations, little evidence exists. In this paper, the authors present an experiment that builds a foundation for proving that serious gaming is more effective than presentations in ensuring people demonstrate a specific set of behaviours within a training setting. The experiment involved addressing the same content a number of times by either holding a presentation or playing a serious game. Consequently, participants' behaviour was measured within a business simulation environment. Results demonstrate that experiencing failure is an important element of learning and that most learning occurs during a game debriefing when participants reflect on their experiences. The importance of learning elements like goal setting, feedback and challenge is demonstrated as well.
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Garrett, Michael, and Mark McMahon. "Computer-Generated Three-Dimensional Training Environments." International Journal of Gaming and Computer-Mediated Simulations 2, no. 3 (July 2010): 43–60. http://dx.doi.org/10.4018/jgcms.2010070103.

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Problem-based learning is an instructional strategy that emphasises the accumulation and development of knowledge via an active and experiential based approach to solving problems. This pedagogical framework can be instantiated using gaming technology to provide learners with the ability to control their learning experience within a dynamic, responsive, and visually rich three-dimensional virtual environment. In this regard, a conceptual framework referred to as the Simulation, User, and Problem-based Learning (SUPL) approach has been developed in order to inform the design of 3D simulation environments based on gaming technology within a problem-based learning pedagogy. The SUPL approach identifies a series of design factors relative to the user, the problem-solving task, and the 3D simulation environment that guide the learning process and facilitate the transfer of knowledge. This paper will present a simulation environment design according to this conceptual framework for a problem-solving task within the context of an underground mine emergency evacuation. The problem-solving task will be designed to satisfy learning objectives that relate to the development of knowledge and skills for emergency evacuation of the Dominion Mining’s Challenger mining operation located in South Australia.
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Zakharova, Ekaterina Alexandrovna. "Using games in English language teaching." KANT 43, no. 2 (June 2022): 270–75. http://dx.doi.org/10.24923/2222-243x.2022-43.48.

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The purpose of the study is to consider the problem of using didactic games for teaching foreign languages. The article deals with the issue of using didactic games for teaching English, analyzes the conditions under which the use of gaming technologies is the most effective, and gives recommendations for organizing gaming interaction in the classroom. The scientific novelty of the study lies in the fact that in the process of studying the problem of using didactic games in teaching, the author developed his own typology of games, among which he singled out and characterized a new type of kinetic game, tasks for mixed communication (ZSO), thereby bringing gaming technologies closer to recognition. in the academic environment as an effective learning tool. As a result of the study, the requirements for the selection and application of gaming technologies that provide the greatest didactic effect were identified.
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Nicoll, Benjamin. "Bridging the Gap." Games and Culture 12, no. 2 (May 22, 2016): 200–221. http://dx.doi.org/10.1177/1555412015590048.

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This article recovers the popular imaginaries surrounding an obsolete video game platform, the Neo Geo Advanced Entertainment System (AES), through a thematic discourse analysis of British and North American gaming magazines from the 1990s. Released in Japan in 1990, the Neo Geo AES was marketed as a home video game system capable of bridging the gap between the public space of the gaming arcade and the domestic environment of the home. “Imaginaries” in this context refer to the dreams and fantasies that accompanied the Neo Geo AES’s negotiation of arcade and home spaces as well as the discourses, images, ideas, and beliefs that helped mold its identity as a cultural object. Gaming magazines, I argue, help articulate how the system’s failure was tied to its unsuccessful navigation of cultural tensions during a period when gaming culture underwent a rapid relocation from the arcade to the home.
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Karapatakis, Andreas. "Virtual worlds and money laundering under EU law: The inadequacy of the existing legal framework and the challenges of regulation." New Journal of European Criminal Law 10, no. 2 (April 14, 2019): 128–50. http://dx.doi.org/10.1177/2032284419841711.

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The technological advancements and the rise of online gaming have given birth to a ‘new’ crime, that is, the crime of money laundering through virtual worlds with the use of gaming currency. However, the current European anti-money laundering (AML) regime is incapable of addressing it. The unique environment from virtual worlds renders the traditional notions and definitions about money laundering obsolete and requires from the European Union legislator to take steps towards a more technologized idea of money in order to fight this crime. Nevertheless, the effort for a more contemporary approach of money laundering, and the insertion of gaming currency, in the AML regime is inextricably linked to the comprehension of the present threat from virtual worlds.
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ADRIAANSEN, TEUN, DIETER ARMBRUSTER, KARL KEMPF, and HONGMIN LI. "AN AGENT MODEL FOR THE HIGH-END GAMERS MARKET." Advances in Complex Systems 16, no. 07 (October 2013): 1350028. http://dx.doi.org/10.1142/s0219525913500288.

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Understanding the driving forces in the markets of their products is a basic necessity for any business. Quantitative models are either aggregated over large market segments or restricted to utility models of an individual's buying decision. While the aggregate models acknowledge that customer interactions are important they do not model them and hence have no way to adjust their model to changing business environments. This paper bridges the gap between individual decisions and the overall market behavior using agent based simulations to model the sales of computer chips in the high-end gamers market. The simulation environment is dynamic and models the succession of 19 products introduced over a 40 month time horizon which includes the recession of 2008–2010. Simulated sales are compared to actual sales data and are used to adjust the parametrization of the agents and their environment. We found that only two agent parameters are sufficient to obtain a very reasonable fit between simulations and data: The amount of money available for the gaming hobby and a parameter related to the gaming success of the high-end gamers.
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PRASAD, KDV, Mruthyanjaya Rao Mangipudi, and Rajesh Vaidya. "Gamification Framework With Reference to Business Perspective." International Journal of Professional Business Review 7, no. 5 (December 2, 2022): e0702. http://dx.doi.org/10.26668/businessreview/2022.v7i5.702.

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Purpose: The purpose of this manuscript is to develop and present a gamification framework with eight gamifying mechanics for the business environment and delineate how these mechanisms are different in-game and business/workplace considering gamification as an application of games in non-gaming contexts. Theoretical framework: The gamification mechanics has eight framework elements –meaning, accomplishment, ownership, scarcity, employment, social influence, unpredictability, and avoidance. Each framework element has 4 sub-elements. Every framework element has described in detail where do they appear in the game vs where do they appear in the business/workplace and their relevance. Design/methodology/approach: The eight-element gamification mechanics framework developed considering the business in e-commerce industry. Each and framework element was dissected and developed considering in business/workplace environment in parallel with the gaming environment under non-gaming contexts. Findings: The study resulted in the development gamification mechanics framework for a business environment which can be applied in any business environment and workplace. Research, Practical & Social implications: The developed gamification mechanics framework can be used in any business environment/workplace for performance improvement and enhancing employee engagement. We have provided a detailed description of each gamification mechanics framework element, however. The sub-elements may vary from organization to organization and business to business. Before applying this framework the organization should review the framework along with the organization business goals and decide the course of action. Originality/value: The study offers the business and other organization to implement the gamification framework with eight elements for organizational growth, employee engagement
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Pawska, Wioletta. "Prawo małoletnich do wolności od hazardu, uzależnienia od Internetu i gier komputerowych." Rocznik Administracji Publicznej 6 (2020): 47–75. http://dx.doi.org/10.4467/24497800rap.20.003.12897.

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The Right of Minors to Freedom from Gambling and Internet andGaming Addition The aim of the article is to highlight the dangers of gambling and Internet and gaming addiction of minors and young persons. The author is convinced that in the absence of positive legislative changes and if creators of games engaging young persons in gaming are not punished, children will not be safe in the online environment. There will not have any other lives than those in the games they play. Additionally, the most important thing is the role of the parents, guardians and teachers. They should talk to children about the problem, show them the dangers and organise better their free time – in an educational and carefree way. In accordance with the obligatory rules of custody, they should ensure them suitable development, safety and a sense of belonging. The teachers ought to support these activities. Summarising, if the status quo continues to be tolerated, minors and young person’s will be deprived of carefree life and suffer from harm and even sudden deaths. The author is sure that parents and children do not give enough attention to that and we should not take away from young person’s the joy of simple things letting them play in the Internet instead.
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Pawska, Wioletta. "Prawo małoletnich do wolności od hazardu, uzależnienia od Internetu i gier komputerowych." Rocznik Administracji Publicznej 6 (2020): 47–75. http://dx.doi.org/10.4467/24497800rap.20.003.12897.

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The Right of Minors to Freedom from Gambling and Internet andGaming Addition The aim of the article is to highlight the dangers of gambling and Internet and gaming addiction of minors and young persons. The author is convinced that in the absence of positive legislative changes and if creators of games engaging young persons in gaming are not punished, children will not be safe in the online environment. There will not have any other lives than those in the games they play. Additionally, the most important thing is the role of the parents, guardians and teachers. They should talk to children about the problem, show them the dangers and organise better their free time – in an educational and carefree way. In accordance with the obligatory rules of custody, they should ensure them suitable development, safety and a sense of belonging. The teachers ought to support these activities. Summarising, if the status quo continues to be tolerated, minors and young person’s will be deprived of carefree life and suffer from harm and even sudden deaths. The author is sure that parents and children do not give enough attention to that and we should not take away from young person’s the joy of simple things letting them play in the Internet instead.
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43

Huang, Guihai, and Wai Ming To. "Importance-performance ratings of corporate social responsibility practices by employees in Macao’s gaming industry." International Journal of Contemporary Hospitality Management 30, no. 9 (September 10, 2018): 2870–87. http://dx.doi.org/10.1108/ijchm-09-2017-0600.

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Purpose Employees play a significant role in implementing corporate social responsibility (CSR) practices. This paper aims to examine the perceived importance of CSR practices and identifies improvement areas of CSR practices using the importance-performance analysis from Macao’s casino employees’ perspective. Design/methodology/approach Based on a literature review of CSR in the hospitality industry and ISO 26000, a comprehensive set of CSR practices including responsible gaming practices was identified. Data were collected from 298 casino employees. Importance-performance analysis as well as exploratory and confirmatory factor analysis were used to identify important CSR practices and the factor structure of CSR in Macao’s gaming industry. Findings Employees rated “providing good wages and health insurance” as the most important practice, followed by “creating a health and safe working environment” and “be fair and honest with employees.” The importance-performance analysis shows that employees perceived their firms performing well in “providing good wages and health insurance,” “protecting consumer data and consumer privacy” and “providing good consumer service and support.” The results of confirmatory factor analysis indicate that CSR in Macao’s gaming industry encompasses seven factors, namely, “Labor Practices,” “The Environment,” “Fair Operating Practices,” “Consumer Issues,” “Human Rights,” “Community Involvement” and “Responsible Gaming”. Originality/value Casino employees shape customer experience, recognizing and understanding how employees view CSR practices can help casino operators refine their CSR initiatives.
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Sergeev, Sergey, and Arturas Kaklauskas. "Cybersport: Stages and content of usability testing of gaming interfaces and environments." MATEC Web of Conferences 245 (2018): 04017. http://dx.doi.org/10.1051/matecconf/201824504017.

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The article explores the content and technologies of usability testing of user aspects of gaming interfaces and elements of the gaming environment used in eSports. Areas of usability research and the specificity of the full and intermediate testing in the design of computer games are shown. The stages of preparation and testing are analyzed. The basic principles and methods of the results analysis are considered. The process of the interface design of a software product is conventionally divided into six stages. Each stage uses its own usability testing methods, and their results then become the starting point for using other methods. An enumeration and a brief overview of the research content and usability methods used at each stage of the design of the game interface and game environment are given.
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Carbonell-Carrera, Carlos, Jose Luis Saorin, and Stephany Hess-Medler. "Spatial Orientation Skill for Landscape Architecture Education and Professional Practice." Land 9, no. 5 (May 20, 2020): 161. http://dx.doi.org/10.3390/land9050161.

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Professional landscape architecture organizations have requested training from educational institutions based on new skills and methodologies in the curriculum development of students. Landscape architects need to visualize and evaluate the spatial relationships between the different components of the landscape using two-dimensional (2D) or three-dimensional (3D) maps and geospatial information, for which spatial orientation skills are necessary. The data from six workshops conducted throughout the 2010–2020 period, in which 560 second-year engineering students participated using different strategies and technical tools for spatial orientation skills’ development, were collected in a unique study. Factors such as the technology used, the gaming environment, the type of task, the 2D/3D environment, and the virtual environment were considered. The Perspective-Taking Spatial Orientation Test was the measurement tool used. The results show that mapping tasks are more efficient than route-based tasks. Strategies using 2D and a 2D/3D combination are more effective than those with only 3D. First-person perspective gaming environments are also a valid alternative. The technologies applied in this study are easy to use and free, and a measurement tool is provided. This facilitates an interdisciplinary approach between landscape architecture education and professional practice since these workshops could also be easily carried out by professional bodies for landscape planning and management.
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46

Garber, Elizabeth. "MOO: Using a Computer Gaming Environment to Teach about Community Arts." Art Education 57, no. 4 (July 2004): 40–47. http://dx.doi.org/10.1080/00043125.2004.11653558.

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Livingston, Lori A. "The Effect of Color on Performance in an Instructional Gaming Environment." Journal of Research on Computing in Education 24, no. 2 (December 1991): 246–53. http://dx.doi.org/10.1080/08886504.1991.10782006.

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48

Argles, Tom, Shailey Minocha, and David Burden. "Virtual field teaching has evolved: benefits of a 3D gaming environment." Geology Today 31, no. 6 (November 2015): 222–26. http://dx.doi.org/10.1111/gto.12116.

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49

Mirehei, S. Moussa, Glenn Kuriger, Hung Da Wan, and F. Frank Chen. "Enhancing lean training for the office environment through simulation and gaming." International Journal of Learning and Intellectual Capital 8, no. 2 (2011): 206. http://dx.doi.org/10.1504/ijlic.2011.039447.

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50

Germanchis, T., C. Pettit, and W. Cartwright. "Building a three‐dimensional geospatial virtual environment on computer gaming technology." Journal of Spatial Science 49, no. 1 (June 2004): 89–95. http://dx.doi.org/10.1080/14498596.2004.9635008.

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