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1

Fraenkel, Aviezri S. "Heap games, numeration systems and sequences." Annals of Combinatorics 2, no. 3 (September 1998): 197–210. http://dx.doi.org/10.1007/bf01608532.

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2

Liu, Yaqiong, Hock Soon Seah, and Guochu Shou. "Cost-Optimal Time-dEpendent Routing with Time and Speed Constraints in Directed Acyclic Road Networks." International Journal of Information Technology & Decision Making 15, no. 06 (November 2016): 1413–50. http://dx.doi.org/10.1142/s0219622016500437.

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Travel costs on road networks always change over time which implies road networks are time dependent. Most studies on time-dependent road networks simply find the shortest path with the least travel time without considering waiting at some nodes, or fuel consumption and toll fee. In real-world applications or computer games, waiting may be allowed at some nodes but disallowed at other nodes; a user can traverse an edge at different speeds; monetary travel cost contains fuel cost and toll fees; and users usually prefer the minimum-cost route under time and speed constraints. Therefore, we study Cost-Optimal Time-dEpendent Routing (COTER) problem with time and speed constraints. We utilize two fuel consumption models and compute the minimum fuel consumption with given travel time for highway edges via nonlinear optimization. We allow the toll fee function to be an arbitrary single-valued time-dependent function. We define an Optimal Cost (OC) function for each candidate node [Formula: see text], and derive the recurrence relation formula between [Formula: see text]’s incoming neighbors’ OC-functions and [Formula: see text]’s OC-functions. To solve COTER, we propose a five-step algorithm, namely, ALG-COTER, which uses Fibonacci-heap optimized Dijkstra, topological sorting, dynamic programming, binary min-heap optimization, nonlinear optimization, and backtracking algorithms. Experimental results on three real-world road networks of different sizes demonstrate that our algorithm finds the optimal route efficiently and is scalable to different parameters.
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Cote, Amanda C. "Writing “Gamers”." Games and Culture 13, no. 5 (December 31, 2015): 479–503. http://dx.doi.org/10.1177/1555412015624742.

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In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized female characters, magazine covers featuring men, and predominantly male authors. Given the mutually constitutive nature of representation and reality, the lack of women in consumer press then affected girls’ ability to identify as gamers and enter the gaming community. This shows that, even as gaming audiences diversify, inclusive representations are also needed to redefine gamer as more than just “male.”
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Colăcel, Onoriu. "Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)." Messages, Sages, and Ages 4, no. 1 (August 1, 2017): 41–50. http://dx.doi.org/10.1515/msas-2017-0004.

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Abstract Among everything else post-apocalyptic video games have come to stand for, notions of in-group versus out-group communication are paramount. The Last of Us (2014, Naughty Dog/Sony Computer Entertainment) is a case in point. I look into the game’s use of subtitles and didactic texts in order to find out to the extent speech acts shape the player’s understanding of what the video game is. As an understudied aspect of video games, HUD or menu elements, as well as characters’ exchanges and voice-over narration, disclose what it is like to be alive, dead or in-between. Essentially, they show the tensions between the avatar and the gamer: the hero makes all of the decisions by himself and the player has to abide or stop playing all together. The avatar’s identity comes alive through speech acts, while the player is left outside decision-making processes. Survival horror gaming, with a religious twist, gives insight into the in-game discussion on the representation of the zombie rather than on the zombie experience as such. On screen, the interplay between speech acts and written language amounts to a procedural language, which suggests that variability in language creates an environment conducive to learning. Particularly, language use is all about group values and communication styles that should help gamers tell apart friends from enemies, good from evil and, finally, people from zombies.
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Kuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (August 8, 2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.

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Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi, smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas mempunyai kebiasaan memainkan game. Penentuan sampel dalam penelitian ini menggunakan metode total sampling. Hasil dari penelitian ini menunjukan bahwa: Kemudahan memainkan sebesar 78 %; Kegunaan sebesar 78%; persepsi Sikapsebesar 83%. Dari kemudahan, kegunaan dan sikap berpengaruh signifikan terhadap minat memainkan game sebesar 90%. Hasil pengujian memberikan bukti bahwa komunitas gamer semarang berminat memainkan game Game Bubble Zoo Collectketika akan menambah pengetahuan. Kata kunci: Kerangka TAM, Game Edukasi, User Interface. Abstract Current technological developments have entered all aspects of life. One of the most developed technologies is smart phones or smartphones. Aside from being a communication tool, smartphone is also one of the tools that can be used to help various purposes including opening the internet, as a means of multimedia, playing games, learning process and others.Data collection methods in this study use survey methods by distributing questionnaires to semarang gamers as many as 20 members. All members of the community have a habit of playing games. Determination of samples in this study using total sampling method. The results of this study indicate that: Ease of playing is 78%; Usage of 78%; Attitude perceptions of 83%. From the ease, usefulness and attitude significantly influence the interest in playing the game by 90%. Test results provide evidence that the gamers community is interested in playing game games Bubble Zoo Collect when it will increase knowledge. Keywords: TAM Framework, Educational Game, User Interface.
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Stokes, Benjamin, and Dmitri Williams. "Gamers Who Protest." Games and Culture 13, no. 4 (November 6, 2015): 327–48. http://dx.doi.org/10.1177/1555412015615770.

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Commercial games are rarely studied for their links to civic behavior. Yet small-group games online can affect the social networks that spill into civic life (and vice versa). This study examined players of the world’s most popular personal computer game, League of Legends. Such games are theorized as mirrors that reflect civic tendencies and help some players to retain social resources. Using models of civic voluntarism, the attitudes and behaviors of more than 9,000 gamers were investigated. Gamers were shown to have relatively typical civic lives, except for unusually high rates of peaceful protest. Which gamers protest? As predicted, models for protest improved when considering how players approach their gaming (including recruiting and collaboration preferences). Dispelling some civic fears, there was no evidence that video games distracted from civic life when played in moderation. The findings support an emerging notion of protest as a playful and “expressive” civic mode.
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7

Andreev, V. I., O. I. Sluchak, M. I. Andryushchenko, and V. Ya Maer. "Positive Impact of Exergaming on Recovery from Stress and Metabolic Equivalent of Tasks for Athletes and Gamers (on the Example of Outdoor Mobile Games)." Ukraïnsʹkij žurnal medicini, bìologìï ta sportu 6, no. 4 (September 20, 2021): 208–16. http://dx.doi.org/10.26693/jmbs06.04.208.

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The research focuses on exergaming as an instrument of physical traning for stress tolerance. The purpose of the study is to determine the positive effect of exergaming on two criteria: 1) on stress resistance based on root mean square of successive differences (speed of recovery after physical stress); 2) to combat obesity on the basis of metabolic equivalent of task. The main difference between simple gamer and professional sportsman reaction to the exergaming was developed. For example, exergaming is one of the best types of unloading workout for sportsman and one of the best motivator for more intence workout for simple exergamer. The main categories of exergames classification were reviewed in economic and scientific context of the exergame industry. Main exergaming types include: home, medical, dance and bike exergaming, connect emulation of the sport, role-playing game with gamercize-control and outdoor mobile games. Materials and methods. Nineteen competitions of dance exergaming (World Pump Festival and Just Dance) and eSports League discipline of bike exergaming (Zwift) have been identified in aspects of cybersports. This article is confirmed in 2 experimental researches about: 1) metabolic equivalent of task in main exergaming types and outdoor mobile games in particular; 2) speed of recovery after physical stress. Study of metabolic equivalent of task for the exterior mobile games is based on Ukraine Niantic games community survey (190 members). Results and discussion. Average playing experience for the Niantic games (Ingress, Pokémon Go and Harry Potter: Wizards Unite) community was 4 years (59% ≤5 years and 41% >5 years). The distance travelled during this time was about 7429 kilometers (32% passed more than 10,000 km). Metabolic equivalent of task and body heat balance was modelled on the basis of the survey data and metabolic WHO constants and body heat constants of ANSI standart. Exterior games take 5.65 kkal to 1 kg per 1 day, home fitness exergaming (Power Pad, Let's Yoga, Personal Trainer: Walking) takes 7.14 kkal to 1 kg per 1 day, dance exergames take 7.14-10 kkal to 1 kg per 1 day. In the body heat equivalent, this is 4.1 times more than at rest for home-fitness videogames, 5.75 times more than at rest for dance exergaming and 1.84-2.59 times more than at rest for exterior mobile exergames. Conclusion. Based on the indicators of root mean square of successive differences with the help of Energy Health free platform, the first stage of the research on the influence of outdoor exergames on the formation of stress tolerance was held. Root mean square of successive differences monitoring was carried out for 20 participants (10 Black Sea State University volleyball team members and 10 Niantic game community members). An increase in root mean square of successive differences was recorded for 80% of gamers and 60% of athletes. Moreover, the novelty factor acted precisely in athletes, which indicates long-term effectiveness of outdoor mobile games as an instrument of physical traning for stress tolerance
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8

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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Dr. Sonia George, Deena Balakrishnan,. "Exploring the impact of internet gaming disorder on adolescent gamers using thematic analysis." Psychology and Education Journal 58, no. 2 (February 10, 2021): 5534–38. http://dx.doi.org/10.17762/pae.v58i2.2972.

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Most of the top gaming companies are owned by China, Japan, Korea, and USA. However, the users of games, developed by these gaming tech-giants are worldwide. Online/offline gaming has been a fascination for adolescents and adults ever since video games came in the global market. Moreover, Internet provides a plethora of online and offline games which help the gamers to vent out their feelings and extend resources through communication which is essential for a healthy development of emotional and psychological state. Though society often took gaming as a light hearted activity and often intended to reduce stress and boredom has recently taken a drastic shift, highlighting its negative outcomes on the users. To add on to this, the formal declaration of Internet gaming as a mental health disorder by the World Health Organization (WHO) 2018 has brought relentless researches focusing on the detrimental impact of Internet games on the users. Moreover, this inclusion has had a great influence on the scientific researches. This paper attempts to explore the impact of Internet Gaming Disorder (IGD) on adolescent gamers qualitatively using thematic analysis, and offers suggestion for combating issues pertaining to Internet games on its users.
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10

Yuhas, Daisy. "Head Games." Scientific American Mind 23, no. 5 (October 18, 2012): 76. http://dx.doi.org/10.1038/scientificamericanmind1112-76b.

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11

Ranscombe, Peter. "Head games." Lancet Neurology 11, no. 7 (July 2012): 577. http://dx.doi.org/10.1016/s1474-4422(12)70150-3.

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12

SALNY, ABBIE F. "Head Games." Scientific American Mind 17, no. 1 (January 2006): 88. http://dx.doi.org/10.1038/scientificamericanmind0206-88.

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Salny, Abbie F. "Head Games." Scientific American Mind 18, no. 1 (February 2007): 86. http://dx.doi.org/10.1038/scientificamericanmind0207-86.

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SALNY, ABBIE F. "Head Games." Scientific American Mind 16, no. 1 (April 2005): 96. http://dx.doi.org/10.1038/scientificamericanmind0405-96.

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Salny, Abbie F. "Head Games." Scientific American Mind 17, no. 3 (June 2006): 86. http://dx.doi.org/10.1038/scientificamericanmind0606-86.

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16

Hutchins, Shelley D. "Head Games." ASHA Leader 21, no. 10 (October 2016): 26–27. http://dx.doi.org/10.1044/leader.lml.21102016.26.

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SALNY, ABBIE F. "Head Games." Scientific American Mind 17, no. 4 (August 2006): 83. http://dx.doi.org/10.1038/scientificamericanmind0806-83.

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Salny, Abbie F. "Head Games." Scientific American Mind 16, no. 3 (October 2005): 94. http://dx.doi.org/10.1038/scientificamericanmind1005-94.

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Salny, Abbie F. "Head Games." Scientific American Mind 16, no. 4 (December 2005): 95. http://dx.doi.org/10.1038/scientificamericanmind1205-95.

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20

PHILLIPS, LISA. "HEAD GAMES." Neurology Now 3, no. 5 (September 2007): 22–23. http://dx.doi.org/10.1097/01.nnn.0000299030.76608.27.

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Tomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.

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The video game market is dominated by numerous franchises and many players lament that games are becoming boring and repetitive. However it is evident that players desire these games, which sell well. This article suggests that Deleuze and Guattari’s refrain can help explain why players desire repetition in games, and what kinds of risks and potentials it can provide. Specifically, in regard to gameplay I consider elements including genre and mechanics, and player’s desire to re-experience games. To explore repetition in players I consider game communities and the gamer identity, which can open up players to difference or encourage restriction. I argue that understood through the refrain, repetition in video games has the potential to generate difference, innovation and connections, but also possibly a closing off. The refrain is a useful tool for games studies and industry workers who are interested in understanding how new experiences can emerge from repetition.
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Lee, Michael, and Zachary C. Shirkey. "Going Beyond the Existing Consensus: The Use of Games in International Relations Education." PS: Political Science & Politics 50, no. 02 (March 31, 2017): 571–75. http://dx.doi.org/10.1017/s1049096516003218.

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ABSTRACT Despite the popularity of using games to teach international relations, few works directly assess their effectiveness. Furthermore, it is unclear if games help all students equally, or if certain students are more likely to benefit than others. Finally, how closely the game must mirror the concept being taught to be an effective pedagogical tool has received scant attention. We address these points by discussing the use of an updated version of the classic American election game, Consensus, to help illustrate the role of domestic political coalitions in an international political economy course. Assessing the performance of 39 students via a pre- and post-quiz, we find that student performance improved overall, particularly among frequent gamers.
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Costello, Robert, and Jodie Donovan. "How Game Designers Can Account for Those With Autism Spectrum Disorder (ASD) When Designing Game Experiences." International Journal of End-User Computing and Development 8, no. 2 (July 2019): 29–55. http://dx.doi.org/10.4018/ijeucd.20190701.oa1.

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Autism Spectrum Disorder (ASD) is a prevalent neurodevelopmental disability among gamers where individuals belonging to this group of conditions have difficulty understanding non-verbal cues. Though game accessibility is a focal point in the games industry, there has been a keen focus placed on developing accessibility. Consequently, this study examines the perspective of video games from individuals who have autism to gain further insight into the needs of these individuals. The preliminary study is to discover if autistic users' difficulty reading non-verbal cues extends to their perception of a game environment and if these individuals can experience sensory distress while playing video games. A prototype was created to further understand the non-verbal cues to help shape the foundation of accessibility framework. The preliminary results concluded that autistic users frequently misread or fail to pick up on the non-verbal cues used by developers to drive game flow and narrative (e.g., sign-posting), in addition to experiencing sensory distress while playing video games.
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Szabó, József. "Gamerek az iskolában." Információs Társadalom 18, no. 1 (April 6, 2018): 120. http://dx.doi.org/10.22503/inftars.xviii.2018.1.8.

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Az elektronikus játékok terjedése többek között a pszichológusok figyelmét is felkeltette, akik a játékfüggőség veszélyeire figyelmeztettek. A felállított hipotézis szerint a játékhasználatnak igen komoly haszna is lehet, segíti az együttműködést, a kommunikációt, új ismereteket is nyújt, de a csapatjátékon keresztül a stratégiai gondolkodást is támogatja. A kutatás arra kereste a választ, hogy a fiatalok milyennek látják a gamerek világát, hogyan ítélik meg a játékok hasznosságát, hogyan viszonyulnak a sporthoz, és mennyiben befolyásolja a játék a tanulmányi eredményeiket. A vizsgálat azt mutatja, hogy a fiúk és a lányok játékhasználata nem tér el jelentősen, a tanulmányi eredmények az intenzív játékhasználat mellett sem romlanak. Ugyanakkor a szabadidő kitöltésében az aktív sportolás is megjelenik, elsősorban a csapatjátékok. A gamerek világa más, mint a mai felnőtteké, és rendkívül sok pozitív, a mindennapi életben hasznosítható részt tartalmaz. --- Computer gamers in school The proliferation of computer games has primarily drawn the attention of psychologists, who warn of the dangers of game addiction. According to our hypothesis computer games might have several advantages; help and cooperation, communication, provide new information, even support the strategic way of thinking through team games. At the focus of this research is how young people see computer games, what advantages they find in them, how computer games help their approach to sports and how playing these games influences their school results. The research shows that there is no significant gender difference in their use of games, and young people’s school results are not affected even if they play games intensively. Moreover, their free time activities involve regular sports, mostly team sports. These young people see the world in a different way and computer games themselves enrich their everyday lives. Keywords: computer games, school, e-sport, competence
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Beadle, Sarah. "Simulator Sickness Coping Strategies: Findings From Reddit." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2262–66. http://dx.doi.org/10.1177/1071181319631043.

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The purpose of this study was to examine trends in online postings about at-home VR users’ simulator sickness coping strategies. Virtual reality devices have gained in popularity, with an estimated 8% of people having a dedicated VR headset at home. These devices, referred to as head-mounted displays (HMDs), can be used for gaming, education, and social purposes at home. One of the challenges associated with these devices is the incidence of simulator sickness that people experience when wearing them, particularly for extended periods of time. 310 comments from Reddit forums specifically about simulator sickness in gamers were analyzed. A total of eight themes emerged in reporting coping strategies: behavioral methods, cognitive methods, schedule-based exposure, pharmacological/dietary methods, environmental factors, avoiding games that were sickening, and identifying computer system factors that contributed to sickness. This showed some divergence from the larger body of literature on motion sickness coping. Studying simulator sickness in VR users over time is a challenge for laboratory based work, but online communities can help bridge that gap. In the future, these known strategies could be used to inform VR users of coping methods and improve games that are particularly nauseating.
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Sundqvist, Pia, and Liss Kerstin Sylvén. "Language-related computer use: Focus on young L2 English learners in Sweden." ReCALL 26, no. 1 (January 2014): 3–20. http://dx.doi.org/10.1017/s0958344013000232.

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AbstractThis paper presents findings from a study investigating young English language learners (YELLs) in Sweden in 4th grade (N = 76, aged 10–11). Data were collected with the help of a questionnaire and a one-week language diary. The main purpose was to examine the learners’ L2 English language-related activities outside of school in general, and their use of computers and engagement in playing digital games in particular. A comparison is made between language-related activities in English, Swedish, and other languages. Another purpose was to see whether there is a relationship between playing digital games and (a) gender, (b) L1, (c) motivation for learning English, (d) self-assessed English ability, and (e) self-reported strategies for speaking English. In order to do so, the sample was divided into three digital game groups, (1) non-gamers, (2) moderate, and (3) frequent gamers (≥4 hours/week), based on diary data (using self-reported times for playing digital games in English). Results showed that YELLs are extensively involved in extramural English (EE) activities (M = 7.2 hrs/w). There are statistically significant gender differences, boys (11.5 hrs/w) and girls (5.1 hrs/w; p < .01), the reason being boys’ greater time investment in digital gaming and watching films. The girls, on the other hand, spent significantly more time on pastime language-related activities in Swedish (11.5 hrs/w) than the boys (8.0 hrs/w; p < .05), the reason being girls’ greater time investment in facebooking. Investigation of the digital game groups revealed that group (1) was predominantly female, (2) a mix, and (3) predominantly male. YELLs with an L1 other than Swedish were overrepresented in group (3). Motivation and self-assessed English ability were high across all groups. Finally, regarding the self-reported strategies, code-switching to one's L1 was more commonly reported by non- and moderate gamers than frequent gamers.
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Jerdan, Shaun W., Mark Grindle, Hugo C. van Woerden, and Maged N. Kamel Boulos. "Head-Mounted Virtual Reality and Mental Health: Critical Review of Current Research." JMIR Serious Games 6, no. 3 (July 6, 2018): e14. http://dx.doi.org/10.2196/games.9226.

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Swoboda, Birgit. "GTFO!! - Positioning as interaction strategy in MMORPG communication." Comunicação e Sociedade 27 (June 29, 2015): 151–66. http://dx.doi.org/10.17231/comsoc.27(2015).2094.

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OMG! Lol n00b :)! When gamers, especially of MMORPGs (Massively Multiplayer Online Role-Playing Games) like World of Warcraft®, talk to one another they adapt language to their needs, as do all speakers. It is a common misconception that expressions such as smileys, acronyms and neologisms are a deterioration of current language. On the contrary, they can be regarded as instances of creativity, efficiency and in-group markers. Moreover, these expressions help gamers to position themselves in conversations, thus they can be regarded as active interaction strategies in the gaming discourse. But while communication is of crucial importance to achieve goals and for role-playing in MMORPGs, there are many communicative challenges for gamers, such as high-stress situations, missing paralinguistic cues and intercultural obstacles. By reference to an online-questionnaire, a self-compiled corpus and theories of pragmatics this paper sheds light on interaction strategies used by MMORPG-gamers.
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Chernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (September 23, 2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.

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The video game and virtual reality became a new way of doing marketing considering their growing popularity and the advances of new technologies in the past few decades. In this paper is presented a research that investigates the impact of product placement in video games on gamers’ decisions on the purchase of goods from advertised. This research is focused on two of the most played games nowadays: FIFA 19 and Final Fantasy XV. A survey with 465 respondents was conducted to understand the antecedents that impact the purchase decision considering the stimulus originated from the product placement. To conduct the survey, a framework was designed based in the extant literature reviewed and finally considering the constructs of product placement, quality of virtual reality, brand recognition, brand familiarity, emotional response and purchase frequency. The results of the study suggest that gamers generally respond positively towards product placement and that product placement can indirectly impact emotional responses that will impact on consumer’s purchase intention. Hence, advertising in the video game enhances brand recognition and the perception of virtual reality. The framework presented in this paper represents the theoretical contribution of this paper, relating different concepts in the theory of product placement to the purchase intention. Therefore, the findings on this paper can help managers to find the best way to reach customers by improving the product placement strategy in the video games.
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Springwood, Charles Fruehling. "The Age of Dwindling American Empire: Soldiers, Gaming, and Affective Labor in Warzones." Cultural Studies ↔ Critical Methodologies 19, no. 4 (October 20, 2018): 294–303. http://dx.doi.org/10.1177/1532708618807248.

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This essay examines the global logics of neoliberalism, and the biopolitical and affective modes of experience that neoliberalism generates. American soldiers, playing games and fighting wars, are living embodiments of the Military Industrial Media Entertainment Network, where boundaries are blurred, information flow is rapid, and cyber imagery prevails. But this is not merely a postmodern space of hybridity; neoliberalism is a biased, so-called laissez-faire re-organization of material and capital flows, designed to glorify the capacities of the market to rule space, consumption, and government without any regard for democratic citizenship. Playing with virtual fields of violence literally as they execute the violent technologies of war, to advance the neoliberal projects of American neoconservative ideologues, soldiers claim that these combat games help them to escape the emotional trials of war. These gamers and their games teach us that neoliberalism is more than privatization of capital, but that it is a way of organizing experience through habits of bodily movement and affect.
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Wang, Chung-Hsiang, Ko-Chiu Wu, and Saiau-Yue Tsau. "Flow Learning Experience: Applying Marketing Theory to Serious Game Design." Journal of Educational Computing Research 57, no. 2 (January 24, 2018): 417–47. http://dx.doi.org/10.1177/0735633117752454.

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The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the development of a virtual city. We investigated gamers’ learning efficiency in terms of a city’s development scale, socioeconomics and the environment, environmental sustainability, increasing areas of green metropolitan space, and heat management of environmental knowledge and gaming experience through a survey of 209 sixth graders. Interestingly, results indicate that heavy gamers are less interested in serious games; they exhibit shorter periods of concentration and lower levels of immersion. If an individual exhibits a high level of fluency in the dimensions of challenge, player skills, control, and clear goals, then she or he is able to acquire knowledge through message involvement when gaming. This allows a serious game to appear less didactic and more fun. This study explored the means by which gamers acquire procedural and descriptive knowledge related to environmental protection through gameflow and immersion.
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Purnomo, SF Luthfie Arguby, and Khristianto Khristianto. "Proposing a Gaming Language Analysis Procedure to Reveal Video Game Ideology through Ludic Linguistics." Register Journal 12, no. 2 (November 27, 2019): 235–61. http://dx.doi.org/10.18326/rgt.v12i2.235-261.

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This study proposes a procedural analysis on the implementation of ludic linguistics to analyze gaming language with wordplays, the core of focus in ludic linguistics, as the point of departure. To formulate the procedural analysis, theories of language play by Crystal ideology of influence and ludonarrative model by Aarseth, wordplay in gaming context by Paul, intended meaning level by Stiles, wordplay transmission by Winter-Froemel, game interface types by Stonehouse and indexical storytelling by Fernández-Vara were applied as the theoretical foundation. To provide a vivid application of the proposed procedural analysis, wordplays appearing on game assets from Konami’s Metal Gear Solid, Metal Gear Solid 2: Sons of Liberty, and Metal Gear Solid 3: Snake Eater were taken as examples of analysis. The five steps procedure is able to show how wordplays in gaming context are designed as mechanical cues to help gamers complete the games and as narrative cues to help them comprehend the story. Further, this proposed procedure is able to indicate that the mechanical and narrative cues have particular ideology of influence, which affects gamers in reacting and responding to particular problems presented by the games. The result of this study discloses future research on the roles of wordplays in gaming context, signifying the importance of ludic linguistics as a bridge between language studies and game studies. Keywords: Wordplay; Gaming Language; Ludic Linguistics; Game Dtudies; Metal Gear Solid
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Guo, Fu, Jun-Yi Jiang, Xiao-Hui Tian, and Jia-Hao Chen. "Applying Event-Related Potentials to Measure Perceptual Experience toward the Navigation Interface of a Mobile Game for Improving the Design." Symmetry 11, no. 5 (May 24, 2019): 710. http://dx.doi.org/10.3390/sym11050710.

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High-level user experience has become the key factor that one game can be successful in the game market. The home page of mobile games, especially the design of the navigation interface, has a significant impact on users’ initial experience, which is an important determent to users’ preferences and purchase decision. Hence, measuring users’ perceptual experiences of the navigation interface can help designers understand real demands from users. Previous studies primarily used self-report scales or interviews to measure gamers’ perceptual experiences. However, it may not reflect gamers’ real perceptions that they are feeling as most of time the feeling is short-lived and implicit. To fill this gap, the current study attempted to combine subjective evaluation with event-related potentials (ERP) to objectively measure gamers’ perceptual experience evoked by the navigation interface of the mobile game. The navigation interfaces of mobile games with low, medium, and high perceptual experience were developed and the ERP experiment was conducted to detect the differences in users’ electroencephalograph (EEG) components when subjects were exposed to the different design levels of navigation interface. The results showed that N1 reaction showed asymmetry in brain regions, and P2 and N2 showed symmetry, and relative to the navigation interface with low and medium perceptual experiences, the high level of navigation interface induced a larger amplitude of N2 in the anterior scalp and P2 in the frontal scalp. These EEG components can, therefore, be regarded as significant indicators reflecting gamers’ perceptions of the navigation interface. The findings benefit game companies of navigation interface designs.
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Silva, Frutuoso G. M. "Practical Methodology for the Design of Educational Serious Games." Information 11, no. 1 (December 24, 2019): 14. http://dx.doi.org/10.3390/info11010014.

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Educational serious games are primarily intended to teach about or train on a subject. However, a serious game must also be catchy for the player to want to play it multiple times and thus learn while playing. The design of educational serious games includes game experts and pedagogical experts that must be able to efficiently communicate to produce a product that is both educationally efficient and fun to play. Although there are some design frameworks to help with this communication, they are usually more conceptual and do not distinguish the fun factor from the learning contents well, making communication difficult. In this paper, a new practical methodology is presented to support the design process of this kind of digital games. This methodology is more all-encompassing because it identifies all the main steps that are needed to define the learning mechanisms in an educational serious game, from topic choice to user experience. It also separates the game’s learning contents from other mechanics used to keep the game fun to play. Finally, some practical examples are shown, illustrating the use of this methodology.
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35

Jackson, David. "Can Games Help Creative Writing Students to Collaborate on Story-Writing Tasks?" International Journal of Game-Based Learning 7, no. 3 (July 2017): 38–50. http://dx.doi.org/10.4018/ijgbl.2017070104.

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Story writing is a complex semantic and creative task, and the difficulty of managing it is made greater by attempting to write in collaboration with others. This complication can deter students from experimenting with collaboration before mastering their own practice in relative privacy. Such reticence is in spite of the fact that there are many clear benefits to collaboration. These include peer support and feedback for the student on their practice (Leach, 2014; Vygotsky, 1978), and the development of collaborative skills and experiences that are easily transferable to a range of creative contexts in future (Ravetz et al., 2013). Specially designed games have the potential to help to facilitate collaboration, by making the difficulty of telling a story as a group part of the game's challenge.
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Ingadottir, Brynja, Katrin Blondal, David Thue, Sigridur Zoega, Ingela Thylen, and Tiny Jaarsma. "Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study." JMIR Serious Games 5, no. 2 (May 10, 2017): e10. http://dx.doi.org/10.2196/games.6894.

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37

Larsson, Urban, and Johan Wästlund. "From Heaps of Matches to the Limits of Computability." Electronic Journal of Combinatorics 20, no. 3 (September 20, 2013). http://dx.doi.org/10.37236/2244.

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We study so-called invariant games played with a fixed number $d$ of heaps of matches. A game is described by a finite list $\mathcal{M}$ of integer vectors of length $d$ specifying the legal moves. A move consists in changing the current game-state by adding one of the vectors in $\mathcal{M}$, provided all elements of the resulting vector are nonnegative. For instance, in a two-heap game, the vector $(1,-2)$ would mean adding one match to the first heap and removing two matches from the second heap. If $(1,-2) \in \mathcal{M}$, such a move would be permitted provided there are at least two matches in the second heap. Two players take turns, and a player unable to make a move loses. We show that these games embrace computational universality, and that therefore a number of basic questions about them are algorithmically undecidable. In particular, we prove that there is no algorithm that takes two games $\mathcal{M}$ and $\mathcal{M}'$ (with the same number of heaps) as input, and determines whether or not they are equivalent in the sense that every starting-position which is a first player win in one of the games is a first player win in the other.
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38

"Head Games." Scientific American Mind 22, no. 3 (June 23, 2011): 71. http://dx.doi.org/10.1038/scientificamericanmind0711-71.

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"Head Games." Scientific American Mind 22, no. 4 (August 26, 2011): 72. http://dx.doi.org/10.1038/scientificamericanmind0911-72.

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"Head Games." Scientific American Mind 23, no. 5 (October 18, 2012): 79. http://dx.doi.org/10.1038/scientificamericanmind1112-79.

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"Head Games." Scientific American Mind 23, no. 3 (June 7, 2012): 73. http://dx.doi.org/10.1038/scientificamericanmind0712-73.

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42

"Head Games." Scientific American Mind 21, no. 1 (January 2010): 75. http://dx.doi.org/10.1038/scientificamericanmind0110-75.

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43

"Head Games." Scientific American Mind 21, no. 6 (February 2011): 71. http://dx.doi.org/10.1038/scientificamericanmind0111-71.

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"Head Games." Scientific American Mind 22, no. 6 (December 28, 2011): 71. http://dx.doi.org/10.1038/scientificamericanmind0112-71.

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"Head Games." Scientific American Mind 23, no. 6 (December 19, 2012): 71. http://dx.doi.org/10.1038/scientificamericanmind0113-71.

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46

"Head Games." Scientific American Mind 25, no. 1 (December 19, 2013): 75. http://dx.doi.org/10.1038/scientificamericanmind0114-75.

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"Head Games." Scientific American Mind 26, no. 1 (December 18, 2014): 75. http://dx.doi.org/10.1038/scientificamericanmind0115-75.

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"Head Games." Scientific American Mind 27, no. 1 (December 17, 2015): 73. http://dx.doi.org/10.1038/scientificamericanmind0116-73.

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"Head Games." Scientific American Mind 28, no. 1 (December 8, 2016): 74. http://dx.doi.org/10.1038/scientificamericanmind0117-74.

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"Head Games." Scientific American Mind 19, no. 1 (February 2008): 86. http://dx.doi.org/10.1038/scientificamericanmind0208-86.

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