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1

Pronina, N. A., and A. V. Buyanov. "RELATIONSHIPS APROPOS IN-GAME INDUSTRY OBJECTS." Russian-Asian Legal Journal, no. 4 (December 23, 2020): 37–46. http://dx.doi.org/10.14258/ralj(2020)4.6.

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The article is devoted to consideration of in-game industry objects, their legal nature and relationshipswith them. At the present stage of information technologies development, various means of leisure areincreasingly popular, in particular online games. It is also important that from the category of children’sgames, such leisure has grown into the rank of serious hobbies, accompanied by significant financialinvestments, which determined the relevance of this work. The incorporation of commodity-money relationsinto in-game ones inevitably entails the need to interpret such relations from the legal point of view. In orderto substantiate the need for legal regulation of relations with respect to the objects of the in-game industryusing the dialectical method, analysis and synthesis, various relations emerging with respect to such objectsare considered, constructions, including those developed by foreign authors, are proposed, which makes itpossible to delimit the range of subject relations to regulation by law. Various positions of understanding thiskind of relations are identified and briefly presented, also the possibility of using one of them is substantiated.The judicial practice of the Russian Federation on this issue was criticized, and the unfairness of the approachused by the Russian courts was revealed. As a result of the study, the authors propose to consider the relationsabout in-game objects as licensed.
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Yayman, Ebru, and Okan Bilgin. "Relationship between social media addiction, game addiction and family functions." International Journal of Evaluation and Research in Education (IJERE) 9, no. 4 (December 1, 2020): 979. http://dx.doi.org/10.11591/ijere.v9i4.20680.

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This study examined the relationship between social media addiction, game addiction and family functions in adolescents. Respondent of this study is 762 students studying at four different high schools of the province of İstanbul. In the study, Pearson Moment Correlation Coefficient was found to determine the level of relationships between social media addiction, game addiction and family functions in adolescents. The effects of social media addiction and game addiction in adolescents on family functions were examined with regression analysis technique. When the relationships between social media addiction, game addiction and family functions in adolescents were examined, a positive relationship was found between social media and game addiction, while a positive significant relationship was found between both social media and game addiction and unhealthy family functions. In addition, it was also concluded that social media addiction and game addiction in adolescents were significant predictors of all subdimensions of family functions.
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Baykal, Nur Baser, and Metehan Irak. "Relationships between violent video games and cognition." Global Journal of Psychology Research: New Trends and Issues 7, no. 2 (October 31, 2017): 58–70. http://dx.doi.org/10.18844/gjpr.v7i2.2586.

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AbstractObjectives: The differential effects of playing violent video games on information processing has become an issue of concern. Neuropsychological studies provide inconsistent results regarding the effects of playing excessive video games on information processing. The goal of this study was to investigate the effect of violent video games on various cognitive processes, specifically working memory, object recognition, and visual-spatial perception. The relationships between violent video game addiction and aggression, personality, and craving were also investigated. Method: 54 university students were classified into three different groups (addicted, risk, and control) according to the time they spent game playing and their Game Addiction Scale scores. Results: Game addicted individuals have higher scores on aggression, craving, urging, and psychoticism than other groups. Significant differences in reaction times during cognitive tasks were also found. The game addicted group’s reaction times were significantly faster than for risk and non-player groups. Conclusion: This study supports previous findings that violent game playing is related with aggressive thoughts, craving, and urging. However, violent game addiction does not have negative effects on working memory, object recognition, and visual-spatial perception. Keywords: Game addiction, violent games, aggression, cognition.
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Bourdon, Isabelle, Chris Kimble, and Nathalie Tessier. "Knowledge sharing in online communities: the power game." Journal of Business Strategy 36, no. 3 (May 18, 2015): 11–17. http://dx.doi.org/10.1108/jbs-04-2014-0044.

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Purpose – The purpose of this paper was to gain a better understanding of the nature of online communities, the relationships within them and the relationship between such communities and the host organization. Knowledge sharing via participation in online communities is a central part of many multinational organizations’ business strategies; however, the task is not always straightforward. Design/methodology/approach – The research focused on power relationships in online communities. The approach was inductive and consisted of an exploratory case study using semi-structured interviews, augmented with direct observation and documentary sources, within a framework provided by the French sociologists Crozier and Friedberg. Findings – The findings identify the various reasons for participating in the community and aspects of both the relationships within the community and between the community and the host company. Practical implications – The research shows that online communities are not easy to categorize and that attempting to use a single solution for the management of such communities risks oversimplifying a complex situation. It also shows that Crozier and Friedberg’s framework is useful in highlighting issues that otherwise might not have been noticed. Originality/value – Issues of power are often neglected in studies of online communities. The use of Crozier and Friedberg’s framework offers a novel way to examine power relationships, which can offer new insights into how such communities function.
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Choi, Sooyoung, Young-joo Ahn, and Insin Kim. "The Roles of Perceived Innovativeness in Creating Visitors’ Citizenship Behaviors at an International Game Exhibition." Sustainability 12, no. 12 (June 17, 2020): 4950. http://dx.doi.org/10.3390/su12124950.

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This study examines the extent of game exhibition visitors’ perceptions of innovativeness through service quality and investigates the relationships between innovativeness and visitors’ citizenship behavior, which are the more active behaviors compared with loyalty in game exhibitions. Data were collected from game exhibition visitors participating in Game Show & Trading, All-Round (G-STAR), one of the largest international exhibitions supporting the game industry in South Korea. The results reveal that all three service quality dimensions were important antecedents of innovativeness. The results also verify that innovativeness has positive effects on citizenship behavior toward other visitors and G-STAR, and membership positively moderates the relationship between innovativeness and citizenship behavior toward other visitors. These results suggest that a conceptual model for understanding the dynamic effects of the relationships between service quality, innovativeness, and visitors’ citizenship behavior can be constructed and can contribute to managing sustainable exhibitions in the game industry.
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Shi, Qianqian, Jianbo Zhu, and Qian Li. "Cooperative Evolutionary Game and Applications in Construction Supplier Tendency." Complexity 2018 (2018): 1–13. http://dx.doi.org/10.1155/2018/8401813.

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Major construction projects have a great influence on the national economy and society, wherein cooperative relationship between construction suppliers plays an increasingly significant role in the overall supply chain system. However, the relationships between suppliers are noncontractual, multistage, dynamic, and complicated. To gain a deeper insight into the suppliers’ cooperative relationships, an evolutionary game model is developed to explore the cooperation tendency of multisuppliers. A replicator dynamic system is further formulated to investigate the evolutionary stable strategies of multisuppliers. Then, fourteen “when-then” type scenarios are concluded and classified into six different evolutionary tracks. Meanwhile, the critical influencing factors are identified. The results show that the suppliers’ production capacity, owner-supplier contract, and the owner’s incentive mechanism influence the cooperation tendency of suppliers directly. The managerial implications contribute to insightful references for a more stable cooperative relationship between the owner and suppliers.
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Choi, Youngkeun. "A Study of the Antecedents of Game Engagement and the Moderating Effect of the Self-Identity of Collaboration." International Journal of e-Collaboration 16, no. 2 (April 2020): 1–11. http://dx.doi.org/10.4018/ijec.2020040101.

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The purpose of the present study was to examine the relationships between motivation factors and game engagement and explore the moderating effect of self-identity on those relationships. For this, the present study collected data from 228 college students in South Korean through a survey method and used hierarchical multiple regression analyses. In the results, first, the more competition, challenge, or social interaction participants pursue in gameplay, the more they are engaged in a game. Second, a positive relationship between social interaction and game engagement is stronger for participants in high rather than low in interdependent self-view. However, interdependent self-view was found to have no significance in the relationship between other motivators and game engagement. This study is the first one to examine the integral model of motivation factors of game engagement by including the moderating effect of self-identity.
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8

Tang, Jian, and Ping Zhang. "Exploring the relationships between gamification and motivational needs in technology design." International Journal of Crowd Science 3, no. 1 (May 10, 2019): 87–103. http://dx.doi.org/10.1108/ijcs-09-2018-0025.

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PurposeDrawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.Design/methodology/approachThe authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.FindingsThe results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.Research limitations/implicationsThis research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.Practical implicationsThis research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs.Originality/valueThis research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.
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Lee, Ji-Hun, and Jun-Mo Kang. "A study on the influence of game enthusiasm, game individual lessons, and human relationships on game satisfaction in online team game competitions." Indian Journal of Public Health Research & Development 9, no. 9 (2018): 772. http://dx.doi.org/10.5958/0976-5506.2018.01093.8.

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Hamlen, Karla R. "Exploring factors related to college student expertise in digital games and their relationships to academics." Research on Education and Media 9, no. 1 (June 1, 2017): 28–36. http://dx.doi.org/10.1515/rem-2017-0006.

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AbstractDigital game play is a common pastime among college students and monopolizes a great deal of time for many students. Researchers have previously investigated relationships between subject-specific game play and academics, but this study fulfills a need for research focusing on entertainment game strategies and how they relate to strategies and success in other contexts. Utilizing a survey of 191 undergraduate students, the goal was to investigate students’ digital game play habits, strategies, and beliefs that predict gaming expertise, and to determine if these relate to academic success. Factor analysis revealed three latent variables that predict expertise: dedication, solo mastery, and strategic play. Multiple regression analysis was used to determine whether these three components could also predict academic outcome variables. Findings point to the absence of a relationship between these variables and academic GPA, but to the presence of a tentative relationship between confidence in game play and confidence in personal control over academic success.
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Bolton, Gary, Axel Ockenfels, and Peter Werner. "Leveraging social relationships and transparency in the insider game." Journal of the Economic Science Association 2, no. 2 (November 2016): 127–43. http://dx.doi.org/10.1007/s40881-016-0030-x.

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12

Choi, Youngkeun. "A Study of the Moderating Effect of Social Distance on the Relationship Between Motivators and Game Engagement." International Journal of Gaming and Computer-Mediated Simulations 11, no. 3 (July 2019): 1–14. http://dx.doi.org/10.4018/ijgcms.2019070101.

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The purpose of the present study was to examine the relationships between motivation factors and game engagement and explore the moderating effect of perceived social distance on those relationships. For this, the present study collected data from 228 college students in South Korean through a survey method and used hierarchical multiple regression analyses with three-steps to test the hypotheses. In the results, first, the more fantasy, diversion, or arousal participants pursue in gameplay, the more they are engaged in the game. Second, the positive relationship between arousal and game engagement is stronger for participants in high rather than low in social exclusion. However, social exclusion was found to have no significance in the relationship between other motivators and game engagement. For research contribution, this study is the first one to examine the integral model of motivation factors of engagement in the game platform and to investigate the moderating effect of perceived social distance in gameplay.
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13

Paul, Rodney J., Yoav Wachsman, and Andrew Weinbach. "MEASURING AND FORECASTING FAN INTEREST IN NFL FOOTBALL GAMES." Journal of Gambling Business and Economics 6, no. 3 (March 26, 2013): 34–46. http://dx.doi.org/10.5750/jgbe.v6i3.611.

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This study examines the relationship between NFL game characteristics and the frequency of fan ratings on the NFL’s website (www.NFL.com). The margin of victory and overall total points scored in a game are shown to be significant determinants of the number of times individual games are rated; suggesting fans enjoy close and high-scoring games. While the actual game characteristics are only known for certain after the game is played, information provided by betting markets show similar predictive power in estimating the number of times a game is rated. Given that betting market data is generated prior to the start of the game, these relationships may allow for improvements in pre-game forecasting of television, or other media, audiences for live sporting events.
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Huang, Ying, Hui Min Li, and Bo Yang. "The Subjects of Building Fire Risk Management and Analysis of their Correlation." Advanced Materials Research 368-373 (October 2011): 3192–95. http://dx.doi.org/10.4028/www.scientific.net/amr.368-373.3192.

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In our country, Subjects of fire risk management are the public security fire department, the insurance company and the owner. This thesis analyzed the subjects of fire risk management and their correlation, used the Game theory on the Game relationships of the three subjects, focused on analyzing the cooperation Game relationship between the public security fire department and insurance company.
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15

Permassanty, Tanty Dewi, and Cornelius Hans Irawan. "Proses Penetrasi Sosial Antar Pemain Pada Game Mobile Legends." LONTAR: Jurnal Ilmu Komunikasi 6, no. 2 (December 26, 2018): 111. http://dx.doi.org/10.30656/lontar.v6i2.950.

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This study discusses the stage of development of social penetration relationship in Mobile Legends game which is seen through three factors of relationship development. The stage of interpersonal relationship development is the stage where two individuals who have not known each other to have an intimate relationship. Mobile Legends is a mobile game that is played in groups and requires interaction to work together. This interaction can be used to build interpersonal relationships. The theory used in this research is Social Penetration Theory. Social Penetration Theory is used to explain how the development of interpersonal relationships between Mobile Legends players. This research uses qualitative approach with constructivist paradigm. This research method is depth interview, observation, and literature study. The study looks at the stage of relationship development through three factors that influence the escalation of relationships, namely the attitude of trust, supportive attitude, and open attitude between players Mobile Legends. Open attitudes, supportive attitudes, and trust among Mobile Legends players have reached the affective exchange stage, that is, they are already open about personal information, romance, and family. Keywords: Developmental Stage of Interpersonal Relationship, Social Penetration Theory, Mobile Legends.
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16

Rodrigues, António, Heinz Koeppl, Hisashi Ohtsuki, and Akiko Satake. "A game theoretical model of deforestation in human–environment relationships." Journal of Theoretical Biology 258, no. 1 (May 2009): 127–34. http://dx.doi.org/10.1016/j.jtbi.2009.01.005.

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Lee, Hye Rim, and Eui Jun Jeong. "Therapeutic role of player self-efficacy in online gaming." Social Behavior and Personality: an international journal 45, no. 9 (October 3, 2017): 1475–84. http://dx.doi.org/10.2224/sbp.6334.

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We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted the important role of life self-efficacy, which significantly and negatively affected loneliness and depression; however, the results showed positive associations of game self-efficacy with these factors. Life self-efficacy had greater positive effects on depression and loneliness when mediated by preferred game playing. These findings provide novel contributions to research on the relationship between life and game self-efficacy, as therapeutic prerequisite factors in online game playing, and players' psychosocial factors.
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Ma, Yuxin, Douglas Williams, and Louise Prejean. "Understanding the Relationships Among Various Design Components in a Game-Based Learning Environment." International Journal of Gaming and Computer-Mediated Simulations 4, no. 1 (January 2012): 68–85. http://dx.doi.org/10.4018/jgcms.2012010104.

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Designing an electronic, game-based learning environment is a multi-disciplinary effort that involves the consideration of various theories and models in multiple domains. Taking these theories and models into consideration adds to the complexity of the development process. Which elements should designers consider first? How do designers reconcile the demands and conflicts of different design components? Game-based learning environments are a relatively new territory for research and development. This paper reports an analysis of the decision making related to the interplay of various design components in developing Conquest of Coastlands (CoC), an electronic, game-based learning environment. The analysis may help designers better understand the intricate relationships among various design components involved in creating game-based learning environments.
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Chamberlin, John R. "Ethics and Game Theory." Ethics & International Affairs 3 (March 1989): 261–76. http://dx.doi.org/10.1111/j.1747-7093.1989.tb00222.x.

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Game Theory has been an essential tool in analyzing national security, international trade, and the global environment since Neumann and Morgenstern introduced it more than 45 years ago. Chamberlin examines the work of these two authors, focusing on the relationship between rationality and morality as it arises in strategic interactions among players in a game based on three essential features: rational behavior, consequentialism, and the self-interest of players. The author concludes that due to the egoistic nature of actors, political dilemmas cannot easily be solved through the use of Game Theory. Nonetheless, he insists on its validity in contributing to our thinking about the place of ethics in international affairs and in clarifying both the dangers and potential areas of cooperation inherent in many international relationships.
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Barszcz, Patryk. "Znaleźć miłość w telewizji. Alternatywne metody poszukiwania partnera życiowego w dobie społeczeństwa ponowoczesnego. Casus telewizyjnych programów randkowych." Seminare. Poszukiwania naukowe 2021(42), no. 2 (June 30, 2021): 85–98. http://dx.doi.org/10.21852/sem.2021.2.08.

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This article presents the phenomenon of dating game shows discussing selected examples of shows in the context of transformations taking place in different spheres of social life and characteristic of the current post-modern society. The said transformations are also affecting romantic relationships, which are marked by a growing interest of singles in alternative methods of searching for a life partner. One of these methods involves participating in dating game shows that have recently enjoyed a rising popularity. The article also presents and compares the ways of establishing romantic relationships between women and men both in the past centuries and today. The aim of the article is to present dating game shows as one of the modern alternative methods of searching for love and establishing romantic relationship in the 21st century.
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Meng, Qian, Liu Xu, and Xiaodong Xu. "Applying Game Theory to the Balance Between Academic and Administrative Power in Universities." Social Behavior and Personality: an international journal 42, no. 6 (July 16, 2014): 913–20. http://dx.doi.org/10.2224/sbp.2014.42.6.913.

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Academic power and administrative power are the 2 basic types of authority in a university. While closely related to each other, they are at the same time opposed to each other. Whether a university is dominated by academic power or administrative power, they are all influenced by the political and market needs of the country. Game theory is an effective tool to analyze the relationship between academic power and administrative power. In this study we analyzed the game relationships between these 2 types of authority in universities with the help of a prisoner's dilemma game model, to achieve a new theoretical interpretation of the balance between academic power and administrative power.
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Purnama, SF Lukfianka Sanjaya, and SF Luthfie Arguby Purnomo. "CLASSIFYING VIDEO GAME TRANSLATION STUDIES FROM TRANSTEXTUALITY PERSPECTIVES." LEKSEMA: Jurnal Bahasa dan Sastra 4, no. 1 (June 20, 2019): 29. http://dx.doi.org/10.22515/ljbs.v4i1.1635.

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This paper attempts to classify video game translation(VGT)studies from the perspectives of transtextuality, Genette’s term referring to the relationships a text weaves with other texts (1992). In regard to VGT studies, applying transtextuality signifies the textuality of video game and its transtextual relationship with other texts. Transtextuality is linear to the connectionist perspectives Globalization, Internationalization, Localization, and Translation (GILT) holds, a conventional concept that houses VGT, emphasizing on the intra and inter relationships between the four elements of GILT. This necessity to consider VGT as a part of GILT is the linearity to which transtextuality conforms VGT studies. Applying transtexuality, VGT studies are classified into transversality, transcreation, transfiguration, and transmediation. Transversalityreferstothestudiesaimed at applying translation theories in VGT.Transcreation refers to VGT studies that focus on cultural issues in relation to video game mechanics. Transfiguration refers to VGT studies that incorporate game studies as a response to certain VGT issues. Transmediation refers to VGT studies that focus on the influence of video game media toward the translation aspects of video games. These four classifications construct a quadrant which opens probabilities for VGT studies to depart from the combination of each element.
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Shi, Yen-Ru, and Ju-Ling Shih. "Game Factors and Game-Based Learning Design Model." International Journal of Computer Games Technology 2015 (2015): 1–11. http://dx.doi.org/10.1155/2015/549684.

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How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting games.
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Özçetin, Mustafa, Funda Gümüştaş, Yakup Çağ, İnci Zaim Gökbay, and Ahu Özmel. "The relationships between video game experience and cognitive abilities in adolescents." Neuropsychiatric Disease and Treatment Volume 15 (May 2019): 1171–80. http://dx.doi.org/10.2147/ndt.s206271.

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Gregoratto, Federica. "Love is a losing game: power and exploitation in romantic relationships." Journal of Political Power 10, no. 3 (September 2, 2017): 326–41. http://dx.doi.org/10.1080/2158379x.2017.1382172.

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Hamlen, Karla R. "General Problem-Solving Styles and Problem-Solving Approaches in Video Games." Journal of Educational Computing Research 56, no. 4 (September 12, 2017): 467–84. http://dx.doi.org/10.1177/0735633117729221.

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Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate potential relationships between general problem-solving styles and problem-solving approaches in video games. One hundred and thirty-eight undergraduate college students completed online surveys about their video game play and also an assessment of general problem-solving style. A multivariate linear regression revealed relationships between general problem-solving styles and problem-solving preferences in video games, with a few differences when looking at specific genres of games. This study provides evidence that approaches to video game play can be a reflection of real-life problem-solving styles.
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Gervais, Matthew M. "RICH Economic Games for Networked Relationships and Communities: Development and Preliminary Validation in Yasawa, Fiji." Field Methods 29, no. 2 (July 14, 2016): 113–29. http://dx.doi.org/10.1177/1525822x16643709.

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Experimental economic games reveal significant population variation in human social behavior. However, most protocols involve anonymous recipients, limiting their validity to fleeting interactions. Understanding human relationship dynamics will require methods with the virtues of economic games that also tap recipient identity-conditioned heuristics (RICHs). This article describes three RICH economic games—an allocation game, a taking game, and a costly reduction game—that involve monetary decisions across photos of one’s social network, integrating recipient identities while maintaining decision confidentiality. I demonstrate the ecological validity of these games in a study of male social relationships in a rural Fijian village. Deciders readily map these games onto daily life, and target earnings vary widely; consistent with ethnography, relative need is the primary rationale for decisions across the games, while both punitive and leveling motives drive reduction behavior. Consequently, altruism and spite are both elevated relative to anonymous target games in neighboring villages.
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Crawford, Vincent P. "Experiments on Cognition, Communication, Coordination, and Cooperation in Relationships." Annual Review of Economics 11, no. 1 (August 2, 2019): 167–91. http://dx.doi.org/10.1146/annurev-economics-080218-025730.

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This review discusses selected work in experimental game theory. My goals are to further the dialogue between theorists and empiricists that has driven progress in economics and game theory and to guide future experimental work. I focus on experiments whose lessons are relevant to establishing and maintaining coordination and cooperation in human relationships, the role of communication in doing so, and the underlying cognition. These are questions of central importance, where both the gap between theory and experience and the role of experiments in closing it seem large. Humans appear to be unique in their ability to use language to manipulate and communicate mental models of the world and of other people, vital skills in relationships. Continuing the dialogue between theorists and empiricists should help to explain why it matters for cooperation that we can communicate, and why and how it matters whether we communicate via natural language or abstract signals.
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Yoshida, Masayuki, and Jeffrey D. James. "Customer Satisfaction With Game and Service Experiences: Antecedents and Consequences." Journal of Sport Management 24, no. 3 (May 2010): 338–61. http://dx.doi.org/10.1123/jsm.24.3.338.

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Sport marketing researchers have generally studied two types of satisfaction at sporting events: game satisfaction and service satisfaction. One gap in the literature is studying the two types together. A model of the relationships between service quality, core product quality, game and service satisfaction, and behavioral intentions is proposed and tested. Data were collected from spectators at a professional baseball game in Japan (n= 283) and at two college football games in the United States (n= 343). The results in both Japan and the United States indicate that game atmosphere was a strong predictor of game satisfaction whereas stadium employees and facility access were the major antecedents of service satisfaction. Game satisfaction had a significant impact on behavioral intentions across the two settings, although the service satisfaction-behavioral intentions relationship was significant only in Japan. The research findings, managerial implications, limitations, and directions for future research are discussed.
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Hommadova Lu, Anya, and Stephen Carradini. "Work–game balance: Work interference, social capital, and tactical play in a mobile massively multiplayer online real-time strategy game." New Media & Society 22, no. 12 (November 27, 2019): 2257–80. http://dx.doi.org/10.1177/1461444819889957.

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Mobile gaming has experienced rapid growth with the development of mobile technology. A mechanic of constant risk in the mobile massively multiplayer online real-time strategy game Lords Mobile prompted us to investigate the effects of the game on players’ work activities. Through a 19-month virtual ethnography of Lords Mobile, we found that game and work activities affected each other. Study participants played the game at work due to the constant risk mechanic, resulting in time-based and strain-based work interference. Players also reported receiving some social support for work stress, but development and use of social capital around work topics was unexpectedly limited. Resisting the “work” and “non-work” binary, some players avoided some areas of interference by playing tactically throughout the day. In the context of work–game relationship, players reported interference more often than use of social capital or tactical play. We suggest that the constant risk mechanic needs more research and that players structuring their play and work activities so that the relationships between them are positive instead of negative could be called work–game balance.
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Wang, Bingqing, Laramie Taylor, and Qiusi Sun. "Families that play together stay together: Investigating family bonding through video games." New Media & Society 20, no. 11 (April 11, 2018): 4074–94. http://dx.doi.org/10.1177/1461444818767667.

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Video games have been a major form of people’s entertainment, and they have entered people’s family life. However, what we know about the effects of video games on family relationships is still rare. This study investigated the effects of video game co-playing among family members on family satisfaction and family closeness. In total, 361 parents recruited from Amazon Turk completed online questionnaires. The results showed that the more frequently family members play video games together, the better family satisfaction and family closeness they have. Families with poor family communication benefit more from co-playing than those with effective family communication. Family satisfaction mediated the relationship between video game co-playing and family closeness. Game features that facilitate family relationships were discovered through open-ended questions. Participants typically enjoyed playing video games with family members, and social benefits are the most salient in family settings.
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Buford, Charles Colby, and Brian J. O'Leary. "Assessment of Fluid Intelligence Utilizing a Computer Simulated Game." International Journal of Gaming and Computer-Mediated Simulations 7, no. 4 (October 2015): 1–17. http://dx.doi.org/10.4018/ijgcms.2015100101.

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Measurement of General Mental Ability (GMA) using computer mediated simulations (CMS) may provide a new method of assessment. CMS used for assessments of GMA may be strongly affected by a participant's prior experience, and the predictive utility of CMS for assessment of GMA is largely unexplored. In this experiment, an existing computer video game was modified to function as an assessment of Fluid Intelligence (Gf) while controlling for participants' prior experience with CMS. Results indicated a positive relationship between tests of Fluid Intelligence (Gf) and game performance (r = .44 - 46), a weaker relationship between game performance and Crystallized Intelligence (Gc) (r = .27), no significant relationship to g, and no significant moderating effect for participants' prior experience upon any of these relationships. Based on these findings, CMS appear to hold promise as a new assessment tool for factors of GMA.
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Khaidarova, Diana Ruslanovna. "Identification of stability in following the game rule in the context of role-playing game of senior preschoolers." Interactive science, no. 4 (38) (April 21, 2019): 24–27. http://dx.doi.org/10.21661/r-496362.

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In this article, following the rules of the game is an important indicator of the development of game activities of preschool children, as the plot and role – playing games have the potential for the formation and development of gaming skills. As the study of this article shows, the stability of children in subordination to the game rule during the role-playing game is constantly increasing and between the role and the rule, which dictates a certain role, there are always naturally changing relationships. The article also presents recommendations for teachers of preschool institutions on direct and indirect management of role-playing game.
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Huang, Chiao-Ling, Shu Ching Yang, and An-Sing Chen. "Motivations and Gratification in an Online Game: Relationships Among Players' Self-Esteem, Self-Concept, and Interpersonal Relationships." Social Behavior and Personality: an international journal 43, no. 2 (March 21, 2015): 193–203. http://dx.doi.org/10.2224/sbp.2015.43.2.193.

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We applied uses and gratifications (U & G) theory to investigate how and why people satisfy their needs through playing games online. In this study, conducted with a group of young people aged from 11 to 18 years, we examined the relationships among the psychological traits of self-esteem and self-concept, their interpersonal relationships, and playing a Facebook game called Happy Farm. The results support the assumption in U & G theory that if a specific medium fulfills the expected gratifications initially sought, then individuals will have greater motivation to continue to use the medium. Male players had a significantly greater need for friendship than did females. We also found a positive association among use intensity, self-esteem, self-concept, and interpersonal relationships. Finally, the results showed that recreational motivation, recreational gratification, peer relationships, and caring are all strong predictors of adolescents' usage intensity.
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35

Crawford, Vincent P. "New Directions for Modelling Strategic Behavior: Game-Theoretic Models of Communication, Coordination, and Cooperation in Economic Relationships." Journal of Economic Perspectives 30, no. 4 (November 1, 2016): 131–50. http://dx.doi.org/10.1257/jep.30.4.131.

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In this paper, I discuss the state of progress in applications of game theory in economics and try to identify possible future developments that are likely to yield further progress. To keep the topic manageable, I focus on a canonical economic problem that is inherently game-theoretic, that of fostering efficient coordination and cooperation in relationships, with particular attention to the role of communication. I begin with an overview of noncooperative game theory's principal model of behavior, Nash equilibrium. I next discuss the alternative “thinking” and “learning” rationales for how real-world actors might reach equilibrium decisions. I then review how Nash equilibrium has been used to model coordination, communication, and cooperation in relationships, and discuss possible developments
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Vargianniti, Irene, and Kostas Karpouzis. "Using Big and Open Data to Generate Content for an Educational Game to Increase Student Performance and Interest." Big Data and Cognitive Computing 4, no. 4 (October 22, 2020): 30. http://dx.doi.org/10.3390/bdcc4040030.

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The goal of this paper is to utilize available big and open data sets to create content for a board and a digital game and implement an educational environment to improve students’ familiarity with concepts and relations in the data and, in the process, academic performance and engagement. To this end, we used Wikipedia data to generate content for a Monopoly clone called Geopoly and designed a game-based learning experiment. Our research examines whether this game had any impact on the students’ performance, which is related to identifying implied ranking and grouping mechanisms in the game, whether performance is correlated with interest and whether performance differs across genders. Student performance and knowledge about the relationships contained in the data improved significantly after playing the game, while the positive correlation between student interest and performance illustrated the relationship between them. This was also verified by a digital version of the game, evaluated by the students during the COVID-19 pandemic; initial results revealed that students found the game more attractive and rewarding than a traditional geography lesson.
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Lai, Gina, and Ka Yi Fung. "From online strangers to offline friends: a qualitative study of video game players in Hong Kong." Media, Culture & Society 42, no. 4 (June 12, 2019): 483–501. http://dx.doi.org/10.1177/0163443719853505.

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This exploratory study adopts a dynamic approach to the understanding of video-gaming and social relationships. It examines the development of friendship ties initiated by video-gaming over a 10-year period of time. Based on qualitative data from 22 Nintendo DS players in Hong Kong, we find that the game play platform functions as a social media platform enabling individuals to make new friends. Four stages of friendship tie development are identified, from total strangers, online acquaintances, online friends, to offline friends. While the digital technology overcomes the structural constraints for relationship building and fosters perceived trust and intimacy among people, face-to-face interactions are important for authenticating these perceptions and sustaining the relationships. Our study also underscores the interconnection of the game world, virtual world, and physical world. Directions for future research are suggested.
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Rahayuningrum, Dwi Christina, Zabidah Putit, and Ira Erwina. "Hubungan Motivasi Bermain Game Online Dan Dukungan Sosial Teman Sebaya Dengan Adiksi Game Online Pada Remaja di SMPN Kota Padang." Jurnal Kesehatan Medika Saintika 10, no. 1 (June 1, 2019): 115. http://dx.doi.org/10.30633/jkms.v10i1.315.

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ABSTRAK Adiksi game online saat ini menjadi permasalahan global. Adiksi game online akan membuat pemainnya asik bermain game online hingga melupakan waktu dan menimbulkan hal negatif seperti melupakan kewajiban dan terganggu pola tidur. Faktor yang mempengaruhi adiksi game online motivasi dan dukungan sosial teman sebaya, motivasi yang tinggi bisa dari diri sendiri dan lingkungan akan mempengaruhi adiksi seseorang terhadap game online. Tujuan dari penelitian ini untuk mengetahui hubungan motivasi dan dukungan sosial dengan adiksi game online pada remaja. Penelitian ini merupakan penelitian dengan desain deskriptif analitik dengan pendekatan cross sectional. Sampel pada penelitian ini adalah siswa kelas 7 dan 8 SMP N 13 Padang yang bermain game online yang berjumlah 150 orang. Instrumen penelitian yang digunakan yaitu kuesioner adiksi game online (GASA), motivasi bermain game online¸ dan dukungan sosial teman sebaya (ISEL). Hasil penelitian menunjukkan 64,7% remaja yang mengalami adiksi game online, motivasi bermain game online tinggi pada remaja 66,7%, dan dukungan sosial teman sebaya yang tinggi 76,7%. Terdapat hubungan antara motivasi dengan adiksi game online dengan p value=0,000 (p<0,05), serta tidak ada hubungan dukungan sosial dengan adiksi game online dengan p value=0,450 (p<0,05). Disarankan kepada pihak sekolah untuk melakukan konseling terkait dampak game online pada guru dan meningkatkan kegiatan ekstrakulikuler juga untuk keperawatan jiwa disarankan untuk melakukan kegiatan berupa promosi dan preventif seperti melakukan konseling atau psikoedukasi pada keluarga serta anak terkait dengan dampak bermain game online. Kata Kunci : game online, motivasi, dukungan sosial, adiksi¸ psikososial, remaja Relationships Motivation Playing Online Games And Social Support Peers With Online Game Addiction Adolescents in SMPN Padang City ABSTRACT Online game addiction is now a global problem. Online game addiction will make the players cool to play online games to forget about time and give rise to negative things like forgetting its obligations and disturbed sleep patterns. Getting addicted to online game could ense from oneself and or being motivated and supported by peers. The purpose of this study is to determine the relationship between motivation and social support with online game addiction in adolescents. This study is a descriptive with cross sectional design. The samples of this studi include 7th and 8th grade students of SMPN 13 Padang the total sample are 150. The research instrument used questionnaire online game addiction (GASA), the motivation to play online games and social support peer (ISEL). The results showed 64.7% of adolescents who experience addiction online games, play online games high motivation in adolescents 66.7%, and peer social support high 76.7%. There is a relationship between motivation and addiction online games with p value = 0,000 (p<0,05), and no social support relationships with online gaming addiction with p value = 0.450 (p<0,05). It suggested to the school counseling online game-related impacts on teachers and increase extracurricular activities also for the soul of nursing are advised to carry out promotion and preventive activities such as counseling or psycho-education in family and child related to the impact of online gaming. Keywords: online games, motivation, social support, psychosocial addiction, teen
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39

Carroll, William M. "Polygon Capture: A Geometry Game." Mathematics Teaching in the Middle School 4, no. 2 (October 1998): 90–94. http://dx.doi.org/10.5951/mtms.4.2.0090.

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The curriculum and evaluation standards for School Mathematics (NCTM 1989) calls for an increased role for geometry in the primary and middle school curricula. An important mathematical strand in its own right, geometry also provides opportunities to promote and assess mathematical communication, reasoning, and problem-solving skills. Unfortunately, many students lack the vocabulary and the conceptual understanding needed to desctibe geometric relationships. This atiicle describes a game, Capture the Polygons, that I have designed to help middle school students think about geometric properties and the relationships among them. A version of the game has been tested in firth- and sixth-grade classes as part of the field test of Fifth Grade Everyday Mathematics (Bell et al. 1995). Observations of classes playing the game, as well as feedback from their teachers, indicate that students find the game challenging but fun. Depending on the background of the students, it can be played at different levels of difficulty.
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40

Mohammed, Zerf. "Muscle Types, Strength Gains, and Energy Systems what relationships in Soccer game." Sohag Journal of Sciences 1, no. 1 (September 1, 2016): 13–17. http://dx.doi.org/10.18576/sjs/010103.

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41

Papalia, S., D. Shorrocks, and C. Phillips. "Are there relationships between in game performance and fitness of adolescent Netballers?" Journal of Science and Medicine in Sport 15 (December 2012): S156. http://dx.doi.org/10.1016/j.jsams.2012.11.379.

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42

Wack, Elizabeth, and Stacey Tantleff-Dunn. "Relationships between Electronic Game Play, Obesity, and Psychosocial Functioning in Young Men." CyberPsychology & Behavior 12, no. 2 (April 2009): 241–44. http://dx.doi.org/10.1089/cpb.2008.0151.

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43

Friesen, David W. "The Action Research Game: re‐creating pedagogical relationships in the teaching internship." Educational Action Research 2, no. 2 (January 1994): 243–58. http://dx.doi.org/10.1080/0965079940020208.

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44

Pramesthi, Jasmine Alya. "Parasocial Relationships and the Formation of Hyperreality in the BTS World Game." Mediator: Jurnal Komunikasi 14, no. 1 (June 24, 2021): 113–23. http://dx.doi.org/10.29313/mediator.v14i1.7602.

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45

Chiang, Eric P. "Asymmetric Information, Bargaining, and Comparative Advantage in Trade Relationships: An Interactive Game." Southern Economic Journal 74, no. 2 (October 2007): 601–8. http://dx.doi.org/10.1002/j.2325-8012.2007.tb00855.x.

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46

Li, Zhuang, Gengdan Hu, Lei Xu, and Yang Rui. "Third-party fairness maintenance in five types of group relationships." Social Behavior and Personality: an international journal 49, no. 2 (February 4, 2021): 1–9. http://dx.doi.org/10.2224/sbp.9724.

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To find out if third-party fairness maintenance is affected by group relationships, we divided participants into three groups and had them play a game of third-party fairness maintenance, in which a third party chooses between keeping (not intervening), punishing, or compensating, when the other players face unfair dictator game results. Results show that when faced with in-group unfair events, the third party tended to choose keeping or compensating strategies, and to opt not to intervene in the unfair events of the out-group. This tendency was stronger when both the dictator and the recipient belonged to the same out-group. In addition, there was intergroup bias in maintenance of third-party fairness. When the violator was an in-group member, the third party tended to use keep and compensate strategies, and chose to punish when facing violation by the out-group. Our findings illustrate the influence of group relationships on third-party fairness maintenance.
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47

Shackelford, Laura, Wenhao David Huang, Alan Craig, Cameron Merrill, and Danying Chen. "Relationships between motivational support and game features in a game-based virtual reality learning environment for teaching introductory archaeology." Educational Media International 56, no. 3 (July 3, 2019): 183–200. http://dx.doi.org/10.1080/09523987.2019.1669946.

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48

Ream, Geoffrey L., Luther C. Elliott, and Eloise Dunlap. "Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood." Psychiatry Journal 2013 (2013): 1–7. http://dx.doi.org/10.1155/2013/301460.

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This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n=702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming’s relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.
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Carradini, Stephen, and Anya Hommadova Lu. "New motivations: Change over time in motivations for mobile gaming." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 259–85. http://dx.doi.org/10.1386/jgvw_00019_1.

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Many studies of motivations for game play do not consider change in motivations over time. Given the depth of motivations research, this gap seems unusual. In this article, we explore the motivations that players have for beginning, continuing and quitting play in the mobile massively multiplayer online real-time strategy (MMMORTS) gameLords Mobileby reporting on a nineteen-month virtual ethnography. We found that players often download the game due to external motivators such as ads or a reward for playing the game. People often stay playing the game due to game mechanics that strongly encourage the player to form relationships with other players. Players often quit the game due to conflicts with their offline obligations or due to lack of interest in the game. Observing the beginning, middle and end of game play shows that players change motivations over time and respond to external motivators in addition to internal motivators.
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Cabras, Cristina, Maria Laura Cubadda, and Cristina Sechi. "Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers." International Journal of Gaming and Computer-Mediated Simulations 11, no. 3 (July 2019): 15–37. http://dx.doi.org/10.4018/ijgcms.2019070102.

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This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
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