Journal articles on the topic 'Video games'

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1

Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (August 24, 2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.

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Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.
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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (January 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
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Alshhre, Ali. "World Literature Representation via Video Games." Arab World English Journal For Translation and Literary Studies 7, no. 1 (February 24, 2023): 101–14. http://dx.doi.org/10.24093/awejtls/vol7no1.7.

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This article aims to answer the following question: can video games be a dynamic medium for globalizing an adapted work of literature to be later played and received by gamers who might learn and increase their literary and cultural knowledge? World literature scholarship, gamer-response theory, game studies research, and my experience of playing Assassin’s Creed (2007) were used to explore how video games can globalize world literature to increase readership. The video game Assassin’s Creed (2007), adapted from Bartol’s Alamut (1938), was used to both discuss how world literature can be transmitted via video games and demonstrate how video game adaptations can be beneficial for learning and increasing global readership among gamers. The process of globalizing Alamut via Assassin’s Creed is shown by focusing on how the game employs different themes taken from the novel, its narrative, and some actual historical characters and places, such Acre, Jerusalem, Damascus, and Masyaf castle. Using literary novels and adapting them as video games can be adequate for incorporating those novels into world literature because the novel’s narrative is transmitted and exposed to gamers worldwide, thereby facilitating the transmission process of the novel’s content. Thus, it is recommended that the possibility of expanding world literature should be explored via adaptations of novels into video games.
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Argento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.

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The term “gamer” is commonly used to refer to individuals who play video games frequently. However, building on Self- Determination theory (SDT) and the Dualistic Model of Passion (DMP), we argue that it may be more theoretically and practically useful to operationalize individuals as “gamers” versus “non- gamers” based on their identification and passion for gaming rather than based on how frequently individuals play video games. Thus, the purpose of the present study is to compare four groups, those who identify as gamers or non-gamers with those who have frequent use or not, on independent variables of gaming engagement, motivation, and problematic gaming. Participants (N = 1,050; 70.1% males; Mage = 23.74 years, SD = 6.48 years) completed measures online. Results revealed that identifying as a gamer was a stronger predictor of levels of gaming engagement, motivation, and problematic gaming compared to frequent use. Findings highlight the potential of SDT and DMP for understanding gamer characteristics.
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Remington Huan, Chayen, and Diny Anggriani Adnas. "Pengaruh Estetik Video Game terhadap Minat Gamer dengan Genre Survival." Jurnal SAINTEKOM 13, no. 1 (March 31, 2023): 32–41. http://dx.doi.org/10.33020/saintekom.v13i1.350.

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Video games have many genres and for this research, the author focuses on survival genre Video games. Video games with the survival genre give players freedom and try to survive in the world provided by the video game. Because players are free to explore in the video game, the visuals or graphics in the world in the video game will greatly affect the player's interest, but there are survival video games that have good visuals but don't have many interests like Fallalypse and Age of Survival where both video games have a Very Negative rating. However, there is one survival video game that doesn't have good visuals and only relies on unique gameplay but has a lot of interest and that video game is Minecraft. The purpose of this research is to find out the interest of players or gamers in video games in the survival genre. This study used quasi-experimental and qualitative methods on 14 participants with an age range of 18-26 years. After the quasi-experiments and qualitative were completed, the authors were able to receive one conclusion about gamers’ preference in survival video games, gamers prefer playing survival video games. which are not too realistic or similar to the real world in terms of difficulty, but gamers prefer to see visuals or graphics that are realistic or similar to the real world.
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Pietersen, André J., Jan K. Coetzee, Dominika Byczkowska-Owczarek, Florian Elliker, and Leane Ackermann. "Online Gamers, Lived Experiences, and Sense of Belonging: Students at the University of the Free State, Bloemfontein." Qualitative Sociology Review 14, no. 4 (January 8, 2019): 122–37. http://dx.doi.org/10.18778/1733-8077.14.4.08.

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Individuals who partake in video games are often regarded with prejudice. It is an activity that is perceived to be mainly related to senseless leisure and teenage entertainment. However, many diverse people make video games such an important part of their lives that they become passionately engaged in it. Video games and online video gaming offer the player immersive experiences unlike any other forms of media. A phenomenological and interpretive exploration is undertaken in order to gain a deeper understanding of the narratives of online gamers and their experiences of a sense of belonging to the associated online communities. Through the use of in-depth interviews, the article explores various aspects of the life stories of a group of eight South African university students. It attempts to show how online gaming has become a part of their lifeworlds. The aim of this article is to present the narratives of online gamers as rich and descriptive accounts that maintain the voices of the participants. Various aspects of the lifeworlds of online gamers are explored. Firstly, an exploration is undertaken to gain an understanding of what it means to be a gamer. It focuses on how a person can become involved with gaming and how it can evolve into something that a person is engaged with on a daily basis. Secondly, it explores how video games influence the perception of reality of gamers. Immersion in video games can transfer a player into an alternative reality and can take the focus away from the real world. This can lead to feelings of joy and excitement, but can also lead to escapism. Lastly, the article shifts attention towards how online video gamers experience online communities. Players can have positive experiences with random strangers online, but because of the anonymous nature of the online environment, it can also lead to negative and isolating experiences.
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Denikin, Anton A. "In Support of Video Games." Observatory of Culture, no. 3 (June 28, 2014): 53–59. http://dx.doi.org/10.25281/2072-3156-2014-0-3-53-59.

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Critically examines some of the research approaches to video games both in Russia and abroad. The article summarizes conclusions of the leading Western specialists in video games studies and proposes an alternative understanding of video games as particular emergent interactive social­communicative means of contemporary digital culture that input to general education, goal­setting, and other gamers’ skills.
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&NA;. "Video Games." Journal of Developmental & Behavioral Pediatrics 13, no. 1 (February 1992): 53???54. http://dx.doi.org/10.1097/00004703-199202000-00011.

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Flaherty, N. "Video games." Electronics Systems and Software 3, no. 5 (October 1, 2005): 12–15. http://dx.doi.org/10.1049/ess:20050501.

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Prot, Sara, Katelyn A. McDonald, Craig A. Anderson, and Douglas A. Gentile. "Video Games:." Pediatric Clinics of North America 59, no. 3 (June 2012): 647–58. http://dx.doi.org/10.1016/j.pcl.2012.03.016.

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Schueren, Betty. "Video Games." Activities, Adaptation & Aging 8, no. 1 (February 3, 1986): 49–58. http://dx.doi.org/10.1300/j016v08n01_07.

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FUNK, J. "Video Games." Adolescent Medicine Clinics 16, no. 2 (June 2005): 395–411. http://dx.doi.org/10.1016/j.admecli.2005.02.007.

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Primack, Brian A. "Video Games." American Journal of Preventive Medicine 37, no. 4 (October 2009): 379–80. http://dx.doi.org/10.1016/j.amepre.2009.07.001.

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Bean, Anthony. "Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy." Journal of Psychology and Psychotherapy Research 9 (December 22, 2022): 158–69. http://dx.doi.org/10.12974/2313-1047.2022.09.9.

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Working therapeutically with video gamers has almost entirely consisted of an overshadowing addiction perspective. This undoubtedly leads any therapist working with video gamers to assume they are addicted, further guiding treatment into a reduction or complete termination of all video games. To date, there are no known uses of video games in a clinical setting as therapeutic tools. This case study illustrates use of Archetypal and Jungian therapies prescribing video games for a 10-year-old male diagnosed with Posttraumatic Stress Disorder (PTSD). Video games were utilized as a main form of inclusion and immersion playability. He experienced a reported improvement in his symptoms across his environments. Parental involvement, therapist’s knowledge of video game worlds, and using video games’ heroic motifs were critical to the client’s understanding of himself. If an addiction lens had been utilized, the client may not have been successful. Through this comprehensive study, the research will showcase that clinicians should aim to think outside of the addiction lens while working with video gamers. As therapists are presumed to be experts in communication, it makes sense to utilize the language of the video game world to communicate and understand where the client may be presently situated. Utilizing this immersive experience opens the door for a more collaborative therapy, increasing communication about video games, playing, and extrapolating players’ experiences into real life contexts.
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Horoszkiewicz, Krzysztof, Bartosz Horoszkiewicz, and Grzegorz Załęski. "Psychomotor performance in video games." Journal of Education, Health and Sport 12, no. 7 (July 24, 2022): 667–82. http://dx.doi.org/10.12775/jehs.2022.12.07.067.

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Introduction: Interactive electronic games allow to access virtual environments and interact using a computer or TV screen. Anyone who has played a video game, or seen others playing, is aware of the importance of reaction speed and eye-hand coordination skills. Objective: To determine the differences in psychomotor performance between professional gamers and amateurs. Material and Methods: A total of 62 gamers took part in the study, including 31 people - professional video game users who had participated in e-tournaments in the last month (age: M = 20.6, SD = 6.3) and 31 people who did not play video games or played very rarely (they declared that they did not participate in e-sports tournaments), who constituted the control group (age: M = 17.9, SD = 5.4). Integrated computer SDP-System with an executive module for stimulus generation and reception was used to assess psychomotor performance. Results: Professional gamers have higher psychomotor skills than amateurs. They reveal better results for fast thinking, motor reactions, perception, attention, and working memory. Conclusion: Playing video games has a positive impact on players' psychomotor performance and can promote improvements in elementary cognitive functions. Key words: video-games; e-sport; psychomotor performance; cognitive functions
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Pampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (April 9, 2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.

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Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gameplay play a vital role in the popularity of a particular game. It is the extra-realistic gaming experience that online games offer, which makes it so addictive. It is also revealed that players felt socially stigmatized for being a gamer since playing video games is not a socially accepted form of a hobby in Arunachal Pradesh unlike in some parts of the world. Basically, this article focuses on the insights of players about their experience as an insider in this gaming culture.
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Laurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.

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People of all ages enjoy playing games, making online gaming a part of the modern lifestyle. Online games as digital products can reach gamers without being hindered by various limitations such as time and location. With a large selection of freemium and premium games in the virtual marketplace, gamers have the opportunity to switch between various games from different genres and make purchases of virtual goods. Therefore, the challenge that developers have to overcome is whether gamers will have the intention to play, pay, and recruit players (3Ps). To manage future behavior intentions, game developers need to ensure that gamers and the games they play have a solid engagement. Data collection comes from the results of distributing questionnaires to Twitter users with the self-reporting method. The amount of data processed was 370 respondents. The model was assessed using the partial least square of structural equation modeling. The results of this study show that video game engagement plays a crucial role as a mediator between gamer experience and the intention to continue playing, purchase game items, and recruit new players. Enjoyment is the strongest predictor of gamer experience, followed by arousal, social interaction, escapism, and challenge.
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Kou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (November 20, 2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.

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Video games are a very common entertainment activity in life, and with the advancement of technology, they have become available on all kinds of electronic devices. Every year, countless console, online, and mobile games are released to great acclaim in the gamer community, and many games that have been released for many years are still regarded as masterpieces by their enthusiasts. The success of a game and its appeal to gamers depend in large part on the quality of the games CG art. Game CG art often includes scenes, props, characters, creatures, buildings, and other types of art, and excellent design attracts more peoples attention. As a new industry in the 21st century, game original art is now actively developing, but research on game original art, especially game character images, is relatively rare. This paper will focus on the character design in in-game original art by comparing the character images in different kinds of games, investigating how much players like the characters, and searching the number of fanarts in the fan community to analyze the types of characters that players of different age groups like and explore how to design more attractive characters.
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Filipović, Aleksandar. "ERGODIC VIDEO GAMES AS AGONIST OF MASOCHISM IN GAMERS." KULTURA POLISA 21, no. 1 (April 24, 2024): 63–81. http://dx.doi.org/10.51738/kpolisa2024.21.1r.63f.

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Throughout their history, even though their purpose and function have essentially remained unchanged, video games have repeatedly changed their essence, from pioneering technical endeavors, through arcade machines, to thoroughly complex modern video games. At a certain stage of their development, video games were very difficult to complete, with one of the main reasons being that for many years games were primarily played on coin-operated arcade machines, so it was in developers' interest for the games to be challenging. However, there is a crucial difference between difficult video games and video games that we call ergodic video games. The essential difference is that ergodic video games (or video games with ergodic elements) require players to adopt a non-trivial approach, i.e., additional effort, skill, and dedication, and since ergodicity drastically changes the difficulty level of the game, it also requires certain character traits from players, in terms of readiness to respond to frustration with persistence rather than giving up, which often borders on a specific type of masochism. Therefore, ergodic video games are colloquially called masocore games, which is a portmanteau of the words "masochism" and "hardcore". This paper aims to explore the causality between ergodic video games and the existence of masochistic character traits in players who play them, as well as how such games, by combining pain and frustration on one side with pleasure and a sense of accomplishment on the other side, provide a gaming experience that is almost impossible to experience by playing classic, non-ergodic video games.
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Su, Nathan N. "Single and Multiplayer Video Gamers: Looking at Their Experiences and Psychosocial Well-Being During the COVID-19 Pandemic." International Journal of Psychological Studies 13, no. 4 (November 4, 2021): 51. http://dx.doi.org/10.5539/ijps.v13n4p51.

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The COVID-19 pandemic has impacted our lives in many different ways. One significant impact on daily life was the increased indoor time due to quarantine measures. Data collected suggests video games have become more popular than ever during these unprecedented times (Epstein, 2020). This study aims to explore the experiences and psychosocial well-being of individuals who played single and multiplayer video games during the pandemic. Data was collected through a questionnaire distributed to multiple online communities and forums from June 28th to July 29th, 2021. The total collected responses were n=260. 132 participants identified themselves as playing mostly single-player video games and 128 identified themselves as playing mostly multiplayer games. The results show during the pandemic individuals spent more time playing both types of video games. Motivations for playing single-player games trended towards decreasing anxiety and stress, and avoiding real life, whereas multiplayer motivations tended to trend towards socialization rather than decreasing stress or anxiety. During the pandemic, 40-50% of single and multiplayer gamers indicated decreased mental health. However, both types of players reported improvement in mental and social well-being while playing video games. More multiplayer gamers reported improved social well-being while playing compared to single-player gamers. The survey respondents tended to report having more positive experiences with single-player and multiplayer video games during the pandemic. Results presented video games as a way for individuals to socialize or decrease stress and anxiety. In addition, the comparison between the two types of gamers revealed that single-player respondents tended to play for relaxation, stress reduction, and perhaps improvement in mental health, while multiplayer gamers play to increase social interaction and improve social well-being. Further research is needed to explore the long-term effects of video games during the pandemic after everyone has returned to a pre-pandemic state.
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Alvarado Villa, David Alejandro, Osval Antonio Montesinos López, and Pedro C. Santana-Mancilla. "Training of an intelligent agent to improve the gaming experience for video gamers." Avances en Interacción Humano-Computadora, no. 1 (November 30, 2021): 123. http://dx.doi.org/10.47756/aihc.y6i1.105.

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Today, video games have come a long way compared to the video games offered by the first consoles, both in technology and gameplay. However, one thing today's video games have in common with respect to the early video games is the use of intelligent agents to create a more competitive gaming environment for the video gamer. This work proposes the use of machine learning to create intelligent agents that analyze the player's skills and adjust their difficulty level according to these skills, with the aim of achieving a more immersive gaming experience and avoiding frustration for the video player.
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Eden, Allison, Erin Maloney, and Nicholas David Bowman. "Gender Attribution in Online Video Games." Journal of Media Psychology 22, no. 3 (January 2010): 114–24. http://dx.doi.org/10.1027/1864-1105/a000016.

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Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill and the relationship between genre and perceptions of player masculinity are also identified. These findings are an important first step in understanding the perception of others in online entertainment environments.
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Lee, Chiawen, Kirk Damon Aiken, and Huang Chia Hung. "Effects of College Students' Video Gaming Behavior on Self-Concept Clarity and Flow." Social Behavior and Personality: an international journal 40, no. 4 (May 1, 2012): 673–79. http://dx.doi.org/10.2224/sbp.2012.40.4.673.

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We explored time spent playing and other video gamer behavior in relation to the psychological constructs of self-concept clarity and flow. Survey data were collected from a paper-and-pencil survey of a student sample from a university in northwestern United States. We found that compared with gamers with high self-concept clarity, gamers with low self-concept clarity spent more time playing video games. Furthermore, flow was positively associated with time spent playing. Gamers who spent more time playing reported more flow experiences. This research contributes to understanding of the relationship between gamer psychologies and gaming behavior amongst college students.
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Jimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (January 14, 2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.

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PurposeThis paper aims to attempt to understand the extent to which the effect of motivations on purchase intention varies for diverse segments of video gamers (depending on their personality).Design/methodology/approachInformation was collected from 511 Spanish video game consumers. Structural equation modeling, clustering and multi-group analysis were then conducted to compare results between segments of gamers.FindingsResults show that hedonic, social and mainly addiction motivations lead to purchase intention of game-related products. Moreover, the authors identify a typology of gamer that gives rise to differences in motivations-purchase intention links: Analysts include individuals who are essentially conscientious, prefer inventive or cognitive and simulation games and whose behavior is more influenced by hedonic and social motivations to play; socializers comprise individuals who are mainly extrovert and emotionally stable gamers and who prefer sports and strategy games. The motivations to play that affect their purchase intentions are mainly social; and sentinels include individuals that are unmindful and introvert, prefer inventive, cognitive, sports and simulation games, and whose social motivations drive their purchase intentions.Originality/valueThere are 2,200 million video gamers around the world, although it is assumed that this vast market is not homogeneous, which has implications for consumer motivations and purchase intention. However, the currently available classifications that address this challenge are rather limited. In this sense, the present paper provides valuable insights into understanding how personality offers a useful variable to segment consumers in the video game industry and how it moderates the effect of motivations on purchase behavior.
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Pintér, Róbert. "A gamer bennük van – Az eNET Internetkutató, az Esportmilla és az Esport1 közös magyar videojátékos és e-sport kutatásának főbb eredményei." Információs Társadalom 18, no. 1 (April 6, 2018): 107. http://dx.doi.org/10.22503/inftars.xviii.2018.1.7.

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A tanulmány az eNET, Esportmilla és Esport1 videojáték és e-sport kutatásának főbb kutatási eredményeit mutatja be. A két kutatás számos témát felölelt, ezek közül a tanulmány először a videojáték kutatás eredményeit ismertetve kitér arra, hogy mennyien játszanak videojátékkal idehaza és ehhez mik a főbb motivációik. Foglalkozik annak vizsgálatával, hogy a nem játszók körében mennyire elterjedtek a videojátékosokkal kapcsolatos negatív sztereotípiák, illetve milyen a szülők viszonya a témához. Ezt követően bemutatja, hogy min és mit játszanak a játékosok, illetve mekkora az e-sport játékkal játszók hazai bázisa. A tanulmány ismerteti az e-sport kutatás eredményeit is, így, hogy mik a főbb játékplatformok, hány órát tesz ki a játékkal töltött idő és az általában vett „screen time”, mi mondható az egyéni fejlődésről és streamek követéséről, valamint, hogy hagyományos értelemben sportolnak-e egyáltalán a gamerek? A tanulmány kísérletet tesz a videojátékokhoz köthető piac magyarországi méretének becslésére is. Végül a befejezésben azt vizsgálja, hogy vajon széleskörű társadalmi elfogadottság előtt áll-e idehaza a videojáték és az e-sport? --- The Gamer Inside Them: the Main Results of Hungarian Esport and Videogames Research by eNET, Esportmilla and Esport1 The study presents the main research results of eNET, Esportmilla and Esport1 video games and esports research. The two research projects covered a few themes, this article first shows the results of the video games research, which demonstrates how much gamers play video games in Hungary and what their main motivations are. It deals with examining how widespread the negative stereotypes are associated with video game players among non-gamers and how parents relate to the topic. It then shows what and how gamers play and how many esports gamers there are. The study also describes the results of esports research, including the main gaming platforms, how much the playing time is and how much the usual "screen time" is, what can be said about individual development and watching of streaming, and whether or not gamers pursue traditional sports. The study also attempts to estimate the size of the video games market in Hungary. Finally, it examines whether video games and esports are about to be widely accepted in Hungary? Keywords: videogames, esport, research, Hungary
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Pérez, Adriana, James Thrasher, Noelia Cabrera, Susan Forsyth, Lorena Peña, James D. Sargent, and Raúl Mejía. "Exposure to tobacco in video games and smoking among gamers in Argentina." Tobacco Control 28, no. 4 (July 20, 2018): 427–33. http://dx.doi.org/10.1136/tobaccocontrol-2017-053973.

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BackgroundOur objective was to assess whether exposure to tobacco in video games is associated with smoking among adolescent gamers from Argentina.MethodsCross-sectional data were analysed from students in public and private middle schools in Argentina. Tobacco content in video games was estimated using previously validated methods and adolescents’ tobacco exposure was assessed by multiplying tobacco content in the top three video games they play by the hours played per day. The primary outcome was current smoking. Multilevel logistic regression models adjusted for clustering within schools, regressing current smoking on tobacco exposure in video games (ie, none, low, high) after controlling for age, sex, parental education, parenting style, parental rules about the use of video games, rebelliousness, sensation seeking and ‘technophilia’.ResultsOf the 3114 students who participated, 92% of boys (1685/1802) and 56% of girls (737/1312) played video games and were included in the analytical sample. The prevalence of smoking was 13.8% among boys and 22.0% among girls; 74.5% of boys played video games more than 1 hour per day compared with 47.7% of girls. High exposure to tobacco content in video games compared with no exposure was independently associated with current smoking among girls (OR 1.78; 95% CI 1.02 to 3.09) but not among boys (OR 0.98; 95% CI 0.64 to 1.51).ConclusionsGreater exposure to tobacco content in video games was associated with higher likelihood of smoking among Argentine girls who play video games, suggesting the need for policies that limit these exposures.
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Ciszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.

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This article presents the history and contemporary state of Polish media on the theme of video games. Media about video games emerged on the Polish market after the country’s political transformation of 1989 and quickly became very popular. The ever increasing multitude of players led to demand for information and reviews on games. During 1990’s there were many more or less significant magazines about video games in Poland. Almost all of them perished. Currently, there are only three of them on the Polish market. TV programmes about video games appeared during the 90s which effectively showcased them in action. The media landscape has changed as the internet has become widely available and largely overtaken the information and entertainment function of the press and television in regards to video games. Today thematic websites about games are still important but youtubers and Twitch streamers are taking advantage. Their broadcast is especially important for younger generation of gamers. Presenting video games in action and live commentary is a very popular way of communication. Many online content creators have built great audience and income doing so.
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Cole, Jennifer M., and Sarah Grogan. "‘Kind of like a Barbie doll, but for grown men!’: Women gamers’ accounts of female bodies in digital games." Psychology of Women and Equalities Section Review 1, no. 2 (2018): 19–29. http://dx.doi.org/10.53841/bpspowe.2018.1.2.19.

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Although various authors have argued women’s bodies in video games are unrealistically thin and large breasted, few studies have asked women who make frequent use of video games to discuss their experiences of viewing these kinds of images. In the present study, 32 women who identified as ‘women gamers’ answered an open-ended questionnaire on the portrayal of women’s bodies in video games. Responses were analysed using thematic analysis broadly informed by discursive analysis. Women presented complex accounts where they constructed themselves as informed gamers, not duped into wanting to emulate the sexualised images on display. The idealised bodies in games were constructed as pandering to the sexual fantasies of male gamers who were seen as malleable and naïve. Participants reported that they were frustrated by the prevalence of hypersexualised bodies in games, but emphasised their mastery over the gaming environment, and their ability to dismiss the images as fantasy. Implications for understanding body image in women gamers are discussed.
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Newcombe, Jonathan, and Billy Brick. "Blending Video Games Into Language Learning." International Journal of Computer-Assisted Language Learning and Teaching 7, no. 4 (October 2017): 75–89. http://dx.doi.org/10.4018/ijcallt.2017100106.

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Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.
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Sokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (October 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to establish the connection between video games and violence (murders) as “natural” and “obvious”. Particular attention is paid to the publications of Aleksandr Minkin, a reporter at “Moskovskij Komsomolets” (“Moscow Komsomol Member”) and one of the most prominent critics of video games, as well as to the media coverage of the first school shooting in Russia (shooting at school № 263 in 2014). It is shown that video games are used in the media discourse as an explanatory principle that allows a shift from the crime to the criminal, to those acts which reveal moral depravity or psychological disorder, and those circumstances which foster criminalism. Pointing to the games helps restore the “normal” connection between social and moral qualities, explaining the crime committed by an honours student from a “good family” as being the result of the depictions of violence in video games affecting the child’s psyche. Video games are also described as a factor in shaping the “digital generation” or “generation of gamers” — odd and politically dangerous. The dangers that games create for both gamers and society in general (the non-distinction between the “real” and the “virtual”, the illusion of a “possible restart”) allow the journalists and experts to insist on strengthening measures of supervision and protection, and expanding legal and medical control.
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Lee, Jin Ha, Rachel Ivy Clarke, and Stephanie Rossi. "A qualitative investigation of users’ discovery, access, and organization of video games as information objects." Journal of Information Science 42, no. 6 (July 11, 2016): 833–50. http://dx.doi.org/10.1177/0165551515618594.

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Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire and play video games. With the aim of better understanding people’s game-related information needs and behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations based on appeals, offering multiple automatic organization options and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games.
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Lavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (November 2, 2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.

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Over the past few years, the French mainstream press has paid more and more attention to "silver gamers", adults over sixty who play video games. This article investigates the discursive and normative paradigms that underlie the unexpected enthusiasm of the French mainstream press for older adults who play video games. We use mixed methods on a corpus of French, Swiss and Belgian articles that mention both older people and video games. First, we produce topics, that is, sets of words related by their meanings and identified with a Bayesian statistical algorithm. Second, we cross the topic model results with a discursive analysis of selected articles. We preface the topic modeling's conclusions with a discussion of the representations of older people and video games in European French-language mainstream media. Our analysis explores how the press coverage of older people who play video games simultaneously erases moral panic about video games and reinforces the discourse of "successful ageing".
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Mumtaz Qazi and Hardeep Singh Matharu. "The effect of action and casual video games on visual reaction time and accommodation in non-gamers." International Journal of Science and Research Archive 10, no. 1 (October 30, 2023): 745–48. http://dx.doi.org/10.30574/ijsra.2023.10.1.0798.

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Aim: To understand the effect of video games on non-gamers’ visual reaction time (VRT) and Accommodation. Methodology: A cross sectional study was conducted to evaluate the effect of video games on VRT and Accommodation in non-gamers. Subjects between the age of 18-28 years with BCVA 0.0 LogMAR; 0.63M were enrolled in this study. A written consent was obtained. Subjects having binocular vision anomalies, systemic diseases, learning disabilities, and dry eyes were excluded from the study. All subjects underwent a comprehensive eye exam. In addition, VRT and Accommodation were measured pre and post exposure to video games. VRT was assessed with PEBL (Psychology Experiment Building Language) and WAM open field autorefractor was used to measure Accommodation. Result: 17 subjects (15 females and 2 males) participated in the study with the mean age of 21 ± 1.70 years. In the action video game group, mean VRT decreased significantly from 362.56±31.68ms to 348.75±31.35ms post video game exposure (p<0.05). The mean VRT in casual video game group pre video game exposure was 358±29.56ms and post was 353.89±26.8ms (p>0.05). The accommodative response exhibits a significant change, with pre-exposure mean of -0.98D and post exposure mean of -1.20D (p<0.05). Conclusion: Action video games were found to enhance VRT significantly, making them a potential tool for activities requiring rapid reactions. While casual video games also improved VRT, the changes were not statistically significant. Moreover, both types of video games had a significant impact on accommodative responses, which could be clinically relevant for individuals with accommodation related issues.
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Cotton, James, Daniel Mayes, Florian Jentsch, and Valerie Sims. "The Relationship between Video Game Characteristics and Player Ability." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 45, no. 13 (October 2001): 945–47. http://dx.doi.org/10.1177/154193120104501310.

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Video game production has grown into a multi-billion dollar industry. While consumer demand for video games remains strong, an explanation for the demand is not so clear. It is likely, however, that a user's degree of “engagement” with the game is relevant. An Engagement Questionnaire (EQ) was recently introduced to capture those dimensions that determine a user's engagement while playing a video game. The goal was to develop a metric that could be applied to a broad range of games and players. The focus of the present study was to determine to what extent there were systematic differences between gamers of high-and low-ability with respect to the way they rated their most and least favorite video games. Specifically, we were interested in identifying whether ratings along the five factors of the EQ were related to self-reported video-game ability. The results of the analyses indicated that difference scores between favorite and least favorite games on four of the five factors predicted self-reported ability. The findings allow us to define more clearly what high- and low-ability gamers think is important in video games.
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Poole, Steven. "Video games review." New Scientist 204, no. 2737 (December 2009): 55. http://dx.doi.org/10.1016/s0262-4079(09)63210-3.

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Castaño Díaz, Carlos Mauricio, and Worawach Tungtjitcharoen. "Art Video Games." Games and Culture 10, no. 1 (January 2015): 3–34. http://dx.doi.org/10.1177/1555412014557543.

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Del-Moral, M. Esther, and Christian RodrÍguez-GonzÁlez. "War Video Games." Journal on Computing and Cultural Heritage 13, no. 4 (December 8, 2020): 1–13. http://dx.doi.org/10.1145/3404196.

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38

Tichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (August 18, 2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.

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The purpose of this study was to investigate the influence of games, where characters must overcome adversity, on player’s perceptions of their psychological resilience. Located on the PlayStation blog (blog.us.playstation.com ), the online PlayStation Network (PSN) community group focuses on video gamers unique stories and experiences. Using a qualitative and exploratory design, blogs posted between March 2012 and January 2013 were analyzed for content describing experiences via gameplay that members reported made them feel more resilient. Both social and emotional aspects of resilience were discussed with players reporting game experiences had helped them feel more confident in their abilities. Many also associated themselves with the same resilient traits as their characters display in games. A range of popular off-the-shelf video games were reported as helpful in providing players with the opportunity to feel confident under pressure and, importantly, some players reported transferring these positive psychological effects to their real-world lives.
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Aleksandr, Novozhenin. "Research on the Impact of Video Game Characteristics on Russian Consumers Purchase Intention." Frontiers in Business, Economics and Management 15, no. 3 (July 11, 2024): 139–42. http://dx.doi.org/10.54097/4xjbdx74.

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There are currently over 65 million people in the Russian Federation who regularly play video games of any type and on any platform. About half of them fall into the category of "paying" gamers - those who buy games or pay for in-game content, which industry analysts view as an indicator of emerging markets. As it becomes increasingly difficult for developers to compete in the video game market, it is increasingly important for publishers and video game developers to understand why consumers play and buy games. A major challenge for the gaming industry is figuring out which features of a game can grab consumers' attention and influence their intent to purchase games. The purpose of this study is to examine which characteristics of video games can affect the game participation of Russian single player gamers and consumers' willingness to purchase games, and to make suggestions for single player game developers and publishers. A survey was conducted among 492 Russian single player game players; the research results were obtained through reliability analysis, correlation analysis and linear regression analysis. The results of this study show that the game features such as control functions, reward and punishment features have a significant positive impact on flow and purchase intention, and flow has a significant positive impact on purchase intention. This research contributes to the development of a video game features theory of video games by determining the extent to which consumers' emotional responses and behaviors are directly affected by videogame structural features and game engagement. In order to expand the sales of single player video games, game developers and publishers need to focus on the interactivity and game balance.
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Sanford, Kathy, Lisa J. Starr, Liz Merkel, and Sarah Bonsor Kurki. "Serious games: video games for good?" E-Learning and Digital Media 12, no. 1 (January 2015): 90–106. http://dx.doi.org/10.1177/2042753014558380.

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Malhotra, Varun M., Pratyush R. Kabra, and Ritika Malhotra. "Attitudes and practices of medical students regarding video-games: should community medicine educationists get serious about serious games." International Journal Of Community Medicine And Public Health 4, no. 3 (February 22, 2017): 729. http://dx.doi.org/10.18203/2394-6040.ijcmph20170748.

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Background: Present medicos belong to a generation called ‘Millennials’ or ‘Net Generation’. They spend less time reading, and are more comfortable in image-rich environments provided by New Media. The objective of the study is to identify knowledge, attitudes and practices of medical students regarding video-games, with the aim of prompting community medicine teachers to consider serious games as a teaching-learning tool.Methods: The study was conducted among undergraduate medical students who self-administered a structured questionnaire eliciting their practices and attitudes regarding video-games, perceptions regarding impact of video-gaming on their academic performances and acceptability of serious games as a learning tool in community medicine.Results: A total of 255 medical students participated in the study, out of which 242 (94.9%) were current video-gamers. The students started playing video-games at a mean age of 11.72+3.63 years. Mobile phones were the commonest platform for video-gaming. The median duration of video-gaming was 150 minutes/week, with semi-inter-quartile range of 255 minutes. 57.4% of students reported that video-games helped them relax, while 26% felt that video-gaming increased their skills. The study revealed that 43.6% students were aware of serious games and 22.7% had used them as a learning tool in last three months. Moreover, about 95% of medicos welcomed learning of community medicine through serious games.Conclusions: The study reveals that contemporary medical students are spending considerable time playing video-games. It also shows that the learner is willing to learn community medicine through serious games. The study prompts community medicine educationists to consider serious games as a teaching-learning tool.
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Crawford, Garry, Daniel Muriel, and Steven Conway. "A feel for the game: Exploring gaming ‘experience’ through the case of sports-themed video games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (May 10, 2018): 937–52. http://dx.doi.org/10.1177/1354856518772027.

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Video gaming is often understood and narrated as an ‘experience’, and we would suggest that this is particularly notable with sports-themed video games. However, we would argue that how the game experience is curated and consumed, and how this relates to wider social process and forces, is rarely given any detailed consideration within the existing game research literature. Hence, this article explores how game experiences can be understood and articulated around four key themes. First, we begin with the argument that video games connect with, but also lead, a wider social trend: understanding social reality as a set of designed experiences. The real is progressively becoming a repository of technologically mediated experiences, and the logic of video games is anticipating this process. Second, we suggest video games are translations of phenomenological worlds: When successful, key aspects of the meaning of things remain similar even as one moves between spaces, domains, mediums and platforms. Developers often seek to bring others’ experiences into a game environment, such as translating the geography and mechanisms of sporting locations and competitions into a game environment. Third, following this translation of meaning across domains, gamers often narrate their encounters with video games as they would with any other experience, such as winning the Champions League in Football Manager becomes recounted by gamers like any other achievement. Fourth, video games are interactive and explicit bodily experiences because they must be enacted in order to exist.
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Somoza Medina, Xosé, and Marta Somoza Medina. "Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces." COVID 4, no. 1 (December 19, 2023): 1–12. http://dx.doi.org/10.3390/covid4010001.

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The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the context of the health crisis, respecting the rules of social distancing. This article analyses the role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the pandemic. Statistical data and analyses carried out by consulting companies and civil associations show the definitive insertion of these video games in our routine and social relations. The challenge is to take advantage of the skills and abilities that these video games develop within a new framework of individual and community learning. The conclusions of the research show that the virtual worlds of video games are for the new digital society, safe and comfortable meeting spaces, and that since the confinement, these digital places have greatly expanded their reach, previously only limited to the gamer community.
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Zhang, Heyang. "Research on the Commercial Value and Artistic Value of Video Games." Communications in Humanities Research 5, no. 1 (September 14, 2023): 100–103. http://dx.doi.org/10.54254/2753-7064/5/20230107.

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Video games, as a relatively new but increasingly mature art form, gradually have a different value than other art forms as they develop. Video games can only be treated properly if the players are fully aware of their multifaceted nature. So the topic of this paper is the value of video games. This paper will try to solve the problem through multi-angle analysis and the experiential summary method. It can be concluded that the game's value is primarily comprised of its commodity and artistic value. As a commodity, games do make a lot of money for game companies. As art, games are indeed artistic and even have a higher dimension than other art forms.
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Capasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.

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Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.
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Tolić, Ivan, Vanja Šimunec, and Dijana Vuković. "Video game consumer profiles." Zbornik sveučilišta Libertas 5, no. 5 (December 9, 2020): 51–66. http://dx.doi.org/10.46672/zsl.5.5.4.

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The video game development path is full of drastic changes. The growth and strengthening of technology and the growth of innovation in the technology sector have inevitably led to the growth of this industry, which is nowadays achieving unexpected, enviable results. The basic human need for entertainment and socializing contributes to the popularity of video games. Today, video games are played by people of all ages and genders, and the most common reasons for playing video games are fun, socializing, learning, and reducing stress, but video games also provide interactive entertainment, unlike books, movies or theatre performances. The popularity of video games is witnessed by numerous communities on social networks through which professional gamers share their experiences, tips and video game reviews, and there are statistics that support this popularity and growth. The features offered by the video game industry do not need to be particularly emphasized because the results, statistics and enthusiastic players speak for themselves. This paper deals with the demographics and behaviour of consumers playing video games. The aim is to identify the main features of the user, video game players, and to identify and determine user habits and trends affecting the users. The consumer is a social and cultural being. At the same time, he is an individual for himself, a member of a family, a member of a group or a certain class or class in society, a representative of a particular nation, race, religion, nationality of a particular country, etc. The consumer is a person who has the money (assets) and a will to buy the goods or a service. In this paper, the above consumer definitions will be brought in correlation with the video game market, with an industry that encompasses various forms of modern entertainment. It is shown that technology and new modes of entertainment are present among all, and that we need to adjust the time we live in. Playing some kind of video games has become a normal activity of any normal, modern individual.
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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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Juliangga, Wahyu. "Video games reviewed as framing tool for political actor in petualangan Jokowi games." Jurnal Kajian Komunikasi 9, no. 2 (December 29, 2021): 239. http://dx.doi.org/10.24198/jkk.v9i2.34292.

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Digitalization created new development in the interactive model used by political actors. One of the models is video games as a propaganda tool for electoral interest. This study tries to elaborate on the role of a video game called “Petualangan Jokowi.” This study used Political Campaigning Games (PCG) framework with game analysis as the primary method with textual and user experience approach by the casual gamers. This study showed that the video game “Petualangan Jokowi” on advergames definition based on textual approach is a by-design game for promoting Joko Widodo and another political actor inside the games to casual gamers. This game succeeds in partially framing the political actors’ characters who will be the focus inside Petualangan Jokowi. But the casual gamers are distressed to get the political message which is shown by the symbol and the story because of the shortcoming of development in content and functionality. This study also indicates casual gamers do not want to stick outplayed Petualangan Jokowi because there is no incentive for casual gamers to play Petualangan Jokowi for a long time. This factor implies the not effectively framing process because the casual gamers only received partial political messages based on lack of experience played Petualangan Jokowi.
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Kostić, Milutin. "Video games, aggression and addiction." Psihijatrija danas 51, no. 1-2 (2019): 79–87. http://dx.doi.org/10.5937/psihdan1901079k.

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Gergely Orbán, Szabolcs, Norbert György Szabados, Éva Bácsné Bába, Veronika Fenyves, Zoltán Bács, Anikó Molnár, Gergely Ráthonyi, and Hussain Rizwan. "Roguelike games: The way we play." International Journal of Engineering and Management Sciences 7, no. 4 (December 29, 2022): 80–92. http://dx.doi.org/10.21791/ijems.2022.4.7.

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The spread of the gameable personal computers and game consoles resulted in the diversification of the video game genre, and from the 7th generation of the gaming consoles, the experience support of the games became largely enhanced. These games are now consumable owing to their resolution, the content, the plots are so fascinating so that they tie the gamer to the seat. Gamers seek experiences in the games. Still, such a special genre called roguelike was established, which is characterized by the constant termination of this world of experience in such a way that the gamer, as a results of the high level of difficulty, is obliged to start the game again and again. These new genre games are now leading titles of the new generation consoles, such as Demon’s Souls or the Returnal, gaining huge role in the introduction and sale of the new gaming console PS5. This study aims to reveal specifications of this genre, moreover, aims to describe through empirical research how gamers relate to it, and whether features of these games contribute to the devotion to them or lead to the disappointment from this world of experience.
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