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Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression [chapter]

André Melzer, Ingmar Derks, Jens Heydekorn, Georges Steffgen
2010 Lecture Notes in Computer Science  
The motion detection technology used in innovative game controlling devices like the Nintendo Wii-Remote® provides experiences of realistic and immersive game play.  ...  With the aid of a gesture recognition algorithm, a violent action role-playing game was developed to compare different modes of interaction within an otherwise identical game environment.  ...  Acknowledgments The authors wish to thank Florian Hillesheim, Michèle Kallenbach, Stefanie Luxa, Maike Maurer, Petra Pfannkuchen, and Violetta Schaan for running the experiments.  ... 
doi:10.1007/978-3-642-15399-0_16 fatcat:5allizlbqvfbtbfj2ozteqcld4

The Spiritual Impact of Digital Gaming on Christian Adolescents

Elizma Zaayman
2018 Figshare  
The primary objective of this study is to formulate a theologically informed strategic plan where the playing of role playing fantasy digital games remains faithful to God and relevant to the ministry  ...  Information on digital games is provided to throw more light on the phenomenon and its potential impact on Christian teenagers.  ...  It has been stated by these researchers that exposure to violent video games generally increases hostility, revenge motivation, aggression and aggressive thoughts; and that this link remained significant  ... 
doi:10.6084/m9.figshare.6431801.v1 fatcat:ruip4qicafh6vddqaldfbc7oby

Narrative Mechanics: Strategies and Meanings in Games and Real Life [article]

Beat Suter, René Bauer, Mela Kocher, Et Al.
2021 Zenodo  
They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society – such as a career from rags  ...  Below their surface, however, narrative mechanics are a particular type of motivational design – of game mechanics.  ...  Games, notably strategy games, have incorporated visible, mechanically-realized personality traits into rulers and other characters to diversify play experiences, and these also have the effect of encouraging  ... 
doi:10.5281/zenodo.5821920 fatcat:t3hd6qe2prc4rfstaepnrwssbi

14. From Transmedia Storytelling to Transmedia Experience Star Wars Celebration as a Crossover/Hierarchical Space [chapter]

Matt Hills, Dan Hassler-Forest, Sean Guynes
2018 Star Wars and the History of Transmedia Storytelling  
The book series Transmedia: Participatory Culture and Media Convergence provides a platform for cutting-edge research in the field of media studies, with a strong focus on the impact of digitization, globalization  ...  While the main focus will be on contemporary media culture, the series is also open to research that focuses on the historical forebears of digital convergence culture, including histories of fandom, cross-and  ...  , video games, radio plays, and more.  ... 
doi:10.1515/9789048537433-017 fatcat:t2zt62v5rfd5pglz3ap4gna6hu

Toni Cade Bambara's vulnerable men [chapter]

Tuula Kolehmainen
2021 Mediating Vulnerability  
More recently, she has published a volume on the Interview as Creative Practice with Rebecca Roach (Special issue of Biography) and she edited Writing Manuals for the Masses (2020) with Dirk de Geest.  ...  Literary and Cultural Studies at KU Leuven. She has published extensively on contemporary cultural theory and intellectual history.  ...  This volume is the result of long-standing discussions that started during two international doctoral summer schools convened by the Hermes Consortium for Literary and Cultural Studies, a network of 11  ... 
doi:10.2307/j.ctv1nnwhjt.9 fatcat:zmcuw3h2wrfczih4jow5sh4f6a

Zeitschriftenlese

2013 Medien & Kommunikationswissenschaft  
.: The Effects of Video Game Controls on Hostility, Identification, and Presence.  ...  This integration is an important one for research aiming to understand the experience of video game play, as the social aspect of video game play is a relevant dimension of the technology often ignored  ...  ) is reduced by effectively isolating respondents from their social environment."  ... 
doi:10.5771/1615-634x-2013-3-444 fatcat:u2fxxccxjjgphfin3dry6squca

Whole Issue

Diana Villanueva-Romero
2017 Ecozon@  
This response delighted me because of its alien perspective on humans, rather like "They're Made Out of Meat," a short based on a story by Terry Bisson.  ...  By pitting Star Wars against itself, we see that the legacy of slavery and Jim Crow lives on in American cinema.  ...  The uniquely mapped controls of the avatar itself dislocate players from a seemingly smooth experience of mediated play by explicitly defying normative methods of player control over their character.  ... 
doi:10.37536/ecozona.2017.8.2.2046 fatcat:w4rk4zgqqzcf3jvklu3ts43szm

Pathways to conspiracy: The social and linguistic precursors of involvement in Reddit's conspiracy theory forum

Colin Klein, Peter Clutton, Adam G. Dunn, Mikolaj Morzy
2019 PLoS ONE  
Reddit.com is a large connected set of online discussion forums, including one (r/conspiracy) devoted to wide-ranging discussion of conspiracy theories.  ...  The availability of large datasets of user comments from Reddit give a unique opportunity to observe human behavior in social spaces and at scale.  ...  One possibility is that the type of sharing and active engagement seen in the forum is itself a type of reclaiming of power, a place to put forward ones thoughts, help out one's peers and the wider community  ... 
doi:10.1371/journal.pone.0225098 pmid:31738787 pmcid:PMC6860422 fatcat:z5osppknw5hk5ejrvih2towp3y

13. Problem Mobile Phone Use in Spanish and British Adolescents: First steps towards a cross-cultural research in Europe [chapter]

Olatz Lopez-Fernandez
2015 The Psychology of Social Networking Vol.2  
We thank Mr Paul Strickland of Xenodu Virtual Environments, the University of East Anglia (UEA), U.K, and the Norfolk and Suffolk National Health Service (NHS) Foundation Trust, UK.  ...  Acknowledgements: We are grateful to the participants of this study.  ...  after playing as a healer character (Peña et al, 2009) .  ... 
doi:10.1515/9783110473858-015 fatcat:7wtygoyu7nejfm3wydfzyv7zz4

4th International Conference on Behavioral Addictions February 20–22, 2017 Haifa, Israel

Zsolt Demetrovics
2017 Journal of Behavioral Addictions  
Therefore, we expect participants with a higher degree of Internet gaming addiction to experience greater stress after exposure to Internet game videos.  ...  After four months, a survey comprising questions about demographics, sleep, time spent gaming, parental video game regulation behavior and video game problems in the child were administered.  ...  ALS patients scored on average higher on the subscale 'time', but not on the subscales 'withdrawal effects', 'continuance', 'tolerance', 'lack of control', 'reduction of other activities', or 'intention  ... 
doi:10.1556/jba.6.2017.suppl.1 pmid:28201926 fatcat:2udwkq5z55g4hipqpju76rnrn4

Truth & Beauty Bombs: The personal/political/poetics of online communication in #archaeology. #PATC Keynote, April 27th 2017

Colleen Morgan
2017 Epoiesen: A Journal for Creative Engagement in History and Archaeology  
Computer Games The term cmnputergame covers a range of forms, including violent action games, strategy games, role-playing and narrative games, erotic and frankly pornographic applications, card games,  ...  The game is an interface, and so for the player the immediacy of the experience can come onlv through acknowledging the medium. @ p. 31 Action games in arcades, on video units, and on computers haw continued  ...  The trajectwy of Wertm thought has been one movingfrom the concrete to tb abstracr, from the body to the mind; recent thought, howwer, has been upon us thefrailty of that Carterian distinction.  ... 
doi:10.22215/epoiesen/2017.12 fatcat:imta2rayurctllvmv4gelwai2u

Zeitschriftenlese

2008 Medien & Kommunikationswissenschaft  
Of particular importance are the findings that (1) playing violent electronic games is the strongest risk factor of violent criminality and (2) both media-stimulated and real experiences of aggressive  ...  Repeated highly transportive experiences contribute to the overall cultivation effect by adjusting the viewers' worldviews after each exposure.  ...  Sturgis, Patrick; Allum, Nick; Smith, Patten: An Experiment on the Measurement of Political Knowledge in Surveys.  ... 
doi:10.5771/1615-634x-2008-3-4-518 fatcat:jw754bdxbzfkbhmyyyju553jwe

Law, Virtual Reality, and Augmented Reality

Mark A. Lemley, Eugene Volokh
2017 Social Science Research Network  
Kids playing violent VR videogames, for example, have higher physiological arousal and aggressive thoughts than those observing someone play the game on a 2D screen. 26 But the use and promise of AR  ...  Calvert & Siu-Lan Tan, Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts: Interaction Versus Observation, 15 J.  ... 
doi:10.2139/ssrn.2933867 fatcat:orx2ivdj5nbave32wstfb65gpq

Digital Culture & Education (DCE) Publication details, including instructions for authors Revisiting violent videogames research: Game Studies perspectives on aggression, violence, immersion, interaction, and textual analysis Revisiting violent videogames research: Game Studies perspectives on aggression, violence, immersion, interaction, and textual analysis

Kyle Kontour, Kyle Kontour
2009 unpublished
Thus far, the bulk of effects research on violent video games demonstrates troubling correlations between playing violent video games and increases in (or primers for) aggressive behavior, which suggests  ...  that overall, violent video games may be detrimental to society.  ...  One possibility, therefore, is that a subject who is more aggressive after playing violent video games may be exhibiting a symptom of pre-existing aggressive tendencies that were primed by the game, rather  ... 
fatcat:krqkqnr4orhbfomjpko5kmvv7y

Affective Brain-Computer Interfaces [chapter]

Rafael Calvo, Sidney D'Mello, Jonathan Gratch, Arvid Kappas, Christian Mühl, Dirk Heylen, Anton Nijholt
2015 The Oxford Handbook of Affective Computing  
Less than a decade after the first fragmented and isolated efforts, the number of researchers active in automatic analysis, understanding and synthesis of social behavior is constantly growing and a new  ...  and effective usability.  ...  The Virtual Guide responds using spoken language and gestures, and can also show things on the map.  ... 
doi:10.1093/oxfordhb/9780199942237.013.024 fatcat:oia3yvk7hbf7ta6magl6bzjx6u
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