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Companion: Developing Relationships Between the Player and Follower NPCs to Encourage Prosocial ChangeShields, Faith 26 April 2022 (has links)
No description available.
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Censorship in video games : a comparative case study of EarthBound and Mother 2Lehtinen, Santeri January 2023 (has links)
This study examines the censorship guidelines and translation techniques used in the localization of Mother 2 (1994) (English title: EarthBound), a video game developed originally by Nintendo of Japan and released in North America in 1995 by Nintendo of America. Having extracted 50 dialogue lines which are considered to include topics subject to censorship, the study analyses the prevalence of censorship and translation techniques, as well as the consistency of the localization with Nintendo of America's guidelines. The results show that adaptation and modulation were the most favoured translation techniques, used in 36% and 40% of the cases, respectively. Furthermore, censorship appeared to be more prevalent in categories related to graphic violence and religious themes. However, inconsistencies in the localization suggest that the guidelines were not always followed strictly. These findings align with some previous studies on censorship and localization in media and entertainment, although every product has a different distribution of themes, which in turn affects the type of censorship found. The study concludes that further research on censorship and translation techniques in video games, as well as other forms of media, could provide useful insights into the process of localization.
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Video game self-efficacy and its effect on training performanceOrtiz, Skilan 01 January 2014 (has links)
This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of serious games to be more effective than traditional methods of training when it comes to task performance.
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A Day in the Life of a Sim: Making Meaning of Video Game Avatars and BehaviorsStark, Jessica 10 April 2018 (has links)
No description available.
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VIDEO GAME CREATION : Inhibitors and Enablers in Female InclusionRuiz B., Nadia V. January 2019 (has links)
In 2012 and 2014, two hashtags, #1ReasonWhy and #GamerGate, exposed a highly sexist video game industry that was not welcoming female participation. This was affecting women working or wanting to work in it. Feminist technoscience studies explain this phenomenon by applying theories concerning the masculine domination of our society and the perception of women as “others.” Despite the numerous challenges and struggling for inclusion, women still create video games, many as independents, taking advantage of free game engines. Hence, my aim in this thesis was to understand the interconnections between technology, specifically in the video game industry, and its social impact. I focus on the balance of male and female participation in the video game creation, the role of game engines, and the enablers and inhibitors for female inclusion, as an important component of decision making for organizational change in this industry. I conducted an inductive qualitative research approach with eight semi-structured interviews with female video game creators from the Latin American region. My findings reveal that using free/affordable technology, such as game engines, is not enough to guarantee female inclusion in the video game industry. This industry is resistant to change and tends to reinforce male predominance by hiring only a specific type of worker that matches the perfect gamer, usually young males. The participation of women in the video game creation teams (which include developers, designers, artists, testers, among others) would bring balance, diversity, new voices and fresh/new ideas, as well as women empowerment to the table. In addition, eleven inhibitors and eight enablers were identified as factors for female inclusion in the video game industry.
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Does Video Game Content Matter? An Examination of Two Competing IdeasSmith, Nathan J. 01 June 2015 (has links)
The current paper addresses the associations between video game content (i.e., physically aggressive, relationally aggressive, and prosocial) and physical aggression, relational aggression, and prosocial behavior in two distinct developmental periods. The purpose of the paper is to test whether playing video games with a particular type of content influences behaviors over time, or whether individuals who have higher levels of physical aggression, relational aggression, or prosocial behavior prefer to play games with similar content. Two theories will be simultaneously examined and tested in order to determine the relative merit in using each in research examining the relationships between video game content and positive and negative behaviors. More specifically, this paper will address the General Aggression Model/General Learning Model (GAM/GLM) and the Uses and Gratification Theory. The GAM/GLM, at their core, predict that exposure to video game content will build a cognitive schema which will guide how an individual should behave when confronted with a later social encounter (Anderson & Bushman, 2002). Contrarily, Uses and Gratification would suggest that a person chooses to play video games with a particular type of content, and that video games should not influence behavior. Specifically, according to the theory, individuals should seek out video games in order to fulfill their inward feelings and motivations (e.g., an individual with aggressive tendencies would play games with more violent and aggressive content) (Katz, Blumler, & Gurevitch, 1973; Whiting & Williams, 2013). A careful analysis showed a significant relationship between each type of video game content and its' corresponding behavior among adolescents, which supports the assumptions of the GAM and GLM. There was no relationship between video game content and behavior among preschoolers. With the exception of relational aggression of physically aggressive content, there was no support for Uses and Gratification Theory, in that preschoolers' and adolescents' levels of physical aggression, relational aggression, and prosocial behavior were not related to the preference for video games with different types of content. The analysis adds significantly to the current literature by showing a relationship between video game content and behavior over a four year period.
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A Randomized Controlled Trial Exploring the Feasibility of Multimedia-Based Exercise Programs on Older Adult Adherence and Physical ActivityYao, Christopher 22 September 2015 (has links)
Purpose: Transitioning into retirement may be a suitable period to help adults establish an active lifestyle. One innovative approach to promote PA may be through multimedia-based programs. This experiment aimed to explore the feasibility DVD and videogame-based exercise programs in promoting physical activity (PA) in adults transitioning into retirement. Underlying motivations, functional fitness, quality of life, and elicited beliefs from participating in the exercise programs were also explored. Methods: Twenty-seven adults were randomized into either a nine-week exercise DVD (n = 9), exergame (n = 9), or waitlisted control group (n = 9). Main outcomes include adherence was based on attendance during the in-lab component and participant logs during the in-home component. PA levels were measured through accelerometery and assessed at baseline, four-, nine- and 12-weeks. Secondary outcomes related to motivation were assessed at baseline, three- and nine-weeks. Tertiary outcomes such as physiological/functional fitness and quality of life outcomes were assessed at pre- and post-intervention. Results: During the in-lab portion, t-tests showed that adherence was slightly higher in the exergame group than the DVD group (t16 = -0.06, p = .96; d = .31). Repeated measures of analysis showed that the group x time interaction for moderate-to-vigorous physical activity (MVPA) (F2,24 = 0.87, p = .52; η2 = .05), while overall PA saw negligible changes (F2,24 = 0.16, p = .85; η2 = .01). At the end of the intervention, overall adherence was similar between both exercise groups (t16 = -0.06, p = .96; d = .03). The group by time interaction effect yielded a moderate effect size for MVPA (F2,24 = 1.07, p = .36; η2 = .08) and overall PA (F2,24 = 1.11, p = .35; η2 = .08). Overall PA only increased in the exergame group (d = .74). The exergame group saw major decreases in instrumental attitude (d = .64), injunctive norm (d = .79), perceived behavioural control (d = .40) and intention (d = .90). Both exercise groups enhanced strength, mobility, and aerobic endurance outcomes (d = .33-.98), as well as several quality of life domains (d = .32-.89). At the post-intervention follow-up, both exercise groups were more active than the control group (d = .49-1.03). Two-thirds of the DVD group adopted DVD-based exercise, while a third of exergame group adopted videogame-based exercise. Conclusions: With a high adoption rate, DVD-based exercise programs may be a feasible and acceptable approach to promote PA levels. Participants in both groups were generally satisfied, indicating that the exercise program was enjoyable, comprehensive, and a simple and convenient way to exercise at home. Improvements to important functional and quality of life domains were also identified. Further research will be required to fully test the effectiveness of exercise DVDs and exergames on adherence and PA behaviour in adults transitioning into retirement. / Graduate / 0384 / christopher.yao7@gmail.com
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Social media use in digital product development : Opportunities and challenges of IT-enabled co-creation in the video game industrySödergren, Patrik, Nilsson, Marcus January 2014 (has links)
Information Technology (IT) enables organizations to involve consumers as co-creators of new products. By facilitating increased interaction between consumers and developers. IT allows consumers to influence and tailor product designs, but also allows developers to make use of distant knowledge to enhance and extend their product offerings and marketing. However, while much is said about the promises of IT-enabled co-creation, little is known of the strategic challenges associated with such IT use. To address this gap, we drew on IT literature to conduct a qualitative case study of IT-enabled co-creation in four video game development firms. In particular, we tried to understand how IT is affecting relationships between consumers and developers and when and why IT can be strategically used to enable co-creating coalitions in development processes. In so doing, it became clear that the promises of IT-enabled co-creation are associated with key strategic challenges. In particular, we identify three challenges that organizations must address in order to harness the strategic value of IT-enabled co-creation: the silent majority, quality assurance and managing expectations. We conclude this paper by discussing the future of IT and digital product development as well as implications for research and practice.
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Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?Ståhl, Fanny, Holmgren, Hanna January 2016 (has links)
Animation in video game graphics is in some cases a necessity for the game’s mechanics to beproperly communicated to the player. In other cases, it is purely an addition to the game’s expression.In the cases where gameplay is not dependant on animation, how exactly does the animationaffect the gameplay experience? This study examines whether or not there are differencesin user experience when static and animated graphic are compared to one another. To do this,30 test participants played two versions of the same game - one with almost exclusively staticgraphic, and one including more animated graphical elements. The test persons were observedduring the test, and answered questionnaires which examined their emotions using the PANAS-Xquestionnaire and levels of immersion using the Immersive Experience Questionnaire. Wealso included a demographic questionnaire to collect data on the participants’ backgrounds, incase it had any impact on the tests and the overall results. The results of the test showed thatthe two versions did not differ much in how they were perceived - not in emotional responsenor feelings of immersion. Despite this, the preference of the users were weighed towards theanimated version. The reason for this can not be concluded with help of the data collected.
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The Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in AmericaRogers, Katherine Linn 28 August 2019 (has links)
No description available.
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