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Objetos lúdico-digitais educativos: uma análise de aspectos da interface voltada para o game design e a usabilidadeMACIEL, Gabriela Albuquerque 29 July 2017 (has links)
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Previous issue date: 2017-07-29 / CAPES / A presente pesquisa tem um caráter exploratório, na qual tive como objetivo montar um modelo de
analise para interface de Jogos Digitais e Gamificações Educativos referindo-me aos dois como Objetos
Lúdico-Digitais de Educação, OLUDEs, partindo do Game Design e da Usabilidade e seus aspectos
contribuintes para a educação. Antes de tudo, fiz um panorama geral do assunto abordado: o mercado
de jogos, a história dos jogos educativos, a Gamificação, o aprendizado e a imersão. Ainda neste ponto
comparei princípios de Usabilidade e Game Design, nas perspectivas de Rouse (2005), Schuytema
(2008), Nielsen (1995) e Jordan (1998), para compreender em que pontos estas áreas coincidem e
divergem e basear a fase de análise. Na pré-metodologia usei da metodologia de design de pesquisa
de Lankoski & Björk (2015) e acrescida da meta-teoria de Morgan & Smircich (1980). Já na Análise,
montei e apliquei um modelo de análise para OLUDEs, numa amostra de 16 sistemas, sendo 8
Gamificações e 8 Jogos educativos com questões em escala Likert (1932), seguidas de um campo de
resposta subjetiva, podendo ser preenchido com pontos para comentário posterior. Para esta fase
utilizei também Turkay & Adinolf (2012, p.3-4), Gee apud Klopfer, Osterweil & Salen (2009). Por fim,
como principal resultado obtive que o modelo gerado parece ser eficiente na análise dos objetos da
pesquisa nos moldes aqui delimitados, podendo também ser útil em análises de artefatos específicos,
grupos de objetos de um determinado gênero, em análises de similares ao até em pesquisas de
natureza quantitativa. Sobre os OLUDEs avaliados em si a principal informação adquirida foi a
confirmação da suspeita de que a maior diferença entre as Gamificações e os Jogos voltados para a
educação parece estar em seu foco, pois enquanto as gamificações estão mais focadas na educação os
jogos o está na diversão. / This research has an exploratory character, in which I had intended to make an analysis model for
Digital Games and Educational Gamification interface, naming the two as Ludic-Digital Educational
Objects - OLUDEs, starting from Game Design and Usability and their contributing aspects to education.
First of all, I did an overview of the subject matter: the gaming market, the history of educational
games, the gamification, learning and immersion. At this point too, I compared principles of Usability
and Game Design, by the follow authors: Rouse (2005), Schuytema (2008), Nielsen (1995) and Jordan
(1998), to understand at what points these areas overlap and diverge and base the analysis phase. In
the pre-methodology it was used the Lankoski & Björk (2015) research design methodology and
increased Morgan & Smircich (1980) meta-theory. In the analysis, I set up and applied an analytical
model for OLUDEs in a sample of 16 systems, 8 Gamifications and 8 Educational games with questions
in Likert (1932) scale, followed by a subjective response field, which can be filled with points for further
comment. For this phase I also used Turkay & Adinolf (2012, p.3-4), Gee cited Klopfer, Osterweil & Salen
(2009). Finally, as the main result got that the generated model appears to be effective in the analysis
of the research object in the manner herein defined, may also be useful in specific artifacts analysis,
groups of a particular gender objects in similar analyzes, even in research of quantitative nature. About
OLUDEs evaluated itself the main information acquired was to confirm the suspicion that the biggest
difference between Gamifications and Educational Games seems to be in their focus because while
gamificações are more focused on education, games are in fun.
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Game TV: Uma Proposta para Framework de Jogos Digitais 2D para TV Digital.Oliveira, Lady Daiana de 26 August 2010 (has links)
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Previous issue date: 2010-08-26 / Fundação de Amparo à Pesquisa do Estado do Amazonas / The Digital TV is in its consolidation phase and has begun its popularization in Brazil. Therefore the experiences acquired in the development of interactive applications for the
Brazilian model of Digital TV are few, and constitute a challenge for researchers, technicians and entrepreneurs, especially in regard to Digital Games, since the game industry has grown 31% last year in various types of existing platforms. The proposal of this study is to
investigate the environment of Digital TV, conducting a survey of the requirements for games to be run in this platform, then propose an architecture for a framework aiming at assisting the process of games development. For this, it follows the concept of a framework for games that
has as its objective to assist in the creation of design patterns typical of games, thus facilitating the construction of graphical user interfaces, event handling and navigation
control. To meet the purpose of the paper, the concepts of electronic games in the context of digital convergence are presented, along with software engineering methodologies for
building game frameworks and the specifications of the Brazilian television standard, whichcould impose to the project the limitation of a typical application for Digital TV. This
proposal also encompasses the identification and detailing of the stages necessary for the elaboration of a framework, as well as the presentation of a case study as proof of concept,
namely a game for Digital TV developed using this framework on a PC. With this goal, it is intended to demonstrate that the platform contributes positively to the software development
for digital TV, protecting the developers from specific characteristics of the platform and the implementation of routines needed in almost all digital games. / A TV digital está em fase de implantação e iniciando a sua popularização no Brasil e por isso são poucas as experiências consolidadas no desenvolvimento de aplicações
interativas para o modelo brasileiro de TV digital, configurando-se assim, um desafio para pesquisadores, técnicos e empresários, principalmente no que diz respeito a jogos digitais, pois a indústria de jogos cresceu no último ano 31% nos diversos tipos de plataforma existentes. A proposta desse trabalho é investigar o ambiente de TV digital, fazendo um levantamento de requisitos para jogos dentro desta plataforma, propondo em seguida uma arquitetura para um Framework com o objetivo de auxiliar o processo de desenvolvimento de jogos. Para tanto, segue-se o conceito de um Framework, que tem como objetivo auxiliar a
criar padrões de projeto típicos de jogos, facilitando a construção da interface gráfica, do tratamento de eventos e do controle da navegação. Para atender ao propósito do trabalho, são apresentados os conceitos de jogos eletrônicos no contexto de convergência digital, metodologias de engenharia de software para construção de Frameworks de jogos e as especificações do padrão televisivo brasileiro, levando em consideração as limitações típicas
de aplicações para TV digital. Faz parte do escopo da proposta identificar e detalhar as etapas necessárias para a elaboração do Framework, bem como apresentar um estudo de caso como prova de conceito, um jogo para TV digital desenvolvido utilizando o Framework proposto.
Desta forma, pretende-se evidenciar que a plataforma contribui de forma positiva para os desenvolvedores de jogos para a TV digital, evitando a preocupação com as características específicas da plataforma e da implementação de rotinas necessárias em quase todos os jogos
digitais.
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Ambientes especialistas no apoio a produção e gestão de jogos digitaisMartins, Rafael Oliveira 11 August 2014 (has links)
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Previous issue date: 2014-08-11 / Fundo Mackenzie de Pesquisa / Define a plataform for game development and your respectives tools
is a complex and challenge task nowadays. This work consist in a expert system development capable to organize a game project based on user input (academic or professional), fo cusing on
three main areas: development engines and platforms, programming and project management. The main goal is validated beginning with a knowledge database, including existing platforms and business rules with researches and current market data. / Definir nos dias de hoje uma plataforma para desenvolvimento de jogos digitais e suas respectivas ferramentas de apoio é uma tarefa complexa. Esse trabalho propõe um modelo de sistema especialista capaz de estruturar o projeto de um jogo digital baseado na entrada de um usuário (acadêmico ou profissional), com enfoque em três áreas principais: plataformas e motores de desenvolvimento, programação e gestão de projetos. O objetivo do sistema é validado a partir de uma base de conhecimento, incluindo plataformas atuais existentes e regras de negócio baseadas em experiências de pesquisas e do mercado atual.
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ANÁLISE DE JOGOS DIGITAIS: aspectos da linguagem visual relacionados às estratégias de navegação e processos da comunicação interativa em dispositivos portáteis / ANALYSIS OF DIGITAL GAMES: aspects of visual language related to navigation strategies and processes of interactive communication in portable devicesFarias, Bruno Serviliano Santos 29 April 2014 (has links)
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Previous issue date: 2014-04-29 / The purpose of this research is to analyze digital games in devices of portable interaction, covering aspects of graphic language and interactive elements for structuring of information, taking into account the literature on Information Design and Interaction Design in the sphere of functions such as navigation, instruction, and interactive communication elements. This project possesses a descriptive-analytical character with quantitative data approach covering four phases: (1) bibliographic research, (2) systematic observation of the interfaces of the games, (3) measurement of the elements in the support tool, (4) and tabulation and crossing of data. The descriptive study examines the interfaces of games based on different moments, according to the functions of navigation, instruction, and interactive communication. Still fits to the descriptive records, the interfaces followed by cataloging. In this phase, we develop a support tool, called Analytical Tool or support, that can guide the observations as well as facilitate the analysis. The analytical study shows the critical incidence of each element and strategy confronting with interactive principles raised in the bibliographic research. The results show that: (1) the support tool is effective in game analysis; (2) for each function, more relevant interactive principles can be related; (3) the development of a support tool, followed by the divulgation of the functions that provide substantial data and information for analysis and development of digital games. We conclude that the analysis of games is crucial to understand how the structuring of information occurs, as well as what are the most suitable forms of presentation for each function. / O intuito desta pesquisa é analisar jogos digitais em dispositivos de interação portátil, abrangendo aspectos da linguagem gráfica e elementos interativos para estruturação da informação à luz da literatura sobre Design da Informação e Design de Interação, no âmbito de funções como navegação, instrução e comunicação interativa. Este projeto possui caráter descritivo-analítico, com abordagem quantitativa dos dados abrangendo 4 fases: (1) pesquisa bibliográfica; (2) observação sistemática das interfaces dos jogos; (3) mensuração dos elementos na ferramenta de apoio; (4) tabulação e cruzamentos dos dados. O estudo descritivo demonstrou as interfaces dos jogos baseadas em momentos distintos, de acordo com as funções de navegação, instrução e comunicação interativa. Coube ainda à pesquisa descritiva os registros das interfaces, seguidos da catalogação. Nessa fase, foi desenvolvida uma ferramenta de apoio denominada de Ferramenta Analítica, que pudesse guiar a observação bem como facilitar a análise. O estudo analítico demonstrou a incidência crítica de cada elemento e estratégia confrontando com princípios interativos levantados na pesquisa bibliográfica. Os resultados mostraram que: (1) a ferramenta de apoio é eficiente na análise de jogos; (2) para cada função pode-se relacionar princípios interativos mais relevantes; (3) o desenvolvimento da ferramenta de apoio, seguida da veiculação das funções que fornecem dados e informações substanciais para análise e desenvolvimento de jogos digitais. Conclui-se que a análise de jogos é fundamental para se compreender como ocorre a estruturação da informação, bem como quais são as formas de apresentação mais adequadas para cada função.
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Newsgames e aprendizagem: possibilidades de construção de conhecimento a partir da interação com jogos digitaisRibeiro, Janaina de Oliveira Nunes 09 August 2016 (has links)
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Previous issue date: 2016-08-09 / Com base na perspectiva histórico-cultural, essa pesquisa busca compreender os sentidos construídos pelos sujeitos jogadores a partir da interação com newsgames, buscando identificar as aprendizagens, formações de conceitos e construções de conhecimento. Newsgames são jogos digitais cujas narrativas são baseadas em fatos ou eventos noticiosos, geralmente produzidos por empresas de mídia ou desenvolvedores independentes. Para as empresas, o formato vem se constituindo como uma plataforma multimídia envolvendo jornalismo e entretenimento a fim de atrair jovens leitores, mas, por outro lado, pode ser entendido como um espaço sígnico para a formação de opinião, tendo em vista que os argumentos são apresentados com uma narrativa digital em um ambiente de simulação, explorando a retórica procedimental própria dos jogos digitais. Entendo os newsgames como instrumentos simbólicos que possibilitam maior envolvimento dos sujeitos jogadores com o conhecimento de mundo por trás das notícias, podendo contribuir de forma mais efetiva para a formação cidadã e para a aprendizagem. Por querer trabalhar na interface entre as áreas de comunicação e educação, convidei para participar do trabalho de campo estudantes de jornalismo e licenciatura em história, pois, a maioria dos newsgames escolhidos tratam de temáticas do campo da história, como a Revolta Farroupilha, a Segunda Guerra Mundial e a queda do Muro de Berlim. Minha intenção era ver como estudantes dessas duas áreas poderiam interagir entre si e enriquecer as discussões dialógicas com suas visões de comunicadores e professores em formação, pensando nos modos de produção e significação dos jogos, bem como nas possibilidades de usos pedagógicos dos mesmos. Ao questionar que tipo de conhecimento poderia ser construído por meio da interação dos sujeitos com os newsgames e entre si, encontrei em Vigotski (2009) argumentos para compreender os conceitos espontâneos ou cotidianos (que se referem aos conhecimentos mais elementares relacionados ao dia a dia) e os conhecimentos científicos (que se desenvolvem com as funções mentais superiores como linguagem, memória, atenção, sensação, percepção, emoção e sentimento). Entre os resultados encontrados, destaco que sempre é possível aprender alguma coisa com jogos, mas que a aprendizagem a partir da interação com os newsgames, bem como com outros tipos de jogos digitais, pode ser potencializada em discussões dialógicas pós-jogo. Se nessas discussões os sujeitos jogadores forem instigados a refletir por si sós sobre as possíveis aprendizagens, buscando nas indexações de memória e interações pessoais construir e compartilhar conhecimentos por meio de trocas dialógicas, é possível ainda ir além das construções de conhecimento cotidianos, desenvolvendo também construções conceituais, abstrações e generalizações próprias do conhecimento científico. / Based on historic-cultural perspective, this research intent to comprehend the meanings constructed by the players from the interaction with the newsgames, seeking to identify the learnings, conceptual trainings and the knowledge constructions. Newsgames are digital games whose stories are based on facts or news events, generally produced by media enterprises or independent developers. For companies, the format ha been constituted as a multimedia platform involving journalism and entertainment to attract young readers, but, from another perspective, it can be interpreted as a signic space of framing opinion, considering that the arguments are presented as a digital narrative in an simulation environment, exploring the procedural rhetoric of the digital games. I see the newsgames as symbolic instruments that enable a bigger involvement of the players with the world knowledge behind the news, being able to contribute in a more effective way to the citizenship formation and to the learning. As I intend to work at the interface of communication and education, I have invited to participate in the field work graduation students of journalism and history, because the majority of the chosen newsgames are dealing with thematics that include the field of history, as the Farroupilha Insurrection, the Second World War and the fall of the Berlin Wall. My intention was to identify how the students of these two areas could interact with themselves and to enrich the dialogic discussion with their views of communicators and teachers in training, thinking in the methods of production and of signification of the games, as well as in the possibilities of the pedagogic usage of them. By questioning which type of knowledge could be constructed by the interaction of the subjects with the newsgames and between themselves, I have found in Vigotsky (2009) arguments to comprehend the spontaneous concepts (which refer to the most elementary concepts that are related to the day to day life) and the scientific concepts (that are developed with the higher mental functions, such as the language, memory, attention, sensation, perception, emotion and feeling). Of the results, I highlight that you can always learn something from games, but that learning from the interaction with the newsgames, as well as with other kinds of digital games, can be enhanced with the post-game dialogic discussion. If in these discussions the players are instigated to reflect for themselves about the possible learnings, searching the indexes of memory and the personal interactions to build and to share knowledge through dialogic interchanges, you can still go beyond the daily knowledge construction, also developing the buildings conceptual, abstractions and generalizations own scientific knowledge.
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Digital Game Competence : Literacy or Repertoire? / SpelkompetensDahlskog, Steve January 2011 (has links)
Context. Digital games are an important application of software due to its growing popularity in society. As digital games are introduced in a growing number of homes we see a rapidly extending user base ranging from young to elderly. Since digital games now have reached beyond the early adopters and now engage a range of users that are more unfamiliar with the context of digital games and thus less trained and schooled in the clichés of digital games, the importance of previous knowledge in the digital games area are entering a sort of common knowledge to interpret and make meaning of society. Objectives. The thesis cover two related aspects of basic digital game competences; firstly a theoretical review of the topic that secondly is followed by a study where we investigate how experienced players learn to play a digital game together and which types of activities they utilize in order to do so. Methods. This thesis consists of two parts with different methods; a review of the term and concept of game literacy as well as a case study performed as an interaction analysis of players engaging with a new digital game. For the second part the interaction analysis was conducted in three phases 1) recording of players and notes of timestamps of interesting situations, 2) actual interaction analysis and transcribing and 3) review. To be able to show a modus operandi for the players’ interaction and learning situations, a single pair of players were selected, and therefore also allowed for a chronological presentation of the play session and learning situations. Results. In the first part of the thesis we present our results concerning that the use of the term game literacy is not consistent throughout the discourse, but rather two different viewpoints. Furthermore we suggest a taxonomy that allow for a more continuous view of game literacy knowledge than previously presented. Secondly we show that competences from previous games not always allow for a more efficient play performance due to the fact that different games have different cognitive schemas. Conclusions. We conclude that concepts like game literacy and “the player’s repertoire” where it is suggested that the player builds on previous knowledge to perform better within any game should be viewed with more criticism than previously. Previous experience of how a game function and the solution to solve problems in other games may not be fruitful at all. Players that utilize the same cognitive schemas they developed in other games could be hindered when trying to play a new game. Furthermore we conclude that the “reflective” learning style that other researchers (i.e. Gee) refer to, when playing games, is not the only one and that the players take some time to reach a reflecting level during play. / Dagens brukare av datorsystem bär med sig en annan förståelse och förmåga att använda datorsystem och programvara än tidigare. Denna annorlunda förståelse finns genom bruket av andra plattformar än traditionella PC med den s.k. skrivbordsmetaforen (t.ex. Windows eller Mac OS). Exempel på andra plattformar är iPhone, surfplattor, spelkonsoller etc. Eftersom denna typ av brukare är van vid andra former är det intressant hur dessa brukare lär sig använda datorsystem och programvara. Inom ramen för uppsatsen undersöks vilka lärsituationer erfarna användare går genom vid bruket av programvara för underhållning. Flertalet av brukarna i fallstudien faller tillbaka på kognitiva schema för att lösa problem de ställs inför. Många gånger är dessa kognitiva schema olämpliga för effektivt lösande av problemen. En liknelse för användningen av ett kognitivt schema är att brukaren går in på en lunchrestaurang med självservering men prompt förväntar sig en restaurang med hovmästare, kypare och meny. Vissa brukare går till och med så långt i liknelsen att de går ut ur (den bildliga) restaurangen och in i igen för att pröva om någon hovmästare märker dem denna gång. / +46733-461693
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Ljudlandskapet och det oönskade ljudetOrshammar, Viktor, Skarin, Christian January 2016 (has links)
Detta kandidatarbete undersöker de egenskaper det fysiska ljudlandskapet kan bidra med för att forma en virtuell värld. Med begrepp och teorier från omfattande studier inom fenomenet soundscape, undersöker vi hur detta kan appliceras i ett digitalt spel. Genom audiell analys av vår vardagliga miljö i en liten svensk stad, kan vi fördjupa kunskapen om hur ljudlandskapet är uppbyggt och kan appliceras i ett digitalt medie. Med ljudläggningen av ett digitalt spel kan vi testa att applicera funktioner och begrepp hämtade från det fysiska ljudlandskapet. / This bachelor thesis examines what the physical properties of the soundscape can contribute to form a virtual world. With concepts and theories from studies of soundscape, we examine how this can be applied in a digital game. Through a sound analysis of our everyday environment in a small Swedish town, we can improve our knowledge of how the soundscape is constructed and can be applied in a digital media. In the process of designing sounds to a digital game, we can test and apply the functions and concepts extracted from the physical soundscape.
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Adaptive Mood Audio : Rethinking Audio for Games / Adaptivt Stämningsljud : Ett omtänkande av ljud i spelStensgaard, Pontus, Alléus, Anders, Palm, Jesper January 2013 (has links)
The focus of this thesis is to study the way that adaptive audio can be used in digital games and how it can be used to portray different moods to the listener, how games can reflect different feelings and how quickly those feelings can change. Games audio environment is significant to be able to adapt to the ever changing narrative of the game. The purpose is to gain insight in how immersion in digital games can be improved with the use of adaptive audio to study if there’s an easy way to implement a system where audio can be mixed and adjusted in realtime to mirror the events in the game and project accurate feelings. To study this we will create a parameter based system in the sound engine of the game we will make during the production phase, with different parameters based on a number of different factors . Keywords: Adaptive Audio, Parameter System, Mood Music, Digital Games, Game Production Syftet med detta kandidatarbete är att studera hur adaptiva ljud kan användas i digitala spel, hur de kan användas för att beskriva olika stämningar till lyssnaren, och hur spel kan spegla olika känslor och hur snabbt dessa känslor kan förändras. Det är viktigt att ett spels ljudmiljö kan anpassa sig till den ständigt föränderliga berättelsen i spelet. Syftet är att få en inblick i hur immersion i digitala spel kan förbättras med användning av adaptiva ljud att studera om det finns ett enkelt sätt att implementera ett system där ljudet kan mixas och anpassas i realtid för att spegla händelserna i spelet och återskapa äkta känslor. För att undersöka detta kommer vi skapa ett parameterbaserat system i ljudmotorn till spelet som vi kommer göra under produktionsfasen, med olika parameterar som är baserade på ett antal olika faktorer. Nyckelord: Adaptivt Ljud, Parametersystem, Stämningsmusik, Digitala Spel, Spelproduktion. / Ett arbete som tar upp hur man kan få immersionen i digitala spel att förbättras med användning av adaptivt ljud och musik för att spegla narrativet. / Pontus Stensgaard: 0769123182 pontus.stensgaard@gmail.com
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Kan elever utveckla sin taluppfattning vid användandet av digitala spel? : En innehållsanalys av digitala spel med fokus på området taluppfattningHedlund, Sara January 2017 (has links)
Syftet med studien var att undersöka om digitala spel skapade för underhållning kan erbjuda spelaren färdighetsträning inom området taluppfattning i ämnet matematik. Studien genomfördes på 11 spel som valdes med hjälp av barn i årskurs 4–6 och ramverket baseras på McIntosh tolkning av vad taluppfattning innebär och sex aspekter framarbetades. Ett kodningsschema användes för att undersöka om spelen omfattar situationer som innehåller taluppfattning samt hur spelaren kan använda sig av taluppfattning i dessa situationer. Studien visar att möjligheterna för färdighetsträning finns i spelen men vissa spel särskiljer sig då de erbjuder mer komplexa beräkningssituationer än de andra spelen. Aspekten representationer för olika tal skilde sig från de andra då alla analysenheter inte omfattar denna aspekt. Resultatet av studien innebär att lärare kan använda sig av dessa spel och själva analysera spel för att använda dem i matematiska lärandesituationer. / The purpose of this study was to examine if digital games made for entertainment can offer the player skill training in the area of number sense in mathematics. The study took place on 11 games chosen after talking to student in class 4–6 and the framework was based on McIntosh interputation of number sense and six aspects was created. A coding scheme was used to examine if the games included situations where number sense could be used and how the player could practice their number sense in these situations. The study shows that the possibilities for practice is in the games but some games differentiate from others by offering the player more complex calculating situations than the other games. The aspect of multiple representations for numbers was separated from the others because all analyzed situations did not contain this aspect. The result of the study shows that teachers can use these games and themselves analyze other games to use in mathematic learning situations.
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Problematic gaming behavior among adolescents and young adults:relationship between gaming behavior and healthMännikkö, N. (Niko) 03 October 2017 (has links)
Abstract
The aim of the study was to describe and explain the problematic gaming behavior and the relationship between the digital gaming behavior (gaming time, medium, genres and motives), health (psychological, social and physical) and problematic gaming behavior among young people aged from 13 to 24 years. Information received can be used for developing practices to identify individuals with problematic gaming behavior, promote their lifestyle change and subsequently to increase knowledge of the nature of the condition within healthcare education. In this study, digital games means electronic games that can be played through console, computer, network and mobile devices.
In the first sub-study, a systematic literature review with synthesis from previous empirical studies (n = 50) about the health outcomes related to problematic gaming behavior was conducted. In the second sub-study, cross-sectional and national survey design with a randomly selected sample (N = 3 000) was used to identify problematic gaming behavior and to examine its associations with the digital gaming behavior (gaming time, genres and motives) and health (psychological, social and physical) among Finnish adolescents and young adults (n = 293). In the third sub-study, a descriptive, regional cross-sectional study was conducted to examine adolescents’ (n = 560) digital gaming behavior and its relationship to problematic gaming behavior symptoms. The data from empirical studies two and three were collected by using an internet-based survey. Statistical methods were used to analyse the data.
The findings of the systematic review and empirical study showed that problematic gaming behavior was especially related to adverse psychosocial health outcomes, namely, anxiety, depression and a preference for online social interaction. Problematic gaming behavior was also linked to the use of a cluster of games-characterized features of role playing, action, progression and strategy. Moreover, the gaming motives, such as entertainment achievement, social and escapism, correlated significantly to problematic gaming behavior. Among the sample of adolescents, the blended family structure might predict problematic gaming behavior symptoms. The study significantly added understanding of gaming and health characteristics in the role of problematic gaming behavior among young people. The findings may help to advance in the areas of screening and counselling for PGB. / Tiivistelmä
Tutkimuksen tarkoituksena oli kuvata ja selittää 13–24-vuotiaiden nuorten ongelmallisen digipelaamiskäyttäytymisen yhteyksiä psyykkiseen, sosiaaliseen ja fyysiseen terveyteen. Tutkimuksen tavoitteena oli tuottaa uutta tietoa ongelmallisesta digipelaamisesta, helpottaa ilmiön tunnistamista ja edistää terveyskasvatusta. Digipeleillä tarkoitetaan tässä tutkimuksessa tietokone-, konsoli-, verkko- ja mobiililaitteilla pelattavia pelejä.
Ensimmäisessä osatutkimuksessa arvioitiin ja tiivistettiin systemaattisen kirjallisuuskatsauksen avulla tämän hetkinen tutkimustieto (n = 50) ongelmallisen digipelaamisen ja terveyden välisistä yhteyksistä. Toisessa osatutkimuksessa tutkittiin ositettuna satunnaisotantana (N = 3 000) kerätyn aineiston avulla suomalaisten nuorten (n = 293) digipelaamista, ongelmallisen digipelaamisen esiintyvyyttä sekä ongelmallisen digipelaamisen yhteyksiä nuorten pelaamiskäyttäytymiseen ja terveyteen. Kolmannessa osatutkimuksessa kuvattiin alueellisen poikkileikkaustutkimuksen avulla nuorten (n = 560) digipelaamiskäyttäytymistä ja sen yhteyksiä ongelmalliseen digipelaamiseen. Empiiristen osatutkimusten aineisto kerättiin verkkopohjaisen kyselyn avulla, ja saatu aineisto analysoitiin tilastollisilla menetelmillä.
Katsauksen ja empiirisen tutkimuksen tulokset osoittivat, että ongelmallinen digipelaaminen oli erityisesti yhteydessä psykologisiin ja sosiaalisiin oireisiin, kuten masennukseen ja ahdistukseen, sekä korostuneeseen mieltymykseen olla vuorovaikutuksessa verkkoympäristön välityksellä. Ongelmallisen digipelaamisen riski-ryhmään kuuluneet henkilöt suosivat digipelityyppejä, jotka sisälsivät rooli-, toiminta- ja strategiapelaamisen ominaisuuksia. Digipelaamisen motiiveista edistymispyrkimys, sosiaalisuus ja todellisuuspako olivat yhteydessä ongelmalliseen digipelaamiseen. Nuorilla uusioperhetilanne saattoi lisätä ongelmallisen pelaa-misen oireita.
Tutkimus lisäsi tietoperustaa nuorten ongelmallisesta digipelaamisesta, pelaamiskäyttäytymisestä ja terveysominaisuuksien merkityksestä. Tuloksia voidaan hyödyntää ongelmallisen digipelaamisen seulonnan ja ilmiöön liittyvän ohjauksen kehittämisessä.
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