321 |
Differences in Body Mass of Children Who use Sedentary Video Games versus Children Who Use WiiGilbert, Katherine G. January 2010 (has links)
Thesis (Masters) -- The College of Saint Elizabeth, 2010. / Typescript. Available at The College of Saint Elizabeth - Office of Graduate Programs. "March 2010"
|
322 |
An Analysis of Attribution Patterns of Internally and Externally Controlled Children After Playing a Computer Video GameWest, Jimmie L. (Jimmie Lee) 08 1900 (has links)
The focus of this study was to determine how attribution patterns of children with an internal or external locus of control differ when playing a computer video game. Forty subjects each (twenty internally controlled and twenty externally controlled) were placed in a competitive or non-competitive treatment setting with a successful or unsuccessful outcome. Each subject played a computer video game made by a major manufacturer. At the completion of each session, each subject was asked to rate the four attributes of ability, effort, task difficulty, and luck. The results were then analyzed using analysis of variance with age as a covariate.
|
323 |
Gender Bias and the Evaluation of Players: Voice and Gender in Narrated Gameplay VideosCrowell, Robin April 29 August 2016 (has links)
This study evaluates perception differences of male and female narrators in video game tutorials. Video games have long been considered a masculine pursuit, and because of this, women have endured unpleasant surroundings and interactions in gaming and related communities. With the proliferation of technologies like Twitch and YouTube gaming, gaming is more communicative than ever, increasing potential for problematic interactions. Recent booms in these technologies emphasize the importance of understanding how varying demographics are perceived, as these perceptions influence interactions, potentially limiting the likelihood of women and others' involvement and interest.
Involvement in technology during youth is associated with interests in science, technology, engineering, and mathematics careers--all fields with disparities in women's employment. Measures included confidence, credibility, performance, trustworthiness, and leadership ability to better understand how the integration of communicative technologies into gaming influences perceptions based on cues--in this case, specifically voice. Male narrators were hypothesized to be evaluated as more confident and credible than female narrators overall, while performance, trustworthiness, and leadership evaluations were hypothesized to be moderated by one's own gender identity. No significant differences emerged, which suggests a positive change in climate for female gamers and leaders in the industry.
|
324 |
What's Real Anymore: A Comparison of World of Warcraft, SecondLife and Online ExperiencesTran, Chris 05 1900 (has links)
The proliferation of the Internet and online-based social interactions has become an increasingly popular topic with communication scholars. The goal of this study was to explore how massively multi-player online role playing game (MMORPG) players make sense of and negotiate their online social interactions. This study (N = 292) examined how players of SecondLife and World of Warcraft evaluated their online relationships compared to their offline relationships and investigated how different levels of realism within different MMORPGs effected player's online experiences. The results indicated that players of SecondLife placed higher values of emotional closeness to their online relationships when compared to players of World of Warcraft and SecondLife was rated more real by its players than World of Warcraft. Results further indicated that players of SecondLife had higher levels of perceived online emotional closeness when compared to perceived offline emotional closeness. Implications of this study focus on developing a bottom up holistic profile of online game players as opposed to the current top down research model.
|
325 |
Translation Strategies for Chinese Mythology in Video Games : Comparing Effectiveness of Different Strategies by Meaning and ThemeLindeborg, Oscar January 2023 (has links)
In this essay I will examine selected words from the video game Amazing Cultivation Simulator by GSQ Games. Amazing Cultivation Simulator is a video game developed in China and contains heavy themes of Chinese Fantasy. I will categorize the selected words into different translation strategies and then I will compare their effectiveness based on Meaning and Theme. The strategies will be based on the work In Other Words by Mona Baker. Chinese is a language that is different in many ways compared to Germanic languages, there is a need for proper translation strategies. Additionally, China has a long history which fills the language with references to history and mythology. My aim is to examine the way the translators of the game Amazing Cultivation Simulator handled these difficult words.
|
326 |
Video games and human performanceManingat, Josephine I. January 1985 (has links)
Call number: LD2668 .T4 1985 M36 / Master of Science
|
327 |
Do I Look Good In This? : How skilled players look upon cosmetic items in Team Fortress 2 and Dota 2Westerlund, Johanna, Baxter, Alexander January 2015 (has links)
With the growing popularity of the ability to customize your characters in video games, cosmetic items are becoming a big part of the gaming experience; games let players pick and choose what to equip on characters and what colors to use. In this study, skilled Team Fortress 2 and Dota 2 players were interviewed to gain a deeper understanding of the players’ experiences with the cosmetic items in their respective games. The games were chosen based on their well established system for cosmetic items and the authors’ previous knowledge of the games. The result yielded individual answers from ten different experienced players and were reviewed and divided into categories based on the patterns seen in the answers. From what could be seen from the results, the skilled players have a positive outlook on cosmetic items and believe that they have more than an aesthetic meaning, like for example that they can be a way to gauge player skill. / I takt med att förmågan att kunna skräddarsy karaktärer i spel har blivit populär, håller så kallade cosmetics på att bli en stor del av spelupplevelsen; spel låter spelare välja utrustning och färger i stor utsträckning. I den här studien blev erfarna Team Fortress 2- och Dota 2-spelare intervjuade för att ge en djupare förståelse för dessa spelares syn på kosmetiska förmål. Spelen valdes ut på grund av deras väletablerade system för kosmetiska föremål och författarnas tidigare kunskap om spelen. Alla de individuella svar som samlades in från de tio erfarna spelarna lästes igenom och delades upp i kategorier utifrån mönster som kunde utgöras från svaren. Från vad som kunde tydas har de erfarna spelarna en positiv syn på cosmetic items och antyder även att de har mer än en estetisk betydelse, till exempel att de kan vara ett sätt att tyda spelares kunskaper.
|
328 |
To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game NarrativesPersson, Louise January 2016 (has links)
Killing in role-playing video games is often a prominent feature. Most of the times, the characters killed are nameless criminals or minions of the true antagonist and if the game wants the player to kill, the player will most probably kill. This research was conducted to see how a dynamic narrative could affect a player’s choice of whether or not to kill expendable adversaries when a choice was provided. Participants played an interactive narrative in two different versions, followed by interviews, to see how narrative consequences and mechanisms for moral disengagement affected the players’ choices. The results showed that the choice of whether or not to kill could be affected if the narrative is dynamic and the non-playable characters reflect upon the choices made. Future studies should be conducted to see how graphics and sound affect the choices, and to see if it might be the mere choice in itself that affects the players the most.
|
329 |
Evolution of Interactive Entertainment: An Economic History and Analysis of the Videogames Industry in the United StatesRathburn, Evie Amanda 01 January 2016 (has links)
Sweeping advancements in digital technology have greatly influenced the evolution of every industry through streamlining processes, improving market reach, and disrupting traditional value chains. In the videogames industry which develops, manufactures, and markets interactive entertainment hardware and software, the exponential increases in computing power and affordability have consistently diversified their product offerings and customer base. The spread of internet accessibility and the increased prevalence of gamification for subjects outside of entertainment have provided unique opportunities for market growth. With the increasing ownership of personal computers and advanced mobile devices, the spread of social gaming, and the implementation of “freemium” business models, new revenue streams exclusive to this interactive entertainment medium have empowered the videogames industry to consistently reach more consumers while embracing digital distribution. This paper will not only cover the evolution of the videogames industry from its inception to modern day but also will discuss the challenges that drove this industry’s rise to becoming one of the fastest growing industries in the United States economy. Further this paper will examine the implications of these successes and present-day challenges the industry continues to face.
|
330 |
Diversity and Innovation: The Effects of Diverse Creator Teams on Video Game Characteristics and SalesRosok, Jill C 01 January 2016 (has links)
I analyze the effects of gender diversity on video game production teams. I hypothesize teams with greater gender diversity produce more games with uncommon characteristics than less diverse teams, and the games these teams develop generate higher revenue and unit sales compared to games developed by less diverse teams. I find teams with more women disproportionately develop games that are non-violent and have playable female leads. I examine whether there is an optimal ratio of women to hire for each game genre in order to maximize revenue by analyzing the relationship between the percentage of women on a team in each genre and total revenue. While I do see evidence of firms over- or under-hiring women in some genres before 2001, it appears for the most part firms have optimized their hiring practices in regards to gender diversity from 2001 onward.
|
Page generated in 0.0729 seconds