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1.
Video games are an enormous segment of popular media today, comparable to television and movies. Moreover, video games represent a new form of media distinguished from previous forms due to the interactive element, where game players have the ability to change and influence the game world. This paper contributes to the study of race and popular media by examining how race is presented in role‐playing video games through the feature of avatar creation. Capabilities for avatar creation are analyzed in over sixty massively multiplayer online role‐playing games (MMORPGs) in service as of early 2010 and twenty offline role‐playing games (RPGs) published over the past 10 years. The analysis shows that the vast majority of games, both online and offline, do not allow for the creation of avatars with a non‐white racial appearance. Forcing an Anglo appearance on avatars that purport to represent the player has the potential to reinforce a sense of normative whiteness as well as shape the social composition of online worlds into all‐white virtual spaces, contributing to the creation of a virtual “white habitus.”  相似文献   

2.
According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using the data from the Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. (JEL I2, J13, J24)  相似文献   

3.
In the closing weeks of 2002, video games were featured in various popular American news publications and media outlets such as Wired, Entertainment Weekly, Newsweek and Time Magazine. It is becoming increasingly apparent that video games are no longer child's play, but rather that they are poised to become a major entertainment form for the twenty-first century. Social analysts and media scholars must begin to formulate an understanding of this emerging mass-consumer phenomenon because it will increasingly impact social and economic structures of post-industrial societies. Part of the tremendous value generated by the American video-game industry is tied into broad global economic shifts that have created a space where services and ephemeral products, such as software, can be created and cheaply distributed. The predominance of " high-tech' production, the rise of the Internet, and the cultural capital associated with computerization all have contributed to the rise of hobbyist software developers that currently tinker with commercial video games and freely add to them increasing levels of sophistication. This paper sees video-game programmer hobbyists as a source of some of the significant value that the video-game industry generates, and understands the role of the programmer hobbyists through the lens of theories on post-industrial work. My analysis situates the work of hobbyists on the Internet within the context of post-Fordism and explores some of the motivations for this unwaged work. In the sections that follow, I will analyse the potential value of the work hobbyist do as well as analyse its transition to paid work as some commercial software developers experiment with incorporating these fan bases into the game design process.  相似文献   

4.
Correspondence     
How can teachers utilize video games in the classroom, harnessing a technology that is gaining “market share” in the lives of our students? This article will provide classroom teachers with a research-based rationale for using video games along with a viable, classroom-tested lesson to teach social studies content using a widely available commercial video game. Specifically, how to use the game Civilization IV in the classroom to allow world history high school students to explore the impact technology has on societal development and the human experience and their place in time. This correlates to NCSS Curriculum Standard II: time, continuity, and change and NCSS Curriculum Standard VIII: science, technology, and society.  相似文献   

5.
The dictator and trust games are two common games used to identify the existence of social preferences. However, in many social interactions, individuals face the environments in both games simultaneously: for example we are often engaged in charitable donations to strangers, as well as reciprocal exchange with family members and colleagues. As giving in one game could be prioritised over giving in the other, it is important to have participants play both as a dictator in the dictator game and as a trustee in a trust game simultaneously. The results indicate that when the recipient in the dictator game is significantly poorer relative to the dictator, the dictator tends to return an amount to the trustor such that the trustor neither makes a loss nor profit from trusting. This suggests that the presence of a sufficiently strong incentive to make transfers as a dictator may completely crowd-out any monetary returns to trust.  相似文献   

6.
According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.  相似文献   

7.
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in this field is relatively scarce. The present study investigates a unique deviant behavior in online video gaming communities – game cheating – to further understand the scope of online deviant social behaviors. This paper aims to uncover how game players actively create and negotiate new meanings of game cheating in online games. Six focus groups were conducted to explore the rationalization process for engaging in game cheating among players of different online video games. It was discovered that elements of intentionality, utility, core gaming goals, evolving gaming norm, and social ties to gaming communities serve as important rationalizing process to justify game cheating behaviors. Through the discovery of these mental schemas for online game cheating, the paper discusses how online deviant behaviors are connected with social life online and form a unique online culture.  相似文献   

8.
This paper reviews Australian classification practices for commercial video games that contain simulated gambling. In the last decade, over 100 video games featuring gambling simulations have been classified as suitable for commercial sale to youth in Australia, with 69 of these video games rated ‘PG’ for Parental Guidance Recommended (i.e. suitable for ages 8+years) and the remaining 33 rated ‘G’ for General (i.e. suitable for all ages). A review of the literature suggests that consumer advice and warnings related to video game material are often inconsistent and/or not adequately provided. A public health approach suggests that the presence of gambling content in video games may present risks to younger players unfamiliar with how gambling operates. It is argued that there is a need for further academic debate on social responsibility issues of early childhood and adolescent exposure to, and involvement in, simulated gambling activities available in interactive gaming technologies.  相似文献   

9.
To replicate and expand Reinhard’s 2009 study of video game avatar selection in gamers, a survey was developed that asked 282 respondents to select between sets of video game characters. In each pair of characters, different levels of sexualization were displayed, and respondents had the choice between a more sexualized avatar or a less sexualized avatar. When presented with a choice between a subtly sexualized avatar and an overtly sexualized avatar, the overtly sexualized avatar was chosen. However, in nearly every case, when presented with a choice between a hypersexualized avatar and a less sexualized avatar, the less sexualized avatar was chosen. This seems to indicate that character sexualization reaches a point of diminishing returns for gamers and there is such a thing as too much sexualization in video games.  相似文献   

10.
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.  相似文献   

11.
Recent controversies in gaming culture (i.e., Gamergate) highlight the lack of attention devoted to discussions of actual violence women experience in gaming. Rather, the focus is often situated on in‐game violence; however, we must extend discussions of in‐game violence and increased aggression to account for the “real world,” violent, realities of women as gamers, developers, and even critics of the medium. As such, we provide context with a brief introduction to the events of Gamergate. We then discuss the connections between the continued marginalization of women both in video games and in “real life.” Drawing from a range of sociological and ludological research, especially Bourdieu and Wacquant's conceptualization of symbolic violence, we examine the normalization of violence towards women in gaming culture. We conclude with considerations for future work involving symbolic violence and other conceptualizations of violence. This focus allows for a more impactful consideration as to why and how codified simulated violence affects marginalized members of communities. Using symbolic violence to connect trends within games to the lived experiences of women in gaming communities binds virtual experiences to “real” ones.  相似文献   

12.
The present study was conducted to identify game parameters that would reduce the risk of abuse of video lottery terminals (VLTs) by pathological gamblers, while exerting minimal effects on the behavior of non-pathological gamblers. Three manipulations of standard VLT game features were explored. Participants were exposed to: a counter which displayed a running total of money spent; a VLT spinning reels game where participants could no longer stop the reels by touching the screen; and sensory feature manipulations. In control conditions, participants were exposed to standard settings for either a spinning reels or a video poker game. Dependent variables were self-ratings of reactions to each set of parameters. A set of 2(3) × 2 × 2 (game manipulation [experimental condition(s) vs. control condition] × game [spinning reels vs. video poker] × gambler status [pathological vs. non-pathological]) repeated measures ANOVAs were conducted on all dependent variables. The findings suggest that the sensory manipulations (i.e., fast speed/sound or slow speed/no sound manipulations) produced the most robust reaction differences. Before advocating harm reduction policies such as lowering sensory features of VLT games to reduce potential harm to pathological gamblers, it is important to replicate findings in a more naturalistic setting, such as a real bar.  相似文献   

13.
This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. The first goal is in response to the way we sometimes treat language in studies of activity, despite calls for more nuanced analyses (e.g., Wells, 2002), as a mere conduit for information in which its other (social, identity) functions are overlooked. The second goal is in response to the diatribes against video games in the media and their frequent dismissal as barren play. In this article, I use functional linguistics to unpack how a seemingly inconsequential turn of talk within the game Lineage reveals important aspects of the activity in which it is situated as well as the broader "forms of life" enacted in the game through which members display their allegiance and identity.  相似文献   

14.
Summary

Computer games and simulations were used extensively in a comprehensive health promotion for adolescents. These strategies were used to attract adolescents to BARN (Body Awareness Resource Network), as well as helping to hold interest. In each of the six topic areas (AIDS, Alcohol and Other Drags, Body Management, Human Sexuality, Smoking and Stress Management) quiz games challenged users to test their knowledge on a topic. Simulations challenges users to apply health information in hypothetical situations. Games were a more important factor in selection of BARN for younger users than for older users. BARN game users were not more likely than non-game users to be isers of other computer or video games, nor did game users engage in more risk taking behaviors (e.g., alcohol and other drugs) than non-game users.  相似文献   

15.
We provide an exact formula for the Nakamura number of a compound simple game. Also, we investigate the capacity of compound games. In particular, we show that if the components are not weak, then the capacity of the compound game is 2.I am grateful to R. Holzman for some helpful remarks.The first version of this paper was written when the author was visiting the Department of Economics, Virginia Polytechnic Institute and State University, Blacksburg, Virginia 24061.  相似文献   

16.
The expanding legalization of same-sex marriage in the Western World may pose significant challenges for the relationship between many religious and socially conservative marriage and family therapists and their professional associations. In the present analysis, I look to the field of moral psychology, particularly Haidt's Moral Foundations Theory, to provide greater clarity regarding the nature of this tension and a resultant tightening of the boundaries of acceptable diversity that could ensue. I then outline some concerning indicators from mental health associations relative to their potential willingness to tolerate conservative perspectives in meaningful ways and identify some specific areas of possible tension for conservative therapists trying to integrate their deeply held moral values into ethical practice with same-sex couples, with a specific reference to the viability of “conscience clauses” and values-based referrals. I conclude with some recommendations through which the field of marriage and family therapy can reduce the potential for conflicts and thereby reassure these clinicians that they continue to be welcomed even if their vision of marriage differs from that which is formally endorsed by their professional associations.  相似文献   

17.
We consider a model in which there is uncertainty over when a one-shot game will be played. We show how a mechanism designer can implement desirable outcomes in certain economic games by manipulating only the probability that the game is played in a given round while leaving all other aspects of the game unchanged. We also show that if there is no discounting, this uncertainty imparts a sequential structure that is almost mathematically equivalent to a repeated version of the game with discounting. In particular, a folk theorem applies to such games. Thus, games of probabilistic cheap provide a third interpretation of the repeated game framework with the additional feature that expected payoff is invariant to the probability of the game ending. Received: 10 May 1999/Accepted: 16 October 2000  相似文献   

18.
The thesis of “Beyond Homeostasis” is (a) that the discourse of family therapists unquestionably shows that family therapists have tended to see homeostasis as a trait of families; and (b) that such a view of homeostasis is inconsistent with the systemic paradigm. Therefore, family therapy should go beyond such an understanding of homeostasis. Ariel et al. may have failed to grasp this argument; they have certainly chosen to ignore it. Ariel et al. have provided a logical empiricist explication of the nonsystemic version of homeostasis which is portrayed in the discourse of family therapists. I still argue that family therapy should go beyond such an understanding of homeostasis.  相似文献   

19.
This paper introduces a special issue of theJournal of Gambling Studies on slot machine gambling, and overviews some current trends concentrating on research and policy issues. It is demonstrated that throughout the world, research findings have linked slot machines with pathological gambling. Indeed slot machines are now the predominant form of gambling activity by pathological gamblers treated in self help groups and professional treatment centres in numerous countries. This paper briefly examines the research on slot machines and pathological gambling and then goes on more specifically to examine four areas. These are (i) slot machine gambling and youth, (ii) slot machines and arcade video game playing, (iii) the possible developmental link between slot machines and video games and (iv) pathological video game playing.  相似文献   

20.
We provide a new axiomatization of the core of games in characteristic form. The games may have either finite sets of players or continuum sets of players and finite coalitions. Our research is based on Peleg's axiomatization for finite games and on the notions of measurement-consistent partitions and the f-core introduced by Kaneko and Wooders. Since coalitions are finite in both finite games and in continuum games, we can use the reduced game property and the converse reduced game property for our axiomatization. Both properties are particularly appealing in large economies.This paper is a revision of University of Bonn Sonderforschungsbereich 303 Discussion Paper No. B-149, with the same title.  相似文献   

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