Video Game Consoles and Video Games: Everyone’s a Hero

Author(s):  
Arthur Asa Berger
2020 ◽  
Vol 20 (3) ◽  
pp. 59-68
Author(s):  
M. V. Anfinogenov ◽  
◽  
I. S. Antyasov ◽  

This article covers the video games as a unique phenomenon in the information environ-ment, the development of security technologies and unauthorized access methods since the first video game release until the position of the video game industry in our time. Represented a step change in the interaction systems, the technical features of both hardware and software security which were used by video game developers and companies producing platforms. The analysis of the hacking techniques and methods intended for these protection systems and re-lated global incidents is made. Illustrated the formation and development of security systems of the video game consoles of subsequent generations under the influence of the mistakes and shortcomings in the data security of the prior console generations. The process of centralization and generalization of the user data integrity systems in the modern world is considere


2018 ◽  
pp. 220-239
Author(s):  
Pedro Ramos ◽  
Pierre Funderburk ◽  
Jennifer Gebelein

This article describes how the rise in technological innovation has allowed for transnational criminal organizations (TCOs) to expand their operations using virtual platforms such as social media and online video games. These virtual platforms are utilized by TCOs to conduct some of their traditional forms of crimes, such a money laundering. These criminal practices have found solace in technological innovation, mainly through the exploitation of rising technologies, such as online video games, video game consoles and peripherals, such as Virtual Reality headsets, inconspicuous electronic devices for children, Near-Field Communication (NFC), and finally, social media as tool for recruitment and immediate communication. TCOs have managed to utilize these mediums to conduct their criminal activities in part due to the lack or nonexistence of new or proper legislation that regulates how these new mediums can function without facilitating illicit activities and the germination of illicit markets.


2014 ◽  
Vol 31 (9) ◽  
pp. 17-20
Author(s):  
Ryan Cassidy ◽  
Matthew McEniry

Purpose – This two-part study aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games. Design/methodology/approach – Through a method of establishing the history of video game consoles, identifying the challenges presented by the format and addressing the current preservation efforts, this article serves as a brief retrospective of the issues and a guide to extending the conversation. Findings – Representing a unique format, heavily reliant on advances in technological and industrial standards, console video games have experienced a demonstrated lack of preservation. Originality/value – With special attention to the non-gamer, this is an introduction to the conversation and an invitation to lend expertise to not only an often overlooked area of popular culture, which is facing (and in some cases, has experienced) irretrievable loss of information, but also to other formats facing adjustment to the digital, always-online environment.


Author(s):  
Ángela Del Barrio Fernández

Abstract:This paper presents some of the results of a wider research on critical issues related to “adolescents and new technologies.” In particular, some data related to mobile phone usage and video games are analyzed. The most striking phenomenon today is Whatsapp, which is a very powerful group messaging tool, but whose misuse can also entail significant risks for teens. It could be used to propagate inadequate pictures and videos, spread hoaxes with unsurpassed speed, contribute to bullying, etc. When employed correctly it is very useful, though when misused it can cause much damage. A second example is set by researching video game culture, which yielded some unexpected results. The House of Representatives approved a proposition of law in 2009 that considers video games as a cultural industry and equates them to movies and music. The progression of video game usage has been uninterrupted up til this day in our society. Adolescents are fascinated by technology. Moreover, it strengthens their identity and they prefer to have as much as possible. Today’s, teenagers are heavily attached to their mobile phones, not to TV or computers. The smartphone is now their main screen. After the mobile phones and television, the technology most used by adolescents is video game consoles. 87.3 % of the sample has reported to possess a video game console, and 80.91 % have a smartphone. It is expected that soon all high school students will have this type of phone. Only 7% of the sample said they did not have a phone. The data analyzed here refer to the use of social networks by students of ESO and 1º Bachelor in Cantabria.Resumen:En este trabajo se presentan algunos de los resultados obtenidos en una investigación más amplia sobre aspectos cruciales relativos a “los adolescentes y las nuevas tecnologías”. En concreto se analizan algunos datos relacionados con el uso del teléfono móvil y de los videojuegos. El fenómeno más llamativo en la actualidad es el del Whatsapp, que es una herramienta grupal potentísima, pero cuyo mal uso también puede entrañar importantes riesgos para los adolescentes. Puede propagar imágenes y vídeos inadecuados, difundir bulos con una rapidez insuperable, contribuir al acoso escolar, etc…Bien usado es enormemente útil. Mal empleado puede causar mucho daño. Por otra parte, los videojuegos, como hecho cultural nos han cogido por sorpresa. El Congreso de los Diputados en 2009 aprobó una proposición no de ley que considera a los videojuegos como una industria cultural y lo equipara al cine y a la música. La progresión de los videojuegos es imparable en nuestra sociedad. El adolescente se siente fascinado por la tecnología que además refuerza su identidad y es proclive a tener cuanta más mejor. En la actualidad, los adolescentes viven “pegados” al móvil. Ni televisión ni ordenadores. El smartphone es hoy en día su principal pantalla. Después del móvil y de la televisión, los adolescentes tienen como medio de comunicación más utilizado la videoconsola. El 87,3% de la muestra consultada, tiene videoconsola, y el 80,91% smartphone, siendo la previsión de que en breve la totalidad de los alumnos de educación secundaria dispongan de este tipo de teléfono; Solamente el 7% de la muestra quienes reseñaban no disponer de móvil. Los datos que aquí se analizan, se refieren a algunos aspectos relacionados con el uso de las Redes Socialesde los alumnos de la ESO y 1º de Bachillerato de la Comunidad Autónoma de Cantabria.Palabras clave: teléfono móvil, Smartphone, WhatsApp, videoconsola, videojuegos, adolescencia


2021 ◽  
Author(s):  
◽  
Tuakana Metuarau

<p>This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early home video game consoles of the 1970s (Magnavox Odyssey, 1972). From the JAMMA (Japanese Amusement Machine and Marketing Association) arcade standard of the 80s to the high powered processors of Sonys PS4, video games have come a long way and left a wealth of audio-visual material in their wake. Much of this material, however, is archived and engaged within a traditional manner: through text books or museum exhibitions (Games Master, ACMI 2015). Through interactive design however, this data can be made easily comprehensible and accessible as interactive data-visualisation content. This design research project explores processes of data visualization, interactive design and video game production to open up video game history and communicate its developmental stages in a universally accessible manner. Though there has been research conducted utilising game engines for visualizations in other fields (from landscape architecture to bio-medical science) it has rarely been used to visualize the history of gaming itself. This visualization (utilising the Unreal Engine and incorporating historical video content) creates an accessible preservation and catalogue of video game history, and an interactive graphical interface that allows users to easily learn and understand the history of console development and the processes that lead video games to their current state.</p>


2018 ◽  
Vol 8 (1) ◽  
pp. 25-42 ◽  
Author(s):  
Pedro Ramos ◽  
Pierre Funderburk ◽  
Jennifer Gebelein

This article describes how the rise in technological innovation has allowed for transnational criminal organizations (TCOs) to expand their operations using virtual platforms such as social media and online video games. These virtual platforms are utilized by TCOs to conduct some of their traditional forms of crimes, such a money laundering. These criminal practices have found solace in technological innovation, mainly through the exploitation of rising technologies, such as online video games, video game consoles and peripherals, such as Virtual Reality headsets, inconspicuous electronic devices for children, Near-Field Communication (NFC), and finally, social media as tool for recruitment and immediate communication. TCOs have managed to utilize these mediums to conduct their criminal activities in part due to the lack or nonexistence of new or proper legislation that regulates how these new mediums can function without facilitating illicit activities and the germination of illicit markets.


2021 ◽  
Author(s):  
◽  
Tuakana Metuarau

<p>This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early home video game consoles of the 1970s (Magnavox Odyssey, 1972). From the JAMMA (Japanese Amusement Machine and Marketing Association) arcade standard of the 80s to the high powered processors of Sonys PS4, video games have come a long way and left a wealth of audio-visual material in their wake. Much of this material, however, is archived and engaged within a traditional manner: through text books or museum exhibitions (Games Master, ACMI 2015). Through interactive design however, this data can be made easily comprehensible and accessible as interactive data-visualisation content. This design research project explores processes of data visualization, interactive design and video game production to open up video game history and communicate its developmental stages in a universally accessible manner. Though there has been research conducted utilising game engines for visualizations in other fields (from landscape architecture to bio-medical science) it has rarely been used to visualize the history of gaming itself. This visualization (utilising the Unreal Engine and incorporating historical video content) creates an accessible preservation and catalogue of video game history, and an interactive graphical interface that allows users to easily learn and understand the history of console development and the processes that lead video games to their current state.</p>


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2019 ◽  
Author(s):  
David Zendle

Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: The more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes.The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n=112) both before and after the removal of loot boxes.There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


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