Digital Distribution of Video Games - An Empirical Study of Game Distribution Platforms from the Perspective of Polish Students (Future Managers)

Author(s):  
Witold Chmielarz ◽  
Oskar Szumski
Keyword(s):  
2011 ◽  
pp. 306-325
Author(s):  
Patricia M. Greenfield

When Greenfield wrote her chapter on video games in her 1994 landmark book Mind and Media, video games were played primarily in arcades, and popular opinion held that they were at best a waste of time and at worst dangerous technology sure to lead to increased aggression. As a cognitive psychologist and media scholar, she was interested in what was really going on in these games and brought the theoretical rigor and research tools of her discipline to bear on games and their cognitive effects on game players. Part anthropologist and part stranger in a strange land, she studied games and game players and played games herself. Her conclusions at the time were both surprising and prescient; research failed to support the common sense connection of games and violent behavior, and games in fact appeared to have cognitive benefits unseen by those who did not play them. Her conclusions both provided a glimpse of then-current research and laid the foundation for a rigorous empirical study of games and cognition. What is shocking upon rereading this chapter today is how relevant it remains and how many of the research possibilities remain largely unexplored. Her chapter is reprinted here along with her current analysis and thoughts about her original ideas, 25 years later. Its placement as the first chapter in a book dedicated to cognitive perspectives on games is appropriate, both as a reminder of where we come from and how far we have yet to go.


2010 ◽  
pp. 1-21 ◽  
Author(s):  
Patricia M. Greenfield

When Greenfield wrote her chapter on video games in her 1994 landmark book Mind and Media, video games were played primarily in arcades, and popular opinion held that they were at best a waste of time and at worst dangerous technology sure to lead to increased aggression. As a cognitive psychologist and media scholar, she was interested in what was really going on in these games and brought the theoretical rigor and research tools of her discipline to bear on games and their cognitive effects on game players. Part anthropologist and part stranger in a strange land, she studied games and game players and played games herself. Her conclusions at the time were both surprising and prescient; research failed to support the common sense connection of games and violent behavior, and games in fact appeared to have cognitive benefits unseen by those who did not play them. Her conclusions both provided a glimpse of then-current research and laid the foundation for a rigorous empirical study of games and cognition. What is shocking upon rereading this chapter today is how relevant it remains and how many of the research possibilities remain largely unexplored. Her chapter is reprinted here along with her current analysis and thoughts about her original ideas, 25 years later. Its placement as the first chapter in a book dedicated to cognitive perspectives on games is appropriate, both as a reminder of where we come from and how far we have yet to go.


2015 ◽  
Vol 25 (1) ◽  
pp. 75-97 ◽  
Author(s):  
Wilson Ozuem ◽  
Michael Borrelli ◽  
Geoff Lancaster

2017 ◽  
Vol 117 ◽  
pp. 305-314 ◽  
Author(s):  
Ignazio Cabras ◽  
Nikolaos D. Goumagias ◽  
Kiran Fernandes ◽  
Peter Cowling ◽  
Feng Li ◽  
...  

Author(s):  
Danuta Szeligiewicz-Urban

The paper deals with the issue of awareness of digital threats among children and teenagers. The empirical study analyzes the opinions of parents of preschool and school children using an online questionnaire. The results show that in the opinion of parents, the awareness of various risks in children remains average, and it fluctuates between 30-40% in relation to most of the analyzed issues. A number of favorable and unfavorable changes in the behavior of the respondents’ children as a result of using the Internet and video games are also shown. The analysis of the correlation coefficients shows that the parents’ gender is only significant in the case of two issues (parental support and ridiculing content), and that there is no dependence on education in the studied group. The greatest number of correlations in various studied issues was observed for the age of the child. In addition, the results shed new light on the subject matter, showing the evolution of parents’ attitudes towards more conscious parental control over the use of the Internet and video games.


2016 ◽  
Vol 16 (3) ◽  
pp. 809-818 ◽  
Author(s):  
Joyram Chakraborty ◽  
Suranjan Chakraborty ◽  
Josh Dehlinger ◽  
Joseph Hritz
Keyword(s):  

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