Ethics of Computer Gaming

2022 ◽  
Author(s):  
Samuel Ulbricht
Keyword(s):  
2008 ◽  
Vol 5 (3) ◽  
pp. 1-8 ◽  
Author(s):  
Cheryl Seals ◽  
◽  
Yolanda Mcmillian ◽  
Kenneth Rouse ◽  
Ravikant Agarwal ◽  
...  

Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 996
Author(s):  
Norshakirah Aziz ◽  
Md Jan Nordin ◽  
Said Jadid Abdulkadir ◽  
Muhammad Muhaimin M. Salih

The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justified with the existing relevant literature from high-impact journals, theses, conferences, books, and reports. This paper provides evidence of five physical health impacts of DA associated with adolescents. The factors of DA, the addiction components existing in MMOG computer games, and the DA health risk assessment are presented in the results section. Based on the study, it is concluded that DA among Malaysian adolescents can cause various impacts on physical health such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.


2021 ◽  
Vol 11 (8) ◽  
pp. 3635
Author(s):  
Ioannis Liritzis ◽  
Pantelis Volonakis ◽  
Spyros Vosinakis

In the field of cultural heritage, three-dimensional (3D) reconstruction of monuments is a usual activity for many professionals. The aim in this paper focuses on the new technology educational application combining science, history, and archaeology. Being involved in almost all stages of implementation steps and assessing the level of participation, university students use tools of computer gaming platform and participate in ways of planning the virtual environment which improves their education through e-Learning. The virtual 3D environment is made with different imaging methods (helium-filled balloon, Structure for motion, 3D repository models) and a developmental plan has been designed for use in many future applications. Digital tools were used with 3D reconstructed buildings from the museum archive to Unity 3D for the design. The pilot study of Information Technology work has been employed to introduce cultural heritage and archaeology to university syllabuses. It included students with a questionnaire which has been evaluated accordingly. As a result, the university students were inspired to immerse themselves into the virtual lab, aiming to increasing the level of interaction. The results show a satisfactory learning outcome by an easy to use and real 3D environment, a step forward to fill in needs of contemporary online sustainable learning demands.


2021 ◽  
Vol 11 (13) ◽  
pp. 6197
Author(s):  
Alexandros A. Lavdas ◽  
Nikos A. Salingaros ◽  
Ann Sussman

Eye-tracking technology is a biometric tool that has found many commercial and research applications. The recent advent of affordable wearable sensors has considerably expanded the range of these possibilities to fields such as computer gaming, education, entertainment, health, neuromarketing, psychology, etc. The Visual Attention Software by 3M (3M-VAS) is an artificial intelligence application that was formulated using experimental data from eye-tracking. It can be used to predict viewer reactions to images, generating fixation point probability maps and fixation point sequence estimations, thus revealing pre-attentive processing of visual stimuli with a very high degree of accuracy. We have used 3M-VAS software in an innovative implementation to analyze images of different buildings, either in their original state or photographically manipulated, as well as various geometric patterns. The software not only reveals non-obvious fixation points, but also overall relative design coherence, a key element of Christopher Alexander’s theory of geometrical order. A more evenly distributed field of attention seen in some structures contrasts with other buildings being ignored, those showing instead unconnected points of splintered attention. Our findings are non-intuitive and surprising. We link these results to both Alexander’s theory and Neuroscience, identify potential pitfalls in the software’s use, and also suggest ways to avoid them.


1998 ◽  
Vol 32 (2) ◽  
pp. 15-19 ◽  
Author(s):  
Scott S. Fisher ◽  
Glen Fraser ◽  
Amy Jo Kim

2014 ◽  
Vol 14 (1) ◽  
Author(s):  
Bjørn E Holstein ◽  
Trine Pagh Pedersen ◽  
Pernille Bendtsen ◽  
Katrine Rich Madsen ◽  
Charlotte Riebeling Meilstrup ◽  
...  

2021 ◽  
Vol 15 (9) ◽  
pp. 2916-2919
Author(s):  
Veysel Albayrak ◽  
Atalay Gacar ◽  
Eyyup Nacar ◽  
Ömer Faruk Tutar

Background: The universe of the research is the athletes of summer sports schools held in Elazig in 2021. The sample consists of the mothers of 669 randomly selected athletes from sports schools. Aim: The aim of the study is to examine the levels of gaming addiction according to the parental opinions of the students participating the 2021 Elazig Summer Sports Schools. Methods: In order to determine the demographic characteristics of the participants in the study, the personal information form(gender, age, school level, mother work status, child's tablet/phone ownership status), and an 18-item scale developed by Ulusoy (2019) was used. Analysis of the data in the research and the calculation of the results found were created through statistical programs in a computer environment. Frequency (f) and percentage (%) distributions of variables were calculated. The data were checked with skewness and kurtosis tests to determine whether they were normally distributed. As a result of these tests and controls, it was determined that the data of the research was parametric. Therefore, t test and variance analysis (Anova) test were used. The error level was taken as p<0.05 in the study. Results: It was determined that there was a statistically significant difference in computer game addiction depending on the gender, mother work status and tablet/phone/computer availability of the students participating summer sports schools in Elazig province. There was no statistically significant difference in computer game addiction depending on educational status and age variables. Conclusion: In line with the study findings, it was observed that the overall average of computer game addiction levels was below average at 45.30 within the framework of the parental opinions of the students participating summer sports schools in Elazig province. Keywords: Sports, Gaming, Addiction, Technological Device


2011 ◽  
Vol 56 (2) ◽  
pp. 216-219
Author(s):  
Gaurav Rajender ◽  
Shahzadi Malhotra ◽  
Manjeet S. Bhatia ◽  
K. Kanwal
Keyword(s):  

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