scholarly journals The meaning of the experience of being an online video game player

2020 ◽  
Vol 2 ◽  
pp. 100013 ◽  
Author(s):  
Kelly Arbeau ◽  
Cassandra Thorpe ◽  
Matthew Stinson ◽  
Benjamin Budlong ◽  
Jocelyn Wolff
Author(s):  
Anton Smerdov ◽  
Andrey Somov ◽  
Evgeny Burnaev ◽  
Bo Zhou ◽  
Paul Lukowicz

Author(s):  
Jessica Williams ◽  
Rhyse Bendell ◽  
Stephen M. Fiore ◽  
Florian Jentsch

Current approaches to player profiling are limited in that they typically employ only a single one of numerous of available techniques shown to have utility for categorizing and explaining player behavior. We propose a more comprehensive Video Game Player Profile Framework that considers the demographic, psychographic, mental model, and behavioral modeling approaches shown to be effective for describing gamer populations. We suggest that our proposed approach can improve the efficacy of video game player profiles by grounding data-driven techniques in game analytics with the theoretical backing of demographic, psychometric, and psychographic measurements. We provide an overview of our proposed framework, discuss the usage and relevance of each component technique, and provide a proof-of-concept demonstration with archived data.


2019 ◽  
Vol 4 (2) ◽  
pp. 137-152
Author(s):  
Jusuf Ariz Wahyuono ◽  
Ardian Indro Yuwono

This study aims to understand how teenagers know their meaning of pornographic content in the game Dragon Age and The Witcher and understand how this player reproduces the message received. This research used qualitative research methods with the ethnography method. The research subjects consisted of 2 gamers who have different backgrounds on the condition of owning or frequently playing games with pornographic content. The two subjects selected according to criteria, including those who have been playing video games for a long time, are over 18 years old and have free access to video games. The position of each informant in this study shows that they are in the position of negotiated readers. Although both informants actively received pornographic messages in the game, both informants negotiated the meaning of what was received. Each informant negotiates to mean based on their respective fields of reference. 


Dreaming ◽  
2011 ◽  
Vol 21 (2) ◽  
pp. 124-147
Author(s):  
Jayne Gackenbach ◽  
Tyler Sample ◽  
Gabriel Mandel ◽  
Misty Tomashewsky

2020 ◽  
Vol 11 (2) ◽  
pp. 15-20
Author(s):  
Klaudia Korpak ◽  
Aneta Bac ◽  
Anna Ścisłowska-Czarnecka

Aim of the study: The purpose of this study was to assess the occurrence of spinal pain syndromes among video game players. Material and methods: 550 persons took part in the survey, including 494 (89.8%) men and 56 (10.2%) women playing video games. The study was conducted using an online questionnaire created using Google Forms. The questionnaire contained 27 questions, including questions about time spent in sitting position, occurrence of spinal pain, ways of dealing with pain and knowledge of the principles of spinal pain prophylaxis. Results: 70% of respondents play on the computer seven days a week, about 3–4 hours a day. Half of the surveyed players devoted one to two hours a day to physical exercise, one third of the study subjects less than an hour, while every third video game player performed physical activity 3–4 times a week. When pain comes, almost 70% of respondents wait for it to subside, every fourth person treats themselves and the rest seeks help of a doctor or physiotherapist. Conclusions: There was no correlation between the number of years spent on playing video games and the occurrence of spinal pain as well as between the daily number of hours spent on playing video games and the occurrence of spinal pain.


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