scholarly journals Perceptions of adolescents concerning pathological video games use: a qualitative study.

2021 ◽  
pp. 100012
Author(s):  
Isabelle Cisamolo ◽  
Marie Michel ◽  
Marie Rabouille ◽  
Julie Dupouy ◽  
Emile Escourrou
2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


2016 ◽  
Vol 20 (06) ◽  
pp. 1650045
Author(s):  
BJÖRN REMNELAND WIKHAMN ◽  
ALEXANDER STYHRE ◽  
JAN LJUNGBERG ◽  
ANNA MARIA SZCZEPANSKA

This paper reports an in-depth qualitative study about innovation work in the Swedish video game industry. More specifically, it focuses on how video game developers are building ambidextrous capabilities to simultaneously addressing explorative and exploitative activities. The Swedish video game industry is a particularly suitable case to analyze ambidexterity, due to it’s extreme market success and continuous ability to adapt to shifts in technologies and demands. Based on the empirical data, three ambidextrous capabilities are pointed out as particularly valuable for video game developers; (1) the ability to separate between a creative work climate and the effectiveness in project organizing; (2) the balancing of inward and outward ideation influences, and (3) the diversity in operational means and knowledge paired with shared goals and motivations, derived from the love of video games and video game development.


2021 ◽  
pp. 155541202110170
Author(s):  
Paul Formosa ◽  
Malcolm Ryan ◽  
Stephanie Howarth ◽  
Jane Messer ◽  
Mitchell McEwan

Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing a custom-built visual novel game ( The Great Fire) with different intuitive and counter-intuitive morality meter settings. Overall, we found that players’ attitudes towards the morality meter in this game was complex, context sensitive and variable throughout gameplay and that the intuitiveness of the meter encouraged participants to treat the meter more ‘as a moral guide’ that prompts reflection and less ‘as a score’ to be engaged with reactively.


Author(s):  
Brock Dubbles

In this qualitative study, literacy practices of “struggling” seventh and eighth graders were recorded on videotape as they engaged in both traditional and new literacies practices in an after-school video games club. These recordings were analyzed in the context of building comprehension skills with video games. The students struggled with reading and are characterized as unmotivated and disengaged by the school, which may be at the root of their inability to use comprehension strategies. Playing video games is viewed here as a literate practice, and was seen to be more engaging than traditional activities (such as reading school text, writing journals, etc.). The conclusion of this observation makes connections to current research in comprehension and provides a basis for teachers to use games to develop comprehension and learning.


2020 ◽  
Author(s):  
Isabelle Cisamolo ◽  
Marie Michel ◽  
Marie Rabouille ◽  
Julie Dupouy ◽  
Emile Escourrou

Abstract Background Video gaming is one of the main recreational activities of children and adolescents. The American Psychiatric Association and the World Health Organization recently proposed diagnostic criteria for a pathological use of video games. The objective is to explore the perceptions of adolescents concerning pathological video game use. Methods Qualitative study by semi structured individual interviews in the homes of adolescent gamers and non-gamers living in southwest France. The sampling was theoretical. The analysis was carried out using an inductive approach following the phases of thematic analysis. The researchers used triangulation. Collection was concluded when theoretical saturation had been reached. Results 17 adolescents aged 10–18 were interviewed between April 2018 and March 2019. The adolescents recognised that video games use can be pathological. Deleterious consequences to physical, mental, and social wellbeing associated with gaming were discussed. Mental health, family and social environments, and the type of game seemed to influence the transition from recreational to pathological video-game use. The adolescents agreed on the need to regulate their gaming, particularly through parental control and self-control. Conclusions Risks and protective factors related to the types of video game, the adolescent, and the environment were identified. Parental support would help lower the risk of pathological gaming.


Author(s):  
Gaëlle Bodi ◽  
◽  
Célia Maintenant ◽  
Valérie Pennequin ◽  
◽  
...  

The rapid spread of Coronavirus disease all over the world led to health and political measures in several countries such as spatial distancing, closures of institutions, and so ones. People were invited to stay home with limited outside activities and face-to-face interactions. To pass the time, and to cope with negative feelings, people had to find alternative activities like playing video games. The present study aims to investigate potential changes in gaming behaviors and the associated gaming motivations. To do so, 346 participants were invited to complete a questionnaire during the confinement and to answer the following question: “Why do you play and is there a link with confinement?” Contextual and social motivations seemed to be two of the most important motivations.


Author(s):  
Le Meizhao ◽  
Ye Ming ◽  
Song Xiaoming ◽  
Xu Jiazhang

“Hydropic degeneration” of the hepatocytes are often found in biopsy of the liver of some kinds of viral hepatitis. Light microscopic observation, compareted with the normal hepatocytes, they are enlarged, sometimes to a marked degree when the term “balloning” degeneration is used. Their cytoplasm rarefied, and show some clearness in the peripheral cytoplasm, so, it causes a hydropic appearance, the cytoplasm around the nuclei is granulated. Up to the present, many studies belive that main ultrastructural chenges of hydropic degeneration of the hepatocytes are results of the RER cristae dilatation with degranulation and disappearance of glycogen granules.The specimens of this study are fixed with the mixed fluid of the osmium acidpotassium of ferricyanide, Epon-812 embed. We have observed 21 cases of biopsy specimens with chronic severe hepatitis and severe chronic active hepatitis, and found that the clear fields in the cytoplasm actually are a accumulating place of massive glycogen. The granules around the nuclei are converging mitochondria, endoplasm reticulum and other organelles.


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