scholarly journals “To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia

2018 ◽  
Vol 50 ◽  
pp. 01122
Author(s):  
Ekaterina Orekh

The article analyses the results of the exploratory empirical research of children’s video game practice. Based on the analysis of semi-structured interviews, as well as observation diaries on the theme of children’s game socialization, particularly the interaction of children, their peers, parents concerning video games, some conclusions about parenting strategies practiced in contemporary St. Petersburg’s families are made. It was found that the rapid expansion of computer games produces the parent’s fears associated with a lack of understanding of the consequences of the video games impact on children. One of the main results is the conclusion that the parental legitimation of practices is in many ways inherited from and reproduces the Soviet attitudes towards parenting and children. Some statements, such as the 15-minute rule (allowing the use of computer per set), view of a computer as a cause of aggression and alienation, are axiomatized. However, it goes hand in hand with a (neo)liberal rhetoric in relation to the use of a computer.

2017 ◽  
Vol 6 (4) ◽  
pp. 29-40 ◽  
Author(s):  
N.V. Bogacheva ◽  
A.E. Voiskounsky

The article is aimed at analysis of current studies of the link between video games experience and creativity. The impact of video game playing on the psychological specificity of gamers has repeatedly become a subject of many studies, though higher-level cognitive abilities, such as creativity, were rarely the subject of interest, remaining unexplored in the context of video games. Contrary to the earlier predictions that the increased amount of «readymade» visual information will reduce the imaginative ability, most of the current works show positive links between some types of creativity (in particular — visual) and playing video games. The latter becomes not only a source of inspiration but also a platform for creative realization. Many authors draw attention to possible negative aspects of creativity, in particular, the possibility of its antisocial applications. In this regard, the importance of studying the aggressiveness and empathy of computer players is increasing but the research data in this area is particularly contradictory.


Author(s):  
Vishal Thelkar

Computer and video game has gain enough popularity among teenagers also in children which is alarming and raised concern about the impact it may have on the youngsters. The games have violent themes, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Addiction is one of the reason it might hamper the effect on health. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value This research focuses on what are the views of people towards the computer gaming and to identify the actual effects of computer games on high school students. This paper covers earlier studies on the same topic and their findings in literature survey To reach to the objective, responses from significant no of people taken with systematic design of questionnaire. At the end it covers and conclude the relation of different variables & the effect of games on students.


2020 ◽  
pp. 073563312096375
Author(s):  
Hao-Jan Howard Chen ◽  
Hsiao-Ling Hsu ◽  
Zhi-Hong Chen ◽  
Andrew G. Todd

Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters’ fast-talking speed and many new vocabulary, more lexical supports should be provided in the games. This study thus developed an adventure game with two versions. One version was an adventure game and the other was the same game supported with vocabulary exercises. Two classes were randomly assigned to play two versions of the game and to take a pre-test, post-test, and delayed post-test. A survey was also conducted to investigate the participants’ perceptions. The results showed that both groups acquired new words, but the experimental group performed significantly better in both the immediate and delayed post-tests. These findings indicated that the adventure game alone can help participants acquire new words. However, the inclusion of word-focused exercises further helped learners retain more new words. Thus, it is suggested that game developers can incorporate word-focused exercises into video games. The additional exercise can allow learners to benefit from both implicit and explicit vocabulary learning.


Author(s):  
Yu.A. Perfilov

The article discusses the compositional features of the texts of games of various genres, presented on the Western market in the period of 1970-1982. The appeal to the topic of computer games is due to the fact that in domestic linguistics the texts of video games have been little studied at the moment, but in other branches of the humanities there is an active study of games in various aspects of science. Various points of view on the relative understanding of the game and the term “game” are presented in the context of philosophy, linguistics; methods for studying the texts of computer games, directions such as narratology and ludology and their differences are characterized. The topic of the direct dependence of the text of a video game on technological progress is touched upon: the placement of text inside the game or on other sources of information. On the material of such types of texts of video games as an interface, code, instructions, brochure, subtitle, etc., their compositional features are described.


Author(s):  
Benjamin Gallegos ◽  
Michelle T. Kepple ◽  
Caitlyn A. Bukaty

Video gaming in the classroom offers students and educators the opportunity to conceptualize learning in new ways and address 21st century skills. This construct appears in research-based literature by leading trans-disciplinary experts in the field of special education and video gaming. Empirical research has established the application of video games as leaning tools in schools, and the benefits of video games for students with disabilities (Ke & Abras, 2013). This chapter focuses on the benefits and use of educational video game based learning for students with disabilities. The authors discuss (1) current barriers hindering widespread adoption of video games for learning and assessment, (2) characteristics of video games being used for learning and assessment, (3) how gameplay data represents academic achievement for grading, and (4) the types of assessments available and considerations for implementation. Finally, the authors explore avenues to prepare educators to use video gaming for learning and assessment in classrooms for students with disabilities.


2016 ◽  
pp. 1689-1717
Author(s):  
Benjamin Gallegos ◽  
Michelle T. Kepple ◽  
Caitlyn A. Bukaty

Video gaming in the classroom offers students and educators the opportunity to conceptualize learning in new ways and address 21st century skills. This construct appears in research-based literature by leading trans-disciplinary experts in the field of special education and video gaming. Empirical research has established the application of video games as leaning tools in schools, and the benefits of video games for students with disabilities (Ke & Abras, 2013). This chapter focuses on the benefits and use of educational video game based learning for students with disabilities. The authors discuss (1) current barriers hindering widespread adoption of video games for learning and assessment, (2) characteristics of video games being used for learning and assessment, (3) how gameplay data represents academic achievement for grading, and (4) the types of assessments available and considerations for implementation. Finally, the authors explore avenues to prepare educators to use video gaming for learning and assessment in classrooms for students with disabilities.


2016 ◽  
Vol 42 (6) ◽  
pp. 833-850 ◽  
Author(s):  
Jin Ha Lee ◽  
Rachel Ivy Clarke ◽  
Stephanie Rossi

Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire and play video games. With the aim of better understanding people’s game-related information needs and behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations based on appeals, offering multiple automatic organization options and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games.


2018 ◽  
pp. 59-69
Author(s):  
Ekaterina Orekh ◽  
Elena Bogomyagkova

The study reveals the analysis of the discourse of St. Petersburg parents for their ideas about children's computer games. The focus of our attention was the settings that underlie the strategies of regulation of these game practices by adults. The empirical base of the study was a series of semi-structured interviews with parents of children under ten years of age with different social characteristics (gender, age, nature and level of education, income), whose children play video games, and for various reasons are not involved in this process. Interviews were conducted in St. Petersburg in 2016-2017. According to the results obtained, the prohibition or permission of games on the computer, as well as the frequency of access to the gadget and the type of gaming activity (educational – entertaining) are based on two key ideas. The first can be referred to as the idea of "fullness of life", and the second, respectively, as the idea of "quality of life". The idea of "fullness of life" is based on such ideas about the world, when the main value is the diversity of activities, the saturation of life with events. The idea of "quality of life" is based on the value of in-depth development of a particular activity, which is currently considered as an important, significant. As the analysis showed, Russian parents use both ideas in the argument of both permission and prohibition of children's video games, but do not mix them in justifying their own decisions and actions. We also assume that the idea of "quality of life" has a deep history and has been popular for several decades, while the idea of "fullness of life" characterizes the discourse of the modern dynamic and changeable consumer society.


2021 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe ◽  
Fabrizia Mantovani

BACKGROUND Using commercial off-the-shelves video games rather than custom-made computer games could have several advantages for treating stress and anxiety, thanks to their low-cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize not all commercial video games are equal, and their effects strongly depend on specific characteristics of the game itself, such as its genre. OBJECTIVE This systematic review aimed to describe the literature on the use of commercial off-the-shelves video games for diminishing stress and anxiety. METHODS A systematic search of the literature was performed following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. Databases used in the search were PsycINFO, Web of Science, and Medline. The search string was: [(“Video Game*” OR "Computer Game*")] AND [(“stress”) OR ("anxiety") OR ("relaxation”)] AND ["study" OR ("trial") OR ("treatment")]. RESULTS N=25 studies met inclusion criteria during the period 2006 – 2021. Findings show the benefit of commercial off-the-shelves video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults. Fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelves games were useful for reducing stress and anxiety. CONCLUSIONS Efficacy in reducing stress level and anxiety has been demonstrated not only for exergames and casual video games but also for other genres, such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play resulted in being effective in reducing stress and anxiety.


Author(s):  
Bartosz Mazurkiewicz ◽  
Magdalena Stefańska

Video games are one of the most popular leisure activities. The multitude of games and ways of playing (individually, in a team, online, offline, etc.) allows players to meet their various needs. Thus, from the point of view of game developers, it becomes important to recognise these needs and adapt the product to the expectations of players. Taking the dynamic development of the video game market into account, it seems significant to recognise the players’ motives for spending their time on playing. Therefore, the aim of the article is to identify the players’ motives in terms of the type of need being met and to find an answer to the question whether there is a relationship between the time spent on games and the motives for playing (does the fact that we play longer change the type of need being satisfied?). The text refers to the results of research conducted in April 2020 on a sample of 2,527 players in Poland. The subjects of the study were people who actively played video games – every day or several times a week.


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