Analysis of Video Game Players' Emotions and Team Performance: an eSports Tournament Case Study

Author(s):  
Simon Abramov ◽  
Alexander Korotin ◽  
Andrey Somov ◽  
Evgeny Burnaev ◽  
Anton Stepanov ◽  
...  
Author(s):  
Rainforest Scully-Blaker

This paper uses the findings of an investigation into the /r/patientgamers subreddit to account for the ways that our leisure time and our play have been assimilated by the logics of neoliberal, late capitalism. I do this by tracing classed experiences of slowness as experienced by video game players. The figure of the patientgamer was selected not just because of their protracted approach to video game consumption, but because the grows out of a frustration with the financial and temporal costs to access leisure. Through Foucauldian discourse analysis, two major themes were detected across a number of posts which traced how many players tried, and often failed, to slow down their lives in restful ways through their play and the conversations that emerged from the impulse to treat their leisure time as work. Specifically, users’ nostalgia for their childhoods and their anxieties around possessing a video game backlog are both emblematic of the way that video game play has been made legible to capitalist logics such that any distinction between labour and leisure becomes moot and attempt to lift from the patientgamer ethos some potential ways that the work of play may be reframed to undercut logics of efficiency and productivity. The case study of /r/patientgamers holds relevance not just for the study of games and/as culture, but of how technocapitalism instrumentalizes all leisure and the consequences felt by those who try to slow their rhythms of consumption but do so without proper attention to issues of class and power.


2020 ◽  
Author(s):  
Xiaowei Cai ◽  
Jose-Javier Cebollada-Calvo ◽  
Monica Cortinas

2021 ◽  
Vol 65 ◽  
pp. 101530
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Minh-Hoang Nguyen ◽  
Thanh-Hang Pham ◽  
Thu-Trang Vuong ◽  
...  

2021 ◽  
pp. 100445
Author(s):  
Xiaowei Cai ◽  
José Javier Cebollada Calvo ◽  
Mónica Cortiñas Ugalde

2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


2015 ◽  
Vol 32 (2) ◽  
pp. 409-420 ◽  
Author(s):  
Cameron J. Forrest ◽  
Daniel L. King ◽  
Paul H. Delfabbro

2021 ◽  
Author(s):  
Mark J Keith ◽  
Douglas Dean ◽  
James Eric Gaskin ◽  
Greg Anderson

BACKGROUND Organizations of all types require the use of teams. Poor team member engagement costs billions of US dollars annually. OBJECTIVE Explains how team building can be accomplished with team video gaming (TVG) based on a team cohesion model enhanced by team flow theory. METHODS In this controlled experiment, teams were randomly assigned to a TVG treatment or a control treatment. Team performance was measured on basic tasks both pre- and post-treatment. Then teams who received the TVG treatment competed against other teams by playing the Halo™ or Rock Band™ video game for 45 minutes. RESULTS On the posttest task, teams from the TVG treatments were significantly more productive than teams that did not experience TVG. Our model explained performance improvement about twice as well as prior related research. CONCLUSIONS The focused immersion caused by TVG increased team performance while the enjoyment component of flow decreased team performance on the posttest. Both flow and team cohesion contributed to team performance, with flow contributing more than cohesion. TVG did not increase team cohesion so TVG effects are independent of cohesion. TVG is a valid practical method for developing and improving newly formed teams CLINICALTRIAL n/a


2021 ◽  
pp. e20200012
Author(s):  
Heidi Rautalahti

The article examines player narratives on meaningful encounters with video games by using an argumentative qualitative interview method. Data gathered among Finnish adult video game players represents narratives of important connections in personal lives, affinities that the article analyzes as further producing three distinctive themes on meaningful encounters. Utilizing a study-of-religion framework, the article discusses meaning making and emerging ways of meaningfulness connected to the larger discussion on the “big questions” that are asked, explored, and answered in popular culture today. Non-religious players talk about intricate and profound contemplations in relation to game memories, highlighting how accidental self-reflections in mundane game worlds frame a continuing search for self.


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