scholarly journals Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature

2020 ◽  
Vol 20 (1) ◽  
pp. 40-58
Author(s):  
Elena Shliakhovchuk ◽  
Adolfo Muñoz Garcia

The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research.

10.2196/12418 ◽  
2019 ◽  
Vol 6 (5) ◽  
pp. e12418 ◽  
Author(s):  
Manuela Ferrari ◽  
Sarah V McIlwaine ◽  
Gerald Jordan ◽  
Jai L Shah ◽  
Shalini Lal ◽  
...  

BackgroundVideo game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness.ObjectiveThe aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games.MethodsWe performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained.ResultsWe used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself.ConclusionsThe game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.


2018 ◽  
Author(s):  
Manuela Ferrari ◽  
Sarah V McIlwaine ◽  
Gerald Jordan ◽  
Jai L Shah ◽  
Shalini Lal ◽  
...  

BACKGROUND Video game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness. OBJECTIVE The aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games. METHODS We performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained. RESULTS We used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself. CONCLUSIONS The game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.


2020 ◽  
Vol 1 (2) ◽  
pp. 65-78
Author(s):  
Shelli Rampold ◽  
Bradley Coleman ◽  
J. C. Bunch ◽  
Richie Roberts

This study was conducted to understand how students’ cultural awareness, knowledge, sensitivity, and communication abilities combine to influence their development of cultural competence. Q methodology (Q) was used to capture the subjectivity and lived experiences of participants of an international experience (IE) and assess the impact of the program on their cultural competence development. When viewed through the lens of the Personal Cultural Competence Enhancement Framework (PCCEF), findings suggested students’ cultural competence development could be interpreted through three typologies: (a) Cultural Learners, (b) Cultural Engagers, and (c) Cultural Samplers. Cultural Leaner students demonstrated new awareness of their limited amounts of cultural knowledge and desired to learn more about other cultures through future travel, but were still apprehensive about engaging and communicating with people from other cultures. Cultural Engagers, on the other hand, expressed greater confidence in stepping out of their comfort zones and communicating in a different language. Lastly, Cultural Samplers demonstrated increased awareness of the benefits of experiencing other cultures and they comforts they have back home, and they expressed a desire to continue traveling abroad in the future. These findings support the use of short-term IE programs as supplemental activities to foster agricultural students’ progression toward cultural competence.


2020 ◽  
Vol 27 (3) ◽  
pp. 257-273 ◽  
Author(s):  
Priska Breves

Video games are one of the most popular media forms in today's society, but are often criticized for various reasons. For instance, mainstream video games do not incorporate enough racially diverse game characters or are often connected to adolescents’ levels of aggression and have thus been the focus of many debates. While the negative consequences of video games have been analyzed by many academic studies, research on the prosocial effects of video games is scarce. To address this research gap and support the ongoing call for more diverse video game characters, this study used a 3 × 1 between-subjects design ( N = 86) to test the impact of racially diverse non-playable characters (NPCs). The parasocial contact hypothesis was used as the theoretical foundation, incorporating virtual reality technology as an intensifier of effects. The results showed that helping a Black NPC did not reduce implicit bias, but reduced explicit bias towards Black people. This improvement was stronger when the video game was played using virtual reality technology than when using a traditional two-dimensional gaming device.


Author(s):  
Fábia Esteves ◽  
Pedro Quelhas Brito

According to the World Tourism Organization (UNWTO), in 2017 tourism had the greatest international growth in seven years, and in 2018, international tourism grew 5% reaching the mark of 1.4 billion, a figure reached two years earlier than predicted. At the same time, in the last 40 years, the video game industry has grown steadily, with games beginning to be seen as one of the primary sources of entertainment. However, there are still few studies analyzing the impact of advertising tourist destinations on digital platforms such as video games. The use of video games in the tourist context may be an inspirational tool, supporting the development of new advertising strategies for tourism marketing. Although the connection between tourism and cinema is widely documented, little research has demonstrated a credible correlation between video games and tourists' attitude towards destinations.


Author(s):  
Lavinia McLean ◽  
Mark D. Griffiths

Previous research has indicated that playing violent video games may be associated with an increase in acceptance of violence and positive attitudes towards perpetrators of crime. This study is the first to investigate the relationship between playing violent video games and attitudes towards victims of crime. A total of 206 young people (aged 12-24 years) completed measures of attitudes towards victims and violent video game exposure. The results suggest that exposure to violent video games is associated with less concern being reported for victims of crime. Young people who play more violent video games reported less concern for general victims and for culpable victims, and these effects cannot be explained by gender or age differences. The results are discussed in relation to relevant research in the area, along with recommendations for future research.


2011 ◽  
Vol 20 (4) ◽  
pp. 309-324 ◽  
Author(s):  
Rory McGloin ◽  
Marina Krcmar

The introduction and popularity of the Nintendo Wii home console has brought attention to the natural mapping motion capturing controller. Using a sample that identified sports as their most frequently played video games, a mental models approach was used to test the impact that perceived controller naturalness (traditional controller vs. natural mapping motion capturing controller) had on perceptions of spatial presence, realism, and enjoyment. The results showed that perceived video game realism is a predictor of spatial presence and enjoyment. Furthermore, the results supported predictions that controller naturalness would influence perceived video game realism of graphics and sound. Future research should investigate whether or not these controllers lead to greater presence and enjoyment in different genres of games (e.g., first-person shooters). In addition, future research should consider whether or not these controllers have the ability to prime violent mental models.


2015 ◽  
Vol 115 (3) ◽  
pp. 547-553 ◽  
Author(s):  
J. P. Chaput ◽  
A. Tremblay ◽  
B. Pereira ◽  
Y. Boirie ◽  
M. Duclos ◽  
...  

AbstractAlthough a few data are available regarding the impact of video games on energy intake (EI) in lean adolescents, there is no evidence on the effect of passive and active video gaming on food intake in both lean and obese youth. It is also unknown whether isoenergetic active video games and exercise differently affect food consumption in youth. In all, twelve lean and twelve obese adolescent boys (12–15 years old) had to complete four 1-h sessions in a cross-over design study: control (CON; sitting), passive video game (PVG; boxing game on Xbox 360), active video game (AVG; boxing game on Xbox Kinect 360) and exercise (EX; cycling). The exercise and active video game activities were designed to generate the same energy expenditure (EE). EE was measured using a K4b2 portable indirect calorimeter. Ad libitum food intake and appetite sensations were assessed following the sessions. AVG and EX-EE were significantly higher in obese participants and significantly higher compared with PVG and CON in both groups. Obese participants significantly ate more than lean ones in all four conditions (P<0·001). EI did not differ between conditions in obese participants (CON: 4935 (sd 1490) kJ; PVG: 4902 (sd 1307) kJ; AVG: 4728 (sd 1358) kJ; EX: 4643 (sd 1335) kJ), and was significantly lower in lean participants after EX (2847 (sd 577) kJ) compared with PVG (3580 (sd 863) kJ) and AVG (3485 (sd 643) kJ) (P<0·05). Macronutrient intake was not significantly different between the groups or conditions. Hunger was significantly higher and satiety was lower in obese participants but no condition effect was observed. Overall, moderate-intensity exercise provides better effect on energy balance than an isoenergetic hour of active video gaming in lean adolescent boys by dually affecting EE and EI.


2021 ◽  
Vol 2 ◽  
Author(s):  
Joanna E. Lewis ◽  
Mia Trojovsky ◽  
Molly M. Jameson

Increased participation in activities has been associated with improved positive mental health outcomes. However, there is much debate regarding the net effects of video games on individuals. Typified as a socially isolating activity, many games inherently contain socialization within the environment with game-generated characters or other players. Coinciding with the time of the initial pandemic/quarantine period was the release of a popular socializing and life simulation game, Animal Crossing: New Horizons. We investigated whether participation in this game was related to emotional outcomes associated with pandemics (e.g., loneliness and anxiety). The relationship between deleterious mental health and social gaming, amid a time of enforced reduction in socializing, would allow us to isolate the impact of the introduction of a social video game on improving the quality of life for players of this game. Participants (n = 1053) were asked about their time spent playing video games via an online survey, their socialization in game play, loneliness, and anxiety. We predicted that participants with higher levels of social interaction within the game would report less loneliness and anxiety. Utilizing multiple linear regression analyses, the research found that increased gaming and related activities were predictive of higher anxiety and somewhat related to increased loneliness. However, increased visits to another island were associated with lower levels of loneliness. As such, players may be utilizing gaming as a coping mechanism for anxiety. This research may inform generalized research regarding the influence that social games may have on feelings of loneliness and anxiety.


2021 ◽  
Vol 3 ◽  
Author(s):  
Elçin Hancı ◽  
Peter A. M. Ruijten ◽  
Joyca Lacroix ◽  
Wijnand A. IJsselsteijn

Self-tracking technologies aim to offer a better understanding of ourselves through data, create self-awareness, and facilitate healthy behavior change. Despite such promising objectives, very little is known about whether the implicit beliefs users may have about the changeability of their own behavior influence the way they experience self-tracking. These implicit beliefs about the permanence of the abilities are called mindsets; someone with a fixed mindset typically perceives human qualities (e.g., intelligence) as fixed, while someone with a growth mindset perceives them as amenable to change and improvement through learning. This paper investigates the concept of mindset in the context of self-tracking and uses online survey data from individuals wearing a self-tracking device (n = 290) to explore the ways in which users with different mindsets experience self-tracking. A combination of qualitative and quantitative approaches indicates that implicit beliefs about the changeability of behavior influence the extent to which users are self-determined toward self-tracking use. Moreover, differences were found in how users perceive and respond to failure, and how self-judgmental vs. self-compassionate they are toward their own mistakes. Overall, considering that how users respond to the self-tracking data is one of the core dimensions of self-tracking, our results suggest that mindset is one of the important determinants in shaping the self-tracking experience. This paper concludes by presenting design considerations and directions for future research.


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