Exploring Advocacy and Policy Strategies to Change Video Game Content: A Focus on Tobacco

2018 ◽  
Vol 5 (5) ◽  
pp. 66-76
Author(s):  
Aditi Srivastav ◽  
Samuel Christmus ◽  
Jessica Rath ◽  
Elizabeth Hair ◽  
Jennifer Cantrell ◽  
...  
2008 ◽  
Vol 23 (1) ◽  
pp. 55-75 ◽  
Author(s):  
Cheryl K. Olson ◽  
Lawrence A. Kutner ◽  
Dorothy E. Warner

Author(s):  
Angelica B. Ortiz de Gortari ◽  
Karin Aronsson ◽  
Mark Griffiths

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.


2021 ◽  
Vol 3 (102) ◽  
pp. 143-153
Author(s):  
OLGA V. EPSHTEIN

The article examines the problems of translation adaptation when localizing high-budget AAA-class video games. The author considers the chosen specialized field as a new discursive genre, identifies verbal components of video game content, and classifies denotative, linguistic and pragmatic violations in the translation of the studied video game projects. Based on the results of the study, the solution to the problem of making an error-free translation is seen in an individual approach; the ways to improve the translation localization of the final product of gaming industry are proposed.


2020 ◽  
Vol 3 (2) ◽  
pp. 121-130
Author(s):  
Anna-Lisa Tie

Video game content has grown increasingly popular on internet service providers such as YouTube and Twitch. This genre of uploaded material includes the gameplay of internet users, in the form of pre-recorded ‘Let's Play’ videos, as well as livestreamed playthroughs. However, the application of current copyright law principles to these kinds of content is still a grey area. This legal uncertainty can be attributed to the absence of binding judicial precedent on whether video game Let's Plays and livestreams constitute copyright infringement or fair use. More recent legislative provisions intended to update copyright law for current digital technology provide little assistance, as their implementation by internet platforms has perpetuated a practice of favouring the interests of game developers over users who produce Let's Plays and livestreams. This article discusses the problems of applying existing copyright law to video game playthroughs uploaded online, as well as the drawbacks of the automated tools YouTube and Twitch have developed to manage these types of content in their systems. In order to address these issues, suggestions for copyright law reform will be explored. However, in the absence of imminent legislative amendments, I conclude that compulsory licensing arrangements, and making modifications to YouTube's and Twitch's content scanning tools are the most viable means of achieving a better balance between the interests of game developers, the internet platforms, and Let's Play creators and game streamers.


Author(s):  
Angelica B. Ortiz de Gortari ◽  
Karin Aronsson ◽  
Mark Griffiths

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, optical illusions, and dissociations.


2019 ◽  
Author(s):  
Aaron Drummond ◽  
James D. Sauer

Whether violent games increase aggression is a contentious issue. The relatively enduring disagreement in the literature about whether violent video games cause increased aggression is reflected in divergent meta-analyses. Though we applaud Mathur and VanderWeele (2019) for attempting to synthesise such divergent meta-analyses to determine an overarching view on the effects of violent media, we argue that their interpretation of the evidence is misguided. Underpinning the notion that the evidence, in general, favours a “violent game effect” lie two problematic assumptions: (a) that the analyses conducted within these meta-analyses are equally methodologically and statistically rigorous and therefore equally valid, and (b) that even tiny effects are veridical. Here, we show that the effects reported by Anderson et al. (2010) appear to overstate the evidence in favour of a relationship between violent game content and aggression, and that bias-corrected models produce only tiny effects (Hilgard et al., 2017). We then compare these smaller effects estimated by Hilgard et al. (2017) and Ferguson (2015) to show that they appear to be in close agreement. Finally, as a reminder that non-zero meta-analytic effect sizes do not guarantee that an effect is meaningful, we compare these effect sizes to the sizes of (significant) yet nonsense effects of Extra Sensory Perception to show that the effects of violent game content on aggression are so small that we should dismiss them as practically meaningless.


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