The older player of digital games: A classification based on perceived need satisfaction

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”.

2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


2017 ◽  
Vol 9 (1) ◽  
pp. 28-36
Author(s):  
Karla R. Hamlen

AbstractDigital game play is a common pastime among college students and monopolizes a great deal of time for many students. Researchers have previously investigated relationships between subject-specific game play and academics, but this study fulfills a need for research focusing on entertainment game strategies and how they relate to strategies and success in other contexts. Utilizing a survey of 191 undergraduate students, the goal was to investigate students’ digital game play habits, strategies, and beliefs that predict gaming expertise, and to determine if these relate to academic success. Factor analysis revealed three latent variables that predict expertise: dedication, solo mastery, and strategic play. Multiple regression analysis was used to determine whether these three components could also predict academic outcome variables. Findings point to the absence of a relationship between these variables and academic GPA, but to the presence of a tentative relationship between confidence in game play and confidence in personal control over academic success.


10.2196/13834 ◽  
2020 ◽  
Vol 9 (6) ◽  
pp. e13834
Author(s):  
Manuela Ferrari ◽  
Sarah V McIlwaine ◽  
Jennifer Ann Reynolds ◽  
Suzanne Archie ◽  
Katherine Boydell ◽  
...  

Background Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopted and integrated into youth mental health services. Objective The Gaming My Way to Recovery scoping review project assesses existing evidence on the use of digital game interventions within the context of mental health services for youths (aged 11-29 years) using the stepped care model as the conceptual framework. The research question is as follows: For which youth mental health conditions have digital games been used and what broad objectives (eg, prevention, treatment) have they addressed? Methods Using the methodology proposed by Arksey and O’Malley, this scoping review will map the available evidence on the use of digital games for youths between 11 and 29 years old with mental health or substance use problems, or both. Results The review will bring together evidence-based knowledge to assist mental health providers and policymakers in evaluating the potential benefits and risks of these interventions. Following funding of the project in September 2018, we completed the search in November 2018, and carried out data screening and stakeholder engagement activities during preparation of the protocol. We will conduct a knowledge synthesis based on specific disorders, treatment level and modality, type of service, population, settings, ethical practices, and user engagement and offer recommendations concerning the integration of video game technologies and programs, future research and practice, and knowledge dissemination. Conclusions Digital game interventions employ unique, experiential, and interactive features that potentially improve skills and facilitate learning among players. Digital games may also provide a new treatment platform for youths with mental health conditions. Assessing current knowledge on video game technology and interventions may potentially improve the range of interventions offered by youth mental health services while supporting prevention, intervention, and treatment. International Registered Report Identifier (IRRID) PRR1-10.2196/13834


2019 ◽  
Author(s):  
Manuela Ferrari ◽  
Sarah V McIlwaine ◽  
Jennifer Ann Reynolds ◽  
Suzanne Archie ◽  
Katherine Boydell ◽  
...  

BACKGROUND Digital or video games are played by millions of adolescents and young adults around the world and are one of the technologies used by youths to access mental health services. Youths with mental health problems strongly endorse the use of technologies, including mobile and online platforms, to receive information, support their treatment journeys (eg, decision-making tools), and facilitate recovery. A growing body of literature explores the advantages of playing digital games for improving attention span and memory, managing emotions, promoting behavior change, and supporting treatment for mental illness (eg, anxiety, depression, or posttraumatic stress disorder). The research field has also focused on the negative impact of video games, describing potential harms related to aggression, addiction, and depression. To promote clarity on this matter, there is a great need for knowledge synthesis offering recommendations on how video games can be safely and effectively adopted and integrated into youth mental health services. OBJECTIVE The Gaming My Way to Recovery scoping review project assesses existing evidence on the use of digital game interventions within the context of mental health services for youths (aged 11-29 years) using the stepped care model as the conceptual framework. The research question is as follows: For which youth mental health conditions have digital games been used and what broad objectives (eg, prevention, treatment) have they addressed? METHODS Using the methodology proposed by Arksey and O’Malley, this scoping review will map the available evidence on the use of digital games for youths between 11 and 29 years old with mental health or substance use problems, or both. RESULTS The review will bring together evidence-based knowledge to assist mental health providers and policymakers in evaluating the potential benefits and risks of these interventions. Following funding of the project in September 2018, we completed the search in November 2018, and carried out data screening and stakeholder engagement activities during preparation of the protocol. We will conduct a knowledge synthesis based on specific disorders, treatment level and modality, type of service, population, settings, ethical practices, and user engagement and offer recommendations concerning the integration of video game technologies and programs, future research and practice, and knowledge dissemination. CONCLUSIONS Digital game interventions employ unique, experiential, and interactive features that potentially improve skills and facilitate learning among players. Digital games may also provide a new treatment platform for youths with mental health conditions. Assessing current knowledge on video game technology and interventions may potentially improve the range of interventions offered by youth mental health services while supporting prevention, intervention, and treatment. INTERNATIONAL REGISTERED REPORT PRR1-10.2196/13834


Author(s):  
Cleve Graver ◽  
Fran C. Blumberg

Digital game play is increasingly acknowledged as an activity in which moral decisions are made. Research to date has largely addressed decisions pertaining to transgressions despite opportunities for prosocial moral choices. These decisions range from relatively benign acts of cheating to gain advantage within a game to the more egregious infliction of physical harm on virtual others to advance one’s goals. Research examining the ramifications of these transgressions as they apply to perceptions of game play and to real-world behaviors is still relatively new and largely studied among undergraduate participants. We survey this growing body of work with consideration of the theoretical perspectives that have been used to frame it and the factors, such as game narrative and mode of play, that have been identified as impacting players’ moral judgments and choices in the digital game world.


Author(s):  
Andreas Gregersen

<p>Technology has been given relatively little attention in genre theory, but this article argues that material technologies can be important components in genre development. The argument is based on a historically informed analysis of digital games, with special attention paid to home console video games and recent genre developments within this domain commonly referred to as motion gaming. The main point is that digital game genres imply structured embodied activity. A constitutive element of digital game mediation is a control interface geared to player embodiment, and I propose the concept of ‘interaction modes’ to describe the coupling of technology and player embodiment and show how this can be integrated with genre theory. The resulting framework allows for increased attention to continuity and change in game and communication genres, material and digital technologies, and the related interaction modes.</p>


2016 ◽  
Vol 7 (2) ◽  
pp. 18-22
Author(s):  
Christian Aditya

This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such as the technology of the game console, the limitation of game engine, and also the skill of the game artist itself. Key words : Video Games, Digital Games, Game Console, Environment, Game Engine.


2017 ◽  
Vol 18 (2) ◽  
pp. 179-195 ◽  
Author(s):  
Youn Jung Huh

In contrast to studies focusing on digital games as learning tools, this study shows how young children use digital games as a means of facilitating spontaneous play in their everyday lives. This article highlights how 4 three-year-old children’s play with digital games revealed their ability to create new forms of play by mixing their digital game play and other play in real life. In addition, this study shows various examples of young children breaking game boundaries (e.g. rule-breaking; using virtual space as a source for their spontaneous play; navigating between virtual and physical space for their play) in their digital game playing. This finding suggests that digital games do not entirely change or displace other practices in early childhood, but young children’s digital game play is very closely related to their spontaneous play as it occurs in their everyday lives. Young children are agentic and capable users of digital technologies, incorporating the digital world for their own purposes.


Author(s):  
Mirosław Filiciak

The article is devoted to practices of constructing narratives about the history of the Polish digital game industry and its connection to the system transition. The author analyzes both contemporary publications devoted to the history of Polish games as well as early examples of digital games and historical sources, such as advertisements and press articles from the mid-1980s to the mid-1990s. The juxtaposition of contemporary, heroic narratives and originary sources allows the author to deconstruct the story of the Polish gaming industry and propose a new way of writing its history, in the spirit of methods proposed by Mariana Mazzucato, Manuel Castells, or Pekka Himanen.


2021 ◽  
Vol 15 (11) ◽  
pp. 3206-3213
Author(s):  
Mikail Tel

The aim of this research is to determine athletes ' views on digital games and to determine their relationship to certain variables. 1521 (927 male, 594 female) athletes who continue their activities in different branches constitute the sample of the research. The research is in the screening model and has a descriptive quality. As a data collection tool, an online questionnaire was applied in which participants' demographic information, frequency of game play, the duration of game play with either mobile phone and desktop computer, and their digital game play status were surveyed. The data was analyzed using the SPSS statistical package program and the significance level was accepted as p<0.05. As a result, 60.9% of the research group were male, 35.5% were between the ages of 21 and 30, 59.2% were students, and 61.5% were undergraduates or graduates. 36.9% of participants were observed to play sports between 1-5 years, 27.5% were observed to play sports between 6-10 years, and 62.9% of them still continued their sports activities as athletes. In the study, it was determined that athletes played games in moderate frequency and preferred to play games at higher rates, daily, using their mobile phones. Participants expressed that they liked to play games and wanted to play again when they were successful in those games. Athletes stated that games are addictive, games with violent elements negatively affect people, and while excessive gameplay negatively affects social life, games also help them to relieve their boredom. They believe that games which are played with friends and family, etc. improved social skills, and they noted that games can be used for educational purposes, and that playing games helps them learn something new, but is mostly effective in filling out free time. Athletes also noted that they did not believe that playing digital games improved their athletic abilities specific to their sport in any way. A statistically significant difference was found when athletes' views on gender and digital games were examined. It was determined that there were statistically significant differences according to age, profession, year of playing sports, level in sports branch, frequency of playing games, duration of playing games with mobile phones, duration of playing games with computers, and that there were no statistically significant difference according to educational status. As a result, it was determined that the athletes in the research group played digital games with medium frequency and liked to play games. We believe that it will be useful for athletes to use digital games, the internet and social media to develop their skills in their branch of sports. Keywords: Digital game, sports and Digital Game, athletes and digital game.


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