Documenting Pocket Universes: New Approaches to Preserving Online Games

2015 ◽  
Vol 44 (4) ◽  
pp. 179-185
Author(s):  
Derek L. Murphy

AbstractWhen preserving massively multiplayer online video games over the long term, archivists must reckon with their player cultures or risk losing a crucial component in understanding the games. This article advocates for documenting player cultures in these games, investigates recent amateur archival efforts, and suggests possible new methods of documentation and preservation when one works with these games. Successful and suggested approaches include ethnographic writing, video documentation, and the crowd-sourcing of contributions from the player community itself.

Nutrients ◽  
2021 ◽  
Vol 13 (8) ◽  
pp. 2895
Author(s):  
David Micallef ◽  
Linda Brennan ◽  
Lukas Parker ◽  
Bruno Schivinski ◽  
Michaela Jackson

Online video games are a common pastime for emerging adults (EAs). EAs are an age group that is of interest in health communication because habits formed during this life stage can cause or prevent disease later in life. Guided by three research questions, this scoping review identifies the current state of research into socio-ecological influences on physical activity and diet behaviours of EAs. The review also examines the role that online video games play within this behavioural ecology. In total, 112 articles were found that focused on behavioural ecological influences for physical activity and diet behaviour among EAs. Seven of these articles focused on the impact of online video games, although only in conjunction with their influence on physical activity, identifying a gap in understanding the influence of online games on diet. Results show that online video games are currently under-researched in terms of impacts on physical activity and diet despite the prevalence of the use of these games within the EA cohort.


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.


2018 ◽  
Vol 8 ◽  
pp. 185-188 ◽  
Author(s):  
Stefano Triberti ◽  
Luca Milani ◽  
Daniela Villani ◽  
Serena Grumi ◽  
Sara Peracchia ◽  
...  

Author(s):  
I Dewa Putu Eskasasnanda

Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied. Initially, students play online video games to relieve the fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a condition that they find it difficult to stop playing games.This condition will directly affect their achievement in school.


2019 ◽  
Vol 54 (11) ◽  
pp. 1875-1885 ◽  
Author(s):  
Rebecca J. Gilbertson ◽  
Dustyn J. Leff ◽  
Nathan A. Young

2010 ◽  
Vol 22 (3) ◽  
pp. 114-124 ◽  
Author(s):  
Allison Eden ◽  
Erin Maloney ◽  
Nicholas David Bowman

Demographic research and anecdotal evidence suggest that, historically, games have been dominated by male players. However, newer research shows gains by female players, especially in online games. Therefore, how gamers perceive the masculinity of other gamers in game has become relevant. Two experiments examine how two variables – game genre and player skill – inform gender perception in online games. Results from both studies show that game genre is a salient cue for gender perception, but that perception of player skill is not. A number of gender differences in perceptions of player skill and the relationship between genre and perceptions of player masculinity are also identified. These findings are an important first step in understanding the perception of others in online entertainment environments.


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