scholarly journals Psychological Impact of Virtual Reality Gaming on the Formation of Self-Image in Early School-Age Children

2017 ◽  
Vol 22 (5) ◽  
pp. 48-56
Author(s):  
V.G. Pahomova

The article investigates the problem of interaction between a modern primary school-aged child and the field of virtual reality gaming and, in particular, the impact of virtual reality on the formation of self-image. Our study enabled us to explore the differences in the self-image in active and non-active players of roleplaying video games. The outcomes proved that there are certain changes in the self-image of active players related to their self-identification with characters of computer games according to their individual psychological features, whereas for children who engage in non-role-playing games such identification is not common. It was found that non-active children players generally have positive selfacceptance and do not suffer from feelings of anxiety and abandonment; active players, on the opposite, often demonstrate inadequate self-esteem, anxiety and a tendency to self-actualise in virtual reality gaming.

Author(s):  
Polina V. Tsygankova ◽  
◽  
Ekaterina Yu. Suvorova

The article deals with the functions of role-playing games of different types in adulthood in conjunction with the particularities of the players’ self-consciousness. Changes in the status of game in the sociocultural context of postmodern society are discussed. 45 respondents took part in the empirical study: 15 participants of live action role-playing games (8 women, average age 31.53 ± 6.48 years old, game experience 10.7 ± 5.9 years), 15 participants of the online role-playing game «Second Life» (8 women, average age 33.8 ± 5.62 years old, game experience 9.57 ± 4.33 years), and 15 people who are not keen on role-playing games (8 women, average age 30.33 ± 6.03 years old). In course of research were used the author’s questionnaire Self-Portrait of a Role-Playing Games Participant, a modification of Kuhn–McPartland’s Twenty Statements Test, Dembo–Rubinstein’s self-esteem measurement methods, and the Giessen Personality Questionnaire by D. Beckman. It has been found that while «players» and «non-players» lack differences in self-esteem, the participants in role-playing games rate the in-game-self higher in a number of parameters than the real-life-self. The characteristic features of self-consciousness of participants in role-playing games have been identified. For the participants in live action role-playing games, those include cognitive simplicity of the self-image and social orientation of the self-identity. For the «Second Life» players, over-differentiation of the self-image and egocentric orientation of the self-identity are common. The key functions of role-playing games have been identified based on the content analysis of the questionnaires. They are as follows: getting intense emotions and changing identities are the key functions in the group of live action role-playing games’ participants, while self-fulfillment and transgression are typical for the «Second Life» players. The results are discussed in the context of possible changes in modern criteria for distinguishing normal and pathological personality.


Group ◽  
1985 ◽  
Vol 9 (4) ◽  
pp. 24-34 ◽  
Author(s):  
Dorothy Flapan ◽  
Gerd H. Fenchel

2018 ◽  
pp. 172-187 ◽  
Author(s):  
Esther MacCallum-Stewart ◽  
Jaakko Stenros ◽  
Staffan Björk

Author(s):  
Dennis Maciuszek ◽  
Alke Martens

Educational computer games may improve learning experiences and learning outcomes. However, many off-the-shelf games still fail at smoothly integrating learning content into gameplay mechanisms. In addition, they do make an effort at adapting educational content to individual learners. Learner models and adaptivity, as applied by Intelligent Tutoring Systems (ITSs), address this problem. A solution to the integration dilemma would ideally be found at the software architecture level. Assuming the perspective of the software engineer, this chapter reviews published game-based ITS architectures. The most promising approaches are partially integrated architectures, which replace sub-systems of Clancey’s (1984) classic ITS architecture with corresponding game elements. In order to provide a reference to developers, this chapter follows up on these ideas and proposes a unifying game-based ITS architecture based on genre studies of computer role-playing games.


2014 ◽  
Vol 2014 ◽  
pp. 1-17 ◽  
Author(s):  
Mirko Suznjevic ◽  
Jose Saldana ◽  
Maja Matijasevic ◽  
Julián Fernández-Navajas ◽  
José Ruiz-Mas

Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCPVegasis a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely,Tahoe, Reno,andNew Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows.


2021 ◽  
Author(s):  
Suraj Sood

Consciousness enables experience, and each can be placed on a spectrum [1, 14]. Experience is more robust andmultidirectional, though the possibility exists for it to be bidirectional (particularly for the geometrician working along a line, but also generally when considering between two given options). Consciousness is synonymous informally with awareness. When one is conscious, they are aware, and vice versa. Awareness can be quantified in terms of being “greater” or “lesser”. For example, one may be more aware of certain aspects of experience than others given selective attention.Experience is the basic unit of analysis for phenomenology. While experience may be operationalized as qualia to address“what things are like” [20], the former may also be treated as a formal primitive. Phenomena are events as they appear to orpresent themselves for conscious perceivers. In ordinary use, experiences are assumed to be significant events or happenings.Phenomenal experience is qualitative. It is characterized as such by description through adjectives (e.g., “good” or “bad”).Experiences can be categorized into types, e.g. into the learning kind (as in the “learning experience”). If an experience is rich,then it has richness that may be qualified—described further in terms of what makes it so—or quantified. Growth may result from the victorious experience. This is so in battle-based role playing games (RPGs), where successfully defeating one’s opponent earns experience points that contribute to the possible level-up of one or more of the player’s team members (as in Pokémon and Fire Emblem, two of the most popular Japanese action-adventure RPG series).It is posited that the self, after being immersed in something greater than it, has potential to emerge greater than it was prior [2, 3]. Positive psychology recognizes such an immersed state as being one of flow or engagement. Subjective immersion [6] can be reported on to certain extents of meaningfulness and accuracy. Immersion can be qualified, e.g. via description of an activity’s meaning to the human actor, or perhaps quantified. Perhaps the optimal flow experience is only quantifiable as being infinitelyenjoyable, enriching, engaging, and/or meaningful, among other possible measures.


2021 ◽  
Vol 21 ◽  
pp. 362-366
Author(s):  
Adam Jarszak

The work analyzed the impact of the Covid-19 pandemic on digital entertainment. The focus is on three types of digital entertainment: computer games, virtual reality and streaming, respectively. The first two types of entertainment were analyzed based on data from the Steam platform, while streaming was analyzed based on Twitch. Data were collected from 2019, i.e. the period before the pandemic, and 2020, i.e. the time of the pandemic. Then the data from both of these years were compiled for analysis. The study particularly focused on events related to the pandemic, such as the March declaration of the Covid-19 virus as a pandemic by the WHO or the holiday period in which the restrictions were reduced.


2019 ◽  
Vol 4 (1) ◽  
pp. 39-57
Author(s):  
سید احمد موسوی ◽  
شهبازی مهدی ◽  
الهه عرب عامری ◽  
الهام شیرزاد عراقی

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