scholarly journals Visual Novel Genre as a Method of the Sociability Development

2021 ◽  
Vol 11 (4) ◽  
pp. 196-206
Author(s):  
D.Kh. Alimova ◽  
N.V. Bogdanovich

Nowadays the time for direct contacts between people is getting shorter, communication is increasingly going online, requiring special skills from those participating in it. And so there is a need for methods of developing one's sociability, both real and virtual as a response to digitalization. The work presents the results of experimental and empirical examinations of a visual novel genre video game seen as a method of the sociability development. We have employed the following research techniques: ‘forming’ experiment, self-observation, testing and surveying. The research was conducted remotely, with 654 male participants aged 14-35. The research results indicate no positive effect of using visual novel genre video games in order to increase the sociability level. However, there is a possibility for a visual novel genre game to be used in order to develop skills of online communication. The research gives details of the videogame progressing process as well as the dynamics of the subjects' emotional state. The results can be used both for further research and for online psychological counseling.

Problemos ◽  
2019 ◽  
Vol 96 ◽  
pp. 172-183
Author(s):  
Dmitry Anatolyevich Belyaev ◽  
Ulyana Pavlovna Belyaeva

The article explores one of the most remarkable and dynamic phenomena of modern technoculture – video games. It reconstructs the genesis of the philosophical discourse on video games, exposing the main difficulties arising in making the definitions. Special importance is attached to the critical comparative analysis of the major strategies for the philosophical explication of video games. With the aid of the method of comparative-historical reconstruction and a structuralist approach, the essential correlations between the essential definition of a video game and the ontological systems of Plato, the Gnostics, G. Berkeley, E. Kant, as well as post-modern philosophy was established. The research results in formulating a model-integrative definition of a video game.


2018 ◽  
Vol 18 (1) ◽  
pp. 107
Author(s):  
Róbert Pintér

A tanulmány az eNET, Esportmilla és Esport1 videojáték és e-sport kutatásának főbb kutatási eredményeit mutatja be. A két kutatás számos témát felölelt, ezek közül a tanulmány először a videojáték kutatás eredményeit ismertetve kitér arra, hogy mennyien játszanak videojátékkal idehaza és ehhez mik a főbb motivációik. Foglalkozik annak vizsgálatával, hogy a nem játszók körében mennyire elterjedtek a videojátékosokkal kapcsolatos negatív sztereotípiák, illetve milyen a szülők viszonya a témához. Ezt követően bemutatja, hogy min és mit játszanak a játékosok, illetve mekkora az e-sport játékkal játszók hazai bázisa. A tanulmány ismerteti az e-sport kutatás eredményeit is, így, hogy mik a főbb játékplatformok, hány órát tesz ki a játékkal töltött idő és az általában vett „screen time”, mi mondható az egyéni fejlődésről és streamek követéséről, valamint, hogy hagyományos értelemben sportolnak-e egyáltalán a gamerek? A tanulmány kísérletet tesz a videojátékokhoz köthető piac magyarországi méretének becslésére is. Végül a befejezésben azt vizsgálja, hogy vajon széleskörű társadalmi elfogadottság előtt áll-e idehaza a videojáték és az e-sport? --- The Gamer Inside Them: the Main Results of Hungarian Esport and Videogames Research by eNET, Esportmilla and Esport1 The study presents the main research results of eNET, Esportmilla and Esport1 video games and esports research. The two research projects covered a few themes, this article first shows the results of the video games research, which demonstrates how much gamers play video games in Hungary and what their main motivations are. It deals with examining how widespread the negative stereotypes are associated with video game players among non-gamers and how parents relate to the topic. It then shows what and how gamers play and how many esports gamers there are. The study also describes the results of esports research, including the main gaming platforms, how much the playing time is and how much the usual "screen time" is, what can be said about individual development and watching of streaming, and whether or not gamers pursue traditional sports. The study also attempts to estimate the size of the video games market in Hungary. Finally, it examines whether video games and esports are about to be widely accepted in Hungary? Keywords: videogames, esport, research, Hungary


Author(s):  
Jason Bazylak

Approximately 1.23 billion people play video games. Gamification is the study of what motivates gamers to invest thousands of hours into these games, and more importantly attempts to derive principles of gamification that can be applied to motivate people to participate in non-video game tasks with equal zeal. Education is one area where gamification is being explored.One gamification principle is to give participants a clear indication of their progress. In video games this is often depicted as ‘points’. The typical grade system could be interpreted as a type of point system, but one without much flexibility. Implementation of a bonus point system as an overlay to the standard grade system may allow for more flexibility.In this study this gamification principle was used to motivate students in a first year design course to participate in optional professional development activities and to foster an active online peer feedback and instruction community. With relatively minor modifications and repackaging of an existing evaluation methods students were motivated to give optional oral presentations, attend optional skill development workshops, and to contribute extensively to an online learning community.This implementation of gamification was found to have a net positive effect on student participation in Professional Development activities. Where it succeeded and where it failed will be explored.


2022 ◽  
Author(s):  
Guillaume Pech ◽  
Emilie A. Caspar

A critical scientific and societal challenge consists in developing and evaluating interventions that reduce prejudice towards outgroups. Video games appear to be a promising method but a number of falls in the current scientific literature prevents to fully understand the potential sizeable impact of video games on reducing prejudice. The present study investigated to what extent a video game designed to reduce prejudice towards minorities in a fictional society has the potential to reduce prejudice towards non-fictional minorities. Participants played either a recently developed game (Horns of Justice, HoJ) designed to reduce prejudice towards non-fictional minorities or a control game. After playing at home, participants performed two tasks in a lab context. We observed an overall positive effect of playing HoJ compared to the control game on attenuating prejudice towards an outgroup individual. We indeed observed that players of the control game had more midfrontal theta activity, reflecting more cognitive conflict, when they acted prosociality towards the outgroup participant and a lower neural response to the pain of the outgroup participant compared to the ingroup participant. These effects were attenuated for players of HoJ. We also observed that players of HoJ had a higher sense of agency when they decided to help the outgroup participant compared to when they did not help the outgroup participant, an effect not observable in players of the control game. These results are promising as they support evidence that using fictional characters in video game may induce positive changes on non-fictional individuals.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2019 ◽  
Author(s):  
David Zendle

Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: The more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes.The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n=112) both before and after the removal of loot boxes.There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2019 ◽  
Vol 4 (1) ◽  
pp. 1-18
Author(s):  
Madjidainun Rahma

This research aims to identify and examine the effect of the Tax Transparency and Trust Taxpayers Against the Taxpayer Compliance existing areas of Jakarta. The method used is descriptive and associative. Target population studied is Unit in Unit 14 Analysis of the Tax Office in the region of Jakarta. Sampling technique used is random sampling. Model influence analyzed using SEM (Structural Equation Modeling ) with alternative method PLS ( Partial Least Square ) which is aimed at testing the Influence between Tax Transparency and Trust Taxpayers Against the Taxpayer Compliance that there diunit analysis has been given permission to conduct research. Results of the analysis showed that partially Tax Transparency and unsignificant positive effect on the Taxpayer Compliance. Similarly, the Trust Taxpayers partially positive and significant impact to the Taxpayer Compliance . Simultaneously Transparency and Trust Tax Taxpayers Against the Taxpayer Compliance effect, this means that the Tax and Trust trades Taxpayers together will increase the Taxpayer Compliance.   Keywords: Tax Transparency, Trust, Taxpayer Compliance.     Penelitan ini bertujuan untuk mengetahui dan menguji pengaruh Transparansi Pajak dan Kepercayaan Wajib Pajak Terhadap Kepatuhan Wajib Pajak yang ada wilayah DKI Jakarta. Metode yang digunakan adalah deskriptif dan asosiatif. Populasi target yang diteliti ialah Satuan Kerja yang ada di Unit Analisis 14 Kantor Pelayanan Pajak diwilayah DKI Jakarta. Teknik sampel yang digunakan ialah random sampling. Model pengaruh di analisa menggunakan analisis SEM (Structural Equation Modeling) dengan metode alternative PLS (Partial Least Square) yang bertujuan menguji Pengaruh antara Transparansi Pajak dan Kepercayaan Wajib Pajak Terhadap Kepatuhan Wajib Pajak yang ada diunit analisis yang telah diberi ijin untuk melakukan penelitian. Hasil analisis menunjukan bahwa Transparansi Pajak secara parsial berpengaruh positif dan tidak signifikan terhadap Kepatuhan Wajib Pajak. Begitu pula dengan Kepercayaan Wajib Pajak yang secara parsial berpengaruh positif dan signifikan terhadap Kepatuhan Wajib Pajak. Secara simultan Transparansi Pajak dan Kepercayaan Wajib Pajak berpengaruh Terhadap Kepatuhan Wajib Pajak, hal ini berarti bahwa dengan Transakasi Pajak dan Kepercayaan Wajib Pajak bersama-sama maka akan meningkatkan Kepatuhan Wajib Pajak.


Author(s):  
Kevin Veale

Affective materiality is a tool for exploring how engaging with textual structures shapes the affective experience of a story. The experience of video games is distinctive because their modes of engagement can lead to players feeling responsible for the decisions they make within the diegetic space of the game and its contextual storyworld. Night in the Woods and Undertale both use the perception of responsibility found in video game modes of engagement as an active storytelling tool, but apply it in different ways. Despite the differences in their contextual application, both games use affective materiality to encourage players to reflect on the consequences of their decisions in multiple arenas: within the context of the game, their engagement with other games and their engagement with the wider world. In doing so, both games apply storytelling techniques that distinguish playing video games from the experience of other media forms and encourage an empathetic engagement with fictional storyworlds.


2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


Sign in / Sign up

Export Citation Format

Share Document