scholarly journals Psychological master form of computer games

2019 ◽  
Vol 10 (4) ◽  
pp. 160-174 ◽  
Author(s):  
I.M. Kyshtymova ◽  
S.B. Timofeev

The article presented the rationale and description of a universal classification model of computer games. The basis of its development was the principle of systematic and psychosemiotic approach that afforded considering both semantic and syntactic (formal) features of a game as factors mediating its effect on gamers. A computer game came under consideration as a system entity whose classification profile took shape following unique combination of thirty-four components that were interconnected in the manner of mutual cooperation. They combined into seven levels, two of which were: the game-play and setting — attributed to the fundamentals inherent to any game, while five were variable: the narrative, semantic, personal, communicative and ethic. Criteria to determine intensity of manifestation of the described components in a game that served as the basis for its expert evaluation, were presented. The results of investigation of «The Witcher 3: Wild Hunt» computer game were quoted. The study involved ten experts (8 men and 2 women) with a higher education and a great interactive gaming experience. The participants were made familiar with the classification algorithm of video games assessment and, in the process of complete ‘play-through’ of a game under consideration, categorized it into thirty-four components. Statistical processing of the data demonstrated high degree of consistency of the estimates: the value of α-Kronbach index amounted to 0.971. That afforded grounds to infer that the Master Form presented may serve as a reliable basis to analyze games and propose hypotheses about the nature of their effect on gamers.

Author(s):  
Nicola Whitton

This chapter examines the rationale for the use of computer games in learning, teaching, and assessment in Higher Education. It considers their pedagogic potential in respect to a number of theories of learning, as well as some of the practical issues associated with using computer games in real teaching situations, both face-to-face and online. The first part of the chapter focuses on the theory underpinning the use of computer game-based learning with HE students, examining motivation and engagement, constructivism, collaborative and problem-based learning. The second part of this chapter considers the practical issues of using computer games in actual teaching contexts and presents twelve principles for the design and evaluation of computer games to support learning.


2014 ◽  
Vol 13 (8) ◽  
pp. 4760-4766
Author(s):  
Sachchida Nand Prasad

This paper presents a design case study of SIDES: Design Interfaces to Develop Effective Public Efficiency. SIDES is a tool designed to help adolescents in Public group therapy, specifically individuals with Asperser’s Syndrome, practice effective group work efficiency using a four-player cooperative computer game that runs on computer games technology. We are represent the design process and evaluation of SIDES conducted over a period of six months with a middle school Public group therapy class. Our findings indicate that   computer games   are a motivating and supported tool for effective group work among. My target population and reveal different design lessons to inform the development of similar systems.


Author(s):  
М.В. ДОВЫДЕНКОВА

Проведена статистическая обработка сформированной базы данных показателей неспецифической резистентности MS «Excel» с целью изучения динамики иммунитета по параметрам бактерицидной, лизоцимной и фагоцитарной активности у крупного рогатого скота черно-пестрой породы разных возрастов. Было установлено, что средние значения показателей лизоцимной и бактерицидной активности у телят в 6 мес были ниже (47,89% и 49,09%, соответственно), чем у животных в 3—4 года (53,75% и 52,81%). Выведено уравнение регрессии, описывающее взаимосвязь между средними показателями фагоцитарной активности и возрастом при высокой степени достоверности (R2=0,90). Изменения лизоцимной и бактерицидной активности в зависимости от возраста были недостоверными (R2=0,58 и R2=0,49, соответственно). Установлена высокая корреляция между бактерицидной и лизоцимной активностью. Отмечена динамика изменения неспецифического иммунитета у коров различных возрастных групп. Создание баз данных и постоянный мониторинг основных показателей естественной резистентности в зависимости от различных факторов (породы, возраста, стадий лактации, кормления, способов содержания), которые влияют на данные показатели, необходимо для оценки физиологического состояния организма животных и их устойчивости к болезням. Statistical processing of the generated MS "Excel" on indicators of non-specific resistance database was carried out with the aim of studying the dynamics of the development of immunity in terms of bactericidal, lysozyme and phagocytic activity in black-and-white cattle of different ages. It was found that the average values of indicators of lysozyme and bactericidal activity in calves at 6 months were lower (47.89% and 49.09%, respectively) than in animals at the age of 3—4 years (53.75% and 52.81%). The equation of regression was derived, it describes the relationship between the average indicators of phagocytic activity and the age with a high degree of reliability (R2=0.90). The changes in lysozyme and bactericidal activity depending on age were dubious (R2=0.58 and R2=0.49, respectively). The high correlation between bactericidal and lysozyme activity was established. It was noticed that the cows of different age groups experienced the dynamics of changes in nonspecific immunity. The creation of databases and constant monitoring of the main indicators of natural resistance, depending on various factors (breed, age, stages of lactation, feeding, methods of keeping) that affect these indicators, is necessary for assessing the physiological state of the animals’ body of and their resistance to diseases.


Author(s):  
Claire Johnson

Game Maker is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting.  The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts (Papert, 1980; Harel and Papert, 1991), and considers the extent to which a constructionist approach is suitable for introducing basic programming concepts within a contemporary, game authoring context.  The research was conducted in a high achieving comprehensive school in South East England. Twenty-two pupils (12 boys; 10 girls; 13-14 years old) completed a unit of work in computer game authoring over an eight-week (16 x 50 minute lessons) period. In planning and developing their games, they worked in self-selected pairs, apart from two pupils (one boy and one girl) who worked alone, by choice. Nine of the ten pairs were the same gender. Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair, group and artefact-based interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the constructionist-designed activity, demonstrated positive attitudes to their work, and felt a sense of achievement in creating a complex artefact that had personal and cultural significance for them. However, the findings also suggest that the constructionist approach adopted in the research did not effectively support the learning of programming concepts for all pupils. This research arises out of a perceived need to develop accessible, extended units of work to implement aspects of the Computing curriculum in England. It suggests that using Game Maker may offer a viable entry, and identifies the programming concepts and practices which pupils encountered, the difficulties they experienced, and the errors they made when authoring computer games. It also offers recommendations to increase the readiness with which students engage with key programming concepts and practices when using this visual programming software. In so doing it makes a practical contribution to the field of qualitative research in secondary computing education. 


Author(s):  
Mahmood A. Rashid ◽  
Krishneel Deo ◽  
Divnesh Prasad ◽  
Kunal Singh ◽  
Sarvesh Chand ◽  
...  

Abstract Blockchain is an emerging technology framework for creating and storing transaction in distributed ledgers with a high degree of security and reliability. In this paper, we present a blockchain-based platform to create and store contracts in between students and their higher education sponsors facilitated by intermediary brokers denoted as fundraisers. The sponsorship might be in any form, such as scholarship, donation, or loan. The fund will be arranged and managed by a group of competitive fundraisers who will hold the distributed ledgers and act as the miners in the blockchain network.


1997 ◽  
Vol 6 (1) ◽  
pp. 43-55 ◽  
Author(s):  
Joanna Thornborrow

The focus of this article is the language of computer game previews and guides in the magazine Sega Mean Machines. I examine the presence of conflicting discourses within these texts, and discuss the possible effects they may have on the construction of gender-specific identities for the reader. Through a stylistic analysis of these texts, I will argue that entering the computer game-playing world means essentially a shift for the female readers/players into male-centred discourses.


2021 ◽  
Author(s):  
Chin-En Yen

BACKGROUND Computer games can increase children’s interest in learning, and then improve their nutritional knowledge, and their dietary intake behavior. OBJECTIVE The purpose of this study was to evaluate the short-term effectiveness of computer games on preschool children's nutrition knowledge and junk food intake behavior. This study was a cross-sectional study. METHODS We recruited 104 preschool children age 5-6 years from preschools and randomly assign to experiment group (n=56) and control group (n=48). The researchers used Construct 2 to design and produce the "Healthy Rat King" computer game as a nutrition education tool for children. The computer game courses intervention was one hour per week for four consecutive weeks in experiment group, and the control group did not received computer game intervention. RESULTS The results showed that the nutrition knowledge score of children in experiment group were significant higher than the control group after four weeks of computer game course intervention, and the frequency of chocolate, candies, and ice cream intake was significantly reduced in experiment group after four weeks of computer game intervention. CONCLUSIONS computer game teaching suggested that improved children’s nutrition knowledge and decreased the frequency of junk food intake.


Author(s):  
A.A. Vasiliev ◽  
◽  
Yu.V. Pechatnova ◽  

The article is devoted to a comprehensive interdisciplinary study of the term «game» and its relatively new variety – computer game. The need to use an interdisciplinary approach to the study of the term is explained by the versatility and multi-aspect nature of the phenomenon under study. The article reveals the meaning of the concept «game» in the philosophical, aesthetic, historical, cultural, linguistic, psychological, technological and legal dimensions. The research methodology includes historical, systematic methods, as well as the method of formal legal analysis. The author emphasizes the influence of the development of forms of game activity on the development of social evolution, as well as the interaction of the game and the achievements of scientific and technological progress. The relevance of studying the term «computer game» lies in the fact that computer games have become the most popular type of gaming activity and the most profitable commercial product on the modern market. In this regard, terminological certainty is necessary due to the economic feasibility and effective legal regulation of the development, implementation and use of computer games. The authors propose to identify the main features of the concept «game», in general, and the specific features of the term «computer game», in particular. Based on the set of features, the author's definition of the concept «computer game» is proposed. In order to distinguish the studied concept from related categories, the analysis of the terms «electronic game» and «video game» is carried out. In conclusion, the authors assess the approaches to the legal regulation of computer games from the point of view of domestic legislation. As a result of the analysis of the possibility of attributing a computer game to a variety of programs for electronic computers or a variety of multimedia products, the choice was made in favor of the latter. Thus, at present, in order to solve legal problems related to the development and use of a computer game, the authors propose the application of the law analogy.


2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


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