Posture

2020 ◽  
pp. 157-193
Author(s):  
Christopher B. Patterson

This chapter begins a new trio of chapters that turn from modes of exposure and ideological critique to ask how the atrocities and violent consequences of empire can be perceived through erotic and reparative engagements. Playing with Eve Sedgwick’s concepts of “texture” and “touch,”this chapter examines how games position player bodies into postures ready for expression, reaction, and reception. It juxtaposes the 2016 “Men Against Fire” episode of the television show Black Mirror and the strikingly similar 2008 video game Haze to compare the mode of visual techno-paranoia with the various postures of gameplay. It then explores how the game Alien: Isolation disrupts our “plunge” postures, transforming them into postures of vulnerability and dread, which enforce new understandings of the social anxieties stoked by political and social marginalizations.

2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


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.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-25
Author(s):  
Julian Frommel ◽  
Martin J. Dechant ◽  
Regan L. Mandryk

Social anxiety is a prevalent problem that affects many people with varying severity; digital exposure therapy-which involves controlled exposure to simulations of feared social situations alongside cognitive restructuring-can help treat patients with anxieties. However, the need to personalize exposure scenarios and simulate audiences are barriers to treating social anxieties through digital exposure. In this paper, we propose game streaming as an exposure therapy paradigm for social anxiety, supporting it with data from two studies. We first propose a framework describing requirements for exposure therapy and how game streaming can fulfill them. We select demand and performance visibility from these characteristics to showcase how to manipulate them for experiences of gradual exposure. With Study 1, we provide evidence for these characteristics and support for the framework by showing that a game's demand affected expected fear of streaming games. In Study 2, we show that the prospect of streaming led to elevated fear, a necessary property for effective exposure therapy. Further, we show that the effect of streaming on expected fear was similar for participants who can be considered socially anxious. These findings provide evidence for the essential effect of exposure therapy, which serves as a first step towards the validation of streaming as a social anxiety treatment. Our paper provides an initial, important step towards a novel, broadly applicable, and widely accessible digital approach for the treatment of social anxiety.


Author(s):  
Nicholas David Bowman ◽  
Jaime Banks

Videogames directly involve players as co-creators of on-screen events, and this interactivity is assumed to be a core source of their attraction as a successful entertainment medium. Although interactivity is an inherent property of the videogame, it is variably perceived by the end user—for some users, perceived as a more demanding process, taxing their already-limited attentional resources. At least four such demands have been explicated in extant literature: cognitive (making sense of game logics/tasks), emotional (affective responses to game events/outcomes), physical (managing controller inputs and interfaces), and social (responding to human/nonhuman in-game others). Past work has reported empirical support of these concepts through validation of closed-ended survey metrics (e.g., Video Game Demand Scale). The current study challenges and extends the demand concept through an analysis of players’ own language when describing videogame demands in short essays about gaming experiences—critical given that people may experience a phenomenon in ways not accounted for in deductive data approaches. A secondary analysis of qualitative data made freely available by VGDS authors revealed both convergence with and divergence from prior work. Comporting with VGDS, cognitive demands are mostly experienced by players as ludic concerns and physical demands are mostly experienced in relation to handheld controller perceptions. Diverging from VGDS, players’ emotional demands represented both basic and complex emotional states, and social demands manifest different depending on whether or not the social “other” is human or non-human: humans are considered demanding on interpersonal terms, whereas non-humans are considered demanding as personified evocative objects.


Author(s):  
Moh. Hasbullah Isnaini ◽  
Resda Cintami Laksana

<p class="abstract"><span lang="EN-AU">This study aims at investigating the phenomena of vocabulary strategies used by gamers of the Harvest Moon game. A survey study was conducted to see the most and the least frequent strategies used by the gamers while playing the game. To gain the data, the researcher distributed a questionnare which is adapted from the Schmitt’s taxonomy of VLS namely determination, social (discovery), social (consolidation), cognitive, memory, and metacognitive strategies. The result of the present study shows that the most frequent strategy used is cognitive strategy, the mean is 2.28 which indicates that most of the gamers use this strategy to improve their vocabulary learning. Meanwhile, the least strategy used is the social startegy since the mean score is 1.07 which suggests that the gamers do not really seek help from friends when they have problems with vocabulary. Taking the result of the study into the learning of vocabulary, it is suggested that teachers provide language learners with the cognitive strategy to accomodate their vocabulary learning, so that they can enhance their vocabulary.</span></p>


2021 ◽  
Vol 12 ◽  
Author(s):  
Liyuan Wang ◽  
John L. Christensen ◽  
Benjamin J. Smith ◽  
Traci K. Gillig ◽  
David C. Jeong ◽  
...  

Avatars or agents are digitized self-representations of a player in mediated environments. While using agents to navigate through mediated environments, players form bonds with their self-agents or characters, a process referred to as identification. Identification can involve automatic, but temporary, self-concept “shifts in implicit self-perceptions” (Klimmt et al., 2010, p. 323) of the media user by adopting or emphasizing the action choices on behalf of the social expectation of the avatar in the mediated environment. In the current study, we test the possibility that users' identification with video game avatars–a bond built between avatars and players- would account for subsequent behavior changes. We did so by using 3-month longitudinal data involving a narratively-based serious game: Socially Optimized Learning in Virtual Environments (SOLVE), a 3D-interactive game designed to reduce risky sexual behaviors among young men who have sex with men (n = 444). Results show that video game identification predicts both the reduction of risky sexual behaviors over time, and reduction in the number of non-primary partners with whom risky sex occurs. And when players identify with the game character, they tend to make healthier choices, which significantly mediates the link between video game identification and reduction of risky behaviors.


2019 ◽  
Vol 36 (2) ◽  
pp. 216-241 ◽  
Author(s):  
Henry Jones

Abstract With its connotations of superior moral integrity, exceptional leadership qualities and expertise in the science of government, the modern ideal of statesmanship is most commonly traced back to the ancient Greek concept of πολιτικός (politikos) and the work of Plato and Aristotle in particular. Through an analysis of a large corpus of modern English translations of political works, built as part of the AHRC Genealogies of Knowledge project (http://genealogiesofknowledge.net/), this case-study aims to explore patterns that are specific to this translated discourse, with a view to understanding the crucial role played by translators in shaping its development and reception in society. It ultimately seeks to argue that the model of statesmanship presented in translations from ancient Greek is just as much a product of the receiving culture (and the social anxieties of Victorian Britain especially) as it is inherited from the classical world.


2020 ◽  
Vol 71 (3) ◽  
pp. 109-114
Author(s):  
I.S. Duisenova ◽  

The study of social anxieties requires careful research due to the development of modern society. Modern Kazakh society is unique in its own way,and besides, it is not without causes of social anxiety. Moreover, a comprehensive study of social anxieties provides a person with broad opportunities for knowledge and creativity. On the other hand, the coronavirus pandemic has made its own adjustments to the modern world, which is unstable in its development, it remains uncertain and unpredictable, which does not allow a person to feel completely protected, and this all creates anxiety.


2020 ◽  
Vol 16 (4) ◽  
pp. 85-108
Author(s):  
LUISA JEDWILLAT ◽  
◽  
NATALIA NOWACK ◽  

Over 70 years ago, Theodor W. Adorno and Hanns Eisler philosophized about functional music in their programmatic script Composing for the Films. In spite of all the social criticism that the authors practiced with relish, it was already about the essential—the determination of a meaningful coexistence of synergetically connected art events. With the spread of video games, the question arises again and again: how to combine action and sound without falling prey to Mickey Mousing effect? As one of the youngest branches of music studies, ludomusicology describes a number of musical application scenarios, systematized according to effects and techniques. Their principles are comprehensible—under normal circumstances. With the Karmaflow—The Rock Opera Videogame, however, a project was started that leads to a new configuration between the media: in this game you play, in a manner of speaking, with or against the music itself. Because of its design, Karmaflow deserves to be considered on its own. Additionally, outside the subgroup of “music-based games”, heavy metal music is an exception among video games. The present essay illustrates the specific concept of the game which indeed can be placed in a range between video games and rock operas. The insights gained through (self-) observation are compared with the results of an exploratory survey. The survey was aimed at revealing the influence of sound on the gaming experience. The majority of respondents confirmed the connection between music and gameplay and the effect of musical characterization on some specific decisions. Test subjects, who, due to their preferences, belonged to the target group of game developers, judged differently than the other experiment participants.


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