A Qualitative study on the initial motivation for gaming of adolescents overdependent on digital media, and video games

Author(s):  
Chang-Ho Cho
2021 ◽  
pp. 100012
Author(s):  
Isabelle Cisamolo ◽  
Marie Michel ◽  
Marie Rabouille ◽  
Julie Dupouy ◽  
Emile Escourrou

2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


2021 ◽  
Author(s):  
Elke Kralle-Calenberg

This empirical study yields surprising results from the connection between digitalization and the older generation. The research question explores: To what extent do seniors "want" and "can" interact with digital media? The author investigates how a digital element for the mediation of art and culture in the museum environment is accepted and perceived by senior citizens. In addition, staff members were interviewed and mediation activities were systematically observed. The data collected in this qualitative study confirms a positive reflection of the seniors, while at the same time offering clues for reducing a digital divide and increasing digital participation of seniors outside museum spaces as well.


2020 ◽  
pp. 1-10
Author(s):  
Kejal Joshi-Reddy ◽  
Veena Kamble ◽  
Pooja Kunte ◽  
Polly Hardy-Johnson ◽  
Caroline HD Fall ◽  
...  

Abstract Objective: To explore the perceptions of adolescents and their caregivers on drivers of diet and physical activity in rural India in the context of ongoing economic, social and nutrition transition. Design: A qualitative study comprising eight focus group discussions (FGD) on factors affecting eating and physical activity patterns, perceptions of health and decision-making on food preparation. Setting: Villages approximately 40–60 km from the city of Pune in the state of Maharashtra, India. Participants: Two FGD with adolescents aged 10–12 years (n 20), two with 15- to 17- year-olds (n 18) and four with their mothers (n 38). Results: Dietary behaviour and physical activity of adolescents were perceived to be influenced by individual and interpersonal factors including adolescent autonomy, parental influence and negotiations between adolescents and caregivers. The home food environment, street food availability, household food security and exposure to television and digital media were described as influencing behaviour. The lack of facilities and infrastructure was regarded as barriers to physical activity as were insufficient resources for public transport, safe routes for walking and need for cycles, particularly for girls. It was suggested that schools take a lead role in providing healthy foods and that governments invest in facilities for physical activity. Conclusions: In this transitioning environment, that is representative of many parts of India and other Lower Middle Income Countries (LMIC), people perceive a need for interventions to improve adolescent diet and physical activity. Caregivers clearly felt that they had a stake in adolescent health, and so we would recommend the involvement of both adolescents and caregivers in intervention design.


2020 ◽  
Vol 6 (1) ◽  
pp. 93-118
Author(s):  
TreaAndrea M. Russworm ◽  
Samantha Blackmon

This article, a Black feminist mixtape, blends music, interviews, and critical analysis in order to demonstrate some of the ways in which Black women have impactfully engaged with the video game industry. Organized as musical “tracks,” it uses lyrics by Black women performers as a critical and cultural frame for understanding some of the work Black women have done with video games. In prioritizing the personal as not only political but also instructive for how we might think about digital media histories and feminism, each mixtape track focuses on Black women's lived experiences with games. As it argues throughout, Black feminism as defined and experienced by the Combahee River Collective of the 1970s has been an active and meaningful part of Black women's labor and play practices with video games.


Author(s):  
Christine H. Tran ◽  
Bonnie "Bo" Ruberg ◽  
Nicholas-Brie Guarriello ◽  
Daniel Lark

This panel explores the rise of ludic technologies as both figurative and computational “platforms” for American political participation. As COVID-19 forced many politicians to abandon massive rallies and other in-person engagement into 2020, American politicians turned to video games for alternative means of public outreach, from “Biden Island” in $2 to Twitch streams with Alexandria-Ocasio Cortez and Bernie Sanders. This panel contextualizes these and other “ludopolitical” phenomena from a variety of perspectives, ranging from digital media studies to queer studies and political economy. We attend to the mass re-politicization of games and question the politics of identity, content moderation, and labour that are downloaded onto policy when party communication becomes strategically playful.


Author(s):  
Kiri Miller

This article appears in the Oxford Handbook of Sound and Image in Digital Media edited by Carol Vernallis, Amy Herzog, and John Richardson. This chapter investigates the digital games Guitar Hero, Rock Band, and DJ Hero, all of which aim to integrate kinesthetic engagement with audiovisual experience. Game designers have long understood that mutually reinforcing audio and visual stimuli set the stage for immersive gameplay. These music-oriented games go a step further by making physical engagement with the game controller meaningful and viscerally persuasive: whereas most games draw players into the on-screen gameworld, allowing them to master and forget the controller in their hands, these games draw attention to the controller as instrument and the living room as performance space. Through a comparative analysis of game reception, this essay shows how compelling gameplay experiences rely on prior musical and cultural knowledge.


2019 ◽  
Vol 31 (3) ◽  
pp. 128-136
Author(s):  
Sarah Lewis ◽  
Robb Lindgren ◽  
Shuai Wang ◽  
Roy D. Pea

Abstract. Digital media, such as interactive video, games, and immersive worlds, offer rich visual perspectives, often allowing one to experience events through another’s eyes. While prior research indicates that considering alternative perspectives facilitates understanding, little is known about how media-enhanced perspectives affect learning processes for higher-order concepts that require synthesis of ideas and making inferences such as reasoning about problems in science. Two experiments used digital video of a science instructional event to investigate features of visual perspective on engagement and knowledge construction. Study 1 showed that an embodied first-person viewpoint achieved using a head-mounted camera better supported learning than a traditional third-person view of the same event. In Study 2, applying a motion algorithm to both a first-person and third-person video allowed us to isolate the effects of viewpoint and camera motion. While the addition of artificial motion benefited learning for third-person viewers, only motion that is aligned with the actor’s actions and affect enhances first-person viewing. Findings are considered in terms of how certain media position learners in relation to educational content. Specifically, we argue that media features such as viewpoint and motion can be configured in ways to create “fields of potential action” that engage viewers and optimize conditions for learning.


Author(s):  
Heather M. Schulz ◽  
Matthew S. Eastin

It is argued here that the potential connections video game advertisers can build with consumers makes this new medium a strong force in the digital media world. A meaning-based model is introduced to explain the fluctuation of meaning over time, which is caused by the individual and social interpretation and integration of signs and symbols. The history of video games will be comprehensively interpreted through this model to explain the active identification going on between consumers and video games.


Author(s):  
Neslihan Yayla

Homo-Aestheticus is a term that describes human art aesthetics and evolution under its effect. When we look at the artworks that came to our date million years ago, the similarities we encounter are the signs that our aesthetic preferences, understanding of beauty, and our tastes are a legacy from our ancestors. Aesthetic is not only an understanding adopted by our cultures; it has been with us for centuries. Similarly, violence appears as a concept that has been part of humanity for ages. It is an interdisciplinary concept that is center of attention of scientific fields particularly social sciences, art, sociology, psychology. As a result of digital developments, virtual reality, anonymous identities and together with the fantasy of the virtual world emerging with uncontrolled digital media eases presentation of the violence in digital medias. In video games, violence is presented to the player in an aesthetic way. This study aims to reveal how the aesthetics of violence in video game are received by the players and fill the gap in the literature.


Sign in / Sign up

Export Citation Format

Share Document