scholarly journals Game-Playing Culture in an Age of Capitalist Consumption: Young Taiwanese and Collectible Card Games

2013 ◽  
Vol 5 (11) ◽  
pp. 792-797
Author(s):  
Sujarittanonta Lavanchawee

Games-playing has historically been a form of leisure that is social and interactive in nature. As such, notwithstanding the dangers associated with gambling which may also be linked to games-playing, games have been considered a generally worthwhile activity which may have positive behavioral and educational externalities. However, in the age of advanced capitalism, games-playing has become subject to intensive marketing and advertising to promote consumption, particularly among young people who may have the time to play and some disposable income to invest in new games. One question this raises is the extent to which traditional games-playing modes and styles been affected by such marketing. This paper reports on research with a sample of Taiwanese undergraduate students investigating their consumption of games, the extent to which they use games to interact with other people and the changes of behavior with respect to games culture in recent years. A particular focus on the collectible card games segment of the gaming industry lends some focus to the findings described.

2009 ◽  
Vol 2 ◽  
Author(s):  
Joe Bisz

Collectible card games (CCGs) are at the midpoint of the spectrum of game playing: half game, half story. An examination of a CCG based on Tolkien's Middle-earth illustrates the ways in which fans of the story have changed the game, especially in removing the focus on winning.


2021 ◽  
Vol 5 (1) ◽  
pp. 100-107
Author(s):  
D. S. Gorbatov ◽  
◽  
P. Yu. Gurushkin ◽  

The purpose of the empirical research described in the article was to study the range of judgments that characterize the social perception of the student youth of Internet news memes with political overtones. The research method was a focus group interview using the Microsoft Teams platform. The four groups included 28 undergraduate students of higher educational institutions of St. Petersburg. The results of the study characterize the attitude of students to attempts to impose political overtones on Internet news memes, reflect their opinions about the mistakes made by the authors, contain arguments about the reasons for the anonymity of the authors of memes, describe the range of views on the problem of the responsibility of the authors of memes for violations of laws. In addition, students ' perceptions about changes in Internet memes, in particular, news memes, in the future were revealed.


2019 ◽  
Vol 7 (2) ◽  
pp. 66-77
Author(s):  
Fathu Rahman ◽  
M Amir P ◽  
Tammasse

This research investigated the trends in reading literary fiction by students of Hasanuddin University and their main reasons for reading works of fiction. Reading tendencies were grouped into types, reading of fiction in print and fiction in electronic (cyber) media. The purposes of this study were: 1) to quantify the literary fiction reading media preferred by students; 2) to identify specific reasons for their choice of media; 3) to identify perceived personal benefits obtained from reading literary fiction, and 4) to evaluate readers’ personal choices in terms of contents. The majority of students preferred to read using electronic media (62%), although a substantial majority preferred the classical printed book format (38%). The reasons given for preferring cyber literature (defined as works of fiction presented in an electronic medium) to printed literature were mainly practical, such as ease of access using electronic devices (tablets, computers, smartphones, etc.) as well as capacity and versatility, and that one multi-functional device can hold many books or other reading media. This research indicates that young people view reading fiction not only as entertainment, but also as a valuable and rewarding activity. The trend towards electronic media provides a growing and increasingly used opportunity for casual readers and enthusiasts to access and enjoy a wide cross-section of literary fiction.


2016 ◽  
Vol 70 (2) ◽  
pp. 38-48 ◽  
Author(s):  
Soraya Murray

Spec Ops: The Line (Yager Development, 2012) is widely regarded by game critics as an antiwar statement, an Apocalypse Now (Francis Ford Coppola, 1979) of video games; or, at the very least, one critical of its genre conventions. While most military shooter games are seen as inuring young people to violence and functioning as military simulations, or as recruitment and training tools, The Line presents ethical quandaries, unwinnable scenarios, collateral damage, and the psychological cost of war. This article considers the racialized world-making of an Arab mega-city in ruins as a new heart of darkness, a mythic American construction of militarized masculinity that becomes profoundly troubled under the duress of inglorious conflict, as well as the mobilization of women and children as symbols of victimhood to rationalize a military response. Through its analysis of gameplay, story, and the game's convincing sense of place, this article considers the significance of the physical rubble and moral ruin visualized in Spec Ops: The Line within the context of the gaming industry.


Author(s):  
Melanie Holm

In 2017, I developed “Entering the Lady’s Dressing Room,” an Interactive Fiction game based on Jonathan Swift’s satiric poem “The Lady’s Dressing Room” (1734) to help my students become better readers of Restoration satire, and poetry generally. I did this for two reasons: to test whether the digital mediation of game-playing could help my undergraduate students more fruitfully engage with the poem, and 2) to theorize the similarities between poetic interpretation, the multiple narrative-making experience of game-playing. This article takes seriously the idea that poetry is play. It describes the circumstances that led to the development of the game and why Swift’s poem seemed an appropriate site for such experimentation. Crucial to game construction is a commitment to theories feminist game design that complement the poem’s own indictment of sexist determinism. With meditations on the affinity between poems and games, an examination of preceding experiments of literary translation into the ludic digital, details on game construction and local objectives, this article reflects on how digital mediation suggests a self-conscious mode of reading as a phenomenon of fictional world building. I don’t mean to suggest that this approach is necessarily appropriate for every poem or that every poem can be translated into the digital sphere in this way; rather, I want to share how the case of Entering the Lady’s Dressing Room suggests that the experience of translating a poem into Interactive Fiction can contribute to the formation of careful, detail-oriented reading practices in undergraduate readers. And poetry, if nothing else, is about the details.


PLoS ONE ◽  
2021 ◽  
Vol 16 (4) ◽  
pp. e0247855
Author(s):  
David Zendle ◽  
Lukasz Walasek ◽  
Paul Cairns ◽  
Rachel Meyer ◽  
Aaron Drummond

Loot boxes are digital containers of randomised rewards present in some video games which are often purchasable for real world money. Recently, concerns have been raised that loot boxes might approximate traditional gambling activities, and that people with gambling problems have been shown to spend more on loot boxes than peers without gambling problems. Some argue that the regulation of loot boxes as gambling-like mechanics is inappropriate because similar activities which also bear striking similarities to traditional forms of gambling, such as collectable card games, are not subject to such regulations. Players of collectible card games often buy sealed physical packs of cards, and these ‘booster packs’ share many formal similarities with loot boxes. However, not everything which appears similar to gambling requires regulation. Here, in a large sample of collectible card game players (n = 726), we show no statistically significant link between in real-world store spending on physical booster and problem gambling (p = 0.110, η2 = 0.004), and a trivial in magnitude relationship between spending on booster packs in online stores and problem gambling (p = 0.035, η2 = 0.008). Follow-up equivalence tests using the TOST procedure rejected the hypothesis that either of these effects was of practical importance (η2 > 0.04). Thus, although collectable card game booster packs, like loot boxes, share structural similarities with gambling, it appears that they may not be linked to problem gambling in the same way as loot boxes. We discuss potential reasons for these differences. Decisions regarding regulation of activities which share structural features with traditional forms of gambling should be made on the basis of definitional criteria as well as whether people with gambling problems purchase such items at a higher rate than peers with no gambling problems. Our research suggests that there is currently little evidence to support the regulation of collectable card games.


2019 ◽  
Vol 5 ◽  
pp. 205520761987807 ◽  
Author(s):  
Maxine A Sharps ◽  
Marion M Hetherington ◽  
Pam Blundell-Birtill ◽  
Barbara J Rolls ◽  
Charlotte EL Evans

Objective Adolescents and young adults select larger portions of energy-dense food than recommended. The majority of young people have a social media profile, and peer influence on social media may moderate the size of portions selected. Methods Two pilot interventions examined whether exposure to images of peers’ portions of high-energy-dense (HED) snacks and sugar-sweetened beverages (SSBs) on social media (Instagram) would influence reported desired portions selected on a survey. Confederate peers posted ‘their’ portions of HED snacks and SSBs on Instagram. At baseline and intervention end participants completed surveys that assessed desired portion sizes. Results In intervention 1, undergraduate students ( n = 20, mean age=19.0 years, SD=0.65) participated in a two-week intervention in a within-subjects design. Participants reported smaller desired portions of HED snacks and SSBs following the intervention, and smaller desired portions of HED snacks for their peers. In intervention 2, adolescents ( n = 44, mean age = 14.4 years, SD = 1.06) participated in a four-week intervention ( n = 23) or control condition ( n = 21) in a between-subjects design. Intervention 2 did not influence adolescents to reduce their reported desired portion sizes of HED snacks or SSBs relative to control. Conclusions These preliminary studies demonstrated that social media is a feasible way to communicate with young people. However, while the intervention influenced young adults’ reported desired portions and social norms regarding their peers’ portions, no significant impact on desired reported portion sizes was found for HED snacks and SSBs in adolescents. Desired portion sizes of some foods and beverages may be resistant to change via a social media intervention in this age group.


Author(s):  
Supaporn Chai-Arayalert ◽  
Supattra Puttinaovarat

This research focuses on the young people and an issue of national handicraft preservation in the form of southern style hand weaving. A game is used in the study on arts and cultures as a learning medium optimized for the young people who play an important role in preserving the traditional handicraft being at the verge of extinction. The “Exploring Na Muen Sri” was developed based on digital micro-game and Person-Artefact-Task model as well as the game production with the purpose of creating the learning media and a simulation containing new knowledge about hand-weaving art and history that is suitable for the young people. The case study was on the weaving history of Na Muen Sri Community located in the southern Thailand. An experiment was conducted with undergraduate students to explore the effectiveness of the proposed approach in the field of cultural study. The results show that the game can effectively enhance players’ cognitive growth along with cultural awareness. It can be concluded that the simulated learning environment created in the digital game enables to bring about comprehension supporting the lifelong learning of hand weaving art and history while simultaneously preserving the local wisdom of hand weaving of fabrics.


2016 ◽  
Vol 13 (3) ◽  
pp. 4258 ◽  
Author(s):  
Rıdvan Ata ◽  
Müge Adnan

With increased usage of the Internet and social media, cyberbullying among young people has recently come to the fore worldwide, and Turkey has seen no exception to this. The numbers of young people subjected to bullying on digital platforms increases daily, which has a significant impact on their lives. It is therefore vital to raise awareness about cyberbullying, both in terms of taking precautions against its threats and to foster behavioural changes that may lead to reduced exposure to cyberbullying. The purpose of this study is to investigate entry level university students’ past and present experiences of cyberbullying, specifically within digital social environments. A survey method was adopted, with participation of entry level undergraduate students from various departments of a public university in Turkey during the 2015-2016 academic year. The ‘Cyberbullying Sensitivity Scale’, developed by Tanrıkulu, Kınay, and Arıcak (2013), was the instrument applied. Findings from the study aim to shed light on the current status of sensitivity and awareness about cyberbullying, with important implications for the introduction and fostering of healthier and more informed use of information and communication technologies.


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