Griefing and Deception in Video Games: Examining Attitudes towards the Phenomena

Author(s):  
Victoria L. Rubin ◽  
Sarah C. Camm

Though not new to online gamers, griefing – an act of play intended to cause grief to game players – is understudied in LIS scholarship. We expand on the definition of griefing for library contexts by considering its deceptive elements and examining gamers’ attitudes in a gaming forum and an e-mail survey.Bien que connu des joueurs de jeux vidéo, le terme griefing, qui fait référence à un acte dont le but est de gêner ou d’emmerder les autres joueurs, est sous-étudié dans le domaine de la bibliothéconomie et des sciences de l’information. Nous avons étendu la définition de griefing au contexte bibliothéconomique en considérant sa nature trompeuse et en examinant les attitudes des joueurs d’un forum de jeu et les réponses d’un questionnaire par courriel. 

2021 ◽  
Vol 16 (5) ◽  
pp. 1186-1216
Author(s):  
Nikola Simkova ◽  
Zdenek Smutny

An opportunity to resolve disputes as an out-of-court settlement through computer-mediated communication is usually easier, faster, and cheaper than filing an action in court. Artificial intelligence and law (AI & Law) research has gained importance in this area. The article presents a design of the E-NeGotiAtion method for assisted negotiation in business to business (B2B) relationships, which uses a genetic algorithm for selecting the most appropriate solution(s). The aim of the article is to present how the method is designed and contribute to knowledge on online dispute resolution (ODR) with a focus on B2B relationships. The evaluation of the method consisted of an embedded single-case study, where participants from two countries simulated the realities of negotiation between companies. For comparison, traditional negotiation via e-mail was also conducted. The evaluation confirms that the proposed E-NeGotiAtion method quickly achieves solution(s), approaching the optimal solution on which both sides can decide, and also very importantly, confirms that the method facilitates negotiation with the partner and creates a trusted result. The evaluation demonstrates that the proposed method is economically efficient for parties of the dispute compared to negotiation via e-mail. For a more complicated task with five or more products, the E-NeGotiAtion method is significantly more suitable than negotiation via e-mail for achieving a resolution that favors one side or the other as little as possible. In conclusion, it can be said that the proposed method fulfills the definition of the dual-task of ODR—it resolves disputes and builds confidence.


2021 ◽  
pp. e20200012
Author(s):  
Heidi Rautalahti

The article examines player narratives on meaningful encounters with video games by using an argumentative qualitative interview method. Data gathered among Finnish adult video game players represents narratives of important connections in personal lives, affinities that the article analyzes as further producing three distinctive themes on meaningful encounters. Utilizing a study-of-religion framework, the article discusses meaning making and emerging ways of meaningfulness connected to the larger discussion on the “big questions” that are asked, explored, and answered in popular culture today. Non-religious players talk about intricate and profound contemplations in relation to game memories, highlighting how accidental self-reflections in mundane game worlds frame a continuing search for self.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


2021 ◽  
pp. 155541202110618
Author(s):  
Jacqueline Burgess ◽  
Christian Jones

Video games such as the successful Assassin’s Creed series allow consumers to engage with various historical contexts and to explore them in engaging and influential ways. However, it is unclear what consumers understand as the difference between the historical authenticity and historical accuracy used by developers in these games. Therefore, this research explored players of Assassin’s Creed games’ understanding of these two concepts and how they expected developers to utilize them. The study used a qualitative analysis of 959 online forum comments and an online survey with 88 respondents. While it was found that players understood historical accuracy and valued it in video games, historical authenticity prompted confusion with 43% describing it as the same as historical accuracy. The results were used to develop a new player-centric definition of historical authenticity to clarify player understandings and present useful and practical implications for developers and publishers.


Author(s):  
Sinem Siyahhan ◽  
Elisabeth Gee

In this chapter, we bring everything together and provide guidance on how educators and game designers can facilitate productive family engagement around video games. We discuss activity structures we designed and tested in after school and home environments that help connect school, home, and community learning. We also draw upon two design-based research projects to examine how to develop video games for families that expand the current definition of “family-friendly games.”


2011 ◽  
pp. 306-325
Author(s):  
Patricia M. Greenfield

When Greenfield wrote her chapter on video games in her 1994 landmark book Mind and Media, video games were played primarily in arcades, and popular opinion held that they were at best a waste of time and at worst dangerous technology sure to lead to increased aggression. As a cognitive psychologist and media scholar, she was interested in what was really going on in these games and brought the theoretical rigor and research tools of her discipline to bear on games and their cognitive effects on game players. Part anthropologist and part stranger in a strange land, she studied games and game players and played games herself. Her conclusions at the time were both surprising and prescient; research failed to support the common sense connection of games and violent behavior, and games in fact appeared to have cognitive benefits unseen by those who did not play them. Her conclusions both provided a glimpse of then-current research and laid the foundation for a rigorous empirical study of games and cognition. What is shocking upon rereading this chapter today is how relevant it remains and how many of the research possibilities remain largely unexplored. Her chapter is reprinted here along with her current analysis and thoughts about her original ideas, 25 years later. Its placement as the first chapter in a book dedicated to cognitive perspectives on games is appropriate, both as a reminder of where we come from and how far we have yet to go.


2010 ◽  
pp. 1-21 ◽  
Author(s):  
Patricia M. Greenfield

When Greenfield wrote her chapter on video games in her 1994 landmark book Mind and Media, video games were played primarily in arcades, and popular opinion held that they were at best a waste of time and at worst dangerous technology sure to lead to increased aggression. As a cognitive psychologist and media scholar, she was interested in what was really going on in these games and brought the theoretical rigor and research tools of her discipline to bear on games and their cognitive effects on game players. Part anthropologist and part stranger in a strange land, she studied games and game players and played games herself. Her conclusions at the time were both surprising and prescient; research failed to support the common sense connection of games and violent behavior, and games in fact appeared to have cognitive benefits unseen by those who did not play them. Her conclusions both provided a glimpse of then-current research and laid the foundation for a rigorous empirical study of games and cognition. What is shocking upon rereading this chapter today is how relevant it remains and how many of the research possibilities remain largely unexplored. Her chapter is reprinted here along with her current analysis and thoughts about her original ideas, 25 years later. Its placement as the first chapter in a book dedicated to cognitive perspectives on games is appropriate, both as a reminder of where we come from and how far we have yet to go.


2010 ◽  
Vol 3 (5) ◽  
pp. 53
Author(s):  
Susan Shurden ◽  
Juan Santandreu ◽  
Mike Shurden

For a formal definition of ethics, Webster’s New World Dictionary (1995) defines the term as “the study of standards of conduct and moral judgment”. Ethics is important to individuals because we are concerned with what leaders do and who they are—their conduct and character. “Conduct” is a word that implies behavior. Behavior can change under differing circumstances. For instance, in a “low key”, unstressed situation, most individuals tend to be civil and polite; however, the introduction of stress factored into a scenario can totally change the dynamics of the situation, as well as the ability of those involved to “cope”. Stress can cause individuals to become hostile, rebellious, and oftentimes uncompromising. Stress introduced into a situation can also cause individuals to become unethical. For example, take natural disasters such as Hurricane Katrina in 2005 whereby individuals were under tremendous stress of discomfort from not having a clean environment in which to live, as well as conditions of hunger and thirst from lack of food and fresh water. Most of us have witnessed the television footage of the “looting” that occurred from these conditions. Or take the civil unrest that occurred in the streets of Los Angeles after the verdict of 1992 when police officers were acquitted of the beating of an African American named Rodney King. Again, anger and stress caused looting and violence to erupt in the streets. While these are “extreme” situations, the question arises as to how individuals cope with stress in an atmosphere where civility is taught and encouraged. For instance, consider a classroom situation where an assignment to produce an outcome is given with few rules, and the members of the group are from other classes, possibly even in other states. The means of communication for these individuals are e-mail, a relatively new virtual reality website, similar to face book, or telephone should one choose to use that method. This type of situation would most likely exist in a graduate program and in fact, did. This paper is a case study of just that type of situation.


2015 ◽  
Vol 30 (S2) ◽  
pp. S125-S126
Author(s):  
M. Lambolez ◽  
L. Maillard ◽  
R. Schwan ◽  
A. Biraben ◽  
B. De Toffol ◽  
...  

L’objectif principal de l’étude était de décrire la prise en charge des patients souffrant de crises non épileptiques psychogènes (CNEP). Nous avons utilisé le questionnaire élaboré par la International League against Epilepsy (ILAE) afin de pouvoir comparer nos résultats à ceux d’études menées à l’étranger. Ce questionnaire a été adressé au personnel travaillant dans les unités d’épileptologie de centres hospitaliers français du 2 juin 2015 au 8 juillet 2015 par e-mail par l’intermédiaire du logiciel Survey Monkey. Les résultats ont été collectés via ce même logiciel. L’annonce diagnostique est réalisée dans 94,4 % des cas au cours d’un entretien avec le patient et dans 79 % des cas avec la famille. Lors de l’entretien d’information sur les CNEP, 61,9 % des praticiens disent que ces manifestations peuvent être le signe de traumatismes refoulés ou actuels ; ils sont 14,4 % à dire que les CNEP ne s’expliquent pas d’un point de vue médical. Après l’annonce du diagnostic, 60,2 % des praticiens proposent au moins un RDV à leur patient. Environ 11,9 % des répondeurs n’assurent plus le suivi des patients. Concernant les options thérapeutiques, si 3,4 % des répondeurs considèrent qu’aucun traitement n’est efficace, ils sont 97,8 % à reconnaître l’efficience de la psychothérapie individuelle. Environ 33,9 % recommandent la prescription d’antidépresseurs, 28 % considèrent l’hypnose comme un traitement efficace des CNEP. Il existe une grande disparité dans les prises en charge des patients souffrant de CNEP et encore des difficultés d’accès et de relais vers des structures de soins psychiatriques pourtant indispensables. Cette enquête illustre la nécessité d’une coordination entre neurologues et psychiatres dans la prise en charge de ces patients.


1984 ◽  
Vol 55 (1) ◽  
pp. 271-276 ◽  
Author(s):  
Robert F. McClure ◽  
F. Gary Mears

This study examined some personality characteristics and demographic variables of frequent video game users. A survey of video-game-playing attitudes, personality characteristics, and entertainment choices of high school teenagers was made. Frequent video-game players were young, male, and liked competitive activities, such as playing sports. They were bright and liked challenges and science fiction movies. Infrequent players tended to be older, female, not as bright and to like noncompetitive activities. These infrequent players did not like video games, were anxious about computers, and did not read very many books.


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