scholarly journals Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

2016 ◽  
Vol 7 ◽  
Author(s):  
Meryem Yilmaz Soylu ◽  
Roger H. Bruning
2011 ◽  
Vol 26 (1) ◽  
pp. 91-96 ◽  
Author(s):  
Jennifer C. Romano Bergstrom ◽  
James H. Howard ◽  
Darlene V. Howard

2020 ◽  
Author(s):  
Xiaowei Cai ◽  
Jose-Javier Cebollada-Calvo ◽  
Monica Cortinas

2021 ◽  
Vol 65 ◽  
pp. 101530
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Minh-Hoang Nguyen ◽  
Thanh-Hang Pham ◽  
Thu-Trang Vuong ◽  
...  

2021 ◽  
pp. 100445
Author(s):  
Xiaowei Cai ◽  
José Javier Cebollada Calvo ◽  
Mónica Cortiñas Ugalde

2015 ◽  
Vol 32 (2) ◽  
pp. 409-420 ◽  
Author(s):  
Cameron J. Forrest ◽  
Daniel L. King ◽  
Paul H. Delfabbro

Author(s):  
Simon Abramov ◽  
Alexander Korotin ◽  
Andrey Somov ◽  
Evgeny Burnaev ◽  
Anton Stepanov ◽  
...  

Author(s):  
Daniel Gracia De Luna ◽  
Roel Tijernia ◽  
Alley Butler ◽  
Emmett Tomai ◽  
Douglas Timmer ◽  
...  

Abstract This paper reports on an experiment in human subject balance and coordination using a HTC Vive head mounted display to create a virtual environment. For the experiment, 30 male human subjects of college age and 30 female subjects of college age were asked to navigate along a clear path in a virtual world using a controller with their dominant hand and asked to balance a virtual ball on a virtual plate using the other controller in the non-dominant hand. The test subjects moved along a clearly marked path, with three surprise obstacles occurring: a large rock landing near the path, and explosion near the path, and a flock of birds coming across the path. Data included 6 degree of freedom trajectories for the head, and both hands, as well as data gathered by the computer system on ball location and velocity, plate location and velocity and ball status. Likert scale questionnaires were answered by the test subjects relative to video game experience, sense of presence, and ease of managing the ball movement. Statistics showed that the male students dropped the ball less frequently at p = 0.0254 and p = 0.0036. In contrast, female students were aware of their performance with correlation levels of 0.632 and 0.588.


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):  
Ondřej Hrabec

This article addresses the concept of play style, which has been insufficiently explored in research on video game players despite the diversity of empirically observable play styles in competitive gaming. The main proposition of this article is that play style is a pattern that predicts players' behavior, their perceptions and their interactions. A qualitative analysis was conducted to better understand the term “style” in gamer culture based on an extensive examination of players' texts and interviews with professional gamers and commentators. The results identify categories corresponding to seven general styles that relate to gamer terminology and play theory. The results also suggest a richness, dynamic interrelatedness and changeability of styles. Furthermore, there may be similarities among different play styles with regard to their activity components despite the different intentional patterns that direct players' behaviors.


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