Final Thoughts and Concluding Comments

In the final concluding chapter, the authors review the key concepts discussed throughout the book. This includes the multiplicity of interacting factors that influence the gendering of computer games. They consider how computer games are gendered through game content and play and how the production of games is equally gendered and this male perspective in the design of games leads to the underrepresentation of women within games.

2009 ◽  
Vol 130 (1) ◽  
pp. 50-52
Author(s):  
Sal Humphreys

This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classification and participant rights.


2011 ◽  
Vol 2011 ◽  
pp. 1-14 ◽  
Author(s):  
David Weibel ◽  
Bartholomäus Wissmath

A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.


2019 ◽  
Author(s):  
Freya Sukalla

Narratives, such as films, TV series, novels or computer games, allow us to enter different worlds and adopt the perspectives of the characters they depict. Whether and how this experience influences the audience’s beliefs, attitudes, intentions or behaviour is the focus of narrative persuasion research. This book presents the central theoretical models which explain narrative persuasion, describes the typical methodological approaches used in this field and provides a systematic overview of the current state of research. It concludes by discussing critical theoretical and methodological aspects and delineating current developments in the field. This book is suitable for students of communication science as well as anyone interested in the key concepts, processes and findings of narrative persuasion.


Author(s):  
Melen McBride

Ethnogeriatrics is an evolving specialty in geriatric care that focuses on the health and aging issues in the context of culture for older adults from diverse ethnic backgrounds. This article is an introduction to ethnogeriatrics for healthcare professionals including speech-language pathologists (SLPs). This article focuses on significant factors that contributed to the development of ethnogeriatrics, definitions of some key concepts in ethnogeriatrics, introduces cohort analysis as a teaching and clinical tool, and presents applications for speech-language pathology with recommendations for use of cohort analysis in practice, teaching, and research activities.


1994 ◽  
Vol 39 (3) ◽  
pp. 329-329
Author(s):  
Mary Crawford ◽  
Melissa Biber

2013 ◽  
Author(s):  
Monika Szpringer ◽  
Grazyna Nowak-Starz ◽  
Malgorzata Markowska ◽  
Edyta Laurman-Jarzabek
Keyword(s):  

2008 ◽  
Author(s):  
Philip McClenaghan ◽  
Clive Fencott ◽  
Paul van Schaik
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document