The Process Model of Gameplay to Understand Digital Gaming Outcomes

Author(s):  
Linda K. Kaye

Common conceptions of digital gaming often allude to its role in promoting aggression, yet little is understood about its function as enjoyable leisure. This alternative lens permits a more comprehensive account of the way in which gaming may hold equivalent benefits to that of other leisure. In developing a rationale for this solution, this chapter evaluates theoretical models explaining the processes through which digital game violence can translate into aggressive behavior. Here, there is a suggestion that these models are too restrictive in accounting for diverse gaming outcomes, suggesting that theoretical frameworks need to be sufficiently complex to account for a wider set of influences. Leisure theory is presented as a framework for understanding diverse gameplay experiences and their impact on gaming outcomes. This framework presents an alternative to the traditional focus of much research by suggesting that differential outcomes of gaming occur as a result of interactions between personal and contextual factors, as well as the dynamic process of gameplay itself.

Author(s):  
Mark Morrison ◽  
Donald W. Hine ◽  
Steven D'Alessandro

Communication with farmers about climate change has proven to be difficult, with relatively low acceptance of anthropogenic climate change or the idea that climate change will negatively affect agriculture. Many farmers have been impervious to climate change communications because of the nature of farming, their worldviews, and the controversies about climate change in the media. Segmentation studies from the agriculture and natural resource management literatures provide evidence of homogeneous farmer groups internationally with respect to climate change attitudes and behaviors in a farming context. Understanding these segments—including their values, beliefs, and behaviors—is important for developing tailored and targeted communications approaches. Based on understanding of commonly observed farmer segments, it is possible to tailor communication strategies to better engage with segments of concern, including which message to use, appropriate sources, as well as alternative communication techniques based on participatory approaches and use of the arts. For certain segments, discussion about human-induced climate change should be avoided given that it is contentious and not critical for how farmers should respond to climate change. Theoretical frameworks from psychology and marketing—such as the theory of planned behavior, the attitude-to-behavior process model, the motivation and opportunity and determinants (MODE) model, motivation to avoid harm, and the elaboration likelihood model—can also be used to inform the design of communication strategies for engaging with farmers. However, a careful analysis of farmer segments, their worldviews, their beliefs, and their position in the consumer decision-making process suggests that the recommendations from these theoretical models should not be implemented uniformly across farmer segments. Rather, the various theoretical models provide a number of strategies that need to be selectively applied based on knowledge of the target segment. While use of theory and understanding of segments will help to improve communications with farmers, it is apparent that changing the beliefs of farmers in some segments about the need to respond to climate change will require more than simply increasing the quantity or quality of communications. Engaging farmers in these segments requires a much richer information set and a much greater effort to show farmers how they should be responding to climate variability and change using practical demonstrations and participatory approaches.


This research emphasizes inclusive civic engagement by including youth participation in creating a comprehensive plan post-Hurricane Harvey in Rockport, Texas. Traditionally, youth are less likely to be included in civic engagement initiatives; however, the community-based disaster resilience model and the public participation process model stress the importance of inclusion in rebuilding, resiliency, and planning processes. Using these theoretical frameworks to guide resiliency workshops with upper-class high school students, this research offers a unique perspective of what youth desire in community development and disaster recovery. Qualitative data was gathered from youth resiliency workshops and summative analysis was conducted to discover themes among youth responses. The findings indicate that young citizens are prepared to engage in local civic affairs, which contributes to a healthier and sustainable community. This study further highlights that youth have valuable and unique perceptions of their community and a concern regarding social equity and justice in community development and resilience.


2021 ◽  
Author(s):  
Burçak KESKİN ◽  
Burcu GÜVENDİ23 ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
Onat ÇETİN2

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


2019 ◽  
Vol 6 (1) ◽  
pp. 7-26
Author(s):  
Milan Jaćević

Investigations into the nature of the activity of gaming have been made difficult by virtue of the plurality of possible forms this activity may take. In this paper, I address this problem by examining (digital) gaming under the heading of practice theory, in an attempt to shed more light on the practical aspects of ludic literacy. Building on the theoretical and conceptual frameworks of Pierre Bourdieu, I present a general model of digital gaming as a form of situated human practice, followed by details of a case study, conducted in order to test and adjust the initial version of the model. Though further research with a greater population of players is needed in order to expand the scope of the model, the findings of the study lend credence to its validity as a conceptual framework for delineating and framing different practices generated by digital game artefacts.


2014 ◽  
Author(s):  
Johannes Breuer ◽  
Michael Scharkow ◽  
Thorsten Quandt
Keyword(s):  

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