scholarly journals From a Video Game in a Virtual World to Collaborative Visual Analytic Tools

1970 ◽  
Vol 1 (1) ◽  
Author(s):  
Theresa A. O’Connell ◽  
Yee-Yin Choong ◽  
John Grantham ◽  
Michael Moriarty ◽  
Wyatt Wong

We investigated collaboration during a riddle-solving video game in a virtual world that drew elements from massively multiplayer online role-playing games and serious games. This disclosed benefits of collaborative game play over non-collaborative play in a virtual world. Participants were in the digital natives age range. Collaboration conditions varied over five sessions. We derived implications for accommodating collaboration in visual analytic (VA) tools. We have determined future research directions with respect to borrowing from video games to design VA tools that accommodate the unique characteristics of digital natives who become information analysts as evidenced during collaboration in a virtual world.

2021 ◽  
pp. 146144482110547
Author(s):  
Henry Korkeila

This study explored how social capital has been utilized in video-game studies by conducting a scoping review. In total, 74 peer-reviewed publications were analysed from three different databases. The following aspects pertaining to social capital were analysed: definition, methodology, game or genre as stimulus, its utilization inside or outside the stimulus, whether it was the sole concept or variable, how it was utilized, whether social capital was used to predict variables or whether variables were used to predict it, and what where the predicted or predicting variables. The results of the analysis show that Putnam’s research, the quantitative method and Massively Multiplayer Online Role-Playing Games were most commonly combined. Social capital was predominantly utilized in binary form. It was utilized almost equally inside and outside the video games’ sphere of influence. The study then presents the main findings and discusses future research avenues.


Author(s):  
Angelica B. Ortiz de Gortari

Game Transfer Phenomena (GTP) is a multimodal and holistic research approach for understanding the effects of playing video games on cognition, sensory perceptions, and behaviors, considering the interplay of video game contents, in-game phenomena (e.g., immersion, trance state, embodiment), in-game activities, and the manipulation of hardware and peripherals. Research with over 6,000 gamers from different samples has demonstrated that playing video games can lead to at least temporarily seeing images, hearing music, sounds, voices, tactile sensations, involuntary movements of limbs, sensations of unreality, illogical thoughts, verbal outbursts, etc., with video game contents. This chapter encompasses an overview of the research on GTP conducted to date, including contributions to the video game research field and future research directions. The chapter is divided into three main sections: i) the phenomena comprises characteristics and the prevalence of GTP; ii) the gamer covers the underlying factors associated with GTP, appraisal and consequences of GTP, and iii) the game includes structural characteristics associated with GTP.


2021 ◽  
Vol 13 (22) ◽  
pp. 12388
Author(s):  
Marco Giancola ◽  
Maria Chiara Pino ◽  
Simonetta D’Amico

The current study explored, in a sample of 219 young Italian adults (105 M; 114 F; mean age = 22.10 years; SD = 2.69; age range = 18–29), the contribution of the five psychosocial skills (Five Cs) identified by the Positive Youth Development approach (competence, confidence, character, connection, and caring) to sustainable behaviors, including pro-ecological, frugal, altruistic. and equitable actions. We performed four regression analyses, in which the Five Cs were the independent variables and pro-ecological, frugal, altruistic, and equitable behaviors were the dependent ones. Results reveal that character predicted pro-ecological and frugal behaviors, whereas competence was a significant antecedent of altruism. In addition, we found that caring predicted pro-ecological and altruistic actions while connection was a positive predictor of equity. These findings suggest that psychosocial resources could be crucial for sustainability, opening new possibilities for research and intervention in order to promote sustainable practices that could guarantee the well-being of the present and forthcoming generations. Limits and future research directions are also discussed.


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