scholarly journals Translanguaging, Diglossia and Bidialectalism in the Video Gamer Argot

2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Róbert Arnold-Stein ◽  
Ildikó Hortobágyi

Video games have undergone an extensive technological advancement which has triggered a rapid shift in the role and potency the different media have gained in meeting infotainment needs. The widespread use of the internet has increased the frequency of video gaming among the youth thus promoting the emergence of linguistic material which could be instrumental in second language acquisition. The present paper aims to reveal the linguistic gains from virtual multicultural environments for video gamers in relation to their communication needs, a situation which rightfully characterizes them as bilinguals. Despite the continuing linguistic experimentation activities initiated by researchers, the video gamers’ language utilization has not been paid much attention to as potential research domain in bi/multilingualism. The research has capitalized on the germane information of a cross sectional survey conducted on secondary school video gamer students in Hungary by investigating their language use habits derived from video game usage. The ample research scope results contribute to filling the linguistic gap of word formation methods, translanguaging, diglossia and bidialectalism by comparing the international and Hungarian instances of the video gamer argot. We also journey through the description, modelling, explanation of several processes which could happen within and outside the digital world as an illustration of language use in contact.

2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2019 ◽  
Author(s):  
William TH Choi ◽  
Dan KS Yu ◽  
Terry Wong ◽  
Tella Lantta ◽  
Min Yang ◽  
...  

BACKGROUND Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. OBJECTIVE The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. METHODS In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). RESULTS Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (<i>P</i>=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t<sub>86</sub>=2.03, <i>P</i>=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. CONCLUSIONS Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.


2020 ◽  
Vol 106 ◽  
pp. 106272 ◽  
Author(s):  
Jan Dieris-Hirche ◽  
Magdalena Pape ◽  
Bert Theodor te Wildt ◽  
Aram Kehyayan ◽  
Maren Esch ◽  
...  

Author(s):  
Hadiza Umar ◽  
Victoria Sokari

The paper investigates the challenges associated with utilization of legal information resources in the faculty of law libraries in federal universities of northern Nigeria. The study employed quantitative research method using cross-sectional survey research design. The population of the study comprised of 1,348 postgraduate law students in the libraries studied. Simple random sampling equation (SRS-Equation) was used to select the sample size for the study. A total of 308 postgraduate law students was therefore the sample size chosen for the study. A self-developed questionnaire was used to collect data. A total number of 308 copies of questionnaire were administered personally by the author and 4 research assistants, out of which 271 were returned and found useful for further analysis. Data collected was analyzed using descriptive statistics with the aid of SPSS (v21). Findings revealed that, the printed legal information resources were highly utilized by postgraduate law students except e-resources and on-line legal databases that had low utilization. Some challenges associated with the utilization of legal resources were insufficient copies of books, inadequate reading facilities and defaced information resources; inadequate infrastructure for accessing resources electronically, insufficient computers and interrupted power supply, among others. The study concludes that, despite the technological advancement and globalization the world is experiencing, postgraduate law students in federal universities of northern Nigeria are yet to fully enjoy the vast electronic legal information resources, and this could significantly affect the quality of legal researches and academic excellence in legal profession. The study recommends among other things the need for the provision of adequate electronic legal information resources and regular subscription to online legal databases in the faculty of law libraries in federal universities in northern Nigeria. Keywords: Utilization, Legal Information Resources, Postgraduates, Law students, Libraries


2020 ◽  
Vol 28 ◽  
pp. 66
Author(s):  
Jorge Oceja ◽  
Natalia González-Fernández

This work analyses the video game culture in terms of perceptions, use, and preferences towards video games for a group of 610 university students, focusing on the impact of gender. The study is quantitative in nature, based on a cross-sectional survey and the subsequent statistical analysis of the data. Results show that students at this stage of life play video games and that they have – to a discernible degree – a video game culture, even though differences exist between men and women. Explanations for these differences, which affect other aspects like the platforms they use and their favourite games, are explored in the final part of the article. It seems that, besides their possibilities as an emergent media, video games are cultural products permeable and embedded in a context of gender inequity. This work aims to be a starting point for designing educational projects and policies that use video games in higher education while taking advantage of the diversity that this media can offer.


2018 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Paul Wambua Kavulya ◽  
Prof. Willy Muturi ◽  
Dr. Gladys Rotich ◽  
Dr. Kennedy Ogollah

Purpose: To examine the effect of technological adoption strategy on the Performance of SACCOs in KenyaMethodology: The study was a cross-sectional survey with a descriptive research design. This design is appropriate because it is considered suitable for gathering information and generating appropriate conclusions with respect to the research questions. The target population of this study was the 181 authorized deposit taking SACCOs in Kenya that have been in existence for at least the last 5 years SASRA (2014). The firms which have been there for 5 years are considered to have adequate knowledge and have deposit mobilization strategies in place. The number of respondents was 181 CEOs and Business development managers, who are in charge of strategies. The study used questionnaires as the main data collection instrument that contained both open and closed ended questions. Questionnaires were preferred because they are effective data collection instruments that allow respondents to give much of their opinions pertaining to the research problem. Primary data was collected through administering of questionnaires to Members of the SACCOs, senior staff of the SACCOs and Cooperative Ministry/regulatory officials. The study employed descriptive analysis technique on the collected data. Multiple regression analysis was used to establish the relationship between the dependent and independent variables.  Results were presented using frequency tables and figures.Results: Correlation analysis showed that technological adoption strategy and performance of Saccos are positively and significantly associated. Regression analysis indicated that technological adoption strategy has a positive and significant effect on performance of Saccos in Kenya. The hypotheses results indicated that there is a significant relationship between technological adoption strategy and performance of Saccos in Kenya. Unique contribution to theory, practice and policy: From the study findings, it was recommended that Saccos should lay out procedures and strategies such as product innovation, market innovation, technological innovation and process innovation so as to enhance their penetration in the market. Further, the study recommended the need for the firms to invest in technological advancement by equipping their staff with technical skills and also providing them with the necessary facilities. 


2021 ◽  
Vol 12 ◽  
Author(s):  
Ståle Pallesen ◽  
Rune Aune Mentzoni ◽  
Arne Magnus Morken ◽  
Jonny Engebø ◽  
Puneet Kaur ◽  
...  

Objectives: To investigate changes over time and identify predictors of online gambling among gamblers by using three Norwegian representative samples covering a 6-year (2013–2019) period. We also aimed to identify different characteristics (including video game participation and video gaming problems) of online compared to offline gamblers.Methods: Data from gamblers (N = 15,096) participating in three cross-sectional surveys (2013, 2015, and 2019) based on random sampling from the Norwegian Population Registry were analyzed. Participants were asked how frequently they engaged in online gambling on different platforms (e.g., mobile phone). Data on sociodemographics, games gambled, gambling problems, gaming, and problem gaming were collected and analyzed by logistic regression analyses.Results: Overall, an increase in online gambling from 2013 to 2015 was found (a larger percentage of gamblers reported having gambled online at least once during the last year), and an increase in online gambling from 2015 to 2019 was found (more gamblers reported having gambled online at least once last year and at least once per week). The increase was largest for gambling on mobile phone. Consistent predictors of online gambling (at least once last year and at least once per week) were male gender, high income, being unemployed, being on disability pension, having work assessment allowance, being a homemaker or retiree, number of games gambled, and gambling problems.Conclusions: Online gambling, especially on mobile phones, has increased significantly during the last 6 years in Norway. Hence, gambling availability seems to have grown, which may pose a risk for development of gambling problems. Compared to offline gamblers, online gamblers were more likely to be men, young, not working or studying, gambling on several games, and having gambling problems. Responsible gambling efforts aiming at preventing or minimizing harm related to online gambling should thus target these groups.


PLoS ONE ◽  
2019 ◽  
Vol 14 (6) ◽  
pp. e0217473
Author(s):  
Prianka Padmanathan ◽  
Lucy Biddle ◽  
Katherine Hall ◽  
Elizabeth Scowcroft ◽  
Emma Nielsen ◽  
...  

2017 ◽  
Vol 41 (S1) ◽  
pp. S203-S204 ◽  
Author(s):  
F. Guermazi ◽  
N. Halouani ◽  
K. Yaich ◽  
R. Ennaoui ◽  
S. Chouayakh ◽  
...  

IntroductionWith the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.AimsEstimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.MethodsA cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected from the general population. Data were collected through a global questionnaire consisted of a sociodemographic part, the Young Internet Addiction Test, the Problem Video Game playing questionnaire, online network game scale and the Perceived Stress Scale.ResultsThe average age was 27.6 years. The majority (70%) reported using video or Internet games. The risk of dependency to online network games involved 10% of game players while the presence of video games use consequences concerning 16%. Gaming addiction was significantly more likely in boys (P = 0.001). The students had more PUVIG than employees (P = 0.036). A link was highlighted with a problematic Internet use (P = 0.008), a facebook addiction (P = 0.001) and high perceived stress level (0.014).ConclusionsPlaying video and Internet games is a widespread activity among YA. The factors potentially involved are inevitably multiple and complex. It supports the need to carefully explore these emerging practices among this vulnerable population and suggest the establishment of better prevention and better tracking of video gaming.Disclosure of interestThe authors have not supplied their declaration of competing interest.


2020 ◽  
Author(s):  
Soichiro Ide ◽  
Miharu Nakanishi ◽  
Syudo Yamasaki ◽  
Kazutaka Ikeda ◽  
Shuntaro Ando ◽  
...  

BACKGROUND Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents’ parents. OBJECTIVE This study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples. METHODS In total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents’ primary caregivers were asked about their loot box purchasing. RESULTS Of the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers’ loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48). CONCLUSIONS Adolescent loot box purchasing is linked to problem online gaming, but not with parents’ loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.


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