Spinal pain syndromes among video game players

2020 ◽  
Vol 11 (2) ◽  
pp. 15-20
Author(s):  
Klaudia Korpak ◽  
Aneta Bac ◽  
Anna Ścisłowska-Czarnecka

Aim of the study: The purpose of this study was to assess the occurrence of spinal pain syndromes among video game players. Material and methods: 550 persons took part in the survey, including 494 (89.8%) men and 56 (10.2%) women playing video games. The study was conducted using an online questionnaire created using Google Forms. The questionnaire contained 27 questions, including questions about time spent in sitting position, occurrence of spinal pain, ways of dealing with pain and knowledge of the principles of spinal pain prophylaxis. Results: 70% of respondents play on the computer seven days a week, about 3–4 hours a day. Half of the surveyed players devoted one to two hours a day to physical exercise, one third of the study subjects less than an hour, while every third video game player performed physical activity 3–4 times a week. When pain comes, almost 70% of respondents wait for it to subside, every fourth person treats themselves and the rest seeks help of a doctor or physiotherapist. Conclusions: There was no correlation between the number of years spent on playing video games and the occurrence of spinal pain as well as between the daily number of hours spent on playing video games and the occurrence of spinal pain.

2019 ◽  
Vol 4 (2) ◽  
pp. 137-152
Author(s):  
Jusuf Ariz Wahyuono ◽  
Ardian Indro Yuwono

This study aims to understand how teenagers know their meaning of pornographic content in the game Dragon Age and The Witcher and understand how this player reproduces the message received. This research used qualitative research methods with the ethnography method. The research subjects consisted of 2 gamers who have different backgrounds on the condition of owning or frequently playing games with pornographic content. The two subjects selected according to criteria, including those who have been playing video games for a long time, are over 18 years old and have free access to video games. The position of each informant in this study shows that they are in the position of negotiated readers. Although both informants actively received pornographic messages in the game, both informants negotiated the meaning of what was received. Each informant negotiates to mean based on their respective fields of reference. 


2021 ◽  
Vol 6 (2) ◽  
pp. 7-21
Author(s):  
Jacqueline Burgess ◽  
Christian Jones

This research, using online qualitative survey questions, explored how players of the PlayStation 4 console game, Horizon Zero Dawn, formed emotional attachments to characters while playing as, and assuming the persona of the female player-character, Aloy. It was found that the respondents (approximately 71% male) formed emotional attachments to the female player-character (PC) and non-player characters. Players found the characters to be realistic and well developed and they also found engaging with the storyworld via the female PC a profound experience. This research advances knowledge about video games in general and video game character attachment specifically, as well as the emerging but under-researched areas of Persona Studies and Game Studies.


2018 ◽  
Vol 71 (5) ◽  
pp. 1033-1039 ◽  
Author(s):  
Daniela Carmen Trisolini ◽  
Marco Alessandro Petilli ◽  
Roberta Daini

Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visuo-spatial cognition (e.g., visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically stimulating and perceptually appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense. This study investigated whether a relationship existed between action video gaming and sustained attention performance in a sample of 45 Italian teenagers. After completing a questionnaire about their video game habits, participants were divided into Action Video Game Player (AVGP) and Non–Action Video Game Player (NAVGP) groups and underwent cognitive tests. The results confirm previous findings of studies of AVGPs as they had significantly enhanced performance for instantly enumerating a set of items. Nevertheless, we found that the drop in performance over time, typical of a sustained attention task, was significantly greater in the AVGP compared with the NAVGP group. This result is consistent with our hypothesis and demonstrates a negative effect of playing action video games.


Author(s):  
Christine Tomlinson ◽  
Maria J. Anderson-Coto

Video games have become a major source of entertainment across the globe. Along with this growth as a form of leisure, video game companies have recognized the importance of the communities and cultures that consumers build around their products. Fans establish identities linked to their gaming habits, whether they are playing games themselves or viewing games played by professionals. Fans also participate in communities, often facilitated through online forums. As part of this, fans discuss, express, and assess their relationship with the companies in charge of their hobbies. How do fans establish and negotiate trust with these companies and why might consumer trust to lapse? This project analyzes approximately 2,500 online forum posts from video game players and esports viewers to understand their perspectives on the companies involved in these spaces. Ultimately, the landscape appears to be developing increasing negativity where fans feel exploited and progressively concerned about company decisions. Fans have called into question the quality of video games and esports streams, motivations for specific decisions behind the scenes, and whether or not their actions as fans reward companies who are using them to meet a specific financial goal. A sense of common knowledge is developed that certain companies will make decisions at the perceived expense of the audience to increase profit. Although these sentiments are not present for all forum users, these discussions reveal increasing negative associations toward specific companies, games, and franchises.


2019 ◽  
Vol 12 (1) ◽  
pp. 85-111
Author(s):  
Mário Sérgio Teodoro da Silva Junior

RESUMO: Este artigo destina-se a identificar as marcações no enunciado do jogo de videogame Super Mario World, de 1990, que permitam enxergar o fluxo da ação de controle operada pelo jogador visado pela enunciação. Para tanto, deve-se estabelecer a distinção entre a instância enunciada do enunciatário, o narratário, a quem o narrador instrui e comanda, e a instância do enunciado enunciado, em que se localiza o herói Mario, aquele comandado pelo narratário. As categorias narrativas e discursivas ora são comuns, ora diversas para esses sujeitos, estruturando graus de sincretismo de suas identidades e de seus percursos. É no percurso do narratário em que são encontradas as dinâmicas sensíveis que demarcam o ritmo do processo de jogo, o tempo necessário para se tornar hábil e vencer. PALAVRAS-CHAVE: semiótica; videogames; narratividade.   ABSTRACT: In this article, our goal is to identify the syntax of control which a video game player plays, in the game Super Mario World, from Nintendo (1990), basing our notes on the many marks left in the audiovisual text, in the form of figures and narrative programs. Therefore, two levels must be distinguished: one concerning the player, referred in the text as a naratee, and another concerning the enounced hero, Mario. The discursive categories and narrative patterns are sometimes the same and sometimes different for each actor, proposing syncretism degrees for their identities and their syntaxes. It is in the course of the naratee that the sensitive dynamics that mark the rhythm of the game process are found, besides the time needed to become skilled and to win. KEYWORDS: semiotics; video games; narrativity.


2019 ◽  
Vol 2019 ◽  
Author(s):  
Christine Tomlinson

Hostility in video games has been a cause for concern since multiplayer gaming began gaining popularity. Many of the studies conducted on this topic have highlighted negative behaviors as particularly aggressive toward women, but relatively limited in the broad context of general audiences or in contrast to positive multiplayer encounters . This study uses interviews with 54 people and approximately 1900 online forum posts to further investigate player experiences with and understandings of hostility in video game play. Overall, it appears that female players do experience particular kinds of harassment, but that players have been negatively influenced and affected by these types of behavior regardless of gender. Largely, players have begun to feel like they cannot feel comfortable in these spaces or necessarily trust other players to behave in positive ways. For both male and female players, this has led to many avoiding certain types of game or specific titles all together. Additionally, players lack confidence that companies are doing what is necessary to shift the culture and have come to understand toxic players as something to be expected in the community. Because of its frequency, toxicity has become understood as a part of gaming culture and something that, perhaps, is immutable.


2018 ◽  
Vol 15 (2) ◽  
pp. 138-157 ◽  
Author(s):  
Daniel Muriel ◽  
Garry Crawford

In recent years, the idea of player control, or agency, has become central and explicit in certain video games and genres, affecting many debates concerning the study or definitions of video games. In spite of this, the notion of agency in video games has been rarely explicitly explored or defined in relation to its sociological and political dimensions. Hence, drawing on actor–network theory, (neo-)Foucauldian governmentality studies, and empirical data gathered over a 3-year period, this article expands to our understanding of video game player agency and, moreover, argues that video games provide an important example and perspective to consider the contemporary nature and political basis of agency.


Author(s):  
Anton Smerdov ◽  
Andrey Somov ◽  
Evgeny Burnaev ◽  
Bo Zhou ◽  
Paul Lukowicz

Author(s):  
Jessica Williams ◽  
Rhyse Bendell ◽  
Stephen M. Fiore ◽  
Florian Jentsch

Current approaches to player profiling are limited in that they typically employ only a single one of numerous of available techniques shown to have utility for categorizing and explaining player behavior. We propose a more comprehensive Video Game Player Profile Framework that considers the demographic, psychographic, mental model, and behavioral modeling approaches shown to be effective for describing gamer populations. We suggest that our proposed approach can improve the efficacy of video game player profiles by grounding data-driven techniques in game analytics with the theoretical backing of demographic, psychometric, and psychographic measurements. We provide an overview of our proposed framework, discuss the usage and relevance of each component technique, and provide a proof-of-concept demonstration with archived data.


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.


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