electronic games
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2021 ◽  
Vol 10 ◽  
pp. 1663-1676
Author(s):  
Heba Atef El_Sayed Mohmoud Awad

Purpose: Recognizing the technological effects of family disintegration. Method: Human field: a sample of the dangerous electronic games players, including "4" players who are still alive, and "5" players who committed suicide. Methods and Tools: The Case study method, Ethnographic method, Descriptive approach, and Interview. The research type is Analytic, and the theoretical framework is Postmodernism Theory. Originality: The researcher tries to provide a comprehensive view of how electronic games piracy on their players and pushes them to suicide, in the presence of the family disintegration element. Findings: family disintegration was the main reason for children’s addiction to electronic games. Thus, electronic games were like escaping from reality and living in imagination, and spending free time. Also, electronic games were a means that absorbed the negative charge and feelings of anger among the children instead of the family. There are many types of piracy on players: (programming for the mind, charging with negative thoughts, threatening to kill parents, an emotional challenge to the teenager, blackmail and intimidation, or with talismans). Conclusion: a person can control another, to the extent that this other person allows this person to control him. Do not allow a game administrator to control you, activate Cybersecurity.


2021 ◽  
Vol 32 (4) ◽  
pp. 51-62
Author(s):  
Nisreen A. Alofishat ◽  
Sarr’a A . AlSleibi ◽  
Mohammad S. Alzboon

The study aims to identify the impact of electronic games on increasing the dropout rate among students in the basic stage in Jordan from their teachers’ point of view. The study adopted a descriptive survey method. Its community consisted of all fe(male) teachers of the basic stage in public and private schools, (First Amman, Irbid, and special education in Zarqa and Amman). The electronic questionnaire was used as a tool for the study. The results have shown that the effect of electronic games on increasing the dropout rate among students in the basic stage in Jordan was high. Besides, there are statistically significant differences due to the gender variable for males. There are statistically significant differences due to the variables of the school sector and private schools. Besides, there are statistically significant differences due to the variable of specialization and in favor of humanities. The study finally recommended to have more stringent controls by the Ministry of Education on dropout students. It has further recommended to activate the role of the educational counselor in educating students about electronic games, and hold workshops for them on how to invest time properly


2021 ◽  
Vol 16 (28) ◽  
pp. 334
Author(s):  
Jefferson Saylon Lima de Sousa ◽  
Carlos Benedito Alves da Silva Júnior ◽  
Rosinete de Jesus Silva Ferreira

A partir das noções de Game Sound e Topologia Sonora analisamos a sonorização do accessible game francês A Blind Legend, que se trata de um audiogame mobile do gênero adventure. Discutindo sobre os conceitos de áudio interativo reativo e áudio interativo adaptativo observaremos como cada uma das três técnicas de sonorização inclusiva aplicadas neste tipo de jogo – Audio Quake, Serialization e Audio Icons/Audio Cues – se comportam dentro da narrativa consumida através do áudio binaural. A proposta é compreender como se desenvolve a sonoridade em um jogo eletrônico 100% sonoro a partir da ótica da imersão e da inclusão. Faz-se antes uma breve revisão histórica sobre o papel do som nos jogos eletrônicos.A bling legend: inclusive sonority in the processo f na audiogameAbstractFrom the notions of Game Sound and Sound Topology, we analyzed the sound of the French accessible game A Blind Legend which is a mobile audiogame of the adventure genre. Discussing the concepts of reactive interactive audio and adaptative interactive audio we will observe how each of the three inclusive sound techniques applied in this type of game – Audio Quake, Serialization and Audio Icons/Audio Cues – behave within of the narrative consumed through binaural audio. The proposal is to comprehend how the sonority is developed in a 100% sound electronic game from of the optical of the immersion and inclusion. Rather, a brief historical review of the role of the sound in electronic games is made.Keywords: Audiogame; game audio; a blind legend; inclusive audio.


2021 ◽  
Vol 6 (166) ◽  
pp. 15-19
Author(s):  
M. Bulaienko ◽  
D. Pisariev

The purpose of the article is development of the issue of increasing the interest in the issue of the interactive entertainment industry, in particular in such areas as the development of electronic games, as well as coverage of the issue of independent product development and content of the compound. During the research, such a program product was developed, with usage of author’s content, to avoid the similarities with the other products. Today, the information technology sphere remains one of the leading sectors of the economy. The field of computer games, in turn, is one of the most popular areas of information technology development. Over the past 50 years, this segment has only strengthened its position in the global entertainment market and continues to grow. Profits from the sale of games are growing, as is the demand for them, because nowadays more people play electronic games than ever before. Due to the inconvenience of the financial plan on the part of publishers involved in the distribution of computer games, the phenomenon of indie games has emerged - projects that are independent from a financial and creative point of view. This article is devoted to the issue of modeling and development of computer indie games. The above-mentioned computer game being developed is a representative of the "visual novel" genre. The main purpose of any game is to meet the needs of end users - players - in the organization of their own leisure, as well as making a profit from the game. The software product under development is an electronic (computer) game called "PRIESTESS", developed using the tools of the engine "Ren'Py" and high-level programming language "Python", the graphical shell of the project is created using the graphical editor "Photoshop CS5". All the necessary models, schemes, diagrams and algorithms were made before the development, and built by means of the Internet resource "draw.io".


Author(s):  
Nabhan Housni Turaikhim AlRiahneh Nabhan Housni Turaikhim AlRiahneh

The study aimed to identify the effect of playing electronic games on students' behavior in public schools in Jordan from the teachers’ point of view, and to achieve the aim of the study, the corresponding study tool was prepared and its validity and reliability were confirmed. The study sample consisted of a number of public school teachers in the Northern Jordan Valley. In the governorate of Irbid, who numbered (45) teachers, and they were chosen by the intentional method, the researcher used the qualitative approach to suit the nature of the study and its objectives, and the study reached the following results: The results of the interviews of the respondents showed that there are unusual behaviors that appeared on students as a result of their merging with electronic games and this What all the interviewed individuals indicated, and the majority of the study sample indicated that there are changes in students ’behavior such as irritation, violence, hitting, blind imitation of some wrong behaviors, immoral habits and negative habits that affected their social habits with their peers, and most of the respondents indicated that the academic achievement of students who Playing electronic games has clearly decreased, and in light of the results of the study, the researcher presented many m The recommendations include conducting many studies and research on the impact of electronic games at different age stages, educating parents about the danger of electronic games on children, holding awareness and introducing workshops on the dangers and negatives of electronic games, highlighting the school’s role in addressing the problem of electronic games for students, by educating them and guiding them about the harms of this Games for their behaviors.


2021 ◽  
Vol 03 (05) ◽  
pp. 87-95
Author(s):  
Souad AIT HABOUCHE ◽  
Nassima BOUMAZOUZA

The problem of school underachievement is an old problem in societies. At all educational levels, and it has received a great deal of research and investigation, but most of the old strategies and solutions to address it have failed, of course, due to the rapid technological progress witnessed by the whole world in light of the emergence of Internet networks and modern technology. We notice that the majority of parents complain about the delay of their children in school, especially the teenage group, due to the excessive use of electronic games, which have become a threat to the psychological, physical and mental health of our children. Through this research paper, we will discuss the concept of academic delay as well as electronic games, and how can parents control this situation, and restore the role assigned to them in the family? We will present a typical case of a girl suffering from academic delay. Keywords: School Underachievement, Child, Parents, Electronic Games.


Author(s):  
Ana Paula Salles da Silva ◽  
Humberto Luis de Deus Inácio ◽  
Flórence Rosana Faganello Gemente ◽  
Ana Márcia Silva
Keyword(s):  

ResumoEsta pesquisa tem como objetivo investigar a trajetória da valorização do movimento no desenvolvimento de Jogos Eletrônicos desde a década de 70 até a atualidade. Trata-se de uma pesquisa documental que utilizou como fonte de dados o conteúdo de páginas eletrônicas de corporações comerciais, de sites de notícias de Jogos Eletrônicos e páginas online de jogadores. Os dados indicam que os Jogos Eletrônicos de Movimento lançados no mercado na última década reproduzem princípios de experiências realizadas em diferentes cenários, não sustentando o rótulo de inovação, sendo as principais diferenças a melhoria da qualidade dos acessórios, dos jogos e a minimização dos custos.ResumenEste estudio tiene como objetivo investigar la trayectoria de valoración  del movimiento en el desarrollo de juegos electrónicos desde la década de 1970 hasta la actualidad. Se trata de una investigación documental que utilizó como fuente de datos el contenido de sitios web de corporaciones comerciales, sitios de noticias de Juegos Electrónicos y páginas en línea de jugadores. Los datos indican que los Juegos Eletrócnico de Movimiento lanzados al mercado en la última década reproducen principios de experimentos llevados a cabo en diferentes escenarios, no sustentando la etiqueta de innovación, siendo las principales diferencias la mejora de la calidad de los accesorios, los juegos y la minimización de costos. AbstractThis research has objective to investigate the trajectory of the valorization of the movement in the development of Electronic Games since the 70's until today. It is a documentary research that used as a data source the content of electronic pages of commercial corporations, of news sites of Electronic Games and online pages of players. The data indicate that the Electronic Movement Games launched on the market in the last decade reproduce principles of experiences carried out in different scenarios, not sustaining the innovation label, the main differences being the improvement of the quality of the accessories, the games and the minimization of costs.


Author(s):  
Mai Bandar Naif Al-Kathiri Mai Bandar Naif Al-Kathiri

    The study aimed to determine the numerical sense skills that can be developed using participatory electronic games for fourth-grade students, used the semi-experimental approach, and the study sample consisted of (40) female students The fourth elementary school was divided into two groups, an experimental group of 20 students, who studied the skill of numerical sense through participatory electronic learning games, and a group of 20 students who studied the skill of numerical sense in the traditional learning method; Where the two groups applied to the pre / post achievement test, and the study found that the experimental group students exceeded the control group in the post test. The higher levels of the experimental group students in the post-test than their degrees in the pre-test in the achievement test, and thus the study for the effectiveness of the electronic study Participatory skill development in the numerical sense of mathematics course for female students of experimental group compared to female students of control group.    


Author(s):  
Asaduzzaman Khan ◽  
Nicola Burton

This study investigated the associations between two common recreational screen activities and the psychological wellbeing of adolescents, and whether this association was mediated by sleep duration or physical activity frequency. This study used nationally representative cross-sectional survey data from 2946 adolescents (mean age 16.9 [0.38] years; 49% female) in the Longitudinal Study of Australian Children (LSAC). Adolescents provided information on daily time spent for each of the following: playing electronic games and watching television, time of sleep onset and wakeup, and number of days/week doing ≥60 min/day of physical activity. Psychological wellbeing was assessed by the Strengths and Difficulties Questionnaire (SDQ). Generalized estimating equations were used to examine the associations, and a contemporary multiple mediation analysis was used to examine the mediation effects. One fifth (20%) of adolescents were categorized as having poor wellbeing (SDQ total ≥17) with a significant sex difference (males: 16%; females: 24%; p < 0.001). Playing electronic games was inversely associated with psychological wellbeing for both male and female adolescents (p < 0.001). Watching television was inversely associated with psychological wellbeing for female adolescents (p < 0.001). Sleep duration and physical activity frequency were found to partially mediate the relationships between playing electronic games and the psychological wellbeing of male and female adolescents. Physical activity frequency partially mediated the association between television watching and wellbeing among female adolescents. Longitudinal studies are required to determine the causal pathway between screen-based activities and the wellbeing of adolescents, and to inform intervention strategies.


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