computer gaming
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Author(s):  
Benjamin E. Zeller

The Civilization series of computer games (1991–) is one of the most popular and influential series in the history of computer gaming. The game’s impact and exposure indicate that its treatment of religion is therefore significant. Throughout the Civilization series, religion has been a part of the game. However, the role that religion played and the underlying models of religion represented in the game have changed over time. This article considers how the treatment of religion in the Civilization series has developed, what this reveals about the game designers’ assumptions, and what implicit lessons about religion it teaches players.


2022 ◽  
Author(s):  
Samuel Ulbricht
Keyword(s):  

2022 ◽  
pp. 455-470
Author(s):  
Xiongyi Liu ◽  
Patrick Wachira

The purpose of the present study is to develop a scale for measuring pre-service teacher perceptions of gender stereotypes about computer game-based learning, and conduct a preliminary study to explore the reliability and validity of the scale. Data was collected via survey from 119 pre-service teachers enrolled in a mathematics methods class at a mid-western university. Results of data analysis provided strong support for the reliability of the scale and partial support for its validity. Consistent with our hypotheses, perceptions of gender stereotypes were negatively related to computer gaming experience, gamer identity, and intention to use computer game-based learning in future teaching practice. At the same time, perceptions of gender stereotypes were positively related to perceived barriers to computer game-based learning. Factor analysis suggested a four-factor structure pertaining to four aspects of gender stereotypes with favorable perceptions towards male gamers: intrinsic motivation, competency, confidence, and game compatibility.


2022 ◽  
pp. 47-97
Author(s):  
Samuel Ulbricht
Keyword(s):  

2021 ◽  
Vol 54 (4) ◽  
pp. 54-59
Author(s):  
Tatiana E. Patina ◽  
Ol’ga V. Kovaleva

The article presents the concept of industrial ornament, gives stylistic features. The main trends in the art of post-revolutionary Russia, which were the ideological and methodological basis for the formation of industrial ornament, are considered. The main features that should be reflected in the construction of an industrial ornament are identified: the motif of an ornament based on geometry, industrial objects, sports subjects, objects from a computer gaming environment; a three-dimensional spatial image of the motif of an ornament in three dimensions; a colouristic solution of an ornamental composition. The classification of compositional drawings for the construction of a rapport grid of avant-garde fabrics, as a basis for the con-struction of an industrial ornament, is given. In the course of the study, a method for constructing a textile industrial ornament was developed. Recommendations for the development of an ornament are presented Adobe Photoshop CC program with elements of 3D modelling. The author’s ornamental drawings have been developed according to the given recommendations.


Author(s):  
Paolo Riatti ◽  
Ansgar Thiel

AbstractCompetitive computer gaming, known as electronic sport or esport, is growing and professionalizing profoundly during the past years with experts struggling to allocate it in society. This scoping review explores existing evidence and identifies potential societal impact of esport by applying the Mapping Elite Sports Societal Impact Model. Main findings included insights on the motivation of passive and active esport consumption, beneficial socializing, pedagogical or educational aspects, hegemonial clinical pictures in esport, differing popularity regarding demographics and games, and potential interference of the esport economy in traditional sports. The findings implicate a paradigm shift in the world of sport. It can be stated that esport affects society in a positive and a negative way, although the fragmented body of research has only given superficial evidence so far. Future research needs to go into detail regarding the peculiarities and find approaches of isolating the positive aspects, while reducing the negative spin-offs and allow a well-regulated handling of esport on a broad societal level.


Author(s):  
Mariia Rudenok ◽  
Tetiana Malik

The article talks about currently relevant issue – computer addiction. Author makes an attempt to start a conversation with a highly conservative society, that has no firm understanding of what cybersport is, and is not willing to let their children pursue this field. The themes are living in the age of rapid development of IT technologies; the definition of cybersport, general pros and cons of computer gaming; Ukraine's need to create cybereducation platforms and spread IT-savviness. While cybersport has its place at the majority of the countries, Ukrainians waste their time casually playing "tanchiki" (common slang for the game). Author argues that one of the reasons for this is the lack of specialized institutional affiliations, agencies, gaming platforms and arenas for development and demonstration of one's skills in the new sport type – cybersport. Author formulates the objective of the study as an attempt to determine the relevance of creating a cyberhub, built specifically not for entertainment but for educational purposes; putting together a list of the required zones of such space; creating an entire system which includes constructing multifunctional zones with the help of movable modules. The hub will include cybersport academies and tournament arenas, classrooms, conference and exhibition salons, showrooms and so on; programming the cyberhub inner climate and the protection from hacker cyberattacks will be done with the usage of the "smart-house" technologies. Author defines cyberdesign and its general principles and applies them to unigue aspects of the hub. The main goal for designing such a hub is to create an interior which translates the atmosphere of the past, present and future of gaming and entertainment. The important point is to avoid a post-apocalyptic impression, instead making a connection with the nature, and blending the styles of futuristic and eco-design, thus creating a new niche of space in the cyberculture.


Nutrients ◽  
2021 ◽  
Vol 13 (10) ◽  
pp. 3553
Author(s):  
Elena Raptou ◽  
Georgios Papastefanou

The increasing global prevalence of overweight and obesity highlights an urgent need to explore modifiable obesogenic factors. This study investigated the impact of lifestyle factors, such as beer and wine drinking, cigarette smoking, and leisure time screen viewing activities, on body weight and the development of obesity. Individual level data were selected from a random sample of 3471 German adults using a two-stage disproportionate random sampling procedure. The empirical analysis employed a two-stage equations system and combined the endogenous treatment effects model with the quantile regression technique. Our estimations showed that the decisions to smoke and consume wine and beer were positively interrelated, especially in women. Frequent beer/wine drinkers of normal weight were found to have a lower BMI in the male subsample. Quantile regression estimates indicated a significant influence of smoking on BMI in both genders, with smokers’ BMI following an upward trend, especially in the upper quantiles of the distribution. Leisure time screen activity was found to have a major impact on females’ BMI. Prolonged television viewing and regular computer gaming had a strong relationship with weight increase in overweight women, whereas internet surfing was inversely correlated with the BMI of normal weight and slightly overweight female participants. Nutrition and health policies should direct individuals toward alternative recreational activities in order to substitute screen usage and reduce sedentary time. This study also raised doubts about the general belief that smokers have a lower body weight. As unhealthy behaviors usually co-occur or cluster together, obesity prevention interventions might also contribute to a decrease in smoking.


2021 ◽  
Vol 15 (9) ◽  
pp. 2916-2919
Author(s):  
Veysel Albayrak ◽  
Atalay Gacar ◽  
Eyyup Nacar ◽  
Ömer Faruk Tutar

Background: The universe of the research is the athletes of summer sports schools held in Elazig in 2021. The sample consists of the mothers of 669 randomly selected athletes from sports schools. Aim: The aim of the study is to examine the levels of gaming addiction according to the parental opinions of the students participating the 2021 Elazig Summer Sports Schools. Methods: In order to determine the demographic characteristics of the participants in the study, the personal information form(gender, age, school level, mother work status, child's tablet/phone ownership status), and an 18-item scale developed by Ulusoy (2019) was used. Analysis of the data in the research and the calculation of the results found were created through statistical programs in a computer environment. Frequency (f) and percentage (%) distributions of variables were calculated. The data were checked with skewness and kurtosis tests to determine whether they were normally distributed. As a result of these tests and controls, it was determined that the data of the research was parametric. Therefore, t test and variance analysis (Anova) test were used. The error level was taken as p<0.05 in the study. Results: It was determined that there was a statistically significant difference in computer game addiction depending on the gender, mother work status and tablet/phone/computer availability of the students participating summer sports schools in Elazig province. There was no statistically significant difference in computer game addiction depending on educational status and age variables. Conclusion: In line with the study findings, it was observed that the overall average of computer game addiction levels was below average at 45.30 within the framework of the parental opinions of the students participating summer sports schools in Elazig province. Keywords: Sports, Gaming, Addiction, Technological Device


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