digital entertainment
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2022 ◽  
pp. 157-170
Author(s):  
Johanna Hall ◽  
Christothea Herodotou ◽  
Ioanna Iacovides

2021 ◽  
Vol 21 ◽  
pp. 362-366
Author(s):  
Adam Jarszak

The work analyzed the impact of the Covid-19 pandemic on digital entertainment. The focus is on three types of digital entertainment: computer games, virtual reality and streaming, respectively. The first two types of entertainment were analyzed based on data from the Steam platform, while streaming was analyzed based on Twitch. Data were collected from 2019, i.e. the period before the pandemic, and 2020, i.e. the time of the pandemic. Then the data from both of these years were compiled for analysis. The study particularly focused on events related to the pandemic, such as the March declaration of the Covid-19 virus as a pandemic by the WHO or the holiday period in which the restrictions were reduced.


2021 ◽  
Vol 7 (5) ◽  
pp. 956-966
Author(s):  
Long Yanghuan ◽  
Wang Qiang ◽  
Yu Zhenwei ◽  
Guo Yu ◽  
Liu Xiangyu ◽  
...  

Objectives: We studied the consequences of parental domestic smoking behavior on children’s digital entertainment and mental health during COVID-19, and put forward the initiative of family tobacco control toprotect children’s physical and mental health. Methods: From February 20 to February 23, 2021, using Sojump survey method, 800 smoking parents who live with children aged 6∼12 answered the questionnaire online about basic information, children’s digital entertainment status, strengths and difficulties (SDQ). Results: 60.8% of the children exposed to secondhand smoke spend more than 1 h on digital entertainment every day; abnormal detection rates of emotional symptoms, conduct problems, hyperactivity and inattention, peer interaction, pro-social behavior, and difficulty total scores are 29.2%, 38.2%, 6.5%, 80.3%, 22.0%, 40.0%, respectively. Single factor analysis suggests that there are statistical differences in the degree of impact of household monthly income and children’s life under smoking parents on digital entertainment duration (χ= 14.76, 10.88; P <0.01). Binary logistic regression analysis reveals that more than 1 hour of digital entertainment per day is an important factor that triggers school-age children’s emotional symptoms, peer interactions, difficulties and high risks (OR=1.68, 1.89, 1.65; P<0.05). Conclusions: The greater the impact of parents’ smoking on children’s life, the higher the proportion of children’s excessive digital entertainment. The excessive digital entertainment will bring many mental health hazards to children. In particular, the children long endurance to secondhand smoke are more possibly to have adverse reactions like emotional symptoms, misconduct issues, hyperactivity and inattention.


2021 ◽  
Vol 6 (2) ◽  
pp. 43-52
Author(s):  
Aznan Omar ◽  
◽  
Syed Alwi Syed Abu Bakar ◽  
Mahizan Hijaz Muhammad ◽  
◽  
...  

This research project is an interpretation of a societal phenomenon in terms of the culture of using digital application for leisure and entertainment especially regarding the human behaviour and its obsession of using these applications in the social media platforms. This idea was translated by using the idea of an installation of a fabricated sculpture. The idea of how the digital media plays a major role for leisure and its obsession was inspired by the artist Scott Snibbe. This reference includes on how netizens utilize and share their interests and interactions with these digital media, games and other kinds of digital media entertainments. The method used for this practical studio research are through self critical evaluation, studio experimentation and contextual reviews. This research project was intended to contribute to the field of fine arts in terms of collecting symbolic visual narratives and its issues of the collective culture in regarding of leisure and entertainment and its popularity as a life style today. With hope this research project will give a major impact in terms of understanding towards its trend and the digital entertainment itself. The variation, the ever changing content of its application has impacted the popular culture itself through its spirit and behaviour, the wants and needs projected by the new expression of consumerism.


Author(s):  
Marco Accordi Rickards ◽  
Micaela Romanini ◽  
Guglielmo De Gregori

2021 ◽  
Author(s):  
Joelle-Denise Lux ◽  
André Czauderna ◽  
Emmanuel Guardiola ◽  
Alexandra Budke

Designers of digital entertainment games and designers of games for education can learn from each other when it comes to gameplay mechanics, content and mediation techniques that enable a fun and at the same time educational experience for players. The following design guidelines bring together the perspectives of entertainment game industry and educators. Based on a range of studies, they present 11 recommendations to facilitate the design of games on complex social and socio-ecological issues such as climate change, migration, city development and resource conflicts – suitable for any designer who wants to provide an enriching game experience.


2021 ◽  
pp. 152747642110145
Author(s):  
Joe F. Khalil ◽  
Mohamed Zayani

Emerging digital entertainment media in the Global South are anchored in nation-state configurations, benefit from supranational affordances, and aspire to global operations. Drawing on Sassen’s “third spaces,” the article focuses on the case of Shahid, a Middle East-based video streaming platform and a hybrid media venture that operates at the intersection of the local and the global. The article suggests digital media entertainment territoriality is such that content services simultaneously inhabit geographic nation-state borders and transversally closed bordered spaces, and point to potential reconfigurations of power dynamics with such ventures functioning as spaces for negotiating cultural politics in the region.


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