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2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Amir Zaib Abbasi ◽  
Umair Rehman ◽  
Ding Hooi Ting ◽  
Muhammad Ali Quraishi

Purpose Advertising through the videogame has become one of the most effective and prevalent channels of advertisement, especially via pop-up ads – appearing on the screen that interrupts children’s gaming activity. Despite its importance, the effectiveness of pop-up ads and its advertising value in online videogames (O-VGs) to predict children’s inspired-to behavior remains scant. This study aims to investigate the underlying factors that explain the relationship between the four dimensions of pop-up ads and perceived advertising value, which further predicts children’s inspired-to behavior. Design/methodology/approach Data from 196 parents who observed their children while playing O-VGs, were analyzed using Smart-PLS. As the respondents are parents, the authors took extra precautions to ensure that the findings are valid. Findings Results showed that perceived irritation and incentives of pop-up ads do not affect children’s advertising value, whereas perceived informativeness and entertainment of pop-up ads positively impact perceived advertising value among children. Besides, children’s perceived advertising value of pop-up ads in O-VGs predict their inspired-to behavior. Originality/value This study contributes to children’s inspired-to behavior via empirically studying the perceived advertising value as a potential deriving source of inspiration. Finally, the study provides information for developers/advertisers about why and under what circumstances children perceived advertising value affect inspired-to behavior.


Author(s):  
S. Piatysotska ◽  
V. Romanenko ◽  
V. Ashanin ◽  
A.. Yefremenko

The article presents the results of the study of the properties of the nervous system, the speed of simple and complex reactions, short-term visual memory of first-person shooter CS: GO and multiplayer battle arena DOTA 2. Relevance of the description of individual typological personality traits of participants relationships with indicators of gaming activity is associated with the possibility of creating psychodiagnostic tools to determine the propensity to certain disciplines of e-sports, the development of psychological foundations to improve the effectiveness of training and competitive activities of e-sportsmen based on their individuality, prevention of psychological risks of e-sports. Purpose: to identify and analyze individual sensorimotor abilities and properties of the nervous system of players who prefer different e-sports genres. Research methods: theoretical analysis of literature sources, pedagogical testing, methods of mathematical statistics. The study involved e-sports players Counter-Strike: Global Offensive (n = 18) and DOTA 2 (n = 10) aged 18-20 years. According to the playing experience, the number of playing hours per week, the regularity of participation in competitions and their level, these players were classified as amateurs. It is established that the main factors determining the effectiveness of e-sports are sensorimotor coordination, nervous system properties, cognitive properties, technical and tactical skills, social communication skills and more. In games of both genres, the speed of simple and complex reactions has been found to be important, but it is most effective in combination with a high level of technical and tactical training. Analysis of the results of the study showed that players in different e-sports disciplines have some differences in sensorimotor abilities, but at the level of amateurs guilt does not have a significant difference. At the same time, they have significant differences in the type of nervous system.


YMER Digital ◽  
2021 ◽  
Vol 20 (10) ◽  
pp. 49-54
Author(s):  
Mahima Sahi ◽  
◽  
Dr. Geeta Bhagat ◽  

Online Gaming has been trending amongst the adolescents lately. A variety of studies posit Online Games to have diverse influences on the adolescent’s behavior viz. reducing stress, regulating anger, helping in relaxation etc. While other studies report a linear relationship between Online Gaming and Aggression. This paradox, therein, generates a curiosity to explore, the relationship between Online Gaming and Aggression. For this purpose, the current investigation, attempts to evaluate the relationship between “Online Gaming and Aggression amongst Adolescents” in the Indian setup. The sample comprised of 300 adolescents (150 males and 150 females) in the age range of 14-16 years. The Problematic Online Gaming Questionnaire- Short Form, POGQ-SF (Papay et al., 2013) and The Aggression Questionnaire (Buss & Perry, 1992) were administered. Positive associations were observed between Online Gaming and various dimensions of Aggression viz. Verbal Aggression, Hostility, Anger and Total Aggression (p < .01). Results from the current investigation, therefore, could be utilized heuristically to develop interventional strategies so as to regulate the gaming activity of adolescents and reduce their overall levels of Aggression.


Author(s):  
Esther Martínez-Pastor ◽  
Ricardo Vizcaíno-Laorga

The aim of this article is to describe the new formats and advertising content used in videos related to gambling on the Internet and minors, and whether these formats are currently regulated or may pose an additional risk to minors. For this study, content analysis of 50 YouTube videos (a total of 574 minutes) was carried out, based on a previous screening of 500 units. We worked with a convenience sample obtained through a systematic search (keywords) followed by the snowball method. Among the most relevant results, it is worth mentioning that the currently approved regulation, the Spanish Royal decree on commercial communications in gaming activity, does not consider advertising content such as tutorials or sports bets, nor various formats or social networks. Resumen El objetivo de este artículo es conocer los nuevos formatos y contenidos publicitarios empleados en vídeos sobre juegos de azar en internet, y si estos formatos se encuentran regulados en la normativa actual o pueden suponer un riesgo para los menores. Se ha llevado a cabo un análisis de contenido de 50 vídeos de YouTube (un total de 574 minutos) a partir del cribado previo de 500 unidades, así como una observación participante de otros canales y plataformas de internet. Se ha trabajado con una muestra de conveniencia obtenida mediante búsqueda sistemática (palabras clave) y su consecuente bola de nieve. Entre los resultados más relevantes se destaca que la actual normativa aprobada, el Real decreto 958/2020, de 3 de noviembre, de comunicaciones comerciales de las actividades de juego, no tiene en cuenta contenidos publicitarios como tutoriales o apuestas deportivas, ni formatos ni plataformas diferentes.


Author(s):  
Viktoriya Pasichnyk ◽  
Maryan Pityn ◽  
Ivan Hlukhov ◽  
Kateryna Drobot

Child-centered education seeks to purposefully use play activities in the educational process, as it creates an atmosphere of psychological comfort for preschool children, and due to its natural qualities, this phenomenon is endowed with great pedagogical potential that promotes the development of physical, mental, social, spiritual personality. Purpose of the article: characterize the backbone functions of the concept of playfulness in the physical education of children of the preschool age. Methods of preliminaries: theoretical analysis and publicity of literary sources, induction and deduction, abstract, interpretation, classification and systematization. Result: the day is visibly the day and the day of the playfulness in the educational process of everyday life to the foundation of preschool education. The function is assigned as a category of the system approach. Vona is represented by independent authorities and their assigned descriptions of the system of gaming activity at the boundaries of physical education to the foundation of preschool education, which is guilty of working for the achievement of public awareness. Prior to the group of foreign functions of the concept of game performance at the basis of physical development of the preschool education, it was introduced, which is an attribute of belonging, proponated by us on audio looks, and the value of the Up to the whole group of functions, the development, entertaining, communication, diagnostics, correction and socialization have been obtained.


2021 ◽  
Author(s):  
Emma Claesdotter-Knutsson ◽  
Frida Andé ◽  
Anders Håkansson

BACKGROUND Young people’s daily lives and social interactions changed remarkably in the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policymakers and research communities about the effect on young people’s online behaviours. OBJECTIVE The aim of this cross-sectional study was to study self-reported changes in gaming, focusing on a young part of the population in the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming in the pandemic, including gaming patterns, gambling behaviour, psychological distress, certain sociodemographic characteristics, health factors, and school situation. METHODS This was an anonymous online survey study of web panel participants in Sweden (N=1,501) to study changes in gaming behaviours in the COVID-19 pandemic. Self-reported increases in gaming were analysed in logistic regressions against sociodemographic and health factors. RESULTS In the whole study population that reported changes in gaming activity we found significant differences within age, employment status, disposable income, ever played on loot boxes, spent time at home, changes in alcohol consumption, changes in exercise habits, school attendance, psychological distress, gambling and gaming problems. When examining the age group 16-24 years old that reported changes in gaming activity we found significant differences within the groups in disposable income, time at home and school attendance. When examining the age group 25-39 years old that reported changes in gaming activity we found significant differences within in employment status, disposable income, spent time at home, changes in alcohol consumption, changes in exercise habits, if the respondents are studying, school attendance, psychological distress, and gaming problems. Psychological distress (all age groups analysed together; age group 25-39 years old), drinking less alcohol (all age groups analysed together), spending more time at home (all age groups analysed together), gaming problem and exercising less (age group 25-39 years old) were positively correlated to a self-reported increase in gaming activity. Being employed (age group 25-39 years old), and being over 40 years of age (all age groups analysed together) were negatively correlated to increased gaming. We found no significant correlations in the age group 16-24 years old. CONCLUSIONS The group that reported an increased gaming during the COVID-19 pandemic were more likely age 16-39 years old. In the age group 25-39 years old the increase was associated to psychological distress, reporting less exercise and being unemployed. COVID-19 may present a risk factor of increased online gaming in a small but vulnerable group. More research and preferably longitudinal studies are needed in the field of gaming and effects of the COVID-19 pandemic.


Author(s):  
Fernanda Gabriela Bitencourt Wommer ◽  
Lenira Maria Nunes Sepel ◽  
Elgion Lucio Silva Loreto

Author(s):  
Damar Kristanto ◽  
M. Nilzam Aly ◽  
Bambang Suharto ◽  
Rahmat Yuliawan ◽  
Aji Akbar Firdaus

The COVID-19 pandemic has disrupted many aspects of normal social life. The community is required not to leave the house too much if it is not necessary. Often during times of independent isolation or in personal cases, people are afraid to leave the house. They are faced with boredom so this is an opportunity for the digital entertainment industry to develop. On the other hand, many violations of COVID-19 health protocols still occur in society and people are still reluctant to stay-at-home. The question is what medium is good for persuasion as well as giving pleasure to people to entertain themselves during independent isolation and with low levels of boredom. Video games are a growing industry during the COVID-19 pandemic, unfortunately, this media has not been widely used as a means of persuading people to obey health protocols and stay-at-home. This study shows a correlation between gaming activity and the tendency not to leave the house. Besides, what types of games have the potential to keep someone from leaving the house are also discussed in this paper.


2021 ◽  
Vol 11 ◽  
Author(s):  
Jiawen Zhang ◽  
Hui Zhou ◽  
Fengji Geng ◽  
Xiaolan Song ◽  
Yuzheng Hu

As a primary symptom defining Internet gaming disorder (IGD), preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency of mind state shift in terms of mind-wandering. As social anxiety is related to both IGD and mind-wandering, we further hypothesized that social anxiety would partially contribute to the relationship. Survey data were collected from 632 young adults who were divided into two groups based on whether they reported playing games or not. In the player group, the number of IGD symptoms present was positively related to mind-wandering (r = 0.269, p &lt; 0.001) and social anxiety (r = 0.235, p &lt; 0.001), with the latter two showing a positive correlation in both players (r = 0.37, p &lt; 0.001) and non-players (r = 0.57, p &lt; 0.001). A mediation analysis for the players showed a partial mediation effect of social anxiety on the relationship between IGD and mind-wandering (mediation effect: PM = 0.292, p &lt; 0.001), and the model was replicated in an independent sample. This study suggests that excessive gaming behavior may increase mind-wandering and a shift towards such a non-productive mind state could exert long-term detrimental effects in adolescents and young adults.


2021 ◽  
Vol 21 (4) ◽  
pp. 349-373
Author(s):  
Rózsa Sándor ◽  
Hargitai Rita ◽  
Láng András ◽  
Hartung István ◽  
Martin László ◽  
...  

Elméleti háttér: A médiaeszközök számos típusa ismert. A személyes képességeken és a technikai lehetőségeken múlik azonban, hogy az információt fogadó fél a lehetőségek közül melyeket részesíti előnyben és milyen mértékben merül el a médiaeszközökön keresztül közvetített valóságban. A humán technológia álláspontja szerint a médiával való elmélyült foglakozás során a személy természetes környezetére irányuló figyelme háttérbe szorul, a befogadó sokszor a média által teremtett világ rabjává válik. A médiahasználat köti le az alkalmazó figyelmét, együtt mozog vele, mintha az maga a valóság lenne. A média valóságélményt kiváltó hatásában több személyes jellemző játszik szerepet. Cél: A tanulmány bemutatja a média személyes használatakor megjelenő belemerülési képesség egyik kérdőíves mérési lehetőségét, a Belemerülési Tendencia Kérdőívet, továbbá megvizsgálja a személyes prediszpozíciók egy csoportját, amelyek kapcsolatban lehetnek a hagyományos szórakoztató, valamint digitális kommunikációs eszközök használata során átélt belemerülés mértékének mutatóival. Módszerek: A keresztmetszeti, kérdőíves, hozzáférhetőségi mintavételi eljárást alkalmazó vizsgálatban 781 közép- és felsőfokú iskolai végzettséggel rendelkező személy vett részt [192 férfi, átlagéletkor: 28,6 (SD = 11,4) év és 589 nő, átlagéletkor: 28,4 (SD = 11,03) év]. A résztvevők budapesti, pécsi és kaposvári egyetemeken tanuló, illetve szakmai továbbképzéseken megjelenő személyek közül kerültek ki. Mérőeszközök: Belemerülési Tendencia Kérdőív (ITQ), Tellegen Abszorpciós Skála, Lelki Egészség Kontinuum Rövid Változat, Énkép Egyértelműség Skála, Szkizotípiás Személyiség Kérdőív Rövid Változata, Bergeni Facebook Addikciós Skála, valamint a Problémás Internet Használat Kérdőív. Eredmények: Az adatok megerősítették azt a korábbi elképzelést, miszerint az ITQ személyes részvétel skálája maladaptív funkciókhoz kapcsolódik, mint amilyen az abszorpciós képesség (r = 0,47; p = 0,003) és a szkizotípia (r = 0,36; p = 0,004). A számítógépes játék skála szintén pozitív irányú együttjárást mutat a maladaptív jellegű vonásokkal (abszorpciós képesség skála: r = 0,28; p = 0,002; szkizotípia: r = 0,19; p = 0,004). Ezzel szemben az ITQ figyelem fókusz skálája az adaptív funkciókat szolgáló vonásokhoz kapcsolódik (szelf-koherencia: r = 0,27; p = 0,003; lelki egészség: r = 0,43; p = 0,011). Továbbá rámutattunk arra, hogy számítógépes játékokra fordított idő növekedésével párhuzamosan a kognitív zavarok (β = 0,10; p = 0,012) és a mindennapi viselkedésben mutatkozó furcsa megnyilvánulások (β = 0,10; p = 0,016) száma is növekszik. Következtetések : Az ITQ skálái adaptáció és maladaptáció tekintetében eltérő módon mérik a médiaeszközök által közvetített valósághoz való viszonyt, ugyanakkor jól jellemzik a befogadó személy digitális környezethez való hozzáállásának ellentmon dásait.Theoretical background: A lot of the types of a media devices are commonly used. However, the application of these tools depends on personal capabilities, availability of adequate technical conditions, and individual preference to immersion into a mediated environment. The literature of human technology highlighted that when a person dealt with the contents of a digital massage his/her attention got withdrawn from his/her current environment. In same cases, the receiver of the mediated information becomes addicted to the easily controlled digital environment as if it would be a real physical environment. The manifestation of the filing of this type of virtual reality depends on personal capabilities and attitudes. Aims: We presented an assessment method repertoire of sense of immersion for social media and computer gaming and, applications involving the Immersive Tendency Questionnaire. Furthermore, we analyzed the personal pre-dispositions that play a role in the degree of immersion while a person is concerned with the mediated environment. Methods: In the study participated 781 graduated and post-graduated persons (192 male, mean age 28.5 [SD 11.4] years, and 589 females, mean age 28.4 [SD 11.03] years). Participants were recruited via a large university cohort (Budapest, Kaposvár, and Pécs). Used questionnaires: Immersion Tendency Questionnaire (ITQ), Tellegen Absorption Scale, Mental Health Continuum, Self-concept Clarity, Schizotypal Personality Questionnaire, Bergen Facebook Addiction Scale, and Problematic Internet Using Questionnaire. Results: Our data supported the earlier findings that the Involvement scale of the ITQ across the absorption capability (r = 0.47, p = 0.003) and schizotypy (r = 0.36, p = 0.004) associated with maladaptive personality functions. The rate of the computer gaming activity showed a similar maladaptive effect with absorption capability (r = 0.28, p = 0.002) and schizotypy (r = 0.19, p = 0.004). However, the Attentional focus scale of ITQ linked to adaptive personality function such as self-coherence (r = 0.27, p = 0.003) and mental health (r = 0.43, p = 0.011). Furthermore, data revealed that the frequent computer gaming can be associated with cognitive (β = 0.10, p = 0.012) and disorganized (β = 0.10, p = 0.016) factors of schizotypal personality questionnaire. Conclusion: The factor structure of ITQ is dual-faced so the scales measure the immersion into the mediated world in a different way. These results exactly describe the user’s contradictory relationship with the mediated environment.


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