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New entry in Digiplay games research bibliography:
Huizinga's concept of a 'magic circle' has been used to depict computer games and gaming activities as something separate from ordinary life. In this view, games are special (magical) and they only come to life within temporal and spatial borders that are enacted and performed by the participants. This article discusses the concept of a 'magic circle' and finds that it lacks specificity. Attempts to use the concept of a magic circle create a number of anomalies that are problematic. This is not, as has been suggested earlier, primarily a matter of the genre of the game, or a discussion of what an appropriate definition of a 'game' might be. Rather, in this study with hardcore gamers, playing computer games is a routine and mundane activity, making the boundary between play and non-play tenuous to say the least. This article presents an alternative theoretical framework which should be explored further.
New entry in Digiplay games research bibliography:
Artificial intelligence for digital games constitutes the implementation of a set of algorithms and techniques from both traditional and modern artificial intelligence in order to provide solutions to a range of game dependent problems. However, the majority of current approaches lead to predefined, static and predictable game agent responses, with no ability to adjust during game-play to the behaviour or playing style of the player. Machine learning techniques provide a way to improve the behavioural dynamics of computer controlled game agents by facilitating the automated generation and selection of behaviours, thus enhancing the capabilities of digital game artificial intelligence and providing the opportunity to create more engaging and entertaining game-play experiences. This paper provides a survey of the current state of academic machine learning research for digital game environments, with respect to the use of techniques from neural networks, evolutionary computation and reinforcement learning for game agent control.
New entry in Digiplay games research bibliography:
Background: Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking.Purpose: The goal of this Study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender.Methods: A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA.Results: A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support.Conclusions: A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease. (Am J Prev Med 2009;37(4):299-305)
New entry in Digiplay games research bibliography:
This paper offers an insight into the games software development process from a time perspective by drawing on an in-depth study in a games development organization. The wider market for computer games now exceeds the annual global revenues of cinema. We have, however, only a limited scholarly understanding of how games studios produce games. Games projects require particular attention because their context is unique. Drawing on a case study, the paper offers a theoretical conceptualization of the development process of creative software, such as games software. We found that the process, as constituted by the interactions of developers, oscillates between two modes of practice: routinized and improvised, which sediment and flux the working rhythms in the context. This paper argues that while we may predeterminately lay down the broad stages of creative software development, the activities that constitute each stage, and the transition criteria from one to the next, may be left to the actors in the moment, to the temporality of the situation as it emerges. If all development activities are predefined, as advocated in various process models, this may leave little room for opportunity and the creative fruits that flow from opportunity, such as enhanced features, aesthetics and learning.
New entry in Digiplay games research bibliography:
Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.
New entry in Digiplay games research bibliography:
Autonomous synthetic characters have the potential to promote the social engagement of users in virtual environments, enhancing their interaction experience. In computer games, for example, poor interaction with game characters can drastically detract from the gaming experience, making the design of autonomous synthetic characters an important issue. In particular, in Role Playing Games (RPGs), for example, users and autonomous characters often perform in a group. Usually, the role of such characters is very limited since they lack the social skills to perform coherently in group scenarios.The goal of the work presented here is to endow autonomous synthetic characters with social skills that allow them to perform in groups with human members. However, to successfully achieve this, it is not enough to assure that the characters behave in a coherent manner from an individual perspective or that they are able to perform the group task optimally. It is also necessary that the autonomous characters exhibit behaviours that are coherent with the group's composition, context and structure.For this reason, we have developed a model to support group dynamics of autonomous synthetic characters (SGD model) inspired by theories developed in human social psychological sciences. This model defines the knowledge that each individual should build about the others and the group, and how this knowledge drives their interactions. The model was used in a collaborative computer game that was tested with users. The results showed that the model had a positive effect on the users' social engagement, namely. on their trust and identification with the group. (C) 2008 Elsevier B.V. All rights reserved.
New entry in Digiplay games research bibliography:
Increasing exposure of children and adolescents to electronic media is a worldwide phenomenon, including in Thailand. To date, few studies examine electronic game play in Thai adolescents. Our research describes the prevalence of electronic game play and examines associations between the time spent engaged in electronic game play and school performance of adolescents in Hat-Yai municipality. A cross-sectional study was conducted among 1,492 adolescents from four secondary schools and one commercial college from January through March 2007, using questionnaires for collecting information about demographic data, school grades, and electronic game play behaviors. The prevalence of electronic game play was 75% in boys and 59% in girls. Twenty-two percent of boys and 8.7% of girls played electronic games every day with more than 2 hours per session. The two most common places of game play were at game shops (71%), followed by at their own home (70%). Using linear regression analysis, the "low user or less than 2 hours per session" game players and females were less likely to have school grades below 3.00 with adjusted odds ratios of 0.44 (95% CI 0.25-0.80, p = 0.004) and 0.49 (95% CI 0.30-0.76, p = 0.005) respectively. This study finds that excessive playing of electronic games is associated with school grades below 3.00.
New entry in Digiplay games research bibliography:
This article should serve as an introduction to a relatively new topic in ethnological studies requiring very specific methods as it involves both offline and online research as well as material objects and immaterial practices. How do we embark on an interdisciplinary venture such as this, and be sure to produce qualitative research of high standard? How should gaming mothers best be studied?
In what follows we try to answer that question. We also assume that not all of our readers are extensively familiar with games and game culture or have engaged with computer games first-hand or as scientific object of study. We thus begin with a short assessment of its current status as a growing genre, whose image is changing as gamers and game culture become increasingly diversified. We also briefly situate games as an academic subject and outline some of the central concepts focused in the fieldii called Game Studies. Furthermore, understanding the ideological underpinnings of play is vital to understanding the contexts in which games and gaming exist because they constitute some of the fundamental conditions of games research. To explain this, we relate the ambiguous status of game/play to the usage of the term ―the magic circle‖ and of historically ingrained rhetorics [sic] of play.
In our survey of the theoretical land, we notice an increasing attention among games researchers to players in addition to the games themselves. We thus assert that ethnologists have a particular methodological edge and a role to fulfill as games research more and more means studying games in relation to gamers, society and political economy and not only the game itself. As part of a huge industry that is a significant economic driver, games take center stage on a global sociocultural and capital market. Educational programs and cross-disciplinary efforts centered on games and gaming grow steadily. Introducing our research project ―Gaming Moms‖ we explain why it is interesting – and now possible and highly apposite – to study gaming from the perspective of culture, the family and the everyday. We give our rendition of how to best study a particular category of players such as mothers and why a marriage between ethnology and the interdisciplinary field of Game Studies is necessary and useful. In doing so, we give specific examples from our ongoing project thus presenting a selection of the various methods we apply in our research. Our examples are chosen around two themes – gaming and time management and representations of mothers in the context of gaming. We conclude with a brief discussion of our findings, having thus proposed an answer to our methodological question, and outline some missing perspectives and future challenges.
New entry in Digiplay games research bibliography:
This study was designed to compare how 5- to 13-year-old children's leisure activity preferences differ with age and gender. Responses from 60 boys and 60 girls about their favorite toys, television shows, computer games, and outdoor activities were compared across leisure categories. The results showed that gender was a significant factor. Overall, boys spent more time in these leisure activities than girls did. They spent the most time engaged in sports, watching television, and playing computer games, whereas girls spent the most time watching television. Results from a gender index for all activities indicated that boys' leisure preferences became slightly more masculine with age. For girls, preferences for television shows became more feminine with age, but preferences for toys, computer games, and sports became less feminine. These self-chosen preferences may provide differential opportunities for the development of visual-spatial skills, achievement, initiative, self-regulation, and social skills.
New entry in Digiplay games research bibliography:
Purpose: To describe longitudinal changes in leisure-time sedentary behavior among girls, during early to mid-adolescence. Methods: A 2.5-year prospective cohort study, comprising 5 data collections, 6 months apart, between 2000 and 2002. Girls aged 12-15 years (n = 200) from 8 high schools located in Sydney, Australia, self-reported the usual time spent each week in a comprehensive range of sedentary behaviors. Results: Retention rate for the study was 82%. Girls aged 12.8 years spent approximately 45% of their discretionary time in sedentary behavior, which increased to 63% at age 14.9 years. Watching TV, videos, and playing video games (small screen recreation; SSR) was the most popular sedentary pastime, accounting for 33% of time spent in sedentariness, followed by homework and reading (25%). Sedentary behavior increased 1.4 and 3.3 hours on week and weekend days, respectively. On weekdays, increased time was spent on hobbies (27 min/day) and on weekend days, increased time was spent sitting around talking with friends (60 min/day), computer use (37 min/day), and television viewing (34 min/day). Conclusions: Among girls, the transition between early and mid-adolescence was accompanied by a significant increase in leisure-time sedentary behavior. Interventions to reduce sedentariness among adolescent girls are best to focus on weekend behaviors. Studies seeking to examine the association between inactivity and the development of chronic health problems need to examine a diverse range of activities that comprehensively measure sedentariness. This information will provide a better understanding of inactivity patterns among adolescent girls.
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