Video Games

New entry in the Digiplay Games Research Bibliography:

Lenhart, A.; Kahne, J.; Middaugh, E; Macgill, A.R.; Evans, C.; Vitak, J. (2008)
PEW INTERNET & AMERICAN LIFE PROJECT

Image of booksThis Pew Internet Project report is based on the findings of a national representative random digit dial telephone survey conducted by Princeton Survey Research Associates between November 1, 2007, and February 5, 2008, among a sample of 1102 teens ages 12-17 and a parent or guardian. For results based on the total sample, one can say with 95% confidence that the error attributable to sampling and other random effects is +/- 3%. For results based teens who game (n=1064), the margin of sampling error is +/- 3%. Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as of yet there has been no large-scale quantitative research. This survey provides the first nationally representative study of teen video game play and of teen video gaming and civic engagement. The survey looks at which teens are playing games, the games and equipment they are using, the social context of their play, and the role of parents and parental monitoring. Though arguments have been made about the civic potential of video gaming, this is the first large-scale study to examine the relationship between specific gaming experiences and teens’ civic activities and commitments. Read more...

New entry in the Digiplay Games Research Bibliography:

Sisler, Vit (2008)
European Journal of Cultural Studies

Image of booksThis article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been flattened out and reconstructed into a series of social typologies operating within a broader framework of terrorism and hostility. It then contrasts these broader trends in western digital representation with selected video games produced in the Arab world, whose authors have knowingly subverted and refashioned these stereotypes in two unique and quite different fashions. In conclusion, it considers the significance of western attempts to transcend simplified patterns of representation that have dominated the video game industry by offering what are known as 'serious' games. Read more...

New entry in the Digiplay Games Research Bibliography:

Ravaja, N. ; Turpeinen, M. ; Saari, T. ; Puttonen, S. ; Keltikangas-Järvinen, L. (2008)
Emotion

Image of booksThe authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic (EMG) activity and skin conductance level (SCL) were recorded, and the participants rated their emotions and the trait psychoticism based on the Psychoticism dimension of the Eysenck Personality Questionnaire-Revised, Short Form. Wounding and killing the opponent elicited an increase in SCL and a decrease in zygomatic and orbicularis oculi EMG activity. The decrease in zygomatic and orbicularis oculi activity was less pronounced among high Psychoticism scorers compared with low Psychoticism scorers. The wounding and death of the player's own character (James Bond) elicited an increase in SCL and zygomatic and orbicularis oculi EMG activity and a decrease in corrugator activity. Instead of joy resulting from victory and success, wounding and killing the opponent may elicit high-arousal negative affect (anxiety), with high Psychoticism scorers experiencing less anxiety than low Psychoticism scorers. Although counterintuitive, the wounding and death of the player's own character may increase some aspect of positive emotion. \copyright2008 American Psychological Association. Read more...

New entry in the Digiplay Games Research Bibliography:

Gentile, D. A. ; Gentile, J. R. (2008)
Journal of Youth and Adolescence

Image of booksThis article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with different identities until success is achieved. These educational principles allow for the generation of several testable hypotheses, two of which are tested with samples of 430 elementary school children (mean age 10 years), 607 young adolescents (mean age 14 years), and 1,441 older adolescents (mean age 19 years). Participants were surveyed about their video game habits and their aggressive cognitions and behaviors. The first hypothesis is based on the principle that curricula that teach the same underlying concepts across contexts should have the highest transfer. Therefore, students who play multiple violent video games should be more likely to learn aggressive cognitions and behaviors than those who play fewer. The second hypothesis is based on the principle that long-term learning is improved the more practice is distributed across time. Therefore, students who play violent video games more frequently across time should be more likely to learn aggressive cognitions and behaviors than those who play the same types of games for equivalent amounts of time but less frequently. Both hypotheses were supported. We conclude by describing what educators can learn from the successful instructional and curriculum design features of video games. \copyright2007 Springer Science+Business Media, LLC. Read more...

New entry in the Digiplay Games Research Bibliography:

Kutner, L. A. ; Olson, C. K. ; Warner, D. E. ; Hertzog, S. M. (2008)
Journal of Adolescent Research

Image of booksPublic policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents' concerns, compare parents' and children's perceptions, and see whether these are consistent with the focus of proposed legislation and other public policy efforts. Parents' primary concern is that games not interfere with their children's schoolwork, social skills, and exercise. They worry about exposure to violent content, but definitions of and opinions about what is harmful vary and may not match proposed public policies. \copyright2008 Sage Publications. Read more...

New entry in the Digiplay Games Research Bibliography:

Olson, C. K. ; Kutner, L. A. ; Warner, D. E. (2008)
Journal of Adolescent Research

Image of booksNumerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing). \copyright2008 Sage Publications. Read more...

New entry in the Digiplay Games Research Bibliography:

Becker, Katrin (2008)
Graduate Division of Educational Research

Image of booksThis work sought to help inform the design of educational digital games by the studying the design of successful commercial videogames. The main thesis question was: How does a commercially and critically successful modern video game support the learning that players must accomplish in order to succeed in the game (i.e. get to the end or win)? This work takes a two-pronged approach to supporting the main argument, which is that the reason we can learn about designing educational games by studying commercial games is that people already learn from games and the best ones are already quite effective at teaching players what they need to learn in order to succeed in the game. The first part of the research establishes a foundation for the argument, namely that accepted pedagogy can be found in existing commercial games. The second part of the work proposes new methods for analysing games that can uncover mechanisms used to support learning in games which can be emplyed even if those games were not originally designed as educational objects. In order to support the claim that ‘good’ commercial videogames already embody elements of sound pedagogy an explicit connection is made between game design and formally accepted theory and models in teaching and learning. During this phase of the work a significant concern was raised regarding the classification of games as ‘good’, so a new methodology using Borda Counts was devised and tested that combines various disjoint subjective reviews and rankings from disparate sources in non-trivial manner that accounts for relative standings. Complementary to that was a meta-analysis of the criteria used to select games chosen as subjects of study as reported by researchers. Then, several games were chosen using this new ranking method and analysed using another new methodology that was designed for this work, called Instructional Ethology. This is a new methodology for game design deconstruction and analysis that would allows the extraction of information about mechanisms used to support learning. This methodology combines behavioural and structural analysis to examine how commercial games support learning by examining the game itself from the perspective of what the game does. Further, this methodology can be applied to the analysis of any software system and offers a new approach to studying any interactive software. The results of the present study offered new insights into how several highly successful commercial games support players while they learn what they must learn in order to succeed in those games. A new design model was proposed, known as the 'Magic Bullet' that allows designers to visualize the relative proportions of potential learning in a game to assess the potential of a design. Read more...

New entry in the Digiplay Games Research Bibliography:

Belanich, J.;Orvis, K. A.;Moore, J. C.;Horn, D. B. (2007)
The Interservice/Industry Training, Simulation & Education Conference (I/ITSEC)

Image of booksPC-based games are increasingly being used for military training domains. Proponents of training games argue that younger Soldiers are part of the “digital” generation, and having grown up playing videogames they will respond positively to their use in training. However, in a series of research projects we’ve found that these assumptions may be overstated. This paper covers two research efforts that analyzed Soldiers’ videogame experience, as well as the impact of trainees’ prior experience on training outcomes. The first project surveyed a total of 777 first-year U. S. Military Academy Cadets who participated in a team tactics training exercise using America’s Army, over two years. Results across both years indicated that 60% of Cadets had limited or no videogame experience in the prior year. Additionally, the amount and type of prior gaming experience correlated with training outcomes (i.e., performance, training satisfaction, motivation, and time on task). A second project assessed the frequency that Soldiers of all ranks play videogames compared to engagement in other recreational activities. Results suggest that fewer than 32% of over 10,000 U.S. Army Soldiers surveyed across various ranks play videogames recreationally on a weekly basis (numbers vary by rank). For the ranks with the highest frequency (E2-E4), only about 42-52% play commercial videogames on at least a weekly basis; whereas, more senior enlisted ranks and Officers/Warrant Officers play videogames far less frequently (5-30%). Consistently, our research shows that the assumption that most Soldiers are gamers is exaggerated. Continuing to act on this assumption can be troublesome unless certain precautions are taken. Read more...

New entry in the Digiplay Games Research Bibliography:

Miller, M. K.; Summers, A. (2007)
Sex Roles

Image of booksVideo game characters have the potential to shape players' perceptions of gender roles. Through social comparison processes, players learn societal expectations of appearances, behaviors and roles. Forty-nine articles were coded from current U.S. gaming magazines, resulting in 115 coded characters. This content analysis of video game magazine articles investigated how characters are portrayed, focusing on gender differences. Males were more likely to be heroes and main characters, use more weapons, have more abilities, and were more muscular and powerful. Females were more often supplemental characters, more attractive, sexy, and innocent, and also wore more revealing clothing. Understanding these video game messages is an important first step in understanding the effects games and magazines may have on behavior and attitudes. Read more...

New entry in the Digiplay Games Research Bibliography:

Sanford, K.; Madill, L. (2007)
Canadian Journal of Education

Image of booksIn this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that consumes a great deal of their out-of-school time. Our observations and conversations with adolescent boys suggest that significant, powerful learning is happening through video game play and creation, and calls into question claims that boys are not succeeding at literacy, instead suggesting the potential for critical engagement with new literacies. Read more...

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