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New entry in the Digiplay Games Research Bibliography:
Johanna Bragge; Jan Storgårds (2007)
30th Information Systems Research Seminar in Scandinavia
In contrast to the many technological developments of the last ten years that have shaped also the researchers’ key tasks, the literature reviews have not diversified much from their traditional forms. This is somewhat surprising given that the manual scan of journals and copying of selected articles in the university library have transformed into an online discovery in various full-text and bibliographic databases. What is more, there are several insightful text mining and information visualization tools that have been developed to help the researcher in profiling, mapping and visualizing knowledge domains. The purpose of this paper is to demonstrate by way of an example the potential of a new approach called research profiling, and to raise discussion about the method’s applicability in enriching traditional literature reviews. The specific topic of interest in this paper is digital games research as indexed in the ISI Web of Science. Altogether 2.136 articles were profiled. Almost half of the digital games research were classified either under computer science or psychology, or their subcategories. Only a small subset of the research was conducted from a business or management school perspective, which points to an obvious gap in the literature.
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New entry in the Digiplay Games Research Bibliography:
Lampert, T. ; Sygusch, R. ; Schlack, R. (2007)
Bundesgesundheitsblatt - Gesundheitsforschung - Gesundheitsschutz
The use of electronic media is playing an ever greater role in adolescents' recreational behaviour. From the point of view of the health sciences, one question which arises is the extent to which intensive media use is detrimental to physical activity and adolescents' health development. The data from the German Health Interview and Examination Survey for Children and Adolescents (KiGGS), which were evaluated with a focus on 11-17-year-olds, confirm this heavy use of electronic media. However, there are distinct group-specific differences. For example, boys spend more time than girls on computers, the internet and games consoles, whereas girls more often listen to music and use their mobile phones. Watching television and videos is equally popular among girls and boys. Adolescents of low social status or a low level of school education use electronic media far more frequently and for longer times, especially television and video, games consoles and mobile phones. The same is true of boys and girls from the former states of the GDR and for boys (but not girls) with a background of migration. A connection to physical activity has been established for adolescents who spend more than five hours a day using electronic media. Moreover, this group of heavy users is more often affected by adiposity. The results of the KiGGS study, which are in line with earlier research findings, thus demonstrate that the use of electronic media is also of relevance from the point of view of public health and should be included in investigations into the health of children and adolescents.
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New entry in the Digiplay Games Research Bibliography:
Ogletree, S. M.; Drake, R. (2007)
Sex Roles
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.
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New entry in the Digiplay Games Research Bibliography:
Zapata, A. L.; Moraes, A. J. P.; Leone, C.; Doria, U.; Silva, C. A. A. (2006)
European Journal of Pediatrics
The objective of the present study was to evaluate the presence of pain and musculoskeletal pain syndromes in adolescents and associate them to computer and video game use. A cross-sectional study was performed on the entire adolescent population (n=833) of a private situated in the city of Sao Paulo. The research included a questionnaire and physical examination of the musculoskeletal system. Statistical analysis was carried out with Fisher, chi-square, Mann Whitney tests and logistic regression. A total of 791 adolescent was evaluated. A computer was used by 99% and video games by 58%. Pain was reported by 312 (39.4%) students: 23% complained of back pain, 9% of upper limb pain, 4% of diffuse pain and 4% of pain in the trapezium muscle. A clinical examination was carried out in 359 students, and one or more musculoskeletal pain syndromes were present in 56 students (15.6%): benign joint hypermobility syndrome in 10%, myofascial syndrome in 5%, tendonitis in 2% and fibromyalgia in 1%. In the multivariate analysis, the logistical regression showed that the independent variables in the prediction of pain were sex [odds ratio (OR): 2.19, 95% confidence interval (95% CI): 1.33-3.61] and age (OR: 1.17, 95% CI: 1.07-1.28) and that the prediction of musculoskeletal pain syndromes were sex (OR: 3.17, 95% CI: 1.69-6.22) and number of days a week using the computer (OR: 1.22, 95% CI: 1.05-1.42). However, the variations in the dependent variables by the mathematical regression models were low. Despite the frequent use of computer and video games among adolescents, this was not associated with the presence of pain and musculoskeletal pain syndromes. Read more...
New entry in the Digiplay Games Research Bibliography:
Terlecki, M. S.; Newcombe, N. S. (2005)
Sex Roles
Researchers interested in the associations of gender with spatial experience and spatial ability have not yet focused on several activities that have become common in the modern digital age. In this study, using a new questionnaire called the Survey of Spatial Representation and Activities (SSRA), we examined spatial experiences with computers and videogames in a sample of nearly 1,300 undergraduate students. Large gender differences, which favored men, were found in computer experience. Although men and women also differed on SAT scores, gender differences in computer experience were still apparent with SAT factored out. Furthermore, men and women with high and low levels of computer experience, who were selected for more intensive study, were found to differ significantly on the Mental Rotations Test (MRT). Path analyses showed that computer experience substantially mediates the gender difference in spatial ability observed on the MRT. These results collectively suggest that the "Digital Divide" is an important phenomenon and that encouraging women and girls to gain spatial experiences, such as computer usage, might help to bridge the gap in spatial ability between the sexes. Read more...
New entry in the Digiplay Games Research Bibliography:
Sanz, A. B.; Figuero, C. R.; Alonso, R. P.; Del Rio, Z. G.; Herrero, M. H.; Gonzalez, N. C. (2005)
Anales de Pediatria
Objectives To describe mass media use in teenagers (television, mobile phones, computers, Internet and video games) and to analyze its influence on teenagers' health and development. Material and methods We performed a cross sectional study by means of a survey of 884 teenagers aged between 14 and 18 years old who were in the third and fourth years of high school in six towns in Cantabria (Spain) in June 2003. The statistical analysis consisted of uni- and bivariable descriptive statistics. Results All the teenagers had a television set at home and 24% of families had four or more television sets. The presence of distinct mass media in teenagers' rooms was 52.5% for televisions, 57.8% for computers, 52% for the Internet and 38.7% for games consoles. The most frequently found media in teenagers' bedrooms were radio/cassette players and compact disks with 76.8% and 67.4%, respectively. Teenagers watched television for an average of 3 hours per day on weekdays and 3.2 hours per day at weekends. They played games consoles for an average of 0.69 hours per day on weekdays (41 min) and an average of 1.09 hours per day (65 min) at weekends and used the Internet on weekdays for an average of 0.83 hours per day (49 min) and an average of 1.15 hours per day (69 min) at weekends. A total of 87.2% of the teenagers, especially girls, had a mobile phone (91.6% of girls versus 82.4% of boys; p < 0.001). The average age at which teenagers had the first mobile phone was 13 years old. Expenditure on mobile phones amounted to 15 (sic) a month in girls and 10 (sic) a month in boys, and mobiles were mainly used for sending messages. Nearly half the teenagers (46.4%) took their mobile phones to high school and reported they had an average of three mobile phones at home. Most (82.1%) surfed the net but boys preferred surfing and downloading games and girls preferred chatting and sending e-mails. Sixty-two percent of teenagers had been to a cybercafe and 40.8% has visited a pornographic web site, especially boys (33.1% of boys versus 7.7% of girls; p < 0.001). Nearly two-thirds of teenagers (71.5%) had a video console, especially boys (87% of boys versus 57.2% of girls; p < 0.001) and they started playing with them at an average age of 8.8 years. Boys preferred video games with shooting, fights, sports and driving, while girls preferred adventure video games. Nearly a quarter (22.2%) spent money on video games and cybercafes (an average of 27.06 (sic) a month in boys and 16.81 (sic) a month in girls) with no significant differences between sexes. Conclusions Society as a whole and especially health professionals should increase health education on mass media consumption, by stimulating reasonable use of mass media and teaching teenagers to be critical. Parents should set a limit of less than 2 hours/day to the use of mass media and should avoid their presence in teenagers' bedrooms. Prepay mobile phone should be used and switched off in inappropriate places. Parents should supervise and educate teenagers about video games, Internet access and e-mail usage in adolescence. Read more...
New entry in the Digiplay Games Research Bibliography:
Li, X. M.; Atkins, M. S. (2004)
Pediatrics
Objectives. To explore the association between early computer experience (both accessibility and frequency of use) and cognitive and psychomotor development among young children. Methods. The participants were 122 preschool children enrolled in a rural county Head Start program in the United States during 2001-2002. The following tests were administered to the children: the Bender Visual Motor Gestalt Test; the Boehm Test of Basic Concepts, Third Edition Preschool; the Test of Gross Motor Development, Second Edition; and a short form of the Wechsler Preschool and Primary Scales of Intelligence-Revised. Information pertaining to family characteristics and children's early computer experience was collected from parents. Both bivariate and multivariate analyses were used to assess the association between early computer experience and cognitive and motor development. Results. Of the participating children, 53% had a computer at home. Among families who had a computer, 83% had children's software on the computer. According to parents' reports, 29% of these children played on the home computer on a daily basis, and an additional 44% of the children played on the computer at least weekly. Of those families who did not have a home computer, 49% reported that their children had access to a computer somewhere outside home. Among these children, 10% had daily access to the computer and 33% had weekly access. The presence of a computer in the home was significantly associated with the family's income and the educational attainment of the parents. There was no gender difference in computer accessibility and frequency use among the participating children. Children who had access to a computer performed better on measures of school readiness and cognitive development, controlling for children's developmental stage and family socioeconomic status. The data in the current study did not suggest a relationship between computer experience and visual motor or gross motor skills among the participating children. Conclusion. The findings in the present study suggest that early computer exposure before or during the preschool years is associated with development of preschool concepts and cognition among young children. However, frequency of use did not reveal such a relationship; neither did the ownership of other child electronic or video games in the household. Read more...
New entry in the Digiplay Games Research Bibliography:
Kennedy, R. S.; Bittner Jr, A. C.; Harbeson, M.; Jones, M. B. (1982)
Aviation Space and Environmental Medicine
Work at the Naval Biodynamics Laboratory aims at developing a battery of performance evaluation tests for environmental research (PETER). Because repeated-measures designs are virtually universal in environmental studies, the paradigm focuses on stabilization with practice; thus far, over 50 tasks have been studied. The present report describes how five computerized video games fare as performance tests. The tasks were performed for 3 weeks each, in the same order, by the same subjects. The results show that four of the five games meet all criteria satisfactorily and one does not, a favorable showing for the video games in comparison with conventional tests of either the paper-and-pencil or apparatus types. In terms of availability, equipment reliability, expense, and other practical considerations, the video games have many advantages, It is concluded that video games have considerable promise for performance testing and other applied contexts. Read more...
New entry in the Digiplay Games Research Bibliography:
Koezuka, N.; Koo, M.; Allison, K. R.; Adlaf, E. M.; Dwyer, J. J. M.; Faulkner, G.; Goodman, J. (2006)
Journal of Adolescent Health
Purpose: To evaluate the relationships between the time spent on sedentary activities (computer usage, video game playing, television viewing, and reading) and physical inactivity in a sample of youth (aged 12-19 years) from the 2000-2001 Canadian Community Health Survey. Methods: The study sample included 7982 youth (4034 males, 3948 females) across Canada (mean age: 15.61 years, SD: 2.23 years). Weekly time spent on computers, video games, television, and reading during leisure-time was obtained through self-reported questionnaires. Physical inactivity was determined by respondents' daily energy expenditure assessed through a physical activity questionnaire. Multivariate logistic regression analysis was conducted to examine the relationship between sedentary activities and physical inactivity respectively by gender. Sociodemographic variables, health status, and overweight status were controlled in the analysis. Results: A substantial proportion of Canadian youth was inactive: 50.3% of males and 67.8% of females. Controlling for sociodemographic variables, health status, and body mass index, television viewing was significantly associated with physical inactivity for both males and females regardless of their overweight status. However, computer usage was associated with physical activity among males, and reading was associated with physical activity among females. Conclusions: There is a complex inter-relationship between sedentary behaviors and physical inactivity, highlighting the need for targeted interventions addressing patterns of sedentary behavior engagement. Reducing time spent on television viewing may be one plausible strategy within such interventions in reducing physical inactivity among youth. Read more...
New entry in the Digiplay Games Research Bibliography:
Hakala, P. T.; Rimpela, A. H.; Saarni, L. A.; Salminen, J. J. (2006)
European Journal of Public Health
Background: Neck-shoulder pain (NSP) and low back pain (LBP) increased among adolescents in the 1990s and the beginning of 2000. A potential risk factor for this increase is the use of information and communication technology. We studied how the use of computers, the Internet, and mobile phones, playing digital games and viewing television are related to NSP and LBP in adolescents. Methods: Mailed survey with nationally representative samples of 14-, 16-, and 18-year-old Finns in 2003 (n = 6003, response rate 68%). The outcome variables were weekly NSP and LBP. Results: NSP was perceived by 26% and LBP by 12%. When compared with non-users, the risk of NSP was 1.3 (adjusted odds ratios) when using computers > 2-3 h/day, and 1.8 when using 4-5 h/day; 2.5 when using computers >= 42 h/week, and 1.7 when using the Internet >= 42 h/week. Compared with non-users, the risk of LBP was 2.0 when using computers > 5 h/day, 1.7 when using >= 42 h/week, 1.8 when using the Internet >= 42 h/week, and 2.0 when playing digital games > 5 h/day. Times spent on digital gaming, viewing television, and using mobile phones were not associated with NSP, nor were use of mobile phones and viewing television with LBP after adjusting for confounding factors. Conclusions: Frequent computer-related activities are an independent risk factor for NSP and LBP. Daily use of computers exceeding 2-3 h seems to be a threshold for NSP and exceeding 5 h for LBP. Computer-related activities may explain the increase of NSP and LBP in the 1990s and the beginning of 2000. Read more...
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