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Open Access
Book part
Publication date: 4 April 2019

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Emergence of Cross-innovation Systems
Type: Book
ISBN: 978-1-78769-980-9

Book part
Publication date: 27 January 2012

Kimberly L. Kulovitz and Edward A. Mabry

This study presents findings leading to the conclusion that cyberbullying in massively multiplayer online (MMO) games can be conceptualized, measured and at least partially…

Abstract

This study presents findings leading to the conclusion that cyberbullying in massively multiplayer online (MMO) games can be conceptualized, measured and at least partially explained as a normative phenomenon, similar to Latane & Darley's (1970) bystander inaction hypothesis. An overall sample of N=372 respondents to an online survey provided information on their daily amount of Internet use and daily amount of time engaged in playing in MMO games. Scales for the assessment of both cyberbullying victimization and bullying itself were developed. Victims of cyberbullying appear more sensitive to bullying incidents albeit no more likely than game players who have engaged in bullying to intervene in preventing it. Perpetrators of cyberbullying, however, also appear to be heavily invested in both Internet use and MMO game play and that could amplify an individual's aggressiveness as a player in turn making it more likely they will engage in cyberbullying. The study concludes with a qualitative examination of MMO game player narrative self-explanations for nonintervention in cyberbullying that parallels Latane and Darley's explanation of bystander nonintervention in face-to-face threatening or emergency contexts.

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Misbehavior Online in Higher Education
Type: Book
ISBN: 978-1-78052-456-6

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Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives
Type: Book
ISBN: 978-1-83982-639-9

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Book part
Publication date: 30 July 2018

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Marketing Management in Turkey
Type: Book
ISBN: 978-1-78714-558-0

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Transgenerational Technology and Interactions for the 21st Century: Perspectives and Narratives
Type: Book
ISBN: 978-1-83982-639-9

Book part
Publication date: 11 October 2023

Javier Peña Capobianco

The objective of this chapter is to identify the key characteristics of Global Services businesses that will thrive and achieve success in the future. These factors are integrated…

Abstract

The objective of this chapter is to identify the key characteristics of Global Services businesses that will thrive and achieve success in the future. These factors are integrated into three main pillars, which we refer to as the Triple-Win. The first and most obvious pillar is technology as a tool. The second pillar is the design and sustainability of the business model, without which the previous factor would be merely a cost and not an investment. And last but not the least, there is the purpose which gives meaning to the proposal, focusing on the human being and their environment. The DIDPAGA business model sits at the intersection of these three elements.

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The New Era of Global Services: A Framework for Successful Enterprises in Business Services and IT
Type: Book
ISBN: 978-1-83753-627-6

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Games in Everyday Life: For Play
Type: Book
ISBN: 978-1-83867-937-8

Book part
Publication date: 16 September 2022

Sachiko Nozawa and Midori Takahashi

In Japan, the first state of emergency due to the COVID-19 pandemic was declared from April to May 2020, and it was recommended that people stay home. In this study, parents were…

Abstract

In Japan, the first state of emergency due to the COVID-19 pandemic was declared from April to May 2020, and it was recommended that people stay home. In this study, parents were asked (using an internet questionnaire) how their children spend time at home compared to their usual activities during this period. We conducted a cluster analysis of change patterns of indoor activities among preschool children aged three to six years (n = 1.036). The cluster analysis examined whether watching videos, playing video games, engaging in active play, taking part in art activities, and joint reading of books/picture books increased or decreased compared to normal times. Two-step cluster analysis suggested five subgroups: (1) all indoor activities were almost the same as usual, (2) video viewing and art activities increased, and active play decreased, (3) video viewing, art activities, and active play increased, (4) video viewing, computer games, art activities increased, and active play declined, and (5) video viewing and computer games increased, and all other activities decreased. Of these subgroups, it is considered that particular attention should be paid to the developmental risks of Clusters 4 and 5, who might have spent more time doing digital activities and taken part in fewer interactive activities. In addition, it was indicated that these patterns were related to parental mental health and demographic characteristics. It remains to examine the support in such case considering the possibility that less participation in interactive activities and worse mental health of parents may have negative effects on development of children.

Book part
Publication date: 8 February 2021

Michael Saker and Leighton Evans

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of…

Abstract

This chapter is concerned with exploring the various ways in which Pokémon Go complements or challenges family life. The chapter begins by explicating the multisided concept of play and the myriad definitions that surround this term. Having established the various way in which this phenomenon can improve the lives of those who engage in it – physically, emotionally and cognitively – we go on to consider how play has gradually shifted from public spaces and into designated playgrounds, and how this trend corresponds with children concurrently moving away from the streets and into their bedrooms. Following this, we explore the impact digital technologies are having on the practice of parenting, paying particular attention to video games as a significant facet of youth culture that is often associated with a range of negative connotations. Yet, video games are not intrinsically bad. As we outline, research on intergenerational play and joint-media engagement (JME) readily demonstrate the many benefits families can experience when these games are played together. What is missing from this developing body of work is the familial playing of locative games and the extent to which this practice adds contours to our understanding of this field. The chapter is, therefore, driven by the following research questions. First, why and how do families play Pokémon Go? This includes the different roles that family members adopt, alongside motivations for families playing this game, how the playing of this game complements the rhythms of family life and the extent to which this hybrid reality game (HRG) is suited to intergenerational play. Second, what impact does locative familial play have on families, collectively speaking, and regarding individual family members? Here, we are not just interested in whether this game allows families to bond and how this bonding process is experienced, but also whether the familial play of Pokémon Go provides families with any learning opportunities that might facilitate personal growth beyond the game. Third, what worries might parents have about the familial playing of Pokémon Go and to what extent does the locative aspect of this game reshape their apprehensions?

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Intergenerational Locative Play
Type: Book
ISBN: 978-1-83909-139-1

Abstract

Game-based learning or simulation-based learning – especially Serious Games – are notions of the contemporary discourse on digitalisation in the higher education sector in Germany. These methods offer a more vivid and motivating learning context and they help to improve important competencies for reaching work-related higher education goals. This explorative study focuses on experts’ experiences with digital and non-digital serious games and their contribution towards developing self, social and management competencies, in the Bundeswehr Command and Staff College in Hamburg (Germany). Whilst there are numerous opportunities for using serious games in higher education, their use creates barriers for addressing social, as well as leadership/management competencies. In the future, game-based learning – and more specifically, digital game-based learning – could challenge the relation between learning as hard work and learn for fun, and between explicit and goal-oriented learning and implicit, incidental and explorative learning.

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