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Book part
Publication date: 19 September 2012

Christina Davidson

Purpose – This chapter examines disputes produced by two young children during computer game playing and considers how the disputes were related to the children's ongoing…

Abstract

Purpose – This chapter examines disputes produced by two young children during computer game playing and considers how the disputes were related to the children's ongoing activity.

Methodology/approach – The study is framed by ethnomethodology and conversation analysis. Sequential analysis of recorded data details the mutual production of disputes during talk and interaction.

Findings – The analysis establishes how the children made each other accountable to the agreed-upon way of playing the game after one child offered to show the other how to play. Conflict developed during the game and disputes built upon previous disputes, especially in relation to claims made about knowing how to play.

Research implications – The disputes here are best understood in relation to how disagreement was avoided initially but then emerged as the gaming progressed. Examining disputes in the course of computer activity shows how the children turn agreement into disagreement over time.

Social implications – This study establishes some of the ways that disputes arise out of young children's social interactions during computer game playing and how disputes are related, or not, to shared understandings of what is going on moment by moment in the game.

Originality – Overall, this chapter provides a detailed sequential analysis across computer activity and establishes how the children's disputes challenge the order of game playing as the game progresses.

Details

Disputes in Everyday Life: Social and Moral Orders of Children and Young People
Type: Book
ISBN: 978-1-78052-877-9

Keywords

Article
Publication date: 17 May 2013

Barbro Fröding and Martin Peterson

The purpose of this paper is to argue that playing computer games for lengthy periods of time, even in a manner that will force the player to forgo certain other activities…

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Abstract

Purpose

The purpose of this paper is to argue that playing computer games for lengthy periods of time, even in a manner that will force the player to forgo certain other activities normally seen as more important, can be an integral part of human flourishing.

Design/methodology/approach

The authors' claim is based on a modern reading of Aristotle's Nichomacean Ethics. It should be emphasized that the authors do not argue that computer gaming and other similar online activities are central to all people under all circumstances; but only seek to show that the claim holds true for some people under some circumstances and the authors try to spell out the relevant circumstances in detail.

Findings

The authors provide a list of situations in which playing computer games for lengthy periods of time, in a manner that will force the player to forgo certain other activities normally seen as more important, is an integral part of human flourishing.

Originality/value

The paper puts some novel pressure on the widely‐held belief that playing computer games for lengthy periods of time, in a manner that will force the player to forgo certain other activities normally seen as more important. The paper claims that playing some computer games and partaking in some forms of online activities could be highly conducive to what it actually means in practice to take care of oneself and, to paraphrase Aristotle, to be eager for fine actions.

Details

Journal of Information, Communication and Ethics in Society, vol. 11 no. 2
Type: Research Article
ISSN: 1477-996X

Keywords

Book part
Publication date: 6 August 2018

Yann Algan and Nicole M. Fortin

Using the Program for International Student Assessment (PISA) surveys (2003–2015), this chapter explores the relationship between the gender gap in math test scores and computer

Abstract

Using the Program for International Student Assessment (PISA) surveys (2003–2015), this chapter explores the relationship between the gender gap in math test scores and computer (digital devices) gaming, as a potential “swimming upstream” factor in the quest to close that gap. Using a decomposition based on a pooled hybrid specification, we attribute two to three points (from 13% to 29%) of the gender math gap to gender differences in the incidence and returns to intense gaming. The comparison of the negative versus positive girl-specific effects found for collaborative games versus single-player games suggest a potential role for gaming network effects.

Book part
Publication date: 25 September 2014

Maria Sibireva

The main purpose of the paper is to reveal how a modern play influences child and predict the possibility of what the following generation will look like, because children’s play

Abstract

Purpose

The main purpose of the paper is to reveal how a modern play influences child and predict the possibility of what the following generation will look like, because children’s play is closely interconnected with future adult activity.

Design/methodology/approach

A literature review of the problem is presented along with the following empirical methods: the questionnaire survey of parents; visually narrative approach, the main sense of which is to combine the use of pictures, graphic representations, and so on with the comments of authors to them; interviews with children according to the cards with the images of the different types of games; and the method of involved observation and direct-vision method.

Findings

Dominant type of games, intergenerational relationships, relationships of children with other children, the role of imaginative play, computer games, and toys are the questions the answers on which the research helped to receive.

At the conclusion, it was also found out how familization, institutionalization, individuation, and commercialization are reflected in the play and games of children.

Research limitations/implications

The research was conducted in Russia and the cultural specificity of the country was taken into account.

Practical implications

The paper brings the issue of play to the forefront in an effort to involve parents, educators, and administrative workers.

Social implications

The results of the research can be interesting for the scientists and practical workers in different countries, since in the century of globalization it is possible to observe the spreading and interosculation of play and games culture.

Originality/value

All conclusions are based on the answers of the children who are 4–7 years old.

Details

Soul of Society: A Focus on the Lives of Children & Youth
Type: Book
ISBN: 978-1-78441-060-5

Keywords

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?

Details

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

Book part
Publication date: 22 November 2012

Wei Lian Tan

E-learning has the potential to engage learners in ways that is not possible in a conventional classroom environment. Nevertheless, for this unique capability of e-learning to be…

Abstract

E-learning has the potential to engage learners in ways that is not possible in a conventional classroom environment. Nevertheless, for this unique capability of e-learning to be optimised, a good understanding of learners’ need as to what motivate them to be engaged in activities is paramount. This chapter suggests strategies for engaging learners in e-learning based on past empirical studies on computer games characteristics and an exploratory study on values influencing learners’ decisions to engage in activities. The exploratory study in this chapter adopted qualitative research methods of Kelly Repertory grid and laddering interview based on the means-end chain (MEC) theory. Based on the exploratory study, value dimension was added to the existing literature. The value dimension of excitement, warm relationship with others and sense of accomplishment were revealed as important to learners in their decision whether to engage in activities. Strategies for e-learning instructions that promote the revealed values were suggested with the aim of integrating the value dimension with the existing literature as well as proven teaching approaches.

Details

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

Article
Publication date: 10 July 2009

P Standen, F Rees and D Brown

People with intellectual disabilities have difficulty making decisions and this may hinder their independence and inclusion in society. Interactive computer software may give them…

Abstract

People with intellectual disabilities have difficulty making decisions and this may hinder their independence and inclusion in society. Interactive computer software may give them the opportunity to practice the underlying components of this skill. This study analysed whether repeated sessions playing a computer game involving aspects of decision making, such as collecting relevant information and controlling impulsivity, would improve performance in two non‐computer based tests of decision making. Twelve adults with intellectual disabilities were randomly assigned to either an intervention group or control group. They were all exposed to 10 twice‐weekly sessions, playing either the intervention game or the control game, which involved simple reaction time only. After repeated sessions, the intervention group showed a significant improvement in game score, with researcher assistance significantly decreasing. At follow up, the intervention group showed a significant decrease from baseline in the number of guesses made before guessing correctly on both of the decision‐making tests. The decrease observed in the control group failed to reach significance.

Details

Journal of Assistive Technologies, vol. 3 no. 2
Type: Research Article
ISSN: 1754-9450

Keywords

Article
Publication date: 25 September 2009

Ming‐Chi Lee

The purpose of this paper is to investigate whether flow experience, perceived enjoyment, and interaction affect people's behavioural intention to play online games and whether…

8754

Abstract

Purpose

The purpose of this paper is to investigate whether flow experience, perceived enjoyment, and interaction affect people's behavioural intention to play online games and whether gender, age and prior experience have moderating effects on online game acceptance.

Design/methodology/approach

This study extends the theory of planned behaviour (TPB) with flow experience, perceived enjoyment, and interaction to propose a theoretical model to explain and predict people's behavioural intention to play online games. This model is examined through an empirical study involving 458 participants using structural equation modelling techniques. In addition, a competing model based on the technology acceptance model (TAM) is proposed to evaluate whether TPB is more suitable than TAM to explain the use of online games. The two action‐theoretical models are compared in terms of their predictive power and their practical utility.

Findings

Although both models explain the players' intention to play online games very well, the extended TPB model provides a better fit and explanatory power. Notably, this study finds that flow experience is a more important factor than perceived enjoyment in influencing customer acceptance of online games. Further analysis reveals that gender is a key moderator of online game acceptance.

Practical implications

Online game developers need to search for flow experience building strategies that might assist in engaging players. This study suggests that game developers should consider focusing more on establishing the interactions between players (social interaction) and online games (human‐computer interaction) in their marketing strategies.

Originality/value

This study is significant for two reasons. First, it synthesises the theory of planned behaviour with psychological and interaction factors and, second, it presents a blueprint for an entertainment‐oriented technology acceptance model.

Details

Online Information Review, vol. 33 no. 5
Type: Research Article
ISSN: 1468-4527

Keywords

Book part
Publication date: 19 September 2012

Björn Sjöblom and Karin Aronsson

Purpose – The aim of the present chapter is to analyse episodes of dispute and conflict in co-located computer gaming. The main purpose is to extend prior research on…

Abstract

Purpose – The aim of the present chapter is to analyse episodes of dispute and conflict in co-located computer gaming. The main purpose is to extend prior research on dispute-interaction to a computer mediated setting.

Methodology – Naturally occurring multiplayer computer gaming was video recorded in Internet cafés (28 hours). A single case was selected that involved a series of escalating disputes over the course of 45 minutes of gaming. The social interaction involved – of two 16-year-old boys playing World of Warcraft – was analysed using conversation analytical procedures.

Findings – The sequential analyses show how the two players engaged in disputes at the points where one or both of the players’ avatars had been killed. The players held each other accountable for their in-game performance, and avatar death was a central event in which gaming competence was contested, often in outright confrontations. Such disputes, where each player attempted to present the other as inferior, were used for negotiating player identities in what Goffman (1967) has called character contests. In gaming, players thus risk losing the game as well as their social standings. Disputes were also linked to the variable stakes of the game: with more at stake, players were more likely to escalate conflicts to the point of even quitting the game altogether.

Originality – The chapter shows how disputes are central components in adolescents’ computer gaming, and how they both structure the players’ intersubjective understanding of the game, and how they play a role in local identity work.

Details

Disputes in Everyday Life: Social and Moral Orders of Children and Young People
Type: Book
ISBN: 978-1-78052-877-9

Keywords

Abstract

Details

Sameness and Repetition in Contemporary Media Culture
Type: Book
ISBN: 978-1-80455-955-0

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