The Effect of Violent Video Game Play, Arousal, and Personality on Sleep Quality
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Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players. -
Non-Serious Serious Games
Press Start Non-Serious Serious Games Non-Serious Serious Games Matthew Hudson Toshiba Design Center Abstract Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a ‘clan’ or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes from an ethnographic study and the analysis of user generated data from an online gaming clan. The outcomes support previous research which shows that non-serious games can be a setting for improved social well- being, second language learning, and self-esteem/confidence building. In addition this paper presents the novel results that play within online game communities can impart benefits to players, such as treating a fear of public speaking. This paper ultimately argues that communities of Gamers impart ‘serious’ benefits to their members. Keywords Online communities; digital games; clan; social play; serious games; non-serious games Press Start 2016 | Volume 3 | Issue 2 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Hudson Non-Serious Serious Games Introduction Serious games have been shown to promote behavioural change and impart skills to players (Lampton et al. 2006, Wouters et al. 2009), and non-serious games have been shown to have numerous benefits (Granic et al. -
Research Proposal – Overview of the Literature
EXPOSURE TO VIOLENT AND PROSOCIAL VIDEO GAMES: EFFECTS ON HOSTILE ATTRIBUTION BIAS, AGGRESSION, AGGRESSIVE DRIVING TENDENCIES, AND EMPATHY by Jason A. Middleton, Bachelor of Arts (Honours), York University, 2007 A thesis presented to Ryerson University in partial fulfillment of the requirements for the degree of Master of Arts in the Program of Psychology Toronto, Ontario, Canada, 2014 © Jason A. Middleton 2014 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A THESIS I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I authorize Ryerson University to lend this thesis to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this thesis by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my thesis may be made electronically available to the public. ii Exposure to Violent and Prosocial Video Games: Effects on Hostile Attribution Bias, Aggression, Aggressive Driving Tendencies, and Empathy Jason A. Middleton Master of Arts in Psychology, 2014, Ryerson University Abstract The present study aimed to investigate the possible relation between reported video game play (i.e., violent, aggressive driving, and prosocial types) and four outcomes of social behaviour: hostile attribution bias, aggression, aggressive driving tendencies, and empathy. A sample of 136 university students (67 males and 69 females), age 17 to 58 (M = 20.66), completed various self-report measures. Data were analyzed both in terms of the whole sample and separately according to participant sex. -
Something Is Rotten in the State of Aggression Research
SOMETHING IS ROTTEN IN THE STATE OF AGGRESSION RESEARCH: NOVEL METHODOLOGICAL AND THEORETICAL APPROACHES TO RESEARCH ON DIGITAL GAMES AND HUMAN AGGRESSION Inauguraldissertation zur Erlangung des Doktorgrades der Humanwissenschaftlichen Fakultät der Universität zu Köln nach der Promotionsordnung vom 10.05.2010 vorgelegt von Malte Elson aus Köln 9. April 2014 Diese Dissertation wurde von der Humanwissenschaftlichen Fakultät der Universität zu Köln im Juli 2014 angenommen. I can’t believe schools are still teaching kids about the null hypothesis. I remember reading a big study that conclusively disproved it years ago. - Randall Munroe, xkcd Acknowledgments For always helping me to make the right decisions, I thank Natalie, my (highly) significant other. And I’m in debt to my parents for unconditionally supporting me when I made the wrong ones. I thank Johannes, my partner in crime, for keeping our research on course, and offering adequate distraction from it whenever necessary. I was truly lucky to have my two supervisors, Prof. Dr. Gary Bente and Prof. Dr. Christopher Ferguson, who allowed me all the freedom in the world in my research adventure, but always offered guidance whenever I wandered off (on side quests). None of this would have been possible, of course, without my boss, Thorsten, who paid not only for my bread and butter, but also for many studies, conference trips, and other events that gave me the opportunity to make new friends abroad (looking at you, Jimmy). And, of course, I want to express my gratitude to Julia, who became my “academic nanny” when legal complications hampered my full adoption. -
08-1448 Brown V. Entertainment Merchants Assn. (06/27/2011)
(Slip Opinion) OCTOBER TERM, 2010 1 Syllabus NOTE: Where it is feasible, a syllabus (headnote) will be released, as is being done in connection with this case, at the time the opinion is issued. The syllabus constitutes no part of the opinion of the Court but has been prepared by the Reporter of Decisions for the convenience of the reader. See United States v. Detroit Timber & Lumber Co., 200 U. S. 321, 337. SUPREME COURT OF THE UNITED STATES Syllabus BROWN, GOVERNOR OF CALIFORNIA, ET AL. v. ENTERTAINMENT MERCHANTS ASSOCIATION ET AL. CERTIORARI TO THE UNITED STATES COURT OF APPEALS FOR THE NINTH CIRCUIT No. 08–1448. Argued November 2, 2010—Decided June 27, 2011 Respondents, representing the video-game and software industries, filed a preenforcement challenge to a California law that restricts the sale or rental of violent video games to minors. The Federal District Court concluded that the Act violated the First Amendment and permanently enjoined its enforcement. The Ninth Circuit affirmed. Held: The Act does not comport with the First Amendment. Pp. 2–18. (a) Video games qualify for First Amendment protection. Like pro- tected books, plays, and movies, they communicate ideas through fa- miliar literary devices and features distinctive to the medium. And “the basic principles of freedom of speech . do not vary” with a new and different communication medium. Joseph Burstyn, Inc. v. Wil- son, 343 U. S. 495, 503. The most basic principle—that government lacks the power to restrict expression because of its message, ideas, subject matter, or content, Ashcroft v. American Civil Liberties Un- ion, 535 U. -
Regulating Violence in Video Games: Virtually Everything
Journal of the National Association of Administrative Law Judiciary Volume 31 Issue 1 Article 7 3-15-2011 Regulating Violence in Video Games: Virtually Everything Alan Wilcox Follow this and additional works at: https://digitalcommons.pepperdine.edu/naalj Part of the Administrative Law Commons, Comparative and Foreign Law Commons, and the Entertainment, Arts, and Sports Law Commons Recommended Citation Alan Wilcox, Regulating Violence in Video Games: Virtually Everything, 31 J. Nat’l Ass’n Admin. L. Judiciary Iss. 1 (2011) Available at: https://digitalcommons.pepperdine.edu/naalj/vol31/iss1/7 This Comment is brought to you for free and open access by the Caruso School of Law at Pepperdine Digital Commons. It has been accepted for inclusion in Journal of the National Association of Administrative Law Judiciary by an authorized editor of Pepperdine Digital Commons. For more information, please contact [email protected], [email protected], [email protected]. Regulating Violence in Video Games: Virtually Everything By Alan Wilcox* TABLE OF CONTENTS I. INTRODUCTION ................................. ....... 254 II. PAST AND CURRENT RESTRICTIONS ON VIOLENCE IN VIDEO GAMES ........................................... 256 A. The Origins of Video Game Regulation...............256 B. The ESRB ............................. ..... 263 III. RESTRICTIONS IMPOSED IN OTHER COUNTRIES . ............ 275 A. The European Union ............................... 276 1. PEGI.. ................................... 276 2. The United -
Video Game Violence: a Review of the Empirical Literature
Aggression and Violent Behavior, Vol. 3, No. 4, pp. 407±428, 1998 Copyright 1998 Elsevier Science Ltd Printed in the USA. All rights reserved 1359-1789/98 $19.00 ϩ .00 PII S1359-1789(97)00001-3 VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE Karen E. Dill and Jody C. Dill Lenoir-Rhyne College ABSTRACT. The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relation- ship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponder- ance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research. 1998 Elsevier Science Ltd KEY WORDS. Violence, video games, aggression, virtual reality VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE All the time people say to me, ªVlad, how do you do it? How come you're so good at killing people? What's your secret?º I tell them, ªThere is no secret. It's like anything else. Some guys plaster walls, some guys make shoes, I kill people. -
45Th Annual Ontario Undergraduate Thesis Conference Western University May 8Th, 2015
45th Annual Ontario Undergraduate Thesis Conference Western University May 8th, 2015 Final Program Table of Contents Conference Credits…………………………………………………………………………p.3 Message from the Organizers………………………………………………………………p.4 Message from Primary Sponsor……………………………………………………………p.5 General Information………………………………………………………………………..p.6 At a Glance…………………………………………………………………………………p.7 Program..…………………………………………………………………...p.7 Maps………………………………………………………………………..p.8 Talks………………………………………………………………………..p.10 Posters……………………………………………………………………...p.18 Abstracts……………………………………………………………………………………p.28 Talks………………………………………………………………………..p.28 Posters……………………………………………………………………...p.67 Presenters and Advisors by Institution……………………………………………………..p. 129 Authors in Alphabetical Order……………………………………………………………..p. 137 Use the “find” function in your PDF reader to find your presentation time Page 2 of 139 Conference Credits Organizing Committee Student Volunteers Dr. Wendy Ellis Barbara Baginski Dr. John Mitchell Mike Garaszczuk Dr. Leora Swartman Josh Hanna Dr. Christine Tsang Emily Montanaro Adam Newton Amber Peart Marlee Salisbury Belal Zia Faculty Volunteers and Talk Moderators Website Design, Maintenance & Abstract Program Design Dr. Anne Barnfield Dr. Mark Cole Mike Garaszczuk Dr. Irene Cheung Adam Newton Dr. Wendy Ellis Support Staff Dr. Sandra Hessels Dr. John Mitchell Daniella Chirila Dr. Mike Morrison Dianne McCormack Dr. Chris Roney Ramona Fudge Dr. Jennifer Sutton Dr. Leora Swartman Dr. Christine Tenk Dr. Christine Tsang Conference Sponsors Western's Social Science -
Violent Video Games and Symptoms of Distress and Trauma
Georgia Southern University Digital Commons@Georgia Southern Electronic Theses and Dissertations Graduate Studies, Jack N. Averitt College of Spring 2014 Violent Video Games and Symptoms of Distress and Trauma Brendan J. McCollum Follow this and additional works at: https://digitalcommons.georgiasouthern.edu/etd Part of the Social Psychology Commons Recommended Citation McCollum, Brendan J., "Violent Video Games and Symptoms of Distress and Trauma" (2014). Electronic Theses and Dissertations. 907. https://digitalcommons.georgiasouthern.edu/etd/907 This dissertation (open access) is brought to you for free and open access by the Graduate Studies, Jack N. Averitt College of at Digital Commons@Georgia Southern. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons@Georgia Southern. For more information, please contact [email protected]. VIOLENT VIDEO GAMES AND SYMPTOMS OF DISTRESS AND TRAUMA by BRENDAN J. McCOLLUM (Under the Direction of Thresa Yancey) ABSTRACT Much of the research involving detrimental effects of violent video games has focused primarily on aggression and desensitization of pain. To date there is no known research that examines whether video games can cause traumatic symptoms. However, there is research that suggests horror movies cause traumatic symptoms (Carleton et al., 2011). Given that video games can immerse people far more than a movie in terms of active participation, one could infer that traumatic symptoms would be even greater when playing a violent video game. The purpose of the current study was to determine whether violent video games could elicit symptoms related to distress and trauma (e.g., feelings of involvement and presence, anxiety, aggression, stress, and peritraumatic dissociation) and to examine whether there were gender differences in the reported levels of symptoms. -
Violent Virtual Video Games and Hostile Thoughts
Journal of Broadcasting & Electronic A^erf/.i/Scplcmber 2004 Violent Virtual Video Games and Hostile Thoughts Ron Tamborini, Matthew S. Eastin, Paul Skalski, Kenneth Lachlan, Thomas A. Fediuk, and Robert Brady A vioient virtuai-reaiity (VR) video game's short-term impact on telepres- ence and hostility was studied. Five weeks before a lab experiment, participants completed a questionnaire measuring prior vioient video game use and trait aggression. Participants were randomly assigned to play a VR vioient video game, play a standard vioient video game, observe a vioient video game, or observe a non-vioient video game. Following exposure, measures of telepresence experienced, hostile thoughts, and aggressive acts were obtained. Findings are consistent with predictions that personal variables (prior video game use) and situational variables (violent media exposure) influence telepresence experienced in media environments and promote hostile thoughts. No findings substantiate predictions that telepresence mediates personal or situational variables' influence on aggression. The enormous controversy surrounding violent video games has been fueled by conflicting claims about the nature of their content and the relationship between game use and hostility. Spurred by tragedies like those at Columbine High School, concern has led scholars, social critics, game manufacturers, and media profession- Ron Tamborini (Ph.D., Indiana University) is an Associate Professor of Communication at Michigan State University. His research interests include media effects of new communication technology. Matthew S. Eastin (Ph.D., Michigan State University) is an Assistant Professor in the School of Communi- cation at Ohio State University. His research interests include the uses and effects of media, with an emphasis on new media. -
Kosmos : a Virtual 3-D Universe John Judnich Santa Clara University
Santa Clara University Scholar Commons Computer Engineering Senior Theses Engineering Senior Theses 6-12-2013 Kosmos : a virtual 3-D universe John Judnich Santa Clara University Follow this and additional works at: https://scholarcommons.scu.edu/cseng_senior Part of the Computer Engineering Commons Recommended Citation Judnich, John, "Kosmos : a virtual 3-D universe" (2013). Computer Engineering Senior Theses. 3. https://scholarcommons.scu.edu/cseng_senior/3 This Thesis is brought to you for free and open access by the Engineering Senior Theses at Scholar Commons. It has been accepted for inclusion in Computer Engineering Senior Theses by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Santa Clara University DEPARTMENT of COMPUTER ENGINEERING Date: June 12, 2013 I HEREBY RECOMMEND THAT THE THESIS PREPARED UNDER MY SUPERVISION BY John Judnich ENTITLED Kosmos: A Virtual 3-D Universe BE ACCEPTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF BACHELOR OF SCIENCE IN COMPUTER SCIENCE AND ENGINEERING 1 KOSMOS: A VIRTUAL 3-D UNIVERSE by John Judnich SENIOR DESIGN PROJECT REPORT Submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Engineering School of Engineering Santa Clara University Santa Clara, California June 12, 2013 2 ABSTRACT Kosmos is an application enabling interactive visualization of a fictional 3D universe. It offers users the opportunity to explore and experience an aesthetically pleasing virtual environment complete with billions of high-resolution planets and stars. Kosmos integrates several novel 3D rendering techniques in terrain rendering, large-scale particle systems, etc. to make this level of graphical realism and scale possible. -
The Rise of Massively Multiplayer Online Games, Esports, And
The Rise of Massive Multiplayer Online Games, Esports, and Game Live Streaming An Interview with T. L.Taylor T. L.Taylor is Professor of Comparative Media Studies at Massachusetts Institute of Technology (MIT) and cofounder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades, and her research explores the rela- tions between culture and technology in online leisure environments. Her Watch Me Play: Twitch and the Rise of Game Live Streaming (2018), which chronicled the emerging media space of online game broadcasting, won the 2019 American Sociological Association’s Communication, Information Technologies, and Media Sociology book award. She is also the author of Raising the Stakes: E-Sports and the Professionalization of Computer Gaming (2012) and Play between Worlds: Exploring Online Game Culture (2006), and coauthor of Ethnography and Virtual Worlds: A Handbook of Method (2012). Key words: assemblage; coconstruction; esports; Everquest; live streaming; MMOG; professional gaming; Twitch; video games American Journal of Play: Tell us how you played as a child? T. L.Taylor: My play was standard fare and fairly traditionally gendered, rooted in storytelling and imagination but also influenced by watching television. With stuffed animals and Barbie dolls, or just various outdoor spaces, I had a lot of material both for solo and social play. A lot of it was tied to favorite television characters we’d act out. I was also a huge fan of Viewmaster and enjoyed spending time “in” that stereographic space.