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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. -
Soil + Water = Mud It’S Soft, Sticky, Cold, and Probably the Easiest Thing on Earth to Make
The DIY MudMud LayersLayers Soil + water = Mud It’s soft, sticky, cold, and probably the easiest thing on Earth to make. You can play with it in so many creative ways: build a mud house, bake mud pies, and — best of all— squish it between your toes on a hot summer day! But what is mud really made of? This simple experiment will show the different types of soil that makes mud. Materials Instructions • Dirt or mud 1 3 • Water Scoop Mud into container Shake Fill a glass or plastic container • Glass or plastic container Shake the jar until all the about half full of mud. with lid mud and water are mixed. 2 Fill with Water 4 Let Sit Fill the remainder of the jar Leave the jar untouched for with water, nearly to the top, several hours or overnight. but leave room for shaking. The soil sediments will Close tightly with a lid. separate to reveal what your mud is made of. After your jar has settled, you’ll see four distinct layers: water, clay, silt, and sand. Age Level: 3-7 (elementary). Duration: 10 minutes (minimum). Key Definitions: Clay, silt, sand. Objective: To learn and identify different soil layers in mud. 1 Good Mud or Bad Mud? Mud is judged by its ability to grow plants. Most plants thrive in a soil mixture of 20% clay, 40% sand, and 40% silt. If your mud has too much or too little of each type of soil, you can amend the soil with WATER It can mix with soil to organic material, such make mud but the soil as compost, to help your won’t dissolve. -
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. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
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 -
MUD CREATURE STUDY Overview: the Mudflats Support a Tremendous Amount of Life
MUD CREATURE STUDY Overview: The mudflats support a tremendous amount of life. In this activity, students will search for and study the creatures that live in bay mud. Content Standards Correlations: Science p. 307 Grades: K-6 TIME FRAME fOR TEACHING THIS ACTIVITY Key Concepts: Mud creatures live in high abundance in the Recommended Time: 30 minutes mudflats, providing food for Mud Creature Banner (7 minutes) migratory ducks and shorebirds • use the Mud Creature Banner to introduce students to mudflat and the endangered California habitat clapper rail. When the tide is out, Mudflat Food Pyramid (3 minutes) the mudflats are revealed and birds land on the mudflats to feed. • discuss the mudflat food pyramid, using poster Mud Creature Study (20 minutes) Objectives: • sieve mud in sieve set, using slough water Students will be able to: • distribute small samples of mud to petri dishes • name and describe two to three • look for mud creatures using hand lenses mud creatures • describe the mudflat food • use the microscopes for a closer view of mud creatures pyramid • if data sheets and pencils are provided, students can draw what • explain the importance of the they find mudflat habitat for migratory birds and endangered species Materials: How THIS ACTIVITY RELATES TO THE REFUGE'S RESOURCES Provided by the Refuge: What are the Refuge's resources? • 1 set mud creature ID cards • significant wildlife habitat • 1 mud creature flannel banner • endangered species • 1 mudflat food pyramid poster • 1 mud creature ID book • rhigratory birds • 1 four-layered sieve set What makes it necessary to manage the resources? • 1 dish of mud and trowel • Pollution, such as oil, paint, and household cleaners, when • 1 bucket of slough water dumped down storm drains enters the slough and mudflats and • 1 pitcher of slough water travels through the food chain, harming animals. -
Are You a “Mudologist”? MARVELOUS, MUSHY
MARVELOUS, MUSHY MUD It’s early spring, and as the ground thaws and the MUD IS A WINTER HOME rain falls, there’s bound to be LOTS of MUD! Some freshwater turtles burrow into mud at the bottom of the pond each fall and stay mostly A scientist might describe mud as a mixture of water inactive until spring. and any combination of different types of soil. Different types of soil? You bet! Soil can be sandy or more like clay, and depending on your soil, the mud MUD IS A PLACE TO HIDE it makes can be gooey, sticky, or smoosh-y. Dragonfly nymphs camouflage themselves on or in the mud at the bottom of the pond as they wait for Mud is cool and fun, and it’s also very useful. prey to swim or crawl by. DID YOU KNOW? MUD IS A PLACE TO EAT MUD IS A BUILDING MATERIAL “Mud-puddling” is a common behavior in which Beavers move logs and sticks into the mud to form butterflies seek out mud (and other gooey, brown a strong base for their dam. Then, they carry even things found on the ground) and suck up the liquid more mud with their front paws to build up and and salts. make the dam even stronger. American robins build their nest with twigs, dry MUD IS A SAFE WAY TO TRAVEL grass, mud, and more. The mud helps give the nest If you’re a worm, a wet, muddy surface its round shape, keeping the eggs and hatchlings gives you a chance to move above safe and warm for several weeks. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Effect of Gamification on Students' Motivation and Learning
The EUROCALL Review, Volume 28, No. 1, March 2020 Effect of Gamification on students’ motivation and learning achievement in Second Language Acquisition within higher education: a literature review 2011-2019 Nadia Azzouz Boudadi* and Mar Gutiérrez-Colón** *Universitat d’Andorra, Andorra | **Universitat Rovira i Virgili ____________________________________________________________________________ *[email protected] | **[email protected] Abstract This paper focuses on a fairly new motivational technique, the so-called Gamification, which consists of introducing game mechanics in non-game environments to promote motivation and engagement. By the turn of the 21rst century, Gamification took off in the business field and soon after became an attractive concept for researchers and professionals in education as it appears to be an increasingly popular method to motivate learners. Nevertheless, it is still a nascent field in terms of empirical evidence available to firmly support its educational benefits. This paper intends to shed some more light on this topic through a comprehensive review of literature published in the most prominent journals. The present study is framed within the field of Second Language Acquisition (SLA) in higher education and Computer-Assisted Language Learning, and focuses on the effects of gamified learning environments on student’s motivation and learning. A Meta-analysis method was used to explore relevant empirical research published between 2011 and 2019. After reviewing a corpus of 68 papers drawn from the leading databases Scopus and Web Of Science, and from which only 15 could be included in the study, we can point out two main findings: (i) there is still very limited literature in the field of SLA and, (ii) results seem to be predominantly positive in terms of motivation and engagement but only a few studies confirm clear interconnections with learning outcomes. -
Video Game Genre Classification Based on Deep Learning
Western Kentucky University TopSCHOLAR® Masters Theses & Specialist Projects Graduate School Fall 2020 Video Game Genre Classification Based on Deep Learning Yuhang Jiang Western Kentucky University, [email protected] Follow this and additional works at: https://digitalcommons.wku.edu/theses Part of the Artificial Intelligence and Robotics Commons, Other Physical Sciences and Mathematics Commons, and the Probability Commons Recommended Citation Jiang, Yuhang, "Video Game Genre Classification Based on Deep Learning" (2020). Masters Theses & Specialist Projects. Paper 3462. https://digitalcommons.wku.edu/theses/3462 This Thesis is brought to you for free and open access by TopSCHOLAR®. It has been accepted for inclusion in Masters Theses & Specialist Projects by an authorized administrator of TopSCHOLAR®. For more information, please contact [email protected]. VIDEO GAME GENRE CLASSIFICATION BASED ON DEEP LEARNING AThesis Presented to The Faculty of the Department of Mathematics Western Kentucky University Bowling Green, Kentucky In Partial Fulfillment Of the Requirements for the Degree Master of Science By Yuhang Jiang December 2020 VIDEO GAME GENRE CLASSIFICATION BASED ON DEEP LEARNING Date Recommended Digitally signed by Lukun Zheng Lukun Zheng Date: 2020.11.16 17:22:45 -06'00' Dr. Lukun Zheng, Director of Thesis Digitally signed by Zhonghang Xia Zhonghang Xia Date: 2020.11.17 08:56:36 -06'00' Dr. Zhonghang Xia Digitally signed by Nguyen, Thanh DN: cn=Nguyen, Thanh, o=Western Kentucky University, ou=Department of Mathematics, [email protected], c=US Nguyen, Thanh Date: 2020.11.17 08:45:17 -06'00' Dr. Lan Nguyen Digitally signed by Melanie A. Autin Melanie A. -
Role Playing in Role Playing Games
2013-2014 Role-Playing in Role-Playing Games Master Thesis submitted to obtain the degree of ‘Master of Arts in Art Science’ on 8 August 2014 By: Michaël Oosterlinck (00802623) Supervisor: Prof. dr. K. Pewny 1 2 Acknowledgements I would like to thank everyone who made this thesis possible and supported me. My supervisor Professor Pewny for the time spent on answering my mails. My family, and especially my parents and sister, who had the patience and the energy to give me advice and to keep my moral high during stressful moments. My friends who were always willing to pick up the phone when I called them, supporting me when I needed their opinion about more formal aspects of my thesis. 3 Table of Contents Acknowledgements ................................................................................................................3 List of Abbreviations ..............................................................................................................6 Introduction ............................................................................................................................7 1. Situating Role-Playing Games as Game and as Genre ....................................................... 10 1.1 The Medium of Videogames versus Games as Games ................................................. 10 Narratology versus Ludology: competition between media ? ......................................... 16 1.2 The Role-Playing Game Genre and Subgenres: a Conundrum ..................................... 19 Motivation, Player Types -
How Effective Is “Exergamification”? a Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 Published in Proceedings of the 50th Hawaii International Conference on System Sciences (HICSS 2017) (pp. 3316-3325). University of Hawai´i at Manoa. ISBN: 978-0-9981331-0-2. http://dx.doi.org/10.24251/HICSS.2017.402. How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g.