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This Gaming Life: Travels in Three Cities

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ISBN: 9780472033973 9780472023141 Year: Language: English
Publisher: University of Michigan Press
Subject: Technology (General)
Added to DOAB on : 2012-04-06 14:37:34
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""In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a videogame. It was the best thing that ever happened to me."" So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol's encounters in three cities: London, Seoul, and Reyjkavik. From his days as a Quake genius in London's increasingly corporate gaming culture; to Korea, where gaming is a high stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the ""serious"" educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.

Storyplaying: Agency and Narrative in Video Games

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ISBN: 9783110272451 9783110272161 Year: Pages: 196 DOI: 10.1515/9783110272451 Language: English
Publisher: De Gruyter Grant: FP7 Ideas: European Research Council
Subject: Languages and Literatures
Added to DOAB on : 2019-10-02 11:21:05

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Incontestably, Future Narratives are most conspicuous in video games: they combine narrative with the major element of all games: agency. The persons who perceive these narratives are not simply readers or spectators but active agents with a range of choices at their disposal that will influence the very narrative they are experiencing: they are players. The narratives thus created are realizations of the multiple possibilities contained in the present of any given gameplay situation. Surveying the latest trends in the field, the volume discusses the complex relationship of narrative and gameplay.

Silent Hill: The Terror Engine

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Book Series: Landmark Video Games series ISBN: 9780472071623 9780472051625 9780472027835 Year: Volume: 2 Language: English
Publisher: University of Michigan Press
Subject: Technology (General)
Added to DOAB on : 2012-04-06 14:29:55
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Silent Hill: The Terror Engine, the second of the two inaugural studies in the Landmark Video Games series from series editors Mark J. P. Wolf and Bernard Perron, is both a close analysis of the first three Silent Hill games and a general look at the whole series. Silent Hill, with its first title released in 1999, is one of the most influential of the horror video game series. Perron situates the games within the survival horror genre, both by looking at the history of the genre and by comparing Silent Hill with such important forerunners as Alone in the Dark and Resident Evil. Taking a transmedia approach and underlining the designer's cinematic and literary influences, he uses the narrative structure; the techniques of imagery, sound, and music employed; the game mechanics; and the fiction, artifact, and gameplay emotions elicited by the games to explore the specific fears survival horror games are designed to provoke and how the experience as a whole has made the Silent Hill series one of the major landmarks of video game history.

Video Games as Tools to Achieve Insight into Cognitive Processes

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Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889195534 Year: Pages: 87 DOI: 10.3389/978-2-88919-553-4 Language: English
Publisher: Frontiers Media SA
Subject: Psychology --- Science (General)
Added to DOAB on : 2016-01-19 14:05:46
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Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.

Effects of Game and Game-like Training on Neurocognitive Plasticity

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Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889198405 Year: Pages: 103 DOI: 10.3389/978-2-88919-840-5 Language: English
Publisher: Frontiers Media SA
Subject: Neurology --- Science (General)
Added to DOAB on : 2016-01-19 14:05:46
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Cognitive training is not always effective. This is also the case for the form of cognitive training that this Research Topic focuses on: prolonged performance on game-like cognitive tasks. The ultimate goal of this cognitive training is to improve ecologically-valid target functions. For example, cognitive training should help children with ADHD to stay focused at school, or help older adults to manage the complexity of daily life. However, so far this goal has proven too ambitious. Transfer from trained to non-trained tasks is not even guaranteed in a laboratory, so there is a strong need for understanding how, when and for how long cognitive training has effect. Which cognitive functions are amenable to game training, for whom, and how? Are there mediating factors for success, such as motivation, attention, or age? Are the improvements real, or can they be attributed to nonspecific factors, such as outcome expectancy or demand characteristics? Are there better strategies to improve cognitive functions through game training? This Research Topic of Frontiers in Human Neuroscience charts current insights in the determinants of success of game training.

Learning to see (better): Improving visual deficits with perceptual learning

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Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889196036 Year: Pages: 95 DOI: 10.3389/978-2-88919-603-6 Language: English
Publisher: Frontiers Media SA
Subject: Science (General) --- Psychology
Added to DOAB on : 2016-08-16 10:34:25
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Perceptual learning can be defined as a long lasting improvement in a perceptual skill following a systematic training, due to changes in brain plasticity at the level of sensory or perceptual areas. Its efficacy has been reported for a number of visual tasks, such as detection or discrimination of visual gratings (De Valois, 1977; Fiorentini & Berardi, 1980, 1981; Mayer, 1983), motion direction discrimination (Ball & Sekuler, 1982, 1987; Ball, Sekuler, & Machamer, 1983), orientation judgments (Fahle, 1997; Shiu & Pashler, 1992; Vogels & Orban, 1985), hyperacuity (Beard, Levi, & Reich, 1995; Bennett & Westheimer, 1991; Fahle, 1997; Fahle & Edelman, 1993; Kumar & Glaser, 1993; McKee & Westheimer, 1978; Saarinen & Levi, 1995), visual search tasks (Ahissar & Hochstein, 1996; Casco, Campana, & Gidiuli, 2001; Campana & Casco, 2003; Ellison & Walsh, 1998; Sireteanu & Rettenbach, 1995) or texture discrimination (Casco et al., 2004; Karni & Sagi, 1991, 1993). Perceptual learning is long-lasting and specific for basic stimulus features (orientation, retinal position, eye of presentation) suggesting a long-term modification at early stages of visual analysis, such as in the striate (Karni & Sagi, 1991; 1993; Saarinen & Levi, 1995; Pourtois et al., 2008) and extrastriate (Ahissar & Hochstein, 1996) visual cortex. Not confined to a basic research paradigm, perceptual learning has recently found application outside the laboratory environment, being used for clinical treatment of a series of visually impairing conditions such as amblyopia (Levi & Polat, 1996; Levi, 2005; Levi & Li, 2009, Polat et al., 2004; Zhou et al., 2006), myopia (Tan & Fong, 2008) or presbyopia (Polat, 2009). Different authors adopted different paradigms and stimuli in order to improve malfunctioning visual abilities, such as Vernier Acuity (Levi, Polat & Hu, 1997), Gratings detection (Zhou et al., 2006), oculomotor training (Rosengarth et al., 2013) and lateral interactions (Polat et al., 2004). The common result of these studies is that a specific training produces not only improvements in trained functions, but also in other, untrained and higher-level visual functions, such as visual acuity, contrast sensitivity and reading speed (Levi et al, 1997a, 1997b; Polat et al., 2004; Polat, 2009; Tan & Fong, 2008). More recently (Maniglia et al. 2011), perceptual learning with the lateral interactions paradigm has been successfully used for improving peripheral vision in normal people (by improving contrast sensitivity and reducing crowding, the interference in target discrimination due to the presence of close elements), offering fascinating new perspectives in the rehabilitation of people who suffer of central vision loss, such as maculopathy patients, partially overcoming the structural differences between fovea and periphery that limit the vision outside the fovea. One of the strongest point, and a distinguishing feature of perceptual learning, is that it does not just improve the subject’s performance, but produces changes in brain’s connectivity and efficiency, resulting in long-lasting, enduring neural changes. By tailoring the paradigms on each subject’s needs, perceptual learning could become the treatment of choice for the rehabilitation of visual functions, emerging as a simple procedure that doesn’t need expensive equipment.

Cognitive and Brain Plasticity Induced by Physical Exercise, Cognitive Training, Video Games and Combined Interventions

Authors: --- ---
Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889455072 Year: Pages: 646 DOI: 10.3389/978-2-88945-507-2 Language: English
Publisher: Frontiers Media SA
Subject: Science (General) --- Neurology
Added to DOAB on : 2019-01-23 14:53:42
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The premise of neuroplasticity on enhancing cognitive functioning among healthy as well as cognitively impaired individuals across the lifespan, and the potential of harnessing these processes to prevent cognitive decline attract substantial scientific and public interest. Indeed, the systematic evidence base for cognitive training, video games, physical exercise and other forms of brain stimulation such as entrain brain activity is growing rapidly. This Research Topic (RT) focused on recent research conducted in the field of cognitive and brain plasticity induced by physical activity, different types of cognitive training, including computerized interventions, learning therapy, video games, and combined intervention approaches as well as other forms of brain stimulation that target brain activity, including electroencephalography and neurofeedback. It contains 49 contributions to the topic, including Original Research articles (37), Clinical Trials (2), Reviews (5), Mini Reviews (2), Hypothesis and Theory (1), and Corrections (2).

Hanging Out, Messing Around, and Geeking Out

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ISBN: 9780262013369 9780262518543 Year: Pages: 440 Language: English
Publisher: The MIT Press
Subject: Science (General) --- Education
Added to DOAB on : 2019-01-17 11:41:33
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An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use.Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces.Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

Games and Rules

Authors: --- ---
Book Series: Edition Medienwissenschaft ISBN: 9783837643046 9783839443040 Year: DOI: http://dx.doi.org/10.14361/9783839443040 Language: English
Publisher: transcript Verlag Grant: Knowledge Unlatched - 101981
Subject: Media and communication
Added to DOAB on : 2019-03-27 11:21:02
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Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world.

The Sacred & the Digital. Critical Depictions of Religions in Video Games

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ISBN: 9783038978305 9783038978312 Year: Pages: 184 DOI: 10.3390/books978-3-03897-831-2 Language: eng
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Religion
Added to DOAB on : 2019-04-25 16:37:17
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Video game studies are a relative young but flourishing academic discipline. But within game studies, however, the perspective of religion and spirituality is rather neglected, both by game scholars and religion scholars. While religion can take different shapes in digital games, ranging from material and referential to reflexive and ritual, it is not necessarily true that game developers depict their in-game religions in a positive, confirming way, but ever so often games approach the topic critically and disavowingly. The religion criticisms found in video games can be categorized as follows: religion as (1) fraud, aimed to manipulate the uneducated, as (2) blind obedience towards an invisible but ultimately non-existing deity/ies, as (3) violence against those who do not share the same set of religious rules, as (4) madness, a deranged alternative for logical reasoning, and as (5) suppression in the hands of the powerful elite to dominate and subdue the masses into submission and obedience. The critical depictions of religion in video games by their developers is the focus of this special issue.

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