Search Results - video game studies

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  1. 1

    Video gaming and gaming addiction in transgender people: an exploratory study by Arcelus, Jon, Bouman, Walter Pierre, Richards, Christina, Jimenez-Murcia, Susana, Griffiths, Mark

    Published 2017
    “…Background: There is anecdotal clinical evidence that transgender people use the online world – such as forums and online video gaming – for the purpose of experiencing their gender identity in a safe, non-threatening, non alienating, nonstigmatizing, and non-critical environment. …”
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    Designing brutal multiplayer video games by Marshall, Joe, Linehan, Conor, Hazzard, Adrian

    Published 2016
    “…However, inter-player brutality has largely been unexplored as a feature of digital gaming. In this paper, we describe the design and study of 2 multi-player games that encourage players to use brute force directly against other players. …”
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    A STUDY OF HEDONIC CONSUMPTION AND EXPERIENTIAL MARKETING IN THE PC/VIDEO GAMING INDUSTRY by Shanbhog, Krishna, M.

    Published 2007
    “…This study then attempts to enquire the hedonic aspects of PC/Video gaming and also seeks the utilitarian benefits provided by video games. …”
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  4. 4

    An Exploratory Study on the Reasons and Preferences of Six Malaysian Students on the Video Games Played by Eow, Yee Leng, Baki, Roselan

    Published 2008
    “…The purpose of this study was to explore the reasons why six Malaysian students from upper secondary school are playing video games, types of games and the features preferred. …”
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    Exploring the characteristics of violent video game players by Phillips, R.S.

    Published 2018
    “…The second chapter provides a critique of the non-experimental methods used within video game (VG) research. The third chapter focuses on a non-experimental study which highlighted the differences in aggression, motivations for playing, empathy, and personality in a group of VVG players. …”
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    Downloading digital video games: predictors, moderators and consequences by Phau, Ian, Liang, Johan

    Published 2012
    “…Therefore, future research should replicate and extend this study by using more valid random samples. In addition, qualitative approach, field experiment and foolspeed campaign analysis need to be considered to gain a better understanding of why internet users indulge in games piracy.Practical implications – Authorities should create awareness campaigns about digital video games piracy to alert the public about the risk of being caught and the consequence of unethical behaviour. …”
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    The dynamics and frontiers of video game social research in communication studies-a scientometrics analysis based on CiteSpace and VOSviewer by Zhao, Fan, Alsagoff, Syed Agil, Abdullah, Karmilah, Wu, Xuanyi

    Published 2023
    “…As a result, in order to comprehend the research progress of video game, CiteSpace and VOSviewer were used for scientometrics and knowledge mapping in this study. …”
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    Psychological and Social Gratification Factors Related to Pathological Gaming among Undergraduate Students by Ng, You Ming

    Published 2011
    “…The main objective of the current study was to identify the psychological and social gratifications that are related to video game playing, specifically pathological gaming among undergraduate students. …”
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    Effects of active video games on parental support among overweight and obese adolescents in China: a pilot study by Abu Saad, Hazizi, Mai, Yiqiang, Soh, Kim Geok

    Published 2024
    “…A cluster randomised controlled trial (C-RCT) was conducted with 12- to 14-year-old participants, divided into three groups: (1) Parental Involvement in Active Video Games (PIAVG), (2) Single Player Active Video Games (SPAVG), and (3) Control (watching TV-WTV). …”
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    Engagement through play? The relationship between video games and political engagement by Wagner, Hanne Gesine

    Published 2020
    “…The presented research is an investigation of politics in video games. This is done with two overarching goals in mind. …”
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    The effect of video games on moral decision making : empathy as a moderator by Tan, Marissa Hui Yen

    Published 2021
    “…Recent studies, however, show that video games can also lead to positive outcomes. …”
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    Relationships between temperament, character, motivation for games and problematic video game-play among adolescents in Ahwaz, Iran by Mohammadzadeh, Parvin

    Published 2016
    “…The aim of this study is examining the moderating effect of gender on temperament, character, motivation of game, and Problematic video game play among adolescents in Ahwaz, Iran. …”
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    Struggle of meaning and the Jokowi Myth in the 2018 Asian Games Opening video by Ritonga, Rajab, Nugroho, Eko, Handoko, Daniel

    Published 2019
    “…Roland Barthes’ semiotics method is used in this study. The text analyzed is the content of Jokowi’s video during the 2018 Asian Games Opening ceremony. …”
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    Strategic choice of entry mode into China: the case of video games firms by Ukrit, Nuchana

    Published 2008
    “…The research posits that R&D intensive firm's strategic mode of entry into China is influenced by both resource-based view of the firms and the determinants of entry mode. Based on video games console firm's strategic choice of entry mode in China, the study finds that there is a supporting link between resource-based view perspectives, and determinants of firm- and country- specific factors. …”
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    To play or not to play: How video games motivate gamers in Malaysia to play by Ng, Benedict Boon Yew

    Published 2023
    “…With more than half the Malaysian population being gamers, it would be interesting to discover what motivates them to play video games. This study is an attempt to understand video games’ strong motivational pull through the analysis of the gaming experience of gamers in Malaysia by utilising Ryan, Rigby and Przybylski’s Player Experience of Need Satisfaction (PENS) (2006) model. …”
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    Effects of active video games on parent-child relationships among overweight and obese adolescents in China: a pilot study by Mai, Yiqiang, Soh, Kim Geok, Abu Saad, Hazizi

    Published 2024
    “…A cluster randomised controlled trial (C-RCT) was conducted with 12- to 14-year-old participants, divided into three groups: (1) Parental Involvement in Active Video Games (PIAVG), (2) Single Player Active Video Games (SPAVG), and (3) Control (watching TVWTV). …”
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    The influence of video games in acquiring English (English proficiency) / Azyyati Che Daud by Che Daud, Azyyati

    Published 2014
    “…This study was carried out to investigate the influence of video games in enhancing English proficiency level of second language speakers in Malaysia. …”
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