Electronic gaming

电子游戏
  • 文章类型: Journal Article
    电子竞技游戏发行商的主体地位是电子竞技系统治理与传统体育的根本区别。在传统体育中没有这样的同等组织。作为营利性公司,出版商开发和销售电子游戏作为其商业产品,因此,拥有专有财产权。发行商控制虚拟运动环境和游戏规则。在传统运动中,相比之下,非营利协会以规范发展体育为核心任务,游戏规则,和许可。有,然而,类似于传统联盟和国家管理机构的电竞协会。鉴于此,我们探索电竞协会如何追求合法性。这项研究是由最近在德国有见地的案例中出现的两个电子竞技协会的经验驱动的,并研究了世界电子竞技协会(WESA)和电子竞技外滩Deutschlande.V.(ESBD)对合法性的追求。该研究基于对55份文件的内容分析和对相关利益相关者的9次访谈。研究结果表明,电竞协会通过将现有结构从传统体育转移到电竞来依靠一致性和操纵策略。最有效的做法是游说社会和公众接受电子竞技,并为电子竞技发展建立支持性网络。虽然出版商基于其产品产权拥有无可争议的和理所当然的合法性,电子竞技协会为获得承认和接受而斗争。他们可能还有很长的路要走,鉴于传统体育的既定协会已有数十年的历史。然而,电子竞技协会需要接受出版商的主导地位。因此,他们只能通过针对利益相关者的部分来主张在电子竞技生态系统中的部分合法性。管理,最后提出了这一关键见解的政策和理论意义。
    The dominant position of esports game publishers is a fundamental difference between the systemic governance of esports and traditional sports. There are no such equivalent organizations in traditional sports. As for-profit corporations, the publishers develop and market the electronic games as their commercial products and thus, possess exclusive property rights. Publishers control the virtual sporting environment and the rules of the game. In conventional sports, by contrast, non-profit associations administer their sports with the core task of developing the sport by regulations, playing rules, and licensing. There are, however, esports associations which resemble traditional leagues and national governing bodies. Given this, we explore how esports associations pursue legitimacy. This study is empirically motivated by the recent emergence of two esports associations in the insightful case of Germany and examines the pursuit of legitimacy by the World Esports Association (WESA) and the eSport-Bund Deutschland e.V. (ESBD). The study is based on a content analysis of 55 documents and nine interviews with relevant stakeholders. The findings show that the esports associations rely on conformance and manipulation strategies by transferring existing structures from traditional sports to esports. The most effective practices are lobbying for social and public acceptance of esports and creating supportive networks for esports development. While publishers possess an undisputed and taken-for-granted legitimacy based on their product property rights, esports associations struggle for recognition and acceptance. They may still have a long way to go, given that established associations in conventional sports have a history for decades. Yet, esports associations need to accept publisher dominance. Thus, they can only claim partial legitimacy within the esports ecosystem by targeting segments of stakeholders. Management, policy and theoretical implications of this key insight are finally presented.
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  • 文章类型: Journal Article
    玩电脑游戏对身体和心理的影响不容忽视。电子游戏被认为是增长的影响因素,个性发展,和儿童的积极社交能力,游戏持续时间与攻击性的增加有关,降低心理健康,BMI更高。本研究的目的是探讨电子游戏与健康之间的关系,社会关系,沙特阿拉伯16-18岁男性的体力活动。在一个学期中,使用了由作者设计的包含60个项目并分为5个部分的在线调查。从30所高中随机抽取样本;每所学校抽取90名学生,从9、10和11年级的每一个中选择30个。受访者为194名男生,年龄17.23±1.52岁。问卷被提交给六位专家,以评估有效性,与克朗巴赫的α建立在0.87。结果表明,玩电子游戏与健康呈负相关,社会关系,男性的身体活动。最显著的负相关是电子游戏和体力活动之间的相关性(r=-.49),其次是社会关系(r=-.42)和BMI(r=-.31)。最低的结果是健康(r=.20)。需要更多的实证调查来探索电子游戏对沙特社会各种群体的更深层次影响,包括普通民众,雇员,以及不同类别的学校和大学生。
    Physical and psychological effects of playing computer games cannot be ignored. Electronic games are considered to be an influential factor in growth, personality development, and positive sociability of children, and game duration has been associated with increased aggression, reduced mental health, and higher BMI. The aim of the present study was to explore the relationship between electronic gaming and health, social relationships, and physical activity among males aged 16-18 years in Saudi Arabia. An online survey designed by the authors containing 60 items and divided into 5 sections was used during one school semester. The sample was selected randomly from 30 high schools; 90 students were selected from each school, with 30 chosen from each of grades 9, 10, and 11. Respondents were 194 male students, aged 17.23 ± 1.52 years. The questionnaire was presented to six experts to assess validity, with Cronbach\'s α established at 0.87. Results showed that playing electronic games had a negative relation with health, social relationships, and physical activity among males. The most negative significant was the correlation between electronic games and physical activity (r = -.49), followed by that with social relationships (r = -.42) and BMI (r = -.31) . The lowest result was for health (r = .20). More empirical investigations are needed to explore deeper effects of electronic gaming on various groups in Saudi society, including the general population, employees, and different categories of school and university students.
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  • 文章类型: Journal Article
    背景:研究人员和治疗师越来越多地转向数字游戏,为患有各种心理健康问题的人提供新形式的治疗和干预措施。然而,在数字游戏中描述精神疾病通常会促进那些有心理健康问题的人的污名化版本。最近,更多的游戏试图对精神健康状况进行更现实和尊重的描述。
    目的:本文对当代游戏进行了探索性分析,该游戏有可能改变研究人员的方式,从业者,游戏设计师在游戏的背景下探讨心理健康的话题。
    方法:使用框架分析对Hellblade:Senua的牺牲进行了案例研究,以说明该游戏的关键设计选择如何为游戏和心理健康提供新方法的潜力。
    结果:对Hellblade开发的案例研究表明,与心理健康从业者进行研究知情的协作设计,科学家,有心理健康问题的人可以在游戏中对精神疾病进行真实的描述。此外,框架分析的使用展示了如何驾驭叙事,力学,以及创造心理健康体验的技术,这有可能促进移情理解。
    结论:本文重点介绍了一个与心理健康相关的娱乐目的协作商业游戏设计的示例性案例。了解Hellblade对精神病的描述的成功可以改善严肃的游戏研究和设计。进一步的研究必须继续提供更深入的分析,不仅是描绘精神疾病的游戏,还有它们背后的设计过程。
    BACKGROUND: Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions.
    OBJECTIVE: This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming.
    METHODS: A case study of Hellblade: Senua\'s Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health.
    RESULTS: A case study of Hellblade\'s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding.
    CONCLUSIONS: This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade\'s depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.
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  • 文章类型: Journal Article
    青少年花费大量和越来越多的时间使用数字媒体(智能手机,电脑,社交媒体,游戏,Internet),但是现有的研究不同意在数字媒体上花费的时间是否与较低的心理幸福感(包括幸福感,总体福祉,以及抑郁等低幸福感指标,自杀意念,和自杀企图)。在对两个国家的青少年进行的三项大型调查中(n=221,096),数字媒体的轻度用户(每天<1小时)报告的心理健康高于重度用户(每天5小时以上)。当使用相同的策略进行分析时,最初作为支持相反结论的数据集产生了相似的效果大小。重度用户(与光)的数字媒体不快乐的可能性要高出48%至171%,幸福感低下,或有自杀风险因素,如抑郁症,自杀意念,或者过去的自杀企图.重度用户(与光)报告企图自杀的可能性是前者的两倍。轻度用户(而不是非或中度用户)的幸福感最高,对于大多数数字媒体使用,幸福感的最大下降发生在适度使用和大量使用之间。讨论了使用百分比方差解释为实际影响指标的局限性。
    Adolescents spend a substantial and increasing amount of time using digital media (smartphones, computers, social media, gaming, Internet), but existing studies do not agree on whether time spent on digital media is associated with lower psychological well-being (including happiness, general well-being, and indicators of low well-being such as depression, suicidal ideation, and suicide attempts). Across three large surveys of adolescents in two countries (n = 221,096), light users (<1 h a day) of digital media reported substantially higher psychological well-being than heavy users (5+ hours a day). Datasets initially presented as supporting opposite conclusions produced similar effect sizes when analyzed using the same strategy. Heavy users (vs. light) of digital media were 48% to 171% more likely to be unhappy, to be in low in well-being, or to have suicide risk factors such as depression, suicidal ideation, or past suicide attempts. Heavy users (vs. light) were twice as likely to report having attempted suicide. Light users (rather than non- or moderate users) were highest in well-being, and for most digital media use the largest drop in well-being occurred between moderate use and heavy use. The limitations of using percent variance explained as a gauge of practical impact are discussed.
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  • 文章类型: Journal Article
    背景:视频和爱好游戏在成年人中非常受欢迎;然而,游戏与健康之间的关联主要在儿童和青少年中进行了调查。此外,大多数研究都集中在电子游戏上,尽管传统的爱好游戏越来越突出。
    目标:为了确定所使用的平台数量,平台首选项,游戏时间与肥胖有关,身体活动,久坐的行为,和成人游戏人群的心血管危险因素。
    方法:我们使用来自参加中西部大型游戏大会的292名参与者的数据进行了横断面分析。我们使用基于计算机的问卷收集数据,其中包括关于游戏行为的问题,人口统计,身体活动(使用国际身体活动问卷),和健康特征。此外,我们使用多变量调整线性和逻辑回归来模拟健康结果,作为使用平台数量的函数,平台首选项,工作日和周末游戏时间四分位数。
    结果:调整协变量后,我们观察到肥胖几率增加和周末坐位时间增加的显著线性趋势是使用平台的数量(两者P=.03).平台偏好和周末游戏时间四分位数与满足身体活动建议的几率显着相关(分别为P=.047和P=.03)。此外,我们观察到,在那些报告他们在游戏中大部分或全部时间坐着的人中,肥胖的几率更高[赔率比(OR)2.69(95%CI1.14-6.31)和OR2.71(95%CI1.06-6.93),分别]。
    结论:在成年游戏玩家中,使用的平台数量,他们更喜欢在哪个平台上玩,周末花在游戏上的时间可能会对他们肥胖和满足体育活动建议的几率产生重大影响。
    BACKGROUND: Video and hobby gaming are immensely popular among adults; however, associations between gaming and health have primarily been investigated in children and adolescents. Furthermore, most research has focused on electronic gaming, despite traditional hobby gaming gaining prominence.
    OBJECTIVE: To determine whether the number of platforms used, platform preference, and gaming time are associated with obesity, physical activity, sedentary behavior, and cardiovascular risk factors in an adult gaming population.
    METHODS: We conducted a cross-sectional analysis using data obtained from 292 participants who attended a large Midwestern gaming convention. We collected data using a computer-based questionnaire that comprised questions on gaming behavior, demographics, physical activity (using the International Physical Activity Questionnaire), and health characteristics. In addition, we used multivariable-adjusted linear and logistic regression to model health outcomes as a function of the number of platforms used, platform preference, and weekday and weekend gaming time quartile.
    RESULTS: After adjusting for covariates, we observed a significant linear trend for increasing odds of being obese and higher weekend sitting time by the number of platforms used (P=.03 for both). The platform preference and weekend gaming time quartile exhibited significant associations with odds of meeting physical activity recommendations (P=.047 and P=.03, respectively). In addition, we observed higher odds of being obese among those reporting that they sat most or all of the time while gaming [odds ratio (OR) 2.69 (95% CI 1.14-6.31) and OR 2.71 (95% CI 1.06-6.93), respectively].
    CONCLUSIONS: In adult gamers, the number of platforms used, which platforms they prefer to play on, and the amount of time spent gaming on weekends could have significant implications for their odds of being obese and meeting physical activity recommendations.
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  • 文章类型: Journal Article
    这项调查探讨了课外运动和屏幕时间观看(电视观看和电子游戏)对童年时期人格特质稳定性和变化的贡献。来自澳大利亚儿童纵向研究的3,956名幼儿(6岁)和3,862名年龄较大的儿童(10岁)的两个独立样本。家长报告的儿童体育参与,屏幕时间,在基线和24个月后再次测量人格特质.更活跃的幼儿记录到更多的内向减少,减少持久性的减少,反应性的增加较少,比那些不太活跃的人。与不那么活跃的孩子相比,更活跃的年龄较大的孩子记录的内向性增加较少,而持久性增加较多。此外,继续参加课外运动的幼儿在个性上具有更大的内向性。这些发现表明,积极的生活方式可能有助于促进童年时期理想的人格特质稳定和变化。
    This investigation explored the contribution of extracurricular sport and screen time viewing (television viewing and electronic gaming) to personality trait stability and change during childhood. Two independent samples of 3,956 young children (age 6) and 3,862 older children (age 10) were taken from the Longitudinal Study of Australian Children. Parent-reported child sport participation, screen time, and personality traits were measured at baseline and again 24 months later. Young children who were more active recorded more of a decrease in introversion, less of a decrease in persistence, and less of an increase in reactivity, than those who were less active. Older children who were more active recorded less of an increase in introversion and more of an increase in persistence than those who were less active. In addition, young children who continued participation in extracurricular sport had greater intra-individual stability of personality for introversion. These finding suggest that an active lifestyle might help to facilitate desirable personality trait stability and change during childhood.
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