Analysis: Art, industry and social impact of video gamesJOE PALCA
Also, video games with an enormous following and social aspect like EA Sport’s FIFA will help you make many friends. The essence of some games is in building a community of players. Take, for instance, video gaming conventions, tournaments, and online multiplayer sessions. These aspects of v...
Recently, research studies and media have reported on the detrimental effects violent video games have on the social behaviors of adolescents. For example, previous studies have found that playing video games is positively associated with aggressive behaviors and negatively associated with prosocial behavio...
One might object that the ILA does not pick out VVGs as distinctively bad or worse than other innocuous or tolerable video games or other media. This, however, is only partially true. It’s true that the ILA does not distinguish between games that have similar logics. As such, it would...
Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate ...
Video game histories often depict the medium’s global rise as untroubled, with video games emerging from North America and Japan and meeting little to no resistance. Recent game scholarship has shown the flaws in this narrative, specifically its Western-centric bias and failure to acknowledge the...
How Video Games and Digital Literacy Impacts Student Attainment and Development: An Analysis of Synergistic Integration Research has found that video games can boost technical, kinetic, social and linguistic skills in students. Furthermore, cognitive skills such as memory, reaction speed and mental ...
reminiscent of both traditional video games and other mediated social spaces, such as chat rooms, but unique in their compilation of these features and enabling ofsocial play. Researchers have found that the social elements contained within these playful spaces to be one of the immersive factors of...
CogniFit and entertainment games (SIMS 4) represent two distinct gaming genres: CogniFit is a cognitive training package with computerised exercises aiming to improve cognitive abilities based on a personalised brain training regimen. SIMS 4 is a pure entertainment game without any known health impact....
Scholarship on video games is currently opening to positive feed-back from the use of video games. This paper gives voice to gamers in order to argue that video games enrich social lives of gamers. This study results from the reading of 105 testimonies posted by gamers on the blog, How vid...