Results for 'online games'

965 found
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  1.  24
    Online gaming and language aggression in a Tunisian Arabic context.Khouloud Boukhris - 2023 - Lodz Papers in Pragmatics 19 (2):255-278.
    This paper intends to examine the development of conflictual interactions, how they might be resolved, and the socio-cultural norms involved, by adopting an analytical framework in an online gaming context. The current paper was inspired by Kádár and Haugh’s framework as it enables me to investigate both the macro and micro aspects of (im)politeness. The study’s aim is to further examine how impoliteness, language aggression and conflict are realised in two online gaming platforms, namely Fortnite and PUBG Mobile. (...)
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  2. Addressing Online Gaming Toxicity from a Confucian Perspective.Joseph Sta Maria & Elena Ziliotti - 2022 - Journal of Confucian Philosophy and Culture 38:131-152.
    Can Confucian ethics contribute to diagnosing the root causes of video games’ toxicity and formulating design requirements for redressing it? Contemporary Confucian studies on technology have not addressed these questions, although video games have become an important part of contemporary human life. This paper advances Confucian-inspired ethical studies on technologies by bringing attention to the moral dimension of this underexamined aspect of contemporary life. By focusing on League of Legends (one of the most popular toxic online multiplayer (...)
     
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  3.  5
    Online gaming communities as a resource for forming the civic identity of Russian youth.Alexander Korotyshev & Pavel Rykhtik - 2019 - Sotsium I Vlast 3:30-39.
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  4.  20
    Peer Victimization and Problematic Online Game Use Among Chinese Adolescents: The Dual Mediating Effect of Deviant Peer Affiliation and School Connectedness.Hao Li, Xiong Gan, Guo-Xing Xiang, Ting Zhou, Pinyi Wang, Xin Jin & Congshu Zhu - 2022 - Frontiers in Psychology 13.
    Abundant evidence has proved an association between peer victimization and problematic online game use. However, the underlying mechanisms of this relation are still under-investigated. Grounded in the ecological system theory, this study examined whether deviant peer affiliation and school connectedness mediated the association between peer victimization and adolescent POGU. A sample of 698 Chinese adolescents completed questionnaires regarding peer victimization, problematic online game use, DPA, and school connectedness, of which 51.58% were boys. Path analyses indicated that peer victimization (...)
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  5.  25
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the (...)
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  6.  20
    (1 other version)Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.Tom Stafford & Erwin Haasnoot - 2016 - Topics in Cognitive Science 8 (4).
    Using an observational sample of players of a simple online game, we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, (...)
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  7. Little Gods: Claiming Worlds in Postmodern Literature, Film, and Online Gaming.G. Christopher Williams - 2002 - Dissertation, Northern Illinois University
    This dissertation is an effort to describe the effects of Postmodern thought in a variety of narrative forms, including novels, film, and computer games. Using Brian McHale's description of the focal point of Modernist narratives as being epistemological and Postmodernist narratives as being concerned primarily with ontological issues, I trace the possible meaning of the changing understanding of these concepts in the twentieth century. In addition, I interrogate the ramifications of the Postmodern resolution to the crisis of epistemology presented (...)
     
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  8.  33
    Wellbeing in the Secondary Music Classroom: Ideas from Hero's Journeys and Online Gaming.June Countryman & Leslie Stewart Rose - 2017 - Philosophy of Music Education Review 25 (2):128.
    This paper explores the idea that wellbeing and healthy development should be the central goal of school music programs. After establishing a framework of student wellbeing, the metaphor of rites of passage experiences is employed—through Joseph Campbell's hero's journey and Jane McGonigal's analysis of the benefits of online gaming—as one way to think about high school music programs as potential sites for contributing to optimal adolescent wellbeing. Writing at the nexus of practice and theory the authors analyze two rites (...)
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  9.  56
    Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity.Jianping Hu, Shuangju Zhen, Chengfu Yu, Qiuyan Zhang & Wei Zhang - 2017 - Frontiers in Psychology 8.
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  10. The differences of addiction causes between massive multiplayer online game and multi user domain.Jengchung V. Chen & Yangil Park - 2005 - International Review of Information Ethics 4 (5):53-60.
    This paper proposes research propositions to study on MMOG and MUD addictions based on their causes – flow state and social interaction. Though previous studies relate MMOG addictions to Internet addictions based on social interactions, this study after examining the underlying theories of Use and Gratification The-ory and Flow Theory concludes that what cause MMOG addiction is flow experience not social interaction. On the other hand, the cause of MUD addiction is social interaction. After proposing the propositions of MUD and (...)
     
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  11.  31
    Governance and Dissidence in Online Culture in China: The Case of Anti-CNN and Online Gaming.Tao Zhang - 2013 - Theory, Culture and Society 30 (5):70-93.
    The article explores two different articulations of the attitudes of young Chinese netizens towards the state: the neo-nationalist web community, ‘Anti-CNN.com’/‘April Youth’, and the online ‘machinema’ film, ‘Online Gaming Addicts’ War’. Both of these online practices are associated with the post-’80 s generation, which I argue is a key constituency in contemporary Chinese internet discourse. Through these case studies, the article explores the viability of recent attempts to apply Foucauldian theories of governmentality to the case of China. (...)
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  12. Suits on make-believe games.Micah D. Tillman Core Division, Stanford Online High School, Redwood City, Ca & Usa - forthcoming - Sport, Ethics and Philosophy:1-16.
    While Bernard Suits's understanding of games has significantly influenced the philosophy of sport, the longest sustained investigation in The Grasshopper is of make-believe and roleplaying games. Suits’s discussion of make-believe and roleplaying is found in chapters 9 through 12, but what he says there is uncharacteristically unclear. To clarify Suits’s account, the present paper distinguishes between two arguments that Suits interweaves. In the first, Suits argues that game playing is not a species of play. In the second, Suits (...)
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  13.  12
    Why Do Women Pretend to Be Men? Female Gender Swapping in Online Games.Liling Zhou, Ning Han, Zeran Xu, Corlyn Brian & Siraj Hussain - 2022 - Frontiers in Psychology 13.
    This research explored the influencing factors of gender swapping among female players in online games and their impact on online gaming behavior. Based on an online survey of 3,658 female players in China, we found that perceived benefits and the Tanbi tendency, a psychological indulgence in enjoying novels, comics, or series on love and sex between attractive males, were the most important factors for female players to employ male avatars. Sexual orientation, perceived anonymity, and perceived tolerance (...)
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  14. Social context in massively-multiplayer online games (MMOGs): ethical questions in shared space.Dorothy E. Warner & Mike Raiter - 2005 - International Review of Information Ethics 4 (7):46-52.
    Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games . The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and (...)
     
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  15.  14
    Re-Mediating Research Ethics: End-User License Agreements in Online Games.Suzanne de Castell, Nicholas T. Taylor & Florence M. Chee - 2012 - Bulletin of Science, Technology and Society 32 (6):497-506.
    This article is a theoretical and empirical exploration of the meaning that accompanies contractual agreements, such as the End-User License Agreements (EULAs) that participants of online communities are required to sign as a condition of participation. As our study indicates, clicking “I agree” on the often lengthy conditions presented during the installation and updating process typically permits third parties (including researchers) to monitor the digitally-mediated actions of users. Through our small-scale study in which we asked participants which terms of (...)
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  16.  40
    Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online Forum.Young Bin Kim, Kyeongpil Kang, Jaegul Choo, Shin Jin Kang, TaeHyeong Kim, JaeHo Im, Jong-Hyun Kim & Chang Hun Kim - 2017 - Complexity:1-10.
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  17.  43
    Role of Stressful Life Events, Avoidant Coping Styles, and Neuroticism in Online Game Addiction among College Students: A Moderated Mediation Model.Huanhuan Li, Yingmin Zou, Jiaqi Wang & Xuelin Yang - 2016 - Frontiers in Psychology 7.
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  18.  15
    Role of social capital in adolescents’ online gaming: A longitudinal study focused on the moderating effect of social capital between gaming time and psychosocial factors.Gyoung Mo Kim, Eui Jun Jeong, Ji Young Lee & Ji Hye Yoo - 2022 - Frontiers in Psychology 13.
    Adolescents often create social relationships with their gaming peers who take on the role of offline friends and peer groups. Through collaboration and competition in the games, the social relationships of adolescents are becoming broader and thicker. Although this is a common phenomenon in online games, few studies have focused on the formation and roles of social capital among adolescent gamers. In particular, longitudinal research that examines the role of social capital in terms of influencing gaming time (...)
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  19.  15
    Why imaginary worlds? The role of self-exploration within online gaming worlds.Kim Szolin & Mark D. Griffiths - 2022 - Behavioral and Brain Sciences 45:e302.
    Dubourg and Baumard posited that preferences for exploration are the key to the popularity in imaginary worlds. This commentary argues that other forms of exploration may also account for the success and appeal of specific types of imaginary worlds, namely self-exploration within interactive imaginary worlds such as videogames.
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  20.  27
    Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course.Cheryl A. Kier - 2019 - Journal of Academic Ethics 17 (4):429-439.
    This project assesses the ability of a game tutorial, “Goblin Threat” to increase university students’ ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and clicking on “goblins” who ask questions about various aspects of plagiarism. Sound effects and entertaining visuals work to keep students’ attention. One group of 177 students enrolled in an online Psychology of Adolescence (...)
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  21.  18
    Book Review: The Proteus Paradox: How Online Games and Virtual Worlds Change Us—and How they Don’t by Yee, N. [REVIEW]Sabrina M. Weiss - 2014 - Bulletin of Science, Technology and Society 34 (1-2):54-56.
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  22.  62
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  23. Online Footprint -A Serious Game for Reducing Digital Carbon Emission.Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar - 2022 - In Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar (eds.), XXVI International Conference of the Ibero-American Society of Digital Graphics. Universidad Peruana de Ciencias Aplicadas: Ibero-American Society of Digital Graphics. pp. 1043-1052.
    Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific topic (...)
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  24.  28
    The Online Self: Externalism, Friendship and Games.Soraj Hongladarom - 2016 - Cham: Springer Verlag.
    This book investigates the emerging phenomenon of the self as it exists in the online world. It argues for an externalist conception of self and identity, one that does not depend on the continuity of consciousness of the subject. It also offers an analysis of related phenomenon such as online friendship and games based on this analysis. An outstanding feature of social networking sites such as Facebook and MySpace is that it allows for the user to put (...)
  25. Online adaptation of computer games agents: A reinforcement learning approach.Gustavo Andrade, Hugo Santana, André Furtado, Arga Leitão & Geber Ramalho - 2004 - Scientia 15 (2).
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  26. Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. Itinvestigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” and (...)
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  27.  18
    Online Multiplayer Gaming: mates, motives and mood.Richard Bradley, James Donnelly & John Hurley - 2018 - Frontiers in Psychology 9.
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  28.  37
    (1 other version)Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2016 - Topics in Cognitive Science 8 (4).
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online games are (...)
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  29.  15
    The development of possible worlds in an online video game.Yunus Luckinger - 2023 - Semiotica 2023 (252):119-131.
    With the development of technology, video games have become more and more realistic and indistinguishable from the real world. In this regard, this article takes a semiotic approach to create a better understanding of how possible worlds are created in video games, placing them on a continuum, which shows that the development of possible worlds is based on the reality we face in the real world. A video game called Player Unknown’s Battle Grounds is used to demonstrate a (...)
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  30. The ethical significance of cheating in online computer games.K. Kimppa & A. Bissett - 2005 - International Review of Information Ethics 4:31-37.
    In this article cheating in network and specifically online computer games is looked into as a moral offence. Reasons for the public ignoring the issue are brought forth. We present what could be considered as cheating in generic terms and in context. Different kinds of cheating are delineated, and remedies proposed. We also identify what is not cheating.
     
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  31.  12
    The Pros and Cons of Online Competitive Gaming: An Evidence-Based Approach to Assessing Young Players' Well-Being.Sarah Kelly, Thomas Magor & Annemarie Wright - 2021 - Frontiers in Psychology 12.
    This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through a cross sectional survey of Australian gamers and non-gamers aged between 12 and 24 years, and parents of the 12–17-year-olds surveyed. Adverse health consequences were associated with heavy gaming, more so than light/casual gaming, suggesting that interventions that target moderated engagement could be effective. It (...)
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  32.  17
    Using the Business Model Canvas (BMC) strategy tool to support the Play4Guidance online entrepreneurial game.Margaret Farren, Tom Kinney & Yvonne Crotty - 2017 - International Journal for Transformative Research 4 (1):34-41.
    The Erasmus + Play4Guidance project introduces an online business game, designed to help teach entrepreneurial, transversal and mathematical skills using a real-world business environment. This paper explains how the Business Model Canvas strategy tool facilitated student understanding of real life business development prior to playing the game. An initial mapping exercise was conducted to find out if the Business Model Canvas could transform the experience of playing the game by providing an overview of real life business strategy, and explain (...)
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  33. Computer Games, Philosophy and the Online Self.Soraj Hongladarom - 2016 - In The Online Self: Externalism, Friendship and Games. Cham: Springer Verlag.
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  34. Theft of virtual items in online multiplayer computer games: an ontological and moral analysis.Litska Strikwerda - 2012 - Ethics and Information Technology 14 (2):89-97.
    In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. The question (...)
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  35.  58
    Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.Stuart Oultram - 2013 - Medical Humanities 39 (2):115-118.
    In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.
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  36.  11
    Cyberspace Outlaws – Coding the Online World.Morgan M. Broman, Pamela Finckenberg-Broman & Susan Bird - 2024 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 37 (4):1153-1183.
    Online gaming creates unique public spaces of interaction. These spaces are both highly controlled but also able to slip through the regulatory net, as domestic legislation struggles to respond to fast-changing interjurisdictional environments. Inter- and transdisciplinary research hold potential to respond to questions surrounding the regulation of these online spaces, by exploring multiple perspectives. The authors of this paper each come from a unique starting point in their exploration of these issues. The paper will examine three spaces of (...)
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  37.  24
    Experiencing gender-role reversal online dating game in Taiwan.Chih-Ping Chen - 2021 - Journal for Cultural Research 25 (3):301-312.
    We live in a culture where gender identity and gender roles can be ruled by the social and cultural beliefs that legitimise gender relations. Thus, there is a need to learn and relearn the potentia...
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  38.  38
    Preferential Engagement and What Can We Learn from Online Chess?Vadim Kulikov - 2020 - Minds and Machines 30 (4):617-636.
    An online game of chess against a human opponent appears to be indistinguishable from a game against a machine: both happen on the screen. Yet, people prefer to play chess against other people despite the fact that machines surpass people in skill. When the philosophers of 1970’s and 1980’s argued that computers will never surpass us in chess, perhaps their intuitions were rather saying “Computers will never be favored as opponents”? In this paper we analyse through the introduced concepts (...)
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  39.  30
    The habit of massively multiplayer online role-playing games (MMORPGs): A phenomenological analysis of bodily self-perception in gaming addiction.Marsia Santa Barbera & Willem Ferdinand Geradus Haselager - 2020 - Rivista Internazionale di Filosofia e Psicologia 11 (2):190-210.
    : We investigate the role played by bodily self-perception and social self-presentation in addiction to massively multiplayer online role-playing games. In this paper we will develop the hypothesis that, at least in some cases, the habit of role-playing can be interpreted as a response to gamers’ need to explore a different bodily self-identity. Players tend to become deeply involved in this kind of game, especially in the character identity creation process. Participants might see and seek reflections of their (...)
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  40.  19
    Video Games, Identity, and the Constellation of Information.Crystle Martin - 2012 - Bulletin of Science, Technology and Society 32 (5):384-392.
    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game World of Warcraft as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game, as well as their play style and the information practices they use in relation to school success.
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  41.  75
    Effect of Overconfidence on Product Diffusion in Online Social Networks: A Multiagent Simulation Based on Evolutionary Game and Overconfidence Theory.Xiaochao Wei, Qi Liao, Yanfei Zhang & Guihua Nie - 2022 - Complexity 2022:1-22.
    The rapid development of online social media has significantly promoted product diffusion in online social networks. However, prior studies focusing on irrational behavior, such as overconfidence, in PDOSN are scarce. To investigate the effect of overconfidence on PDOSN, this study combined overconfidence and an evolutionary game to conduct a multiagent simulation on PDOSN. This combined method provided an effective reference to examine product diffusion in the context of irrational behavior. After careful consideration, this study identified three overconfidence scenarios, (...)
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  42. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s (...)
     
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  43.  18
    Peer socialization of male adolescents in digital games: Achievement, competition, and harassment.Natalia Waechter & Markus Meschik - 2023 - Communications 48 (4):457-481.
    Socialization theories suggest that, due to social change and technological transformation, peers and media have become important institutions of socialization for young people. Assuming that male adolescents use digital games for processes of peer self-socialization, this article investigates the values they mediate in digital games and how these values are related to their practice (with a focus on harassment) in digital games. Applying a qualitative research design, 36 male adolescents who frequently play various (multiplayer) online (...) were interviewed about their values and practices when gaming. The results show that the young gamers share individualistic values promoting performance, competition, and achievement, which seem to facilitate practices of online harassment. We conclude that, in their gaming practices, male adolescents mediate and reproduce neoliberal values as increasingly shared by society. Regarding their practices of harassment, however, they seem to use digital games as a moratorium that lets them break free from societal restrictions. (shrink)
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  44.  16
    Assessing Online Flow Across Cultures: A Two-Fold Measurement Invariance Study.Elwin Hu, Vasileios Stavropoulos, Alastair Anderson, Michael Clarke, Charlotte Beard, Stelios Papapetrou & Rapson Gomez - 2019 - Frontiers in Psychology 10:430596.
    The association between online Flow and Internet Gaming Disorder (IGD) has attracted significant attention. Despite the consensus that online Flow plays a pivotal role in the development of IGD and other Internet addictive behaviours, there has been a lack of consistency in measurement scales used to assess online Flow. Even widely used measures of online Flow have not been psychometrically assessed across culturally diverse populations of gamers. Such an assessment would enhance the accuracy of cross-cultural comparisons (...)
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  45. Sacred Games, Death, and Renewal in the Ancient Eastern Woodlands: The Ohio Hopewell System of Cult Sodality Heterarchies.Sandra Wallace - 2012 - Journal of Critical Realism 11 (4):507-509.
    Sacred Games, Death, and Renewal in the Ancient Eastern Woodlands Content Type Journal Article Category Review Pages 507-509 DOI 10.1558/jcr.v11i4.507 Authors Sandra Wallace, Artefact Heritage, Po Box 772 Rose Bay, NSW 2029 Journal Journal of Critical Realism Online ISSN 1572-5138 Print ISSN 1476-7430 Journal Volume Volume 11 Journal Issue Volume 11, Number 4 / 2012.
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  46.  36
    Serina Patterson, ed., Games and Gaming in Medieval Literature. New York: Palgrave Macmillan, 2015. Pp. xvii, 241; 5 tables and 1 musical example. $90. ISBN: 978-1-137-31103-0. Table of contents available online at http://www.palgrave.com/page/detail/games-and-gaming-in-medieval-literature-serina-patterson/?isb=9781137311030. [REVIEW]Timothy S. Miller - 2017 - Speculum 92 (3):880-882.
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  47.  76
    Empathy and Togetherness Online Compared to IRL: A Phenomenological Account.Fredrik Svenaeus - 2021 - Journal of Phenomenological Psychology 52 (1):78-95.
    In this paper I aim to show with the aid of philosophers Edith Stein and Peter Goldie, how empathy and other social feelings are instantiated and developed in real life versus on the Internet. The examples of on-line communication show both how important the embodied aspects of empathy are and how empathy may be possible also in the cases of encountering personal stories rather than personal bodies. Since video meetings, social media, online gaming and other forms of interaction via (...)
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  48.  74
    Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective.Kimberly S. Young & Matthias Brand - 2017 - Frontiers in Psychology 8:289710.
    Although it is not yet officially recognized as a clinical entity which is diagnosable, Internet Gaming Disorder (IGD) has been included in section III for further study in the DSM-5 by the American Psychiatric Association (APA, 2013). This is important because there is increasing evidence that people of all ages, in particular teens and young adults, are facing very real and sometimes very severe consequences in daily life resulting from an addictive use of online games. This article summarizes (...)
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  49.  16
    Gambling, Gaming, and Internet Behavior in a Sexual Minority Perspective. A Cross-Sectional Study in Seven European Countries.Niroshani Broman, Fulvia Prever, Ester di Giacomo, Susana Jiménez-Murcia, Anna Szczegielniak, Helena Hansson & Anders Håkansson - 2022 - Frontiers in Psychology 12.
    BackgroundAddictive behavior of gambling, gaming and internet activity is partly a new research domain and has not been well investigated with regard to sexual minority populations. Although health disparities between sexual minorities and the general population are well documented, there is a lack of inclusion of sexual minorities in both research and clinic. Among lesbian, gay and bisexual populations certain features could be present that play a role for the development of addictive behaviors, such as social isolation and increased risk (...)
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    (1 other version)Language Learning Enhanced by Massive Multiple Online Role-Playing Games and the Underlying Behavioral and Neural Mechanisms.Yongjun Zhang, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yue-E. Chen & Xiaochu Zhang - 2017 - Frontiers in Human Neuroscience 11.
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