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2010 - ISME World Conference and Commission Seminars Words: 319 words || 
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1. Chen, Qianqian. "Games in Music, Growth in Games: A Case Study on Specific Games’ Role in Developing Children’s Music Potential" Paper presented at the annual meeting of the ISME World Conference and Commission Seminars, China Conservatory of Music (CC) and Chinese National Convention Centre (CNCC), Beijing, China, Aug 01, 2010 <Not Available>. 2019-10-20 <http://citation.allacademic.com/meta/p405836_index.html>
Publication Type: Spoken Paper
Review Method: Peer Reviewed
Abstract: The growth of children rests upon early education and their potential development. It is known to all that games and music constitutes an integral part of life of children. In particular, specific games play a significant role in children’s mental and physical growth. Compared to ordinary games, specific games feature new attributes and can be categorized into two types: defined games and undefined games, which have different roles to play in developing children’s potential. Then how to give full play to specific games in this process? The author has conducted a tentative study on children’s music potential development in the case of children in an early music education center. The subjects were the children in Class A, Class B and Class C of the early education center. Children in Class A were trained with ordinary music games education mode, children in Class B were trained with defined games (children were introduced to and played a pre-set game with defined rules, which will change constantly) on the basis of ordinary mode, while children in Class C were trained with undefined games (children were presented with a game theme, then an organizer was selected or rotated by turns, and thus children were encouraged to discuss and organize the games by themselves) on the basis of ordinary mode. The experiment continued six months and findings indicated that children’s music potential was developed, to a large extent, after the training of specific games and children’s music potential was developed in different directions in the case of the training of different specific games. Games are the second world of a child’s life. This paper attempted to illustrate the important role of specific games in developing a child’s music potential and discusses the intimate relations between specific games and children’s imagination, creation, sensitivity to music, and collective cooperation and ultimately stresses the influence of specific games in cultivating children’s interest, emotion, taste and personality, etc.

2015 - American Society of Criminology – 71st Annual Meeting Words: 176 words || 
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2. Lively, Thomas. and Gray, Kishonna. "Gaming for Fun – Researching for Change: Exploring the Use of the Critical Gaming Lab for Social Justice in Virtual Gaming Communities" Paper presented at the annual meeting of the American Society of Criminology – 71st Annual Meeting, Washington Hilton, Washington, DC, <Not Available>. 2019-10-20 <http://citation.allacademic.com/meta/p1032224_index.html>
Publication Type: Individual Paper
Abstract: In the Critical Gaming Lab, researchers are dedicated to investigating social disparities and injustices within the realm of video gaming. By examining issues of linguistic profiling (racial profiling), racial bias inherent in video games, stereotypical representations of female characters, online bullying and other forms of virtual harassment, the gaming lab is situated to disrupt the traditional examinations of these issues. The Critical Gaming Lab has a unique opportunity to explore how these virtual issues manifest in real world settings and influence public perception and one’s outward behavior towards such groups. While the outward expressions of racist and sexist attitudes have declined, these disparities manifest in virtual settings. The research lab specifically focuses on social interactions within virtual gaming communities, content within video games, and experiences of gamers and game developers who exist on the periphery of larger gaming culture. The intent and aim of the lab is to identify factors that create a solid foundation for coaltion building, solidarity and unification among all gamers to begin to improve the conditions of the marginalized.

2010 - 4S Annual Meeting - Abstract and Session Submissions Words: 269 words || 
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3. Nam, Young. "The Making of Korean Game Industry: From PC Games to Online Games" Paper presented at the annual meeting of the 4S Annual Meeting - Abstract and Session Submissions, Komaba I Campus, University of Tokyo, Tokyo, Japan, <Not Available>. 2019-10-20 <http://citation.allacademic.com/meta/p421995_index.html>
Publication Type: Abstract
Abstract: This study analyzes the evolution of the game industry in Korea during the 1990s and the 2000s. In doing so, it aims to explore motives for the rapid growth of the game industry in Korea and the biased development of the online game industry. The development of the gaming industry in Korea reflects the evolution of technology affected by socio-cultural influences. The government played an important role in the development of the online game industry in Korea. Thanks to the import restrictions against Japanese computer game until the early 2000s, a market for video games and arcade games which comprises the largest part in the world game industry had shaped a relatively small one. The government’s building the broadband internet infrastructures had also supported the diffusion of online game in the late 1990s and the early 2000s. Also, the existence of system builders and their solid human networks was an important factor. The few innovators who assisted the breakthrough of the development of the online gaming industry shaped a human network in universities and IT companies. They shared knowhow of innovations and collectively learned the conventions of the industry. In their achievement, the human networks which had been already fully shaped in the late 1990s became more noticeable in the 2000s. Consequently, the game industry in Korea have been changed dynamically within a short period, and in that process, many factors including as technological development and market selection affected that development. Without a clear collective purpose, many actors played their respective roles spurred by their own interests, resulting in a surprising formation of a strong gaming industry in Korea.

2010 - International Communication Association Words: 148 words || 
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4. Weber, Rene. and Bates, Cynthia. "Does Interactivity in Video Games Intensify or Attenuate Their Effects? Measuring Video Game Interactivity and Assessing Its Interaction With Video Game Violence" Paper presented at the annual meeting of the International Communication Association, Suntec Singapore International Convention & Exhibition Centre, Suntec City, Singapore, <Not Available>. 2019-10-20 <http://citation.allacademic.com/meta/p404295_index.html>
Publication Type: Session Paper
Abstract: Research has found that exposure to video game violence significantly increases aggressive behaviors, cognitions, and affects. But exposure in games is a more complicated issue then in traditional mass media research because each video game player receives an individualized message as they interact with the game. Some theoretical work suggests that interactive qualities of the experience intensify the negative effects of playing violent games. Unfortunately, studying interactivity in experiments and content analyses is problematic because of content-related confounds, and to our knowledge no reliable and valid measure of video game interactivity exists. To address this issue, two studies are being conducted: 1) a survey to create a valid and reliable video game interactivity scale, and 2) an experiment to test the interaction effects between levels of interactivity and violent content. Preliminary results suggest that high interactivity and high violence interact to intensify effects on aggressive cognitions and emotions.

2011 - International Communication Association Pages: unavailable || Words: 7329 words || 
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5. mehrabi, meghdad., Kousari, Masoud. and Chen, Vivian Hsueh-Hua. "Parents` Mediation of Children`s Video Game Experience and Game Rating Systems: Iranian Parents` Mediation Patterns and Views on Video Games" Paper presented at the annual meeting of the International Communication Association, TBA, Boston, MA, May 25, 2011 Online <APPLICATION/PDF>. 2019-10-20 <http://citation.allacademic.com/meta/p488887_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Review Method: Peer Reviewed
Abstract: The game rating systems were developed to support parental guidance of children’s gaming behavior. However, research into parental mediation behavior in their children game experience is still scanty, while they are mainly conducted in Western context with established rating systems. Focusing on Iran, this research attempted to explore how parents from a non-Western context without an established game rating system control their children game experience. Through 10 in-depth interviews as well as a survey with 230 parents, we found that most parents exerted restrictive mediation in the form of limiting children game play time as a result of prevailing conditions. Also, two prominent categories of parents were “eager” parents to be informed about video games and “concerned” parents about game effects, though they are not offered enough information. Finally, implications for research in societies without national game rating systems or with newly founded game rating system are provided.

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