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2017 - Association for Asian Studies - Annual Conference Words: 245 words || 
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1. Wright, Paul. "War Games, Culture Games: The Ludic Social Imaginary of American Board Games about Japanese History" Paper presented at the annual meeting of the Association for Asian Studies - Annual Conference, Sheraton Centre Toronto Hotel, Toronto, Canada, <Not Available>. 2020-02-25 <http://citation.allacademic.com/meta/p1194035_index.html>
Publication Type: Panel Paper
Abstract: This project embarks upon critical, discursive assessment of American board games focused on Japanese history. This assessment is at once hermeneutic (in unraveling the cultural assumptions and interpretations board games presume and foster); narratological (in testing the capacity of competitive historical games for counter-factual and counter-cultural story-telling); and ideological (in laying bare the orientalist tropes and cultural fetishism of games that feature Japan as a playground of the imagination). In the 1980s and 90s, this was of course fueled both by contemporary geopolitical and economic dramas between Japan and the U.S., as well as the increasing fetishization of Japanese culture in the rise of manga and anime in the pop cultural consciousness of a new generation of young Americans. In this presentation, I will further explore the complex history of American tabletop gaming’s representations of Japan into the 21st century. My examples include four commercial games on the sengoku period of feudal Japan, as well as implicit and explicit representations of Japanese culture (especially bushido) in games on Japan in the Second World War. The theoretical apparatus of ludology—with its rich history from Johan Huizinga's homo ludens construct to Noah Wardrip-Fruin’s and Pat Harrigan’s recent work on cross-media, “vast narratives” fueled by a gaming paradigm—will animate this study. The presentation will conclude with reflection on how these ludic interventions incarnate the American postwar social imaginary—and how these games are cerebral, provocative “pop-texts” that are be better understood as forms of collaborative story-telling and alternative historiography.

2017 - Leading Learning for Change - AECT Words: 72 words || 
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2. Lee, Sungwoong. and Cho, Kyunghwa. "Modeling the Mastery of Conceptual Understanding and Math Problem Solving Skills in relation to Learning Support enhancing Problem Representation and Game Support enhancing General Game Skills in a math learning game" Paper presented at the annual meeting of the Leading Learning for Change - AECT, Hyatt Regency Jacksonville Riverfront, Jacksonville, Florida, Nov 07, 2017 <Not Available>. 2020-02-25 <http://citation.allacademic.com/meta/p1263747_index.html>
Publication Type: Poster
Review Method: Peer Reviewed
Abstract: The current study is to explore the mastery of conceptual understanding and math problem solving skills in relation to learning supports for problem representation and game supports for general game skills in a learning game. we developed the proficiency model reflecting probability of mastery in conceptual understanding and math problem solving in relation to skills in ratios and proportional reasoning in relation to problem representation and general game skills and proficiency model.

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>. 2020-02-25 <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>. 2020-02-25 <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>. 2020-02-25 <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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