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2017 - Leading Learning for Change - AECT Words: 72 words || 
Info
1. 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>. 2019-06-16 <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.

2015 - American Society of Criminology – 71st Annual Meeting Words: 176 words || 
Info
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>. 2019-06-16 <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.

2011 - International Communication Association Pages: unavailable || Words: 7329 words || 
Info
3. 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>. 2019-06-16 <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.

2010 - 4S Annual Meeting - Abstract and Session Submissions Words: 269 words || 
Info
4. 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>. 2019-06-16 <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.

2005 - International Communication Association Pages: 35 pages || Words: 8833 words || 
Info
5. Eastin, Matthew., Griffiths, Robert. and Lerch, Jeffrey. "Beyond Shooter Games: How Game Environment, Game Type, and Competitor Influence Presence, Arousal and Aggression" Paper presented at the annual meeting of the International Communication Association, Sheraton New York, New York City, NY, Online <PDF>. 2019-06-16 <http://citation.allacademic.com/meta/p14244_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: During the past several years, video games have increased in popularity and become increasingly more violent and interactive. Past research suggests both a positive and null effect between video game play and aggression. The current research explores how gaming environment (VR, standard console, and watching), game type (fighting, shooting, and racing), and competitor (person and CPU agent) influence levels of presence, arousal, and short-term hostility measured as aggressive behavior, aggressive thoughts, and aggressive feelings. In addition to game environment influencing perceived presence, results indicate the interaction between game environment and game type significantly influences aggressive behavior and thoughts and arousal. Finally, competitor and game environment interact to influence aggressive feelings.

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