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Individuals who play video games on computers and cellphones may have better psychomotor skills. It is unknown whether simulated driving performance varies between individuals who play video games more per week compared to individuals who play less. This study investigates whether initial simulated driving performance differs between high and low gamers during a brief (e.g., 10 minutes) driving simulation.
Methods:
Data for this study were collected at baseline during enrollment for a randomized clinical trial (n = 40). Participants playing video games for > 10 hours/week were categorized as the high gaming group; others were in the low gaming group. Each participant drove the same simulation on the STISIM M1000 simulator, which recorded various driving performance metrics (e.g., driving out of lane and time to initial collision). Data between the groups were compared using Cox proportional hazards and analysis of covariance regression models.
Results:
The average age of participants was 21 ± 2.7 years and 48% were male. After adjusting for age, sex, and miles driven per week, the high gaming group spent a mean 4% less time driving out of lane compared to the low gaming group (β = –4.03, SD = 1.32, p ≤ 0.05). No other differences were observed between groups for any other outcome.
Conclusion:
With the exception of percentage time driving out of lane, the number of hours gaming per week does not seem to impact an individual’s initial driving performance on a driving simulator. These findings may inform future driving simulation research methodology.
This chapter offers an assessment of the challenges that interactive forms of digital literature pose to print-based assumptions about narrative. The assertions of critics such as Espen Aarseth, Janet Murray, and Bolter and Landow – that the interactivity of digital texts invalidates such core assumptions as the distinction between fabula and syuzhet as well as author, reader, and character – have tended to lose their force as the genres they regarded as transformative – hypertext fiction and text-based interactive fiction (IF) – have receded from public view. Yet, as Emily Short argues here, these genres are far from “dead.” Speaking from her perspective as one of contemporary literature’s most highly regarded authors of interactive and choice-based literature, Short shows that interactive fiction has not disappeared, but rather become so thoroughly ingrained in contemporary artistic practice as to become nearly invisible – not only in hypertextual forms like the popular videogames authored in the Twine platform, but also in contemporary print-based literary fiction. In thus penetrating the mainstream of literary production, both digital and analog, interactive forms have subtly but powerfully revised our core assumptions about literary narrative.
In the 2020 video game Animal Crossing: New Horizons, the player builds the collection of the impressive Animal Crossing Museum (ACM). Exploring the visitor experience of this video game museum’s art wing from the perspective of museum professionals allows for the discovery of inventive ways to deepen connection with museum patrons in the virtual space. The ACM is more successful at engaging visitors than traditional virtual museums. It meets visitor needs by offering an immersive, interactive experience, and depends on direct action from the visitor to expand and grow its collection and space. By taking lessons from the player interaction design of the ACM, virtual museums can be designed to meet the psychological needs of visitors and build long-lasting relationships between the visitor and the institution. From the text, this essay proposes seven lessons for designing virtual museums: start with visitor experience at the center of virtual museum design, allow the visitor to collaborate on the creation of the virtual museum, make the virtual museum a habit with intermittent rewards and increased access over time, build social interaction into the virtual museum, add an avatar, show off curator personality, and address colonial roots of museums.
Recent research suggests that a strong identity attachment to leisure activity affects the hobbyists’ political preferences and behavior. This paper further evaluates the claim that hobbyists – in this case, gamers – react differently to political stimuli that directly involve their hobby of choice. Using original survey experiment data, this paper shows that gamers become more interested in foreign trade policy when presented in the context of video games. This finding indicates that even seemingly apolitical identities matter in framing political behavior. Aspects of hobbyist identities seep into political attitudes, even if preferences in the strictest meaning of the word may take longer to form.
Playing is connected at a deep level to how we learn, participate in and create culture, as it is dynamic, complex and even unpredictable just as learning is (Reinhardt, 2019). Even Plato in his Theaetetus recognises the importance of such a component in experiencing culture and knowledge. Could playing (or gaming) therefore be a useful didactical approach in promoting the study of ancient Greek around the world? From 10th May 2023 at 1 pm. until 1st June 2023 at 1 pm., an internet survey was conducted online by the researcher Irene Di Gioia through the use of Google Forms questionnaires. This questionnaire was distributed via different social networks and communication tools. The survey aimed to understand if people around the world are interested in the idea of learning ancient Greek via a video game and if so, which video gaming activities learners prefer. The goal of the survey was therefore to understand if a ludic pedagogical approach using Digital Game-Based Learning could theoretically represent an interest experience for learners or potential learners, and furthermore to investigate their feelings, prejudices, and motivations regarding the study of ancient Greek. From the analysed data the researcher will therefore develop a video game to teach ancient Greek language and culture, which comprises the focus of her ongoing PhD dissertation at Georg-August University of Göttingen (Germany) and Alma Mater Studiorum University of Bologna (Italy).
This chapter seeks to understand how media and digital technologies influence art demand and supply. Particularly, we shed light on the impact of the mass media on cultural consumption and live attendance. We describe the emergence of virtual museums and, more broadly, digital cultural heritage. We also evaluate whether video games may influence art consumption and discuss the cultural importance of video games. Finally, we cover the consumption of music and how it relates to the rapidly changing and evolving music industry.
The story of how medieval polyphony and song have been approached in more recent times is the subject of our final chapter. We look at how the appearance of modern editions of medieval poetry allowed composers in the first half of the twentieth century, such as Carl Orff and Benjamin Britten, to set medieval song-texts to new music. It would take until after World War II, however, for the music of medieval polyphony and song to reach wide audiences, and we chart the history of the recordings, concerts, and festivals that have brought this music to listeners from 1950 onwards. We examine the approaches of the pioneering ensembles and directors who first performed and recorded this music in the 1950s and 1960s, looking at their influences and attitudes towards the many unknowns regarding its original performance practice. Situating the re-awakening of medieval music in the wider context of the early music revival and the ‘authentic’ (later, ‘historically-informed’) performance movements, we then move on to consider ‘medievalist’ music, especially in film, television, and video games with medieval settings.
This chapter describes a collaboration between its authors – a professor and an undergraduate (post-secondary) student – to develop an education programme for Play the Knave, a mixed-reality digital Shakespeare game. As part of an effort to bring the game to local elementary and secondary school English classrooms, the authors co-ran an internship programme at our university, where the game was created. Interns, most of whom were English majors interested in education, learned to create and then teach lesson plans for Play the Knave, subsequently researching the game’s impact on learning. Our chapter discusses the challenges of collaborating in a university environment, comparing these to the challenges players experience when interacting with avatars in Play the Knave. Like Knave’s players, participants in our programme faced difficulties connecting with other participants, including ourselves and local teachers. We maintain that flawed connection – which players of digital games describe as ‘glitchiness’ – need not undermine effective collaboration but can actually enhance it, as participants are pushed to adapt constantly to shifting circumstances. In contrast to theories of artistic collaboration that prioritize participants achieving a state of ‘flow’, we argue that, in fact, collaborations can be most successful when marked by fits and starts, lags and the imperfect connections endemic to living in a digital world.
In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.
This chapter explores the multi-decade career of Tangerine Dream and their founder, Edgar Froese, with an equal emphasis on the band’s practices during the 1970s and 1980s. We situate Tangerine Dream’s prolific discography within multiple styles such as kosmische Musik, ambient, techno/trance, and synthwave, while highlighting the band’s influences and legacies in live music and Hollywood film scores. First, Tangerine Dream’s evolution during the 1970s is traced, involving the group’s central role in the ‘Berlin School‘ of electronic music. Classic albums on Ohr, from Electronic Meditation to Atem, led to success particularly in Britain and France. With the signing of the band to Virgin Records, the subsequent sections explore landmark albums such as Phaedra and Rubycon, and the important roles of Christopher Franke and Peter Baumann in the group’s classic configuration. We then highlight Tangerine Dream’s iconic live tours, stretching from Australia to America, as well as influential concerts in Eastern Europe. The band’s extraordinary career in film music, especially in 1980s Hollywood, forms the focus of our conclusion, where the mark of Tangerine Dream’s major influence can be seen in media as diverse as the bestselling video game Grand Theft Auto 5 and the Netlix hit series Stranger Things.
In “Digital Nature,” Lai-Tze Fan adapts Lawrence Buell’s criteria for ecofiction in order to demarcate the emergent genre of “digital ecofiction,” which includes hypertext novels, video games, and other forms of multimedia art. Fan contends that the self-reflexive nature of digital texts like J. R. Carpenter’s The Cape and Eugenio Tisselli’s The Gate fosters in readers/users a critical awareness of their implication in environmental degradation through the use of digital technologies. Fan also suggests that digital ecofiction is well suited to address the challenges of the Anthropocene since it evokes alternative temporalities such as deep time and cyclical time.
Loot boxes have recently become a game mechanism of concern to policy-makers and regulators. The similarity between loot boxes and gambling is clear, and loot boxes and their regulation are commonly viewed through the lens of gambling. By contrast, very little attention has been given to tackling them as unfair, and in particular aggressive, commercial practices under consumer law. This article argues that by classifying the provision of loot boxes as a potentially aggressive commercial practice we will see that consumer law may protect gamers from some of the significant harms with which such products are associated.
Video games are unparalleled as an interactive medium and can serve as potential educational tools through intelligent game design and the players’ immersion in the game world (e.g., Mayo 2009; Rassalle 2021; Rubio-Campillo 2020; Winter 2021). At the same time, video games, like any media, might also misinform (e.g., Aron 2020; Dennis 2019; Emery and Reinhard 2016). In this review, I present my impressions of the game Ancestors: A Humankind Odyssey (Panache Digital Games 2019), specifically regarding its portrayal of paleoanthropological themes. In preparing this review, I played the game in its entirety and subsequently interviewed the developers in order to clarify their intentions when designing the game (Patrice Désilets and Marc-André De Blois, personal communication 2021). Using the medium of video games, is it possible to make a “perfectly” accurate simulation of human evolution? Perhaps, but that may not matter anyway. In my view, video games, as exemplified by Ancestors, have great potential for exploring the basic components of human evolution and to reach and inspire a wider public that might otherwise learn very little about the subject matter.
From videoconferencing to VR, the modern world is fraught with frustrations due to the design of technology. But these frustrations can be reduced or eliminated by "knowing the task" to be performed with the technology and "knowing the user" of the technology. This is the basis of human-centered design. Using the three Vs, videoconferencing, virtual reality, and video games, as examples, the reader is introduced to tools like task analysis. All of the lessons of the previous chapters apply to these three V systems, cementing the idea that understanding the human mind is the first critical piece of any evaluation or design.
Computer games for learning use multimedia elements such as animation and spoken or printed text to foster learning of academic skills or knowledge. Research on game-based learning can be categorized into three research genres: value added research, cognitive consequences research, and media comparison research. Value added research seeks to determine which game features promote learning. Cognitive consequences research seeks to determine whether students learn anything useful playing an off-the-shelf game. Media comparison research seeks to determine whether students learn better from computer games than from conventional media. Future research is needed that adds replication studies to the research base, determines moderating and mediating factors, examines how to implement games in learning contexts and how to balance motivational and cognitive features in games, and provides practical recommendations.
Creativity contributes to both personal and societal growth. Recently, new methods for assessing and fostering creativity using video games have been proposed and tested. In this chapter, we start by presenting the multifarious definitions and theories of creativity. We then examine the effects of video games on creativity via empirical studies, and discuss how video games can be useful for improving creativity. Our main findings show that not all video games can enhance creativity – some game genres have more potential to enhance creativity than others. Specifically, video games that have the most potential for enhancing creativity are those that facilitate flow, allow players to co-create the game, and enhance players’ intrinsic motivation. We conclude with some specific suggestions on ways to increase creativity in video games.
To test the efficacy of three nutrition education strategies on the intake of different vegetables in preschool children.
Design:
This is an experimental study conducted in four Portuguese preschools. The intervention consisted of 20-min educational sessions, once a week, for 5 weeks, with one of the following randomised educational strategies: Portuguese Food Wheel Guide (control), digital game, storybook, storybook and reward (stickers). All groups had repeated exposure to vegetables in all sessions. A pre- and post-test were conducted to determine vegetable intake, and a 6-month follow-up was realised.
Setting:
Preschools of Leiria district, Portugal.
Participants:
A sample of 162 children aged 3 to 6 years. All eligible children attending the preschools were invited to participate.
Results:
All interventions tested were effective in increasing vegetable consumption both in the short and medium term, without statistically significant differences, compared to the control group. Stickers were more effective in the short term than in the medium term.
Conclusions:
The nutritional education strategies associated with repeated exposure tested in this study were effective in promoting vegetable consumption in preschool children. The use of stickers may be a valid strategy to promote the consumption of vegetables less recognised by children.
Accurate and objective risk assessment is important in the evaluation of many mental disorders and behaviours. For example, in the evaluation of suicidal behaviour or the assessment of accidents in ADHD. Video games could contribute to improve the assessment and increase engagement.
Objectives
Our hypothesis is that the proposed videogame can precisely evaluate risk. In addition, the developed game is able to indirectly assess the risk. This feature is useful in setups where patients are prone to lie.
Methods
We have developed a car driving video game where users are told that they should drive near to the border but not too much. We record distance to the border and each key pulsation every 0.1 seconds.
Results
It has been observed that the median of recorded distance positively correlated with the score obtained by Self-report of Risk-taking Behaviors (SRB). In addition, the interquartile range significant correlates with the global score obtained in this questionnaire.
Conclusions
The proposed videogame is able of performing an accurate risk assessment. Our game takes seven minutes and it does not need complicated nor expensive hardware and could be deployed online. Results obtained open up new possibilities of creating video games which make an objective assessment risk.