This document discusses massively multiplayer online games (MMOGs) and examines the culture and social interactions that develop among players. It analyzes the demographics of MMOG players and compares distinguishing characteristics of Disney's Toontown and World of Warcraft. The document also explores ethical questions around virtual social interactions from the perspectives of players, game companies, and policymakers. Researchers are continuing to study these issues to promote ethical play both virtually and in real life.
Social Gaming review as presented at SMX Melbourne 2011 by Jeff Ferguson, CEO & Legal Consultant of Fang Digital Marketing (www.FangDigital.com).
Data provided by a variety of sources, too numerous to mention and for which I am definitely not taking credit for at all (this is just a review).
Videogames have received criticism for potentially causing negative effects such as increased aggression and violence. However, research on this topic has produced mixed results, with no definitive proof that game effects last long-term or transfer to real-world behavior. Younger gamers are sometimes influenced by older siblings to play inappropriate games, though the classification system aims to prevent this.
The document discusses findings from the BBFC's 2006 research into video game audiences. It found that younger gamers are influenced to play violent titles due to peer pressure, and that negative press coverage increases interest. However, younger players often find game violence upsetting. The research also found gender differences in game preferences, with females preferring non-violent games and males favoring first-person shooters and sports games.
Videogame players are often compared to drug addicts who seek an instant rush or fix from playing electronic games. A 2006 study by the British Board of Film Classification (BBFC) found that younger gamers are influenced to play violent titles due to peer pressure, and negative media coverage increases interest in these games. However, the BBFC also noted that graphic violence in games can upset younger players.
The document discusses findings from the BBFC's 2006 research into video game audiences. It found that younger gamers are influenced to play violent titles due to peer pressure, and that negative press coverage increases interest. However, younger players often find game violence upsetting. The research also found gender differences in game preferences, with females preferring non-violent games and males favoring first-person shooters and sports games.
Female Gamers: A closer look a the 'non-traditional' gamerTracy Kennedy
Video games are big business, but can they be much bigger businesses? To do so requires the retention of existing players and the expansion of the player population beyond its historically core constituency of young men. Getting other demographics to engage the console experience may require modifying the product to fit the needs, interests, and issues of non-traditional players. The success of the Wii is an indicator of this shift away from technical superiority to more inclusive play experience. In this talk I will review our research conducted in the homes of a number of video playing households. These visits highlighted several important aspects about the use and conflicts that emerge around the console. Complementary research drawn from data generated by an online game discussion board offers additional insight into the challenges non-traditional gamers (such as women) face when engaging with male-centric content.
This document discusses massively multiplayer online games (MMOGs) and examines the culture and social interactions that develop among players. It analyzes the demographics of MMOG players and compares distinguishing characteristics of Disney's Toontown and World of Warcraft. The document also explores ethical questions around virtual social interactions from the perspectives of players, game companies, and policymakers. Researchers are continuing to study these issues to promote ethical play both virtually and in real life.
Social Gaming review as presented at SMX Melbourne 2011 by Jeff Ferguson, CEO & Legal Consultant of Fang Digital Marketing (www.FangDigital.com).
Data provided by a variety of sources, too numerous to mention and for which I am definitely not taking credit for at all (this is just a review).
Videogames have received criticism for potentially causing negative effects such as increased aggression and violence. However, research on this topic has produced mixed results, with no definitive proof that game effects last long-term or transfer to real-world behavior. Younger gamers are sometimes influenced by older siblings to play inappropriate games, though the classification system aims to prevent this.
The document discusses findings from the BBFC's 2006 research into video game audiences. It found that younger gamers are influenced to play violent titles due to peer pressure, and that negative press coverage increases interest. However, younger players often find game violence upsetting. The research also found gender differences in game preferences, with females preferring non-violent games and males favoring first-person shooters and sports games.
Videogame players are often compared to drug addicts who seek an instant rush or fix from playing electronic games. A 2006 study by the British Board of Film Classification (BBFC) found that younger gamers are influenced to play violent titles due to peer pressure, and negative media coverage increases interest in these games. However, the BBFC also noted that graphic violence in games can upset younger players.
The document discusses findings from the BBFC's 2006 research into video game audiences. It found that younger gamers are influenced to play violent titles due to peer pressure, and that negative press coverage increases interest. However, younger players often find game violence upsetting. The research also found gender differences in game preferences, with females preferring non-violent games and males favoring first-person shooters and sports games.
Female Gamers: A closer look a the 'non-traditional' gamerTracy Kennedy
Video games are big business, but can they be much bigger businesses? To do so requires the retention of existing players and the expansion of the player population beyond its historically core constituency of young men. Getting other demographics to engage the console experience may require modifying the product to fit the needs, interests, and issues of non-traditional players. The success of the Wii is an indicator of this shift away from technical superiority to more inclusive play experience. In this talk I will review our research conducted in the homes of a number of video playing households. These visits highlighted several important aspects about the use and conflicts that emerge around the console. Complementary research drawn from data generated by an online game discussion board offers additional insight into the challenges non-traditional gamers (such as women) face when engaging with male-centric content.
This document discusses the debate around whether violent video games can lead to real-world violence. It begins by defining video games and noting they have often been criticized for violent content. It then examines studies that have found both a link and no link between video game violence and aggressive behavior. While some politicians and media blame video games for mass shootings, the document argues there is no evidence that video games directly cause violence, though they may increase aggression. It acknowledges some video games contain graphic violence as a form of artistic expression. In the end, it cautions that rage from competitive games should not be confused with aggression toward others.
The curse of the media and potential futurelucynka1988
The document discusses how media like video games can influence attitudes and behavior. It explores topics like the psychological and social effects of violent video games on aggression in players. The document also discusses the potential for video games to be used for education through "metaverses", which are virtual worlds that could allow gaming to progress many aspects of life. Finally, it considers whether the media has "cursed" previous generations or if there is potential for positive change in the future through combining education and gaming.
The document discusses ways for libraries to engage teens through gaming programs and services. It provides examples of libraries that have started weekly gaming tournaments between teens and police officers, which has led to improved relationships and a reduction in problem behavior reports. The document also summarizes research finding benefits of gaming, such as enhanced surgical skills from doctors who regularly play video games. It encourages libraries to consider daily gaming programs and services to attract teens and help them develop important skills.
The Reasons why people who said[Video Games are bad]are either ignorance or...Matumit Sombunjaroen
This document counters arguments that video games are inherently bad by comparing them to other media like movies, chess, and Pokémon. It argues that video games are treated differently despite containing similar elements to other accepted forms of media and hobbies. Violence, nudity, and adult content are deemed acceptable in movies and arts but not in video games. The document also rebuts common claims that video games cause addiction, violence, or prevent real-world learning and career development, asserting that media itself is neither good nor bad, and that contents and other social factors define impacts.
The members presenting are Nichollas C. Dewanto, Yosua Kristian H, and Elias Duyala. They chose to discuss the topic of game addiction because it is a current issue, they are interested in helping students who are addicted to video games, and want to respect different perspectives on this phenomenon. Their presentation will focus on defining game addiction, its symptoms, treatments, and scope.
The document discusses the positive and negative effects of virtual worlds and gaming. It focuses on the negative effects of the violent video game Gears of War, which could potentially encourage more negative user effects than positive ones. The author shares their experience playing Gears of War with people of different ages and backgrounds, which raised some concerns about the dangers of online gaming for younger users who are more vulnerable. There needs to be greater awareness of these risks and more parental limitations and online safety education.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
The document discusses several audience theories related to how audiences interact with and are influenced by mass media:
1) The Hypodermic Needle Model from the 1920s viewed audiences as passive receivers of media messages without processing or challenging the information.
2) Uses and Gratifications theory from the 1960s saw audiences as actively choosing media for different reasons like diversion, relationships, identity, or surveillance.
3) Reception Theory noted individual factors like gender, class, and ethnicity affect how media texts are decoded and different readings are possible.
4) Effects theories research on violent video games found links to aggressive behavior but were criticized for methodological flaws by skeptics arguing correlations don't prove causation
Italy Agriculture Equipment Market Outlook to 2027harveenkaur52
Agriculture and Animal Care
Ken Research has an expertise in Agriculture and Animal Care sector and offer vast collection of information related to all major aspects such as Agriculture equipment, Crop Protection, Seed, Agriculture Chemical, Fertilizers, Protected Cultivators, Palm Oil, Hybrid Seed, Animal Feed additives and many more.
Our continuous study and findings in agriculture sector provide better insights to companies dealing with related product and services, government and agriculture associations, researchers and students to well understand the present and expected scenario.
Our Animal care category provides solutions on Animal Healthcare and related products and services, including, animal feed additives, vaccination
Meet up Milano 14 _ Axpo Italia_ Migration from Mule3 (On-prem) to.pdfFlorence Consulting
Quattordicesimo Meetup di Milano, tenutosi a Milano il 23 Maggio 2024 dalle ore 17:00 alle ore 18:30 in presenza e da remoto.
Abbiamo parlato di come Axpo Italia S.p.A. ha ridotto il technical debt migrando le proprie APIs da Mule 3.9 a Mule 4.4 passando anche da on-premises a CloudHub 1.0.
Gen Z and the marketplaces - let's translate their needsLaura Szabó
The product workshop focused on exploring the requirements of Generation Z in relation to marketplace dynamics. We delved into their specific needs, examined the specifics in their shopping preferences, and analyzed their preferred methods for accessing information and making purchases within a marketplace. Through the study of real-life cases , we tried to gain valuable insights into enhancing the marketplace experience for Generation Z.
The workshop was held on the DMA Conference in Vienna June 2024.
Ready to Unlock the Power of Blockchain!Toptal Tech
Imagine a world where data flows freely, yet remains secure. A world where trust is built into the fabric of every transaction. This is the promise of blockchain, a revolutionary technology poised to reshape our digital landscape.
Toptal Tech is at the forefront of this innovation, connecting you with the brightest minds in blockchain development. Together, we can unlock the potential of this transformative technology, building a future of transparency, security, and endless possibilities.
This document discusses the debate around whether violent video games can lead to real-world violence. It begins by defining video games and noting they have often been criticized for violent content. It then examines studies that have found both a link and no link between video game violence and aggressive behavior. While some politicians and media blame video games for mass shootings, the document argues there is no evidence that video games directly cause violence, though they may increase aggression. It acknowledges some video games contain graphic violence as a form of artistic expression. In the end, it cautions that rage from competitive games should not be confused with aggression toward others.
The curse of the media and potential futurelucynka1988
The document discusses how media like video games can influence attitudes and behavior. It explores topics like the psychological and social effects of violent video games on aggression in players. The document also discusses the potential for video games to be used for education through "metaverses", which are virtual worlds that could allow gaming to progress many aspects of life. Finally, it considers whether the media has "cursed" previous generations or if there is potential for positive change in the future through combining education and gaming.
The document discusses ways for libraries to engage teens through gaming programs and services. It provides examples of libraries that have started weekly gaming tournaments between teens and police officers, which has led to improved relationships and a reduction in problem behavior reports. The document also summarizes research finding benefits of gaming, such as enhanced surgical skills from doctors who regularly play video games. It encourages libraries to consider daily gaming programs and services to attract teens and help them develop important skills.
The Reasons why people who said[Video Games are bad]are either ignorance or...Matumit Sombunjaroen
This document counters arguments that video games are inherently bad by comparing them to other media like movies, chess, and Pokémon. It argues that video games are treated differently despite containing similar elements to other accepted forms of media and hobbies. Violence, nudity, and adult content are deemed acceptable in movies and arts but not in video games. The document also rebuts common claims that video games cause addiction, violence, or prevent real-world learning and career development, asserting that media itself is neither good nor bad, and that contents and other social factors define impacts.
The members presenting are Nichollas C. Dewanto, Yosua Kristian H, and Elias Duyala. They chose to discuss the topic of game addiction because it is a current issue, they are interested in helping students who are addicted to video games, and want to respect different perspectives on this phenomenon. Their presentation will focus on defining game addiction, its symptoms, treatments, and scope.
The document discusses the positive and negative effects of virtual worlds and gaming. It focuses on the negative effects of the violent video game Gears of War, which could potentially encourage more negative user effects than positive ones. The author shares their experience playing Gears of War with people of different ages and backgrounds, which raised some concerns about the dangers of online gaming for younger users who are more vulnerable. There needs to be greater awareness of these risks and more parental limitations and online safety education.
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
The document discusses several audience theories related to how audiences interact with and are influenced by mass media:
1) The Hypodermic Needle Model from the 1920s viewed audiences as passive receivers of media messages without processing or challenging the information.
2) Uses and Gratifications theory from the 1960s saw audiences as actively choosing media for different reasons like diversion, relationships, identity, or surveillance.
3) Reception Theory noted individual factors like gender, class, and ethnicity affect how media texts are decoded and different readings are possible.
4) Effects theories research on violent video games found links to aggressive behavior but were criticized for methodological flaws by skeptics arguing correlations don't prove causation
Italy Agriculture Equipment Market Outlook to 2027harveenkaur52
Agriculture and Animal Care
Ken Research has an expertise in Agriculture and Animal Care sector and offer vast collection of information related to all major aspects such as Agriculture equipment, Crop Protection, Seed, Agriculture Chemical, Fertilizers, Protected Cultivators, Palm Oil, Hybrid Seed, Animal Feed additives and many more.
Our continuous study and findings in agriculture sector provide better insights to companies dealing with related product and services, government and agriculture associations, researchers and students to well understand the present and expected scenario.
Our Animal care category provides solutions on Animal Healthcare and related products and services, including, animal feed additives, vaccination
Meet up Milano 14 _ Axpo Italia_ Migration from Mule3 (On-prem) to.pdfFlorence Consulting
Quattordicesimo Meetup di Milano, tenutosi a Milano il 23 Maggio 2024 dalle ore 17:00 alle ore 18:30 in presenza e da remoto.
Abbiamo parlato di come Axpo Italia S.p.A. ha ridotto il technical debt migrando le proprie APIs da Mule 3.9 a Mule 4.4 passando anche da on-premises a CloudHub 1.0.
Gen Z and the marketplaces - let's translate their needsLaura Szabó
The product workshop focused on exploring the requirements of Generation Z in relation to marketplace dynamics. We delved into their specific needs, examined the specifics in their shopping preferences, and analyzed their preferred methods for accessing information and making purchases within a marketplace. Through the study of real-life cases , we tried to gain valuable insights into enhancing the marketplace experience for Generation Z.
The workshop was held on the DMA Conference in Vienna June 2024.
Ready to Unlock the Power of Blockchain!Toptal Tech
Imagine a world where data flows freely, yet remains secure. A world where trust is built into the fabric of every transaction. This is the promise of blockchain, a revolutionary technology poised to reshape our digital landscape.
Toptal Tech is at the forefront of this innovation, connecting you with the brightest minds in blockchain development. Together, we can unlock the potential of this transformative technology, building a future of transparency, security, and endless possibilities.
Bridging the Digital Gap Brad Spiegel Macon, GA Initiative.pptxBrad Spiegel Macon GA
Brad Spiegel Macon GA’s journey exemplifies the profound impact that one individual can have on their community. Through his unwavering dedication to digital inclusion, he’s not only bridging the gap in Macon but also setting an example for others to follow.
Are games addictive, lora yaneva, based on a Rob Cover's research
1. Based on a Rob Cover’s Research on Game-playing
Addiction
2. Outline
Why Game-playing?
Friends and Gamers
Stereotypes
The idea of game-playing
Online Addiction and Gaming Addiction
Youth
Time and Tension
Pleasure and Reality
My opinion
3. Why Game-playing?
I play games.
Some friends of mine are gamers.
Playing games – hobby or addiction?
People today – addicted to Internet.
Note: I chose only some aspects of Rob Cover’s
research to introduce and my personal opinion.
4. Friends and Gamers
My friends play many games, everyday.
The list is long: Need For Speed Most Wanted,
StarCraft II: Wings of Liberty, World of Warcraft,
Assassin’s Creed, Grand Theft Auto, Guild Wars 2,
and some other.
Are they addicted? Or just “unavailable” when they
play?
5. Stereotypes
According to Rob Cover the stereotype of the game-player as
addicted is:
1. Not only in “psychology and pedagogical study” but
2. “In popular culture, news media and governmental rhetoric.”
Very often gamers are seen as low-class, addicted, anti-social,
dangerous kids.
Game-playing = addiction.
The stereotype is wrong.
6. The idea of game-playing
Game-playing is: engaging, interactive, socializing, and
above all – gives you pleasure.
Pleasure – when you play with your friends, have some
good time, beat their high scores.
You can create a different profile, personality, character as
you like it.
Do things you are not able of in real life.
7. Online Addiction and Gaming
Addiction
Both are interactive forms of textual engaging.
Online addiction → “the concept of addiction to digital and
virtual forms of communication and entertainment”
According to K. S. Young “Time spent gaming or online, as
opposed to other activities, becomes the criteria for
determining digital addiction.”
The solution is “grounded in a combination of surveillance and
alarmism.”
8. Youth ≠ Game-playing
Another stereotype – only young people play games and are
addicted.
Today everyone seems to play games.
My proof: not only my 8 years old nephew plays is online
playing games in Facebook everyday.
Some adult and middle-aged friends of mine play games as
much as my nephew does.
Game-playing is seen as an “activity of choice of youth”
9. Time and Tension
Game-playing is still seen as time-consuming and useless
which leads to:
“Losing "track" of time, despite our technologies for its
measurement and the perception of the change of measured
time through "day shifting to night”.
This is not something new or unbelievable.
The excessive loss of time in playing games “proves” that
game-playing is addictive.
10. Pleasure and Reality
According to Rob Cover “gaming addiction can be
productive for thinking about the relationships
between new media and sociality”.
The distinction between real and virtual time has to be
broken despite it is pervasive.
11. My opinion
Both online addiction and game addiction exist today
Many people seem to be addicted.
You can get addicted to the Internet and game-playing
if you are not aware what time you spend online.
You can set a time-limit for staying online.
You should ask for help, if you think you are getting
addicted to game-playing.
13. Bibliography
Cover, Rob. “Gaming (Ad)diction: Discourse, Identity,
Time and Play in the Production of the Gamer Addiction
Myth”. Game Studies December 2006, vol. 6, issue 1.