This document provides a review of the literature on structural features of video games and their potential role in excessive video game playing. It discusses how features like variable ratio schedules of reinforcement, concurrent tasks, and grinding behaviors may influence player involvement, even when not enjoyable. However, more research is still needed to better understand how specific game features impact normal versus problem players. The review calls for future studies using experimental and longitudinal methods to assess key features and identify what problem players seek from games.
This powerpoint contains slides that are explaining :
-What video games are.
-Can video games lead to violence.
-The media's influence on video games.
-The graphic violence inside the video games.
Ericsson ConsumerLab: Games move towards connected futureEricsson
The world of games is being transformed. This Ericsson ConsumerLab report says this transformation is being driven largely by a wave of new devices, more stable internet access and ever-increasing interest.
This powerpoint contains slides that are explaining :
-What video games are.
-Can video games lead to violence.
-The media's influence on video games.
-The graphic violence inside the video games.
Ericsson ConsumerLab: Games move towards connected futureEricsson
The world of games is being transformed. This Ericsson ConsumerLab report says this transformation is being driven largely by a wave of new devices, more stable internet access and ever-increasing interest.
Surface level observations of video game addiction and people .docxmabelf3
Surface level observations of video game addiction and people who identify as “gamers”
may lead to the assumption being made that this activity could lead to self imposed anti-social
behaviour being exhibited. As a group we unanimously shared this opinion that increased video
game consumption time would have a direct correlation to increased anti social behaviors being
exhibited in the individual. We initially formed this idea around personal experience from
observations of self identifying gamer friends of group members as well as from material and
media presented during the 401 lecture including a documentary style film on video game
addiction amongst adolescents in China and the extreme measures parents will take to “cure”
their afflicted child.
Video game access over a fairly recent and short amount of time has drastically changed,
going from only being able to play video games on consoles at home or arcades to now being
able to play high quality multiplayer games virtually anywhere on phones, tablets, and laptop
computers at a moments notice. A byproduct of this change in video game accessibility has
naturally lead to a huge increase in the number of people playing video games, along with
changing the definition of what traditionally might be thought of as a video gamer. By having
constant access to games on cell phones or other portable electronic devices the physical barriers
that might have seperated someone from a game addiction or the ability to play video games in
the past no longer exist. In addition to the ever increasing access to video games there has been
an increase in quantity of games made specifically to addict or entice the player to continue to
come back to the game to spend more and more time playing. This shift in game type and
development has been and is increasingly pushed by subscription models and in game currencies
to generate increased revenues for developers. These are just a few of the contributing factors we
took into account when formulating our hypothesis on researching if there was any connection
between video game consumption and antisocial behaviors.
With these factors in mind we began to pursue options to best go about researching this
link we had identified. Initially we had suspected there would have been a wealth of data and
prior research done regarding anti social behavior and video game addiction but with further
research we began to realize that while a number of recent studies all covered topics in this realm
they only circled the central aspect of our topic and didn't explicitly go into depth on this
suspected link. We did not get discouraged by this but instead became more empowered to use
the resources we had available to conduct our own research and use the prior research that had
been done to compare our methods and results against and act as a guide to find and remain on
the correct heading in pursuit of uncovering some trut.
Does playing video or computer games have beneficial effects.docxjacksnathalie
Does playing video or computer games
have beneficial effects on brain and
behaviour? If so, does the evidence point to
general improvements in cognitive function?
Daphne Bavelier & C. Shawn Green.
Although the popular media has a strong ten-
dency to produce breathless headlines about
the effects (or lack of effects) of video games, it
is worth noting that the term ‘video games’
is far from a single construct and thus, has
almost no scientific predictive power. One
can no more say what the effects of video
games are, than one can say what the effects
of food are. There are millions of individual
games, hundreds of distinct genres and sub-
genres, and they can be played on computers,
consoles, hand-held devices and cell phones.
Simply put, if one wants to know what the
effects of video games are, the devil is in
the details.
Studies that have examined perception
and spatial cognition (from our lab and many
others) have focused on one specific genre of
games — the so-called ‘action’ video games.
Indeed, playing this type of game results in a
wide range of behavioural benefits, includ-
ing enhancements in low-level vision, visual
attention, speed of processing and statistical
inference, among others. Furthermore, prop-
erly controlled training studies have repeatedly
demonstrated a causal link between video
game playing and enhanced abilities. Hence,
it is not just that people who naturally choose
to play games have better perceptual skills.
The ability to improve one’s abilities through
practice has obvious practical ramifications,
from rehabilitation of visual skills in individu-
als with amblyopia (also known as a ‘lazy eye’)
to the training of surgeons.
Doug Hyun Han & Perry F. Renshaw.
The extent to which playing video and on-
line games affects the brain and behaviour is
uncertain. It is likely that the specific beneficial
or harmful effects are determined by the char-
acteristics of both the individual and of the
game. Several studies have reported that video
and on-line game play may improve visuo-
spatial capacity, visual acuity, task switch-
ing, decision making and object tracking in
healthy individuals. However, methodological
limitations to these studies have also been
noted. For example, cross-sectional compari-
sons of gamers and non-gamers may reflect
baseline differences in cognitive abilities rather
than the effects of game playing. Moreover,
video game training studies that involve the
recruitment of non-gamers and that provide
game experience have not generally shown
that gaming enhances performance on higher
level reasoning and problem solving tasks.
Michael M. Merzenich. The potential
benefits that can be achieved through
video-game play are, of course, a function
of the specific task requirements, and of the
cognitive and social demands and values
represented by the game(s) in play. Games
that require progressively more accurate and
more challenging judgments ...
Qualitative Research on Computer Gaming (Practical Research 1)Amino Domado
This is not the FINAL version of our paper because it was deleted on my PC.
There are few grammatical errors because, again, it is not the FINAL revision.
If you found some useful piece of our research, please do consider citing us in your paper.
Assignment
Essay 1
Student Name:
Abdul Kaiyum Shakil
Student Number:
S20013583
Unit Name:
Tutor’s Name:
Online games, Play and Gamification
Dr Gwyneth Peaty
Email Address:
[email protected]
Date Submitted:
26.09.2019
Word Count:
[1441]
URL (if applicable):
By submitting this assignment, I declare that I have retained a suitable copy of this assignment, have not previously submitted this work for assessment and have ensured that it complies with university and school regulations, especially concerning plagiarism and copyright.
Shakil
Signature: ___________________________
(Typing your name in the space provided is sufficient
when submitting online via Turnitin.)
All students will receive a completed marking rubric to provide feedback and comments on their work. Please indicate below (with a X) if you would like to receive additional comments as tracked changes on your submitted assignment.
Yes, I would like to receive additional feedback
The Relationships between Play and Games
Introduction
The difference in terms of epistemological and ontological differences exists in the two types of activities which are often considered as part of leisure that is, playing and gaming. The ontological issues pertain to the formalisms and structures, while the epistemological agenda deals with the dynamics of gaming and playing. A play is often defined in literature as an open-ended territory. The play comprises of world-building and make-believe as defining elements for the open-ended territory. On the other hand, games pertain to the domain of challenging the optimization and interpretation of tactics and rules, apart from the space and time. The distinction between game-mode and play-mode is also instrumental in understanding the epistemological agenda. The technique for viewing gamming is like something which takes place at a higher level, in terms of both temporarily and structurally. The internal ordering of the play-world refers to sustaining through continuous reticulating within the play-world for formal distinction elements. The duration of play, with the focus on form installation, requires management of the distinction between non-play-world and play-world. The analysis regarding the game also included references of the game Small Worlds as an example.
Analysis
Game-Mode vs. Play-Mode
The game-mode has spatial and temporal incarceration which is presupposed within the rearticulating context for the purpose of protecting game from running off target through rule-binding structures. The game SmallWorlds had similar spatial and temporal incarceration whereby the purpose remained on protecting game from running off target. Interestingly, the games need not to be considered as play; instead, the implication refers to play as a requirement for the game. There exists a sustained balance with respect to un-structured and structured space capabilities of one's tactics which is central to the game-mode. In a similar way, the play-mode has a de ...
The past 15 years of social science research have seen an explosion in curiosity surrounding video games as a legitimate object of study – a medium that traces its roots back to at least the 1950s. While early research on games tended to quixotically focus on the anti-social effects of video games on users, emerging perspectives consider myriad uses and functions of video games as a psychological, communicative, and social tools. Much of this diversity can be attributed to a renewed focus on the player, with scholars working to understand the experience of the “squishy bits” behind the computer screen. Drawing from a variety of original studies, the presentation will translate player-focused media research to a diverse audience of designers, programmers and researchers. Topics covered include the mechanics of cognitive skill and game challenge, psychology of audience effects, habitual and (morally) intuitive decision-making, the social nature of player-avatar relationships, and the overall complexity of entertainment experiences as “more than just games.”
Similar to The role of structural characteristics in problem video game playing (14)
Estudio exploratorio de las necesidades del departamento de Canindeyú a diciembre del 2013, en los ejes: económico, social, político, institucional y de infraestructura.
Title: Sense of Taste
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the structure and function of taste buds.
Describe the relationship between the taste threshold and taste index of common substances.
Explain the chemical basis and signal transduction of taste perception for each type of primary taste sensation.
Recognize different abnormalities of taste perception and their causes.
Key Topics:
Significance of Taste Sensation:
Differentiation between pleasant and harmful food
Influence on behavior
Selection of food based on metabolic needs
Receptors of Taste:
Taste buds on the tongue
Influence of sense of smell, texture of food, and pain stimulation (e.g., by pepper)
Primary and Secondary Taste Sensations:
Primary taste sensations: Sweet, Sour, Salty, Bitter, Umami
Chemical basis and signal transduction mechanisms for each taste
Taste Threshold and Index:
Taste threshold values for Sweet (sucrose), Salty (NaCl), Sour (HCl), and Bitter (Quinine)
Taste index relationship: Inversely proportional to taste threshold
Taste Blindness:
Inability to taste certain substances, particularly thiourea compounds
Example: Phenylthiocarbamide
Structure and Function of Taste Buds:
Composition: Epithelial cells, Sustentacular/Supporting cells, Taste cells, Basal cells
Features: Taste pores, Taste hairs/microvilli, and Taste nerve fibers
Location of Taste Buds:
Found in papillae of the tongue (Fungiform, Circumvallate, Foliate)
Also present on the palate, tonsillar pillars, epiglottis, and proximal esophagus
Mechanism of Taste Stimulation:
Interaction of taste substances with receptors on microvilli
Signal transduction pathways for Umami, Sweet, Bitter, Sour, and Salty tastes
Taste Sensitivity and Adaptation:
Decrease in sensitivity with age
Rapid adaptation of taste sensation
Role of Saliva in Taste:
Dissolution of tastants to reach receptors
Washing away the stimulus
Taste Preferences and Aversions:
Mechanisms behind taste preference and aversion
Influence of receptors and neural pathways
Impact of Sensory Nerve Damage:
Degeneration of taste buds if the sensory nerve fiber is cut
Abnormalities of Taste Detection:
Conditions: Ageusia, Hypogeusia, Dysgeusia (parageusia)
Causes: Nerve damage, neurological disorders, infections, poor oral hygiene, adverse drug effects, deficiencies, aging, tobacco use, altered neurotransmitter levels
Neurotransmitters and Taste Threshold:
Effects of serotonin (5-HT) and norepinephrine (NE) on taste sensitivity
Supertasters:
25% of the population with heightened sensitivity to taste, especially bitterness
Increased number of fungiform papillae
Ozempic: Preoperative Management of Patients on GLP-1 Receptor Agonists Saeid Safari
Preoperative Management of Patients on GLP-1 Receptor Agonists like Ozempic and Semiglutide
ASA GUIDELINE
NYSORA Guideline
2 Case Reports of Gastric Ultrasound
Adv. biopharm. APPLICATION OF PHARMACOKINETICS : TARGETED DRUG DELIVERY SYSTEMSAkankshaAshtankar
MIP 201T & MPH 202T
ADVANCED BIOPHARMACEUTICS & PHARMACOKINETICS : UNIT 5
APPLICATION OF PHARMACOKINETICS : TARGETED DRUG DELIVERY SYSTEMS By - AKANKSHA ASHTANKAR
These lecture slides, by Dr Sidra Arshad, offer a quick overview of the physiological basis of a normal electrocardiogram.
Learning objectives:
1. Define an electrocardiogram (ECG) and electrocardiography
2. Describe how dipoles generated by the heart produce the waveforms of the ECG
3. Describe the components of a normal electrocardiogram of a typical bipolar lead (limb II)
4. Differentiate between intervals and segments
5. Enlist some common indications for obtaining an ECG
6. Describe the flow of current around the heart during the cardiac cycle
7. Discuss the placement and polarity of the leads of electrocardiograph
8. Describe the normal electrocardiograms recorded from the limb leads and explain the physiological basis of the different records that are obtained
9. Define mean electrical vector (axis) of the heart and give the normal range
10. Define the mean QRS vector
11. Describe the axes of leads (hexagonal reference system)
12. Comprehend the vectorial analysis of the normal ECG
13. Determine the mean electrical axis of the ventricular QRS and appreciate the mean axis deviation
14. Explain the concepts of current of injury, J point, and their significance
Study Resources:
1. Chapter 11, Guyton and Hall Textbook of Medical Physiology, 14th edition
2. Chapter 9, Human Physiology - From Cells to Systems, Lauralee Sherwood, 9th edition
3. Chapter 29, Ganong’s Review of Medical Physiology, 26th edition
4. Electrocardiogram, StatPearls - https://www.ncbi.nlm.nih.gov/books/NBK549803/
5. ECG in Medical Practice by ABM Abdullah, 4th edition
6. Chapter 3, Cardiology Explained, https://www.ncbi.nlm.nih.gov/books/NBK2214/
7. ECG Basics, http://www.nataliescasebook.com/tag/e-c-g-basics
Basavarajeeyam is an important text for ayurvedic physician belonging to andhra pradehs. It is a popular compendium in various parts of our country as well as in andhra pradesh. The content of the text was presented in sanskrit and telugu language (Bilingual). One of the most famous book in ayurvedic pharmaceutics and therapeutics. This book contains 25 chapters called as prakaranas. Many rasaoushadis were explained, pioneer of dhatu druti, nadi pareeksha, mutra pareeksha etc. Belongs to the period of 15-16 century. New diseases like upadamsha, phiranga rogas are explained.
Title: Sense of Smell
Presenter: Dr. Faiza, Assistant Professor of Physiology
Qualifications:
MBBS (Best Graduate, AIMC Lahore)
FCPS Physiology
ICMT, CHPE, DHPE (STMU)
MPH (GC University, Faisalabad)
MBA (Virtual University of Pakistan)
Learning Objectives:
Describe the primary categories of smells and the concept of odor blindness.
Explain the structure and location of the olfactory membrane and mucosa, including the types and roles of cells involved in olfaction.
Describe the pathway and mechanisms of olfactory signal transmission from the olfactory receptors to the brain.
Illustrate the biochemical cascade triggered by odorant binding to olfactory receptors, including the role of G-proteins and second messengers in generating an action potential.
Identify different types of olfactory disorders such as anosmia, hyposmia, hyperosmia, and dysosmia, including their potential causes.
Key Topics:
Olfactory Genes:
3% of the human genome accounts for olfactory genes.
400 genes for odorant receptors.
Olfactory Membrane:
Located in the superior part of the nasal cavity.
Medially: Folds downward along the superior septum.
Laterally: Folds over the superior turbinate and upper surface of the middle turbinate.
Total surface area: 5-10 square centimeters.
Olfactory Mucosa:
Olfactory Cells: Bipolar nerve cells derived from the CNS (100 million), with 4-25 olfactory cilia per cell.
Sustentacular Cells: Produce mucus and maintain ionic and molecular environment.
Basal Cells: Replace worn-out olfactory cells with an average lifespan of 1-2 months.
Bowman’s Gland: Secretes mucus.
Stimulation of Olfactory Cells:
Odorant dissolves in mucus and attaches to receptors on olfactory cilia.
Involves a cascade effect through G-proteins and second messengers, leading to depolarization and action potential generation in the olfactory nerve.
Quality of a Good Odorant:
Small (3-20 Carbon atoms), volatile, water-soluble, and lipid-soluble.
Facilitated by odorant-binding proteins in mucus.
Membrane Potential and Action Potential:
Resting membrane potential: -55mV.
Action potential frequency in the olfactory nerve increases with odorant strength.
Adaptation Towards the Sense of Smell:
Rapid adaptation within the first second, with further slow adaptation.
Psychological adaptation greater than receptor adaptation, involving feedback inhibition from the central nervous system.
Primary Sensations of Smell:
Camphoraceous, Musky, Floral, Pepperminty, Ethereal, Pungent, Putrid.
Odor Detection Threshold:
Examples: Hydrogen sulfide (0.0005 ppm), Methyl-mercaptan (0.002 ppm).
Some toxic substances are odorless at lethal concentrations.
Characteristics of Smell:
Odor blindness for single substances due to lack of appropriate receptor protein.
Behavioral and emotional influences of smell.
Transmission of Olfactory Signals:
From olfactory cells to glomeruli in the olfactory bulb, involving lateral inhibition.
Primitive, less old, and new olfactory systems with different path
Muktapishti is a traditional Ayurvedic preparation made from Shoditha Mukta (Purified Pearl), is believed to help regulate thyroid function and reduce symptoms of hyperthyroidism due to its cooling and balancing properties. Clinical evidence on its efficacy remains limited, necessitating further research to validate its therapeutic benefits.
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Basavarajeeyam is a Sreshta Sangraha grantha (Compiled book ), written by Neelkanta kotturu Basavaraja Virachita. It contains 25 Prakaranas, First 24 Chapters related to Rogas& 25th to Rasadravyas.
Tom Selleck Health: A Comprehensive Look at the Iconic Actor’s Wellness Journeygreendigital
Tom Selleck, an enduring figure in Hollywood. has captivated audiences for decades with his rugged charm, iconic moustache. and memorable roles in television and film. From his breakout role as Thomas Magnum in Magnum P.I. to his current portrayal of Frank Reagan in Blue Bloods. Selleck's career has spanned over 50 years. But beyond his professional achievements. fans have often been curious about Tom Selleck Health. especially as he has aged in the public eye.
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Introduction
Many have been interested in Tom Selleck health. not only because of his enduring presence on screen but also because of the challenges. and lifestyle choices he has faced and made over the years. This article delves into the various aspects of Tom Selleck health. exploring his fitness regimen, diet, mental health. and the challenges he has encountered as he ages. We'll look at how he maintains his well-being. the health issues he has faced, and his approach to ageing .
Early Life and Career
Childhood and Athletic Beginnings
Tom Selleck was born on January 29, 1945, in Detroit, Michigan, and grew up in Sherman Oaks, California. From an early age, he was involved in sports, particularly basketball. which played a significant role in his physical development. His athletic pursuits continued into college. where he attended the University of Southern California (USC) on a basketball scholarship. This early involvement in sports laid a strong foundation for his physical health and disciplined lifestyle.
Transition to Acting
Selleck's transition from an athlete to an actor came with its physical demands. His first significant role in "Magnum P.I." required him to perform various stunts and maintain a fit appearance. This role, which he played from 1980 to 1988. necessitated a rigorous fitness routine to meet the show's demands. setting the stage for his long-term commitment to health and wellness.
Fitness Regimen
Workout Routine
Tom Selleck health and fitness regimen has evolved. adapting to his changing roles and age. During his "Magnum, P.I." days. Selleck's workouts were intense and focused on building and maintaining muscle mass. His routine included weightlifting, cardiovascular exercises. and specific training for the stunts he performed on the show.
Selleck adjusted his fitness routine as he aged to suit his body's needs. Today, his workouts focus on maintaining flexibility, strength, and cardiovascular health. He incorporates low-impact exercises such as swimming, walking, and light weightlifting. This balanced approach helps him stay fit without putting undue strain on his joints and muscles.
Importance of Flexibility and Mobility
In recent years, Selleck has emphasized the importance of flexibility and mobility in his fitness regimen. Understanding the natural decline in muscle mass and joint flexibility with age. he includes stretching and yoga in his routine. These practices help prevent injuries, improve posture, and maintain mobilit
ABDOMINAL TRAUMA in pediatrics part one.drhasanrajab
Abdominal trauma in pediatrics refers to injuries or damage to the abdominal organs in children. It can occur due to various causes such as falls, motor vehicle accidents, sports-related injuries, and physical abuse. Children are more vulnerable to abdominal trauma due to their unique anatomical and physiological characteristics. Signs and symptoms include abdominal pain, tenderness, distension, vomiting, and signs of shock. Diagnosis involves physical examination, imaging studies, and laboratory tests. Management depends on the severity and may involve conservative treatment or surgical intervention. Prevention is crucial in reducing the incidence of abdominal trauma in children.
The role of structural characteristics in problem video game playing
1. The Role of Structural Characteristics in Problem Video Game
Playing: A Review
Daniel King1
, Paul Delfabbro2
, Mark Griffiths3
1, 2
The University of Adelaide, Australia
3
Nottingham Trent University, United Kingdom
ABSTRACT
The structural characteristics of video games may play an important role in explaining
why some people play video games to excess. This paper provides a review of the
literature on structural features of video games and the psychological experience of
playing video games. The dominant view of the appeal of video games is based on
operant conditioning theory and the notion that video games satisfy various needs for
social interaction and belonging. However, there is a lack of experimental and
longitudinal data that assesses the importance of specific features in video games in
excessive video game playing. Various challenges in studying the structural features of
video games are discussed. Potential directions for future research are outlined, notably
the need to identify what problem (as opposed to casual) players seek from the video
games they play.
Keywords: video games, structural characteristics, technology-based addiction
Introduction
Video game playing is an increasingly popular leisure activity around the world.
However, for some people, excessive video game playing has various adverse
personal and social consequences. Research to date has identified a minority of
players who sacrifice sleep, school and job productivity, household chores, time
spent with significant others, and other major responsibilities in order to play
video games offline (Egli & Myers, 1984; Keepers, 1990; Griffiths & Davies,
2005) and online (Chappell, Eatough, Davies, & Griffiths, 2006; Grusser,
Thalemann, & Griffiths, 2007). For some of these players, it has been argued,
video game playing manifests as a form of behavioural addiction, similar to
problem gambling (Fisher, 1994; Griffiths, 2000; Salguero & Moran, 2002). This
label of video game „addiction‟ is not without controversy. Some theorists feel
that it does more harm than good to place activities like video game playing, a
legal activity enjoyed by millions of people, within a category traditionally linked
with substance abuse (Jaffe, 1990; Shaffer, Hall, & Vander Bilt, 2000). However,
the lack of agreement as to whether video game playing may be considered an
„addiction‟ has arguably been a distraction to the greater research question:
Why do people play video games excessively?
The study of problem video game play is in its infancy. Numerous survey studies
have been conducted which examine the general playing population, including
demographic information and playing variables (Griffiths & Hunt, 1995; Griffiths,
Davies & Chappell, 2004). It is often reported that the typical player is male,
aged in the early twenties, and plays approximately 15 to 20 hours per week.
However, there is a paucity of research that (a) attempts to validate excessive
video game playing as a primary disorder, like gambling; (b) presents a
comprehensive theoretical model for conceptualising problem video game play;
and (c) examines the psychological nature and social impact of the activity using
quantitative and experimental methods. Thus, the phenomenon of problem
video game playing, particularly the psychological context of problem playing, is
not well-understood. It is not surprising, then, that the mass media has
portrayed video game „addiction‟, problem video game playing, and healthy
2. video game playing as differing only in degree, rather than as qualitatively
different psychological phenomena.
In the gambling field, a number of studies have established that persistent
gambling is maintained not only by complex biological, social and individual
psychological factors (Griffiths & Delfabbro, 2001), but also by features of the
gambling environment (Griffiths & Parke, 2003) and the gambling activity itself
(Griffiths, 1993, Parke & Griffiths, 2006; 2007). In particular, „structural
characteristics‟, defined as those features that facilitate the acquisition,
development, and maintenance of playing behaviour irrespective of the
individual‟s psychological, physiological or socioeconomic status, have been
shown to play an important role in explaining the appeal of gambling activities.
It has been suggested that, like electronic gambling machines, video games
have many structural features that may make them psychologically engrossing.
However, there are very few published studies of the effect of particular video
game structural characteristics on normal and problem players‟ persistence in
video game playing.
Given the apparent social relevance of video game playing, an activity that
involves hundreds of millions of players worldwide, the lack of research on
features in games that promote excessive video game play is unusual. It may be
due in part to: (a) the highly variable nature of video games compared to the
standardised format of games of chance, like blackjack and roulette, (b) the lack
of a formal tool for identifying “problem” video game players, and (c)
researchers‟ lack of understanding of what features and content within video
games are important to the large community of end users. In addition, the
rewards of the video game experience appear to be less tangible and more
complex than the rewards of gambling activities (i.e. money or credits) and thus
may be more difficult to measure empirically. From a more pragmatic
perspective, there has (a) been a lack of research funding in the area as a
whole, and (b) the psychology of video game playing is viewed by many other
psychologists to be a somewhat „trivial‟ area to study.
This paper presents a review of the limited literature that has discussed or
empirically examined the structural characteristics of video games. In addition,
we consider some studies of gambling behaviour that have direct applicability to
video game playing. Regardless of whether excessive video game playing
represents an „addiction‟, it is generally agreed by a number of researchers that
very high levels of involvement are likely to have deleterious effects on
individuals if they are maintained over time. Therefore, for the purpose of this
review, the terms „problem‟ or „excessive‟ video game playing refer simply to an
involvement in video games that has negative personal and social
consequences. Following this literature review, we refer to the extant gambling
literature to identify specific categories of video game structural characteristics
that may guide future projects in this emerging field. In addition, this paper
provides a brief summary of the prevailing methodological challenges in
studying the structural features of video games.
Structural characteristics in video games
Loftus and Loftus‟ (1983) „pop‟ psychology book, Mind at Play, is perhaps the
earliest psychological text to examine the appeal of video game features in
relation to basic structural characteristics. The authors applied the paradigm of
operant conditioning to video game structural characteristics, stating that the
variable-ratio and fixed-interval schedules in video games were intended by
designers to be “addictive”. The researchers observed that (i) players are often
3. reinforced almost immediately for correct play, (ii) often these rewards for good
game play are of large magnitude (i.e., the provision of 150 points appearing
more significant than 15 points), and (iii) the player can be rewarded on
numerous concurrent reinforcement schedules. The authors also referred to the
notion of “cognitive regret”, the idea that when a player loses in a video game,
an alternative world (in which the player wins) is mentally constructed in the
player‟s mind. Video game players are thus motivated to realise this imagined
scenario by correcting their mistakes in the video game, and reduce the
undesirable regret state by immediately playing the game again.
Selnow (1984) theorised that elements of video games may make them
attractive as social companions. His study explored the notion of “electronic
friendship” in relation to video games, and surveyed adolescent players to
determine what types of “gratification needs” video games fulfilled. His survey
identified a group of players who preferred playing video games to spending
time with human companions. For these individuals, playing video games was
reported to be more fun and exciting than being with friends, easier than
managing interpersonal relationships and helped to forget feelings of social
loneliness. It was not clear whether these individuals were “problem” players,
but they did tend to play more frequently and spend more money on video
games than the other respondents in the study.
The popularity of video arcade machines throughout the 1980s and 1990s led to
the identification of a subgroup of adolescent players who appeared to resemble
problem gamblers (Griffiths, 1991; Fisher, 1994; Gupta & Derevensky, 1996).
The comparison was anchored by the observation that arcade video game
machines and slot machines shared a number of distinct structural features.
Griffiths (1991) stated that the main difference between the two types of
machines is that “video games are played to accumulate as many points as
possible, whereas fruit machines are played to accumulate as much money” (p.
54). Consequently, he argued, video game playing may be considered as a
“non-financial form of gambling”.
A similar argument was made by Griffiths and Wood (2000), who claimed that
the playing philosophy of both arcade video game players and slot machine
players was “to stay on the machine for as long as possible using the least
amount of money” (p. 209). Their paper listed a number of structural features
(first formulated by Fisher and Griffiths, 1995) that arcade video games
contained that made them similar to slot machines and, thus, could make them
attractive and rewarding to players. These were (a) the requirement of response
to stimuli which are predictable and governed by a software loop, (b) the
requirement of total concentration and hand-eye coordination, (c) rapid span of
play negotiable to some extent by the skill of the player, (d) the provision of
aural and visual rewards for a win, (e) the provision of an incremental reward
for a winning move, (f) digitally displayed scores of correct behaviour, (g) the
opportunity for peer group attention and approval through competition. The
researchers also identified the high accessibility of video games and slot
machines as being attractive to players. Numerous other authors have linked
video game playing to gambling (Griffiths, 1991; Gupta & Derevensky, 1996;
Huff & Collinson, 1987; Johansson & Gotestam, 2004; Ladouceur & Dube, 1995;
Wood, Gupta, Derevensky, & Griffiths, 2004). However, despite the many
theoretical links claimed to exist between gambling machines and video games,
these papers contain no empirical evidence that shows that „problem‟ video
game players, (however this subgroup may be defined) are motivated to play by
particular features in games, and non-problem video game players are not.
4. Recent studies have examined what people tend to enjoy in video games, as a
measure of what keeps the general population frequently involved in video
games. Griffiths, Davies and Chappell‟s (2004) study of 540 players of the video
game Everquest identified a number of features in video games that participants
reported to find enjoyable. The most commonly reported “favourite” reasons for
playing the online video game were related to social interaction, demonstrated
by feedback from players such as “the game is a social game” (24%), “group
together with others” (10%), and “being part of a Guild” (10%). Similarly,
participants reported their least favourite features of online games as the
frustrations associated with the community of other players. In terms of the
game‟s structure, their participants reported to enjoy being able to play the
game indefinitely but did not enjoy the lack of progress when playing the game
infrequently.
In another study, Wood, Griffiths, Chappell and Davies (2004) surveyed 382
video game players about their preferences for various structural features in
video games. Participants were asked to rank a list of features from “most
important” to “least important” on a 3-point Likert scale. The results showed
that the most important features were: realistic sound, graphics and setting,
rapid absorption rate, rapid advancement rate, a “medium” duration, and being
able to save one‟s progress in the game. The researchers also examined in
depth the dynamics of game play. Of the 19 characteristics they provided, the
five most popular features were “exploring new areas” (rated as “important” by
76% of participants), “elements of surprise” (75%), “fulfilling a quest” (74%),
“skill development” (68%), and “sophisticated artificial intelligence interactions”
(67%). The least popular features were “linear game format” (rated as
“unimportant” by 44% of participants), “mapping” (35%), “building
environments” (33%), “solving time-limited problems” (18%), and “avoiding
things” (15%). In terms of winning and losing features, 81% of participants
rated the ability to save their game regularly as important, which seemed to be
consistent with the finding that only 24% of participants thought “having to
restart a level” was important for their enjoyment of the game. In terms of
gender differences, males tended to prefer the explicit realism of video games
that involved skill development, violent actions, survival and controlling
vehicles. Similarly, males preferred games that were based on factual events.
Such games are usually based upon battles or sports events for which males
have traditionally had a preference in „real life.‟ In contrast, females were more
likely to prefer the non-violent, less competitive, slower paced cartoon-style
games, and the types of games that involved a higher degree of fantasy and
make-believe. This was demonstrated by the type of game dynamics that
females preferred, such as solving puzzles, avoiding dangerous obstacles, and
finding and collecting things.
Whilst these studies by Griffiths et al. (2004) and Wood et al. (2004) provide a
great deal of insight into the general appeal of video games, including the
variety of preferences between particular demographics of players, they are also
severely limited by the assumption that what players report to enjoy in video
games is equivalent to what keeps players involved in games for long periods.
Further, Wood et al. note:
Other characteristics may be more or less important, over time, due to advances in the
design and development of video games and the technologies they utilise. It should also
be noted that the importance of such characteristics may vary between individuals, and
may vary according to the frequency with which people play video games (p. 7).
These studies also do not directly measure features related to „problem‟
5. involvement in video games, but appear to infer that the most popular features
in video games are associated with excessive playing behaviours. There are a
number of problems with this approach. First, if participants are given a list of
features in games and are asked to rate how much they enjoy these features,
they may tend to overlook the negative aspects of each feature. In addition to
general biases in self-reported information, research has shown that accurate
memory recall for positive and negative emotions is limited (Thomas & Diener,
1990). Similarly, a typical video game playing experience is not likely to be
characterised only by increasing and decreasing states of enjoyment, but also
by feelings of frustration, anger, relief and satisfaction. By asking participants to
focus on only one phenomenological aspect of playing, important aspects of the
playing experience that may contribute to problem involvement may be
overlooked. A study by King and Delfabbro (2009a) found that problem video
game playing was associated with increased „amotivation‟ (playing apathetically
or without a sense of purpose). Similarly, gambling research has shown that
gamblers will continue to gamble even when they are bored by or no longer
enjoy the activity, and report irritation on winning because it sustains a session
of play (Blaszczynski, McConaghy, & Frankova, 1990). It is possible, therefore,
that problem video game play is characterised by an entirely different emotional
relationship to the features in video games than regular video game playing.
The notion of „unenjoyable‟ video game playing as a symptom of problem play
has been explored qualitatively. An interview study of 38 video game players by
King and Delfabbro (2009b) found that players did not necessarily have to enjoy
playing a video game to order to play for long periods of time. Their participants
reported that concurrent reward structures kept them playing for long periods.
Examples included two in-game tasks running simultaneously, being given a
new “quest” before the current quest was complete, and multiple “experience
bars” or other onscreen meters of player progress. Variable-ratio reinforcement
schedules also led participants to engage in what was termed “grinding”
behaviour. Grinding refers to repeatedly performing an action or series of
actions in a video game in order to obtain a reward. Interestingly, none of the
participants who “grinded” reported enjoying the process, but felt it was the
only way to feel satisfied when playing the game.
To date, one experimental study has examined the role of reinforcement in
video games in player affect. Chumbley and Griffiths (2006) investigated
players‟ affective responses and willingness to continue to play as a function of
negative reinforcement in a video game. “Negative reinforcement” was
operationally defined in terms of the difficulty of the game. The researchers
reported no significant relationship between player excitement and type of
reinforcement (high or low difficulty). However, the “low” negative
reinforcement group reported a higher degree of willingness to continue playing
the video game than the “high” negative reinforcement group. This study
suggested that, on a basic level, players are generally more motivated to play a
video game that offers frequent rewards and fewer obstacles. However, it
cannot be inferred from this study that (a) overcoming adversity is an
unimportant part of the video game playing experience, and (b) that games with
high or low negative reinforcement schedules promote excessive playing
behaviours.
Whilst few studies have investigated the role of reinforcement schedules in video
games in developing problem video game behaviour, reinforcement remains one
of the most popular explanations. In explaining why people become excessively
involved in online video games, like World of Warcraft, Charlton and Danforth
6. (2007) argued:
First, in MMORPGs players take-on the role of a character in a virtual environment in
which a story line evolves over time and the time frame in which an event will occur is
unpredictable. Thus, these games may be addictive because they are particularly good at
inducing operant conditioning via variable-ratio reinforcement schedules (p. 1534).
Survey evidence supports the notion that distinct features in MMORPGs
(Massively Multiplayer Online Role Playing Games) make them more appealing
to players, and therefore more likely to initiate, develop and sustain longer
playing behaviours. A study by Ng and Wiemer-Hastings (2005) found that 45%
of players of MMORPGs played over 30 hours per week, compared with 6% of
non-MMORPG players. In addition, most research studies that have examined
the nature of „problem‟ video game play have drawn their sample from the
population of MMORPG players (e.g., Black, Belsare, & Schlosser, 1999; Chui,
Lee, & Huang, 2004; Chappell et al., 2006). However, this may also be due to
the relative ease in accessing this population for the purpose of research (King,
Delfabbro, & Griffiths, 2009).
Other researchers have theorised that people may vary greatly in terms of the
experiences they seek from video games. Griffiths and Dancaster (1995)
showed that, when playing the same video game, participants with Type A
personality had significantly higher arousal levels (as measured by heart rate)
than participants with Type B personality. More recently, Yee (2006) suggested
that there might be various player typologies based on player preferences for
certain features in video games (i.e., some features may be more salient for
some groups of players than others). Yee surveyed over 30,000 users of online
role playing games. He reported that male players were significantly more likely
to be driven by the “Achievement” (the desire to obtain in-game rewards) and
“Manipulation” (the desire to manipulate and learn about the game world and
elements) factors of the game, whereas female players were more likely to be
driven by the “Relationship” factor (the desire to initiate and maintain social
contacts). However, this research did not examine whether particular player
typologies are more prone to engaging in excessive playing behaviours.
Summary
The literature on video game structural features has a historical link to the
gambling literature. However, unlike the gambling field, there have been very
few studies that examine the role of structural features in relation to problem
video game playing. Despite this lack of research evidence, the dominant view
of the appeal of video games appears to be that they offer rewards on
concurrent variable-ratio and fixed-interval schedules that lead the player to
respond rapidly and with few post-reinforcement pauses. There is also some
recognition that video games can offer a range of rewards, including social
approval, and players may vary depending on their preference for certain types
of rewards. The ways in which specific features in video games affect players
have received less attention, perhaps due to the large number of variables in
modern games as well as the difficulty in isolating these features for
experimental manipulation. To date, there has been no attempt to identify the
differences, if any, between normal and problem players with regard to their
preferences for, and emotional responses to, the structural features in video
games.
7. Future challenges
There are various challenges, theoretical and methodological, associated with
the study of video game structural features that deserve special mention. In
particular, there appears to be significant difficulty in studying video game
features within an experimental setting (Wood et al., 2004). It has been
suggested that different players seek different experiences from the video
games they play. For example, some players may seek out the items and
rewards within a video game, whereas others may play the game for social
interaction it facilitates. Similarly, there may be additional difficulties in creating
an ecologically valid video game playing experience. Like gambling studies that
use tokens in a laboratory setting instead of real money at a casino, there is a
danger that player motivation may be contaminated by the unfamiliar apparatus
and setting of the laboratory setting (Anderson & Brown, 1984). The challenge
for researchers is to ensure that the laboratory is conducive to participants
playing a video game as they normally would in their usual environment.
Alternatively, a naturalistic approach may overcome this problem.
Researchers should also be mindful of the empirical definition of structural
characteristics (i.e., features that facilitate the acquisition, development, and
maintenance of playing behaviour). When constructing surveys, they should
avoid the assumption that those features that players report to enjoy are the
same as those features that may play an important role in maintaining their
playing behaviour. This is particularly important when considering playing
motivations among individuals who are problematically involved in video games.
In the gambling literature, it has been argued that there may be additional
factors such as dysphoria and frustration that underlie impaired control and thus
distinguish regular and problem gamblers (Dickerson, 1993). Finally, and more
generally, there is a need for psychologists to more seriously consider the study
of technology-based excessive behaviours, rather than dismiss these behaviours
as simply reflective of other psychopathologies (Shaffer, Hall & Van de Bilt,
2000; Wood, 2008).
Future research
Whilst a great deal of research has been conducted outside the field of
psychology on the importance of various structural features in video games, less
is known regarding the influence of game characteristics on problematic play.
King, Delfabbro and Griffiths (2010) recently put forward a five-factor taxonomy
of video games, containing (a) social features, (b) manipulation and control
features, (c) narrative and identity features, (d) reward and punishment
features, and (e) presentation features. These categorisations of video game
features suggest multiple avenues for further investigation in this area. For
example, the social aspects of video games encompass many types of
competitive features, and the ways in which players can form attachments to
their playing machine. Many recent social utility features in video games can
create a sense of identity and escape for the player. For example, individuals
can (a) create personalised avatars and player profiles (from creating a
nickname or “handle” to creating a customisable three-dimensional character),
(b) purchase special membership accounts with exclusive video game content,
(c) personalise various aspects of their video game machine (e.g., the video
game browser or “launcher” screen as well as the exterior casing of the video
game hardware with familiar characters and logos). In addition, the machine
can: (a) act as a “hub” for all kinds of electronically-mediated social interaction
8. and related social functions, (b) include various forms of communication (e.g.,
text, picture-messaging, recorded speech, real-time speech, webcam, etc.), (c)
provide lists of the player‟s online friends, (d) track playing behaviour in relation
to time spent playing and goals achieved relative to others, and (e) link to
support websites which can suggest games based on your stated preferences
and previous games played. Future research could investigate the importance of
these features in the development and maintenance of problem behaviour.
There has been some speculation that online gaming may be more problematic
than offline (stand alone) games because of the inherent structural
characteristics (Griffiths, 2008). In video games generally, the rewards might be
intrinsic (e.g., improving your highest score, beating your friend's high score,
getting your name on the "hall of fame", or mastering the machine) or extrinsic
(e.g., peer admiration). In online gaming, there is no end to the game and there
is the potential to play endlessly against (and with) other real people.
Accessibility is another important aspect of online video games. Online games
can be played exclusively within the home environment and have no “opening
times” and few “membership rules”. They are “permanent” and available to
access 24 hours per day, seven days a week and all year round. These aspects
of the game may partly explain why some individuals spend long, uninterrupted
periods of time in the game.
There may be some value in identifying those features in video games that
players do not enjoy but serve to develop and maintain player involvement over
time. It is possible that features that players have indicated to be “not
important” in survey research (e.g., Wood et al., 2004) play an important role in
lengthening a typical session of playing or maintaining a player‟s long term
interest in the game. For instance, (unpublished) pilot research carried out
on Tetris by one of the authors (MG) found that in a self-report questionnaire,
players said they found theTetris music annoying when they played the game.
However, in an experiment measuring heart rate (as a measure of excitement
and arousal) while playing Tetris found significantly higher heart rates
playing Tetris with the music on compared to playing the game in silent mode
with the music off.
Researchers should be cautious of what players claim to be important features
in the video games they play and test these statements in ways less fraught
with errors of human judgement. There is a certain reliance on self-reported
data within the field of psychology, and this research area is no different. There
are various limitations associated with self-reported data from players, namely
that players do not accurately recall information about their playing behaviour,
and instead may report socially held facts or idealised impressions about their
playing. For example, Charlton (2002) stated that players often overestimate
the amount of time that is spent playing video games although losing track of
time playing video games is often seen as an important benefit as to why people
play excessively (Wood & Griffiths, 2007; Wood, Griffiths, & Parke, 2007).
Asking participants in a survey to indicate their preference for various structural
features in video games as opposed to empirically testing this preference is
similarly problematic. However, some researchers have tried to overcome this
problem by utilising a mixed methods approach. For instance, some researchers
have used both an experiment and questionnaire within the same study
(Chumbley & Griffiths, 2006). There is also a lack of research on problem video
game playing in general that is conducted in naturalistic settings, such as
gaming venues or players‟ home environment. Lastly, there is a lack of
longitudinal research to assess the long-term relationship between structural
9. features and problem playing patterns.
Conclusion
The extant literature on the subject of structural features in video games is quite
limited with regard to explaining why some people play video games to excess.
This paper suggests that this research area would benefit greatly from a more
rigorous study of the features within video games, particularly the reward
delivery systems in video games. In addition, it may be worthwhile investigating
the social utility functions of video games that foster a sense of community and
“electronic friendship” between the player and video game machine. By
understanding the structural features in video games that promote excessive
playing behaviour, psychologists may be better equipped to manage clients with
technology-based problem behaviours. Similarly, it may be beneficial for players
to be educated about particularly risky video game features in order to minimise
the risk of playing certain video games to excess.
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Correspondence to:
Daniel King
School of Psychology
Hughes Building
The University of Adelaide
Adelaide SA
5005
Australia
E-mail: Daniel.King(at)adelaide.edu.au