The present study aimed to examine the effects of online game addiction on reduced academic achievement motivation, and the mediating role of learning engagement among Chinese college students to ...investigate the relationships between the three variables.
The study used convenience sampling to recruit Chinese university students to participate voluntarily. A total of 443 valid questionnaires were collected through the Questionnaire Star application. The average age of the participants was 18.77 years old, with 157 males and 286 females. Statistical analysis was conducted using SPSS and AMOS.
(1) Chinese college students' online game addiction negatively affected their behavioral, emotional, and cognitive engagement (the three dimensions of learning engagement); (2) behavioral, emotional, and cognitive engagement negatively affected their reduced academic achievement motivation; (3) learning engagement mediated the relationship between online game addiction and reduced academic achievement motivation.
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its ...lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
Trolling is a subject of apparent academic confusion; the few studies conducted thus far yielded a variety of conflicting definitions regarding what constitutes trolling behaviour and little ...information regarding trolling motivations. In order to shed further light on this phenomenon, the present study aimed to (1) determine which behaviours actual trolls consider as trolling, (2) explore the motivations behind trolling, and (3) examine the online community’s response to trolling as perceived by the troll. After performing semi-structured interviews with 22 self-confessed trolls, we found that there is a variety of behaviours trolls consider trolling which can now be put in clear categories based on target and method. Three key motivations to troll emerged: personal enjoyment, revenge, and thrill-seeking. Trolling also appears to be a cyclical, self-perpetuating phenomenon enabled by the online community at large. Theoretical implications for future trolling research are also discussed.
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NUK, OILJ, SAZU, UKNU, UL, UM, UPUK
The purpose of this study was to determine the youth's perception of Majlis Dhikr in minimizing online Game addiction and to know the role of Majlis Dhikr in minimizing Online Games experienced by ...the youth of Dusun Patemon Pamekasan. This research uses a qualitative approach with the type of case study. The data sources in this study were community leaders and some residents of Patemon hamlet, West Dempo Village. Data collection procedures used are interviews, observation, and documentation. Data analysis was carried out by data reduction, data presentation, and drawing conclusions. Checking the validity of the data is done through continuous observation, peer checking, and triangulation. The results showed that (1) Youth Perceptions of Majliz Zikir in minimizing addiction to online games greatly appreciated and supported these religious activities so that they could reduce online game addiction (2) The activities of Majlis Zikir in minimizing online game addiction were quite influential, due to the activities The youth's playing time online is reduced in addition to providing insight into the negative impact of online gaming.
Many real-world applications require artificial agents to compete and coordinate with other agents in complex environments. As a stepping stone to this goal, the domain of StarCraft has emerged as an ...important challenge for artificial intelligence research, owing to its iconic and enduring status among the most difficult professional esports and its relevance to the real world in terms of its raw complexity and multi-agent challenges. Over the course of a decade and numerous competitions
, the strongest agents have simplified important aspects of the game, utilized superhuman capabilities, or employed hand-crafted sub-systems
. Despite these advantages, no previous agent has come close to matching the overall skill of top StarCraft players. We chose to address the challenge of StarCraft using general-purpose learning methods that are in principle applicable to other complex domains: a multi-agent reinforcement learning algorithm that uses data from both human and agent games within a diverse league of continually adapting strategies and counter-strategies, each represented by deep neural networks
. We evaluated our agent, AlphaStar, in the full game of StarCraft II, through a series of online games against human players. AlphaStar was rated at Grandmaster level for all three StarCraft races and above 99.8% of officially ranked human players.
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EMUNI, FIS, FZAB, GEOZS, GIS, IJS, IMTLJ, KILJ, KISLJ, MFDPS, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, SBMB, SBNM, UKNU, UL, UM, UPUK, VKSCE, ZAGLJ
The aim of this paper is to analyse the acceptance of online games, based on the unified theory of acceptance and use of technology 2 (UTAUT 2). The data analysed correspond to a sample of online ...players through mobile devices in Spain. A structural equation approach based on Partial Least Squares was used to assess the acceptance model. The result of the analysis indicates that UTAUT 2 explains 71% of the use of online games in mobile devices. The main conclusion of the study highlights the importance of habit in the use of online games. Specifically, the intention to play online is explained, in order of importance, by the variables habit, hedonic motivation and social identity. In addition, the use of an online game is determined by habit and intention to play. We proposed a simplified UTAUT2 model adapted to the online game scope.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
The ongoing pandemic of COVID-19 has forced governments to impose a lockdown, and many people have suddenly found themselves having to reduce their social relations drastically. Given the exceptional ...nature of similar situations, only a few studies have investigated the negative psychological effects of forced social isolation and how they can be mitigated in a real context. In the present study, we investigated whether the amount of digital communication technology use for virtual meetings (i.e., voice and video calls, online board games and multiplayer video games, or watching movies in party mode) during the lockdown promoted the perception of social support, which in itself mitigated the psychological effects of the lockdown in Italy. Data were collected in March 2020 (
= 465), during the lockdown imposed to reduce the COVID-19 spread. The results indicated that the amount of digital technology use reduced feelings of loneliness, anger/irritability, and boredom and increased belongingness
the perception of social support. The present study supported the positive role of digital technologies in maintaining meaningful social relationships even during an extreme situation such as a lockdown. Implications such as the need to reduce the digital divide and possible consequences of the ongoing pandemic are discussed.
With the metaverse here to stay, we are seeing ever more advances in capability. This includes the ability to incorporate real-time body and facial animation, so that personalised avatars can display ...our changing expressions, allowing those we meet to gauge our mood. Given this advance, the opportunity now exists to utilise emotion recognition from avatars. This positional paper explores the benefits of utilising emotion prediction within the metaverse.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
Background: The method used in this study is the PRISMA method. The literature used is in the time span between 2018 to 2021. The data used is obtained from Google Scholar using the keywords are ...online games, youth, health impacts due to playing online games.
Objective: what are the causal factors and health impacts caused by playing online games on teenagers.
Methods: The method used in this study is the PRISMA method. The literature used is in the time span between 2018 to 2021. The data used is obtained from Google Scholar using the keywords are online games, youth, health impacts due to playing online games.
Results: The results of the articles that have been filtered are 55 articles to be analyzed and reviewed, then re-selected so that they become ten articles that meet the inclusion criteria.
Conclusions: Playing online games for too long will have a negative impact on the body such as obesity, eye pain, brain disorders, back pain and joint pain