In the current world, adolescents are less likely to turn to physical activity games and often prefer to spend more time in the technological and digital world and have fun with digital games. This ...study aimed to explore reasons for preferring digital games to physical activity games in adolescents.
Twenty-one adolescents participated in this qualitative study. The participants' age ranged from 11 to 19 who participated in semistructured interviews. The recorded interviews underwent thematic analysis to identify overall themes.
Five overall themes were identified from the interviews regarding reasons for preferring digital games over physical activity games. Identified themes included game characteristics, game space, game outcomes, peer pressure, and accessibility.
The findings of this research contribute to design adolescent-centered interventions that sustain/increase adolescents' interest in physical activity games and protect them from excessive/harmful use of digital games.
The analysis of variability in sport has shown significant growth in recent years. Also, the study of space management in the game field has not been object of research yet. The present study ...pretends to describe the variability in the use of strategic space in high performance football. To do this, the spatial management of the Spanish men's soccer team when it is in possession of the ball has been analyzed, during its participation in the UEFA Euro 2012 championship. Specifically, 6861 events have been collected and analyzed. Different zoning of the field have been used, and the location of the ball has been recorded in each offensive action. Using the observational methodology as a methodological filter, two types of analysis have been carried out: first, a General Linear Model was implemented to know the variability of the strategic space. Models with two, three, four and five variables have been tested. In order to estimate the degree of accuracy and generalization of the data obtained, the Generalizability Theory was implemented. Next, and in order to estimate the degree of accuracy and generalization of the data obtained, the Generalizability Theory was implemented. The results showed that the model that produces greater variability and better explanation is the four-variable model (
= 0.019;
= 0.838), with the inclusion of the variables match half, rival, move initiation zone and move conclusion zone. Next, an optimization plan was implemented to know the degree of generalization with the Rival, Start Zone (SZ) and Conclusion Zone (CZ) facets. The available results indicate that it is based on an adequate research design in terms of the number of observations. The results of the present study could have a double practical application. On the one hand, the inclusion of the game's space management in training sessions will potentially conceal the true tactical intention. On the other hand, knowing the variability of the strategic space will allow to exploit areas of the optimal playing field to attack the rival team.
Este artigo teve como objetivo analisar os espaços evocativos dos jogos Cavaleiros do Zodíaco: Alma dos Soldados e Os Cavaleiros do Zodíaco: Batalha do Santuário, e compreender o papel que a paisagem ...exerce em ambos. Como método realizou-se revisão bibliográfica dos estudos sobre os videogames, com destaque àqueles concernentes ao escopo da Geografia, assim como o contato mais íntimo com os espaços do anime, reassistindo as temporadas, e com os espaços evocativos dos jogos, jogando-os e observando considerações de outros jogadores. Verificou-se que os espaços evocativos dos jogos amplificam o senso de imersão dos jogadores no mundo ficcional de Os Cavaleiros do Zodíaco, assim como comunicam novas perspectivas da história e da espacialidade desse universo.
Palavras-chave: Representação. Videogames. Espaço do jogo. Espaços evocativos.
Birçok platformda kendini gösteren dijital ortamlı mekân tasarımı mobil oyunlarda da karşımıza çıkmaktadır. Özellikle üç boyutlu tasarıma sahip oyunlar tamamıyla mimari bir çevrede belli senaryolar ...eşliğinde oynanabilmektedir. Mobil oyunlarda kültürel anlatılarla karşılaşmak da mümkündür. Bu araştırmanın problemi, kültürel mirasların mobil oyunlardaki temsillerinin standart bir niteliğinin olmamasıdır. Bu çalışmada mobil oyunlardaki mekânların analizini yaparak mekânların aktardığı kültürel anlatıları ortaya çıkarmak amaçlanmıştır. Bunun için Google Play Store uygulamasında yer alan “Müze” ve “Museum” anahtar kelimeleriyle bulunan 91 oyun incelenmiştir. Elde edilen oyunların künyeleri veri toplama tablosunda bir araya getirilmiştir. Araştırmada örneklem yöntemlerinden amaçlı örneklem kullanılmıştır. Örneklem olarak belirlenen üç oyun; “Father and Son”, “Past for Future” ve “Beyond Our Lives” üzerinden kültürel miras odaklı mekân analizleri yapılmıştır. Örneklem olarak seçilen oyunlar kendi içlerinde mekânsal niteliğe sahip ve mimari tasarım süreçlerine adapte edilebilecek oyunlardır. Oyunların mekânsal olarak incelenmesi sürecinde literatürde kullanılan oyun mekânları analiz yaklaşımlardan yararlanılmış ve bu yaklaşımlardan yola çıkarak mobil oyun mekânları için kültürel miras odaklı bir bakış açısı geliştirilmiştir.
Game comparison through play Larsson, Urban; Nowakowski, Richard J.; Santos, Carlos P.
Theoretical computer science,
05/2018, Letnik:
725
Journal Article
Recenzirano
Odprti dostop
Absolute Universes of Combinatorial Games, as defined in a recent paper by the same authors, include many standard short Normal- Misère- and Scoring-play monoids. Given G and H in an Absolute ...Universe U, we define a dual Normal-play game, called the Left Provisonal Game G,H, and show that G≽H if and only if Left wins G,H playing second. As an example of our construction, we show how to compare Dicot Misère-play games in Siegel's computer program CGSuite and illustrate by including the partial order of all games of rank 2. We also show that Joyal's Normal-play Category generalizes to every Absolute Universe U, and we define the associated categories LNP(U).
Pervasive games represent a radically new game form that transfers gaming experiences out into the physical world, weaving ICTs into the fabric of players׳ real environments. This emerging gaming ...mindset is rather challenging for developers exploring technologies and methods to achieve a high quality interactive experience for users, and designing novel and compelling forms of content. This paper follows a systematic approach in exploring the landscape of pervasive gaming. First, we present 18 representative pervasive game projects, following a generations-based classification. Then, we present a comparative view of those projects with respect to several design aspects. Lastly, we shed light on technological status and trends, design principles, developer guidelines, and research challenges for pervasive games development.
Values throughout the Game Space Jerrett, Adam; Howell, Peter Mark
Proceedings of the ACM on human-computer interaction,
10/2022, Letnik:
6, Številka:
CHI PLAY
Journal Article
Recenzirano
Pro-social themes like empathy and wellbeing are gaining popularity within games to contrast the medium's stigmatised explorations of themes like violence, often to catalyse reflection or even change ...players' beliefs surrounding complex scenarios. These abstract themes can be classified as a game's "values": elements that are "useful or important" to game designers and their audience. Exploration of values in games was spearheaded by Values at Play, which described how values manifest in games and advocated for their explicit consideration within games and their discourse. Frameworks such as empathy, ethical, and anti-oppressive design all discuss similar values, but present ontological diversity that makes it difficult to collate games and frameworks under the values-conscious design umbrella. Such frameworks also often focus on design approaches and small-scale prototypes but pay less attention to how values influence aspects like publication and play. As such, the present research examines values within each stage of a game's lifecycle: design, development, publication, interaction, and reportage. Doing so provides an understanding of values in multiple game contexts. This provides new perspectives that form the basis of a taxonomy for values in games, which is then presented alongside practical questions for values-conscious designers, publishers, and players to guide its use.
The philosophical concept of possible worlds (Lenzen, 2004; Lewis, 1986) has been used in literary studies and narratology (Dolezel, 1998; Eco, 1979) to define the way in which we conceive different ...narrative possibilities inside the fictional world. In Game Studies, some authors have used this concept to explore the relationship between game design and game experience (Kücklich, 2003; Maietti, 2004; Ryan, 2006), while Jesper Juul (2005) has studied the fictional world evoked by the connection between rules and fiction. In this paper we propose a new approach to video games as ludofictional worlds - a set of possible worlds which generates a game space based on the relationship between fiction and game rules. In accordance with the concepts of minimal departure (Ryan, 1991) and indexical term (Lewis, 1986), the position of the player character determines his/her actual world and the next possible or necessary world. Lastly, we use this model to analyse the video game The Elder Scrolls V: Skyrim and show that the possible worlds perspective provides a useful, flexible and modular framework for describing the internal connections between ludofictional worlds and the interactive nature of playable game spaces.
O conceito filosófico do mundo possível (Lenzen, 2004; Lewis, 1986) é usado nos estudos literários e na narratologia (Dolezel, 1998; Eco, 1979) para se definir a forma como concebemos diferentes ...possibilidades narrativas no mesmo mundo fictício. Nos estudos dos jogos, algumas focagens usaram este conceito para terem em conta a relação entre a concepção e a experiência do jogo (Kücklich, 2003; Maietti, 2004; Ryan, 2006), enquanto Jesper Juul (2005) estudou o mundo fictício evocado pela ligação entre as regras e a ficção. Este documento propõe uma nova focagem dos videojogos como mundos ludofictícios, um conjunto de mundos possíveis que gera um espaço de jogo baseado na relação entre a ficção e as regras do jogo. Tendo em consideração os conceitos de desvio mínimo (Ryan, 1991) e termo indexical (Lewis, 1986), a posição do personagem-jogador determina o seu mundo real e o mundo seguinte possível ou necessário. Finalmente, o modelo analisa o videojogo The Elder Scrolls V: Skyrim e mostra que a perspectiva do mundo possível pode ser útil para se descreverem de forma flexível e modular as ligações internas dos mundos ludofictícios e o carácter interactivo dos espaços de jogo jogáveis