{"title":"The Moderating Role of Well-Being in the Relationship Between Gaming Motivation and Problematic Gaming","authors":"Berislav Šporčić, Renata Glavak-Tkalic","doi":"10.4018/ijgcms.320516","DOIUrl":"https://doi.org/10.4018/ijgcms.320516","url":null,"abstract":"The aim of this study was to explore the moderating role of psychosocial well-being in the relationship between gaming motivation and problematic gaming among problematic and recreational online gamers. Data from 511 online video game players (M = 24.89, SD = 6.39) were analyzed. Problematic online gaming was positively correlated with social anxiety, loneliness, and stress, as well as with social escape, competition, coping, skill development, and fantasy motives for playing online video games. Negative correlation was found between problematic gaming and life satisfaction. The results showed significant interaction terms between loneliness and social motive, life satisfaction and recreation and coping motive, and stress and fantasy motive among problematic gamers. Furthermore, results showed a significant interaction term between stress and skill development motive among recreational gamers. The results are discussed in the framework of the compensatory internet use model (Kardefelt-Winther, 2014a).","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131247152","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Digital Game-Based L1 Language Learning Outcomes for Preschool Through High-School Students: A Literature Review","authors":"Sotiris Kirginas","doi":"10.4018/ijgcms.320228","DOIUrl":"https://doi.org/10.4018/ijgcms.320228","url":null,"abstract":"This paper presents a systematic literature review of research papers, examining (1) the impact of free-form and formally structured digital games on L1 language learning and (2) the methods that researchers and educators use to leverage free-form and formally structured digital games in L1 language teaching. The current literature review revealed that the use of formally structured and free-form digital games are based on different theoretical approaches and can be used to serve different purposes of language learning. Free-form digital games help students develop a higher level of thinking skills; they are used more in groups of older students and aim at the whole class population, as language learning becomes a dynamic process of meaning construction. Formally structured games help students to develop lower-level thinking skills, serve the behavioural or constructivist approach to language teaching, and aim at younger students or students with specific characteristics.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132600467","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Delello, R. McWhorter, Paul B. Roberts, T. D. Giuseppe, Felice Corona
{"title":"The Risks and Rewards of Collegiate Esports: A Multi-Case Study of Gamers in the United States and Italy","authors":"J. Delello, R. McWhorter, Paul B. Roberts, T. D. Giuseppe, Felice Corona","doi":"10.4018/ijgcms.317115","DOIUrl":"https://doi.org/10.4018/ijgcms.317115","url":null,"abstract":"As participation in electronic sports (esports) continues to expand globally, colleges and universities are considering how such competitive video gaming might impact recruitment, retention, and the overall student engagement experience. This mixed-methods study focuses on the perceptions of college students in both the United States and Italy regarding the esports phenomenon. A compilation of the research findings from two case studies compared and contrasted themes associated with the benefits and risks to college students participating in esports. The findings highlighted the notion that even during challenging times such as the COVID-19 pandemic, the college students in this study were still driven to invest their time in esports play. However, the risks such as those of addiction, health impairment, and social isolation may outweigh the perceived benefits to game play. Included are critical considerations and policy recommendations for campus esports programs as well as future directions in research.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115582848","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kai-Lin You, R. Delaney, N. McKinley, Pat Healy, T. Thomas
{"title":"Who Engages and Why It Matters?: Describing Participant Engagement in a Serious Game Intervention for Patients With Advanced Cancer","authors":"Kai-Lin You, R. Delaney, N. McKinley, Pat Healy, T. Thomas","doi":"10.4018/ijgcms.316968","DOIUrl":"https://doi.org/10.4018/ijgcms.316968","url":null,"abstract":"While the use and benefits of serious games in health care are increasingly recognized, the impact of individuals' game engagement remains understudied, limiting the potential for impact. This pilot study aims to describe game engagement and its associations with learning outcomes, sociodemographics, and health factors in women with advanced cancer receiving a 12-week self-advocacy serious game intervention. Game engagement was collected from study tablets and weekly self-reported surveys. Participants' game engagement was overall high but with large amounts of variation and did not differ by their sociodemographics and health factors. Participants with lower baseline symptom severity were more likely to repeat game scenarios, and those who engaged in all scenarios had higher connected strength post-intervention. Knowing what prevents patients with advanced cancer from engaging in the serious game enlightens ways to refine the gamified interventions. Future research is suggested to evaluate patients' engagement to deepen understanding of its impacts on learning outcomes.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124856648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Feature Extraction Method of Piano Performance Technique Based on Recurrent Neural Network","authors":"Zhi Qian","doi":"10.4018/ijgcms.314589","DOIUrl":"https://doi.org/10.4018/ijgcms.314589","url":null,"abstract":"In order to solve the problem of low efficiency in traditional feature extraction methods of piano performance techniques, a feature extraction method of piano performance techniques based on recurrent neural network is proposed. Analyze the types of piano playing techniques, and establish the hand model. On this basis, the hand action signals of piano performance are collected from the two aspects of finger key strength and hand action video image. Finally, the feature extraction of piano performance techniques is realized from the time domain and frequency domain. Through the comparison with the traditional extraction method, it is concluded that the extraction efficiency of the optimized design of piano performance technique feature extraction method has been significantly improved, and it has obvious application advantages in the identification of piano performance techniques.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129363096","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Blockchain-Enabled Automatic Learning Method for Digital Gaming Systems Based on Big Data","authors":"Lianghuan Zhong, Chao Qi, Yuhao Gao","doi":"10.4018/ijgcms.315634","DOIUrl":"https://doi.org/10.4018/ijgcms.315634","url":null,"abstract":"Big data technology helps with any real-world problem involving a large amount of data. The cost of dealing with huge amounts of data is reduced by deploying big data technologies on cloud-based infrastructure. New technologies like artificial intelligence (AI) and virtual reality (VR) rapidly transform the gaming industry. It is possible that blockchain technology could transform gaming from a pastime into a potential source of income. A standard learning system cannot meet students' unique learning requirements; therefore, an intelligent system must be developed. This article explores the development of an intelligent higher education system based on big data (IHES-BD). Using big data, teachers assess and predict the learning behavior of their students. The effect of their lessons can be relayed back to them to help students develop knowledge; it connects knowledge points related to the issues. According to the study's findings, the average time spent weekly playing video games is 12 hours. The gaming industry could reap huge rewards if video game participation continues to rise.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"246 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115505999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Supporting Adaptive English Learning With Fuzzy Logic-Based Personalized Learning","authors":"Fangfang Ding","doi":"10.4018/ijgcms.314588","DOIUrl":"https://doi.org/10.4018/ijgcms.314588","url":null,"abstract":"Serious play for learning has gained popularity in recent years. The research belongs to the opportunity to engage pupils in innovative ways to attract and hold their attention. The purpose of this research is to offer a novel interdisciplinary strategy to identify English language possibilities using complex games that integrates psychological analytic theory, fuzzy reasoning, and neural networks. The study began with a Delphi approach to collect comments from students based on a matrix of the usage of complex games to speak English. A fuzzy logic-based personalized English learning (FLPEL) system is suggested in this article. It creates a fuzzy linguistic identification method that includes four basic input variables (strong points, weak points, possibilities, and risks) recognized through the matrix. It indicates the outcome (studying potentials of the second language) by considering some dynamic input characteristics. The outcomes of the implementation were acquired using the Matlab tool and revealed trustworthy insights and discoveries.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114682367","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Manuel B. Garcia, Vanessa Mae A. Rull, Shirley Sean James D. Gunawardana, Dylan Joshua M. Bias, Roseanne Catherine C. Chua, Jairus Ezekiel C. Cruz, M. C. F. Raguro, M. R. L. Perez
{"title":"Promoting Social Relationships Using a Couch Cooperative Video Game: An Empirical Experiment With Unacquainted Players","authors":"Manuel B. Garcia, Vanessa Mae A. Rull, Shirley Sean James D. Gunawardana, Dylan Joshua M. Bias, Roseanne Catherine C. Chua, Jairus Ezekiel C. Cruz, M. C. F. Raguro, M. R. L. Perez","doi":"10.4018/ijgcms.303106","DOIUrl":"https://doi.org/10.4018/ijgcms.303106","url":null,"abstract":"Social relationships are a fundamental aspect of human existence. Unsurprisingly, policymakers are incessantly devising strategies that accentuate the benefits of social relationships and diminish the risks of social isolation. The natural manifestation of player-to-player interaction in a video game context poses a unique opportunity to study the effects of co-playing on social relationship formation. However, most studies recruited players with existing relationships (e.g., family and friendship), utilized random commercial video games, or experimented in an online environment. These research gaps warrant further investigation on the utility of video games for promoting social relationships among unacquainted players while in the same physical space. Thus, this study presents the development and evaluation of a couch cooperative video game grounded on sequential team-building mechanics. The findings of this study offer empirical evidence that would have significant practical implications for any organization seeking to increase teamwork and cooperation among its members.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133693018","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efficacy of Using Retro Games in Multimodal Biofeedback Systems for Mental Relaxation","authors":"Kulbhushan Chand, A. Khosla","doi":"10.4018/ijgcms.295874","DOIUrl":"https://doi.org/10.4018/ijgcms.295874","url":null,"abstract":"Video games are used to increase the engagement of biofeedback systems. For cost-effectiveness, the original Nintendo Entertainment System (NES) games can be used. Therefore, a multimodal biofeedback system was developed to leverage the NES games for biofeedback. This study aims to test the efficacy of the developed system, the motivation of participants, and the usability of the system. A within-group design study was conducted with 16 participants followed through four interventions: deep breathing, stress-test, non-biofeedback game (control), and biofeedback game (experiment), where their HRV was recorded. Participants showed significantly different HRV during interventions (F(1.60, 23.93) = 11.94, p < 0.001) and reported higher HRV when using biofeedback game than the non-biofeedback game (t(15) = 9.14, p < 0.0001). The motivation was reported to be the same with biofeedback and non-biofeedback version of the game and the overall system was reported as usable. The results of this study support the efficacy of using original NES games in biofeedback for mental relaxation.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128324594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Social Adventure: Designing Interactive Smart Speaker Social Skills Games for People with Intellectual Disability","authors":"","doi":"10.4018/ijgcms.303107","DOIUrl":"https://doi.org/10.4018/ijgcms.303107","url":null,"abstract":"Social environments can be challenging for people with intellectual disability. These challenges impact a person’s social inclusion and participation in their communities. Social skills development requires training and practice, but training is often time-limited, costly, and hard to access. However, games on smart speakers provide interesting opportunities to improve training access, motivate self-directed learning, and focus on speech. The authors developed an interactive narrative-based social skills training game for smart-speakers. The game facilitates exploration of the social consequences of making various choices in different social situations and uses natural language inputs. Having tested the game with ten adults with intellectual disability, the authors offer designers insights into participant engagement and the game’s audio-only, natural language interface usability. The authors also propose four design considerations to help designers design applications that help people with intellectual disability participate in social activities.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126441950","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}