{"title":"The Relation of Motivation Factors for Online Games With Personality Disorders, Addiction, Shyness, and Loneliness in Kuwait","authors":"Hasan A. Abbas","doi":"10.4018/ijgcms.295873","DOIUrl":"https://doi.org/10.4018/ijgcms.295873","url":null,"abstract":"Drawing on the Self-Development Theory (SDT), this study examines the relation between the factors that motivate online gaming and the effects of addiction, shyness, and loneliness. We have modified the SDT theory by adding intrinsic and extrinsic factors to measure the degree of its effect on addiction in online gaming settings. Next, we develop a special instrument to measure gamers’ experience and their level of addiction. The sample is 671 online gamers who participated in an online survey. A confirmatory factor analysis and structured equation modeling tests are conducted to identify reliable factors and the goodness of fit of the research model. The findings show that the effect of addiction on shyness and loneliness is minor. Furthermore, loneliness is affected mostly by anxiety of others. In addition, the challenge of meeting the goals of gaming has the greatest effect on addiction. The study offers important implications for decision makers among family members such as parents and among society in general such as policy makers to avoid side effects of online gaming.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"37 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":"114408687","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}
Anthony Pellicone, David Weintrop, D. Ketelhut, Ekta Shokeen, Michel Cukier, J. Plane, Firoozeh Rahimian
{"title":"Playing Aloud: Leveraging Game Commentary Culture for Playtesting","authors":"Anthony Pellicone, David Weintrop, D. Ketelhut, Ekta Shokeen, Michel Cukier, J. Plane, Firoozeh Rahimian","doi":"10.4018/ijgcms.296705","DOIUrl":"https://doi.org/10.4018/ijgcms.296705","url":null,"abstract":"Think-alouds are a common method of collecting design data where a player describes their play for a facilitator. Games promote a feeling of immersivity and player presence, which is in tension with traditional think-aloud methods. This work introduces a new type of think-aloud protocol intended for game-based contexts which leverages the genres of video blogging and livestreaming in game culture. This new approach, called Play Aloud testing, has participants take on the role of a game streamer by expressing their thoughts, feelings, and experiences as they play – modeled after live streaming commentary. This paper demonstrates the potential of the Play Aloud approach using playtest data from a game called HEX of the Turtle Islands. We highlight how Play Aloud testing generated useful data providing insight into the experience of young players in a way that was authentic to the format of digital games and consistent with youth gaming practices.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"17 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":"134446652","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":"Combat Tanking in Education: The TANC Model for Playful Distance Learning in Social Virtual Reality","authors":"S. Mystakidis","doi":"10.4018/ijgcms.291539","DOIUrl":"https://doi.org/10.4018/ijgcms.291539","url":null,"abstract":"This study examines the impact on engagement and affective outcomes of playful learning in Social Virtual Reality (SVR) for distance and open education settings and aims to provide a practical framework for playful learning design. Three case studies in the United States and Greece were examined where playful learning was organized for e-learning. Data collection methods include questionnaires, observation of online course meetings, reviewing of course communications and chat logs records, students and instructors interviews, student coursework assessments, and reflections. Findings indicated that playful learning experiences in SVR can increase academic interest, intrinsic motivation, engagement level, satisfaction, and completion rates. Instructors’ genuine investment in a thoughtful, sophisticated humorous approach was vital for students’ buy-in. Finally, guiding principles for playful learning design in SVR are summarized in a model involving four dimensions; theme, actions, narrative and auxiliary components (TANC).","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126036516","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":"A Practical View of Gamifying Information Systems for the Future","authors":"I. Jedel, Adam Palmquist, D. Gillberg","doi":"10.4018/ijgcms.291540","DOIUrl":"https://doi.org/10.4018/ijgcms.291540","url":null,"abstract":"Gamification’s role to support usability and innovation in the manufacturing industry is in its infancy. The present study displays a multi-cited ethnographical approach of a design science research project conducted between a start-up gamification firm and a manufacturing company. The case shows how different gamification design methods are used when gamifying a novel human modelling system. Furthermore, the interference from method to the design is presented and compared with conceptual views of gamification design. The findings show the need for early technical due diligence in collaborations between newer and older firms as well as the need for more comprehensive gamification frameworks to support industry design of gamification in different contexts.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123148726","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":"Gamified Learning to Restore the Forest Landscape in Afghanistan: The Role of Immersive Playful Environments in Re-Inventing the Future of Work and Re-Imagining Organizations","authors":"P. Busch","doi":"10.4018/ijgcms.291537","DOIUrl":"https://doi.org/10.4018/ijgcms.291537","url":null,"abstract":"Implementing digital learning approaches in fragile contexts offer opportunities and challenges at the same time. The following article describes an ongoing project by the German development cooperation organization GIZ (Deutsche Gesellschaft für Internationale Zusammenarbeit GmbH) with the target to reforest areas of Afghanistan and conduct corresponding capacity building activities in the country. The international and Afghan stakeholders are facing a variety of challenges such as threats on personal safety and security, connectivity and electricity breakdowns as well as working with a partwise illiterate and digital illiterate target group. The three steps of the capacity building process of the project will be described and explained - the training of trainers, the training of the NGOs as well as the training of the final target group. Elements of the digital training are gamified and adapted to the Afghan culture, specifically focusing storytelling, roleplay as well as social learning.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129790015","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}
Simeon Taylor, Thuong N. Hoang, George Aranda, Gerard T. Mulvany, S. Greuter
{"title":"Immersive Collaborative VR Application Design: A Case Study of Agile Virtual Design Over Distance","authors":"Simeon Taylor, Thuong N. Hoang, George Aranda, Gerard T. Mulvany, S. Greuter","doi":"10.4018/ijgcms.291538","DOIUrl":"https://doi.org/10.4018/ijgcms.291538","url":null,"abstract":"Due to the recent COVID-19 pandemic, there has been a renewed interest in expanding the capabilities of remote collaboration tools. Studies show the importance of noticing peripheral cues, pointing to or manipulating real-world objects in face-to-face meetings. This case study investigated the opportunities of combining traditional video conferencing with a multi-user VR platform to enable the interactive collaborative design of a VR training experience between multiple stakeholders working from their homes. In this article, the authors reflect on the experience and contribute a fully online and immersive collaborative design workflow for future VR development projects. The authors believe this workflow is of benefit for remote collaboration in general, but particularly in severely restricted environments when face-to-face meetings are impossible.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116849506","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":"Principles for Engineering Social Interaction in Asynchronous Mobile Games: Featuring Idle-Ability","authors":"J. Costa, João Barata, Sara João, Daniel Barbosa","doi":"10.4018/IJGCMS.290306","DOIUrl":"https://doi.org/10.4018/IJGCMS.290306","url":null,"abstract":"","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128674451","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}
H. Leng, Ibrahim Mohamad Rozmand, Yu Hong Low, Y. X. P. Phua
{"title":"Effect of Social Environment on Brand Recall in Sports Video Games","authors":"H. Leng, Ibrahim Mohamad Rozmand, Yu Hong Low, Y. X. P. Phua","doi":"10.4018/IJGCMS.20210101.OA1","DOIUrl":"https://doi.org/10.4018/IJGCMS.20210101.OA1","url":null,"abstract":"Studies have shown that in-game advertisements can be effective. However, these studies typically examine single player scenarios. This study aimed to investigate the effects of social dynamics on brand awareness of in-game advertisements in sports video games. Two studies were conducted with soccer and basketball simulation games. In each study, participants were split into two groups where they either played against a computer-controlled opponent or against another player. For both studies, independent-samples t-tests were conducted to compare the recall rates between both groups. Both studies showed similar findings where respondents in the single player group reported higher recall and recognition rates when compared to respondents in the multi-player group. These findings suggest that the social environment can affect the effectiveness of in-game advertisements.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129722037","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}
Iulian Radu, C. Dede, M. Seyam, Tianyi Feng, Michelle Chung
{"title":"Using 360-Video Virtual Reality to Influence Caregiver Emotions and Behaviors for Childhood Literacy","authors":"Iulian Radu, C. Dede, M. Seyam, Tianyi Feng, Michelle Chung","doi":"10.4018/IJGCMS.20210101.OA2","DOIUrl":"https://doi.org/10.4018/IJGCMS.20210101.OA2","url":null,"abstract":"Through the design and exploratory evaluation of a narrative-based 360-video virtual reality experience, the authors aimed at building empathy in adults towards children who experience challenges in early literacy. This contributes to a limited literature on VR empathetic design by specifically studying caregivers in relation to reading difficulties and utilizing a low-cost immersive medium. This research performed a quasi-experimental pilot study following a pretest-posttest design with 27 participants, collecting measures such as participant empathy, anxiety, immersion, and emotional reactions. This paper explored changes in pre-post measures, correlations between variables, and possible explanations for the observed results. The VR experience increased positive caregiver attitudes towards struggling readers. Participants who reported a high degree of emotional reactions showed increased willingness to donate to help reading difficulties. Participants with teaching experience or with lower starting empathy scores were less likely to be affected.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121181102","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":"Enhancing Student Affect From Multi-Classroom Simulation Games via Teacher Professional Development: Supporting Game Implementation With the ROPD Model","authors":"Jeremy Riel, K. Lawless","doi":"10.4018/IJGCMS.20210101.oa3","DOIUrl":"https://doi.org/10.4018/IJGCMS.20210101.oa3","url":null,"abstract":"Educational simulations often require players to maintain a high degree of engagement for play in the simulation to continue. Student motivation and engagement is tied to affective factors, such as interest and self-efficacy. As such, game designs and teachers who implement them should promote student interest and self-efficacy in play. In this study, a responsive online professional development (ROPD) program was provided to teachers as they implemented a multi-classroom socio-scientific simulation game for middle school social studies classrooms called GlobalEd 2. A series of ANOVAs revealed that student affect toward the game and its content, including student interest and self-efficacy, was highest when their teachers likewise had a high degree of participation in the ROPD program. This evidence demonstrates the importance that ongoing implementation supports can have in classroom-based simulations and serious games and the benefits of ROPD in furthering the impact of simulation games.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124854030","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}