communication

New entry in Digiplay games research bibliography:

Purpose - The purpose of this paper is to look at product reviews from a cross-cultural perspective. Product reviews are potentially an influential form of marketing communication, as well as a predictor of sales performance. With Hofstede's typology as a backdrop, the basic proposition of this study is that collectivistic cultural values place more emphasis on giving face to others, even in impersonal social environments, resulting in them giving more positive product reviews than their individualistic counterparts.Design/methodology/approach - The paper uses content analysis of Chinese and American computer game reviews to test the hypotheses.Findings - The results showed that Chinese reviews use fewer negative comments and give higher final ratings for the same set of products than their American counterparts. In addition, Chinese reviews showed a lower consistency between their evaluative comments and their final ratings. Also confirmed is a common belief that final ratings are a summary of the evaluative comments of the review-texts.Research limitations/implications - Future research is invited.Practical implications - Theoretically, the study refines the understanding of differences between individualistic and collectivistic cultures. Practically, it is suggested that if consumers' cultural values are reflected in product reviews, international marketers should weigh and balance possible cultural bias when they decode evaluations of their products from reviews published in other countries' media.Originality/value - Product reviews are a rich but ignored resource with high marketing value. It is hoped that the study can stimulate both marketing researchers and practitioners to make better use of product reviews to further understand marketing phenomena and make better marketing decisions.

New entry in Digiplay games research bibliography:

This study integrates research on problematic Internet use to explore the cognitive and psychological predictors of negative consequences associated with playing massively multiplayer online games (MMOGs). Participants recruited from online discussion boards completed self-report measures on their online game-related cognitions and psychological condition, social skills, psychological well-being, and negative life outcomes associated with game playing. The results demonstrated the important roles that psychological dependency and deficient self-regulation play in negative consequences associated with online gaming. The results also indicated that psychological dependency on MMOGs was predicted by cognitive preference for a virtual life-a construct that is negatively related to social control skills. (C) 2009 Elsevier Ltd. All rights reserved.

New entry in Digiplay games research bibliography:

In this paper, we develop a new type of brain-computer interface (BCI) which is able to control a computer game by motor imagery electroencephalogram (EEG). We propose a new framework of feature extractions using common spatial frequency patterns (CSFP) for classification of motor imagery EEG. The aim of our BCI system is to provide an on-line "hit rat" game control with short response time and subject-specific adaptation of system parameters. Our BCI system is able to detect three different motor imagery-related brain patterns (imagination of limb movements: left hand, right hand and both feet) from the ongoing brain activity by using only five EEG channels. The best hit accuracy of the game with fast response time attained by subject 2 is about 73%, which demonstrates that our BCI system has the ability of providing much fast BCI of even 1 s per command.

New entry in Digiplay games research bibliography:

The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey ascertained the time spent using the computer for general purposes, and the time spent playing computer games as a function of gender. The pre-test and post-test design involved 74 students, 31 males and 43 females, who played the Dr. Friction Multiplayer Educational Gaming Application for several days in the middle of the unit. Results showed the females averaged using the computer more than their male counterparts and males played video games more than females. Analysis of covariance suggested no significant difference between the factor gender (p .05) but statistically significant differences in gain scores (p = .001). Observations and qualitative focus groups suggested high student engagement and how video game technology can scaffold learning of simple machines.

New entry in Digiplay games research bibliography:

We believe that Internet and computing technology have reached the stage where online games can offer an experience that is qualitatively different to what has gone before. To test how exposure to modern games could be of benefit to players, we recruited 12 subjects to play the MMORPG (Massively Multiplayer Online Role Playing Game) "Nobunaga no Yabou Online", collecting data over two months. We evaluated subjects before and after playing, using psychological tests and tests of communication skill, typing skill and knowledge of the Internet and of online games. While the psychological tests showed no significant changes in the subjects' state of mind, there were measurable improvements in online communication skill, typing skill and knowledge, with the largest increases experienced by the subjects with least Internet experience.

New entry in Digiplay games research bibliography:

What are the exact aspects of the videogame medium, the precise features or combinations of features that lend themselves to expressing ideas and meaning? To chart this out, I begin with an American legal case that serves as a foundation for the basic issues involved and then move on to show how this relates to some of the broader attitudes the world of videogame discourse. Based on this, I break down the expressive strategies of videogames into three aspects—non-playable sequences, rule-based systems, and the relationship between the two—which I then illustrate with examples proving that videogames can indeed be an expressive medium.

New entry in Digiplay games research bibliography:

Communication within recreational computer-mediated settings has received less attention than interaction in instrumental and organizational contexts. The present study compared the socioemotional and task-oriented content of 5,826 text messages produced by participants of an online video game. The results suggest that participants produced significantly more socioemotional than task content. Consistent with predictions flowing from Social Information Processing Theory, the vast majority of messages were socioemotional and positively valenced, despite the ostensible game objective of fighting other participants. Experience level played an important role in message production. More experienced participants produced both more positive and fewer negative socioemotional messages than the less experienced and used more specialized language conventions (e.g., emoticons, scripted emotes, and abbreviations). The results are discussed in the context of previous research examining the effect of communication medium and interaction purpose on socioemotional and task message production.

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