Players

New entry in the Digiplay Games Research Bibliography:

Jansz, J.; Tanis, M. (2007)
Cyberpsychology & Behavior

Image of booksFirst Person Shooter Games (FPSG) such as Counter Strike are often the subject of public concern. Surprisingly, there is no published research available about playing these games. We conducted an exploratory Internet survey ( n 5 751) in order to gather information about who the players of online first person shooters are, and why they spend time on playing this particular kind of video game. The results of our survey on the one hand confirmed the stereotype of the gamer as it is often presented in popular media: the players of online FPS were indeed almost exclusively young men ( mean age about 18 years) who spend a lot of their leisure time on gaming ( about 2.6 h per day). We also found that the most committed gamers, that is, the ones who were members of a ( semi) professional clan, scored highest on motives with respect to competition, and challenge in comparison with members of amateur clans and online gamers who had not joined a clan. On the other hand, our results cast doubt on the accuracy of the stereotype. This study showed clearly that online FPSG are not played in isolation. More than 80% of our respondents were member of a clan. Also, the regression analysis showed that the social interaction motive was the strongest predictor of the time actually spend on gaming. Read more...

New entry in the Digiplay Games Research Bibliography:

Chou, C; Tsai, M J (2007)
Computers in Human Behavior

Image of booksThe purpose of this study is to explore gender differences among adolescents who play computer games: key areas of study include hours played, motivation, enjoyment experienced, and the impacts on the students' lives. The data were obtained from 535 Taiwan high school students. Results indicated that males spent more time playing computer games than did females and also enjoyed it more. Results also indicated that male students are more strongly motivated to play computer games. Gender differences exist in both the frequency and the types of games the subjects played. It is interesting to note that even with significant gender differences, both genders overwhelmingly concluded that playing computer games has helped the quality of their friendships. Finally, results also showed a slight gender difference regarding the predictors of Taiwan high school students' game playing enjoyments. Read more...

New entry in the Digiplay Games Research Bibliography:

Antonietti, A; Mellone, R (2003)
Journal of Psychology

Image of booksThe authors address the question of whether associations between video games and cognitive and metacognitive variables depend either on the features of the computer or on the content of the game that the computer allows one to play. An experiment to separate these two kinds of effects was carried out by using a traditional version and a computer-supported version of Pegopolis, a solitaire game. The two versions were exactly the same except that they were played by moving pieces either on a real board or on a virtual computer-presented board. The performance levels and strategies followed during the game by the 40 undergraduates who took part in the experiment were not significantly different in the real and virtual conditions. None of the participants transferred playing strategies or practice from one version of the game to the other. Scores were not affected by gender or by the studies pursued by participants, the habit of playing games in the traditional manner or playing video games, or intelligence. Retrospective reports did not support differences in the subjective experience between the two versions. Results showed that video games, when they do not make much use of the computer's special features, produce effects because of the situations they simulate rather than because of features of the computer itself. Read more...

New entry in the Digiplay Games Research Bibliography:

Alpern, S; Gal, S (2002)
Operations Research

Image of booksThere is an extensive theory regarding optimal continuous path search for a mobile or immobile 'target.' The traditional theory assumes that the target is one of three types: (i) an object with a known distribution of paths, (ii) a mobile or immobile hider who wants to avoid or delay capture, or (iii) a rendezvouser who wants to find the searcher. This paper introduces a new type of search problem by assuming that aims of the target are not known to the searcher. The target may be either a type (iii) cooperator (with a known cooperation probability c) or a type (ii) evader. This formulation models search problems like that for a lost teenager who may be a 'runaway,' or a lost intelligence agent who may be a defector. In any given search context, it produces a continuum of search problems F(c), 0 less than or equal to c less than or equal to 1, linking a zero-sum search game (with c = 0) to a rendezvous problem (with c = 1). These models thus provide a theoretical bridge between two previously distinct parts of search theory, namely search games and rendezvous search. Read more...

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