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A study was done by Kuang (2011) in order to analyze the relationship between game narrative, personality and immersion. He used the questionnaire method to analyze the relationship. He gathered 630 respondents by sending personal emails to disseminate the survey. The emails contained the website link, where the respondents could access the questionnaire. The survey had three sections that measured personality, past game experience and recent game experience. The NEO Five Factory Inventory was used to measure the personality of the respondents. In this questionnaire, the participant’s openness, conscientiousness, extraversion, agreeableness, and neurtocism would be measured. The questions for the past game experience would be mostly inquiring about their preffered type of games and other pastimes that are related to games. In the case of the questions for the recent game experience, some were inquiring about the games they have recently played and how immersed they were. The questions about immersion were taken from the Immersive Experience Questionnaire. The five factors that constitute immersion was also considered in the study. The five factors are cognitive involvement, real world dissociation, emotional involvement, difficulty and control. Cognitive involvement is how mentally engaged the player is with the game. Real world dissociation is how disengaged the person is while engaged in the immersive task. Emotional involvement is how affectively attached the person is to the task. Difficulty is how challenging the task seems for the person and control is the how much influence the person thinks he has over the outcome of the task. The data was analyzed using factor analysis and correlation. The study showed that personality tr... ... middle of paper ... ... a 15 minute break before they were reoriented with the same instructions. They were asked to play the game that they did not play in the last session for 45 minutes and had to answer the same questionnaires but thinking about the second game.They were then interviewed about their experience. A paired t-test was used to analyze the data gathered and results showed that there was no significant relationship between openness and immersion. After reconsidering their experiment, they found out that the two games they used may have been indistinguishable in terms of narrative, which may have caused the contradicting results. The two studies showed immersion can be affected by the personality of the player and it can affect the whole game experience. It was suggested by the researcher that more studies are done to analyze the relationship between personality and immersion.
Before the 1800’s, children were looked upon as only property. During this time, if a couple were divorced, the children would go directly to the father, because “women were not permitted to own property” (Costanzo & Kraus, 2012). This was practice in child custody was known as “the legal doctrine of Pater familias” (Costanzo & Kraus, 2012). However by the 1800’s thoughts on child custody had changed to what is known as “best interest of the child standard” or BICS (Costanzo & Kraus, 2012). BICS is pretty self-explanatory; its meaning is that the thoughts and feelings of a child or children caught in a divorce were taken into account over those of the adults involved in the case. The child (ren) was at that time placed within the best situation. Since not everyone was in agreement over what is for the best of a child or children caught in a divorce, once again things regarding child custody changed.
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
Who am I as a reader? I think of myself as an average reader. I first began to read, when in elementary when the English teachers, told us we had to read a book, and from there, I began to read books. I didn’t really like to read books, but we were told to do so. The book which I had to read in elementary school, were not bad for a little child to read. The books could have been better, as of now all the elementary books are good in some certain circumstances.
At this time, video games have made their way into the homes and hearts of many people since their meager beginnings as television novelties and arcade hits. But what goes into the process of creating a video game? Games, especially board games, don’t just happen. Their digital counterparts are not part of the exception either. There are painstaking processes and stages involved in creating and developing a game so that it is ready to be marketed to the public and so it also appeals to a certain fanbase or so it appeals to the masses. There is also the level of immersion and engagement that has to take priority within a game so that the player feels invested enough within the game to continue playing it after a certain period of time. The stages that take place within the creation cycle of a game can vary, but they usually follow three main phases. These phases are the Pre-production, production, then testing phases.
In the video game Enter the Matrix, released in 2003, the players take on the role of supporting characters in the film sequel Matrix Reloaded. They play the side stories; those that not appear on screen in the film. The game is inspired by the world that is depicted in the film. Enter the Matrix displays distinct visual parallel between the film and the video game. The overlook of the film and video game is similar and distinguishable because the video game mimics the visual style of the film. It gets players satisfied with their purchase of the game. Playing the game is a different experience for the players because it connects them with the source material. It allows them to be part of the story and to feel to be the character of their franchise. Players are considered spectators too because there are some cinematic cut scenes that are shown in the game which makes them observe and do n...
With the new advance in technology, we need people that’s going to feather that, and that’s how I come in. My ideal job would to be a computer or videogame programmer because of videogames on my life, my own interest in computers, and the up and coming need for it. Videogames have been with me for my whole life. And with computers I like working with them. Now this how I got into wanting to do programing.
Many kids like Tommy, who spend most of their childhood and adolescences emerged in imaginary lands rather than dealing with the real world at hand, become socially anxious and have low self-esteem later in life. Instead of thriving with a career and family, they relapse back to the same virtual interaction they had as a child. They float through life barely able to support themselves or result to living with their parents. Adulthood seems to them a mere task they must complete in order to continue their gaming. Excessive videogame play for children and adolescents cause social anxiety, depression, and aggression because more time is spent alone engrossed in dynamic storylines and complex situations than outside building face-to-face relationships and other healthy social skills that better prepare them for their future.
Based on theoretical analysis on connecting video game proficiency with that of general expertise, this paper attempts to define the professional video gamer as an expert in the field of video games as well as reveal the growing community revolved around it. The main focus discussed is the differences in novice and expert as presented by the professional gamer known as “Shing07luvsic”. Additionally, using his terminology this paper looks to link the expertise characteristic as specified by the research literature, “Experts notice features and patterns.”, with that of Shing07luvsic’s competitive play.
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
Through games we are learning how to master motivation and engagement. Games have the amazing ability to keep people engaged for a long time, build relationships and trust between people, and develop their creative potentials.
After completing the assessment exercise I have been able to carefully my personality. The exercise consisted of an evaluation of four areas: Locus of Control, Personality Type, Stress Reactions, and Learning Styles.
Schneider, Edward, Annie Lang, Mija Shin, and Samuel D. Bradley. "Death with a Story: How Story Impacts Emotional, Motivational, and Physiological Responses to First-Person Shooter Video Games." Human Communication Research 30.3 (2009). Print.