Scholars and critics have praised the video game,
Research article
Digital Texts and Moral Questions About Immigration: Papers,Please and the Capacity for a Video Game to Stimulate Sociopolitical Discussion
Brian McKernanORCID
Abstract
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Scholars and critics have praised the video game,
Video games are well suited to exploring questions of philosophical intent through their construction and design. Exploring the layered and complex forms of video game design and aesthetics is a growing area of gaming studies that is pointing toward these larger and important questions, even changing the way gaming studies is being approached by scholars. This article examines the relationship between video games’ design and aesthetics and Derrida’s conceptual framework of hauntology. Using Mannon and Temkin’s definition of glitch aesthetics, I conduct a close visual analysis of
Loot boxes in video games have blurred the lines between gaming and gambling. Research suggests the thrill from gambling comes from associated increases in physiological arousal not possible monetary gains. Gamers performing microtransactions to purchase loot boxes can lead to similar increases in physiological arousal. However, problematic gamblers no longer receive increases in arousal and become hyposensitive to reward. This hyposensitivity may also be present in problematic gamers. Twenty-five adult male participants took part in the within-participant design experiment measuring heart rate (HR) and galvanic skin response (GSR) while they were gaming and performing a microtransaction. GSR increased from baseline. HR decreased while performing a microtransaction. There was a negative correlation between gaming addiction scores and participants’ physiological arousal. The increases in arousal suggest microtransactions in gaming could potentially lead to problematic levels of use, while hyposensitivity could explain the higher gaming addiction relating to lower arousal during gameplay.
Recently, the issue of problem online video game playing and its potential connection with problem gambling has drawn increased attention. Although conceptually similar to many behavioral addictions, there is still no clear consensus on how to best measure and assess problem video game playing. This study validates one proposed measure of problem video gaming—the Problem Video Game Playing Test (PVGT)—in a Canadian undergraduate university student sample. Multivariate results indicate that problem video gaming is positively associated with the average length of time spent gaming, social alienation, and online gaming motives such as competition, escape, coping, recreation, and socializing; but, contrary to the gateway hypothesis, problem gambling and several of its mental health correlates—depression, anxiety, and stress—are not associated with problem video gaming as measured by the PVGT. Limitations and implications of this analysis are discussed.
This article analyzes specific characteristics of value created through digital scarcity and blockchain-proven ownership in cryptogames. Our object of study is
Most violent video game (VVG) research focuses on aggressive behaviors as the primary outcome variable of interest. Using pro-social behavior as the dependent variable, this study explores factors beyond VVG content as a contributing factor to player outcomes. Participants were randomly assigned to play VVG or non-VVG content with viewing screens obstructed by large pieces of paper to increase difficulty, or unobstructed. Screen condition accounted for 34.5% of the variance in pro-social behavior of helping to retrieve spilled pens. Players in obstructed viewing conditions experienced more in-game losses and engaged in significantly less helping behavior. Fewer pens were retrieved by participants in obstructed viewing conditions while playing either a VVG or non-VVG. The present study cautions against generalized assumptions that VVG content is a primary determinant of behavior and underscores the role of important contextual factors like failure and achievement loss to consider in future studies of this nature.