مطالب مرتبط با کلیدواژه

Video Games


۱.

Playing the Gospel of Video Games(مقاله علمی وزارت علوم)

نویسنده:

کلیدواژه‌ها: Video Games religion religious education Technology

حوزه های تخصصی:
تعداد بازدید : ۵۱۱ تعداد دانلود : ۲۵۵
Even before modern technological era, there was a close relationship between religious education and technology. Religion has helped many people to understand new technologies and technologies have led to new understandings of religion, and even new forms of religion. Religious education can focus on a variety of sacred concerns including myth, ritual, symbol, scripture, doctrine and experience, and furthermore as Jeff Astley (Astley, 1994) says in a context can and does ecompass indoctrination, personal formation, reasons and emotions. However these concerns tend to fall into two general categories the ethical one (or relational) and transcendental one. Nowadays a variety of video games explicitly aim toward religion. Video games researchers note that within video games, religion tends to suffer from a narrative and procedural incongruity. For example Michael Walthemathe suggests that video games provide a narrative and procedural platform for playful identity formation and ethical reflection, Ian Bogost (Bogost, 2007, p. 288) observes that religious video games are undermining their religious aims by adopting the conventions of mainstream video games genres without regard for their implicit procedural rhetoric. Also Harry J. Brown (Brown, 2008, pp. 104 – 107) notes that along with the promotion of an ethical concern for the weak, video games promote a reactive ethic of vigilantism and violence against all members of a given social class or oppositional alignement. So if video games once struggled for legitimacy as a cultural product, today the business of video games is booming, and increasingly the art of video games is turning to religious themes as not just inspiration but as central plot elements. We find moral decisions, invented religions, the power to create and experience virtual religious spaces and much more outcomes like these. Through a consideration of a list of popular video games this article proposes to show how video games teach their players the new gospel of cyberspace, where they can be what they want without effort and major consequences for the real life.
۲.

The Relationship between Video Games and Cognitive Skills of Students

کلیدواژه‌ها: Creativity Critical thinking Cognitive Skills Video Games

حوزه های تخصصی:
تعداد بازدید : ۳۴۴ تعداد دانلود : ۱۴۸
This research examined the relationship between video games and cognitive skills including critical thinking and creative thinking. This was an analytical and cross-sectional study. The population of the present research consisted of high school students of Ardebil in the academic year 2013-2014. A sample consisting of 105 students, (54 female and 51 male), was selected using multi-stage cluster sampling. They filled out two questionnaires, namely the California Critical Thinking Skill Test (CCTST) and Critical Thinking Test (CT). The data collected from the questionnaires were analyzed by SPSS through one-way analysis of variance (ANOVA) as well as the Scheffe test. To conduct the analysis, the participants were divided into four groups based on the number of hours spent playing video games every day, namely no gaming, less than 1 hour, between 1-2 hours, and more than 2 hours of gaming; they were also divided into four groups based on the number of years they had been playing video games, namely no gaming, less than a year, 1-2 years, and more than 2 years. The results of the one-way ANOVA revealed significant differences in creativity between the four groups based on the hours spent playing and the number of years the subjects had been playing video games (P<0.05). The differences between the four groups in terms of critical thinking were also significant (P<0.05). The findings indicated that the individuals spending up to two hours playing video games on a daily basis had higher levels of creativity and critical thinking compared to non-gamers.
۳.

Gender Differences in Motivations and Gratifications to Play Video Games: The Study of the Sims Players’ Experiences

نویسنده:

کلیدواژه‌ها: gender differences gratifications motivations Video Games

حوزه های تخصصی:
تعداد بازدید : ۶۲ تعداد دانلود : ۵۴
This research explores gender differences in motivations and gratifications related to playing video games such as The Sims. We analyzed both men’ and women’ differences in game related motivations and gratifications to identify which factors make a game more gratifying for a specific gender of players. We conducted in-depth interviews with 18 male players and 20 female players of The Sims. We also analyzed online forums of The Sims. We found that main gratifying factors related to game-playing experience include appearance, character, storyline, control and complexity, fantasy and social interaction. The findings propose that game researchers with the uses and gratifications theoretical framework should consider the importance of including game features as gratifying factors in their questionnaires. Finally, we have provided implications for future research about gender differences in motivations and gratifications based on uses and gratifications theory.
۴.

The effects of active video games and selected movement games on physical literacy components and self-concept in 8-12-year-old children(مقاله علمی وزارت علوم)

کلیدواژه‌ها: children movement games Physical Literacy self-concept Video Games

حوزه های تخصصی:
تعداد بازدید : ۲۰ تعداد دانلود : ۱۹
Background: Rapid modern world changes have impacted efforts to educate children with abilities and skills suitable for societal goals. Aims: The aim of the study was to investigate the effects of active video games and selected movement games on children’s physical literacy and self-concept. Materials and Methods: Sixty 8-12-year-old children from Ahvaz City were selected and assigned into three experimental and one control groups. Physical literacy and self-concept were assessed in pretest. The active video game group played Xbox Kinect bowling, athletics, tennis, soccer, volleyball, basketball games. The selected movement game group played researcher-designed games. The mixed game group engaged in both activities over 12 video and 12 movement game sessions for 8 weeks, with 30-minute per session. Data were analyzed by MANOVA and student t-test. Results: The results showed that active video games and selected movement games influenced children’s physical literacy and self-concept. Further, significant differences were found between the experimental groups' physical literacy and self-concept outcomes. The selected movement game and mixed game groups performed better in these measures than other groups. Conclusion: Results suggest parents and teachers consider implementing the selected movement games and active video games to bolster physical literacy and self-concept in children.