97 research outputs found

    Copyright Consultations Submission

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    The entertainment software industry is one of the fastest growing market segment in the global economy, with Canada rapidly establishing itself as a world leader in the multi-billion dollar global video game industry. The employment opportunities in this industry, as well as its investments in research and technology are also significant. These investments are not without risk – in the highly competitive industry of video game production the chance of a video game being a commercial failure outweighs the chances of its success. Internet piracy of video game software has also undergone explosive growth and represents a significant problem for the entertainment software industry. Video game piracy drastically reduces the industry\u27s capacity to sustain the enormously high creative costs associated with video game production, potentially leading to lost revenue, lost jobs, or worse. In an effort to protect their products from piracy, the video game industry has implemented various measures, including technological protection measures and other copy protection techniques, yet such measures are not fail-safe and are subject to circumvention. Compounding this problem, copyright law in Canada does not provide sufficient protection. Consequently, the Entertainment Software Association of Canada herein presents ways in which Canadian legislators can use copyright law to reduce piracy. Modernizing copyright law will, in turn, allow for a fair and vibrant marketplace and, in so doing, enhance both Canada‘s competitiveness and the public interest

    "No level up!": no effects of video game specialization and expertise on cognitive performance

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    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants’ expertise and genre specialisation have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analysed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players. Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialisation of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e. effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialisation and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks

    Publication and Evaluation Challenges in Games & Interactive Media

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    Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions

    Serious Games and Gamification for Mental Health: Current Status and Promising Directions

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    Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments

    Why supporters contribute to reward-based crowdfunding

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    PurposeThe purpose of this paper is to provide empirical evidence on the motivation of supporters to contribute resources to reward-based crowdfunding campaigns.Design/methodology/approachThe paper reports results from a survey combining open and closed questions, addressing supporters of reward-based crowdfunding campaigns in the field of video game development. Publicly available data from a large crowdfunding website complements the approach.FindingsTwo groups of supporters emerge from the data: One group derives motivation almost exclusively from a purchasing motive, the other group displays the purchasing motive alongside an altruistic and involvement motive. There is little indication that social acknowledgement plays a role for supporter motivation. Supporters rely on the evaluation of previous activities of an entrepreneur to judge trustworthiness.Originality/valueThe manuscript offers empirical insights into the previously scarcely researched question why supporters contribute to reward-based crowdfunding. These insights inform research on reward-based crowdfunding and help entrepreneurs considering reward-based crowdfunding as a way to fund entrepreneurial activities.</p

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    Copyright Consultations Submission

    Get PDF
    The entertainment software industry is one of the fastest growing market segment in the global economy, with Canada rapidly establishing itself as a world leader in the multi-billion dollar global video game industry. The employment opportunities in this industry, as well as its investments in research and technology are also significant. These investments are not without risk – in the highly competitive industry of video game production the chance of a video game being a commercial failure outweighs the chances of its success. Internet piracy of video game software has also undergone explosive growth and represents a significant problem for the entertainment software industry. Video game piracy drastically reduces the industry\u27s capacity to sustain the enormously high creative costs associated with video game production, potentially leading to lost revenue, lost jobs, or worse. In an effort to protect their products from piracy, the video game industry has implemented various measures, including technological protection measures and other copy protection techniques, yet such measures are not fail-safe and are subject to circumvention. Compounding this problem, copyright law in Canada does not provide sufficient protection. Consequently, the Entertainment Software Association of Canada herein presents ways in which Canadian legislators can use copyright law to reduce piracy. Modernizing copyright law will, in turn, allow for a fair and vibrant marketplace and, in so doing, enhance both Canada‘s competitiveness and the public interest
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