Browsing by Subject "Video game"
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Item Assessing personality using a virtual simulation : a research proposal(2011-05) Quick, Daniel Ryan; Sherry, Alissa René; Schallert, DianeOne of the primary goals of personality assessment is to provide meaningful information regarding an individual’s characteristic way of thinking, feeling, and behaving. Given the interaction between the individual and the context, however, there is much debate as to how well personality tests do what they intend. In this paper, the limitations of text-based personality assessments are examined, and the use of virtual simulations as an alternative to conventional tests is explored. A research study is proposed comparing a virtual test with a written test on a variety of criteria. Modern technology and the growing popularity of gaming suggest that researchers may find virtual simulations as a more immersive, flexible, and accurate forms of assessment.Item The effect of narrative elements within video games : localized setting and character motivation on audience arousal(2012-05) Dunn, Mary Elizabeth; Eastin, Matthew S.; Ciccharillo, VincentThe creative possibilities of video games have been energized by the continual advancement of technology in the twenty-first century. Extensive research has been conducted to better understand the effects of video game audio-visual components, gaming platforms, and computer-mediated communication. The research that has investigated the influence of narrative elements has focused primarily on their interaction with aggressive game play and increased aggression. After investigation into the literature pertaining to narrative, human motivation, and arousal, this thesis discusses study results indicating a subtle, yet significant, influence character motivation manipulation has increasing audience arousal, specifically in a narrative involving a near future war plotline. Additionally, the results indicating that the localization of a narrative’s setting does not increased audience arousal any more so than a narrative setting ambiguously defined. These concepts can be useful to advertising strategists interested in developing advergames or product placements within video games, and therefore the implications of this thesis’ results and future research suggestions will be presented.Item Gamer widow: the phenomenological experience of spouses of online video game addicts(Texas Tech University, 2008-12) Northrup, Jason C.; Shumway, Sterling T.; Kimball, Thomas G.; Morelock, Catherine N.; McGovern, Thomas F.Recent studies have examined the concept of addiction to video games, particularly to the genre known as Massively Multiplayer Online Role Playing Games (MMORPGs). To date, however, none have examined the impact of this addiction on family members of video game addicts. The purpose of this study is to describe the lived experiences of the spouses of online video game addicts. This study uses a phenomenological methodology as described by Moustakas (1994). Data were gathered via a qualitative online survey solicited to members of three different online forums that cater to “gamer widows.” Data suggested three categories that described participants’ experiences of being married to an online video game addict: Changes in My Husband, Changes in Me, and Changes in the Marital Relationship. Among these categories, 12 themes emerged, including Isolation…Except His Gamer Friends, Protecting His Gaming, To Get Back to His Game, Personal Consequences, Emotional Consequences, Concept of Addiction, Aversion to MMORPGs, Ignoring the Addict, Our Roles and Responsibilities, More Distance Between Us, Financial Losses, and Why I Stay. In addition, 37 subthemes were identified. The study concludes by discussing the essence of the phenomenon, as well as implications for mental health professionals who might encounter gaming addicts and their spouses in their practices. Recommendations are made for future studies as well.Item The Ludic wars : the interactive pleasures of post-9/11 military video games(2011-08) Payne, Matthew Thomas; Strover, Sharon; Straubhaar, Joseph; Kackman, Michael; Tyner, Kathleen; Cloud, DanaThis dissertation examines how commercially successful military-themed video games produced after the September 11, 2001 terrorist attacks are crafted, marketed, and played with the goal of understanding the interlocking technological, cultural, and social practices that contribute to their interactive pleasures. The systematic inquiry into the production and experience of media pleasure carries with it vexing questions about how such affect is created and how it is situated within broader cultural fields. This interdisciplinary project accordingly utilizes multiple methods including close textual readings of seminal games, a critical discourse analysis of marketing materials, and an ethnography and focus group of a war gaming fan community to track how these sites of practice give post-9/11 military-themed gameplay its distinctive experiential character and cultural import. The case studies examined herein reveal that the affective dimensions of militarized gameplay are intimately linked to the political and cultural forces undergirding their production, marketing, and reception, and that the games industry mobilizes anxieties about terrorism to entice gamers into virtually striking back against foreign aggressors.