popular video games
158952313
Representations of Africans in Popular Video Games in the U.S
Studies investigating the representation of Africans and other ethnicities are scarce in video game literature. Using a content analysis approach, this paper examines Africans' representation in ten of the most popular games of 2014 in the United States based on industry market research reports. The findings show that Africans are underrepresented in video games explored in this study. The study also reveals that African characters in these games did not play leading roles in the storyline. Results are discussed as they pertain to Africans' representation in video games, media effect, and media literature. This exploratory study broadens the discussion on representation in video games to other ethnicities and shows the need for studies on representation in contemporary video games that include understudied ethnicities.
Rebecca Yvonne Bayeck Tutaleni I Asino Patricia A Young
147475978
Infinite Ammo: Exploring Issues of Post traumatic Stress Disorder in Popular Video Games
Abstract This chapter critically examines the role of trauma depicted in popular video games and focuses on how post traumatic stress disorder (PTSD) is portrayed in digital narratives. The authors investigate the following question: How are issues of PTSD commonly portrayed in digital narratives that young adults play? In order to limit the scope, the chapter focuses on two gaming series: Max Payne by Rockstar Games and Metal Gear Solid by Konami. Through analysis, the authors were able to identify six prevalent themes: how characters use trauma to manufacture identity; how issues of PTSD interfere with personal relationships; how trauma is represented through nightmares; how self medication is used as a coping mechanism; how PTSD is personified through villains; and how issues of trauma serve as catalysts for gunplay. The intended aim of this chapter is to spark a dialog that begins to address the effects of exploring digital representations of trauma in playable spaces.
Mathew Bumbalough Adam D Henze
195962277
The golden (hands) rule: Exploring user experiences with gamepad and natural user interfaces in popular video games
Nicholas David Bowman Daniel Pietschmann Benny Liebold
149941597
How do Video Games Normalize Violence? A Qualitative Content Analysis of Popular Video Games
News accounts about the school shootings at Columbine, Virginia Tech, and Sandy Hook Elementary have raised concern about violent content in video games. The literature on video games is less developed and my research relies on news stories to conceptualize the problem. This study examines video game content to understand how that content normalizes violence. Three questions guide my study: (1) is there evidence of the normalization of violence in the contents of video games. (2) If so, how do these processes operate? In addition (3) to what extent, are these processes like or different from normalization processes that occur in social interaction? I pursue these questions from a criminological perspective. Specifically, this study observes eight processes that previous criminologists suggest normalize violence: repetition, rewards system, dehumanization, naturalization, minimization, legitimization, historical use of violence, and heteronormative values. The data for this study derives from recorded observations of 10 popular video games. Through a qualitative content analysis, this study identifies and describes eight sociological processes within my sample of 10 popular games from 2010 to 2015. My analysis is that these processes are present in the video games. Furthermore, the sociological processes combine with one another to create a mindset that violence in video games is normal. I provide implications for news media, educators, parenting experts, and parents as well as suggestions for conducting a content analysis of video games.
Heather M Foster
62405430
The localization of open source video games a descriptive and explanatory analysis of SourceForge's most popular video games
Video game localization has been gaining the attention of translation studies scholars. Nevertheless the localization of open source video game has not been properly addressed yet. This master thesis explores open source video games in order identify current trends and patterns in their localization. I present a qualitative study of the 17 most popular video games from the open source platform SourceForge. My findings stem from a targeted questionnaire answered by the lead developers of each project and the information included in their official descriptions. The major finding of this study is the identification of seven localization approaches, being gettext the most popular one. The second major finding is the identification of a pattern concerning the localization workflow, which consists of a 3 step procedure (1) making translatable files available, (2) translating and (3) receptioning the localized files. Data suggests that, despite the diverse nature of the projects analyzed, there are efforts in the open source community towards homogeneity.
Sanchez Espinoza Mercedes Veronica
30008535
Depictions of Injuries and Safety Gear Usage in the World's Most Popular Video Games
Throughout the world, nearly 4 million children die annually as a result of an unintentional injury. From the perspectives of cultivation theory and social learning theory, children's risk for injury may be influenced by a variety of sources, including media. Previous research suggests that many media sources, including television programs and popular movies, display risky behaviors and a general disregard for safety. The present study added to this literature by quantifying the extent to which a popular form of media, video games, displays injury events and appropriate utilization of safety gear. Research assistants coded trailers of the world's most popular video games across 13 different genres. Acceptable reliability estimates across assistants were obtained, and results revealed that many video games do not portray safety restraint devices, helmets, or other safety gear. Less than 3% of games show primary characters wearing safety restraint devices while they are driving a vehicle, and helmets are ra.
J. Media Psychol. Theor. Methods Appl.
Bryan Karazsia Adam Muller
141464630
Teaching 21st century, executive functioning, and creativity skills with popular video games and apps
21st century skills, including flexible thinking, collaborative communication skills, executive function and critical thinking skills, and digital literacy, will be necessary for education and jobs in the future. Video games and apps are an extremely powerful tool for teaching 21st century skills due to game mechanics that build in learning principles and their highly engaging nature. Games such as Minecraft, Portal 2, and a variety of casual video games have been demonstrated to teach skills, such as problem solving, processing efficiency, cognitive flexibility, and the 21st century skill of digital literacy.
Randy Kulman Teresa A Slobuski Roy M Seitsinger
194487737
A Utilitarian Antagonist: The Zombie in Popular Video Games
Although not the first horror game Resident Evil, released by developer Capcom in 1996 for the Sony Playstation, certainly helped to popularise horror games, spawning numerous sequels and imitators, not to mention a successful film franchise. Much game scholarship has focused on this game and its role in the establishment and determination of the survival horror game. But, although the game is certainly legitimately established as canon in this respect, it is odd that, given the importance of representations in horror games, one of the central aspects of this horror, the zombie, is largely ignored in favour of situating the game within broader genre categories.
Nathan Hunt
14583919
Gender and Racial Stereotypes in Popular Video Games
While the violent content of video games has caused wide concern among scholars, gender, and racial stereotypes in video games are still an understudied area. The purpose of this chapter is to provide a better understanding of the stereotypical phenomenon in video games. The book chapter first provides a comprehensive review of previous studies conducted upon gender role and racial portrayals in video games. Then a small scale content analysis on a sample of official trailers, introductory sequences and covers of 19 of the most popular video games is introduced. Finally, the implications of stereotype in video games and the possible social and psychological impacts on players, especially adolescent players, are discussed.
Yi Mou Wei Peng
60131907
Improving the Way We Design Games for Learning by Examining How Popular Video Games Teach. CRESST Report 798.
Richard Wainess Deirdre Kerr Alan Koenig