A qualitative investigation of users’ discovery, access, and organization of video games as information objects

2016 ◽  
Vol 42 (6) ◽  
pp. 833-850 ◽  
Author(s):  
Jin Ha Lee ◽  
Rachel Ivy Clarke ◽  
Stephanie Rossi

Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire and play video games. With the aim of better understanding people’s game-related information needs and behaviour, we conducted 56 semi-structured interviews with users who find, play, purchase, collect and recommend video games. Participants included gamers, parents, collectors, industry professionals, librarians, educators and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations based on appeals, offering multiple automatic organization options and providing relationship-based, user-generated, subject and visual metadata. We anticipate this work will contribute to building future video game information systems with new and improved access to games.

2021 ◽  
pp. 096100062199280
Author(s):  
Nafiz Zaman Shuva

This study explores the employment-related information seeking behaviour of Bangladeshi immigrants in Canada. Using a mixed-methods approach, the study conducted semi-structured interviews with 60 Bangladeshi immigrants in Ontario, Canada, and obtained 205 survey responses. The study highlights the centrality of employment-related settlement among Bangladeshi immigrants in Ontario and reports many immigrants not being able to utilize their education and skills after arrival in Canada. The results show that Bangladeshi immigrants utilize various information sources for their employment in Canada, including friends and professional colleagues, online searchers, and settlement agencies. Although Bangladeshi immigrants utilized a large array of information sources for meeting their employment-related information needs, many interview participants emphasized that the employment-related benefits they received was because of their access to friends and professional colleagues in Canada. The survey results echoed the interview findings. The cross-tabulation results on post-arrival information sources and occupation status as well as first job information sources and occupational status in Canada show a significant association among the use of the information source “friends and professional colleagues in Canada” and immigrants’ occupational status. The study highlights the benefits of professional colleagues among immigrants in employment-related settlement contexts. It also reports the challenges faced by many immigrant professionals related to employment-related settlement because of the lack of access to their professional friends and colleagues in Canada. The author urges the Federal Government of Canada, provincial governments, and settlement agencies working with newcomers to offer services that would connect highly skilled immigrants with their professional networks in Canada, in order to get proper guidance related to obtaining a professional job or alternative career. The author calls for further studies on employment-related information seeking by immigrants to better understand the role information plays in their settlement in a new country.


2018 ◽  
Vol 50 ◽  
pp. 01122
Author(s):  
Ekaterina Orekh

The article analyses the results of the exploratory empirical research of children’s video game practice. Based on the analysis of semi-structured interviews, as well as observation diaries on the theme of children’s game socialization, particularly the interaction of children, their peers, parents concerning video games, some conclusions about parenting strategies practiced in contemporary St. Petersburg’s families are made. It was found that the rapid expansion of computer games produces the parent’s fears associated with a lack of understanding of the consequences of the video games impact on children. One of the main results is the conclusion that the parental legitimation of practices is in many ways inherited from and reproduces the Soviet attitudes towards parenting and children. Some statements, such as the 15-minute rule (allowing the use of computer per set), view of a computer as a cause of aggression and alienation, are axiomatized. However, it goes hand in hand with a (neo)liberal rhetoric in relation to the use of a computer.


2020 ◽  
Vol 20 (3) ◽  
pp. 59-68
Author(s):  
M. V. Anfinogenov ◽  
◽  
I. S. Antyasov ◽  

This article covers the video games as a unique phenomenon in the information environ-ment, the development of security technologies and unauthorized access methods since the first video game release until the position of the video game industry in our time. Represented a step change in the interaction systems, the technical features of both hardware and software security which were used by video game developers and companies producing platforms. The analysis of the hacking techniques and methods intended for these protection systems and re-lated global incidents is made. Illustrated the formation and development of security systems of the video game consoles of subsequent generations under the influence of the mistakes and shortcomings in the data security of the prior console generations. The process of centralization and generalization of the user data integrity systems in the modern world is considere


2019 ◽  
Vol 4 (2) ◽  
pp. 137-152
Author(s):  
Jusuf Ariz Wahyuono ◽  
Ardian Indro Yuwono

This study aims to understand how teenagers know their meaning of pornographic content in the game Dragon Age and The Witcher and understand how this player reproduces the message received. This research used qualitative research methods with the ethnography method. The research subjects consisted of 2 gamers who have different backgrounds on the condition of owning or frequently playing games with pornographic content. The two subjects selected according to criteria, including those who have been playing video games for a long time, are over 18 years old and have free access to video games. The position of each informant in this study shows that they are in the position of negotiated readers. Although both informants actively received pornographic messages in the game, both informants negotiated the meaning of what was received. Each informant negotiates to mean based on their respective fields of reference. 


2019 ◽  
Author(s):  
Rebecca Richards ◽  
Paul Kinnersley ◽  
Kate Brain ◽  
John Staffurth ◽  
Fiona Wood

BACKGROUND The shift from inpatient to outpatient and community cancer care means that more patients with cancer are required to manage their condition at home, without the direct supervision of their clinician. Subsequently, research has reported that many patients with cancer have unmet information needs during their illness. Mobile devices, such as mobile phones and tablet computers, provide an opportunity to deliver information to patients remotely. We aimed to develop an app intervention to help patients to meet their illness-related information needs in non-inpatient settings. In-depth qualitative research was required in order to gain an understanding of the views of the target users prior to design of the intervention. OBJECTIVE This study aimed to explore the information needs of patients with cancer and their preferences for an app and desired app features. Specifically, the perceived acceptability of an app, desired app features and the potential benefits and disadvantages of, and barriers to, an app were explored. METHODS Qualitative, one-to-one semi-structured interviews were conducted with patients with urological, colorectal, breast or gynecological cancers (n=23) across two hospitals in South Wales. Interviews were audio-taped, transcribed and analyzed using thematic analysis. RESULTS Findings indicated that barriers to information exchange and understanding in consultations, and identification of reliable information sources between consultations, appeared to contribute to patients’ unmet information needs. Consequently, app feature suggestions included a question prompt list, glossary of cancer terms, resources feature and a contacts feature. Anticipated benefits of this type of app included a more informed patient, improved quality of life, decreased anxiety and increased confidence to participate in their care. The anticipated barriers to app use are likely to be temporary or can be minimized with consideration of these findings during app development and implementation. CONCLUSIONS This study highlights cancer patients’ desire for an app intervention to help them to meet their information needs during and between consultations with their clinicians. This study also highlights the anticipated acceptability and benefits of this type of intervention, however further research is warranted.


Author(s):  
Vimala Nunavath ◽  
Andreas Prinz ◽  
Tina Comes

At the onset of an indoor fire emergency, the availability of the information becomes critical due to the chaotic situation at the emergency site. Moreover, if information is lacking, not shared, or responders are too overloaded to acknowledge it, lives can be lost and property can be harmed. Therefore, the goal of this paper is to identify information items that are needed for first responders during search and rescue operations. The authors use an educational building fire emergency as a case and show how first responders can be supported by getting access to information that are stored in different information systems. The research methodology used was a combination of literature review, fire drills participation, and semi-structured interviews with first responders from different emergency organizations. The results presented are identified information items and an information model.


2019 ◽  
pp. 1611-1633
Author(s):  
Vimala Nunavath ◽  
Andreas Prinz ◽  
Tina Comes

At the onset of an indoor fire emergency, the availability of the information becomes critical due to the chaotic situation at the emergency site. Moreover, if information is lacking, not shared, or responders are too overloaded to acknowledge it, lives can be lost and property can be harmed. Therefore, the goal of this paper is to identify information items that are needed for first responders during search and rescue operations. The authors use an educational building fire emergency as a case and show how first responders can be supported by getting access to information that are stored in different information systems. The research methodology used was a combination of literature review, fire drills participation, and semi-structured interviews with first responders from different emergency organizations. The results presented are identified information items and an information model.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Edith Humries ◽  
Budi Pratiti ◽  
Patricia Wulandari ◽  
Rachmat Hidayat

Abstract Introduction The effects of exposure to violence in newspaper and electronic media to children and adolescents were being an awareness various parties, namely, researchers, health practitioners and policy makers. Depression is a mental problem that is always found due to exposure to video games. Method This study was an observational study with a cross-sectional research design. The subjects of the study were teenagers aged 15-18 years, students of Vocational School  Yogyakarta, Indonesia. Data analysis was performed with IBM SPSS 16. Data analysis to assess the relationship between length and video game content with depression levels (Children’s Depression Inventory -2) used Independent student T-test analysis and linear regression analysis. Results The study subjects consisted of 4.3% men and 95.7% women. There were no significant differences between subjects with male and female sex related to CDI-2 score, p> 0.05. The sexes of men and women have CDI-2 scores of 26.92 ± 5.02 and 26, 42 ± 3.32, respectively. There is a significant relationship between the intensity of playing video games with a CDI-2 score. Research subjects who had the intensity of playing video games for more than 2 hours a day had a higher mean CDI-2 score (28.62 ± 2.62, p <0.05) when compared to research subjects who played video games for less than 2 hours per day (26.13 ± 3.38, p <0.05). There was a significant relationship between video game content and the average CDI-2 score. Research subjects who played violent video games had higher CDI-2 scores (29.91 ± 2.07, p <0.05) when compared to groups who played video games with non-violent game themes (26, 29 ± 3.37 , p <0.05). Based on linear regression analysis, there is a relationship between the intensity of playing video games with the average CDI-2 score (β = 1.87, SE = 0.72, p = 0.01). Meanwhile, for video game content there is no relationship between video game content containing violence and the average CDI-2 score (β = 1.91, SE = 1.21, p = 0.11).   Conclusion There is a relationship between the intensity of playing video games with the average CDI-2 score.


2021 ◽  
pp. 146144482198935
Author(s):  
Stephanie Orme

This study explores the phenomenon of video game spectatorship from the perspective of a population I refer to as “just watchers.” Previous studies have tended to focus on game spectatorship from turn-taking “non-players” or live-streaming audiences, specifically. “Just watchers” are individuals who express no desire to play video games themselves, yet are avid spectators of others’ video game play, both virtually and in-person. Drawing on semi-structured interviews with 27 participants, this study explores their motivations for gaming spectatorship, as well as their aversion to playing games themselves. Findings suggest the “work” of playing games, lack of skill, access to games, and toxic online communities are deterrents to playing games. Participants expressed that games spectatorship offers them narrative engagement that is distinct from traditional media, and that despite “just watching,” they tend to consider themselves as part of gaming culture.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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