Importance of computer games in children’s life in the 21st century

2016 ◽  
Vol 12 (4) ◽  
Author(s):  
Anna Sochocka ◽  
Magdalena Bednarska ◽  
Iwona Grabska-Gradzińska

AbstractThis paper discusses the level of acceptation of different kinds of computer games and the changes of the attitude depending on the respondents’ knowledge and context of playing activity. The forms of entertainment for the young generations are the extremely popular computer games. The main goal of this paper is to show the attitude of people toward the game industry and the correlation between the ways of spending spare time and the level of acceptation of computer games. The study is based on a questionnaire in which respondents could declare their opinions in open questions. The study included more than 60 parents, both men and women. It is not surprising that, despite the popularity of computer games, they still arouse much controversy, particularly as they relate to children. Collected parents’ opinions give the picture of the most important pros and cons of playing games and the goals and circumstances of the game activity. When respondents have been informed about term “serious games”, they have changed their previous perceptions of computer games, and the acceptance to the children’s activity grows.

Author(s):  
Juan Ibeas ◽  
Lidia Vazquez

Wine has been linked to Spanish culture since the time of the Romans and early Christianity. In Spain, a land of vines since antiquity, the representation of the drunken body in literature and painting is an omnipresent topos since the Middle Ages. The pros and cons of this are found in medical, philosophical, moral and religious texts, but especially in novels, which warn against excess. This article studies how Spanish painters and writers developed the imaginary of wine in all its forms, be they masculine or feminine, solar or twilight, enthusiastic or drowsy, in their reflections, in their drawings and paintings, in poems or novels, in order to transmit the ideological transformation that was going to occur in Spain around this drink. For only the artist seems to preserve the tradition of the divine origin of wine, reclaiming its thaumaturgical role thanks to the Bacchic nectar. Spanish men and women suffer or benefit from the virtues of wine, the main alcoholic beverage in Spain until the 21st century.


2018 ◽  
Vol 27 (2) ◽  
pp. 95-104
Author(s):  
Ene-Margit Tiit

The paper estimates the probability of living until the age of a grandparent and a great-grandparent in different cohorts of Estonian population. The objects of comparison are men and women born in 1939, 1959, 1989 and nowadays (2016). It turned out that (assuming the stability of demographic behaviour) people born in 1989 have the highest probability to see the grandchildren and also great-grandchildren. In the case of people born in 21st century, the probability is going down in spite of increasing life expectancy. The reason for this feature is massive postponing of family creation.


Author(s):  
Yifei Shen

The term “hot mum” (La Ma, 辣妈) has become popular in the Chinese media in the 21st century, being regarded as a “feminist” image of the modern mother, as it breaks with the stereotype of the traditional Chinese mother. Departing from a historical framework of motherhood and feminism, as well as western theories of subjectification and individualization, the article explores the discourses of hot mums in contemporary China. Based on an analysis of more than eight hundred articles in a Chinese database, this article explores the impacts of the image of the hot mum upon practices of motherhood among contemporary Chinese women. The findings show that the notion of the hot mum has been transformed into the concept of “all-around hot mums” who take care of both their families and their careers. It is argued that this process has not changed power relations between men and women, nor the roles of father and mother. Commercial and market aspects have turned hot mums from an initial expression of women’s subjectivity with particular maternal values into subjects of consumerism. The hot mum discourse is apparently contributing to the oppression rather than empowerment of Chinese women, let alone their increased sense of individuality.


Author(s):  
Theresa Fleming ◽  
L Bavin ◽  
K Stasiak ◽  
E Hermansson-Webb ◽  
SN Merry ◽  
...  

© 2017 Fleming, Bavin, Stasiak, Hermansson-Webb, Merry, Cheek, Lucassen, Lau, Pollmuller and Hetrick. 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.


Author(s):  
Vinicius Mitchell ◽  
Luiza Novaes

In July 2020, a group of illustrators were contacted so we could hear if their views on remote work and professional collaboration had changed, in light of the covid-19 pandemic scenario. These illustrators participated in a previous research conducted with Brazilian newspaper illustrators between 2016-2018. The main research objective was to understand how illustrators were fitting in newspaper's routines and production, considering the multiplatform publishing trend led by the rise in mobile and digital readership. As it was observed then, illustrators were already used to working remotely. The investigation focused in assessing how these professionals viewed the pros and cons of face-to-face working way compared to working remotely. Also their views on the interaction with other fields’ professionals, in projects involving Illustration & Design were considered. Illustrators of Brazilian newspapers answered a query and an interview with open questions. Although the original research had not been motivated by a pandemic scene, we believe that by renewing the subject with new data collected in 2020, the study can contribute to the ongoing broader discussions over reorganizing workflows for remote work, especially those involving designers and projects with multidisciplinary teams. This paper aims at presenting and discussing qualitative data regarding these issues.


2020 ◽  
Vol 30 (3) ◽  
pp. 257-270
Author(s):  
Jakub Lickiewicz ◽  
Patricia Paulsen Hughes ◽  
Marta Makara-Studzińska

The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.


Author(s):  
C. Ribeiro ◽  
J. Pereira ◽  
C. Calado ◽  
C. Ferreira

Although the impact that Virtual Worlds and Serious Games can have on learning efficacy and efficiency has been recognized, there is still many open questions related to this issue. Specifically there aren’t guidelines or standards to help practitioners introduce this kind of technologies in a learning environment. In this chapter, the authors describe two experiments involving virtual worlds and serious games in a learning environment. These experiments allowed the authors to understand the real potential of this kind of technology, but also some of the difficulties one can come across. The authors hope that the experiments described in this chapter can serve as a basis for similar experiments done by other practitioners. Finally, some of the pitfalls that should be avoided are described as a set of lessons learnt at the end of the chapter.


Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.


Gamification ◽  
2015 ◽  
pp. 1586-1608
Author(s):  
Claudia Ribeiro ◽  
Tiago Antunes ◽  
João Pereira ◽  
Micaela Monteiro

At present, medical knowledge is experiencing an exponential growth. This results in serious difficulties to healthcare professionals in keeping up to date. At the same time, medical education is mostly taught using traditional learning methodologies, not always the most efficient. Recently however, there has been a significant increase in the use of computer games for both teaching and training as several published studies are showing that serious games can be more efficient when compared to traditional learning methodologies. Although the current number of serious games used in medical education is still very limited, the authors agree that it's application could lead to the improvement of medical knowledge and skills. This paper describes the serious game Critical Transport which is based on the Portuguese Society of Intensive Care's recommendations for the transport of critically ill patients, as well as the results of a pre/post-test study focused in determining the Critical Transport serious game efficiency as a training tool for training medical students.


Gamification ◽  
2015 ◽  
pp. 866-882
Author(s):  
Maurice Hendrix ◽  
Per Backlund ◽  
Boris Vampula

The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as one would expect, based on current evidence of their effectiveness. The EduGameLab project investigates causes and solutions to the relatively low level of uptake in European schools. This paper describes a rating tool for sharing experiences about educational games among educators and parents, developed in the EduGameLab project. The ambition is that sharing knowledge about how games can be used in practice will stimulate practical use and acceptance. The development of this tool is based on a metadata schema for formally describing serious games and experiences with these games.


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