Gaming and Games in UK Law

  • Gaming the gamer? – The ethics of exploiting psychological research in video games
    • No. 14-2, May 2016
    • Journal of Information, Communication and Ethics in Society
    • 106-123
    Purpose: The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/ap...
  • Depressive symptoms associations with online and in person networks in an online gaming community: a pilot study
    • No. 25-1, March 2020
    • Mental Health Review Journal
    • 21-33
    Purpose: Increases in video game use have led to mental health concerns, citing greater risk for depressive symptoms (DS) and reduced “in-real-life” (IRL) social involvement. However, recent studie...
    ... ... However, recentstudies have uncoveredpotential social benefits for online gaming. Many games provide avenues toextend real life relationships and make new online friendships. The pu rpose of this pilot study is touse social network analysis ... ...
  • Factors influencing user trust in online games
    • No. 23-5, October 2005
    • The Electronic Library
    • 533-538
    Purpose: This paper aims to provide a theoretical overview of the factors influencing user trust in online games. It offers a set of guidelines that help online game marketers to better understand ...
    ... ... Inparticular, it examines a user’s perceptions about the company, the online gaming site, and anindividual game.Findings – A number of factors influencing user trust in online games are largely within the controlof the company ... ...
  • Understanding the determinants of human computation game acceptance. The effects of aesthetic experience and output quality
    • No. 40-4, August 2016
    • Online Information Review
    • 481-496
    Purpose: – Human computation games (HCGs) that blend gaming with utilitarian purposes are a potentially effective channel for content creation. The purpose of this paper is to investigate the drivi...
    ... ... Management University, SingaporeAbstractPurpose –Human computation games (HCGs) that blend gaming with utilitarian purposes are apotentially ... ...
  • Documenting virtual world cultures. Memory-making and documentary practices in the City of Heroes community
    • No. 71-2, March 2015
    • Journal of Documentation
    • 294-316
    Purpose: – The purpose of this paper is to explore how virtual world communities employ new media as a repository to record information about their past. Design/methodology/approach: – Using the n...
    ... ... , informing community action and viewpoints.Originality/value –Games and gaming practices are increasingly prevalent in leisure andprofessional ... ...
  • Social support, depressive symptoms, and online gaming network communication
    • No. 24-1, January 2020
    • Mental Health and Social Inclusion
    • 49-58
    Purpose: The increase of videogame use has raised concerns regarding mental health of gamers (e.g. social isolation, depression); however, online gaming may offer the benefit of social connectivity...
    ... ... activity among undergraduate males(Ballard et al., 2009).Despite these preliminary concerns, a growing body of literature supports these games,identifying cognitive, emotional and social benefits to game participation (Granic et al., 2014).Uttal et al. (2013) found that cognitive ... ...
  • Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies
    • No. 20-5, August 2018
    • Digital Policy, Regulation and Governance
    • 449-478
    Purpose: This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging...
    ... ... , the innovation inavailable games, the transition to handheld devices and the newest generation consoles.Now smartphones are a popular gaming platform. Smartphones provide the engine forgrowth. Since 2013, particularly large increases have occurred in several populouscountries, including ... ...
  • Flow, leadership and serious games – a pedagogical perspective
    • No. 14-2/3, April 2017
    • World Journal of Science, Technology and Sustainable Development
    • 204-217
    Purpose: The purpose of this paper is to briefly outline the relevance of flow, a core concept of positive psychology increasingly applied in leadership development and in serious gaming. The autho...
    ... ... to briefly outline the relevance of flow, a core concept of positivepsychology increasingly applied in leadership development and in serious gaming. The author presents aninnovative simulation game designed to teach and train how to manage and lead people based on theprinciples of “flow-based ... ...
  • Games and Learning and Society (GLS) Conference 3.0
    • No. 24-8, September 2007
    • Library Hi Tech News
    • 24-24
    Purpose: To share information about this third annual conference on Games, Learning and Society. Increasingly popular and growing in interests among educators and industry leaders who together are ...
    ... ... TheConference exploredthe scholarship andresearch of games/simulations andtackled themes such as gaming literacy,game design, participatory learning, thegaming culture and trans-generationalapplications, etc. Beyond the traditionalpresentation formats, ... ...
  • Multi‐device, multi‐player gaming: issues and application
    • No. 23-5, October 2005
    • The Electronic Library
    • 521-532
    Purpose: This paper aims to present the different issues that must be tackled when creating a viable multi‐user, multi‐device game. The issues tackled range from user interaction issues to graphics...
    ... ... counterpart.Findings – Although there is a sacrifice in the richness of the game environment on mobile devices, itis possible to develop games that play across platforms and devices, and safeguards can be put inplace in order not to overly handicap players using mobile devices.Research ... ...
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