Current Search: Video games -- Social aspects. (x)
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- Title
- Advocating environmental issues through mobile gaming.
- Creator
- Gutierrez, Cynthia, Lewter, Bradley, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, School of Communication and Multimedia Studies
- Abstract/Description
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Recently, many researchers have been interested in how videogames can influence the attitude and behavior of children. It has also been questioned if videogames can be a useful teaching tool in the classroom. There are many games that have been created to teach traditional school subjects such as Math and English. But what about creating games to teach about current environmental issues? The goal of my thesis project is to create an educational advocacy game for smartphone devices that will...
Show moreRecently, many researchers have been interested in how videogames can influence the attitude and behavior of children. It has also been questioned if videogames can be a useful teaching tool in the classroom. There are many games that have been created to teach traditional school subjects such as Math and English. But what about creating games to teach about current environmental issues? The goal of my thesis project is to create an educational advocacy game for smartphone devices that will educate children about the effects of overfishing on marine life and how it can negatively affect coastal communities in the Caribbean.
Show less - Date Issued
- 2014
- PURL
- http://purl.flvc.org/fau/fd/FA00004118
- Subject Headings
- Video games -- Design., Video games -- Social aspects., Computer games -- Social aspects.
- Format
- Document (PDF)
- Title
- MMO gaming culture: an online gaming family.
- Creator
- Perez, Michael, Harris, Michael S., Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, Department of Anthropology
- Abstract/Description
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This study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in...
Show moreThis study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.
Show less - Date Issued
- 2015
- PURL
- http://purl.flvc.org/fau/fd/FA00004399, http://purl.flvc.org/fau/fd/FA00004399
- Subject Headings
- Cyberspace -- Social aspects, Fantasy games -- Social aspects, Internet games -- Social aspects, Role playing -- Social aspects, Video games -- Social aspects
- Format
- Document (PDF)
- Title
- The “Shepard” will guide us: a textual analysis of hegemonic reinforcement and resistance in the mass effect video game series.
- Creator
- Gonzalez, Maricruz, Scodari, Christine, Florida Atlantic University, Dorothy F. Schmidt College of Arts and Letters, School of Communication and Multimedia Studies
- Abstract/Description
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Mass Effect is a Science Fiction/Action Role Playing/Third Person Shooter video game series that takes place in the year 2183, in which the player assumes control of Commander Shepard. Players can choose to customize the character based on his/her gender, appearance, sexual orientation, background origin and occupation. The choices that show up in the game are also based on how the player wants their version of Shepard to interact with other characters and allows players some leeway to shape...
Show moreMass Effect is a Science Fiction/Action Role Playing/Third Person Shooter video game series that takes place in the year 2183, in which the player assumes control of Commander Shepard. Players can choose to customize the character based on his/her gender, appearance, sexual orientation, background origin and occupation. The choices that show up in the game are also based on how the player wants their version of Shepard to interact with other characters and allows players some leeway to shape their own narrative. The series also discusses and acknowledges issues of race, gender, subjecthood and sovereignty, politics and sexual orientation within its narrative. This analysis focuses on the text of the series and its implications concerning hegemonic reinforcement and/or resistance in terms of race, gender, sexual orientation, politics, and warfare tactics.
Show less - Date Issued
- 2014
- PURL
- http://purl.flvc.org/fau/fd/FA00004288, http://purl.flvc.org/fau/fd/FA00004288
- Subject Headings
- Computer games -- Social aspects, Electronic games -- Social aspects, Feminist theory, Gender identity in mass media, Mass Effect video game -- Social aspects, Mass media and culture, Sex role, Video games -- Moral and ethical aspects, Video games -- Social aspects
- Format
- Document (PDF)
- Title
- Avatar Guided Stories of Ease from Adolescents with Cancer.
- Creator
- Curnan, Laurie Ann, Liehr, Patricia, Florida Atlantic University, Christine E. Lynn College of Nursing
- Abstract/Description
-
The overall purpose of this mixed method study was to describe adolescents’ experiences of ease while enduring treatment for cancer. Specifically, the study used avatar image-guided story-sharing (AIGSS) to explore adolescent sense-of-self, experiences of feeling uneasy, descriptions of qualities of ease, and best places for finding ease during treatment. The innovative research approach used in this study incorporated avatar images representing ‘ease’ in typical environments. By testing a...
Show moreThe overall purpose of this mixed method study was to describe adolescents’ experiences of ease while enduring treatment for cancer. Specifically, the study used avatar image-guided story-sharing (AIGSS) to explore adolescent sense-of-self, experiences of feeling uneasy, descriptions of qualities of ease, and best places for finding ease during treatment. The innovative research approach used in this study incorporated avatar images representing ‘ease’ in typical environments. By testing a developmentally relevant approach, AIGSS, to explore ease for adolescents enduring cancer, this study addressed a pressing need for meaningful approaches to engage adolescents in health-related dialogue about what matters most. While 10 qualities captured adolescent ease (beauty, fun, safety, strength, connectedness, calmness, rest, comfort, independence, and familiarity), connectedness, strength, fun, rest, and safety were the most significant qualities of ease threaded throughout stories. Two themes of self-reflected identity emerged: (a) valued personal qualities (extrinsic/admired) and (b) infused unique demeanors. Three themes described adolescent uneasiness during cancer treatment: (a) persistent uncertainty, (b) fearful anticipation, and (c) disrupted self. While home was most conducive for ease, personal meaning was given to the hospital enabling finding ease. This new knowledge is foundational for nurses who support adolescents during cancer treatment. This research lays the groundwork to re-define ease as a relevant outcome of quality nursing care, focusing on positive outcomes rather than catastrophic ones such as infection and death. Advancing caring science with interactive participative research enhanced communication with adolescents, having implications for both clinical research and pediatric oncology nursing practice.
Show less - Date Issued
- 2016
- PURL
- http://purl.flvc.org/fau/fd/FA00004582
- Subject Headings
- Avatar (Motion picture : 2009), Cancer in adolescence--Psychological aspects., Cancer in adolescence--Social aspects., Video games and children--Therapeutic use., Quality of life., Stress (Psychology), Psychophysiology.
- Format
- Document (PDF)