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1.

ABSTRACT:
Excessive digital gaming is emerging as a mental health disorder because
youngsters are losing control of their lives by wasting their time by indulging in
online multiplayer games. The popularity of the games can be gauged by the fact
that India’s online gaming market of US $360 million is expected to grow to $ 1
billion by 2021. Video gaming is an obsessive compulsive disorder. The players
enjoy creating and building relationships with other online characters, which
provides a virtual community feeling at the expense of one-to-one social
interactions and real life bonding. In due course of time, the players are
preoccupied or “hooked” to the games and display mood swings like irritability,
restlessness, and aggressive behavior when they are denied the playing gadgets.
Realizing the multifarious health hazards of digital gaming, WHO has recently
classified it as a mental health disorder in the 11th revision of its International
Classification of Diseases (ICD-11) so that it is accorded the state health benefits
for its prevention and treatment. The technology is both a boon as well as a bane,
the option is with us. It is important to avoid all obsessions or compulsions in life
in order to follow the philosophy of “middle path”.

CITATION:
Singh, M. (2018). Compulsive Digital Gaming: An Emerging Mental Health Disorder in Children.
The Indian Journal of Pediatrics, 1-3.

2. ABSTRACT:
This work examined experiences and perceptions of verbal
abuse in an online game, Dota 2, in regard to age. A dataset
(n=364) was gathered via an online survey with a normal age
distribution, but skewed to male respondents. Statistically
significant relationships were found between age and:
perception of seriousness of communication abuse, number of
times placed in the low priority pool, and participation in
communication abuse. No statistically significant relationship
was found between age and number of times target of
communication abuse. Findings suggest that as player age
increases, so does participation in communication abuse.
Although this runs counter to existing research, it may be
explained by differing perceptions of communication abuse
according to age. The findings have implications both for the
ways in which online abuse and harassment is investigated, and
for the ways in which it can be addressed by game developers
and wider society.
CITATION:
Mattinen, T., & Macey, J. (2018, October). Online Abuse and Age in Dota 2. In Proceedings of
the 22nd International Academic Mindtrek Conference (pp. 69-78). ACM.

3. ABSTRACT:
DotA is one of the most attractive and influential MOBA games, which has been
popular in many countries for over 10 years. It was designed for fun at first,
however, after the emerge of DOTA2 it soon became the highest prize e-sports
game. This paper analyzes the evolutionary changes of the DOTA2. The game
refinement measure is employed for the assessment of game sophistication of
DOTA2 series. The analyzing results show that the rules of DOTA2 have regularly
been changed in its history to maintain an appropriate range of game refinement.
We clearly see two directions during the evolutionary changes which are the
skillfulness and popularity. Thus, the analysis makes it possible to overview these
evolutionary changes of DOTA2 and find some drawbacks to be improved.

CITATION:
Zuo, L., Xiong, S., & Iida, H. (2017, September). An Analysis of DOTA2 Using Game
Refinement Measure. In International Conference on Entertainment Computing
(pp. 270-276). Springer, Cham.

4. ABSTRACT

Different personality traits are correlated with problematic internet use and
online gaming. However, associations between dark personality traits and
problematic online gaming (POG) have received less attention. The present study
investigated direct and indirect associations of the Dark Tetrad traits (i.e.,
Machiavellianism, psychopathy, narcissism, sadism) with POG via online gaming
motives (controlling for hours spent gaming) among 421 online gamers.
Mediation analyses showed narcissism was indirectly associated with POG via
online gaming motives of escape and fantasy among role-playing game players
and the total sample. Sadism was directly associated with POG among first-person
shooter game players and indirectly with POG via online gaming motives of
escape and fantasy among role-playing game players and the total sample. The
findings suggest that dark traits should also be taken into account when
considering theoretical models involving problematic gaming use, online gaming
motives, and preference for different games.

CITATION:
Kircaburun, K., Jonason, P. K., & Griffiths, M. D. (2018). The Dark Tetrad traits and
problematic online gaming: The mediating role of online gaming motives and
moderating role of game types. Personality and Individual Differences, 135, 298-
303.
5. ABSTRACT

Online multiplayer games are often rich sources of complex social interactions. In
this paper, we focus on the unique player experiences (PX) created by Multiplayer
Online Battle Arena (MOBA) games. We examine key phases of players'
engagement with the genre and investigate why players start, stay, and stop
playing MOBAs. Our study identifies how team interactions during play with
friends or strangers affect PX during these phases. Results indicate the ability to
play with friends is salient when beginning play and during periods of
engagement. Teams that include friends support a wider range of play
possibilities - socially and competitively -- than teams of strangers. However,
social factors appear less relevant to those choosing to stop playing, who do so
for a variety of reasons. This study contributes to the field by identifying a
strategy to improve the wellbeing of players.

CITATION:
Tyack, A., Wyeth, P., & Johnson, D. (2016, October). The appeal of moba games:
What makes people start, stay, and stop. In Proceedings of the 2016 Annual
Symposium on Computer-Human Interaction in Play (pp. 313-325). ACM.

6. ABSTRACT

Stem cell engineering, the manipulation and control of cells,


harnesses tremendous potential for diagnosis and therapy of
disease; however, it is still challenging to impart
multifunctionalization onto stem cells to achieve both. Here we
describe a mesenchymal stem cell (MSC)-based multifunctional
platform to target orthotopic glioblastoma by integrating the
tumor targeted delivery of mesenchymal stem cells and the
multimodal imaging advantage of mesoporous silica
nanoparticles (MSNs). Rapid cellular uptake, long retention
time and stability of particles exemplify the potential that the
combination of MSNs and MSCs has as a stem cell-based
multifunctional platform. Using such a platform, we verified
tumor-targeted delivery of MSCs by in vivo multimodal imaging
in an orthotopic U87MG glioblastoma model, displaying higher
tumor uptake than particles without MSCs. As a proof-of-
concept, this MSC platform opens a new vision for
multifunctional applications of cell products by combining the
superiority of stem cells and nanoparticles for actively targeted
delivery.
CITATION:

Huang, X., Zhang, F., Wang, H., Niu, G., Choi, K. Y., Swierczewska, M., ... & Choi, H.
S. (2013). Mesenchymal stem cell-based cell engineering with multifunctional
mesoporous silica nanoparticles for tumor delivery. Biomaterials, 34(7), 1772-
1780.

7. ABSTRACT

Poly(2-oxazoline)s are a promising class of polymers for biomedical applications


and a versatile alternative to poly(ethylene glycol)s (PEG). In this work, the
pharmacokinetic behavior of well defined 89Zr-labeled poly(2-ethyl-2-oxazoline)s
(PEtOx) was evaluated and compared to that of 89Zr-labeled PEG, both with
varying molar mass. Amine-terminated PEtOx of low dispersity in a molar mass
range of 20 to 110 kDa and PEG of 20 and 40 kDa were functionalized with a
desferrioxamine chelator and radiolabeled with 89Zr. The tissue distribution of
both radiolabeled PEtOx and PEG polymers was studied by means of micro
Positron Emission Tomography (μPET) molecular imaging in mice longitudinally up
to 1 week post injection, followed by ex vivo biodistribution.

As previously described for other classes of non-ionic polymers, the blood


clearance of PEtOx decreased with molar mass. The cut off for glomerular
filtration of PEtOx is likely to be around 40 kDa. The head to head comparison of
PEG and PEtOx revealed that the biodistribution is mostly dominated by polymer
chain length and not polymer molar mass. This study constitutes an important
addition to further establishing PEtOx as a promising polymer in biomedical
applications.

CITATION:
Verbrugghen, T., Monnery, B. D., Glassner, M., Stroobants, S., Hoogenboom, R., &
Staelens, S. (2016). μPET imaging of the pharmacokinetic behavior of medium and
high molar mass 89Zr-labeled poly (2-ethyl-2-oxazoline) in comparison to poly
(ethylene glycol). Journal of Controlled Release, 235, 63-71.

8. ABSTRACT

Background and aims

The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a


need for increasing time spent gaming. However, this focus on “need for gaming
time” may overlook some of the broader motivations, outcomes, or effects of
gaming that underlie excessive play. This study aimed to explore regular and
problematic gamers’ experiences and perceptions of tolerance in IGD.

Methods

An online survey of 630 adult gamers yielded 1,417 text responses to open-ended
questions. A thematic analysis of 23,373 words was conducted to extract
dominant themes.

Results

Participants reported that they increasingly desired game items, status, or story
progress as they became more involved or invested in games. As players develop
higher standards of play in games, an increasing number of potential reward
outcomes may have diminishing mood-modifying effects. None of the
participants, including those with self-reported IGD, explicitly referred to a need
for increasing time spent gaming.

Discussion and conclusions

These results suggest that players may be motivated by preferences for specific
goals or reinforcers in games rather than wanting an amount of time spent
gaming. Thus, problematic gaming may involve a need for completion of
increasingly intricate, time-consuming, or difficult goals to achieve satisfaction
and/or reduce fears of missing out. Further research is needed to determine
whether these cognitive and motivational factors related to gaming stimuli should
extend or replace the concept of tolerance in IGD or be considered as separate
but related processes in disordered gaming.

CITATION:
Ulfa, Z. A., Laksono, B., & Adespin, D. A. (2018). HUBUNGAN BERMAIN VIDEO
GAME DEFENSE OF THE ANCIENTS-2 DENGAN TINGKAT KONSENTRASI. JURNAL
KEDOKTERAN DIPONEGORO, 7(2), 684-693.

9. ABSTRACT

Research has shown that distinct insular subregions are associated with particular
neural networks (e.g., attentional and sensorimotor networks). Based on the
evidence that playing action video games (AVGs) facilitates attentional and
sensorimotor functions, this study examined the relation between AVG
experience and the plasticity of insular subregions and the functional networks
therein that are related to attentional and sensorimotor functions. By comparing
AVG experts and amateurs, we found that AVG experts had enhanced functional
connectivity and grey matter volume in insular subregions. Furthermore, AVG
experts exhibited increased functional connectivity between the attentional and
sensorimotor networks, and the experience-related enhancement was
predominantly evident in the left insula, an understudied brain area. Thus, AVG
playing may enhance functional integration of insular subregions and the
pertinent networks therein.

CITATION:
Gong, D., He, H., Liu, D., Ma, W., Dong, L., Luo, C., & Yao, D. (2015). Enhanced
functional connectivity and increased gray matter volume of insula related to
action video game playing. Scientific reports, 5, 9763.

10. ABSTRACT

Research into the perceptual, attentional, and cognitive benefits of playing video
games has exploded over the past several decades. However, the methodologies
in use today are becoming outdated, as both video games and the gamers
themselves are constantly evolving. The purpose of this commentary is to
highlight some of the ongoing changes that are occurring in the video game
industry, as well as to discuss how these changes may affect research into the
effects of gaming on perception, attention, and cognition going forward. The
commentary focuses on two main areas: (1) the ways in which video games
themselves have changed since the early 2000s, including the rise of various
“hybrid” genres, the emergence of distinct new genres, and the increasing push
toward online/open-world games, and (2) how video game players have changed
since the early 2000s, including shifts in demographics, the decreasing
specialization of gamers, and the fact that gamers today now have a long gaming
history. In all cases, we discuss possible changes in the methods used to study the
impact of video games on cognitive performance that these shifts in the gaming
landscape necessitate.

CITATION:
Dale, G., & Green, C. S. (2017). The changing face of video games and video
gamers: Future directions in the scientific study of video game play and cognitive
performance. Journal of Cognitive Enhancement, 1(3), 280-294.

11. ABSTRACT

Background: In the past decades, there was a worldwide increase in people


playing video games. Researchers have started to conduct studies and identified
positive and negative associations with video gaming. Comparable studies have
been done.
Aim: The aim is to analyse, if there is an association between the average hours
an adult participant has played computer games per day and depression or social
phobia.

Methods: Data from 4,936 adults who voluntarily participated in an online survey
which was posted in the forum ‘www.reddit.com’ has been analysed. The survey
included two verified Scales (CES-D and SPIN). Multiple linear regression was
applied to test for significance respectively for each sex and after adjusting for
other variables.

Results: More than 56% of the participants were above the suggested cut-off
scores of the CES-D Scale and more than 44% of the SPIN Scale. Positive
associations were found between ‘Computer Gaming Hours’ and the outcomes
‘Depression’ and ‘Social Phobia’ in the total population. After stratifying for
gender, no associations were found in all groups in the variable ‘Gender’ towards
the outcome ‘Depression’. However, a positive association was found towards the
outcome ‘Social Phobia’ for ‘males’ and ‘females’.

Conclusions: The findings are not generalizable. Researcher need to investigate


the differences between the results of this study compared to other studies, as
well as the high prevalence of depression and social phobia among the
participants. Additionally, more studies need to investigate, if having a depression
or social phobia can lead to increased video gaming hours.

CITATION:
Tobias, R. (2016). The relationship between computer gaming hours and
depression or social phobia in adults. An international online survey.

12. ABSTRACT
This study explored young people’s use of new media and the
learning that they experience through participation in shared
online practices such as web browsing, using social media and
gaming. The findings of this study revealed that the research
participants have rich new media access and they engage in a
variety of digital practices at an extended period of time at
home. Their use of new media often involves other associates.
The research participants’ mutual engagement with other
associates based on the shared digital practices that they
participate in, the joint enterprise and shared repertoire
indicate their belonging to communities of practice (COPs).
Learning occurs as result of the research participants’ active
participation in shared new media practices with their
associates. This kind of learning is social, and it takes place with
or without them noticing it.
CITATION:
Ismail, N. (2016). YOUNG PEOPLE’S USE OF NEW MEDIA: LEARNING THROUGH
PARTICIPATION IN COMMUNITIES OF PRACTICE. Jurnal Komunikasi, Malaysian
Journal of Communication, 32(2).

13. ABSTRACT

Co-creation has become a very important topic in Marketing both in theory and
practice. This work project specifically investigates how co-creation can exclude
potential brand community members in the gaming sector. This topic was
explored through a longitudinal single case study on the online video game
League of Legends. The insights suggest that, contrary to what the current
literature states, co-creation does not necessarily beneficiate all participants, due
to the creation of a complex community dynamic that tends to drive away new
members, which does not beneficiate the company and reflects on the type of
value generated for the members.

CITATION:
Figueiredo, B. (2018). Why and how can co-creation lead to the exclusion of
potential brand community members in the gaming sector? (Doctoral
dissertation).

14. ABSTRACT

This article examines consumer perspectives on match-fixing in esports –


professionalized competitive video game play – and the implications of these
perspectives for understanding game and gambling integrity. The relationship
between match-fixing, game integrity and gambling is a close one, as gambling
markets are reliant on strong game integrity, but has not yet been studied in
detail in the context of esports. Drawing on extensive qualitative data collected
from esports fans around the world, this article examines perceptions of gambling
awareness, integrity and esports gambling to assess esports consumers’
awareness of and attitudes towards gambling-related match-fixing. Results
indicate that esports viewers are not deeply concerned by match-fixing. In
addition, spectators typically view gambling as a cause of corruption among
competitors, but also understand and accept some elements of the practice.
Further, spectators tend to rely on rules to determine their assessment of what is
‘wrong’, rather than assessments based on ethics, and are often willing to forgive
infractions through a range of reasons and justifications. We propose a need for
education among esports spectators, extending existing anti-cheating
programmes beyond just athletes to include the broader esports community.

CITATION:

Abarbanel, B., & Johnson, M. R. (2018). Esports consumer perspectives on match-


fixing: implications for gambling awareness and game integrity. International
Gambling Studies, 1-16.

15. ABSTRACT

When a company includes a new technology or innovation into their value


proposition, customers may perceive it as an enhancement or deterioration. This
phenomenon was explored in this study with a case study of a present case in the
esports industry. Research have shown that AI (Artificial Intelligence) technology
can be used to predict which team is going to win in a match in the esports game
DotA 2. A prototype AI called Znipe Sense was developed and analyzed during this
study to answer the question: How can a predictive AI affect the value proposition
of live esports consumption? Znipe Sense was included into Znipe Esports’ value
proposition during a tournament in February 2018. It was observed that Znipe
Sense could predict outcomes of professional matches with a higher accuracy
than human experts. The observations of Znipe Sense, an interview with
experienced players, interviews with business professionals and internal company
documents were used as empirical material for the analysis. How Znipe Sense
affected the value proposition was analyzed through the factors: Performance,
Ease-of-use, Reliability, Flexibility and Affectivity, also known as the PERFA
framework. It was concluded that a predictive AI can enhance the value
proposition of live esports consumption through the Performance and Ease-of-
use factors, and it would not affect the value proposition through Reliability or
Flexibility. However, in the analysis of the Affectivity factor it was identified that
there is a risk related to negative effects of gambling addiction that could
deteriorate the value proposition.

CITATION:
Larsson, M. (2018). Enhancing the value proposition of live esports consumption
with AI technology.

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