Abstract: We try to identify the role of various aspects of parenting style in the phenomenon of videogame playing addiction. Relevant self-report questionnaires were part of a wider set of methods focused on the constructs related to videogame playing. The battery of methods was administered in school settings in paper and pencil form. The research sample consisted of 333 (166 males, 167 females) elementary and high school students at the age between 10 and 19 years (m=14.98, sd=1.77). Using stepwise regression analysis, we assessed the influence of demographic variables (gender and age) and parenting styles. Age and gender together explained 26.3% of game addiction variance (F(2,330)=58.81, p
Abstract: Regarding heavy video game players for boys and super online chat lovers for girls as a symbolic phrase in the current adolescent culture, this project of data analysis verifies the displacement effect on deteriorating mathematics performance. To evaluate correlation or regression coefficients between a factor of playing video games or chatting online and mathematics performance compared with other factors, we use multivariate analysis technique and take gender difference into account. We find the most important reason for the negative sign of the displacement effect on mathematics performance due to students’ poor academic background. Statistical analysis methods in this project could be applied to study internet users’ academic performance from the high school education to the college education.
Abstract: Younger and younger children are now using a smartphone, a device which has become ‘a must have’ and the life of children would be almost ‘unthinkable’ without one. Devices are becoming lighter and lighter but offering an array of options and applications as well as the unavoidable access to the Internet, without which it would be almost unusable. Numerous features such as taking of photographs, listening to music, information search on the Internet, access to social networks, usage of some of the chatting and messaging services, are only some of the numerous features offered by ‘smart’ devices. They have replaced the alarm clock, home phone, camera, tablet and other devices. Their use and possession have become a part of the everyday image of young people. Apart from the positive aspects, the use of smartphones has also some downsides. For instance, free time was usually spent in nature, playing, doing sports or other activities enabling children an adequate psychophysiological growth and development. The greater usage of smartphones during classes to check statuses on social networks, message your friends, play online games, are just some of the possible negative aspects of their application. Considering that the age of the population using smartphones is decreasing and that smartphones are no longer ‘foreign’ to children of pre-school age (smartphones are used at home or in coffee shops or shopping centers while waiting for their parents, playing video games often inappropriate to their age), particular attention must be paid to a very sensitive group, the teenagers who almost never separate from their ‘pets’. This paper is divided into two sections, theoretical and empirical ones. The theoretical section gives an overview of the pros and cons of the usage of smartphones, while the empirical section presents the results of a research conducted in three elementary schools regarding the usage of smartphones and, specifically, their usage during classes, during breaks and to search information on the Internet, check status updates and 'likes’ on the Facebook social network.
Abstract: In this study, the potential benefits of playing action
video game among congenitally deaf and dumb subjects is reported in
terms of EEG ratio indices. The frontal and occipital lobes are
associated with development of motor skills, cognition, and visual
information processing and color recognition. The sixteen hours of
First-Person shooter action video game play resulted in the increase
of the ratios β/(α+θ) and β/θ in frontal and occipital lobes. This can
be attributed to the enhancement of certain aspect of cognition among
deaf and dumb subjects.
Abstract: Since the initial creation of the Barbie doll in 1959, it
became a symbol of US society. Likewise, the Licca-chan, a Japanese
doll created in 1967, also became a Japanese symbolic doll of Japanese
society. Prior to the introduction of Licca-chan, Barbie was already
marketed in Japan but their sales were dismal. Licca-chan (an actual
name: Kayama Licca) is a plastic doll with a variety of sizes ranging
from 21.0 cm to 29.0 cm which many Japanese girls dream of having.
For over 35 years, the manufacturer, Takara Co., Ltd. has sold over 48
million dolls and has produced doll houses, accessories, clothes, and
Licca-chan video games for the Nintendo DS. Many First-generation
Licca-chan consumers still are enamored with Licca-chan, and go to
Licca-chan House, in an amusement park with their daughters. These
people are called Licca-chan maniacs, as they enjoy touring the
Licca-chan’s factory in Tohoku or purchase various Licca-chan
accessories. After the successful launch of Licca-chan into the
Japanese market, a mixed-like doll from the US and Japan, a doll,
JeNny, was later sold in the same Japanese market by Takara Co., Ltd.
in 1982.
Comparison of these cultural iconic dolls, Barbie and Licca-chan,
are analyzed in this paper. In fact, these dolls have concepts of girls’
dreams. By using concepts of mythology of Jean Baudrillard, these
dolls can be represented idealized images of figures in the products for
consumers, but at the same time, consumers can see products with
different perspectives, which can cause controversy.
Abstract: Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.
Abstract: Motion capture devices have been utilized in
producing several contents, such as movies and video games. However,
since motion capture devices are expensive and inconvenient to use,
motions segmented from captured data was recycled and synthesized
to utilize it in another contents, but the motions were generally
segmented by contents producers in manual. Therefore, automatic
motion segmentation is recently getting a lot of attentions. Previous
approaches are divided into on-line and off-line, where on-line
approaches segment motions based on similarities between
neighboring frames and off-line approaches segment motions by
capturing the global characteristics in feature space. In this paper, we
propose a graph-based high-level motion segmentation method. Since
high-level motions consist of several repeated frames within temporal
distances, we consider all similarities among all frames within the
temporal distance. This is achieved by constructing a graph, where
each vertex represents a frame and the edges between the frames are
weighted by their similarity. Then, normalized cuts algorithm is used
to partition the constructed graph into several sub-graphs by globally
finding minimum cuts. In the experiments, the results using the
proposed method showed better performance than PCA-based method
in on-line and GMM-based method in off-line, as the proposed method
globally segment motions from the graph constructed based
similarities between neighboring frames as well as similarities among
all frames within temporal distances.
Abstract: This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.