Profiling Strategic Game Players in the US

Publish Year: 1402
نوع سند: مقاله ژورنالی
زبان: English
View: 107

This Paper With 14 Page And PDF Format Ready To Download

  • Certificate
  • من نویسنده این مقاله هستم

استخراج به نرم افزارهای پژوهشی:

لینک ثابت به این Paper:

شناسه ملی سند علمی:

JR_JCSS-7-1_004

تاریخ نمایه سازی: 13 تیر 1402

Abstract:

It is generally perceived that serious games are more interesting to people who are more educated. But is this perception really true? This paper tries to answer this question and some other related questions to provide a clearer picture of who plays strategic games in the US. Data were taken from a large dataset of one of the PEWs surveys. The American Trends Panel is a probability-based online panel which is carried out nationally using a sample of adults in the United States living in households. This survey was fielded for the Pew Research Center by Abt Associates from April ۴ to April ۱۸, ۲۰۱۷. Overall, ۴,۱۶۸ participants completed the Wave ۲۶ survey. The results found that in comparison with non-strategic gamers, strategic gamers are more likely to be men, more educated and wealthier, though the differences are small. It seems the old stereotypes about Sgamers and NSgamers should be re-evaluated, if we want to know how to use serious games for educational purposes.

Authors

Milad Navarbafi

MA Graduate, Faculty of World Studies, University of Tehran, Tehran, Iran

Ehsan Shahghasemi

Department of Communication, Faculty of Social Sciences, University of Tehran, Tehran, Iran

مراجع و منابع این Paper:

لیست زیر مراجع و منابع استفاده شده در این Paper را نمایش می دهد. این مراجع به صورت کاملا ماشینی و بر اساس هوش مصنوعی استخراج شده اند و لذا ممکن است دارای اشکالاتی باشند که به مرور زمان دقت استخراج این محتوا افزایش می یابد. مراجعی که مقالات مربوط به آنها در سیویلیکا نمایه شده و پیدا شده اند، به خود Paper لینک شده اند :
  • Abulrub, A.H.G.; et al. (۲۰۱۱). “Virtual reality in engineering education: ...
  • Bagheri, M.; Saeedabadi, M.R. & Sabar, S. (۲۰۲۳). “The Effects ...
  • Campbell, H.A.; Wagner, R.; Luft, S.; Gregory, R.; Grieve, G.P. ...
  • Darwesh, D.A.M. (۲۰۱۶). “Concepts Of Serious Game In Education”. International ...
  • DellaPosta, D.; Shi, Y. & Macy, M. (۲۰۱۵). “Why do ...
  • Ferdig, R.E. (۲۰۱۴). “Developing a framework for understanding the relationship ...
  • Hosseini, R. & Sabar, S. (۲۰۱۸). “Natural intelligence's Life in ...
  • Primack, B.A.; Carroll, M.V.; McNamara, M.; Klem, M.L.; King, B.; ...
  • Fake News and Freedom of Expression: An Iranian Perspective [مقاله ژورنالی]
  • (۲۰۲۰b). “Are Video and Computer Games Suitable for Educational Purposes? ...
  • (۲۰۱۸). “How Online Game Players Perceive Pervasiveness of violence in ...
  • Slavin, R.E.; Lake, C.; Hanley, P. & Thurston, A. (۲۰۱۴). ...
  • Veermans, K. & Jaakkola, T. (۲۰۱۹). “Pedagogy in Educational Simulations ...
  • VGsales (۲۰۱۷). “Video game industry”. https://vgsales.fandom.com/wiki/Video_game_industry. (Retrieved ۰۲ November ۲۰۲۰) ...
  • Xie, Y.; Zhang, Y. & Cai, Y. (۲۰۱۹). “Virtual Reality ...
  • نمایش کامل مراجع