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2021 ◽  
Vol 5 (3) ◽  
pp. 362-374
Author(s):  
Jhen-Ni Ye ◽  
Jian-Hong Ye ◽  
Chih-Mei Wang ◽  
Jon-Chao Hong

With the growing popularity of eSport games, eSport-related issues have gradually gained attention and discussion in academic research. However, the positive benefits (values) brought by playing eSport have not received too much attention in current research. Therefore, after reviewing related research in the past, this study proposed that eSport has the 5 Cs educational Value of cultivating the cooperative attitude, communication skills, critical thinking, self-confidence and continuous improvement attitude based on the three-domain model (TDM) of cognitive, affective and psychomotor, and developed an eSport educational values scale. In this study, a conceptual sampling method was adopted and players with eSport experience were invited to fill out the questionnaire. A total of 316 participants filled out the questionnaire, 51 invalid samples were deleted, the number of effective participants was 265, and the effective recovery rate was 83.9%. Then SPSS 23.0 and AMOS 20.0 were used to analyze the reliability and validity of the scale, and the verification results show the scale developed by this study has good reliability and validity. In addition, in this study, it was also found that the participants had a positive view (M 3.9) on the 5 Cs educational value of the MOBA type eSport, which shows that eSport is not only a casual game, moderate playing this game can also bring educational significance to players.


2021 ◽  
Author(s):  
KEYING SUN ◽  
JIAQI LI

Abstract. In recent years, the market for casual games has been expanding, and so has the number of players. Many researchers have studied casual games in different aspects. This paper summarizes the articles and studies of scholars, and attempts to discuss the definition of casual games, the design emphasis of casual games, the basic attributes of casual game players, and the physical and psychological benefits of playing casual games.


Author(s):  
Anne-Marie Schleiner

This chapter looks at the rising popularity of casual mobile games in the global South with a spotlight on Brazil. Initially costless, ‘free-to-play’ games are appealing to increasingly gender-diverse players. Structurally, the addictive features of design are looked at carefully, especially in relation to temporality and pacing, drawing from past feminist studies of how women incorporate entertainment media like television into their daily routines. I question whether players are empowered, or whether they are exploited by such sticky casual game mechanics. The intersectional analysis in this chapter takes both gender, and the geographic location of developers and players into account. This chapter also discusses localization strategies that Northern developers are implementing for marketing casual mobile games in the global South.


2019 ◽  
Vol 2019 ◽  
pp. 1-9
Author(s):  
Marie Kegeleers ◽  
Raoul Bruens ◽  
Maxim Liefaard ◽  
Nestor Z. Salamon ◽  
Rafael Bidarra

In public places such as malls, train stations, and airports, there is a constant flow of people either waiting or commuting. Even though people at these locations are surrounded by many other individuals, mostly there is little social interaction, which generally creates a gloomy atmosphere. Any applications promoting social interactions are a welcome addition. We present IMOVE, an interactive framework aimed at facilitating the development of such applications. It offers a combination of motion tracking and projection methods which makes it easier to create interactive experiences and games, tailored to motivate people to move around, explore, and, most importantly, interact with each other in a fun way. People moving around trigger events and effects, interacting with the applications using their body movements or even collaboratively working towards an outcome. IMOVE was validated by means of a variety of applications in a real scenario, the entrance hall of a busy public building: the classic Pong game, a collaborative and accessible casual game (Save the Turtles!), and a procedural visual art generator based on game mechanics (Light Trails). All applications have been successfully running for the past year. The IMOVE framework is freely available online and it has been shown to be particularly suited and accessible to novice game and interactive application developers for large public spaces.


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