Socio-educational Assessment of Electronic Games
In: Social education: Socialinis ugdymas, Band 40, Heft 1, S. 54-66
ISSN: 1392-9569
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In: Social education: Socialinis ugdymas, Band 40, Heft 1, S. 54-66
ISSN: 1392-9569
In: Idei i idealy: naučnyj žurnal = Ideas & ideals : a journal of the humanities and economics, Band 2, Heft 3, S. 5-29
ISSN: 2658-350X
SSRN
Purpose: The subject of this paper are the producers of electronic games listed on the Warsaw Stock Exchange. Currently, the electronic games industry is developing very dynamically. It is characterized by large increases and volatility. The reason for this is the growing interest in games as well as the development of technology. Approach/Methodology/Design: The subject of the paper are the annual reports of these entities for 2016-2018. In connection with the COVID-19 pandemic, the Polish legislator has extended the possibility of submitting approved reports for 2019 by 3 months. The audit was performed in the period 07-08 2020 and does not include financial statements for the financial year ending 2019. Due to the lack of generally available financial sector indicators for enterprises in the electronic games industry, the aim of the paper is to determine such indicators and to determine the market position and its changes in the surveyed enterprises in 2016-2018. The following research methods were used in the paper, analysis of the literature on the subject and financial statements, and methods of descriptive statistics. Findings: The sector analysis shows that in the Polish electronic games market in 2016-2018, the group of leaders included companies such as PlayWay, CD Projekt and 11-bit studios. On the other hand, companies that were mainly in the outsider group were, One More Level, The Farm 51 Group, 7Levels and Huckleberry Games. Therefore, there is no reason to reject the hypothesis that companies offering a wider range of products tend to dominate the electronic games sector. In the electronic entertainment industry, the standard is competition and product promotion even during production because promotional activities are essential for sales success. Practical Implications: Determining the indicators for this industry will allow a company to be compared in space, based on the actual size of other companies or average values in each sector as a reference base. Originality/Value: The results of the analysis and theoretical considerations contained in this article complement existing research in the field of sectoral analysis. ; peer-reviewed
BASE
In: Journal of broadcasting & electronic media: an official publication of the Broadcast Education Association, Band 45, Heft 2, S. 241-258
ISSN: 1550-6878
In: Alexandria science exchange journal: an international quarterly journal of science and agricultural environments, Band 43, Heft 4, S. 1089-1109
ISSN: 2536-9784
In: European research studies, Band XXIII, Heft Special Issue 2, S. 1044-1056
ISSN: 1108-2976
In: SHS web of Conferences: open access proceedings in Social and Human Sciences, Band 190, S. 01011
ISSN: 2261-2424
With the continuous development of science and technology, the popularity of electronic games in China is getting higher and higher. As a long popular form of entertainment, electronic games are not only the favorite choice of young people but also influence oral English teaching in Chinese universities to a certain extent. This paper will analyze in depth the main mechanisms by which electronic games enhance students' English speaking ability, and further explore the positive impact and possibility of introducing electronic games into the English speaking teaching system in Chinese universities.
In: American behavioral scientist: ABS, Band 48, Heft 4, S. 391-401
ISSN: 1552-3381
When pundits—and some researchers—proclaim electronic games either altogether good or altogether bad for society, they often miss theoretical subtleties that if considered would allow us to see both the boon and the burden of the emerging technology and point to important future possibilities. Most important, these critics often fail to recognize that variability exists at different levels of analysis and in the interactions: between players, between games, between contexts, and so forth. The simultaneous existence of both positive and negative consequences of electronic games can be elaborated and reconciled in part through a multilevel perspective on electronic game effects whereby important variables exist at the levels of the individual, game content, and societal time or space. This article illustrates this idea by reviewing some recent findings in this arena and pointing to common threads that relate to the likely multilevel structure of human interaction with electronic games.
In: American behavioral scientist: ABS, Band 48, Heft 4
ISSN: 0002-7642
In: Alexandria science exchange journal: an international quarterly journal of science and agricultural environments, Band 43, Heft 3, S. 95-112
ISSN: 2536-9784
In: American behavioral scientist: ABS, Band 48, Heft 4, S. 391-401
ISSN: 0002-7642
In: Revista de administração: RAUSP, Band 52, Heft 4, S. 419-430
ISSN: 1984-6142
In: Asian journal of humanities and social studies: AJHSS, Band 8, Heft 3
ISSN: 2321-2799
The study aims to identify the problems arising from the children's overuse of electronic games with smart devices from parents' perspective. The study used the method of social survey sample through an electronic questionnaire applied by (312) parents in the time period 2/4 to 7/5/2020. The study found that there are problems resulting from the excessive use of electronic games by smart devices where the family problems came first and then behavioral problems, health problems and finally the study problems with an average level for all. Also, the study found statistical differences between the overuse of children on electronic games and variables attributable to the type of child and the type of games used and the duration of the play. The study recommended some recommendations including the selection of the parents of the appropriate games for the age and sex of the child, putting a time period for play, the family availing social, sports, and scientific, cultural recreational activities for the children to mitigate the overuse of children of electronic games.