P.S. Annoyed that DMC4 SE has no dual audio and subtitle changes cause not only did I want to hear animu voice actors, but to also see the many English vs. Japanese script changes (I already saw the playthroughs and story cutscenes of all DMC games on YouTube years ago in English).
As a librarian at UW Libraries, my primary role at the Social Justice Research Center is focused on assisting SJRC scholars in making their funded research globally accessible in this way, so that their contributions to knowledge are shared with the widest possible community that might benefit from it. In particular, we promote the self-archiving of funded research in the Wyoming Scholars Repository (WySR), a service implemented and maintained by the Libraries to preserve and make openly accessible the research and creative output of University of Wyoming faculty and students. This includes not only published work as described above, but also presentations, posters, audio-visual material and more. While the overarching aim is break down barriers to access and to communicate research as widely as possible, scholars also benefit practically from making their research available in this way: content archived in WySR is typically more easily discoverable by people using search engines such as Google, so their work is more likely to be found, read, and potentially cited, by other researchers. So, those dual aims of widely disseminating knowledge beyond the walled gardens of affluent academia, and of building a successful academic career, do not have to come into conflict!
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Gamers employ a wide variety of sensory modalities to hone skills when learning to play games. Auditory, visual, and tactile cues may provide players feedback necessary to perfect fine motor performance necessary to achieve higher skills. Feedforward cuing also likely plays an important role in training of motor skills. Examples of feedforward mechanisms are: familiarity with physics of first person shooters (predicting differences in trajectories of rocket launchers versus sniper rifles), or working knowledge of the particular turns within an individual circuit on a race simulator. Rhythmic games like Rock Band and Dance Dance Revolution (DDR) integrate visual, auditory, and tactile feedback with feedforward information of the beat of the song into the design of game play. We are particularly interested in how the balance of feedback and feedforward information can influence meaningful play with respect to neural mechanisms of motor learning and game skill development. Our hypothesis was that rhythmic games provide players enhanced knowledge of timing of when to press buttons in a game as a result of feedforward information from the song rhythm. We hypothesized that players will perform better, recruiting modified neural networks, when playing with rhythm versus no rhythm.
Fifteen healthy, young subjects played a modified version of DDR while undergoing a functional MRI (fMRI) scan. Gameplay was modified so that there were only left and right arrows within "dance" sequences, and a compatible two button foot pad was built to minimize motion artifact. Subjects were scanned as they played two conditions: regular DDR and DDR without rhythm (audio off).
Gamers performed better (gamescore) with audio than without audio. A large amount of neural activity was present in motor association areas and working memory areas of the cortex including parietal association, premotor, and prefrontal in gameplay, both with and without audio. Conjunction analysis of both conditions found the largest areas of common activation were in superior parietal gyrus, motor, prefrontal, and premotor cortex, and thalamus. Gameplay with audio revealed increased activation in temporal lobe and superior prefrontal cortex. Gameplay without audio revealed increases to brainstem, insula, premotor, and prefrontal cortex.
It is possible that shared networks active in playing the game with and without audio represent neural pathways involved in specific sensory-motor control, in which temporal and spatial accuracy of button pressing is part of the goal. These networks are diversely distributed and may not function in isolation. Rhythm information may provide players enhanced information, processed by different neural pathways, and may underlie differences in gamescores. Previous studies further support this idea and argue that networks active with rhythmic stimuli may represent top-down (e.g. feedforward) neural processing. External visual cueing has been previously shown to activate bottom-up pathways involving the insula, similar to activity we found in gameplay without audio. Finally, differences in scores and feedforward neural activity may represent an interesting mechanism of meaningful play within rhythmic games. Understanding how players improve performance in the presence of combined feedback and feedforward information should be taken into consideration for development of other game genres.
The current student generation demands different ways for learning in interactive and authentic environments. However, although the research community is aware of this, not much has been done to catch up with their learning demands. Computer-based video games can help to minimize these learning demands because it provides immersiveness, interactivity, and meaningful learner-centered experience However, many researchers criticize the lack of comparison between immersive games with other teaching methods. In order to provide sound empirical research to field, our group has developed a prototype chemistry-based computer game to examine its use as a learning tool. The game includes a mixed genre of a first-person game embedded with action-adventure and puzzle components. We assess student learning gains and understanding of chemistry concepts after gameplay intervention in a comparison study with passive (lecture group) vs. active (video game group) environments. A purposeful sample of 40 students participated in the study, 22 were in the video game group and 18 were in the lecture group for an intervention of about 30 minutes. Students' learning gains and understanding of chemistry concepts were assessed through pre- and post open-ended content surveys and individual semi-structured interviews for each intervention. Our results showed that our video game can be used as a learning tool and students suggested that it can be useful as a class supplement. The video game intervention was as effective as the lecture format in delivering the chemistry content knowledge to the students. This poster will present the study results and educational implications.
Playing action video games appears to increase speed of cognitive processing with subsequent faster reaction times. It is unknown whether exer-games have the same effect on lower extremity reaction time (RT) tests.
Eight healthy adults trained on DDR for 30 hours. Subjects were tested pre and post training with single and dual RT tests. Participants stood on a force platform and stepped in reaction to an audio cue as quickly as possible. The dual task required the participant to react to an audio cue while simultaneously reading aloud. Timing required for subjects to initiate weight shift for stepping in anterior or posterior directions were calculated. Pre and post-test results were compared using paired t tests (p < 0.05). Early and late DDR game scores were calculated to determine effectiveness of game training.
Subjects showed a significant improvement in all tests post training. Forward and backward stepping single RT resulted in 24% and 21% improvement (p
Avatars are now common in most on-line games. They are in the largest games on the market, such as Farmville and Second Life. How much is understood by game developers choices in the Avatar system as well as the players' choices for their avatars? Using psychosocial theories researchers may shed light on character choice preferences in games and thus provide new dimensions for character creation. Game developers may provide a new paradigm by which researchers can investigate the psychological functioning of individuals through examining choices made in character creation. Specifically, the attributes individuals choose for their characters may reflect different dimensions of self-concept of the creator.
Marsh, Smith and Barnes (1983) describe self-concept as the beliefs that individuals hold of themselves in different domains such as academic, social, and physical. These beliefs may influence students' willingness to participate in classroom discussions due to increased or reduced feelings of adequacy compared to peers. Therefore, understanding students' self- concepts and designing instructional technology to minimize isolationist behaviors of negative self-concept is important to providing meaningful learning environments that meet students' psychological needs.
We seek to understand how the creation of a personal representative reflects the psychological state of self-concept of the individual. Therefore, the main research question under investigation is: How do choices in avatar creation relate to self-concept? This poster will present a thorough review of the existing literature on relationships between student's choices and psychological functioning.