Video games

3143 quotes found

"StarCraft, a video game, is often compared to chess: it is strategic and extremely difficult, requiring a mathematical cast of mind, and, unlike many other video games, with their scrolling or first-person vantages, it affords a bird’s-eye perspective of the board, or map. But the analogy breaks down in countless ways. The map changes from game to game. (In this instance, it was called Habitation Station, and shaped somewhat like a butterfly.) Instead of black or white, players choose from among three “races,” called Zerg, Terran, and Protoss, with different strengths and vulnerabilities. In the early stages, players cannot see one another’s armies, and must dispatch scouts to illuminate darkened corners; they must also develop economies, with which to fund the inevitable battles. It’s as if Garry Kasparov had to plot a pawnless endgame while simultaneously harvesting minerals, building fuel extractors, and searching in vain for Spassky’s queen. Academic researchers now use StarCraft II—the “drosophila” of brain science, as one paper suggested—when studying people who expertly perform cognitively complex tasks. Chess may soon be eclipsed as the standard-bearer of competitive I.Q. “Imagine playing a concerto on a piano, and if you miss one note the entire orchestra stops playing and you’re kicked off and you lose your job,” Sean Plott, one of the official commentators on the Scarlett-Bomber match, told me recently. “That’s what this is like.” The piano reference was not arbitrary; top-level StarCraft requires as many as three hundred actions per minute, or A.P.M.; an élite practitioner’s left hand, as it manipulates the keyboard, can appear almost to be playing Chopin. The right hand, meanwhile, darts and clicks with a mouse, contrapuntally, so frantic that carpal-tunnel syndrome and tendinitis are common side effects."

- StarCraft

0 likesVideo games
"The concern that violent video games may promote aggression or reduce empathy in its players is pervasive and given the popularity of these games their psychological impact is an urgent issue for society at large. Contrary to the custom, this topic has also been passionately debated in the scientific literature. One research camp has strongly argued that violent video games increase aggression in its players , whereas the other camp repeatedly concluded that the effects are minimal at best, if not absent. Importantly, it appears that these fundamental inconsistencies cannot be attributed to differences in research methodology since even meta-analyses, with the goal to integrate the results of all prior studies on the topic of aggression caused by video games led to disparate conclusions. These meta-analyses had a strong focus on children, and one of them reported a marginal age effect suggesting that children might be even more susceptible to violent video game effects. At present, almost all experimental studies targeting the effects of violent video games on aggression and/or empathy focussed on the effects of short-term video gameplay. In these studies the duration for which participants were instructed to play the games ranged from 4 min to maximally 2 h (mean = 22 min, median = 15 min, when considering all experimental studies reviewed in two of the recent major meta-analyses in the field) and most frequently the effects of video gaming have been tested directly after gameplay."

- Video game

0 likesGamesTechnologyVideo games
"Taken together, the findings of the present study show that an extensive game intervention over the course of 2 months did not reveal any specific changes in aggression, empathy, interpersonal competencies, impulsivity-related constructs, depressivity, anxiety or executive control functions; neither in comparison to an active control group that played a non-violent video game nor to a passive control group. We observed no effects when comparing a baseline and a post-training assessment, nor when focussing on more long-term effects between baseline and a follow-up interval 2 months after the participants stopped training. To our knowledge, the present study employed the most comprehensive test battery spanning a multitude of domains in which changes due to violent video games may have been expected. Therefore the present results provide strong evidence against the frequently debated negative effects of playing violent video games. This debate has mostly been informed by studies showing short-term effects of violent video games when tests were administered immediately after a short playtime of a few minutes; effects that may in large be caused by short-lived priming effects that vanish after minutes. The presented results will therefore help to communicate a more realistic scientific perspective of the real-life effects of violent video gaming. However, future research is needed to demonstrate the absence of effects of violent video gameplay in children."

- Video game

0 likesGamesTechnologyVideo games
"Several theoretical perspectives explain how exposure to computer games, especially violent games, can lead to imitative behavior. It is clear why these theories of TV violence might easily be applied in a gaming environment. Perhaps the most comprehensive theory to date is the general aggression model (GAM), which comprehensively integrates central elements from several earlier aggression theories. Included in the model are elements of social cognitive theory (Bandura, 1994), which focuses on the audience member's attention to the modeled behavior, retention of that behavior, ability to imitate, and motivation to imitate the behavior. Furthermore, social cognitive theory concentrates on the model, noting that admired and rewarded models are more likely to be imitated. As such, the theory focuses on both the contextual cues (e.g., whether violence is rewarded) and the cognitive structures that lead to imitation. Script theory (Huesmann, 1986) is also integrated into the general aggression model. Script theory focuses on learned and activated scripts, arguing that we might learn to respond to situations in particular ways based on situations that have been repeatedly modeled for us. Therefore, in a new situation (e.g., a conflict), we might draw on scripts observed in the media, such as those containing violence. Also included in the general aggression model is cognitive-neoassociative priming theory (Berkowitz, 1993; Berkowitz & Heimer, 1989), which draws largely on network models of memory. Given that memory is organized through a network, ideas can prime or active related thoughts. Berkowitz argued that exposure to media violence, especially over long periods of time, could serve to create a rich, intricate memory network of hostility and violence for heavy viewers. The result, according to priming theory, is that exposure to media violence could then readily activate hostility and aggressive thoughts. In addition to cognitive-neoassociative priming theory, Green's affective aggression model (1990 explains that increased in aggression after exposure to media violence could result in hostility and negative affect. Furthermore, Zillmann's (1983) excitation transfer model focuses on the mechanism of physiological arousal as the cause of increases in aggression after exposure to violence."

- Video game

0 likesGamesTechnologyVideo games
"The general aggression model also explains that exposure to videogame violence can increase aggressive behavior both in the short and long term by noting that aggression is largely based on existing knowledge structures or existing mental scripts that are created by the process of social learning (Anderson et al., 2004). That is, individuals can learn new skills and information by watching the behaviors of others, especially if those behaviors are rewarded, performed by attractive actors, or do not cause pain or suffering fort the victim of aggression (i.e., sanitized violence). In the short term, both personological and situational input variables can lead to aggressive behavior. Personological variables include personality variables such as aggressive disposition, current states, beliefs, attitudes, and so on. Situational variables are found in the environment surrounding the person and include factors such as aggressive cues (e.g., playing a violent videogame), being provoked, or feeling pain. Both of these inputs can impact the present internal state of the person. For example, aggression may become more likely if an individual has an aggressive disposition and also plays an aggressive videogame. This may lead to feelings of hostility. Then, given the opportunity to retaliate against someone who has insulted the person, for example, that individual may behave more aggressively than someone without those personological or situational factors in place."

- Video game

0 likesGamesTechnologyVideo games
"Cantor (1994) has used Piagetian developmental theory in order to explain and predict what images frighten children at different stages of cognitive developmental progress. Wilson and Weiss (1991) have also used Piagetian developmental theory in order to understand children's responses to news media. Kremar and colleagues (Kremar & Cooke, 2001; Kremar & Valkenburg, 1999) have utilized Kohlberg's theories of moral development in order to understand how children of different ages respond to depictions of interpersonal violence in the media. Because Kohlberg argues that judgments about right and wrong are based on a different decision matrix for children of different ages, it makes sense that how children interpret violence, a potentially immoral act, may differ for younger versus older children. For example, children younger than age 5 tend to use the guidance of an authority figure in order to determine between right and wrong or may simply consider the outcome of an action in making such a judgement. Older children, in contrast, may consider the motive of the actor in order to decide whether an act was wrong (Kohlberg, 1984). In summary, child development, whether studied in the context of cognitive development, moral development, or emotional or social development, has provided a solid framework-one that focused on the child more than on the medium-to understand the responses of a group that is qualitatively different from its adult counterparts."

- Video game

0 likesGamesTechnologyVideo games
"In their narrative review of the empirical literature, Dill and Dill (1998) concluded that short-term exposure to violent videogames increases aggression. Similarly, Bensley and Van Eenwyk (2001) conclude there is evidence that playing violent videogames can increase short-term aggression in young children. Meta-analyses conducted on the research on violent videogames have also supported an effect of game play on aggression. The first such comprehensive study was conducted by Anderson and Bushman (2001). Across all studies included in their meta-analysis, the authors found that exposure to violent videogames was positively associated with increased levels of aggression. Anderson (2004) recently updated with original meta-analysis and concluded that when only those studies with the soundest methodological approaches were used, results showed even stronger effect sizes, suggesting that methodologically weaker studies actually underestimate the true effects of exposure to volent videogames. Another meta-analysis by Sherry (2001) using 25 studies found evidence for a small effect of videogame play on aggression. However, Sherry also found that effect sizes have increased over time, with more current studies producing stronger effects, presumably due to the greater realism of today's games. Game type was also important, as games classified as human violence or fantasy violence were found to be more strongly related to aggression than sports games."

- Video game

0 likesGamesTechnologyVideo games
"He’d found knowledge, and knowledge hadn’t helped. Had not Jotto caused the Leviathan of Terror to throw itself onto the land and the seas to turn red with blood? Had not Orda, strong in his faith, caused a sudden famine thoughout the land of Smale? They certainly had. He believed it utterly. But a part of him also couldn’t forget reading about the tiny little creatures that caused the rare red tides off the coast of Urt and the effect this apparently had on local sea life, and about the odd wind cycle that sometimes kept rainclouds away from Smale for years at a time. This had been...worrying. It was because he was so very good at old languages that he’d been allowed to study in the new libraries that were springing up around the Citadel, and this had been fresh ground for worry, because the seeker after truth had found truths instead. The Third Journey of the Prophet Cena, for example, seemed remarkably like a retranslation of the Testament of Sand in the Laotan Book of the Whole. On one shelf alone he found forty-three remarkably similar accounts of a great flood, and in every single one of them a man very much like Bishop Horn had saved the elect of mankind by building a magical boat. Details varied of course. Sometimes the boat was made of wood, sometimes of banana leaves. Sometimes the news of the emerging dry land was brought by a swan, sometimes by an iguana. Of course these stories in the chronicles of other religions were mere folktales and myth, while the voyage detailed in the Book of Cena was holy truth. But nevertheless... (pp. 203-204)"

- Discworld

0 likesVideo gamesFantasy booksScience fiction booksEnglish novels
"“What do you think happens to people when they die, Tulip?” Mr. Tulip was taken aback. “What kind of —ing question is that? You know what happens!” “Do I?” “Certainly. Remember when we had to leave that guy in that —ing barn and it was a week before we got to bury him properly? Remember how his—” “I don’t mean bodies!” “Ah. Religion stuff, then?” “Yes!” “I never worry about that —ing stuff.” “Never?” “Never —ing give it a thought. I’ve got my potato.” Then Mr. Tulip found that he’d walked a few feet alone, because Mr. Pin had stopped dead. “Potato?” “Oh, yeah. Keep it on a string round my neck.” Mr. Tulip tapped his huge chest. “And that’s religious?” “Well, yeah. When you die, if you’ve got your potato, everything will be okay.” “What religion is that?” “Dunno. Never ran across it outside our village. I was only a kid. I mean, it’s like gods, right? When you’re a kid, they say ‘that’s God, that is.’ Then you grow up and you find there’s —ing millions of ’em. Same with religion.” “And it’s all okay if you have a potato when you die?” “Yep. You’re allowed to come back and have another life.” “Even if...” Mr. Pin swallowed, for he was in territory that had never before existed on his internal atlas, “... even if you’ve done things that people might think were bad?” “Like chopping up people and —ing shovin’ ’em off cliffs?” “Yeah, that kind of thing...” Mr. Tulip sniffed, causing his nose to flash. “We-ell, it’s okay so long as you’re really —ing sorry about it.” Mr. Pin was amazed, and a little suspicious. But he could feel things...catching up. There were faces in the darkness and voices on the cusp of hearing. He dared not turn his head now, in case he saw anything behind him. You could buy a sack of potatoes for a dollar. “It works?” he said. “Sure. Back home people’d been doing it for hundreds of —ing years. They wouldn’t do it if it didn’t —ing work, would they?” (pp. 271-272)"

- Discworld

0 likesVideo gamesFantasy booksScience fiction booksEnglish novels
"On the veldt of Howondaland live the N’tuitif people, the only tribe in the world to have no imagination whatsoever. For example, their story about the thunder runs something like this: “Thunder is a loud noise in the sky, resulting from the disturbance of the air masses by the passage of lightning.” And their legend “How the Giraffe Got His Long Neck” runs: “In the old days the ancestors of Old Man Giraffe had slightly longer necks than other grassland creatures, and the access to the high leaves was so advantageous that it was mostly long-necked giraffes that survived, passing on the long neck in their blood just as a man might inherit his grandfather’s spear. Some say, however, that it is all a lot more complicated and this explanation only applies to the shorter neck of the okapi. And so it is.” The N’tuitif are a peaceful people, and have been hunted almost to extinction by neighbouring tribes, who have lots of imagination, and therefore plenty of gods, superstitions and ideas about how much better life would be if they had a bigger hunting ground. Of the events on the moon that day, the N’tuitif said: “The moon was brightly lit and from it rose another light which then split into three lights and faded. We do not know why this happened. It was just a thing.” They were then wiped out by a nearby tribe who knew that the lights had been a signal from the god Ukli to expand the hunting ground a bit more. However, they were soon defeated entirely by a tribe who knew that the lights were their ancestors, who lived in the moon, and who were urging them to kill all non-believers in the goddess Glipzo. Three years later they in turn were killed by a rock falling from the sky, as a result of a star exploding a billion years ago. What goes around, comes around. If not examined too closely, it passes for justice. (pp. 129-130)"

- Discworld

0 likesVideo gamesFantasy booksScience fiction booksEnglish novels
"She opened her eyes and then, somewhere inside, opened her eyes again. She heard the grass growing, and the sound of worms below the turf. She could feel the thousands of little lives around her, smell all the scents on the breeze, and see all the shades of the night. The wheel of stars and years, of space and time, locked into place. She knew exactly where she was, and who she was, and what she was. She swung a hand. The Queen tried to stop her, but she might as well have tried to stop a wheel of years. Tiffany’s hand caught her face and knocked her off her feet. “Now I know why I never cried for Granny,” she said. “She has never left me.” She leaned down, and centuries bent with her. “The secret is not to dream,” she whispered. “The secret is to wake up. Waking up is harder. I have woken up and I am real. I know where I come from and I know where I’m going. You cannot fool me anymore. Or touch me. Or anything that is mine.” I’ll never be like this again, she thought, as she saw the terror in the Queen’s face. I’ll never again feel as tall as the sky and as old as the hills and as strong as the sea. I’ve been given something for a while, and the price of it is that I have to give it back. And the reward is giving it back, too. No human could live like this. You could spend a day looking at a flower to see how wonderful it is, and that wouldn’t get the milking done. No wonder we dream our way through our lives. To be awake, and see it all as it really is…no one could stand that for long. She took a deep breath and picked the Queen up. She was aware of things happening, of dreams roaring around her, but they didn’t affect her. She was real and she was awake, more aware than she’d ever been. She had to concentrate even to think against the storm of sensations pouring into her mind."

- Discworld

0 likesVideo gamesFantasy booksScience fiction booksEnglish novels
"“D’you know much about art, Nobby?” “If necessary, Sarge.” “Oh, come on, Nobby!” “What? Tawneee says what she does is Art, Sarge. And she wears more clothes than a lot of the women on the walls around here, so why be sniffy about it?” “Yeah, but…” Fred Colon hesitated here. He knew in his heart that spinning upside down around a pole wearing a costume you could floss with definitely was not Art, and being painted lying on a bed wearing nothing but a smile and a small bunch of grapes was good solid Art, but putting your finger on why this was the case was a bit tricky. “No urns,” he said at last. “What urns?” said Nobby. “Nude women are only Art if there’s an urn in it,” said Fred Colon. This sounded a bit weak even to him, so he added: “Or a plinth. Both is best, o’course. It’s a secret sign, see, that they put in to say that it’s Art and okay to look at.” “What about a potted plant?” “That’s okay if it’s in an urn.” “What about if it’s not got an urn or a plinth or a potted plant?” said Nobby. “Have you one in mind, Nobby?” said Colon suspiciously. “Yes, The Goddess Anoia Arising from the Cutlery,”‡ said Nobby. “They’ve got it here. It was painted by a bloke with three i’s in his name, which sounds pretty artistic to me.” “The number of i’s is important, Nobby,” said Sergeant Colon gravely, “but in these situations you have to ask yourself: ‘Where’s the cherub?’ If there’s a little fat pink kid holding a mirror or a fan or similar, then it’s still okay. Even if he’s grinning. Obviously you can’t get urns everywhere.” ‡Anoia is the Ankh-Morpork Goddess of Things That Get Stuck in Drawers. (pp. 40-41)"

- Discworld

0 likesVideo gamesFantasy booksScience fiction booksEnglish novels
"We take in all sorts as it is," said the Dean. "Does he mean people who are not traditionally good at magic?" said the Chair of Indefinite Studies. "Ridiculous!" said the Dean. "Forty per cent duffers?" "Exactly!" said the Archchancellor. "That means we'd have to find enough clever people to make up over half the student intake! We'd never manage it. If they were clever already, they wouldn't need to go to university! No, we'll stick to an intake of one hundred per cent young fools, thank you. Bring 'em in stupid, send them away clever, that's the UU way!" "Some of them arrive thinking they're clever, of course," said the Chair of Indefinite Studies. "Yes, but we soon disabuse them of that," said the Dean happily. "What is a university for if it isn't to tell you that everything you think you know is wrong?" "Well put, that man!" said Ridcully. "Ignorance is the key! That's how the Dean got where he is today!" "Thank you, Archchancellor," said the Dean. "I shall take that as a compliment. Carefully directed ignorance is the key to all knowledge." "I think the inspector means people who by accident of birth, upbringing, background, or early education would not meet the usual entrance requirements," said Ponder quickly. "Really? Good idea," said Ridcully. "And are we to take it that for his part he intends to make a point of hiring clerks who aren't very good at sums and file everything under 'S' for 'stuff'?" "He doesn't appear to say so—" "How strange. But, you see, we're a university, Mr. Stibbons, not a bandage. We can't just wave a magic wand and make everything better!" "Actually, sir— "Ridcully waved a hand irritably. "Yes, yes, all right, I know. We can just wave a magic wand and make everything better. Except, of course, that making everything better by magic only makes things much, much worse!"

- Discworld

0 likesVideo gamesFantasy booksScience fiction booksEnglish novels