Computer game use and communication habit changes
2007 (English)In: Proceedings of CGAMES 2007. 10:th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games / [ed] Mehdi,Q. and Elmaghraby, A., Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2007, 31-38 p.Conference paper (Refereed)
Extensive use of computer games have been suggested to induce behavioural differences in the players, either as a result of neuroplasticity or through social mechanisms. The usage patterns of computer mediated communication channels, such as internet chat rooms and web based forums, as well as other communication channels enabled by recent technological advances, such as voice and SMS text messages through mobile phones, are of interest in this game related context. Also, any potential changes in the usage patterns of traditional media such as books an television are of interest when linked to computer game use. To obtain information on possible changes in student communication patterns, an empirical study was conducted. Students participating in a test project extensively using computer games as teaching tools, were interviewed about both games related and communication related behaviours. The acquired data was then compared to previously obtained data regarding the corresponding communication behaviours prior to joining the game-intensive project. Results show that communication through web based chat and dedicated chat programs showed only minor changes, while web based forums, email, and SMS text messages showed various degrees of increased use. Television viewing habits continued the decreasing trend seen in previous papers in this series, particularly regarding entertainment related television programs that are now down to only 53.9% of the viewing time prior to entering the game project. A dramatic difference is seen between fans of MMORPG and FPS games, the former viewing only 17.5% as much television as the latter group.
Place, publisher, year, edition, pages
Wolverhampton: The University of Wolverhampton, School of Computing and Information Technology , 2007. 31-38 p.
Computer, games, communication, habits, empirical, study
IdentifiersURN: urn:nbn:se:su:diva-12130ISBN: 978-0-9549016-39OAI: oai:DiVA.org:su-12130DiVA: diva2:178650
CGAMES, 25-28 July 2007, Louisville, Kentucky, USA