Change search
ReferencesLink to record
Permanent link

Direct link
Computer game use and communication habit changes
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
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)
Abstract [en]

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.
Keyword [en]
Computer, games, communication, habits, empirical, study
National Category
Information Science
URN: urn:nbn:se:su:diva-12130ISBN: 978-0-9549016-39OAI: diva2:178650
CGAMES, 25-28 July 2007, Louisville, Kentucky, USA
Available from: 2008-01-17 Created: 2008-01-17 Last updated: 2010-08-03Bibliographically approved
In thesis
1. Perception of Computer Games in Non-Gaming Contexts
Open this publication in new window or tab >>Perception of Computer Games in Non-Gaming Contexts
2010 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

As computer games have evolved from single-player entities to complex, highly communicative on-line game worlds, their potential to fill different roles in society has grown. One aspect of this change is that various forms of computer mediated communication may become increasingly associated with games in various ways. Another issue is that of extensive exposure to computer games possibly leading to behavioural change through the mechanism of neuroplasticity, as argued by some researchers. Finally, since experiences from using game-like software designed explicitly for teaching purposes, edutainment, have been reported to be somewhat disappointing, the alternative to use unmodified straight-from-the-shelf computer games as learning environments in school is an interesting option.

To investigate these issues a series of empirical studies were conducted, the first of which were dual interview studies with students of various ages in schools in two different regions, mapping their communication habits and associations of these with games. Secondly, a series of longitudal studies were performed during the course of a four-year experimental school project, where a class of upper secondary education students used regular computer games as their main didactic environment in school.

Results show that computer mediated chat, as well as peer-to-peer file sharing, is in various ways spontaneously associated with computer games to a substantial degree. Empathy with game developers’ efforts is identified as a possible countermeasure against software piracy of games, as opposed to legislation. The theory of neuroplasticity induced behavioural change as a result of extensive exposure to computer games is corroborated by empirical observations, but not proven since other possible mechanisms are also present. The longitudal data indicates a high didactic potential in regular computer games used as learning tools in school. The teacher’s role is not marginalized but is perceived as essential by participating students, and a systematic model for evaluating the didactic potential of multimodal media such as computer games is needed.

Place, publisher, year, edition, pages
Stockholm: Department of Computer and Systems Sciences, Stockholm University, 2010. 98 p.
Report Series / Department of Computer & Systems Sciences, ISSN 1101-8526 ; 10-007
Computer games, Games, Learning, Communication
National Category
Information Science
Research subject
Computer and Systems Sciences
urn:nbn:se:su:diva-39930 (URN)978-91-7447-104-5 (ISBN)
Public defence
2010-10-18, sal B, Forum, Isafjordsgatan 39, Kista, 10:00 (English)
Available from: 2010-09-26 Created: 2010-06-03 Last updated: 2010-10-04Bibliographically approved

Open Access in DiVA

No full text

Search in DiVA

By author/editor
Wiklund, Mats
By organisation
Department of Computer and Systems Sciences
Information Science

Search outside of DiVA

GoogleGoogle Scholar
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

Total: 129 hits
ReferencesLink to record
Permanent link

Direct link