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Effects and Impact of Playing Computer Games on Gamers
Published in Ibrahiem M. M. El Emary, Anna Brzozowska, Shaping the Future of ICT, 2017
Unfortunately, the phenomenon itself is difficult to define and examine taking into account formalized scientific analyses. First, there is no clear definition of computer games (GRY-OnLine 2004; Wiedza i Edukacja 2009; PTBG 2010; Zając 2014; Chmielarz 2015a; IT-Pomoc.pl 2016; KIPA 2016; Wikipedia 2016). In its narrow sense, this concept is treated literally as games in the form of software running only on traditional hardware such as desktops, microcomputers, laptops, or palmtops. In its broad, historical approach, the group encompasses also games running on devices such as a console, TV, gaming machines, smartphones and tablets (which are in fact communication and application computers). As the games running on all kinds of devices were being developed in parallel, and, in fact, there are PC equivalents of all kinds of games, we sometimes use the term computer games in its broad meaning. Thus, for the needs of this study, the authors assumed that computer games is defined as a generic term (hypernym) encapsulating the whole class of all kinds of games presented as a homogenous phenomenon. Second, there is no one generally accepted definition of a person playing computer games (e-gamer). Thus, in the narrow sense of the word, an e-gamer is a person who plays computer games every day or a few times a week, individually or as part as a multiplayer game. Sometimes, the scope of the term e-gamer is limited to include only those players who treat massively multiplayer online (MMO) class games as a sport, and they try to play them professionally. However, we observe a common tendency to expand the term to include also any individual who plays any kind of game from time to time, perceiving it as just one more alternative kind of entertainment. This chapter treats the concept of e-gamers in such a way. Third, there is no (specific or clear) classification of computer games: there are a number of typologies based on various criteria, most frequently taking into account the type of activity required from the e-gamer playing games (e.g., logic, strategic, arcade, RPG, etc.), with a number of varying kinds and versions.
Professional and High-Level Gamers: Differences in Performance, Muscle Activity, and Hand Kinematics for Different Mice
Published in International Journal of Human–Computer Interaction, 2022
Guangchuan Li, Mengcheng Wang, Federico Arippa, Alan Barr, David Rempel, Yue Liu, Carisa Harris Adamson
Professional and high-level gamers, 18 years old or older, were recruited to this within-subjects, repeated measures, laboratory study. The professional gamers were recruited from among the six teams that participated in the 2019 Worldwide Gaming League of Overwatch (Blizzard Entertainment, Irvine, CA, USA) (Wikipedia, 2021). Professional gamers were full-time gamers who were paid to play video games and compete in international eSports tournaments. High-level gamers were recruited from social platforms such as Facebook and Reddit, PC gaming cafes, and collegiate eSports clubs; high-level gamers provided a certificate of ranking as a master (top 3%) in Overwatch. Gamers from non-English speaking countries were provided with interpreters during the experiment. This study was approved by the University Investigational Review Board.