Underground: A serious game for laparoscopic surgery

A wii videogame called ‘Underground‘ was developed by Grendel Games as a serious game for laparoscopic surgery. According to a recent Nintendo Life interview, the developers were approached by Dr. Henk ten Cate Hoedemaker (University Medical Center Groningen) to create the game as existing laparoscopic simulators were not fun which discourage them from using them unless they’re told to. Drs. Maarten Jalink, Jetse Goris, Erik Heineman, Jean-Pierre E. N. Pierie, and Henk ten Cate Hoedemaker published two studies in Surgical Endoscopy regarding the effectiveness of Underground.

The game uses a custom-designed game peripheral that mimics laparoscopic equipment as shown below. The developer did mention that it can be played with the Wii U’s gamepad.

The gameplay involves the player’ interactions through two extended mechanical arms that mimics laparoscopic equipment. The game world is an underground mine involving robots. You use these arms to grab, drag or break objects, kind of like Surgeon Simulator 2013 (well more easy to use). The objectives is to create a path for allied non-player characters who must reach a destination (Nintendolife review). Continue reading

Review of 2014 videogames research: More diverse than about violence and addiction

At last year’s annual review of videogames research, I mentioned gathering data regarding when videogames scholarly articles were published most often. My initial suspicions were that they were more proliferous during spring time than other times of the year, in particular to the end of the year. Jamie Madigan commented videogames studies is dominated by violence and addiction studies.

To answer these expressed views, I started counting and categorizing every article I picked up during this year and entered them into excel spreadsheet.

Method

I have set up search alerts in scholarly databases that will email me whenever new peer-reviewed articles on videogames has appeared. Every Thursday, I dug through more than 30 email alerts and whenever I found a relevant videogames article, I download the full text article, uploaded its citation information to my citeulike and categorized the article according to its primary outcome.

Databases: Google scholar, EBSCOhost, Elsevier’s ScienceDirect, SpringerLink, SAGE Publications, Web of Science, Taylor & Francis Online and Wiley Online Library.

Terms used: I used boolean searches to gather as many articles that may relate to videogames, unfortunately this resulted in high number of false positives, especially coming from Wiley Online Library and SAGE Publications. The terms used are videogame*, digit*, video*, comput*, consol*, game*, digital, electron*, onlin*. Jesse Fox (Ohio State University) gave this advice: include as many key terms as possible in your title and abstract to increase your work’s visibility. Videogame articles that do not use these terms don’t show up in my emails. It’s all fun and good if your article title is an inside joke or reference, but a beginner researcher would not think of it during their searches. Sometimes, articles usually outside of my field don’t show in my emails, even though they are in the databases I’ve set up. For example, this article titled ‘‘LOVE YOU GUYS (NO HOMO)’: How gamers and fans play with sexuality, gender, and Minecraft on YouTube’ written by Amanda Potts, a linguistic and English scholar. I thank Tony Bean for picking it up.

Journals: I subscribed to receive table of content alerts from journals that usually publish videogames research, see resources link for a complete listing.

Category types: I categorize articles based on its primary outcomes. For example, an article about teens’ aggression from playing videogames would fall under aggression rather than developmental. I make new categories whenever an article don’t fit with any of the existing ones, and sometimes I may have miscategorized some articles because of its ambiguity. Some categories were combined because it simplifies the process. The categories are: aggression, addiction, advertising, cognition & neuropsychology, game engagement, Culture & qualitative research, decision making, industry, developmental, religion, Training & Education & Gamification, Health & Exercise, Motivation, Prosocial, Sensation & Perception, User study & game design, Stereotype & Ethniciy, Identity (social, self, gender), Social, Politics & Law & Science, Methodology, Emotion & Mood & Arousal, Sports, Economics, Forensics.

Results

A total of 491 scholarly peer-reviewed articles were picked up over the year of 2014. Weekly article collections averaged at 9.62 (SD = 6.16).

To answer my views on that videogames studies were published most often during springtime, I stared at the excel sheet and found that articles are publishing pretty much evenly during the year. Thus the data does not support my opinion.

To answer Jamie Madigan’s views about research being dominated by violence and addiction research, I present the top 10 categories.

  1. Training, Education & Gamification: 85
  2. Health & Exercise: 75
  3. Addiction: 44
  4. Aggression: 43
  5. Culture & Qualitative research: 43
  6. Cognition & Neuropsychology: 37
  7. Motivation: 24
  8. User Study & Game Design: 21
  9. Social: 20
  10. Identity (social, self, gender): 18

Honorable mentions: advertising stands at 9, game engagement at 13. Gamification alone accounted for 17 articles, including that of Hanus & Fox (2015), Christy & Fox (2014). I should note that the culture & qualitative category are articles that I lumped together because they’re mostly critical culture essays on videogames that do not necessarily fit with each other.

There were also special journal issues: videogames and religion from the Heidelberg Journal of Religions on the Internet. Digital game-based learning from Computers in the School. An issue from European Psychologist had five articles on the debate of violent videogames.

The data supports Jamie’s views in that violence & addiction research are at the top 10, but is overshadowed by the education and health categories. It is possible that violent & addiction research get more press attention than other types of studies since they can be viewed as ‘sexy’ and ‘attractive’ to readers and viewers. I must note for the health category that the number could have been higher if I could included articles from the Games for Health Journal. The problem is that citeulike could not import the Digital Object Identifier information from the journal, and I do not want to spend more time than necessary in collecting articles.

I counted my blog posts (N=23) using the same categorization, here are the categories:

  1. Aggression: 4
  2. Addiction: 3
  3. Motivation: 3
  4. Identity (social, self, gender): 2
  5. Social: 2
  6. Prosocial: 2
  7. Science communication: 1
  8. Advertising: 1
  9. Cognition & Neuropsychology: 1
  10. Game engagement: 1
  11. Education: 1
  12. Health & Exercise: 1
  13. Stereotype & Ethnicity: 1

My blog seem to reflect a bit of what I picked up. Albeit I am leaning much to the aggression, addiction and gender studies.

Discussion

The take home message is that videogames research publications is more diverse than previously thought. The health sciences and education field have taken an interest in applying videogames and given the numbers published this shows that videogames is showing a lot of positive potential. Of course, it can also be used in maladaptive ways, such as escaping into virtual worlds and not coping well with their social and health problems.

Last year’s number was 263 articles and yet this year I have counted 491. It is possible that I may have miscounted, but the numbers from my citeulike database may also be wrong. Previous counts were done by searching my citation database through articles tagged under ‘videogames’ and its year. Unfortunately, the year in question is the article’s publishing year rather than when I picked it up. So it is possible that I have underestimated the number of articles I picked up in a given year. Hence, when counting for this publishing year’s count, it returned the number to 487, less than my excel sheet counts. It is because more recent articles have been slated to publish in 2015, 23 of them as of this writing, conversely my 2013 article collection may have also included some publications slated for 2014.

The purpose of my blog is to review the latest videogames peer-reviewed studies for the gamer and scientific audiences. This entails a great degree of uncertainty of what to review, if I were to review last year’s publications, then this blog would have been a retrospective review defeating its original purpose.

I have reviewed a tiny fraction of what I picked, nevertheless I was picky in what to review and the criteria varies from time to time (i.e. I do what I want). Sometimes, I want to review easy to summarize articles because I’m in crunch time; some grabbed my attention, like Andrew Przybylski’s competence impeding study; was given a request to review; I rejected papers when they sounded great in its abstract, but turned out horrible when I read the full text. I do try to blog at least one type of study, specific a cognition-related study even if it hurts my brain.

The lack of proportional blogging on education and health-related studies may have stemmed from my lack of understanding and/or its generic contribution to the scientific literature. My impressions of the education studies is that the authors have created some kind of intervention, either they created their own education game or used games as part of the intervention, then they measured for some kind of educational outcome, such as reading level or topical knowledge. Their results found that their intervention improves the outcome and argues for gamifying the curriculum. I figured that someone who is a gamer and an educator might have blogged these studies. As for the health studies, I believe it’s mostly lack of interest in them. I should try to blog some articles, see how much interest there is for these types of studies.

Other news

My posting on Rachel Kowert’s work on emotional sensitivity in online gaming at Gamasutra led to increased visibility and interest in her works that led Massively.com to write a two-part article on her research and an interview on the second part. I can humbly say that I gave her a little bump. My blogging of Adrienne Holz Ivory et al.’s field experiment on players’ reaction to women’s voice garnered some attention including a short article at Polygon. I find that a good number of people exaggerate my blogging contributions, I barely get three-digit daily views on my blog, not much commenting and very links from gaming forums, in essence I barely have much have an impact factor.

I have completed my candidacy exams, I have evolved from a PhD student into a PhD candidate and thus I must craft my dissertation proposal by the end of the academic year. So I will be on the academic job market by Fall of 2015, although crossing over to industry research has been on my mind as well.

My co-author, Jesse Fox, and I have gathered enough data and sent manuscripts for peer review that I am considering in presenting my findings to a videogames conference, like the Game Developers Conference or Penny Arcade Expo. I welcome suggestions for other venues and which one to present. The research is about sexual harassment in online videogames.

That is all.

Co-occurrence of problematic video gaming, substance use and psychosocial problems in adolescents (van Rooij et al., 2014)

Antonius van Rooij (IVO Addiction Research Institute), Daria Kuss (Briminghan City University), Mark Griffiths (Nottingham Trent University), Gillian Shorter (University of Ulster), Tim Schoenmakers (IVO Addiction Research Institute) and Dike van de Mheen (IVO Addiction Research Institute) have published an article in the Journal of Behavioral Addictions regarding the occurrence of problematic video game use and substance use among Dutch adolescents.

Abstract

Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. Methods: Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results: Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions: It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.

I should start writing my end of year blogging report, I’ve collected data regarding the type of videogames studies published this year. Continue reading

A mediated relationship between escapism and well-being among MMO players (Kaczmarek & Darzkowski, 2014)

Lukasz Kaczmarek (Adam Mickiewicz University) and Drążkowski (Adam Mickiewicz University) has published a survey study on the mediated relationship between escapism and well-being in Cyberpsychology, Behavior, and Social Networking.

Abstract

Massively multiplayer online role-playing game (MMORPG) escapists are individuals who indulge in the MMORPG environment to avoid real world problems. Though a relationship between escapism and deteriorated well-being has been established, little is known about particular pathways that mediate this relationship. In the current study, we examined this topic by testing an integrative model of MMORPG escapism, which includes game realism beliefs, gaming time, offline social support, and online social support for offline problems. MMORPG players (N=1,056) completed measures of escapist motivation, game realism beliefs, social support, well-being, and reported gaming time. The tested structural equation model had a good fit to the data. We found that individuals with escapist motivation endorsed stronger game realism beliefs and spent more time playing MMORPGs, which, in turn, increased online support but decreased offline social support. Well-being was favorably affected by both online and offline social support, although offline social support had a stronger effect. The higher availability of online social support for offline problems did not compensate for the lower availability of offline support among MMORPG escapists. Understanding the psychological factors related to depletion of social resources in MMORPG players can help optimize MMORPGs as leisure activities.

I think I’m done with my candidacy exam. Continue reading

Friendship in online gaming among emotionally sensitive gamers (Kowert et al., 2014)

Rachel Kowert (University of Münster), Emese Domahidi (University of Münster) and Thorsten Quandt (University of Münster) have published a study regarding the relationship between online videogame involvement and gaming-related friendship among emotionally sensitive individuals in Cyberpsychology, Behavior and Social Networking.

Abstract

Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. Whilst previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.

Happy Halloween! Continue reading

The game world is violent, I must be careful who to trust (Rothmund et al., 2014)

The study was presented during ICA 2014 annual meeting by the fourth author, Christoph Klimmt (Hanover University of Music, Drama and Media).

Tobias Rothmund (University of Koblenz-Landau), Mario Gollwitzer (Philipps University Marburg), Jens Bender (University of Koblenz-Landau) and Christoph Klimmt published this study in Media Psychology. The study is also continuation of their previous study published in 2011 of which I have previously blogged on.

Abstract

Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust. Study 1 demonstrates that interacting with physically aggressive virtual agents decreases players’ trust in subsequent interactions. This effect was stronger for players who were dispositionally sensitive to victimization. In Study 2, long-term effects of adolescents’ frequent exposure to video game violence on interpersonal trust and victim sensitivity were investigated. Cross-lagged path analyses show that the reported frequency of playing violent video games reduced interpersonal trust over a period of 12 months, particularly among victim-sensitive players. These findings are in line with the sensitivity to mean intentions (SeMI) model, and they suggest that interpersonal mistrust is a relevant long-term outcome of frequent exposure to video game violence.

With recent events happening on the internet, I am just wondering if I should stop until it calms down. Continue reading

Differences in cognitive performance with problematic videogame use (Collins & Freeman, 2014)

Emily Collins (University College London) and Jonathan Freeman (University of London) have published an article in Cyberpsychology, Behavior, and Social Networking regarding differences in cognitive performance amongst gamers with or without problematic videogame use.

Abstract

Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.

Just finished one of my candidacy exam questions, two more to go. Continue reading

One more time!: The role of self-determination and gamer identity in persistence (Neys et al., 2014)

Here is a scene from the anime series Haikyū!!

Teams of hardcore volleyball players aim to be qualified in the national championship. Only one team is qualified and must struggle through other teams whose strengths frustrate their success. Nevertheless, they succeed through persistence. One more time, one point at a time. A less dedicated team would have given up far sooner and frustrated more easily.

Joyce Neys (Erasmus University Rotterdam), Jeroen Jansz (Erasmus University Rotterdam) and Ed Tan (University of Amsterdam) explored persistence among videogame players and how self-determination and one’s identification as a gamer may contribute to persisting in videogame sessions.

Abstract

The question of why players of video games persist gaming in the face of what seems to be insufficient reward has not yet been properly answered. This paper approaches the issue by combining two general psychological theories: Self-determination Theory (Deci & Ryan, 2000) and Social Identity Theory (Tajfel & Turner, 1986). A large scale survey (N = 7252) enabled a comparison of three groups which differed in terms of their Gamer Identity Strength (GIS), namely the degree to which players define gaming as part of their social identity. GIS is highest in Hardcore gamers and lower for Heavy and Casual gamers. GIS was positively, and uniformly, related with needs for Competence, Autonomy and Relatedness. Meanwhile, regulation was greater and more internal in the higher GIS groups. Finally, persistence was found to increase with GIS. The structure of needs and regulation modes underlying persistence was comparatively analyzed for the three groups; similarities between GIS groups were more frequent than differences. Most importantly, results indicated that Casual and Heavy gamers were motivated to continue to play as a result of both the feelings of enjoyment and a sense of connectedness. Hardcore gamers were more intrinsically motivated through enjoyment enhancing their levels of persistence accordingly.

As a video games researcher, it is quite difficult to deal with video game players, but persistent pays off. Continue reading

Engaging children’s learning of reading through challenge and rewards (Ronimus et al., 2014)

The education field has a longstanding interest in videogames and I believe its educational potential is one of its earliest recognized benefits. James Paul Gee (Arizona State University) is one of the most notable academic advocates. Education scholars publish studies as many as psychological researchers do. I have not covered much because it’s outside of my field. Therefore, I randomly picked an education-related study peeking what they are doing.

This is a study published in Computers & Education from Miia Ronimus, Janne Kujala, Asko Tolvanen, and Heikki Lyytinen (University of Jyväskylä) from their education videogame, GraphoGame.

Abstract

This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders’ engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children’s engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter–sound connections, at home under the supervision of parents. Data regarding the children’s gaming and engagement were stored on the GraphoGame online server. A 2 × 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the presence of the reward system (present vs. absent). Children’s engagement was measured by session frequency and duration and through an in-game self-report survey that was presented at the end of the each session. According to the results, the children enjoyed GraphoGame but used it less frequently than expected. The reward system seemed to encourage the children to play longer sessions at the beginning of the training period, but this effect vanished after a few sessions. The level of challenge had no significant effect on children’s engagement. The results suggest a need to investigate further the effectiveness of various game features in maintaining learner’s engagement until the goals set for learning are achieved.

I’m already feeling exhausted and we’ve just started the semester. Continue reading

I don’t enjoy playing in a no-win scenario: Enjoyment and self-determination in winning videogames

Following the blog post on videogame cheating and after watching a scene from Star Trek II: The Wrath of Khan, James T. Kirk explained how he beat a no-win scenario:

He cheated, but we can interpret his meaning in that he changed the simulation to an easier difficulty level allowing him to win. However, would players enjoy their wins from a easy game? Two recent studies have examined the enjoyment of winning in videogames. Michael Schmierbach, Mun-Young Chung, Mu Wu and Keunyeoung Kim (Pennsylvania State University) titled their article in reference to Kirk: “No One Likes to Lose” in the Journal of Media Psychology.

Abstract

Although scholars of video game enjoyment propose that games are meant to present a reasonable and appropriate challenge to players, not enough research has tested the effects of difficulty on enjoyment or the psychological mechanisms driving this relationship. In an experimental study involving college students ( N = 121) playing a casual online tower defense game, we tested the relationship between difficulty and enjoyment and the possible mediating roles played by competency, as specified by self-determination theory, and challenge-skill balance, as specified by flow theory. Path analysis suggested that feelings of competency contribute to enjoyment by helping players obtain a balance between challenge and skill, and that competency is enhanced when players are assigned an easier game mode. This paper then addresses implications for theory, game design, and laboratory studies.

Diana Rieger (University of Cologne), Tim Wulf (University of Cologne), Julia Kneer (Erasmus University Rotterdam), Lena Frischlich (University of Cologne) and Gary Bente (University of Cologne) titled their article a majority sentiment: “The winner takes it all”.

Abstract

Recent research found that playing video games is able to serve mood management purposes as well as contribute to gratifications such as need satisfaction. Both aspects can foster the enjoyment as entertainment experience. The current study explores the question of how in-game success as a prerequisite for satisfying the need for competence and autonomy positively influences mood repair and game enjoyment. In a laboratory setting, participants were frustrated via a highly stressing math task and then played a video game (Mario Kart). Results show that in-game success drives mood repair as reflected in the experience of anger, happiness and activation. Moreover, fulfilling the intrinsic needs for competence and autonomy mediated the effects of in-game success and predicted enjoyment of the video game. Results are discussed in context of recent conceptualizations of media entertainment and the hierarchical order of emotional gratifications.

I’ve wondered for some time about doing a similar study using the Impossible Game. Continue reading