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Focus
of Project
1. The features and potential growth of the game industry.
2. The attraction of computer game-playing.
3. The application of computer games in learning for adults and
children.
4. The impact of computer game-playing in moral values, cultural
norms, and personal relationships.
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Living
Life without Game: Cultural and Social Impact of online Computer Games
Computer and videogames are an increasingly important aspect of the
media landscape, with growing social and economic impact. It is necessary
to understand how computer game as a new technology brings changes
in human life at the individual and social level.This project will
utilize both qualitative and quantitative approaches to explore the
social impact of playing computer games.It will investigate the following
issues across three different countries.
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Games
in Asia
The Games in Asia Project (GAP)is an interdisciplinary and transnational
research project that investigates the impacts of computer game playing
in Asian countries. It is an international collaboration of researchers
from different fields including communication, design, architecture,
computer science, social science, engineering and from the emerging
field of technical research. It also attempts to fill a critical need
to facilitate integration of recent research and practice in both
academia and industry.
Besides entertainment, computer games as a new technology brings
tremendous changes in human life at both the individual and social
level. Since Asia is the largest market for game consumption around
the globe, this project seeks to understand the social, cultural,
psychological, economical, and political implications of game playing
in different Asian countries. Besides investigating the social impacts
of gaming in respective countries, comparison among different countries
is also of interest.
In particular, GAP investigates issues concerning the development
of the computer game industry, innovative application of computer
games, computer game design and gamers' in-game behaviors and the
impacts on gamers' real life social behaviors as well as cultural
differences in game design and gamer behaviors.
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A study conducted by SIRC Associate Marko Skoric
and Dmitri Williams from the University of Illinois on the video
gaming and its impact on society was cited in the August 2005
issue of the Economist.
Mr Skoric will continue to work on projects related to gaming.
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SIRC
Associates involved in the project
1. Dr Vivian Hsueh-hua Chen
2. Dr Randolph Kluver
3. Dr Pia Aquillia
4. Mr Marko Skoric
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