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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.


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.

 

  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.


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.
SIRC Associates involved in the project

1. Dr Vivian Hsueh-hua Chen

2. Dr Randolph Kluver

3. Dr Pia Aquillia

4. Mr Marko Skoric


SIRC partners involved in the project

1. Dr Beth Kolko, University of Washington: Digital Gaming Research Group

2. Dr Henry Been-Lirn Duh: School of Mechanical and Aerospace Engineering, NTU, Singapore

3. Whang Sang-Min Leo
Department of Psychology, College of Liberal Arts, Yonsei University, Korea

 

 

 

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