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Matthew Barr deposited Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being in the group
Game Studies on Humanities Commons 4 years, 8 months agoThe COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time and deal with unprecedented circumstances. Anecdotal reports suggest that many have turned to playing video games during the pandemic. To better understand how games are being used during the lockdown, we conducted an online survey (N = 781) that…[Read more]
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Matthew Barr deposited The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation? in the group
Game Studies on Humanities Commons 4 years, 8 months agoThe Star Wars films have probably spawned more video game adaptations than any other franchise. From the 1982 release of The Empire Strikes Back on the Atari 2600 to 2019’s Jedi: Fallen Order, around one hundred officially licensed Star Wars games have been published to date. Inevitably, the quality of these adaptations has varied, ranging from t…[Read more]
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Matthew Barr's profile was updated on Humanities Commons 4 years, 8 months ago
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Matthew Barr deposited Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being on Humanities Commons 4 years, 8 months ago
The COVID-19 pandemic has affected our lives in many ways, including how we choose to spend our time and deal with unprecedented circumstances. Anecdotal reports suggest that many have turned to playing video games during the pandemic. To better understand how games are being used during the lockdown, we conducted an online survey (N = 781) that…[Read more]
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Matthew Barr deposited The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation? on Humanities Commons 4 years, 8 months ago
The Star Wars films have probably spawned more video game adaptations than any other franchise. From the 1982 release of The Empire Strikes Back on the Atari 2600 to 2019’s Jedi: Fallen Order, around one hundred officially licensed Star Wars games have been published to date. Inevitably, the quality of these adaptations has varied, ranging from t…[Read more]
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Matthew Barr deposited Video games can develop graduate skills in higher education students: A randomised trial in the group
Game Studies on Humanities Commons 5 years, 2 months agoThis study measured the effects of playing commercial video games on the development of the desirable skills and competences sometimes referred to as ‘graduate attributes’. Undergraduate students in the Arts and Humanities were randomly assigned to either an intervention or a control group. Previously validated, self-report instruments to mea…[Read more]
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Matthew Barr deposited Video games can develop graduate skills in higher education students: A randomised trial on Humanities Commons 5 years, 2 months ago
This study measured the effects of playing commercial video games on the development of the desirable skills and competences sometimes referred to as ‘graduate attributes’. Undergraduate students in the Arts and Humanities were randomly assigned to either an intervention or a control group. Previously validated, self-report instruments to mea…[Read more]
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Matthew Barr deposited Student attitudes to games-based skills development: Learning from video games in higher education in the group
Game Studies on Humanities Commons 5 years, 2 months agoQualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to…[Read more]
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Matthew Barr deposited Student attitudes to games-based skills development: Learning from video games in higher education on Humanities Commons 5 years, 2 months ago
Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to…[Read more]