MétaCan
Menu
← Back to cohort
Record W3195445611 · doi:10.82308/28965

The influence of video game mechanics on youth’s development of an esports team : an actor network theory analysis

2019· article· en· W3195445611 on OpenAlexaboutno aff
Luka Čiklovan

Bibliographic record

VenueeScholarship@McGill (McGill) · 2019
Typearticle
Languageen
FieldSocial Sciences
TopicDigital Games and Media
Canadian institutionsnot available
Fundersnot available
KeywordsVideo gameVideo game developmentGame theoryComputer sciencePsychologyGame designHuman–computer interactionMultimediaMathematicsMathematical economics

Abstract

fetched live from OpenAlex

Video games, both casual games and esports titles alike, often take the blame when youth exhibitpoor academic performance in school, aggressive behaviors, or anti social tendencies, a tendencythat risks the relegation of potential positives gaming can bring. Furthermore, within theacademic literature centered on the impact of video gameplay on youth, there also exists atendency to conceptualize the relationship between video games and players as a singular, ‘oneto one’ relationship devoid of any larger, physical community that is not online, as well as anotable lack of discussion on how specific game mechanics influence gamer communities. Thisthesis aims to address both of these social and academic issues through an eighteen month longstudy, employing participant observation methods, of how game mechanics, or non humandigital actors more broadly, influenced the formation of a youth esports team within the contextof a local youth center in Montréal, Canada. Building off of the work of Bruno Latour and JohnLaw, this study attempts to shed light on the relatively unexamined social processes thatpermeate physical gaming spaces through the lens of Actor Network Theory (ANT) while alsopositing a contribution for new ways to use ANT as well. The major findings that emerged fromthe study reveal the strong influence that non human digital actors had in the processes ofyouth’s identity formation and communication practices, all processes that facilitate strong socialconnections and bonds that allowed the youth, and the larger community around them, to growand flourish as both community members and gamers. In displaying some of the positive aspectsthat emerged from the formation of a youth sports team, this research hopes to dispel some of thebigotry and stigma associated with video games and enable educators / researchers to betterunderstand the often invisible ways that non human digital actors operate within games andgaming communities when seeking to nurture or study said communities in the future

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.003
metaresearch head score (Gemma)0.005
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesScience and technology studies
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.999
Threshold uncertainty score0.050

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0030.005
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0020.001
Science and technology studies0.0010.002
Scholarly communication0.0020.001
Open science0.0010.001
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0020.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.015
GPT teacher head0.248
Teacher spread0.234 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

Study designQualitative
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2019
Admission routes1
Has abstractyes

Explore more

Same venueeScholarship@McGill (McGill)→Same topicDigital Games and Media→French-language works237,207→