Balazikova, M. The Debate Goes On: The Video Game Debate 2
In: Acta Ludologica, vol. 4, no.1., 2... more Balazikova, M. The Debate Goes On: The Video Game Debate 2 In: Acta Ludologica, vol. 4, no.1., 2021. ISSN 2585-8599. pp. 132-134.
AD ALTA: Journal of Interdisciplinary Research, 2021
The multidisciplinary character of game studies enables the implementation of knowledge from vari... more The multidisciplinary character of game studies enables the implementation of knowledge from various study fields, and so explores games in different terms. However, not all approaches have so far gained sufficient attention. This study introduces the meaning of evolutionary psychology as well as points out its significance and certain neglect in relation to present digital games research. The exploratory study aims to contribute to the creation of a theoretical framework for the research of digital games from the perspective of evolutionary psychology. Partial goals include summarization, characteristics, and applications within the gaming discourse illustrating far-reaching ways in which evolutionary theory could potentially advance digital games research and hence enrich the game studies in general.
Marketing Identity : Digital Mirrors - part I., 2018
Our evaluations saturate our decisions. Presented paper seeks to contribute to the fruitful topic... more Our evaluations saturate our decisions. Presented paper seeks to contribute to the fruitful topic of Dunning-Kruger effect and for the first time points to its implications within the field of marketing communication. Dunning-Kruger effect stems from the differences between self-assessment and actual performance (across various domains) with low performers overestimating their scores and top performers largely underestimating themselves. Paper discusses possible influencing variables and presents a related research of 880 undergraduate students looking for differences between estimated (perceived) and actual exam performance. We suggest it is important to be aware of students´ self-evaluation of exam performances because it affects not only their self-perceptions, but perceptions of teachers, courses and university.
The presented paper off ers a short general introduction to frustration followed by a discourse o... more The presented paper off ers a short general introduction to frustration followed by a discourse on frustration as an integral part of gaming experience with the core distinction between positive in-game frustration and negative at-game frustration. The potential of frustration to increase motivation to play, emotional engagement and immersion is outlined. The paper includes comprehensive research using the means of a questionnaire (n=159) and content analysis (n=327) identifying types of frustrating situations in games, perceived sources of frustration, the behavioural impact of frustration and the relationship between locus of control and ascribed source of frustration. Results showed toxic behaviour as a leading cause of frustration. The most common declared behavioural output of frustration caused by the toxic behaviour of other players was quitting a game for a certain amount of time. Frustration showed the most motivational potential within the category of frustrating situations related to gamers e.g. being stuck in a part of the game, losing, not succeeding, etc. At-game frustration concerns mainly the category called the "game itself". Most often the game was blamed for insuffi ciencies in game mechanics or game design, malfunctioning and technical issues within the game. The presented research did not show a statistically signifi cant association between the source of frustration and a participant's locus of control. The paper has potential in terms of game design and research of emotion, motivation or immersion.
Balazikova, M. The Debate Goes On: The Video Game Debate 2
In: Acta Ludologica, vol. 4, no.1., 2... more Balazikova, M. The Debate Goes On: The Video Game Debate 2 In: Acta Ludologica, vol. 4, no.1., 2021. ISSN 2585-8599. pp. 132-134.
AD ALTA: Journal of Interdisciplinary Research, 2021
The multidisciplinary character of game studies enables the implementation of knowledge from vari... more The multidisciplinary character of game studies enables the implementation of knowledge from various study fields, and so explores games in different terms. However, not all approaches have so far gained sufficient attention. This study introduces the meaning of evolutionary psychology as well as points out its significance and certain neglect in relation to present digital games research. The exploratory study aims to contribute to the creation of a theoretical framework for the research of digital games from the perspective of evolutionary psychology. Partial goals include summarization, characteristics, and applications within the gaming discourse illustrating far-reaching ways in which evolutionary theory could potentially advance digital games research and hence enrich the game studies in general.
Marketing Identity : Digital Mirrors - part I., 2018
Our evaluations saturate our decisions. Presented paper seeks to contribute to the fruitful topic... more Our evaluations saturate our decisions. Presented paper seeks to contribute to the fruitful topic of Dunning-Kruger effect and for the first time points to its implications within the field of marketing communication. Dunning-Kruger effect stems from the differences between self-assessment and actual performance (across various domains) with low performers overestimating their scores and top performers largely underestimating themselves. Paper discusses possible influencing variables and presents a related research of 880 undergraduate students looking for differences between estimated (perceived) and actual exam performance. We suggest it is important to be aware of students´ self-evaluation of exam performances because it affects not only their self-perceptions, but perceptions of teachers, courses and university.
The presented paper off ers a short general introduction to frustration followed by a discourse o... more The presented paper off ers a short general introduction to frustration followed by a discourse on frustration as an integral part of gaming experience with the core distinction between positive in-game frustration and negative at-game frustration. The potential of frustration to increase motivation to play, emotional engagement and immersion is outlined. The paper includes comprehensive research using the means of a questionnaire (n=159) and content analysis (n=327) identifying types of frustrating situations in games, perceived sources of frustration, the behavioural impact of frustration and the relationship between locus of control and ascribed source of frustration. Results showed toxic behaviour as a leading cause of frustration. The most common declared behavioural output of frustration caused by the toxic behaviour of other players was quitting a game for a certain amount of time. Frustration showed the most motivational potential within the category of frustrating situations related to gamers e.g. being stuck in a part of the game, losing, not succeeding, etc. At-game frustration concerns mainly the category called the "game itself". Most often the game was blamed for insuffi ciencies in game mechanics or game design, malfunctioning and technical issues within the game. The presented research did not show a statistically signifi cant association between the source of frustration and a participant's locus of control. The paper has potential in terms of game design and research of emotion, motivation or immersion.
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In: Acta Ludologica, vol. 4, no.1., 2021. ISSN 2585-8599. pp. 132-134.
goals include summarization, characteristics, and applications within the gaming discourse illustrating far-reaching ways in which evolutionary theory could potentially advance digital games research and hence enrich the game studies in general.
In: Acta Ludologica, vol. 4, no.1., 2021. ISSN 2585-8599. pp. 132-134.
goals include summarization, characteristics, and applications within the gaming discourse illustrating far-reaching ways in which evolutionary theory could potentially advance digital games research and hence enrich the game studies in general.