Barr Matthew

Dr. Barr Matthew

University of Glasgow
orcid

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 May 2021 in Games and Culture
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Journal Article
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Barr MatthewBarr Matthew
Barr Matthew
ACAlicia Copeland-Stewart
Alicia Copeland-Stewart
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 focused on gameplay habits and effects on players’ well-being. We find that time spent playing games has increased for 71% of respondents, while 58% of respondents reported that playing games has impacted their well-being, with the overwhelming majority of responses indicating a positive impact. We identify seven ways that games have affected players, such as providing cognitive stimulation and opportunities to socialise, and a variety of benefits related to mental health, including reduced anxiety and stress. Our findings highlight the sociocultural significance of video games and the potentially positive nature of games’ effects on well-being.

1 October 2017 in Computers & Education
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Journal Article
Open access
Barr MatthewBarr Matthew
Barr Matthew

1 March 2018 in Computers in Human Behavior
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Journal Article
Open access
Barr MatthewBarr Matthew
Barr Matthew
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 explore how the game-based intervention was perceived. To this end, student attitudes to the use of specified games to develop communication skill, resourcefulness and adaptability are examined. A broadly positive perception of the games' efficacy for skills development is revealed, and the aspects of game play that students believe contribute to skills development are discussed. These aspects include the need to communicate with team mates in order to succeed, and the fluid, unpredictable nature of in-game challenges. It is suggested that while the games played an important role in skills development, interaction between students, facilitated by game play, was also a significant factor.

19 May 2021 in Journal of Education and Work
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Journal Article
Open access
SSSally Smith
Sally Smith
ETElla Taylor-Smith
Ella Taylor-Smith
KFKhristin Fabian
Khristin Fabian
MZMark Zarb
Mark Zarb
JPJames Paterson
James Paterson
TBTessa Berg
Tessa Berg
This mixed-method study at six universities asked degree apprentices about their trajectories into the apprenticeship, to better understand the social mobility potential of apprenticeships. The degree apprenticeship offers a route to a degree for apprentices, who are employees studying for a degree. As a new model, little is known about the apprentices: who they are, their journey towards this degree, and whether they fulfil the social mobility aspirations expressed by apprenticeship policymakers. Computing and IT apprentices at six universities in Scotland, UK, were surveyed (n = 160) to ask about their background and previous experience. Interviews (n = 28) were carried out with apprentices studying with one of the institutions, to enquire how their backgrounds impacted on their journey to this point. By taking a multi-institutional approach, the study reports findings across different degree apprenticeships and geographical locations. Apprentices were found to be drawn from all socio-economic groups and represented those new to work and upskillers, already in work. For upskillers, the degree apprenticeship offered a belated opportunity for degree-level study. However, young people recruited into the apprenticeship were disproportionally from more privileged groups. We make recommendations for recruitment and selection processes to increase equality of access to degree apprenticeship places.


17 November 2022
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Conference Paper
Open access
Barr MatthewBarr Matthew
Barr Matthew
MKMaria Kallia
Maria Kallia
Computing science (CS) classrooms, whether at school or university level, provide a useful context for examining disparities in participation: particular groups – especially females – remain under-represented. Among the factors that influence retention in CS are those associated with motivation. In this study, we investigate why students drop CS by drawing on two motivation models: the expectancy–value model developed by Eccles, Wigfield, and colleagues, and Marsh’s internal/external frame of reference model. Through a survey of 32 undergraduate students who dropped CS, we identify and discuss the factors that affected their decision to do so. We highlight the interplay between components of both models, revealing how utility value, cost, and students’ internal/external comparisons influenced their decision to drop the subject. We find that comparisons with peers, social concerns, perceived subject difficulty, and issues of attainment associated with self-concept all play a more significant role in female students’ decision to drop CS.