نتایج جستجو برای: dimensional video games on problem

تعداد نتایج: 8987217  

2004
Mark Griffiths

Until recently, most reported effects of video games centered on the alleged negative consequences. These included video game addiction (e.g., Griffiths & Hunt, 1995, 1998), increased aggressiveness (e.g., Griffiths, 1998), and the various medical and psychosocial effects (Griffiths, 1996). However, there are abundant references to the positive benefits of video games in the literature, includi...

Solution concepts in cooperative games are based on either cost games or benefit games. Although cost games and benefit games are strategically equivalent, that is not the case in general for solution concepts. Motivated by this important observation, a new property called invariance property with respect to benefit/cost allocation is introduced in this paper. Since such a property can be regar...

Journal: :ERCIM News 2007
Steve Hinske Matthias Lampe

besides being a recreational amusement, it also serves as an important function for the psychological, physiological and social development of a child. Children learn about themselves and the world and people around them; they develop and improve manifold and important skills, such as social competence, problem-solving and creativity. In contrast to traditional games, computer and video games t...

2010
Pamela M. Kato

Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to ...

2015
Adélaïde Coëffec Lucia Romo Nathalie Cheze Hélène Riazuelo Sophie Plantey Gayatri Kotbagi Laurence Kern

Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of stud...

2009
Alexander Nareyek

Video games are capable of giving the players a better entertainment experience due to the interactivity as compared to passive media like movies and books. The overall quality of the entertainment experience is highly dependent on the quality of the game content. Given that video game developers are only able to create a finite set of good quality content for the player to experience and that ...

Journal: :SSRN Electronic Journal 2009

2013
Krishnendu Chatterjee Laurent Doyen Mickael Randour Jean-François Raskin

We consider two-player games played on weighted directed graphs with mean-payoff and total-payoff objectives, two classical quantitative objectives. While for single-dimensional games the complexity and memory bounds for both objectives coincide, we show that in contrast to multi-dimensional meanpayoff games that are known to be coNP-complete, multi-dimensional total-payoff games are undecidabl...

2017
Michelle Colder Carras Antonius J. Van Rooij Donna Spruijt-Metz Joseph Kvedar Mark D. Griffiths Yorghos Carabas Alain Labrique

Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of sta...

2011
Pejman Mirza-Babaei

Due to the specific characteristics of video games most of the established HCI (Human-Computer Interaction) methods of user research cannot be used the same way for video games. To address this, the research project presented here adapts methods suited for empirical research on video games. This will be based on utilising player’s physiological measures in conjunction with other user research m...

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