نتایج جستجو برای: videogames
تعداد نتایج: 817 فیلتر نتایج به سال:
ost reported effects of videogames particularly in the popular press appear to centre upon the alleged negative consequences. These have included my own research into video game addiction,1,2 increased aggressiveness,3 and the various medical and psychosocial effects.4 However, there are many references to the posit ive benefits of videogames in the literature.5,6 Research dating right back to ...
This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for...
Psychosocial interventions for people with psychosis, such as Cognitive Behavioural Therapy, are an important and effective therapy to prevent relapses and assist with normal day-to-day functioning. However, there is a significant lack of provision of these therapies for this group, due largely to a lack of resources. Digital interventions offer promise in terms of increasing access to psychoso...
The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of friendships, but it is not known if children with...
Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), bu...
In recent years the use of videogame technology has increased within the domain of health, in particular to facilitate rehabilitation following a stroke or fall. This review presents an overview of how videogame technologies can be used to address health issues contributing to reduced independence in older adults. Four themes were identified: (1) hardware, (2) software, (3) health issues addres...
Teaching about games should be easy. After all, students enjoy engaging with course content and have extensive personal experience with videogames. In reality, games education is surprisingly complex. We report on the results of a study that explored the challenges faced by instructors of games studies classes. Our results indicate that learning about games can be challenging for multiple reaso...
Please cite this article in press as: P. Mo doi:10.1016/j.infsof.2008.08.003 This paper describes a model-checking approach for adventure games focusing on he-Adventurei, a platform for the development of adaptive educational adventure videogames. In he-Adventurei, games are described using a domain-specific language oriented to game writers. By defining a translation from this language to suit...
Although economically more meaningful than the alternatives, short rate models have been dismissed for financial engineering applications in favor of market models as the latter are more flexible and best suited to cluster computing implementations. In this paper, we argue that the paradigm shift toward GPU architectures currently taking place in the high performance computing world can potenti...
This paper explores the uncanny dimensions of avatars and gamespaces in survival horror videogames. The avatar’s combination of animation and lifelessness personifies Freud’s notion of the uncanny. Simultaneously, the cybernetic interaction between player and machine, whereby the digital figure appears to act with autonomy and agency, unsettles the boundaries between dead object and living pers...
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