نتایج جستجو برای: exercise and playing games

تعداد نتایج: 16865387  

2009
Julian Kücklich

The basic premise of this paper is the notion that computer game production can be conceptualised as a game played among various players, on a heterogeneous and distributed playing field, and according to rules which are subject to constant changes. The playing field on which digital games production takes place can be regarded as structurally analogous to the gamespace of digital games themsel...

1995
Stephen Flinter Mark T. Keane

As a research topic computer game playing has contributed problems to AI that manifest exponential growth in the problem space. For the most part, in games such as chess and checkers these problems have been surmounted with enormous computing power on brute-force search methods using massive databases. It remains to be seen whether such techniques will extend to other games such as go and shogi...

Journal: :Computers in Human Behavior 2011
Birgit U. Stetina Oswald D. Kothgassner Mario Lehenbauer-Baum Ilse Kryspin-Exner

This study examined problematic gaming behavior and depressive tendencies among people who play different types of online-games. Other game-related variables were investigated to determine if other differences between three game types could be established. Participants in the current research (n = 468) can be classified into three independent groups. Subjected users either solely played massive...

Journal: :The American psychologist 2014
Isabela Granic Adam Lobel Rutger C M E Engels

Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more ...

2003
Beth E. Kolko Alex Thayer

This paper considers cross-cultural patterns of game-playing activities. The paper is part of an overall argument regarding computer games as a possible technological entry point for novice users. In particular, increasing use of games in educational settings has drawn attention to the fact that computer games can be a way for young people to gain an initial exposure to computer technology. The...

Journal: :Revista Brasileira De Medicina Do Esporte 2023

ABSTRACT Introduction: The sensorial integration exercise has the goal of stimulating and restoring disordered perception system, improving proprioception, tactile, audiovisual, vestibular sensory stimulation, helping children to improve their impairments. period between three six is decisive for developing basic motor skills necessary future sports skills. Objective: Studies impacts integrated...

Journal: :Medicina clinica 2012
David Martinez-Gómez Sonia Gomez-Martinez Jonatan R Ruiz Francisco B Ortega Ascension Marcos Oscar L Veiga

BACKGROUND AND OBJECTIVE We aimed to examine the association of video games playing time with cardiometabolic risk biomarkers in adolescents. SUBJECTS AND METHODS This study comprised 181 adolescents (88 girls), aged 13- to 17 years old. Moderate-to-vigorous physical activity (MVPA) was measured by accelerometry, and video game playing time in computer and console was self-reported. Waist cir...

Journal: :Cyberpsychology, behavior and social networking 2015
Adam Eichenbaum Florian Kattner Daniel Bradford Douglas A. Gentile C. Shawn Green

Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madis...

2009
Michael Hitchens Anders Drachen

The role of story and narrative within games has been debated at length. By taking the approach that narrative can be understood with games, but only by incorporating the dynamics of game play and by accepting that existing models of narrative must be modified, this paper examines the place of narrative within role-playing games. Narrative can be defined as a description of a series of events. ...

2013
David Rajaratnam Michael Thielscher

General Game Playing aims at AI systems that can understand the rules of new games and learn to play them effectively without human intervention. Our paper takes the first step towards general game-playing robots, which extend this capability to AI systems that play games in the real world. We develop a formal model for general games in physical environments and provide a systems architecture t...

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