نتایج جستجو برای: videogames

تعداد نتایج: 817  

Journal: :IJOPCD 2011
M. Ángeles Quiroga Francisco J. Román Ana Catalán Herman Rodríguez Javier Ruiz María Herranz Marta Gómez-Abad Roberto Colom

This study was designed to test whether videogame performance requires intelligence even when practice periods are much longer than previously reported (Quiroga, Herranz, Gómez-Abad, Kebir, Ruiz, & Colom, 2009a). The study involved 27 university female undergraduates. Intelligence was measured using several tests both before and after videogame practice. Participants played videogames one day p...

Journal: :Games for health journal 2013
Amy Shirong Lu Hadi Kharrazi Fardad Gharghabi Debbe Thompson

Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search en...

2005
Tanya Krzywinska

'There's nothing like a spot of demon slaughter to make a girl's night' Since the phenomenal success of the Tomb Raider (1996) videogame series a range of other videogames have used carefully branded animated female avatars. As with most other media, the game industry tends to follow and expand on established lucrative formats to secure an established market share. Given the capacity of videoga...

Journal: :The RUSI Journal 2019

Journal: :Games for health journal 2014
Jonathan van 't Riet Rik Crutzen Amy Shirong Lu

OBJECTIVE Two recent systematic reviews have surveyed the existing evidence for the effectiveness of active videogames in children/adolescents and in elderly people. In the present study, effect sizes were added to these systematic reviews, and meta-analyses were performed. MATERIALS AND METHODS All reviewed studies were considered for inclusion in the meta-analyses, but only studies were inc...

2012
Matt Thompson A. Imran Nordin Paul A. Cairns

People are now able to enjoy playing their favourite videogames on different types of devices. In this paper, we investigate the influence on players’ game immersion level by changing the size of the touch screen device used. We use two different sizes of touch screen device, iPod Touch and iPad, and let people play videogames on it, measuring their immersion level. We find that the level of im...

2008
May-li Seah Paul A. Cairns

Immersion is commonly described by gamers and gamereviewers as an important aspect of a videogame. In this paper, we investigate the relationship between the immersive experience of videogames and the addictive nature of games. Building on Charlton’s (2002) study of addiction and engagement in computing, we conducted a questionnaire study of people who play videogames. It seems that videogames ...

2012
Maria Rita Ciceri Daniele Ruscio

The present study explores how drivers and non-drivers interact with racing videogames. Subjects were asked to play two type of racing videogames while their driving behavior, arousal activation and facial expressions were recorded. Representations about driving, risk perception, and user evaluation of videogames were also collected. Results showed significant differences between drivers and no...

Journal: :Games for health journal 2012
Amy Shirong Lu Tom Baranowski Debbe Thompson Richard Buday

This article reviews research in the fields of psychology, literature, communication, human-computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral change theories and the potential of story immersion for health promotion through videogames. Videoga...

2010
Joshua Fishburn Chris Lanier

Videogames have historically used networking either to connect players for competition or cooperation, or to provide an ephemeral connection to allow the upload, comparison, or assessment of single-player achievement data. The majority of videogames take place on a screen and on established platforms, each of which have physical, technical, and sociocultural constraints that suggest how a playe...

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