نتایج جستجو برای: videogames
تعداد نتایج: 817 فیلتر نتایج به سال:
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...
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...
'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...
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...
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...
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 ...
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...
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...
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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