نتایج جستجو برای: dimensional video games on problem

تعداد نتایج: 8987217  

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه پیام نور - دانشگاه پیام نور استان تهران - دانشکده علوم انسانی 1391

this study sought to examine the effect of cooperative game on iranian students achievements in english alphabet learning. cooperative games are games, in which players or teams work together towards a common goal without defeating someone. the methodology used in this study was experimental. the population of the study was 60 female students from the grade one in secondary school in tabriz, ir...

Introduction: This research investigated the effects of violent and football video games on cognitive functions, cortisol levels, and brain waves. Methods: A total of 64 participants competed in a single-elimination tournament. Saliva samples of all players were obtained before and after the games for the assessment of cortisol levels. The cognitive performances of the players were also assess...

2006
Feng Zhu Xiaoquan Zhang

We examine the effect of online consumer reviews on the sales of video games. An inherent problem in measuring the influence of reviews on demand is that products receiving good reviews tend to be of high quality, and it is difficult to determine whether the review or the quality is responsible for the high demand. To circumvent this problem, we consider video games that are developed for both ...

2006
William Ryan

Video games can be sources of pleasure and frustration. For many potential players, frustration is more common than pleasure. These players struggle with the tremendous complexity that exists in modern 3D video games. This paper presents the concept of breakdown [8] as a technique for analyzing this problem that many people have with accessing video games. Breakdown is the moment of failure tha...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه بیرجند 1390

abstract this study attempted to investigate the strategies used to translate clichés of emotions in dubbed movies in iranian dubbing context for home video companies. the corpus of the current study was parallel and comparable in nature, consisting of five original american movies and their dubbed versions in persian, and five original persian movies which served as a touchstone for judging n...

2002
Viviane Gal Cécile Le Prado Stéphane Natkin Liliana Vega

This paper is a survey of the process and technology used for video games and tackles the problem of writing them. The first part of the paper addresses the general state of the art in the design of video games : market and technology constraints, production process. The second part is devoted to the writing of games practices and technology constraints.

ژورنال: کیمیای هنر 2020

In third-person video games, players are able to move and progress in the interactive world of the game while watching their avatar from an external point of view. The purpose of this paper is to investigate the role of avatar in the interactive imaginary world of video games using double vision theory. This article is based on descriptive-analytical methods and the use of library data and imag...

Achieved wireless networks since its beginning the prevalent wide due to the increasing wireless devices represented by smart phones and laptop, and the proliferation of networks coincides with the high speed and ease of use of the Internet and enjoy the delivery of various data such as video clips and games. Here's the show the congestion problem arises and represent   aim of the research is t...

ژورنال: رویش روانشناسی 2018
جلیلوند, محمد, سیاحی عوفی, ندا,

The aim of this study was to investigate the effect of video games on reducing the response time to the second stimulus in psychological refectory period. For this the whole student population from 14 to 18 years in Ahvaz, 50 students were chosen to purposefully. For this the whole student population from 14 to 18 years in Ahvaz, 50 students were chosen to purposefully. Inclusion criteria Subje...

Introduction: Video games affect the stress system and cognitive abilities in different ways. Here, we evaluated electrophysiological and biochemical indicators of stress and assessed their effects on cognition and behavioral indexes after playing a scary video game. Methods: Thirty volunteers were recruited into two groups as control and experimental. The saliva and blood samples were collect...

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