نتایج جستجو برای: video game play

تعداد نتایج: 546223  

2016
Michael Rosenberg Ashleigh L Thornton Brendan S Lay Brodie Ward David Nathan Daniel Hunt Rebecca Braham

While it has been established that using full body motion to play active video games results in increased levels of energy expenditure, there is little information on the classification of human movement during active video game play in relationship to fundamental movement skills. The aim of this study was to validate software utilising Kinect sensor motion capture technology to recognise funda...

2006
Kristine L. Nowak Marina Krcmar Kirstie M. Farrar

The level of presence, or immersion, a person feels with media influences the effect media has on them. This project examines both the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a non violent video game. Causal modeling techniques revealed two separate paths to p...

2005
Desmond E. Mulligan Michael W. Dobson Janet McCracken

This paper describes a framework for investigating and manipulating the attentional components of video game play in order to affect learning transfer across different task environments. Several groups of video game players (VGP) and non video game players – both hockey and non-hockey groups (NVGPH, NVGP) will be tested at baseline on several aspects of visual processing skill. The NVGP and NVG...

2010
Wei Peng Mira Lee Carrie Heeter

Serious games are emerging as a new medium for social change. This study investigated the influence of presentation mode afforded by different media on willingness to help in the context of humanitarian aid. Two online experiments were conducted. The first experiment demonstrated that playing the Darfur is Dying game elicited greater role-taking and resulted in greater willingness to help the D...

2017
Wendi M. Kappers

It is imperative when utilizing educational video games in K-12 classrooms that student preferences with regard to game play, purpose, and design be considered in order to maximize game play efficiency for learning. As Web 2.0 content infiltrates our educational medium, student customization is key. This manuscript intends to share customization requests gleaned during an 18-week experimental s...

Journal: :Adicciones 2017
María T Gonzálvez José P Espada Ricardo Tejeiro

Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offli...

2007
Ryo Kato Takashi Kawai Hanae Ikeshita Kenji Nihei Tadashi Sato Hitoshi Yamagata Hirofumi Tashiro Takashi Yamazaki

In this study, the authors evaluated the psychophysiological effects of video games on users. Although video games affect users in various ways, this study focused on the shortterm and direct effects. In an experiment, subjects played five kinds of video games on portable game machines for fifteen minutes. While each subject played a game, the authors measured the potential skin reaction during...

2005
Gordana Dodig-Crnkovic Thomas Larsson

Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans i...

Journal: :Topics in cognitive science 2017
Stuart Reeves Christian Greiffenhagen Eric Laurier

Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical "work" of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials ar...

Journal: :JSW 2010
Xuemin Zhang Chang Liu Langlang Wang Qiuhong Piao

The effect of violent media on aggression has always been highly concerned by the public. The effect of violent video game has been studied by researchers for many years, while how the interaction (competition and cooperation) work during video game play is still little known. In present study, the effect of non-violent video games on aggression was tested by experimental design. Participants w...

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