نتایج جستجو برای: video game play

تعداد نتایج: 546223  

Journal: :Computers in Human Behavior 2013
Rachel Kowert Julian A. Oldmeadow

Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared gaming spaces. On the surface participation within these environments may seem socially beneficial, as these highly social, playful spaces allow players to connect, interact with, and learn from others. However, there is a growing concern that increased participatio...

Journal: :CoRR 2017
Niels Justesen Philip Bontrager Julian Togelius Sebastian Risi

In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learnin...

Journal: :Journal of personality and social psychology 2000
C A Anderson K E Dill

Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2...

2010
Frederick W Kron Craig L Gjerde Ananda Sen Michael D Fetters

BACKGROUND Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate...

2009
Yasuhiro Seya Kotaro Sato Yusuke Kimura Akira Ookubo Hitoshi Yamagata Kazumi Kasahara Fujikake Hiroya Yuki Yamamoto Hanako Ikeda Katsumi Watanabe

The recent development of immersive displays with high resolution and a wide field of view (e.g., hemi-spherical projection screen) has made it possible to play video games with higher levels of presence. However, it is not yet clear how players utilize the visual and auditory information provided by such displays for game play. In this paper, we report three experiments on an arcade video game...

2015
Tobias Greitemeyer

Playing violent video games has become an integral part of the lives of many people, although some people more than others may be predisposed to enjoy violent video games. Two cross-sectional studies examined the extent to which everyday sadism predicts the amount of violent video game play. Past research has shown that everyday sadists obtain pleasure from cruel behaviors. Hence, I reasoned th...

2015
Yasmin S. Khan Soudamini Pawar

In today's world, the rapid development of digital video and editing technology has led to fast growing of video data, creating the need for effective and advanced techniques for analysis and video retrieval, as multimedia repositories have made browsing, delivery of contents (video) and video retrieval very slow. Hence, video summarization proposes various ways for faster browsing among a larg...

2011
Sebastian Deterding Hans Bredow

An increasing number of applications use game design elements to motivate user behavior in non-game contexts. Yet current models of video game motivation do not connect to the granular level of single design elements. Similarly, they do not address the social situation of game play. To address this lack, the concept of situated motivational affordances is introduced to conceptualize the motivat...

2017
Alvin Chesham Patric Wyss René Martin Müri Urs Peter Mosimann Tobias Nef

BACKGROUND In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of ...

Journal: :JAMA pediatrics 2014
Douglas A Gentile Dongdong Li Angeline Khoo Sara Prot Craig A Anderson

IMPORTANCE Although several longitudinal studies have demonstrated an effect of violent video game play on later aggressive behavior, little is known about the psychological mediators and moderators of the effect. OBJECTIVE To determine whether cognitive and/or emotional variables mediate the effect of violent video game play on aggression and whether the effect is moderated by age, sex, prio...

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