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Cognitive Behavioral Therapy vs Media Literacy for Prevention of Gaming Disorder and Unspecified Internet Use Disorder: A Randomized Clinical Trial.

open access: yesJAMA Netw Open
Lindenberg K   +9 more
europepmc   +1 more source
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Player guiding in an active video game

2011 IEEE International Games Innovation Conference (IGIC), 2011
The unique challenges in guiding players in an active video game (or exergame) using physical input devices are explored. The solutions discovered through the process of iterative design and multiple rounds of playtesting are discussed.
Karin Pfeiffer, Wei Peng
exaly   +2 more sources

Horror Video Games and the “Active-Passive” Debate

Games and Culture, 2022
In Perron’s edited compendium of essays regarding horror video games subtitled Essays on the Fusion of Fear and Play (2009), much of the argumentation orbits debate regarding the definition and creation of the experience of horror compared between an ostensibly passive cinema reception (from whence the games take most of their conventions) and the ...
David Christopher, Aidan Leuszler
openaire   +2 more sources

Linking physical activities and video games

Proceedings of the 16th International Conference on Computer Systems and Technologies, 2015
This study presents a concept for linking individual physical activities and video games together to build an ecosystem to motivate players to exercise. We used a systematic mapping study to establish current state of art and a user questionnaire to understand how players feel about digital rewards from physical exercises.
Jouni Ikonen   +3 more
openaire   +2 more sources

The motivation of children to play an active video game

Journal of Science and Medicine in Sport, 2008
The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer ...
Chin A Paw, M.J.M.   +4 more
openaire   +4 more sources

Active Video Games

2012
Concerns over rising obesity rates and increased sedentary lifestyles are fueling interest in ways to increase physical activity, including video games. Videogames that encourage physical activity, called active video games or exergames, have the potential to increase daily physical activity and provide recommended vigorous activity.
Barbara Chamberlin   +3 more
openaire   +1 more source

Active video game head movement inputs

Personal and Ubiquitous Computing, 2013
Virtual reality has been extensively studied for applications in rehabilitation. With the development of active video games, these commercial products can also be considered for inclusion in a patient's rehabilitation program. In this study, the Sony EyeToy ® and PlayStation 2 ® were used with the AntiGrav™ game to evaluate the user's head movement ...
Kristiina M. Valter McConville   +1 more
openaire   +2 more sources

Active and Sedentary Video Game Time

Journal of Media Psychology, 2014
This study used survey methodology to measure opinions of 13- to 15-year-olds (N = 176) about sedentary and active video games and the relative amount of time spent with those games, and evaluated correlations between time spent with those two types of games and the body mass index (BMI) of the respondent. Results showed no evidence of any correlation
Erica Scharrer, Adam Zeller
openaire   +3 more sources

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