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Player guiding in an active video game
2011 IEEE International Games Innovation Conference (IGIC), 2011The 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.
Wei Peng, Karin A Pfeiffer
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Objective We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance.
Joseph R Keebler, David Schuster
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WOS: 000439947000002Video self-modeling (VSM) is a teaching method in video-based approaches for children with Autism Spectrum Disorder (ASD), who have a limited repertoire of leisure skills and tend towards sedentary behaviours.
Mehmet YANARDAĞ
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Horror Video Games and the “Active-Passive” Debate
Games and Culture, 2022In 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
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Linking physical activities and video games
Proceedings of the 16th International Conference on Computer Systems and Technologies, 2015This 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
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The motivation of children to play an active video game
Journal of Science and Medicine in Sport, 2008The 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
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Active and Sedentary Video Game Time
Journal of Media Psychology, 2014This 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
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