Results 41 to 50 of about 5,358,981 (187)
An Investigation of the Digital Sublime in Video Game Production [PDF]
This research project examines how video games can be programmed to generate the sense of the digital sublime. The digital sublime is a term proposed by this research to describe experiences where the combination of code and art produces games that ...
Betts, Thomas
core +3 more sources
The primary objective of this pilot study was to evaluate the effect of active video games on children's physical activity levels. Twenty children (mean ± SD age = 12 ± 1.5 years; 40% female) were randomised to receive either an active video game upgrade
Jull Andrew +5 more
doaj +1 more source
The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching [PDF]
In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children.Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing ...
Naim, Mitre +3 more
openaire +2 more sources
BackgroundThe popularity of active video games (AVGs) has skyrocketed over the last decade. However, research suggests that the most popular AVGs, which rely on synchronous integration between players’ activity and game features, fail to promote physical
Moller, Arlen C +8 more
doaj +1 more source
Game Transfer Phenomena in video game playing: a qualitative interview study [PDF]
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and ...
Aronsson, K +3 more
core
Estimating physical activity energy expenditure with the Kinect Sensor in an exergaming environment. [PDF]
Active video games that require physical exertion during game play have been shown to confer health benefits. Typically, energy expended during game play is measured using devices attached to players, such as accelerometers, or portable gas analyzers ...
David Nathan +3 more
doaj +1 more source
Objectives The aim of this research study was to determine the physical activity levels of non-active video gamers, and to determine how much other time was spent with sedentary behaviours, both in recreational and occupational domains.Methods The study ...
Habib Noorbhai, Nicholas Harding
doaj +1 more source
Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements [PDF]
Since the coining of the term ‘serious games’ by Clark Abt, practitioners in fields such as education, the military, medical science, as well as researchers from other disciplines, have investigated with interest game mechanics and the dynamics of games ...
Lim, Theodore; id_orcid +5 more
core +1 more source
Background Childhood obesity has reached epidemic proportions in developed countries. Sedentary screen-based activities such as video gaming are thought to displace active behaviors and are independently associated with obesity. Active video games, where
Rodgers Anthony +9 more
doaj +1 more source
Cognitive Enhancement via Neuromodulation and Video Games: Synergistic Effects?
Transcranial magnetic stimulation (TMS) is a non-invasive brain stimulation technique able to modulate cortical excitability. This modulation may influence areas and networks responsible for specific cognitive processes, and the repetition of the induced
Marc Palaus +3 more
doaj +1 more source

