Results 61 to 70 of about 5,358,981 (187)

Machinima: Video Game As An Art Form? [PDF]

open access: yes, 2007
This paper examines the new audiovisual form emerging from the video game field, Machinima. Machinima is the “art of making animated movies in a 3D virtual environment in real time” (Marino, 2004, p. 2).
Picard, Martin
core   +1 more source

Active Video Games to Promote Physical Activity in Children and Youth [PDF]

open access: yesArchives of Pediatrics & Adolescent Medicine, 2010
To systematically review levels of metabolic expenditure and changes in activity patterns associated with active video game (AVG) play in children and to provide directions for future research efforts.A review of the English-language literature (January 1, 1998, to January 1, 2010) via ISI Web of Knowledge, PubMed, and Scholars Portal using the ...
Elaine, Biddiss, Jennifer, Irwin
openaire   +2 more sources

Can Video Games be Valid Predictors of Success for the Private Pilot Phase Check? [PDF]

open access: yes, 2011
A study was conducted at a Midwestern university to determine whether or not video game performance can be an accurate predictor of success on the private pilot phase check. In this study, there were thirty-three potential participants enrolled in AT 145,
Bourguignon, Laura E
core   +1 more source

Neural networks utilization in the video game industry

open access: yesВестник университета
The scope of the video game industry and the use of neural networks in it have been studied. The impact of this technology on the computer games development process has been analyzed, the efficiency of its application in this area noted.
V. V. Godin   +3 more
doaj   +1 more source

Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

open access: yesJMIR Serious Games, 2014
BackgroundPlaying video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior.
Simons, Monique   +5 more
doaj   +1 more source

Cognitive-behavioral intervention via interactive multimedia online video game for active aging: study protocol for a randomized controlled trial

open access: yesTrials, 2019
Background Due to the progressive aging of the population, programs to promote active aging have been recommended. However, older adults have difficulty accessing them.
Fernando L. Vázquez   +6 more
doaj   +1 more source

Guided feedback in an online text-based game impacts activity choices

open access: yesJournal of Affective Disorders Reports
Background: Many behavioral interventions to improve mood are focused on activity planning and identifying valued actions. Research investigating psychotherapy can be intensive and incorporate many aspects of treatment.
Justin Dainer-Best, Mikael Rubin
doaj   +1 more source

Choices and Consequences: The Role of Players in The Walking Dead: A Telltale Game Series

open access: yesOpen Cultural Studies, 2017
One of the most important features in a transmedia structure, as Max Giovagnoli argues in his book Transmedia: Storytelling e Comunicazione [Transmedia: Storytelling and Communication], is the development of the user’s decision-making power, defined by ...
Genovesi Matteo
doaj   +1 more source

Is the software to blame for video gaming disorder? [PDF]

open access: yesEastern Journal of European Studies
With over 3 billion active players, the video gaming industry is one of the most lucrative in the world, outperforming the film and music industries combined.
Carmen Tamara Ungureanu   +1 more
doaj   +1 more source

Are Active Video Games Effective at Eliciting Moderate-Intensity Physical Activity in Children, and Do They Enjoy Playing Them?

open access: yesCJC Open, 2020
Background: Despite current physical activity (PA) guidelines, children spend an average of 1-3 hours/day playing video games. Some video games offer physically active components as part of gameplay.
Kambiz Norozi, MD, PhD   +4 more
doaj   +1 more source

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