Results 41 to 50 of about 27,501 (289)

Reversely Discovering and Modifying Properties Based on Active Deep Q-Learning

open access: yesIEEE Access, 2020
Many researchers studied DQN (Deep Q-Networks) to train a game AI to beat human players, while we trained an improved AI to reversely modify properties of 3D video games.
Lei Yu, Zhifa Huo
doaj   +1 more source

Conceptual Approach to the Pedagogy of Serious Games

open access: yesInformation, 2023
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an active
María Rosa Fernández-Sánchez   +2 more
doaj   +1 more source

A comprehensive systematic review and content analysis of active video game intervention research

open access: yesDigital Health, 2023
Objective Intervention research using digital games to promote physical activity has proliferated. Yet few studies have attempted to systematically catalog features that characterize this research.
Arlen C Moller   +4 more
doaj   +1 more source

The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching [PDF]

open access: yesJournal of Pediatric Endocrinology and Metabolism, 2011
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

Are Active Video Games Associated With Less Screen Media or Conventional Physical Activity?

open access: yes, 2016
This study analyzed the time adolescents spend on active video games, sedentary screen media, and conventional physical activity as well as the interrelationships between these variables. Data were collected from 570 Spanish adolescents (15-16 years old)
Beltrán-Carrillo, VJ   +9 more
core   +1 more source

Active videogames and cognition. Educational proposals in adolescents

open access: yesRIED: Revista Iberoamericana de Educación a Distancia, 2018
Current scientific evidence has corroborated that one way of stimulating cognitive function is through the regular practice of physical activity, an intrinsic component of active video games.
Alberto Ruiz Ariza   +3 more
doaj   +1 more source

Video Games Localization into Arabic: Gamers’ Reactions to Localizing PUBG and Free Fire

open access: yesJournal of Social Computing, 2023
The Middle East and North Africa (MENA) region has an active gaming community, with Arab gamers being reliant on games produced in Europe, America, and Japan due to the lack of significant game production companies in the MENA region. This study explores
Shatha Jarrah   +2 more
doaj   +1 more source

Moving Beyond the Stigma: Systematic Review of Video Games and Their Potential to Combat Obesity

open access: yesInternational Journal of Hypertension, 2011
Increasing epidemic proportions of overweight children in the United States presents formidable challenges for education and healthcare. Given the popularity and pervasiveness of video gaming culture in North American children, the perfect opportunity ...
Stacey Guy   +2 more
doaj   +1 more source

Problematic Internet Use in Frontotemporal Dementia: A Case Series

open access: yesAnnals of Clinical and Translational Neurology, EarlyView.
ABSTRACT The present study investigated problematic internet use (PIU) among 61 patients with frontotemporal dementia (FTD) compared to a cohort of 354 patients with mild cognitive impairment (MCI) and Alzheimer's dementia. PIU was identified in 22.9% of FTD patients compared to only 0.8% of AD patients (p < 0.001). Behaviors included compulsive social
Daniele Urso   +9 more
wiley   +1 more source

Video games as stimuli in neuroimaging studies: a minireview

open access: yesFrontiers in Human Neuroscience
In video games, the participants are active agents who pursue various goals within gaming environments that increasingly resemble real life. As a result, video games are increasingly offering tools for neuroimaging studies aiming to elucidate the neural ...
Isak B. Blank   +2 more
doaj   +1 more source

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