Deep learning for video game playing [PDF]
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games.
Bontrager, Philip+3 more
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Video game scholars examining the shortcomings of previous video game research reference the need for new and innovative methodologies. Existing video game research seemingly inhibits organic learning experiences by setting specific research targets or ...
Anthony Viennaminovich Gampell+2 more
doaj +1 more source
'Cease and desist?' The persistence of Marlboro brand imagery in racing video games [PDF]
Since 1972, Philip Morris (PM) has sponsored motorsports. Racing video games are a popular genre among youth and often emulate the branding of their real-life counterparts, potentially exposing youth to tobacco imagery. We examined racing video games for
Forsyth, Susan, McDaniel, Patricia A
core
Is movement better? Comparing sedentary and motion-based game controls for older adults [PDF]
Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults ...
Dergousoff, Kristen K.+2 more
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Game Arcade di Perpustakaan: Peran Video Games Bagi Perpustakaan Perguruan Tinggi
Artikel ini merupakan studi literatur yang membahas peran video games dalam pelaksanaan kegiatan di perpustakaan perguruan tinggi Di Indonesia sendiri jarang ditemukan perpustakaan yang memanfaatkan video game untuk menarik pemustaka.
Suci Yanti Ramadhan
doaj +1 more source
Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use
Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks.
Nancy Yang+2 more
doaj +1 more source
Attack on the clones: managing player perceptions of visual variety and believability in video game crowds [PDF]
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability.
Kirman, Ben+2 more
core +1 more source
The neuropsychological profile of professional action video game players [PDF]
In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed ...
Julie Justine Benoit+4 more
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Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres [PDF]
Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a).
Latham, Andrew J.+2 more
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From video game to ethnographic video game
The evolution of visual methods transcends the traditional documentary film, embracing various digital formats alongside cinema. Video games, serious games, phone applications and virtual reality are now being used to carry out research, collect data and present the results to the scientific community and the general public. In this article, we look at
Ibanez Bueno, Jacques+1 more
openaire +3 more sources