The core rigidity of Japanese home video game companies
Retail prices must be kept low in order to increase the diffusion of home video game hardware. In the 1980s and 1990s, when high-performance semiconductor prices were high, the performance of the hardware was limited.
Takeaki Wada
doaj +1 more source
KINECTWheels: wheelchair-accessible motion-based game interaction [PDF]
The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely.
Gerling, Kathrin M.+2 more
core +2 more sources
Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide
Video game–based therapeutic interventions have demonstrated some effectiveness in decreasing the symptoms of attention deficit hyperactivity disorder (ADHD).
Aarón Sújar+6 more
doaj +1 more source
An Analysis of Operant Conditioning and its Relationship with Video Game Addiction [PDF]
A report published by the Entertainment Software Association revealed that in 2015, 155 million Americans play video games with an average of two gamers in each game-playing household (Entertainment Software Association, “Essential Facts about the ...
Vu, Daniel
core +1 more source
Designing and Delivering Effective Faculty Development With the Adult Learner in Mind
ABSTRACT University faculty are busy professionals tasked with many different responsibilities. While they certainly care about student success, their expertise is generally discipline‐specific and strategies for effective and engaging teaching are developed in the classroom along the way.
Nancy V. Winfrey
wiley +1 more source
Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games
From sales figures and interviews, we know that many people outside the typical video game audience play small downloadable video games like Zuma, DinerDash, or Bejeweled.
Jesper Juul
doaj +3 more sources
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+2 more
core
Automated state of play: rethinking anthropocentric rules of the game [PDF]
Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces.
Fizek, Sonia
core +1 more source
ABSTRACT Nontraditional students represent a substantial number and significant percentage of students in higher education. While these adult learners have similarities, they also span 50+ years with generational differences. At the same time, online learning is on the rise, offering opportunities and challenges for nontraditional students and those ...
Brittany Hyden, Catherine A. Cherrstrom
wiley +1 more source
The motivational pull of video game feedback, rules, and social interaction: Another self-determination theory approach [PDF]
This paper argues that most video game enjoyment can be understood in terms of the type of feedback used, the rules set out by the game and the social elements of the game - concepts that have been identified as critical to video games.
Rogers, Ryan
core +2 more sources