Showing 21 - 40 results of 201 for search '"video game"', query time: 0.04s Refine Results
  1. 21

    Evaluating Affective User-Centered Design of Video Games Using Qualitative Methods by Yiing Y’ng Ng, Chee Weng Khong, Robert Jeyakumar Nathan

    Published 2018-01-01
    “…Affective user-centered design (AUCD) plays an important role in the game industry because it promotes emotional and mental communication, hence improving the interaction modes between users and video games. This paper looks at the development of a suitable AUCD guideline to determine if the expressed emotion, semantics, and mental concept of a tangible and intangible video gaming interface are well received by its intended users. …”
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    An Investigation of Hand Gestures for Controlling Video Games in a Rehabilitation Exergame System by Radhiatul Husna, Komang Candra Brata, Irin Tri Anggraini, Nobuo Funabiki, Alfiandi Aulia Rahmadani, Chih-Peng Fan

    Published 2025-01-01
    “…In this paper, we investigate appropriate hand gestures for controlling video games in a rehabilitation <i>exergame</i> system. …”
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    Practice of Physical Activity through Active Video Games in Addressing Obesity in Pediatric Ages by Brian Johan Bustos Viviescas, Carlos Enrique García Yerena, Carlos Alberto Romero Cuestas

    Published 2023-12-01
    “…It is necessary to implement programs aimed at preventing obesity in pediatric ages, mediated by active video games as educational alternatives that promote the reduction of periods of sedentary lifestyle and the control of chronic non-communicable diseases.…”
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    Dystopia in the Skies: Negotiating Justice and Morality on Screen in the Video Game BioShock Infinite by Stefan Schubert

    Published 2019-03-01
    “…In this article, I analyze the 2013 video game BioShock Infinite as a popular site for the visual display of (in)justice and (im)morality. …”
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    Action Video Game Experience Related to Altered Large-Scale White Matter Networks by Diankun Gong, Weiyi Ma, Jinnan Gong, Hui He, Li Dong, Dan Zhang, Jianfu Li, Cheng Luo, Dezhong Yao

    Published 2017-01-01
    “…With action video games (AVGs) becoming increasingly popular worldwide, the cognitive benefits of AVG experience have attracted continuous research attention over the past two decades. …”
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    Dataset of video game-based assessments in digital culture courses at Indoamerica UniversityMendeley Data by Miguel Cobos

    Published 2025-02-01
    “…This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica from October 2022 to August 2024. …”
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    Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment by Elizabeth J. Lyons, Deborah F. Tate, Dianne S. Ward, Kurt M. Ribisl, J. Michael Bowling, Sriram Kalyanaraman

    Published 2012-01-01
    “…Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. …”
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    Effects of active video games on mental health among college students: a systematic review by Yue Zhao, Kim Geok Soh, Hazizi bin Abu Saad, Wenchao Rong, Cong Liu, Xinzhi Wang

    Published 2024-12-01
    “…Abstract Background Mental health significantly impacts college students' academic performance and overall happiness. Active video games (AVGs) have gained popularity among college students due to their ample entertainment, and there is growing interest in utilizing them to address mental health issues. …”
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    Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time? by Simon Fullerton, Anne W. Taylor, Eleonora Dal Grande, Narelle Berry

    Published 2014-01-01
    “…Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children’s video game time. …”
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