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161
Exergaming-based exercise program for people aged 50 years or older
Published 2016-05-01“…The program consists of exercises that use video games that simulate sports activities, called exergames. …”
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162
The Future of Gaming: How Artificial Intelligence is Revolutionizing the Industry
Published 2025-01-01“… Artificial Intelligence (AI) is not just a tool for improving video games; it is revolutionizing the entire industry. …”
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163
GC Insights: The <i>Anthro-Pokécene</i> – environmental impacts echoed in the Pokémon world
Published 2025-02-01“…Here, we show how Pokémon, the largest multimedia franchise worldwide, mirrors public discourse in the video games' narratives with regard to human impacts on environmental change. …”
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164
Who Gets to Play? Disability, Open Literacy, Gaming
Published 2019-12-01“…Video games are an expanding area of popular culture spanning traditional age, gender and socioeconomic divides and appealing to a diverse market. …”
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165
À quoi pensent les archives de la jouabilité?
Published 2018-10-01“…How players’ archival practices allow us to reevaluate the historiography of video games? In order to explore and undertake the challenges that represent a videogame history developed from the perspective of players, this article consolidates a micro-historical method called a « history of gameplay ».…”
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166
Genre et pratiques numériques selon l’origine sociale et le territoire, à l’entrée dans l’adolescence
Published 2024-09-01“…Our article examines 13 years-old adolescents’ practices of digital social networks and video games. The research, which is part of an intersectional model, questions gendered adolescent practices in the digital age, by confronting them with the social origin and the area of education of the surveyed. …”
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167
Technological Addictions: Disease or Adaptive Behavior?
Published 2017-04-01“…It has emerge the idea of addiction to video games, to mobile, to the internet and in recent years, to social networks, among others; however, to what extent they are true addictions, is a subject of deep debate, since they are not recognized as diseases in the current official classifications. …”
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168
An appraisal-based chain-of-emotion architecture for affective language model game agents.
Published 2024-01-01“…It presents and evaluates a new Chain-of-Emotion architecture for emotion simulation within video games, based on psychological appraisal research. …”
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169
Essai pour une méthode d'analyse plastique du vidéoludique
Published 2018-10-01“…Thirdly, one makes clear the different choices of the method at the level of categories of notions specific to video games analysis, in the game theory texts.…”
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170
La Première Guerre mondiale et les jeux vidéo
Published 2018-10-01“…Since the beginning of the Centenary of the First World War, we see a lot of production around this event: movies, books, documentaries…The Great War, which was the least represented in video games, begin to be used more and more by developers in their productions: Valiant Hearts: The Great War in 2014, Verdun 1914-1918 in 2015, Battlefield 1 in 2016… To create those worlds based on history, developers must learn some historical knowledge about those eras. …”
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171
Advanced Modeling and 3D Printing Techniques for Game and CGI Characters
Published 2024-09-01“…This article explores the methods of designing 3D elements used in video games and CGI, highlighting the impact of these techniques on the perception and experience of digital art. 3D models are fundamental to create immersive virtual worlds, and the 3D modeling process extends from conception to execution, combining engineering principles with industrial design. …”
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172
La transmission universitaire des textes médiévaux : pleine propriété ou usufruit d’un héritage ? Imaginaires critiques du proche et du lointain
Published 2015-01-01“…The end of the 20th century was the time of a proliferation in new media (video games, TV series…) of “mediaevalist” productions, whose relation to the Middle Ages is of a stylistic, rather than a historical, nature. …”
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173
An environment adaptive gesture recognition system based on visible light
Published 2023-06-01“…Gesture-based human-machine interaction is becoming more and more important, which can provide users with a better experience in scenarios such as video games and virtual reality.In recent years, researchers have explored different sensing technologies to facilitate gesture recognition, including RF signal, acoustic signal, etc.Compared with these approaches, visible light-based gesture recognition is a more pervasive option.The basic principle is that different gestures will produce unique shadow patterns as they block the visible light, and gesture recognition can be achieved by capturing shadow changes through photoelectric sensors.To address the environment-dependent problem faced by existing solutions, a digit gesture recognition system was designed based on the photoelectric sensor array.In particular, by modeling recordings of the sensor array as images, the temporal and spatial correlation between different sensor recordings was discovered.An environment adaptive gesture recognition method was designed based on CNN-RNN by fusing the spatio-temporal features.To verify the effectiveness of the proposed method, a prototype gesture recognition system was designed, named Vi-Gesture.Experimental results show that the proposed method outperforms baselines by more than 10% in recognition accuracy.…”
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174
The Older Gamer in Games Studies: Marginalised or Idealised?
Published 2020-12-01“…Instead, researchers need to explore the original motivation of ageing people or people with disability to play video games, the sociocultural environment in which they are exposed to games and the specific social conditions under which games affect them.…”
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175
Creative occupations as knowledge practices: Innovation and precarity in the creative economy
Published 2014-06-01“…Preliminary research detailed in Cunningham and Higgs (2009) showed that the existing industrial classifications did not incorporate the terminology of the creative industries, nor did they disaggregate new categories of digital work such as video games. However, we discovered that occupational codes provide a much more fine-grained account of work that would enable us to disaggregate and track economic activity that corresponded to creative industries terminology. …”
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176
Immersivity: An Interdisciplinary Approach to Spaces of Immersion
Published 2020-12-01“…Using case studies from theme parks, film, and immersive theatre to video games and immersive educational spaces, we argue that immersivity is a distinct term that denotes an inherent quality of objects in general and of mediated, delineated, real and virtual spaces in particular. …”
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177
Digital-based nutrition education on nutrition knowledge and behaviors in adolescents: A systematic review
Published 2025-01-01“…Digital media such as mobile apps, podcasts, social media, and video games are shown to be effective media in nutrition education for improving people's nutritional knowledge and behaviors, including in adolescents. …”
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178
Extension du champ télécinématographique de la science-fiction. The Mandalorian (Disney+)
Published 2022-06-01“…Going beyond the expected constraints of a monomedia seriality largely based on an expected return of the characters or the variation of a plot from the cinematographic pilot, the Disney + series are rooted in shared universes and therefore transfictional (Saint-Gelais, 2011) much broader by bringing together narrative information given on other media (video games, animation, comics, etc.) that they absorb and claim. …”
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179
Netnography of Fan Localization on Social Media Releases: Observation of Overwatch (OW) and Overwatch League (OWL)
Published 2024-03-01“…It illustrates the multifaceted nature of game localization and highlights the potential integration of social media fandom to generate localized content related to video games. Furthermore, it delves deeper into the intricate interplay between game localization, audiovisual translation, and game communities.…”
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180
Cyborg Adolescents and Digital Data: Examining Education and Revenue Generation in the Digital Lives of Youth through More-than-Human Ethnography
Published 2024-12-01“…In Iran, around 75% of adolescents participate in video gaming, amounting to approximately 34 million players. …”
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