Showing 81 - 100 results of 107 for search '"video games"', query time: 0.08s Refine Results
  1. 81

    Usages des jeux video urbains dans le contexte de l'urbanisme participatif – le cas d'"INVESPACE-La Halle" (Rennes) by Marie-Anaïs Le Breton, Hélène Bailleul

    Published 2020-01-01
    “…The article deals with comparative use’s analysis of a hybrid urban video game developed by a French research unit (ESO) as part of an urban planning project in Rennes (France). …”
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  2. 82
  3. 83

    Who Gets to Play? Disability, Open Literacy, Gaming by Ellis Katie, Kao Kai-Ti

    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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  4. 84

    Edukacyjne walory gry "Minecraft". Analiza narracji uczniów i edukatorów by Dorota Zaworska-Nikoniuk

    Published 2020-03-01
    “…This paper shows the educational aspects of video game Minecraft in primary education. It is based on a systematic review and interviews conducted with fourteen players of the aforementioned game as well as an analysis of interviews with the creator of Young Programmer Academy and an educator of an IT class. …”
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  5. 85

    Accessibility and innovation: IEB Minecraft as a tool for collection exploration by Pedro B. de Meneses Bolle

    Published 2025-01-01
    “…ABSTRACT The Instituto de Estudos Brasileiros (IEB) has designed a video game in which playerscreate their own characters and enter the institution’s building to playfully explore the collections distributed among the Archives, the Library and the Visual Arts Collection. …”
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  6. 86

    Representasi Gangguan Mental dalam Permainan “A Space For The Unbound” by Felicia Stevanie

    Published 2025-01-01
    “…Berbagai media mulai mengambil tema ini untuk menyuarakan keberadaan dan pentingnya hal ini, salah satunya adalah video game. “A Space For The Unbound” merupakan permainan yang menyuarakan tentang kepentingan kesehatan mental, dengan membawakan situasi dan kondisi aktual mengenai stigma, kebiasaan masyarakat Indonesia yang dapat memberikan dampak seperti gangguan mental terhadap anak-anak muda dalam jalan ceritanya. …”
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  7. 87

    Projection Analysis Optimization for Human Transition Motion Estimation by Wanyi Li, Feifei Zhang, Qiang Chen, Qian Zhang

    Published 2019-01-01
    “…The 3-dimensional (3D) human motion animation is widely used in video game, movie, and so on. When making the animation, human transition motion is necessary. …”
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  8. 88

    La langue, matière à machines by Pierre Thévenin, Emmanuel Ducourneau, Anthony Stavrianakis

    Published 2024-12-01
    “…Our experimental method involves building a machine, based on the upcycling of a video game terminal. We describe its genesis and show how its design reflects, in turn, four “material planes” of a poem by Bernard Heidsieck, and a dual topological series of images by Francis Palanc, pertaining to the possible and impossible relations between signifiers.…”
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  9. 89

    E-sports: An analysis on global growth, revenue streams, and threats by Ahmet Şahin

    Published 2023-10-01
    “…E-sports refers to organized video game competitions played by amateur and professional players and has evolved into a multi-billion dollar industry with a global following. …”
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  10. 90

    Implementation of Doodle Jump Game Based on Accelerometer Sensor and Kalman Filter by Edghar Danuwijaya, Yohanes Armenian Putra, Hilal Hudan Nuha, Ikke Dian Oktaviani

    Published 2025-01-01
    “…The doodle jump game is a video game with a jumping game model assisted by accelerometer sensor technology. …”
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  11. 91

    Perfunctory gamification in the world of second language learning by Opacki Marcin

    Published 2022-04-01
    “…This is most notably visible in the form of apps and online teaching courses that take advantage of mechanics that are drawn directly from video game design principles. In the context of language learning, the incorporation of game mechanics can be used to construct effective systems of incentive and ultimately enrich the FL learning experience in various ways, potentially resulting in improved outcomes. …”
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  12. 92

    User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies by Alasdair G. Thin, Craig Brown, Paul Meenan

    Published 2013-01-01
    “…The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. …”
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  13. 93

    Marketing, advertising, and branding in Fortnite: how do brands and companies connect today to audiences through the metaverse? by Pavel Sidorenko-Bautista, Bárbara Castillo-Abdul, José-María Herranz-de-la-Casa, María Abellán-Hernández

    Published 2025-12-01
    “…The rise of digital marketing has significantly impacted the audio-visual industry, particularly in the online video game sector. This study, focusing on Fortnite as a case study, explores the connections between brands’ strategic practices and immersive gaming in the metaverse. …”
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  14. 94

    Functional and Structural Brain Plasticity Enhanced by Motor and Cognitive Rehabilitation in Multiple Sclerosis by Luca Prosperini, Maria Cristina Piattella, Costanza Giannì, Patrizia Pantano

    Published 2015-01-01
    “…In most cases, the rehabilitation program was based on computer-assisted/video game exercises performed in either an outpatient or home setting. …”
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  15. 95

    Associations of Physical Activity and Sedentary Behaviors with Dietary Behaviors among US High School Students by Richard Lowry, Shannon Michael, Zewditu Demissie, Laura Kann, Deborah A. Galuska

    Published 2015-01-01
    “…Students who exceeded recommended limits for television (TV) and computer/video game (C/VG) screen time were less likely than those who did not to consume fruits and vegetables and were more likely to consume fast food and sugar-sweetened beverages. …”
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  16. 96

    Hubungan Near-Work dengan Miopia pada Siswa SD Negeri Percobaan Kelas 5 dan 6 by Indah ARBR Tobing, Kemala Sayuti, Afdal Afdal

    Published 2017-07-01
    “…Tidak terdapat hubungan bermakna antara kebiasaan menonton televisi (p=0,579), bermain video game (p=0,205) dan menggunakan komputer (p=0,084)  dengan  kejadian  miopia. …”
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  17. 97

    Impedance Controller Analysis for a Two-Degrees-Of-Freedom Ankle Rehabilitation Machine with Serious Game Interactions by Oscar I. Cirilo-Piñon, Agustín Barrera-Sánchez, Cesar H. Guzmán-Valdivia, Manuel Adam-Medina, Rafael Campos-Amezcua, Andrés Blanco-Ortega, Arturo Martínez-Mata

    Published 2024-12-01
    “…Serious games are an example of an activity where the patient can interact with a video game while rehabilitating. Currently, most machines involving impedance control and targeted at serious gaming applications are mechanically composed of one degree of freedom, so the addition of another degree is a novelty. …”
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  18. 98

    The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study by Khalid Bin Abdulrahman, Tariq Y. Alhomoud, Ismail S. Alateeq, Faisal N. Al-Mohaisen, Musab S. Alshamrani, Saleh I. Alhathlul, Mohammed Abdulaziz Khamsah

    Published 2025-01-01
    “…Background: Internet gaming disorder (IGD) or video gaming has been considered by World Health Organization (WHO) and American Psychiatric Association (APA) as a disease. …”
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  19. 99

    Virtual reality head-mounted display game for intermittent exotropia in a randomized controlled trial by Hee Kyung Yang, Dong Hyun Kim, Je Hyun Kim, Taeg Keun Whangbo, Jeong-Min Hwang

    Published 2025-02-01
    “…Patients were randomly assigned to a video-game group that induced convergence (exercise group) and a placebo-game group not inducing convergence (control group), and completed the program 15 min/day for 4 weeks. …”
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  20. 100

    Efficacy of Wii-Fit on Static and Dynamic Balance in Community Dwelling Older Veterans: A Randomized Controlled Pilot Trial by Kalpana P. Padala, Prasad R. Padala, Shelly Y. Lensing, Richard A. Dennis, Melinda M. Bopp, Christopher M. Parkes, Mark K. Garrison, Patricia M. Dubbert, Paula K. Roberson, Dennis H. Sullivan

    Published 2017-01-01
    “…The objective of this study was to establish the efficacy of a Wii-Fit interactive video-game-led physical exercise program to improve balance in older Veterans. …”
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