Showing 161 - 180 results of 201 for search '"video games"', query time: 0.07s Refine Results
  1. 161

    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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  2. 162

    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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  3. 163

    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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  4. 164

    Décadence urbaine et Hors-la-loi sexuels dans l’univers de Blade Runner by Robert Yeates

    Published 2021-06-01
    “…The film and the 1997 video game based upon it take a novel set in San Francisco, the home of some of the first gay neighborhoods in the US that suffered from the crackdowns of the late 1970s and 1980s, and transplants this to Los Angeles, a city which glamorized decay, adding an aesthetic that draws on the look of New York, a city notoriously in economic decline in the 1970s. …”
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  5. 165

    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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  6. 166

    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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  7. 167

    “Ain’t the American Dream Grand”: Satirical Play in Rockstar’s Grand Theft Auto V by John Wills

    Published 2021-09-01
    “…Rockstar Games is a video game publisher famous for its immersive and highly detailed action-adventure titles set in America, thanks to its two main franchises, Red Dead Redemption and Grand Theft Auto. …”
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  8. 168

    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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  9. 169

    Hiperrealitas dalam Permainan Video Daring: Simulasi, Simulakra, dan Hiperrealitas Garena Free Fire by Anak Agung Ngurah Agung Suryadipta Wardhana

    Published 2022-03-01
    “…The aim of this article is to dissect the hyperreality side of the online video game Free Fire. Hyperreality can be seen from the war simulations contained in the course of the game, the weapons used, the selected characters that players can use, to the virtual world that becomes the battle arena. …”
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  10. 170

    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. 171

    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. 172

    The competitive esports physiological, affective, and video dataset by Maciej Behnke, Wadim Krzyżaniak, Jan Nowak, Szymon Kupiński, Patrycja Chwiłkowska, Szymon Jęśko Białek, Maciej Kłoskowski, Patryk Maciejewski, Kacper Szymański, Daniël Lakens, Kate Petrova, Jeremy P. Jamieson, James J. Gross

    Published 2025-01-01
    “…Abstract Esports refers to competitive video gaming where individuals compete against each other in organized tournaments for prize money. …”
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  13. 173

    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. 174

    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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  15. 175

    Gambaran Psychological Well-Being pada Pro-player Tim E-Sport Indonesia by Naomi Mutiara Jasmine

    Published 2021-08-01
    “…Salah satu partisipan memiliki tingkat psychological well-being yang cukup tinggi, menunjukkan bahwa seorang pro-player dapat memiliki kondisi psychological well-being yang baik meskipun menghabiskan waktu yang sangat banyak untuk bermain video game.…”
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  16. 176

    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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  17. 177

    Patterns of physical activity and sedentary behavior associated with overweight in brazilian adolescents by Alexandre Romero, Camila Borges, Betzabeth Villar

    Published 2015-03-01
    “…Six PPASB were identified:  1) composed by volleyball and dance; 2) composed by soccer, video-game and computer; 3) composed by television and computer; 4) composed by dodge-ball and cycling; 5) composed by walking activity and 6) composed by gymnastics. …”
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  18. 178

    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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  19. 179

    A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames by Chaowanan Khundam, Frédéric Nöel

    Published 2021-01-01
    “…Virtual Reality (VR) technology has advanced forward in everyday life where virtual fitness is possible through physically moving around in the real world. Exergame is a video game for exercise aimed at making exercise more fun. …”
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  20. 180

    Robustness of performance during domain change in an esport: A study of within-expertise transfer. by Joe Thompson, Justin W O'Camb, Robin C A Barrett, Scott Harrison, Mark R Blair

    Published 2023-01-01
    “…Here we examine skill maintenance in StarCraft 2, a video game of skills which undergoes frequent changes due to updates and includes a variety of gameplay options. …”
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