Showing 1 - 20 results of 212 for search 'Totally Games', query time: 0.06s Refine Results
  1. 1

    Linear Discrete Pursuit Game Problem with Total Constraints by Atamurat Kuchkarov, Gafurjan Ibragimov, Akmal Sotvoldiev

    Published 2013-01-01
    “…We study a linear discrete pursuit game problem of one pursuer and one evader. Control vectors of the players are subjected to total constraints which are discrete analogs of the integral constraints. …”
    Get full text
    Article
  2. 2

    Extending the game immersion questionnaire to online users by Valērijs Dombrovskis, Jeļena Ļevina, Aleksejs Ruža

    Published 2025-02-01
    “…Immersion is a crucial psychological state experienced by users interacting with digital environments, influencing their engagement, engrossment, and total involvement. While the original GIQ was structured around seven first-order factors and three second-order factors, its applicability beyond gaming contexts remains unexplored. …”
    Get full text
    Article
  3. 3

    Prospects for Derivatives of Game Animals by Elena A. Vechtomova, Irina K. Kuprina, Maria M. Orlova, Timothy A. Larichev

    Published 2023-06-01
    “…Bear derivatives are in high demand in China, Italy, France, etc. The total number of importers in 2019 exceeded 25. In 2017, deer products were the most popular game derivatives exported from Russia to 35 countries. …”
    Get full text
    Article
  4. 4

    Pre-Service Science Teachers’ Learning and Teaching Experiences with Digital Games: KODU Game Lab by Gulsah Uluay, Alev Dogan

    Published 2020-04-01
    “…The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. …”
    Get full text
    Article
  5. 5

    Rate of Overlap between ICD-11 Gaming Disorder and DSM-5 Internet Gaming Disorder along with Turkish Reliability of the Gaming Disorder Scale for Adolescents (GADIS-A) by Mustafa Tuncturk, Gul Karacetin, Cagatay Ermis, R. Ogulcan Ciray, Merve Can, Celal Yesilkaya, Ayca Atay, Gokce Elif Alkas, Damla Kasap, Omca Guney, Sezen Alarslan, Burak Cakir, Eren Halac, Aysegul Tonyalı, Fatma Nur Elmas, Serkan Turan

    Published 2023-05-01
    “…Introduction: The main aims of the current study were (i) to explore the overlap between Internet gaming disorder (IGD) and gaming disorder (GD) diagnoses, (ii) to identify clinical characteristics in clinical settings, and (iii) to measure psychometric properties of the Gaming Disorder Scale for Adolescents (GADIS-A). …”
    Get full text
    Article
  6. 6

    Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis by Mats Nylén-Eriksen, Marko Stojiljkovic, Daniela Lillekroken, Katrin Lindeflaten, Elisabeth Hessevaagbakke, Tone Nygaard Flølo, Olav Johannes Hovland, Ada Marie Svarstad Solberg, Sylvia Hansen, Ann Kristin Bjørnnes, Christine Tørris

    Published 2025-01-01
    “…Abstract Background The digital shift in higher education is moving from teacher-focused models to active learning with digital technologies, including the integration of game-based learning strategies. We aim to identify, assess, and summarize the findings of evidence and determine the effectiveness of game-thinking on learning outcomes in nursing education. …”
    Get full text
    Article
  7. 7

    Mega-events and the climate: what’s the game? by David Gogishvili, Martin Müller

    Published 2025-01-01
    “…Carbon footprint of the Winter and Summer Olympic Games from 2000 to 2026 [Dataset]. Harvard Dataverse. https://doi.org/10.7910/DVN/Y1OCLT Martiskainen, M., & Sovacool, B. …”
    Get full text
    Article
  8. 8

    The Role of Game Involvement on Attention to Ads: Exploring Influencing Factors of Visual Attention to Game Ads on Instagram Stories by Yi-Ting Huang, An-Di Gong

    Published 2024-01-01
    “…This study used the eye movement indicators for first fixation duration (FFD) and total fixation duration (TFD) to, respectively, evaluate the attentional salience and hold of mobile game ads. …”
    Get full text
    Article
  9. 9

    Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game by Shahenda Sarhan, Mohamed Abu ElSoud, Hebatullah Rashed

    Published 2016-01-01
    “…With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. …”
    Get full text
    Article
  10. 10

    Stackelberg Game for Product Renewal in Supply Chain by Yong Luo, Yamin Lou, Shizhao Wang

    Published 2013-01-01
    “…Since the process of product renewal was divided into two stages, Stackelberg-Nash game model and Stackelberg-merger game model could be built to describe this process. …”
    Get full text
    Article
  11. 11

    Are Sportive Games Affecting the Lipid Profile in Adolescents? by Vedat Çınar, Taner Akbulut, Yakup Kılıç, Zarife Pancar

    Published 2019-09-01
    “…The purpose of this study was to investigate the effects of sportive games on the lipid profile in some selected branches for ten weeks applied to adolescents. 11-14 age range; A total of 52 children, 26 in the study group and 26 in the control group, participated voluntarily in research. …”
    Get full text
    Article
  12. 12

    Evolutionary game on mutually influenceing double-layer network. by Qinzhi Hao, Haochun Yang, Yao Sun, Tao Xu, Huang Huang

    Published 2025-01-01
    “…In recent years, coupled double-layer networks have played an increasingly critical role in evolutionary game theory. Research indicates that these networks more accurately reflect real-world relationships between individuals. …”
    Get full text
    Article
  13. 13

    DIGITAL AND NON-DIGITAL GAMES IN YOUNG LEARNER EFL CLASSROOMS AT WARTIME IN UKRAINE by Ilona Huszti, Enikő Nagy-Kolozsvári, Márta Fábián

    Published 2024-10-01
    “… The present study aims to investigate the gaming habits of young learners (YLs) in the process of learning English as a foreign language and examine the role non-digital or conventional and digital games play in teaching English to young learners. …”
    Get full text
    Article
  14. 14

    Gameplay and physical activity behaviors in adult video game players by Haylei Scoggins, Ryan R. Porter, Robyn Braun-Trocchio

    Published 2025-01-01
    “…IntroductionSince the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020. …”
    Get full text
    Article
  15. 15

    A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects by Leila Shahmoradi, Fatemeh Mohammadian, Meysam Rahmani Katigari

    Published 2022-01-01
    “…Serious games serve a specific purpose in addition to entertainment. …”
    Get full text
    Article
  16. 16

    A systematic review of serious games as tools for STEM education by Talia Tene, Diego Fabián Vique López, Paulina Elizabeth Valverde Aguirre, Nilo Israel Cabezas Oviedo, Cristian Vacacela Gomez, Stefano Bellucci

    Published 2025-02-01
    “…A total of 37 peer-reviewed journal articles met the inclusion criteria, guided by the PICOS framework, which focused on studies reporting the use of serious games in STEM education contexts. …”
    Get full text
    Article
  17. 17

    Gaming as a potential source of conflict with real life: The youth’s assessments by A. K. Mamedov, G. V. Denissova, O. V. Smirnova, O. V. Sapunova

    Published 2024-12-01
    “…Today, gaming practices seem to be at the forefront of the formation of a future society. …”
    Get full text
    Article
  18. 18
  19. 19

    Playing stereoscopic video games enhances the precision but not the accuracy of depth perception by Roger W. Li, Betty Z. Li, Sandy W. Chat, Dennis M. Levi

    Published 2024-12-01
    “…Twenty-one healthy young participants with normal vision and limited previous video game experience, none had played 3D video games, played first-person-shooter action stereoscopic 3D video games for a total of 40 h. …”
    Get full text
    Article
  20. 20

    Development of Serious Games as A Programming Learning Platform for Informatics Students by Noven Indra Prasetya, Shofiya Syidada, Lestari Retnawati

    Published 2025-01-01
    “…This study aims to develop DolananCoding, a programming learning platform based on serious games designed for informatics students. The research employed the waterfall software development methodology, encompassing requirements analysis, system design, implementation, testing, and dissemination. …”
    Get full text
    Article