نتایج جستجو برای: exercise and playing games
تعداد نتایج: 16865387 فیلتر نتایج به سال:
Alice Chik, City University of Hong Kong The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the Englishor Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most Chinese ga...
The purpose of this study was to determine if two popular exergames, Wii Fit™ and EA Sports Active™, both games for the Nintendo Wii™ console, help children achieve intensity consistent with recommended physical activity guidelines. Thirty children (19 males and 11 females, Mean age = 9.4 ± 1.8 years) participated in this study by playing each game during one research session. During the sessio...
the aim of this study was to compare the effect of an aerobic exercise program with two different volumes on some risk factors of cardiovascular diseases in mentally retarded girls. 24 mentally retarded girls were randomly assigned to three groups: 1) aerobic exercise, 3 sessions per week for 45 minutes, 2) aerobic exercise, 4 sessions per week for 40 minutes, and 3) control. the experimental g...
Live action role-playing games share a range of characteristics with massively multiplayer online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live action role-playing games, whose participant count can be in the thousands, reveal that features su...
INTRODUCTION The average time spent playing video games is increasing. Prolonged immobility associated with gaming may therefore be an important risk factor for venous thromboembolism. We report a case of deep vein thrombosis associated with prolonged playing of PlayStation® games. CASE PRESENTATION A 31-year-old Caucasian man, an exterior painter, presented with a three-day history of left l...
Multi-agent systems and role playing games have both been developed separately and offer promising potential for synergetic joint use in the field of renewable resource management, for research, training and negotiation support. While multi-agent systems may give more control over the processes involved in role playing games, role playing games are good at explaining the content of multi-agent ...
Games-based learning has captured the interest of educationalists and industrialists who seek to exploit the characteristics of computer games as they are perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning there is a dearth of empirical evidence supporting the validity of the approach covering the wider context...
Participation in drinking games by college students has recently sparked research attention. While previous research indicates that women play drinking games at lower frequencies than men, the current study reveals that college women may be playing games at rates similar to college men. In a sample of 105 coed college students, participants completed a 3-month Timeline Followback recording ever...
Ever since video games were available to the general public, they have intrigued brain researchers for many reasons. There is an enormous amount of diversity in the video game research, ranging from types of video games used, the amount of time spent playing video games, the definition of video gamer versus non-gamer to the results obtained after playing video games. In this paper, our goal is ...
Research on gender and video game playing has long been interested in the question of why females play fewer video games and play video games less frequently than males do. The present study examines the immediate impacts of a negative gender stereotype on females' motivation for and performance in playing a racing video game. Exposure to a negative gender stereotype about video game playing wa...
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