نتایج جستجو برای: dimensional video games on problem

تعداد نتایج: 8987217  

2017
Hang Ma Jingxing Yang Liron Cohen T. K. Satish Kumar Sven Koenig

Multi-agent path finding (MAPF) is a well-studied problem in artificial intelligence, where one needs to find collisionfree paths for agents with given start and goal locations. In video games, agents of different types often form teams. In this paper, we demonstrate the usefulness of MAPF algorithms from artificial intelligence for moving such nonhomogeneous teams in congested video game envir...

Journal: :Aggressive behavior 2012
Muniba Saleem Craig A Anderson Douglas A Gentile

Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social-cognitive models of social behavior [e.g., the "General Learning Model," Buckley and Anderson, 2006]. The social-cognitive learning models suggest that in addition to influencin...

2007
Ryo Kato Takashi Kawai Hanae Ikeshita Kenji Nihei Tadashi Sato Hitoshi Yamagata Hirofumi Tashiro Takashi Yamazaki

In this study, the authors evaluated the psychophysiological effects of video games on users. Although video games affect users in various ways, this study focused on the shortterm and direct effects. In an experiment, subjects played five kinds of video games on portable game machines for fifteen minutes. While each subject played a game, the authors measured the potential skin reaction during...

2014
Nathan Holbert David Weintrop Pratim Sengupta Stephen Killingsworth Kara Krinks

In recent years much research has explored the potential of using video games in education. This effort has produced many interesting games though it is unclear if “educational video games” have achieved their promise. Similarly, for many years constructionists have engaged children in learning across a variety of contexts, including game design. While these programs have been successful, their...

Journal: :Aggressive behavior 2012
Muniba Saleem Craig A Anderson Douglas A Gentile

Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such ef...

Journal: :Int. J. Serious Games 2014
Konstantinos Chorianopoulos Michail N. Giannakos

There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1) engage the students with narrative (hero, story), 2) employ familiar gameplay mechanics from popular video games, 3) engage students into constructive tria...

2016
Boyan Bontchev

Playing computer games is a predominantly emotional than rational process. Video games with affect-based adaptation measure player’s behavior signals and recognize player’s emotional states in order to adapt specific game features in a dynamic manner and to improve player’s engagement, immersion, excitement, and challenge. The present review deals with models for the presentation of emotions, t...

2014
Jetse Goris Maarten B. Jalink Henk O. ten Cate Hoedemaker

Video games are accepted and used for a wide variety of applications. In the medical world, research on the positive effects of playing games on basic laparoscopic skills is rapidly increasing. Although these benefits have been proven several times, no institution actually uses video games for surgical training. This Short Communication describes some of the theoretical backgrounds, development...

2010
Sunny Lee Kimberly Roberts

This study examined the relationship between gender and violence in video games on levels of aggression. Participants were college students; ages ranged from 18 to 46 (M = 20.74, SD = 4.82). Both passive and active aggression and attitudes towards violence were measured. Two-way analysis of variance (ANOVA) found no significance between gendermatched and gender-unmatched participants, but there...

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