نتایج جستجو برای: game effects

تعداد نتایج: 1640252  

Journal: :Brain & development 2006
Shinichiro Nagamitsu Miki Nagano Yushiro Yamashita Sachio Takashima Toyojiro Matsuishi

Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisti...

2011
Lies van Roessel Jeroen van Mastrigt-Ide

In this explorative study, the collaboration and team composition within applied game creation processes is investigated. Applied games are games that are deployed for purposes like training, education, persuasion, physical exercise etc., i.e. all games that bring about effects that are useful outside the context of the game itself. Ten Dutch applied game designers were interviewed and asked ab...

2001
Iris Bohnet Robert D. Cooter

Besides creating fear of sanctions, laws sometimes express collective commitments that can affect people’s behavior in at least two ways. First, a law can frame an act as wrong and elicit intrinsic motivation to avoid doing it. Second, when people benefit from doing the same thing as others, a law can cause people to conform to it because they believe that others will do so. We investigate fram...

Journal: :EURASIP J. Adv. Sig. Proc. 2009
Jaeok Park Mihaela van der Schaar

Interactions among selfish users sharing a common transmission channel can be modeled as a noncooperative game using the game theory framework. When selfish users choose their transmission probabilities independently without any coordination mechanism, Nash equilibria usually result in a network collapse. We propose a methodology that transforms the noncooperative game into a Stackelberg game. ...

Journal: :Trends in cognitive sciences 2003
Colin F. Camerer

Game theory is a mathematical language for describing strategic interactions, in which each player's choice affects the payoff of other players (where players can be genes, people, companies, nation-states, etc.). The impact of game theory in psychology has been limited by the lack of cognitive mechanisms underlying game-theoretic predictions. 'Behavioural game theory' is a recent approach link...

Journal: :Attention, perception & psychophysics 2010
Joseph D Chisholm Clayton Hickey Jan Theeuwes Alan Kingstone

Recent studies indicate that playing action video games improves performance on a number of attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. The results show that act...

2011
Marc A. Sestir Bruce D. Bartholow

a r t i c l e i n f o Experimental studies routinely show that participants who play a violent game are more aggressive immediately following game play than participants who play a nonviolent game. The underlying assumption is that nonviolent games have no effect on aggression, whereas violent games increase it. The current studies demonstrate that, although violent game exposure increases aggr...

Journal: :IJGCMS 2010
Shiang-Kwei Wang

Studies on game-based learning usually investigate at least one of three subjects: the effects of gaming on learning performance, the effects of gaming on cognitive skills and attitudes, and learners’ gamedesign experiences. Whether gaming relates positively to learning outcomes is still under investigation. This study examines the components contributing to the development of a literate game p...

2012
Christopher Blake Dorothée Hefner Christian Roth Christoph Klimmt Peter Vorderer

Identifying with video game characters is one potentially important process in game enjoyment. Based on a theoretical model of video game identification as transformed self-perception, cognitive processes in video game identification were explored. An experiment with N = 60 male players revealed that increased cognitive accessibility of character-related concepts should be considered as element...

2015
Hayato Kobayashi Kaori Tanio Manabu Sassano

In this study, we examine the effects of using a game for encouraging the use of a spoken dialogue system. As a case study, we developed a word-chain game, called Shiritori in Japanese, and released the game as a module in a Japanese Android/iOS app, Onsei-Assist, which is a Siri-like personal assistant based on a spoken dialogue technology. We analyzed the log after the release and confirmed t...

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