نتایج جستجو برای: exercise and playing games

تعداد نتایج: 16865387  

Journal: :Annals of General Psychiatry 2006
Philip A Chan Terry Rabinowitz

BACKGROUND Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD), but the relationship between video games and ADHD symptoms in adolescents is unknown. METHOD A survey of adolescents and parents (n = 72 adolescents, 72 parents) was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, a...

2009
Anders Drachen Marinka Copier Markus Montola Mirjam P. Eladhari Michael Hitchens Jaakko Stenros

Role-playing games form one of the major genres of games and exist across all hardware platforms as well outside of the technology domain in a huge variety of forms and formats. Role-playing oriented research has focused on culture, storytelling, game processes as well as e.g. user interaction, play experience and character design. Today role-playing games research is an established component o...

Journal: :Jurnal Teknologi Informasi dan Komunikasi 2023

In early 2020, the COVID-19 pandemic that swept across world created disruption in life. is transmitted between people proximity so physical (or social) distance main measure to reduce its spread. Lockdowns and quarantines due have led an increase video game players. The emergence of trend playing games as one ways recreation has incited curiosity about potential effects on mental health. purpo...

Journal: :Journal of Biological Education 2018

Journal: :International Journal of Game Theory 2017

2006
Anders Tychsen Susana Pajares Tosca Thea Brolund

Personalizing the playing experience is a key factor in making players of computer games feel involved in the virtual world; however, current Massively Multiplayer Online Role Playing Games only to a limited degree allocate development or running resources towards facilitating a personalized experience. In Pen and Paper Role Playing Games, the player-controlled characters form a key component i...

2013
Morgan J. Tear Mark Nielsen

BACKGROUND Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific game...

2017
Yun Ling Louis P Ter Meer Zerrin Yumak Remco C Veltkamp

BACKGROUND Patients who receive rehabilitation after hip replacement surgery are shown to have increased muscle strength and better functional performance. However, traditional physiotherapy is often tedious and leads to poor adherence. Exercise games, provide ways for increasing the engagement of elderly patients and increase the uptake of rehabilitation exercises. OBJECTIVE The objective of...

2015
Anette Forsberg Ylva Nilsagård Katrin Boström

PURPOSE Our aim was to describe experiences of using Nintendo Wii Fit™ for balance exercise, from the perspectives of patients with multiple sclerosis (MS) and their physiotherapists (PT). METHODS Individual interviews with 15 patients with MS were conducted, recruited from a multi-centre study investigating the effects of balance exercising using Wii Fit. We also conducted a single focus gro...

Journal: :Presence 2006
Niklas Ravaja Timo Saari Marko Turpeinen Jari Laarni Mikko Salminen J. Matias Kivikangas

The authors examined whether the nature of the opponent (computer, friend, or stranger) influences Spatial Presence, emotional responses, and threat and challenge appraisals when playing video games. In a within-subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self-report ratings, cardiac interbeat intervals (IBIs) were ...

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