نتایج جستجو برای: video games

تعداد نتایج: 222813  

2012

Dalhousie Journal of Interdisciplinary Management Abstract: Gamification purports that the main appeal of video games are game mechanics. Gamification asserts that these mechanics, which include points, badges, levels, etc., can be excised from video games and used to motivate people to perform tasks outside the realm of traditional video games. This paper challenges these claims by arguing tha...

2013
Anaya Daphne Bavelier

ADULTS KEEP COMPLAINING ABOUT VIDEO GAME PLAY DUMBING DOWN OUR GENERATION. ARE THERE BENEFITS TO PLAYING VIDEO GAMES? You often hear that too much time spent on a computer screen is bad for your vision, but in a surprising twist, some of the most decried games – first person, action-packed video games where the player typically needs to aim at bad guys, zombies, or monsters – have been found to...

2009
Mark Floryan Beverly Woolf

1: Introduction The video game industry is often considered to be a small and relatively insignificant niche in today's consumer and entertainment world. Although this perception may have held up in the 1990's, it is becoming increasingly clear that video games are a significant (and growing) part of the daily lives of many individuals. Many statistics show this surge of video game culture: – S...

Journal: :Int. J. Intell. Games & Simulation 2003
Kurt Squire

Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators. When educators have discussed games, they have focused on the social consequences of game play, ignoring important educational potentials of gaming. This paper examines the history of games i...

Journal: :Computers & Education 2010
Jeroen Bourgonjon Martin Valcke Ronald Soetaert Tammy Schellens

Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be taken for granted. In this study, a path model to examine and predict student acceptance of video games is proposed, and empirically tested by involv...

2015
Julian Togelius

If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question “what can video games do for AI”, and discusses how in particular ...

2015
Harun Karimpur Kai Hamburger

In recent years, much research has been conducted in order to understand the effects of action video games on mind and behavior. For example, it has been tried to investigate potential links between playing action video games and aggressive behavior (Anderson and Bushman, 2001; Ferguson, 2011), visual selective attention (Green and Bavelier, 2003) or gender differences in spatial cognition (Fen...

Journal: :Cyberpsychology, behavior and social networking 2015
Adam Eichenbaum Florian Kattner Daniel Bradford Douglas A. Gentile C. Shawn Green

Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madis...

Journal: :American journal of preventive medicine 2008
Tom Baranowski Richard Buday Debbe I Thompson Janice Baranowski

BACKGROUND Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. METHOD Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. RESULTS Most of the article...

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