نتایج جستجو برای: game effects
تعداد نتایج: 1640252 فیلتر نتایج به سال:
Background and Objective: Computer game addiction may cause health problems, such as changes in body mass index and sleep disorders for children and adolescents. Therefore, this study aimed to determine the relationship between computer game addiction and body mass index as well as sleep habits of 10-12 years old primary school students in Hamadan. Materials and Methods: The present correlatio...
objective: to classify different types of acute leukemia based on cooperative game theory and shapley value. materials and methods: in this study, patients data were collected from flow cytometry tests of the iran blood transfusion organization (ibto) have been used. 304 different diagnosed samples in 8 classes of acute leukemia were investigated. samples were initially in numerical format. i...
In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects...
A version of John Conway’s game of Life is presented where the normal binary values of the cells are replaced by oscillators which can represent a superposition of states. The original game of Life is reproduced in the classical limit, but in general additional properties not seen in the original game are present that display some of the effects of a quantum mechanical Life. In particular, inte...
The degree of engagement in a computer game is determined by sensory immersion (i.e. effects of display technology) and challenge immersion (i.e. effects of task demand). Twenty participants played a computer game under two display conditions (a large TV vs. head-mounted display) with three levels of cognitive challenge (easy/hard/impossible). Immersion was defined as selective attention to ext...
In most algorithms for game playing, evaluation is based on a linear combination of features. We argue that this is insufficient in complex games like chess. We hypothesize that the influence of a feature or pattern on the game result is completely determined by a limited number of advantageous effects. These relations follow the markov condition. The evaluation of a pattern in a certain contex...
This paper discusses a case study where the artificial society approach is used to examine effects of a robot rental mechanism in a multiplayer online game, under development at the authors’ laboratory. Simulation results show the effectiveness of the proposed rental mechanism, namely, better game balance and inflation control. These results also indicate that the artificial society approach ha...
Abstract Based on Social Cognitive Theory, this study proposes a new concept-mediated enactive experience to understand game playing effects on self-efficacy in the context of a health promotion role-playing game. An experiment demonstrated that a mediated enactive experience afforded by game playing was more effective than a mediated observational experience provided by game watching in influe...
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