Search results for " Games"

showing 10 items of 334 documents

Effects of video games : English language learning of girls

2014

Erilaiset kannettavat laitteet ovat lisääntyneet viimeisen muutaman vuoden aikana ja levinneet yleiseen käyttöön. Tämä levinneisyys on johtanut myös siihen, että videopelejä on saatavilla enemmän ja pelaaminen on yleistynyt. Samalla pelaamisen tutkimus on lisääntynyt ja videopelit on havaittu hyödyllisiksi. Toisaalta globaalisaatio ja teknologian kehitys on johtanut siihen, että englanti on tullut osaksi arkea entistä enemmän. Videopelit tarjoavat hauskan ja laajan oppimisympäristön, mutta videopelien vaikutuksia kielenoppimiseen ei kuitenkaan ole tutkittu vielä kovinkaan paljoa. Etenkin tyttöjen pelaamisen tutkiminen on vielä vähäistä, koska perinteisesti ajatellaan, että vain pojat pelaav…

New digital mediayouth culturemotivationflowvideo gamessecond language acquisition
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Olympic Games and Their Impacts

2017

The modern Olympic Games is considered by many to be the world’s greatest sport festival. Economic, Sociocultural and Environmental impacts are described along with policy implications, from both an historical and current perspective.

Olympic Games Mega eventSettore SECS-S/05 - Statistica SocialeTourism impacts
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Alimentare sogni, destrutturare speranze. Politiche di offerta e dinamica della domanda di gioco aleatorio nell’Italia contemporanea

2013

I dati sul coinvolgimento degli italiani nel consumo di giochi di tipo alea (gambling in genere, scommesse, lotterie ecc.) evidenziano come negli ultimi dieci anni la pratica della “scommessa” sia diventata oltremodo diffusa. A questa crescita ha certamente contribuito, oltre alla crisi congiunturale richiamata da alcuni studiosi quale causa contingente, sia l‘aumento dell’offerta di gioco, cresciuta notevolmente rispetto al passato e in Italia fondamentalmente gestita dal monopolio statale, sia la maggiore accessibilità consentita dalle nuove tecnologie della comunicazione. Nell’intervento si descrive lo stato attuale della domanda e dell’offerta del consumo di gioco, prendendo in consider…

Organizational Behavior and Human Resource ManagementEconomics and EconometricsSociology and Political ScienceSettore SPS/07 - Sociologia GeneraleGAMING GAMBLING BETTING RISK GAMES OF CHANCEGioco d'azzardo Scommesse Sociologia del gioco d'azzardo
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Magis – A magical adventure: Using a mobile game to deliver an ACT intervention for elementary schoolchildren in classroom settings

2022

Studies of the effects of the COVID-19 pandemic have shown that this health emergency has affected especially young people. Supporting the well-being of children is thus particularly urgent. However, the high prevalence of ill-being among children requires novel approaches to providing help. Health care resources are limited, and many children did not receive support even before the pandemic. The current study presents a novel approach to delivering brief interventions for school-aged children. A mobile game based on acceptance and commitment therapy was used to increase psychological flexibility and well-being among 10 to 12-year-old schoolchildren. A sample of 106 students played the game…

Organizational Behavior and Human Resource ManagementHealth (social science)therapeutic gameshyväksymis- ja omistautumisterapiakoululaisetlapset (ikäryhmät)tunne-elämän häiriötpsykoterapiaschool-based interventionbrief interventionmielenterveysongelmatkäyttäytymishäiriötacceptance and commitment therapyBehavioral Neurosciencehenkinen hyvinvointichildreninterventiohoitoApplied PsychologyEcology Evolution Behavior and SystematicsmobiilipelitJournal of Contextual Behavioral Science
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Les Fleurs bleues de Raymond Queneau : le roman hybride

2015

Oulipotransgression of the fictional genrespatio-temporal dimensionQueneaupluralismintertextual gameshybrid and polyphonic novel
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Polar coordinates in Taekwondo

2016

[EN] In observational methodology, inter‐relational behaviors are relevant for coaches and athletes to know which behaviors are dependent or inexistent while others occur.

Physicslcsh:SportsTaekwondoMaterials Science (miscellaneous)combat sportsArtes marciales asiáticasGeometrybehavior patternsIndustrial and Manufacturing Engineeringlcsh:GV557-1198.995Olympic GamesEducación FísicaEntrenamiento y formaciónBusiness and International ManagementPolar coordinate systemSimulationRevista de Artes Marciales Asiáticas
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Mean-Field Game Modeling the Bandwagon Effect with Activation Costs

2015

This paper provides a mean-field game theoretic model of the bandwagon effect in social networks. This effect can be observed whenever individuals tend to align their own opinions to a mainstream opinion. The contribution is threefold. First, we describe the opinion propagation as a mean-field game with local interactions. Second, we establish mean-field equilibrium strategies in the case where the mainstream opinion is constant. Such strategies are shown to have a threshold structure. Third, we extend the use of threshold strategies to the case of time-varying mainstream opinion and study the evolution of the macroscopic system.

Physics::Physics and SocietyStatistics and Probability0209 industrial biotechnologyEconomics and Econometrics02 engineering and technologyMean-field gamesMean field gameActivation costs; Bandwagon effect; Games with infinitely many players; Mean-field games; Mode; Threshold policies;01 natural sciencesActivation costs010305 fluids & plasmasMicroeconomics020901 industrial engineering & automationOpinion dynamicsGames with infinitely many players; Bandwagon effect; Activation costs; Threshold policies; Mean-field games; ModeMean-field game0103 physical sciencesEconomicsThreshold policiesMainstreamBandwagon effectStructure (mathematical logic)Game theoreticApplied MathematicsMode (statistics)Computer Science::Social and Information NetworksComputer Graphics and Computer-Aided DesignComputer Science ApplicationsComputational MathematicsActivation costComputational Theory and MathematicsGames with infinitely many playersGames with infinitely many playerModeSettore MAT/09 - Ricerca OperativaConstant (mathematics)Threshold policieMathematical economicsBandwagon effectDynamic Games and Applications
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Environmental Conditions, Air Pollutants, and Airways

2019

Air pollution is a major problem worldwide, which could be even more serious for athletes who train in urban environments. Exercise increases minute ventilation and exposure to pollutants, but the literature on the effects of air pollution in athletes is relatively scarce, with the exception of chlorine exposure in athletes of aquatic sports and air pollution secondary to ice resurfacing in athletes performing in ice arenas. Although air pollution may exert detrimental effects on athletic performance, little has been published on this topic. The largest body of information regards the impact of air pollution during urban active transport, i.e., walking and cycling in cities, due to the pote…

Pollutanteducation.field_of_studybiologyAthletesPopulationAir pollutionCHLORINE EXPOSURESettore MED/10 - Malattie Dell'Apparato Respiratoriomedicine.disease_causebiology.organism_classificationActive transport Exercise Ice arenas Olympic Games Oxidative stress Swimming poolsAir pollutantsEnvironmental healthmedicineEnvironmental scienceeducationAir quality indexRespiratory health
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Designing an Online Dungeons & Dragons Experience for Primary School Children

2020

In this work, we present the results of a role-playing game experience carried out with a group of 9- to 12-year-old children during the COVID-19 emergence. The ‘harmony in education’ approach has been used to adapt the game design to the constraints imposed by the online context and the young age of the students involved. The results show the effectiveness of the approach in terms of 21st-century skills training with particular evidence on perspective-taking.

Primary schoolHarmony (color)2019-20 coronavirus outbreakCoronavirus disease 2019 (COVID-19)RPGSevere acute respiratory syndrome coronavirus 2 (SARS-CoV-2)D&ampContext (language use)Skills trainingYoung ageGame designDSerious games designMathematics educationSettore M-GGR/01 - GeografiaPsychologyD&DSettore M-PED/03 - Didattica E Pedagogia Speciale
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Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences

2019

Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (i.e., the amount of cognitive effort a task requires) in that process. Toward this end, our study aimed to investigate how cognitive task demand during gameplay affects users’ recovery experiences. Results of a laboratory experiment suggest that dif…

Process (engineering)media_common.quotation_subjectControl (management)050801 communication & media studies050109 social psychologyddc:070Task (project management)cognitive task demandlcsh:Communication. Mass media0508 media and communicationsInteractive electronic Mediaddc:150Stress (linguistics)recovery experiencesPsychology0501 psychology and cognitive sciencesgaminginteraktive elektronische MedienGeneral Psychologymedia_commonNews media journalism publishingAllgemeine PsychologieRelaxation (psychology)business.industryCommunication05 social sciencesCognitionvideo gameslcsh:P87-96interactive mediaFeelingPsychologiecognitive task demand; gaming; interactive media; recovery experiences; video gamesPublizistische Medien JournalismusVerlagswesenPsychologybusinessInteractive mediaCognitive psychologyMedia and Communication
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