Search results for " Games"

showing 10 items of 334 documents

Movement characteristics during customized exergames after total knee replacement in older adults

2022

Introduction: There is limited understanding of how older adults can reach kinematic goals in rehabilitation while performing exergames and conventional exercises, and how similar or different the kinematics during exergaming are when compared with conventional therapeutic exercise with similar movement. The aim of this study was to describe the movement characteristics performed during exercise in custom-designed exergames and conventional therapeutic exercises among patients who have undergone unilateral total knee replacement (TKR). In addition, the secondary aim was to assess the relation of these exercise methods, and to assess participants' perceived exertion and knee pain during exer…

liikeoppiexercise therapypolvetliikeradatvideo gamesliikuntamusculoskeletal system3126 Surgery anesthesiology intensive care radiologyliiketuki- ja liikuntaelimetleikkaushoitofysioterapiarehabilitationkinematicskuntoutusphysical therapy
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Role of situational context in use continuance after critical exergaming incidents

2019

Use continuance is crucial in terms of information systems (IS) success. Previous research has shown that situational context can be central for IS use continuance but has paid limited attention to its specific characteristics. Furthermore, the link between situational context and use continuance has remained unexplored in the novel area of “exergames,” which are defined as digital games requiring physical effort from the player that determines the outcome of the game. Studying exergames is deemed important due to their potential in providing health benefits for users, revenues for providers, and well‐being for societies. However, their potential remains unreached because users tend to disc…

liikuntateknologiaComputer Networks and Communicationsdigital gamesApplied psychologyexergaminginformation systemsuse continuancecritical incident techniquesituational contextInformation systemContinuancePsychologyCritical Incident Techniquedigitaaliset pelitSoftwaretietojärjestelmätkäyttäjätutkimusInformation SystemsInformation Systems Journal
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Skolotāju pieredze izglītojošo spēļu izmantošanā angļu valodas apguvē sākumskolā (1.-4.klase)

2016

Maģistra darba mērķis ir izzināt skolotāju pieredzi izglītojošo spēļu izmantošanā angļu valodas stundās sākumskolā. Darba autore pētījusi dažādus izglītojošo spēļu aspektus, tādējādi akcentējot to lomu. Darba autore uzskata, ka izglītojošās spēles ne tikai nodrošina nesaspringtu mācīšanās vidi, bet to galvenais uzdevums ir veidot sadarbības pieredzi, kas veidojas vai nu paužot pretēju nostāju vai savstarpēji vienojoties, cenšoties sasniegt konkrētu rezultātu. Tādējādi skolēni var apgūt jaunus jēdzienus un vienlaicīgi attīstīt arī sociālās prasmes. Tas stiprina viņu paļaušanos vienam uz otru un veido noturīgākas attiecības ar vienaudžiem. Pētījuma datu tika iegūšanai tika izmantotas padziļin…

lived-experienceresearchPedagoģijaeducational gamesphenomenology
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TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY

2021

International audience

localisationergonomicsvideo gamessurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUS
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ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION

2021

International audience

localisationvideo gamesErgonomics[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUSCAT tools
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Opinion dynamics, stubbornness and mean-field games

2014

This paper studies opinion dynamics and stubbornness using mean-field game theory. Assuming an initial exponential density function and affine control policies we analyze under what conditions the Fokker-Planck equation returns an exponential density function over the horizon. Consensus and clusters formation are also studied.

mean-field games; optimal controlFunction (mathematics)Exponential densitymean-field gamesoptimal controlSettore ING-INF/04 - AutomaticaOpinion dynamicsMean field theoryApplied mathematicsAffine transformationSettore MAT/09 - Ricerca OperativaMathematical economicsGame theoryMathematics53rd IEEE Conference on Decision and Control
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Television shows based on video games 1975-2019: Original data and preliminary analysis

2020

This dataset consists of data of different types of television shows based on video games from years mentioned in the title. The data has been used in articles and conference presentations before (e.g. Kerttula 2019; Kerttula 2020). The data is free to use in any future publications with proper references to the author and the original data. Should the data be used in further research, it is to be noted that the dataset is not 100% complete. The reasons to this are difficulties with language and cultural barriers. It also needs to be mentioned, that some of the television shows and production companies have probably being forgotten over time, which means that a complete list would quite lik…

mediavideo gamestelevision
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Effectiveness of Nintendo Wii and Physical Therapy in Functionality, Balance, and Daily Activities in Chronic Stroke Patients.

2020

The aim of this study was to assess whether a virtual rehabilitation program using Nintendo Wii added to conventional physical therapy improved functionality, balance, and daily activities in chronic stroke survivors, when compared with conventional physical therapy.We undertook a randomized controlled clinical trial. The participants of this study were randomized to 2 groups: (1) conventional physical therapy (CPTG), which included exercises related to functionality, balance, and activities of daily living; and (2) virtual reality with Nintendo Wii (VRWiiG), which included balance training with the Wii Balance Board and upper limb exercises with the Wii Sports package, added to conventiona…

medicine.medical_specialtyActivities of daily living03 medical and health sciences0302 clinical medicinePost-hoc analysisActivities of Daily LivingMedicineHumans030212 general & internal medicineStrokePostural BalanceGeneral NursingPhysical Therapy ModalitiesBalance (ability)business.industryHealth PolicyTinetti testStroke RehabilitationGeneral Medicinemedicine.diseaseExercise TherapyClinical trialStrokeVideo GamesBerg Balance ScalePhysical therapyVirtual rehabilitationGeriatrics and Gerontologybusiness030217 neurology & neurosurgeryJournal of the American Medical Directors Association
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Competitive active video games: Physiological and psychological responses in children and adolescents

2015

Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated.To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players.Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect,…

medicine.medical_specialtySedentarismEXPRESION GRAFICA EN LA INGENIERIAPhysical activityPoison controlSport psychologyAffect (psychology)Sport psychologyArousalVideo gamesScreen timePhysical medicine and rehabilitationPediatrics Perinatology and Child HealthInjury preventionHeart ratePhysical therapymedicineGame studiesOriginal ArticlePsychologyhuman activitiesChildren
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Digital health interventions in children with asthma

2020

Abstract Although healthcare providers are actively involved in offering education, information and interventions for asthmatic patients, medication and therapeutic adherence remain low in the paediatric population, with estimates suggesting that adherence rates hover below 50%. A range of available digital health interventions has been explored in paediatric asthma with promising but variable results, limiting their widespread adoption in clinical practice. They include emerging technologies that yield the advantage of tracking asthma symptoms and medications, setting drug reminders, improving inhaler technique and delivering asthma education, such as serious games (video games designed fo…

medicine.medical_specialtyTelemedicineserious gamesEmerging technologiesImmunologyPsychological interventiondigital healthMedication AdherenceSettore MED/38 - Pediatria Generale E SpecialisticachildrenIntervention (counseling)PandemicmedicineHumansImmunology and Allergyadherenceserious gameChildPandemicsinterventionAsthmaSARS-CoV-2business.industryInhalerCOVID-19asthmamedicine.diseaseMobile ApplicationsDigital healthCOVID-19 Drug TreatmentFamily medicineQuality of LifetelemedicinebusinesscontrolUnsolicited Review
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