Search results for " Games"

showing 10 items of 334 documents

Sports teams as complex adaptive systems: manipulating player numbers shapes behaviours during football small-sided games

2016

Small-sided and conditioned games (SSCGs) in sport have been modelled as complex adaptive systems. Research has shown that the relative space per player (RSP) formulated in SSCGs can impact on emergent tactical behaviours. In this study we adopted a systems orientation to analyse how different RSP values, obtained through manipulations of player numbers, influenced four measures of interpersonal coordination observed during performance in SSCGs. For this purpose we calculated positional data (GPS 15 Hz) from ten U-15 football players performing in three SSCGs varying in player numbers (3v3, 4v4 and 5v5). Key measures of SSCG system behaviours included values of (1) players’ dispersion, (2) …

small-sided gamesDegeneracyComputer scienceFootball03 medical and health sciences0302 clinical medicineSmall sided gamesteam gamesdegeneracyrelative space per playerStatistical dispersionDimension (data warehouse)Complex adaptive systemSimulationSmall-sided and conditioned gamesFootball playersMultidisciplinaryResearchDecreased pressure030229 sport sciencesEmergent behaviours16. Peace & justiceRelative space per playeremergent behavioursInterpersonal coordinationTeam games as complex adaptive systems030217 neurology & neurosurgeryCognitive psychologyconditioned gamesSpringerPlus
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Commentary: Long-term Practice with Domain-Specific Task Constraints Influences Perceptual Skills.

2018

small-sided gamesfootballskill acquisitionlcsh:BF1-990050105 experimental psychologyfutsalSkill transferDomain (software engineering)Task (project management)Dreyfus model of skill acquisition03 medical and health sciences0302 clinical medicinePerceptual learningtalent development/dk/atira/pure/subjectarea/asjc/3200Small sided gamesPsychology0501 psychology and cognitive sciencesPsychology(all)General PsychologyGeneral Commentary05 social sciencestalentC640030229 sport sciencessoccerTerm (time)Talent developmentrepresentative designlcsh:PsychologyconstraintsPsychologytransferCognitive psychologyFrontiers in psychology
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Effects of computer game playing on spatial skills

2004

spatial abilitygendercomputer gamesmental rotation
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Galda spēles skolēnu runāšanas prasmju attīstībai 4. klases angļu valodas stundās

2022

Diplomdarba mērķis ir izpētīt kā galda spēļu izmantošana var attīstīt skolēnu runāšanas prasmes. Šādas tēmas izvēli pamato autores saskaršanās ar problēmu – skolēniem ir grūti izmantot angļu valodu saziņai angļu valodas stundās. Galda spēļu izmantošana tiek minēta kā nozīmīga runāšanas prasmju uzlabošanā, tādēļ tā tika izmantota autores angļu valodas stundās 4.klases skolēniem. Izmantotā pētījuma metode ir gadījuma pētījums kādas Rīgas sākumskolas 4.klasē. Pētījuma gaitā tika izmantotas tādas datu vākšanas metodes kā aptaujas anketas, esošo zināšanu pārbaude un zināšanu pārbaude pēc metodes pielietošanas. Pētījuma rezultāti atklāj, ka regulāra galda spēļu izmantošana angļu valodas stundās t…

speaking skillsIzglītības zinātnesminimising students’ anxietyyoung learnersboard gamesbuilding confidence
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Information transmission under an experimental approach

2015

Nueva evidencia sobre la eficiencia del mercado español de futuros sobre acciones. El objetivo de este primer capítulo es presentar nueva evidencia sobre la eficiencia del mercado español de futuros sobre acciones durante el período 2001-2010. Para ello, nos servimos del análisis de correlación realizado sobre carteras índices igualmente ponderadas y ponderadas por volumen, así también sobre contratos de futuros individuales. Este análisis revela la existencia de autocorrelación negativa en el corto plazo de una semana. Para explotar el beneficio del arbitraje procedente del patrón de fuente temporal, construimos un conjunto de estrategias de negociación á la Conrad and Kaul para cada día d…

strategic information transmissionmatching pennies gameUNESCO::CIENCIAS ECONÓMICAS:CIENCIAS ECONÓMICAS [UNESCO]cheap talk gamesexperimental economics
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Why English? : Finnish streamers' views on their language choice

2017

Videopelien reaaliaikainen jakaminen on yleistynyt viime vuosina valtavasti ja suoratoistopalvelu Twitch on kerännyt miljoonia pelisessioitaan jakavia kaikkialta maailmasta ja streamaamisesta onkin kehittynyt miljoonabisnes. Tutkielmani perehtyy suomalaisten streamaajien kielivalintoihin, kun he ovat päättäneet käyttää streamiensa kielenä englantia suomen sijasta. Tutkielmani tarkoitus oli selvittää mikä motivoi suomalaiset pelaajat streamaamaan juuri englanniksi ja millaisia näkemyksiä heillä on omaa kielivalintaansa kohtaan ja mikä heidän suhteensa englannin kieleen on. Tutkimukseni koostui kolmen suomalaisen streamaajan haastatteluista. Haastatteluissa pyrin ymmärtämään osallistujien kie…

suoratoistokielivalinnatvideopelitarvostuslanguage attitudesvideo gamesasenteetstreamingenglannin kielilanguage choice
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Developing cloud business models: A case study on cloud gaming

2011

Cloud computing offers new ways for firms to operate in the global market so that even small firms can compete in markets traditionally dominated by multinational corporations. A case study considers how, over ten years, a small firm developed a successful business model to compete in computer gaming. peerReviewed

ta113Competitive intelligenceComputingMilieux_THECOMPUTINGPROFESSIONBusiness processbusiness.industrySoftware as a serviceCloud gamingcloud computingCloud computingBusiness modelpienyrityksetGlobalizationpilvipalvelutCommerceMultinational corporationcomputer gamesBusinessbusiness modelssmall firmsSoftwaretietokonepelitIEEE Software
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Utilizing online serious games to facilitate distributed requirements elicitation

2015

Online serious games are used to facilitate distributed requirements elicitation.Interactive games enhance collaboration and communication between project members.Serious games raise individuals' confidence to engage in requirements elicitation.Using serious games can improve both quality and quantity of software requirements.Serious games specially enhance the performance of less-experienced stakeholders. Requirements elicitation is one of the most important and challenging activities in software development projects. A variety of challenges related to requirements elicitation are reported in the literature, of which the lack of proper communication and knowledge transfer between software …

ta113Requirements managementBusiness requirementsRequirementEngineeringserious gamesKnowledge managementbusiness.industryrequirements elicitationSoftware developmentRequirements elicitationpelitEmpirical researchhyötypelitHardware and Architecturesoftware developmentohjelmistokehitysbusinessRequirements analysisKnowledge transferSoftwaregamesInformation SystemsJournal of Systems and Software
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Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research

2018

In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…

ta113arvoketjutKnowledge managementbusiness.industryComputer sciencevideopelitarvonluonti05 social sciencesExploratory researchComputingMilieux_PERSONALCOMPUTING050109 social psychologyvideo gamesOnline videovalue co-creationvalue co-destructionpelitpelillistäminen0502 economics and businessCo-creation050211 marketing0501 psychology and cognitive sciencesgamificationbusinessValue (mathematics)games
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Behavior change types with Pokémon GO

2017

Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…

ta520behavior changedigital gamingaugmented reality games050801 communication & media studiesSample (statistics)computer.software_genreexergamesEntertainmentPokémon GO0508 media and communicationscritical incident techniquebehavior change support systemtäydennetty todellisuus0502 economics and businessta616ta113Multimedia05 social sciencesBehavior changeProcedural rhetoricPopularityprocedural rhetoriclocation-based games050211 marketingAugmented realityPsychologyCritical Incident Techniquecomputerdigitaaliset pelitQualitative researchCognitive psychology
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