Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Exploring the Enjoyment of Playing Browser Games

2009

Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discuss…

AdultMaleCompetitive BehaviorAdolescentComputer scienceDecision MakingInternet privacycomputer.software_genreChoice BehaviorYoung AdultGame clientGame designGermanyAdaptation PsychologicalHumansInterpersonal RelationsSocial BehaviorVideo game designGame DeveloperVideo gameProblem SolvingApplied PsychologyMotivationNon-cooperative gameGame mechanicsVideo game developmentMultimediaAttitude to Computersbusiness.industryCommunicationComputingMilieux_PERSONALCOMPUTINGGeneral MedicineBehavior AddictiveHuman-Computer InteractionVideo GamesFemalebusinesscomputerSoftwareCyberPsychology & Behavior
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Strength and Power Characteristics in National Amateur Rugby Players

2021

Rugby players need muscular strength and power to meet the demands of the sport

AdultMalemedicine.medical_specialtyHealth Toxicology and MutagenesisPostureFootballSquat030204 cardiovascular system & hematologyPhysical strengthBench pressArticle03 medical and health sciencesYoung Adultbench press0302 clinical medicineComputerApplications_MISCELLANEOUSMaximal strengthsquatmedicineHumansMuscle StrengthMuscle SkeletalMathematicstrainingKilogramPublic Health Environmental and Occupational HealthRComputingMilieux_PERSONALCOMPUTINGspeed030229 sport sciencesPower (physics)Exercise TherapyPhysical therapyMedicineFemalestrengthAmateurInternational Journal of Environmental Research and Public Health
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Narcissus plays video games

2015

Abstract Two phenomena of our time have fascinated the general public and the scientific community alike: (a) narcissism as a personality characteristic with important implications for daily social functioning, and (b) the (vast) use of digital media such as video games. But how are these phenomena related to one another? To investigate this question, we administered an online survey to 2,891 individuals to assess their levels of narcissistic admiration and rivalry (NARQ; Back et al., 2013) and their video-gaming activities (frequency of playing, reasons for playing, preferred game genre and role). Results revealed that these narcissism dimensions were differentially related to video gaming…

AgreeablenessExtraversion and introversionAdmirationbusiness.industrymedia_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGDigital mediaAction (philosophy)NarcissismmedicinePersonalitymedicine.symptombusinessPsychologyRivalrySocial psychologyGeneral Psychologymedia_commonPersonality and Individual Differences
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Rapid automatized naming in early literacy

2019

Esta comunicación se encuentra disponible en la siguiente URL: http://www.infad.eu/RevistaINFAD/OJS/index.php/IJODAEP/article/view/1465/1274 Este número está dedicado a la "Psicología de la Educación y Saberes Originarios". Although the relation between Rapid Automatized Naming (RAN) and Reading is clear, there is no a standardized test to measure the speed of naming in early literacy. The aim is to explore and confirm the factorial structure of the RAN test developed by Wolf and Denkla (2003) in children. RAN test was administred to 442 children aged 4-5 years. Results highlighted two factors: a “nonalphanumeric components” factor which includes “RAN colors” and “RAN images” and an “alphan…

Alphanumericmedia_common.quotation_subjectlcsh:BF1-990Standardized test050105 experimental psychologyearly literacyranReading.Reading (process)0501 psychology and cognitive sciencesAlfabetización.Rapid automatized namingmedia_commonstructural modelEarly literacybusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTING050301 educationTest (assessment)Lectura - Aprendizaje.lcsh:PsychologyLiteracy.RanPsychologybusiness0503 educationCognitive psychology
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Linkages Between Gameplay Preferences and Fondness for Game Music

2021

In this paper we explore connections between players’ preferences in gameplay and their desire to listen to game music. Music always takes place in cultural contexts and the activity of music listening is likewise entangled with versatile cultural practices. This is arguably evident in the case of game music since the primary context of encountering it is the active and participatory experience of gameplay. By analyzing survey data (N = 403) collected from the UK, we investigate how contextual preferences in gameplay activities predict fondness for game music. It was found that player preference for Aggression and Exploration are two precedents for liking game music. These findings indicate…

Attractivenessmusic preferencesAggressionComputer sciencevideopelitmieltymyksetgenretComputingMilieux_PERSONALCOMPUTINGfactor analysiskyselytutkimusContext (language use)Citizen journalismMusic listeningPreferenceAestheticsmedicineplayer preferencesSurvey data collectionsurveypelimusiikkimedicine.symptomgame music
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Designing motion-based activities to engage students with autism in classroom settings

2015

We report on a nine-month-long observational study with teachers and students with autism in a classroom setting. We explore the impact of motion-based activities on students' behavior. In particular, we examine how the playful gaming activity impacted students' engagement, peer-directed social behaviors, and motor skills. We document the effectiveness of a collaborative game in supporting initiation of social activities between peers, and in eliciting novel body movements that students were not observed to produce outside of game play. We further identify the positive impact of game play on overall classroom engagement. This includes an "audience effect" whereby non-playing peers direct in…

Audience effectCommunicationbusiness.industryAutismMotion-based gameseducationComputingMilieux_PERSONALCOMPUTINGMotor skillsGame playmedicine.diseasebehavioral disciplines and activitiesMotion (physics)Autism; Motion-based games; Motor skills; Social skillsSocial skillsComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationmedicineAutismObservational studySocial skillsbusinessPsychologyhuman activitiesMotor skillSocial behavior
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Dance to your own drum: Identification of musical genre and individual dancer from motion capture using machine learning

2020

Machine learning has been used to accurately classify musical genre using features derived from audio signals. Musical genre, as well as lower-level audio features of music, have also been shown to...

Audio signalVisual Arts and Performing ArtsDanceInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer sciencebusiness.industry05 social sciencesComputingMilieux_PERSONALCOMPUTING06 humanities and the artsDrumMusicalMachine learningcomputer.software_genreMotion capture050105 experimental psychology060404 musicIdentification (information)Embodied cognition0501 psychology and cognitive sciencesArtificial intelligencebusinesscomputer0604 artsMusicJournal of New Music Research
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How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers

2015

Greater emotion regulation when observing a physically similar avatar.Greater frustration induction when observing a physically similar avatar.Greater physical identification with physically similar avatar.Significant change in brain when observing a physically similar avatar. The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the emotional induction and…

AvatarsEXPRESION GRAFICA EN LA INGENIERIAComputingMilieux_PERSONALCOMPUTINGSense of presenceEmotions regulationStrategy trainingEmotional valenceMental healthTeenagersVirtual realityArousalHuman-Computer InteractionIdentification (information)Arts and Humanities (miscellaneous)Similarity (psychology)Avatars Virtual reality Emotions regulation TeenagersPsychologySocial psychologyGeneral PsychologyAvatar
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Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweig…

2020

Virtual reality has been found to be a useful tool for positively influencing relevant psychological variables in order to increase physical activity (PA), especially in the overweight population. This study investigates the use of avatars and their physical variations to extend the effectiveness of existing interventions to promote PA. The main objective is to analyze the influence of the avatars&rsquo

AvatarsHealth Toxicology and MutagenesisApplied psychologyPopulationPsychological interventionlcsh:Medicine030209 endocrinology & metabolismInterventionOverweightMetaverseArticleVirtual realityVirtual environmentsUser-Computer Interface03 medical and health sciences0302 clinical medicineIntervention (counseling)TEORIA DE LA SEÑAL Y COMUNICACIONESmedicineHumans030212 general & internal medicineeducationExerciseAvatarInterneteducation.field_of_studybusiness.industryPhysical activitylcsh:RPublic Health Environmental and Occupational HealthComputingMilieux_PERSONALCOMPUTINGINGENIERIA TELEMATICAOverweightAnxietyFemaleThe Internetmedicine.symptombusinessPsychology
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Gaming Bot Detection: A Systematic Literature Review

2018

In online games, some players employ programs (bots) that allow them to bypass game routines and effortlessly gain virtual resources. This practice leads to negative effects, such as reduced revenue for the game development companies and unfair treatment for ordinary players. Bot detection methods act as a counter measure for such players. This paper presents a systematic literature review of bot detection in online games. We mainly focus on games that allow resource accumulation for players between game sessions. For this, we summarize the existing literature, list categories of games ignored by the scientific community, review publicly available datasets, present the taxonomy of detection…

Body of knowledgeFocus (computing)Resource (project management)Systematic reviewVideo game developmentComputer scienceTaxonomy (general)ComputingMilieux_PERSONALCOMPUTINGRevenueData science
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