Search results for "GAME"

showing 10 items of 1663 documents

Gut Microbiota and Serum Metabolome in Elite Cross-Country Skiers : A Controlled Study

2022

Exercise has been shown to affect gut the microbiome and metabolic health, with athletes typically displaying a higher microbial diversity. However, research on the gut microbiota and systemic metabolism in elite athletes remains scarce. In this study, we compared the gut microbiota profiles and serum metabolome of national team cross-country skiers at the end of an exhausting training and competitive season to those of normally physically-active controls. The gut microbiota were analyzed using 16S rRNA amplicon sequencing. Serum metabolites were analyzed using nuclear magnetic resonance. Phylogenetic diversity and the abundance of several mucin-degrading gut microbial taxa, including Akker…

exercisesuolistomikrobistomicrobiologylipiditdigestive systemmetabolomicshiihtäjätlipidsrasva-aineenvaihduntaathleteskestävyyslajitwinter gameshuman activitiesaineenvaihduntaurheilijat
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Videogames and L2 learning opportunities : does the amount of digital gaming show in increased English proficiency among Finnish upper comprehensive …

2015

Digitaalisten pelien pelaaminen on edelleen varsinkin nuorten suomalaisten keskuudessa yleinen harrastus. Mediana pelit tarjoavat monille kosketuksen englannin kieleen vapaa-ajallakin, ja tällaisesta informaalista koulun ulkopuolisesta englannin kielestä on tutkimusten mukaan suurta hyötyä kieltenopiskelijalle. Tässä tutkielmassa tarkasteltiin keskisuomalaisten yhdeksäsluokkalaisten (N=34) videopelien pelaamisen yhteyttä englannin kielitaitoon, jota arvioitiin oppilaiden kolmen viimeisimmän englannin kurssiarvosanan keskiarvolla, sekä pienellä synonyymien yhdistelytestillä. Oppilaiden videopeliharrastusta sekä muita koulun ulkopuolisia englanninkielisiä harrastuksia kartoitettiin kyselyllä.…

extramural Englishdigital gameslanguage learning
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Sztuczna mucha i czysta gra. Wędkarstwo jako dystynktywna praktyka kulturowa

2019

Artykuł jest próbą przedstawienia wędkarstwa jako praktyki kulturowej o społecznie – w zasadzie głównie klasowo – różnicującym potencjale. Szczególnie pod tym względem interesujący i znaczący jest przypadek tak zwanej sztucznej muchy – metody, która stanowi wysoce skodyfikowany kulturowo obszar społecznie dystynktywnych znaczeń i działań. Artykuł w głównej mierze odnosi się do faktów poświadczonych dla XIX wieku, kiedy to tworzyły się podstawowe reguły muszkarstwa, które bądź to w postaci zinstytucjonalizowanej, bądź poprzez nieformalne ramy kształtowały prawomocne praktyki sportowego łowienia ryb szlachetnych.

fair playsocial classessztuczna muchawędkarstwoartificial fly fishinggragame fishinggamedystynkcjaklasy społecznedistinction
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Aby odzyskać zdrowie, złóż ofiarę w świątyni. Mechanika uzdrowień i punktów życia w grach fabularnych

2019

Pen and paper RPGs are on the rise once morę, after two decades of continuus decline, and as morę and morę important they become in the gaming media as a whole, it is important to look at their approach towards narrative and gamę design. One of the most difficult things to do in tabletop RPG design is simulating the process of getting wounded and then healed. As heroes of this games tend to participate in rather dangerous adventures, wounds are in- evitable and so is attending to them. Different games have different Solutions for presenting them, and as I presented in the paper, those approaches can be seen by their devotion towards realism or clean mathematics of gamę mechanics. As strange…

faithwoundsRoleplayinghealinggamę mechanicsgames
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(Re-)Balancing the Triforce : Gender representation and androgynous masculinity in the Legend of Zelda series

2019

The Legend of Zelda series is one of the most beloved and acclaimed Japanese video game franchises in the world. The series’ protagonist is an androgynous male character, though recent conversations between Nintendo and players have focused on gender representation in the newest title in the series, Breath of the Wild. Considering these discussions, this article provides an analysis of Link, the protagonist and player character of The Legend of Zelda series. This analysis includes a discussion of the character’s androgynous design, its historical context, official Nintendo paratextual material, developer interviews, and commentary from fans and critics of the series. As an iconic androgynou…

feminismgendervideo gamesNintendoLegend of Zeldaandrogyny
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The stigma of feminism: disclosures and silences regarding female disadvantage in the video game industry in US and Finnish media stories

2021

This article examines how the issue of gender, particularly women’s (under)representation in the video game industry, is framed in US and Finnish media. Building on the notion of stigma surrounding feminism, the article examines discourse practices as acts of managing the image of feminism. The findings illustrate five stigma management strategies that offer the possibility of maintaining socially accepted ways of discussing gender inequality and portraying women in mainstream media. Using critical discourse analysis, the paper addresses how the use of these stigma management strategies connects with different contemporary feminisms. The strategies used and their ideological backgrounds var…

feminismjulkinen keskusteluwomen in gamesComputingMilieux_THECOMPUTINGPROFESSIONVisual Arts and Performing ArtsCommunicationMedia studiesStigma (botany)FeminismsukupuoliRepresentation (politics)stigmatGender StudiesfeminismipelialastigmasukupuoliroolitgenderpeliteollisuusSociologyvideo game industryVideo gameDisadvantageFeminist Media Studies
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Fictosexuality, Fictoromance, and Fictophilia: A Qualitative Study of Love and Desire for Fictional Characters

2021

Fictosexuality, fictoromance, and fictophilia are terms that have recently become popular in online environments as indicators of strong and lasting feelings of love, infatuation, or desire for one or more fictional characters. This article explores the phenomenon by qualitative thematic analysis of 71 relevant online discussions. Five central themes emerge from the data: (1) fictophilic paradox, (2) fictophilic stigma, (3) fictophilic behaviors, (4) fictophilic asexuality, and (5) fictophilic supernormal stimuli. The findings are further discussed and ultimately compared to the long-term debates on human sexuality in relation to fictional characters in Japanese media psychology. Contexts f…

fiktoseksuaalisuuscharactersmediasuhteettelevisiot (laitteet)seksuaalisuuselokuvatpelitutkimussarjakuvatsosiaaliset suhteetsexualitypelitparasocial relationshipsfictional characterfictophiliafiktiiviset hahmottelevisiosarjatpelihahmotPsychologyhahmotgame charactersGeneral PsychologyOriginal ResearchFrontiers in Psychology
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1-3 gadus vecu bērnu runas aktivizēšana pirkstiņrotaļās

2021

Darba autore: Linda Vītolberga Bakalaura darba tēma: 1 – 3 gadus vecu bērnu runas aktivizēšana pirkstiņrotaļās. Darba mērķis: Teorētiski izzināt un praktiski pamatot 1 – 3 gadus vecu bērnu runas aktivizēšanas iespējas pirkstu rotaļās. Darbs sastāv no ievada, teorētiskās, empīriskās daļas, secinājumiem, literatūras saraksta, 3 pielikumiem. Tā pirmajā nodaļā autore analizē runas un valodas jēdziena atspoguļojumu zinātniskajā literatūrā, pētīta runas attīstība agrīnajā pirmsskolas vecumposmā. Autore pēta dažādu autoru interpretācijas par runas attīstību un secina, ka mazbērna vecumā runas attīstība ir viens no pamatuzdevumiem, lai bērns vispusīgi attīstītos. Lai sekmētu bērna runas attīstību, …

finger gamesSkolas pedagoģijacognitive processpirkstu rotaļaspedagogical activity
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Effect of the Game Design, the Goal Type and the Number of Players on Intensity of Play in Small-Sided Soccer Games in Youth Elite Players

2015

Abstract The aim of this study was to compare the effects of game design modification, the type of the goal and the number of players on the intensity of play in small-sided soccer games (SSGs) in youth elite players. Twenty young soccer players (age 13.7 ± 0.5 years, body mass 57.4 ± 7.8 kg, body height 1.67 ± 7.8 m, maximal heart rate 201.1 ± 8.2 beats/min) performed three types of SSGs (possession play (PP) vs. regular goals (RG) vs. small goals (SG)) in both four-a-side and six-a-side formats. The heart rate responses were recorded and analysed as an indicator of the intensity of play. The four-a-side format obtained higher intensity of play than six-a-side for PP (p<0.05), but not f…

footballMultimediaBody heightSection III – Sports TrainingPhysical Therapy Sports Therapy and Rehabilitationcomputer.software_genrePhysiological responsesfitnessIntensity (physics)Game designPhysiology (medical)Eliteaerobic performancelcsh:Sports medicinelcsh:RC1200-1245physiological responsescomputersoccer trainingResearch ArticleDemographyJournal of Human Kinetics
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NASH EVOLUTIONARY ALGORITHMS: TESTING PROBLEM SIZE IN RECONSTRUCTION PROBLEMS IN FRAME STRUCTURES

2016

The use of evolutionary algorithms has been enhanced in recent years for solving real engineering problems, where the requirements of intense computational calculations are needed, especially when computational engineering simulations are involved (use of finite element method, boundary element method, etc). The coupling of game-theory concepts in evolutionary algorithms has been a recent line of research which could enhance the efficiency of the optimum design procedure and the quality of the design solutions achieved. They have been applied in several fields of engineering and sciences, mainly, in aeronautical and structural engineering (e.g: in computational fluid dynamics and solid mech…

frame optimizationFrame (networking)Evolutionary algorithmgame strategiesstructural optimizationrakennesuunnitteluevolutionary algorithmsAlgorithmNash equilibriumMathematicsProceedings of the VII European Congress on Computational Methods in Applied Sciences and Engineering (ECCOMAS Congress 2016)
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