Search results for "GAMING"
showing 6 items of 96 documents
Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective
2019
Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13 identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game purchasing systems could be characterized …
Exergaming in the treatment of gait, balance, and quality of life in Parkinson's disease: Overview of systematic reviews
2023
Introduction: Postural instability and gait impairments are common in people with PD, both of which have a negative effect on their quality of life. Systematic reviews have demonstrated benefits of using exergaming in enhancing these outcomes. However, there is no consensus over whether exergaming therapy is better than conventional physical therapy for enhancing gait, balance, and quality of life. Objectives: The aim of this overview is to systematically synthesize and evaluate the available evidence found in published systematic reviews and meta-analyses, on the effects of exergaming therapy on balance, gait, and quality of life, compared to conventional physical therapy or no interventio…
Serious games, gaming, learning and crisis communication : insights from the literature
2016
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
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…
Trastorno por juego en Internet. Estudio del fenómeno del abuso de los videojuegos online desde un punto de vista educativo en la adolescencia: funci…
2023
El tema principal de mi tesis doctoral es el Trastorno del Juego (6C51), incluido recientemente en la próxima (11ª) revisión de la Clasificación Internacional de Enfermedades de la Organización Mundial de la Salud (CIE-11). Como se indica en el borrador en línea de la CIE-11, “el trastorno del juego se caracteriza por un patrón de comportamiento de juego persistente o recurrente ('juegos digitales' o 'videojuegos'), que puede ser en línea (es decir, a través de Internet) o fuera de línea. , manifestado por: 1) control deteriorado sobre el juego (p. ej., inicio, frecuencia, intensidad, duración, terminación, contexto); 2) aumentar la prioridad otorgada al juego en la medida en que el juego t…