Search results for "Game"
showing 10 items of 1663 documents
Constructing co-presence through shared VR gameplay
2021
This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on instances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simultaneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual configurations of the moment in displaying co-presen…
Generazione di ietogrammi sintetici per l’analisi di frequenza degli allagamenti in ambiente urbano
2011
Improving the game with user generated content : an overview of Skyrim mod users
2017
Käyttäjien luoma sisältö on merkittävä ja kasvava osa videopelikulttuuria. Tämä tutkielma tarkastelee fanien luomia ohjelmistomuokkauksia, modeja, joilla muutetaan tai lisätään sisältöä peleissä. Tutkielman tavoitteena on selvittää modien käyttäjien motivaatiota sekä tekijöitä, jotka vaikuttavat modien käyttämisen yleisyyteen. Vaikka modeja on tutkittu akateemisesti, on tutkimus modien käyttäjien näkökulmasta jäänyt hyvin vähäiseksi. Tässä tutkimuksessa tarkasteltiin suositun roolipelin, Skyrimin saatavilla olevia modeja. Empiirinen osuus toteutettiin kuvailevana kyselytutkimuksena, joka kohdistettiin erääseen suureen Skyrim-modiyhteisöön. Kyselyssä selvitettiin modien käyttöön liittyviä ta…
"5-6 gadus vecu bērnu sociālo prasmju sekmēšana sižeta-lomu rotaļās pirmsskolas izglītības iestādē"
2016
„5-6 gadus vecu bērnu sociālo prasmju sekmēšana sižeta-lomu rotaļas pirmsskolas izglītības iestādē” Darba autore: Linda Kusiņa Zinātniskā vadītāja: Dr. paed., doc. Līga Āboltiņa Kursa darba apjoms: 58 lpp., 9 tabulas, 9 attēli, 15 pielikumi, izmantoti 28 literatūras avoti. Kvalifikācijas darbā ir veikt teorētiskais un praktiskais pētījums par iespēju izmantot sižeta lomu rotaļu 5-6 gadus vecu bērnu sociālo prasmju veicināšanā. Darbā tika analizēta literatūra par sociālās prasmēm, sižeta lomu rotaļu, tās organizācijas īpatnībām. Praktiskajā daļā ir veikta pedagoģiskās novērošana, bērnu vecāku anketēšana. Darba nobeigumā ir veikti secinājumi un piedāvāti ieteikumi.
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) …
Commentary: Long-term Practice with Domain-Specific Task Constraints Influences Perceptual Skills.
2018
Between-group competition and human cooperation.
2008
A distinctive feature of human behaviour is the widespread occurrence of cooperation among unrelated individuals. Explaining the maintenance of costly within-group cooperation is a challenge because the incentive to free ride on the efforts of other group members is expected to lead to decay of cooperation. However, the costs of cooperation can be diminished or overcome when there is competition at a higher level of organizational hierarchy. Here we show that competition between groups resolves the paradigmatic ‘public goods’ social dilemma and increases within-group cooperation and overall productivity. Further, group competition intensifies the moral emotions of anger and guilt associated…
Gaming for health across various areas of life
2019
Lack of physical activity is mostly addressed by implementing programs to promote physical activity but seeing as the major cause for physical inactivity is that of technology. Few studies used the approach to use the very barrier as s mean to try and educate and breed good habits. This paper outlines the design and development of a project that will us various environments, home, gym and outdoors to promote physical activity by means of technology and more specifically games. peerReviewed