Search results for "Games"

showing 10 items of 429 documents

Experimental evidence for suspence as determinant of video game enjoyment

2009

Based on theoretical assumptions from film psychology and their application to video games, the hypothesis is tested that suspense is a major factor in video game enjoyment. A first-person shooter game was experimentally manipulated to create either a low level or a high level of suspense. Sixty-three participants were randomly assigned to experimental conditions; enjoyment was assessed after playing by a 10-item rating scale. Results support the assumption that suspense is a driver of video game enjoyment. © 2009 Mary Ann Liebert, Inc.

MalePleasurePsychometricsComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONAnxietycomputer.software_genreYoung AdultReference ValuesFactor (programming language)HumansVideo gameComputingMilieux_MISCELLANEOUSApplied Psychologycomputer.programming_languageAnalysis of VarianceMultimediaCommunicationUncertaintyComputingMilieux_PERSONALCOMPUTINGGeneral MedicinePlay and PlaythingsHuman-Computer InteractionGames ExperimentalVideo GamesFemalePsychologycomputerCognitive psychologyCyberpsychology and Behavior
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Physical and cognitive doping in university students using the unrelated question model (UQM): Assessing the influence of the probability of receivin…

2018

Study objectives: In order to increase the value of randomized response techniques (RRTs) as tools for studying sensitive issues, the present study investigated whether the prevalence estimate for a sensitive item π̂$_{s}$ assessed with the unrelated questionnaire method (UQM) is influenced by changing the probability of receiving the sensitive question p. Material and methods: A short paper-and-pencil questionnaire was distributed to 1.243 university students assessing the 12-month prevalence of physical and cognitive doping using two versions of the UQM with different probabilities for receiving the sensitive question (p ≈ 1/3 and p ≈ 2/3). Likelihood ratio tests were used to assess wheth…

MaleQuestionnairesPeptide Hormoneslcsh:MedicineSocial SciencesBiochemistryMathematical and Statistical Techniques0504 sociologySociologySurveys and QuestionnairesStatisticsPrevalenceMedicine and Health SciencesHuman Performanceddc:796lcsh:ScienceMathematicsDoping in SportsMultidisciplinarySocial ResearchOrganic Compounds05 social sciencesDrugsCognitionMiddle AgedChemistryAthletic & outdoor sports & gamesNeurologyResearch DesignBehavioral PharmacologyPhysical SciencesFemaleSteroidsResearch ArticleAdultAdolescentUniversitiesSubstance-Related DisordersStreet drugsBayesian MethodResearch and Analysis Methods050105 experimental psychologyYoung AdultNeuropharmacologySensitive questionRecreational Drug UseHumans0501 psychology and cognitive sciencesStudentsErythropoietinPharmacologyPsychotropic DrugsBehaviorModels StatisticalSurvey ResearchIllicit Drugslcsh:RAmphetaminesOrganic ChemistryChemical CompoundsCorrection050401 social sciences methodsBiology and Life SciencesHormonesSample size determinationlcsh:QPLoS ONE
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Playing tactics, contextual variables and offensive effectiveness in English Premier League soccer matches. A multilevel analysis.

2020

The aim of this study was to investigate the combined effects of tactical and contextual indicators on achieving offensive penetration and scoring opportunities in English Premier League (EPL) soccer matches. A total of 1971 team possessions from 20 random matches were evaluated by means of multidimensional observation. The EPL matches had a great proportion of fast attacks (36.0%) followed by combinative (29.6%), direct attacks (24.1%) and counterattacks (9.5%). Multilevel logistic regression models revealed that counterattacks (OR = 3.428; 95% CI: 2.004–5.864; P<0.001) were more effective to create goal scoring opportunities than combinative attacks, while direct attacks showed to be less…

MaleResearch ValidityScience and Technology WorkforceMultivariate analysisApplied psychologySocial SciencesCareers in ResearchMathematical and Statistical Techniques0302 clinical medicineContextual variableComputer softwarePsychologyAnalystsMultidisciplinaryStatisticsMultilevel modelQRResearch AssessmentSports ScienceNavigationAggressionProfessionsEnglandPhysical SciencesEngineering and TechnologyMedicineEducació físicaGamesPsychologyResearch ArticleSportsCompetitive BehaviorScience PolicyScienceAthletic PerformanceLeagueResearch and Analysis Methods03 medical and health sciencesGlobal Positioning SystemSoccerHumansStatistical MethodsEsportsBehaviorOffensiveBiology and Life Sciences030229 sport sciencesAchievementGroup ProcessesMultilevel logistic regressionMultivariate AnalysisPeople and PlacesRecreationScientistsPopulation GroupingsElectronicsAccelerometersMathematics030217 neurology & neurosurgery
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Brief report: Association between socio-demographic factors, screen media usage and physical activity by type of day in Spanish adolescents.

2010

This study examined the relationship between socio-demographic factors, screen media time usage, and light, moderate and vigorous activities on weekdays and weekends. Cross-sectional data was collected from 323 Spanish adolescents (mean age 13.59 years) who completed an interview administered recall questionnaire. Structural equation models indicated that male and younger adolescents spent more time on vigorous activities at the weekend, while females and older adolescents showed a greater involvement in light activities both on weekdays and weekends. State school students reported engaging in light and vigorous activities for longer periods than private school students on weekends. TV view…

MaleSocial PsychologyAdolescentPrivate schoolSocio demographicseducationPhysical activitycomputer.software_genreStructural equation modelingInterviews as TopicSurveys and QuestionnairesDevelopmental and Educational PsychologyHumansAssociation (psychology)ChildExerciseMultimediaComputersDisplacement (psychology)Physical activity levelPsychiatry and Mental healthCross-Sectional StudiesSocioeconomic FactorsVideo GamesNegative relationshipSpainPediatrics Perinatology and Child HealthFemaleTelevisionPsychologyhuman activitiescomputerCell PhoneDemographyJournal of adolescence
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Computer game as a tool for training the identification of phonemic length.

2013

Computer-assisted training of Finnish phonemic length was conducted with 7-year-old Russian-speaking second-language learners of Finnish. Phonemic length plays a different role in these two languages. The training included game activities with two- and three-syllable word and pseudo-word minimal pairs with prototypical vowel durations. The lowest accuracy scores were recorded for two-syllable words. Accuracy scores were higher for the minimal pairs with larger rather than smaller differences in duration. Accuracy scores were lower for long duration than for short duration. The ability to identify quantity degree was generalized to stimuli used in the identification test in two of the childr…

MaleSpeech perceptionComputer scienceSpeech recognitionta6121Multilingualismcomputer.software_genre01 natural sciencesVocabulary050105 experimental psychologySpeech and HearingArts and Humanities (miscellaneous)PhoneticsVowel0103 physical sciencesmedicineLexical decision taskHumans0501 psychology and cognitive sciencesChild010301 acousticsta515business.industry4. Education05 social sciencesDyslexiaLPN and LVNmedicine.diseaseComputer gameWord lists by frequencyIdentification (information)Video GamesDuration (music)Therapy Computer-AssistedSpeech PerceptionFemaleArtificial intelligencebusinesscomputerNatural language processingLogopedics, phoniatrics, vocology
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Balance evaluation in haemophilic preadolescent patients using Nintendo Wii Balance Board®

2016

Introduction: Alterations in the musculoskeletal system, especially in the lower limbs, limit physical activity and affect balance and walking. Postural impairments in haemophilic preteens could increase the risk of bleeding events and deteriorate the physical condition, promoting the progression of haemophilic arthropathy. Aim: This study aims to evaluate static postural balance in haemophilic children, assessed by means of the Wii Balance Board® (WBB). Methods: Nineteen children with haemophilia and 19 without haemophilia aged 9-10 years, have participated in this study. Postural balance was assessed by performing four tests, each one lasting 15 s: bipodal eyes open (BEO), bipodal eyes cl…

Malemedicine.medical_specialtyEnfermedad cardiovascular030204 cardiovascular system & hematologyHemophilia AHaemophiliaHemofiliaSangre - Enfermedades03 medical and health sciences0302 clinical medicinePhysical medicine and rehabilitationQuality of lifemedicinePostural BalanceHumansTecnología médicaChildPostural BalanceEyes openGenetics (clinical)Wii balance boardBalance (ability)Haemophilic arthropathybusiness.industryWii Balance Board®HematologyGeneral Medicinemedicine.diseaseVideo GamesCohortQuality of LifeFemalebusinessTratamiento Aparato Circulatorio Enfermedades030215 immunologyHaemophilia
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Screen-based activities and physical complaints among adolescents from the Nordic countries

2010

Publisher's version (útgefin grein)

Malemedicine.medical_specialtyPediatricsAdolescentCross-sectional studyScreen based activitiesSkjánotkunLogistic regressionEnvironmental healthEpidemiologyHumansMedicineUnglingarTv viewingInternetComputersbusiness.industryPublic healthlcsh:Public aspects of medicineHeadacheHealth behaviourPublic Health Environmental and Occupational HealthPublic Health Global Health Social Medicine and Epidemiologylcsh:RA1-1270Physical complaintsPeer reviewEuropeFolkhälsovetenskap global hälsa socialmedicin och epidemiologiCross-Sectional StudiesLogistic ModelsVideo GamesBack PainFemaleTelevisionBiostatisticsbusinessSocial MediaResearch ArticleLíðanBMC Public Health
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Effectiveness of Exergame Intervention on Walking in Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled Trials

2020

Abstract Objective The objective of this review was to systematically evaluate the effectiveness of exergaming on walking in older adults. In addition, the aim was to investigate the relationship between the exergaming effect and age, baseline walking performance, exercise traits, technology used, and the risk of bias. Methods A literature search was carried out in the databases MEDLINE, CINAHL, CENTRAL, EMBASE, WoS, PsycInfo, and PEDro up to January 10, 2020. Studies with a randomized controlled trial design, people ≥60 years of age without neurological disorders, comparison group with other exercise or no exercise, and walking-related outcomes were included. Cochrane RoB2, meta-analysis, …

Malemedicine.medical_specialtymedicine.medical_treatmentMEDLINEPsychological interventionPhysical Therapy Sports Therapy and RehabilitationHealth PromotionWalkingPsycINFOCINAHLlaw.inventionRandomized controlled triallawHumansMedicineMuscle StrengthExerciseAgedRandomized Controlled Trials as TopicRehabilitationbusiness.industryAge FactorsExercise TherapyVideo GamesStrictly standardized mean differenceMeta-analysisPhysical therapyFemalebusinessAttitude to HealthPhysical Therapy
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Stackelberg equilibrium with multiple firms and setup costs

2017

Abstract I provide conditions that guarantee that a Stackelberg game with a setup cost and an integer number of identical leaders and followers has an equilibrium in pure strategies. The main feature of the game is that when the marginal follower leaves the market the price jumps up, so that a leader’s payoff is neither continuous nor quasiconcave. To show existence I check that a leader’s value function satisfies the following single crossing condition: When the other leaders produce more the leader never accommodates entry of more followers. If demand is strictly logconcave, and if marginal costs are both non decreasing and not flatter than average costs, then a Stackelberg equilibrium ex…

Marginal costStackelberg equilibriumEconomics and EconometricsSetup costApplied Mathematics05 social sciencesStochastic gameExistence of the equilibriumSupermodular gamesCournot competitionSettore SECS-P/06 - Economia ApplicataMicroeconomicsQuasiconvex functionNon quasiconcave payoffEntry deterrenceBellman equation0502 economics and businessEconomicsStackelberg competitionMarket powerLimit (mathematics)050207 economicsSettore SECS-P/01 - Economia PoliticaMathematical economics050205 econometrics Journal of Mathematical Economics
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Marketing communication strategy of Finnish and Japanese mobile game developers and publishers

2017

Both the marketing communication strategy of mobile game industry and the industry itself have been drastically evolving in the past years since the development of computation, data transfer and communication technology on mobile devices. Marketing communication has been considered a significant part in marketing strategy, but the marketing communication strategy, activity and channels were not well investigated so far. In this study, 9 SMEs Finnish and Japanese mobile game developers and publishers provided their experience on how they built up marketing communication strategy for their targeting markets, which marketing communication channels they have used and how they chose the channels…

Marketing channelsJapanMarketing managementmarkkinointiCommunicationJapaniSuomiMobile gamesFinlandmarkkinointiviestintämobiilipelit
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