Search results for "Games"
showing 10 items of 429 documents
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
Effects of computer game playing on spatial skills
2004
Galda spēles skolēnu runāšanas prasmju attīstībai 4. klases angļu valodas stundās
2022
Diplomdarba mērķis ir izpētīt kā galda spēļu izmantošana var attīstīt skolēnu runāšanas prasmes. Šādas tēmas izvēli pamato autores saskaršanās ar problēmu – skolēniem ir grūti izmantot angļu valodu saziņai angļu valodas stundās. Galda spēļu izmantošana tiek minēta kā nozīmīga runāšanas prasmju uzlabošanā, tādēļ tā tika izmantota autores angļu valodas stundās 4.klases skolēniem. Izmantotā pētījuma metode ir gadījuma pētījums kādas Rīgas sākumskolas 4.klasē. Pētījuma gaitā tika izmantotas tādas datu vākšanas metodes kā aptaujas anketas, esošo zināšanu pārbaude un zināšanu pārbaude pēc metodes pielietošanas. Pētījuma rezultāti atklāj, ka regulāra galda spēļu izmantošana angļu valodas stundās t…
Information transmission under an experimental approach
2015
Nueva evidencia sobre la eficiencia del mercado español de futuros sobre acciones. El objetivo de este primer capítulo es presentar nueva evidencia sobre la eficiencia del mercado español de futuros sobre acciones durante el período 2001-2010. Para ello, nos servimos del análisis de correlación realizado sobre carteras índices igualmente ponderadas y ponderadas por volumen, así también sobre contratos de futuros individuales. Este análisis revela la existencia de autocorrelación negativa en el corto plazo de una semana. Para explotar el beneficio del arbitraje procedente del patrón de fuente temporal, construimos un conjunto de estrategias de negociación á la Conrad and Kaul para cada día d…
Why English? : Finnish streamers' views on their language choice
2017
Videopelien reaaliaikainen jakaminen on yleistynyt viime vuosina valtavasti ja suoratoistopalvelu Twitch on kerännyt miljoonia pelisessioitaan jakavia kaikkialta maailmasta ja streamaamisesta onkin kehittynyt miljoonabisnes. Tutkielmani perehtyy suomalaisten streamaajien kielivalintoihin, kun he ovat päättäneet käyttää streamiensa kielenä englantia suomen sijasta. Tutkielmani tarkoitus oli selvittää mikä motivoi suomalaiset pelaajat streamaamaan juuri englanniksi ja millaisia näkemyksiä heillä on omaa kielivalintaansa kohtaan ja mikä heidän suhteensa englannin kieleen on. Tutkimukseni koostui kolmen suomalaisen streamaajan haastatteluista. Haastatteluissa pyrin ymmärtämään osallistujien kie…
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
Utilizing online serious games to facilitate distributed requirements elicitation
2015
Online serious games are used to facilitate distributed requirements elicitation.Interactive games enhance collaboration and communication between project members.Serious games raise individuals' confidence to engage in requirements elicitation.Using serious games can improve both quality and quantity of software requirements.Serious games specially enhance the performance of less-experienced stakeholders. Requirements elicitation is one of the most important and challenging activities in software development projects. A variety of challenges related to requirements elicitation are reported in the literature, of which the lack of proper communication and knowledge transfer between software …
Value Co-Creation and Co-Destruction in Online Video Games : An Exploratory Study and Implications for Future Research
2018
In this empirical study we studied how players of online video games co-create and co-destroy value. From players’ perceptions we identified that value co-creation and co-destruction occur amid themes of giving feedback and building relations. Feedback encourages players but it may also be harmful in the form of verbal abuse. Building relations relates to making friends in general but also on an international level. Building relations also relates to competition that creates a bad spirit. The most intensive interplay between value co-creation and codestruction was found in gaming groups. Gaming groups motivate players to engage in intense gameplay, but at the same time they are resourcedema…
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…
Psychometric analysis of the Test of Dependence of Videogames (TDV) in Peruvian population
2017
Resumen El objetivo del presente trabajo es validar en población peruana, el Test de Dependencia de Videojuegos (TDV) (Chóliz & Marco, 2011). Los resultados obtenidos demuestran que se trata de una herramienta confiable y válida. Se encontró una sola estructura factorial, en lugar de cuatro dimensiones, como plantearon los autores del TDV. Este factor podría denominarse genéricamente: adicción a videojuegos, y podría servir como evidencia de la existencia de este trastorno, que coincidiría con el denominado ‘Trastorno de Juego por Internet’, que aparece en la Sección III del DSM-5. Los resultados hallados se discuten en relación a lo planteado por Chóliz y Marco (2011), en lo que se refiere…