Search results for "VIDEO GAMES"

showing 10 items of 102 documents

The effects of user interface type on player immersion in first-person shooter games

2017

Videopelien vaikutuksia pelaajien käyttäytymiseen on tutkittu laajasti, kuten myös niitä tekijöitä jotka vaikuttavat pelaajien tyytyväisyyteen ja kiinnostukseen videopelejä kohtaan. Tästä huolimatta on puutetta julkisesti saatavilla olevasta empiirisestä tutkimuksesta, joka keskittyisi käyttöliittymän vaikutukseen pelaajan kokemaan immersioon pelin aikana sekä siihen, mikä käyttöliittymissä vaikuttaa immersion kokemuksen syntymiseen. Käyttöliittymät ensimmäisen persoonan kuvakulmasta olevissa videopeleissä voidaan jakaa kahteen eri tyyppiin, diegeettisiin ja epädiegeettisiin käyttöliittymiin. Nämä kaksi eri käyttöliittymätyyppiä saattavat vaikuttaa pelaajan kokemukseen eri tavoin. Parempi y…

immersiondiegesisFPSvideopelitammuntapelitensimmäisen persoonan ammuntapelivideo gameskäyttöliittymäuser interfacefirst-person shooterkäyttöliittymätimmersiouser experiencekäyttäjäkokemus
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GENDER IN VIDEO GAMES: CREATIVITY FOR INCLUSIVITY

2022

Video game localisation, a field highly impacted by the lack of visual environment and text linearity, forces translators to create inclusive solutions in terms of gender to overcome the hurdles created by variables. This paper will introduce the specificities of this sector and present an analysis of some of those techniques extracted from parallel corpora compiled from video games that include female, transgender, non-binary, and non-sexualised characters. LE GENRE DANS LES JEUX VIDÉO : LA CRÉATIVITÉ POUR L'INCLUSIVITÉ La localisation de jeux vidéo, un domaine très impacté par l’absence d’accès au jeu ainsi que par …

inclusivitéapplied linguisticsvideo gamescorpus[SHS.GENRE] Humanities and Social Sciences/Gender studies[SHS.LANGUE] Humanities and Social Sciences/Linguisticslinguistique appliquéetranscreationinclusivitygenrelocalisationtranscréationgenderjeux vidéoappli ed linguistics
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"Nothing interesting happens" : early L2 Vocabulary Acquisition via Internet Games

2017

Digitaalisuus, videopelit ja pelillisyys ovat ilmiöinä kasvaneet hyvin tärkeäksi osaksi elämää monilla elämän osa-alueilla kahden viime vuosikymmenen aikana eikä kasvatusala ole poikkeus. Pelit on otettu tärkeäksi kielen oppimisen työkaluksi kaikilla opiskeluasteilla Suomessa. Vaikka oppimispelit on oma äärimmäisen tärkeä osansa kielten oppimisessa, on pelien tärkeys oppimisen välineenä kuitenkin muualla kuin luokkahuoneessa. Pelit ovat hyödyllisiä informaalisen oppimisen välineitä. Tässä tutkielmassa käsittelen aikaista toisen kielen informaalia sanaston oppimista internet-pelien kautta. Tämän lisäksi lukija tutustuu pelien yleisiin hyötyihin oppimiseen nähden sekä aiempaan pelitutkimuksee…

informal learningEFLvideo gamesvocabulary acquisitionSLA
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Fans and Videogames : Histories, Fandom, Archives

2018

Kirja-arvio teoksesta Melanie Swalwell, Helen Stuckey ja Angela Ndalianis, toim. (2017). Fans and Videogames. Histories, Fandom, Archives. New York: Routledge. nonPeerReviewed

kirja-arvostelutvideopelitbook reviewsvideo games
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English elements in the spoken discourse of Finnish teenagers playing an English video game

2008

language alternationimmersionkoodinvaihtoconversation analysisnuoretvuoropuheluvideo gamescode-switchingenglannin kielitietokonepelitborrowing
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Movement characteristics during customized exergames after total knee replacement in older adults

2022

Introduction: There is limited understanding of how older adults can reach kinematic goals in rehabilitation while performing exergames and conventional exercises, and how similar or different the kinematics during exergaming are when compared with conventional therapeutic exercise with similar movement. The aim of this study was to describe the movement characteristics performed during exercise in custom-designed exergames and conventional therapeutic exercises among patients who have undergone unilateral total knee replacement (TKR). In addition, the secondary aim was to assess the relation of these exercise methods, and to assess participants' perceived exertion and knee pain during exer…

liikeoppiexercise therapypolvetliikeradatvideo gamesliikuntamusculoskeletal system3126 Surgery anesthesiology intensive care radiologyliiketuki- ja liikuntaelimetleikkaushoitofysioterapiarehabilitationkinematicskuntoutusphysical therapy
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TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY

2021

International audience

localisationergonomicsvideo gamessurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUS
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ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION

2021

International audience

localisationvideo gamesErgonomics[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUSCAT tools
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Television shows based on video games 1975-2019: Original data and preliminary analysis

2020

This dataset consists of data of different types of television shows based on video games from years mentioned in the title. The data has been used in articles and conference presentations before (e.g. Kerttula 2019; Kerttula 2020). The data is free to use in any future publications with proper references to the author and the original data. Should the data be used in further research, it is to be noted that the dataset is not 100% complete. The reasons to this are difficulties with language and cultural barriers. It also needs to be mentioned, that some of the television shows and production companies have probably being forgotten over time, which means that a complete list would quite lik…

mediavideo gamestelevision
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Effectiveness of Nintendo Wii and Physical Therapy in Functionality, Balance, and Daily Activities in Chronic Stroke Patients.

2020

The aim of this study was to assess whether a virtual rehabilitation program using Nintendo Wii added to conventional physical therapy improved functionality, balance, and daily activities in chronic stroke survivors, when compared with conventional physical therapy.We undertook a randomized controlled clinical trial. The participants of this study were randomized to 2 groups: (1) conventional physical therapy (CPTG), which included exercises related to functionality, balance, and activities of daily living; and (2) virtual reality with Nintendo Wii (VRWiiG), which included balance training with the Wii Balance Board and upper limb exercises with the Wii Sports package, added to conventiona…

medicine.medical_specialtyActivities of daily living03 medical and health sciences0302 clinical medicinePost-hoc analysisActivities of Daily LivingMedicineHumans030212 general & internal medicineStrokePostural BalanceGeneral NursingPhysical Therapy ModalitiesBalance (ability)business.industryHealth PolicyTinetti testStroke RehabilitationGeneral Medicinemedicine.diseaseExercise TherapyClinical trialStrokeVideo GamesBerg Balance ScalePhysical therapyVirtual rehabilitationGeriatrics and Gerontologybusiness030217 neurology & neurosurgeryJournal of the American Medical Directors Association
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