Search results for "Video game"

showing 10 items of 151 documents

Syöpää, sotaa ja masennusta

2018

autobiographical approachnarratiivisuusgame researchomaelämäkerrallisuusvideopelitepäonnistuminenvideo gamesnarrativitypelitutkimusfailure
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Developing Online Collaborative Games for e-Learning Environments

2014

Based on our experience, we believe that games, competition and teamwork offer a pleasant and active way of learning. This is much more efficient when the learner has a smile on his face, when he is astonished and curious about next levels and finds the game sufficiently challenging and fun to try again. Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented programming, with the help of games. These games are time-dependent and are able to support collaboration between groups. To this date there are two learning games implemented: a crosswo…

Game mechanicsTeamworkObject-oriented programmingMultimediaComputer scienceProcess (engineering)E-learning (theory)media_common.quotation_subjectComputingMilieux_PERSONALCOMPUTINGcomputer.software_genreTurns rounds and time-keeping systems in gamesJigsawVideo game designcomputermedia_common
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Gaming is related to enhanced working memory performance and task-related cortical activity

2017

Gaming experience has been suggested to lead to performance enhancements in a wide variety of working memory tasks. Previous studies have, however, mostly focused on adult expert gamers and have not included measurements of both behavioral performance and brain activity. In the current study, 167 adolescents and young adults (aged 13–24 years) with different amounts of gaming experience performed an n-back working memory task with vowels, with the sensory modality of the vowel stream switching between audition and vision at random intervals. We studied the relationship between self-reported daily gaming activity, working memory (n-back) task performance and related brain activity measured u…

MaleBrain activity and meditationNeuropsychological TestsTask (project management)Developmental psychologyCohort StudiesCreativity0302 clinical medicineSurveys and Questionnairesgaming10. No inequalityta515Cerebral CortexBrain Mappingdorsolateral prefrontal cortexmedicine.diagnostic_testGeneral Neuroscience05 social sciencesSMA*Magnetic Resonance ImagingMemory Short-Termmedicine.anatomical_structurefunctional MRIFemalePsychologypsychological phenomena and processesCognitive psychologyAdolescent515 Psychologyeducationta3112behavioral disciplines and activitiesworking memory050105 experimental psychologyYoung Adult03 medical and health sciencesStimulus modalitymedicineHumans0501 psychology and cognitive sciencesAssociation (psychology)Molecular BiologyAnalysis of VarianceInternetWorking memorytyömuistiDorsolateral prefrontal cortexCross-Sectional StudiesVideo Gamesadolescence516 Educational sciencesSelf ReportNeurology (clinical)Functional magnetic resonance imaginghuman activities030217 neurology & neurosurgeryDevelopmental Biology
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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 …

predatory monetization050801 communication & media studiesEntitlementBehavioral economicsvideo gamegaming disorder0508 media and communicationsGame designArts and Humanities (miscellaneous)microtransaction: Multidisciplinary general & others [H99] [Social & behavioral sciences psychology]MarketingVideo gameGeneral PsychologyConsumer behaviour05 social sciencesComputingMilieux_PERSONALCOMPUTING:170106 - Health Clinical and Counselling Psychology [FoR]050301 educationConsumer protection: Multidisciplinaire généralités & autres [H99] [Sciences sociales & comportementales psychologie]Purchasingconsumer protectionHuman-Computer Interaction; Arts and Humanities (miscellaneous); General Psychology; Gambling; GamingHuman-Computer InteractionConsumer Bill of Rightsin-game purchasingBusiness0503 educationComputers in Human Behavior
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The rates of co-occurring behavioural addictions in treatment-seeking individuals with obsessive-compulsive disorder: a preliminary report

2020

Objectives: To assess the rates of co-occurring putative ‘behavioural addictions’ in patients with obsessive-compulsive disorder (OCD). Methods: Twenty-three international centres specialising in the treatment of OCD were invited to participate in a survey of the rates of behavioural addictions and other relevant comorbidity within their samples. Results: Sixteen of 23 (69.6%) invited centres from 13 countries had sufficient data to participate in the survey. The use of validated diagnostic tools was discrepant, with most centres relying on a ‘clinical diagnosis’ to diagnose behavioural addictions. The final sample comprised of 6916 patients with a primary diagnosis of OCD. The reported rat…

AdultMalemedicine.medical_specialtybehavioural addictionsAdolescentSexual Behaviormedia_common.quotation_subjectDiagnosis; behavioural addictions; obsessive-compulsive disorderbehavioural addictionComorbidityDiagnostic toolsYoung Adult03 medical and health sciences0302 clinical medicineCo occurringObsessive compulsivePreliminary reportmental disordersDiagnosismedicineHumansPsychiatrymedia_commonTreatment seekingAddictionMiddle Agedmedicine.diseaseComorbidity030227 psychiatryBehavior Addictiveobsessive-compulsive disorderPsychiatry and Mental healthVideo Gamesbehavioural addictions; Diagnosis; obsessive-compulsive disorderClinical diagnosisGamblingFemalePsychologyInternet Addiction Disorder030217 neurology & neurosurgeryDiagnosi
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The Associations of Objectively Measured Physical Activity and Sedentary Time with Cognitive Functions in School-Aged Children

2014

Abstract. Low levels of physical activity among children have raised concerns over the effects of a physically inactive lifestyle, not only on physical health but also on cognitive prerequisites of learning. This study examined how objectively measured and self- reported physical activity and sedentary behavior are associated with cognitive functions in school-aged children. The study population consisted of 224 children from five schools in the Jyva ̈ skyla ̈ school district in Finland (mean age 12.2 years; 56% girls), who participated in the study in the spring of 2011. Physical activity and sedentary time were measured objectively for seven consecutive days using the ActiGraph GT1M/GT3X …

Malecognitive functionsSocial Sciencesphysical activitylcsh:MedicinePediatricsExecutive FunctionCognitionChild DevelopmentAccelerometryMedicine and Health SciencesPsychologyPublic and Occupational HealthChildlcsh:ScienceProblem Solvingta515MultidisciplinaryCambridge Neuropsychological Test Automated BatteryChild HealthCognitionExecutive functionsFemaleBehavioral and Social Aspects of HealthPsychologyResearch ArticleClinical psychologymedicine.medical_specialtyAdolescentsedentary timeMotor ActivityScreen timeVisual memoryMemoryNeuropsychologymedicineLearningHumansSports and Exercise MedicineVideo gameSedentary lifestyleWorking memorylcsh:RCognitive PsychologyBiology and Life SciencesDevelopmental PsychologyPhysical therapyCognitive Sciencelcsh:QSedentary BehaviorNeurosciencePLoS ONE
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A clinical evaluation of the DSM-5 criteria for Internet Gaming Disorder and a pilot study on their applicability to further Internet-related disorde…

2019

Background and aims Internet Gaming Disorder (IGD) and other Internet-related disorders (IRDs) have become growing health concerns in our today’s lives. Based on defined diagnostic criteria, IGD has been recognized as a condition for further research in the DSM-5; however, other IRDs have been excluded. Since the release of the DSM-5, representativeness and appropriateness of the nine diagnostic criteria have been debated. Although some first evidence has been published to evaluate these criteria, our knowledge is still limited. Thus, the purpose of this study was to provide data on the clinical validity of the DSM-5 criteria for IGD and other types of IRD. We were also interested in exami…

AdultMaleAdolescentFull-Length ReportInternet addiction030508 substance abuseMedicine (miscellaneous)Diagnostic accuracyPilot Projectsbehavioral disciplines and activitiesDSM-5DSM-5Cohort Studies03 medical and health sciencesYoung Adult0302 clinical medicineparasitic diseasesmental disordersclinical validityHumansPsychiatric Status Rating ScalesInternetbusiness.industryReproducibility of ResultsGeneral MedicineInternet Gaming Disorder030227 psychiatryBehavior AddictiveDiagnostic and Statistical Manual of Mental DisordersPsychiatry and Mental healthClinical PsychologyVideo GamesClinical validityInternet-related disordersThe InternetFemalediagnostic accuracy0305 other medical sciencePsychologybusinessClinical evaluationClinical psychologyJournal of behavioral addictions
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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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From Global Games to Re-contextualized Games: The Design Process of TekMyst

2011

Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of fou…

Game mechanicsKnowledge managementComputer sciencebusiness.industryCombinatorial game theoryContext (language use)Emergent gameplaybusinessVideo game designGlobal gameTurns rounds and time-keeping systems in gamesRecreational mathematics
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Efficacy of Short-term Treatment of Internet and Computer Game Addiction

2019

Importance Internet and computer game addiction represent a growing mental health concern, acknowledged by the World Health Organization. Objective To determine whether manualized cognitive behavioral therapy (CBT), using short-term treatment for internet and computer game addiction (STICA), is efficient in individuals experiencing internet and computer game addiction. Design, Setting, and Participants A multicenter randomized clinical trial was conducted in 4 outpatient clinics in Germany and Austria from January 24, 2012, to June 14, 2017, including follow-ups. Blinded measurements were conducted. A consecutive sample of 143 men was randomized to the treatment group (STICA; n = 72) or wai…

AdultMalemedicine.medical_specialtyAdolescentmedia_common.quotation_subjectlaw.inventionYoung Adult03 medical and health sciences0302 clinical medicineRandomized controlled triallawOutcome Assessment Health CareComputer addictionHumansOutpatient clinicMedicinemedia_commonCognitive Behavioral Therapybusiness.industryAddictionRemission Inductionmedicine.disease030227 psychiatryComputer gamePsychiatry and Mental healthInternet addiction disorderVideo GamesPhysical therapyPsychotherapy BriefbusinessAddictive behaviorPsychosocialInternet Addiction Disorder030217 neurology & neurosurgeryFollow-Up StudiesJAMA Psychiatry
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