Search results for "Video game"

showing 10 items of 151 documents

Humanities and Social Sciences Latvia. Vol. 23, N. 2

2015

LeadershipSocial capitalLatvian-Indian economic relationsForum Theatre:HUMANITIES and RELIGION [Research Subject Categories]EmotionsVideo game industryJoint-stock companies (Uzbekistan)Psychosocial resilienceKnowledge-intensive entrepreneurship:SOCIAL SCIENCES [Research Subject Categories]
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Los clásicos como resistencia: la lectura literaria en el marco de una educación lectora transmedia

2021

espanolActualmente, existe una propagacion de titulos narrativos inspirados por estructuras argumentales, personajes, temas y arquetipos procedentes de diversos clasicos literarios, historias que trascienden las paginas de los libros y llegan a las grandes pantallas de cine, a las pequenas de los dispositivos moviles o a plataformas diversas de entretenimiento interactivo: diversos servicios de streaming e incluso videojuegos. La lectura literaria hoy en dia implica la expansion de la cultura escrita y los referentes literarios a traves de modos multiples y medios de expresion mediante formas de interpretacion que integran diferentes tipos de discursos (textuales, visuales, sonoros, interac…

Linguistics and LanguageInteractive entertainmentQualitative analysisMultiple mediamedia_common.quotation_subjectPlot (narrative)ArtVideo gameHumanitiesMusicLanguage and LinguisticsEducationmedia_commonTEJUELO. DIDÁCTICA DE LA LENGUA Y LA LITERATURA.EDUCACIÓN
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The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception

2009

This article introduces an explication of video game players' identification with a game character or role that is based on social-psychological models of self-perception. Contrasting with conventional ("dyadic" ) notions of media user-character relationships (e.g., parasocial interaction or affective disposition theory), ("monadic" ) video game identification is defined as a temporal shift of players' self-perception through adoption of valued properties of the game character. Implications for media enjoyment, the measurement of identification, and media effects are discussed. © 2009 International Communication Association.

Linguistics and LanguageNon-cooperative gameGame art designSequential gameCommunicationComputingMilieux_PERSONALCOMPUTINGAdvertisingScreening gameSDG 10 - Reduced InequalitiesLanguage and LinguisticsGame design/dk/atira/pure/sustainabledevelopmentgoals/reduced_inequalitiesSimultaneous gamePsychologyMetagamingVideo gameCognitive psychology
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När barnet blir expert: Förklaringar av ord och procedurer i det digitala spelet Growtopia

2019

The ability to explain word meanings is central to a child’s language development and socialisation into different domains of language use. In previous research explanations have been shown to be linked to cognitive and linguistic development as well as academic language and discursive skills. This paper analyses what kinds of linguistic and discursive competences are put to use in explanation activities in interactions between an 8-year-old bilingual child (Albin) and his mother around a digital game. The data comes from a larger data set of video-recordings and field observation of children’s interactions around games. The analysis focuses on explanation sequences in which the child expli…

Linguistics and LanguageStudier av enskilda språklanguage socializationchildren (age groups)vocabulary (knowledge)digital gamesword explanationslapset (ikäryhmät)video gamesLanguage and LinguisticsLinguisticsSpecific Languagesexplanatory discourseLanguage developmentsanavarastoPsychologydigitaaliset pelitWord (computer architecture)Språk och stil
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I will send badass viruses. Peer threats and the interplay of pretend frames in a classroom dispute

2014

This paper explores threats as they appear in children's everyday dispute interactions. The main purpose is to extend understandings of children's interactions and disputes in order to show how young boys construct threats in pretend frames within a classroom peer dispute by drawing upon the resources of the video game world and a verbally constructed fight. The conceptual and methodological frameworks underpinning the analysis are conversation analysis and Goffman's concept of frame. The analysis focuses on one episode that illustrates how the boys, in the absence of the teacher, invoke, share and switch frames within the dispute. Using pretence, they posit threats and build attack strateg…

Linguistics and Languagevuorovaikutusvideopelitmedia_common.quotation_subjectuhatluokkahuoneLanguage and LinguisticsResource (project management)childrenuhkailuArtificial IntelligenceriidatFrame (artificial intelligence)ta516videogamesFunction (engineering)Video gamelapsetmedia_commonbusiness.industryComputingMilieux_PERSONALCOMPUTINGvälienselvittelyPublic relationsSocial relationFriendshipConversation analysista5141classroom interactionkehyksetConstruct (philosophy)PsychologybusinessSocial psychologyJournal of Pragmatics
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Exploring translation strategies in video game localization

2012

This paper addresses the issue of video game localisation focusing on the different strategies to be used from the point of view of Translation Studies. More precisely, the article explores the possible relation between the translation approaches used in the field and the different genres or textual typologies of video games. As the narrative techniques and the story lines of video games have become more complex and well-developed, the adaptation of games entails a serious challenge for translators. Video games have evolved into multimodal and multidimensional products and new approaches and insights are required when studying the adaptation of games into different cultures. Electronic ente…

LocalizaciónLinguistics and LanguageMultimodalidadRelation (database)Computer scienceTraducció audiovisualcomputer.software_genreLanguage and LinguisticsField (computer science)EducationEntertainmentVideo gamesVideojuegosEstrategias de traducciónTranslation studiesNarrativeLoalizaciónAdaptation (computer science)Video gameMultimodalityUNESCO::CIENCIAS DE LAS ARTES Y LAS LETRASMultimediaPoint (typography)Video games; Transcreation; Localisation; Translation strategies; MultimodalityComputingMilieux_PERSONALCOMPUTINGTranslation and InterpretingTraducción e InterpretaciónTraducció--RevistesLocalisationTranscreaciónTranslation strategiesTraducción audiovisualTranscreation:CIENCIAS DE LAS ARTES Y LAS LETRAS [UNESCO]Videojuegos; Transcreación; Localización; Estrategias de traducción; MultimodalidadcomputerAudiovisual translation
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Tangibot: A collaborative multiplayer game for pediatric patients

2019

[EN] Background Previous research has studied the effects of games in pediatric wards, but none of it has focused on the impact of the hospital¿s school staff on the psychosocial state of the children nor on the gameplay itself. Objectives To present the Tangibot application and evaluate its impact on the children¿s psychosocial state in the short term and the impact of the teacher on their psychosocial state, communications and coordination during the activity. Methods A study was conducted in a hospital classroom with 20 participants, who participated twice in the game: one with the teacher playing along and another without her. An observational scale was used by two evaluators in order t…

Male020205 medical informaticsmedia_common.quotation_subjecteducationApplied psychologyHealth Informatics02 engineering and technologyUser-Computer Interface03 medical and health sciencesChildren hospitalization0302 clinical medicineGame TheoryAffection0202 electrical engineering electronic engineering information engineeringmedicineHumansTime management030212 general & internal medicineMultiplayer gameCooperative BehaviorChildmedia_commonPediatric socializationCommunicationTeachingRehabilitationSocializationSocializationBoredomGamificationHospitalizationVideo GamesFeelingChild PreschoolFemaleObservational studymedicine.symptomPsychologyLENGUAJES Y SISTEMAS INFORMATICOSPsychosocialInternational Journal of Medical Informatics
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Cognitive and motor effects of Kinect‐based games training in people with and without Parkinson disease: A preliminary study

2019

Objective Purpose of this study is to evaluate the effects of training with six commercial Xbox KinectTM games on cognitive and motor aspects in Parkinson's disease (PD) patients and to compare the effects with a group of paired healthy subjects. Methods This study was a quasi-experimental, controlled trial. Eight individuals with PD (mean age 68.9 ± 7.9) and eight older adults without PD, matched by age (mean age 67.6 ± 7.3) were enrolled in the study. Ten sessions of six Xbox 360 KinectTM commercial games were performed for 5 weeks. Subjects were evaluated before and 7 and 30 days after intervention. They were assessed using Montreal Cognitive Assessment, Frontal Assessment Battery (FAB),…

Male030506 rehabilitationmedicine.medical_specialtymedicine.medical_treatmentcognition Parkinson's disease rehabilitation video gamesPhysical Therapy Sports Therapy and RehabilitationTimed Up and Go testlaw.invention03 medical and health sciencesCognition0302 clinical medicinePhysical medicine and rehabilitationRandomized controlled triallawRating scalemedicineHumansGaitPostural BalanceGait Disorders NeurologicAgedRehabilitationbusiness.industryMontreal Cognitive AssessmentParkinson DiseaseCognitionMiddle AgedExecutive functionsGaitVideo GamesTime and Motion StudiesFemale0305 other medical sciencebusiness030217 neurology & neurosurgeryPhysiotherapy Research International
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Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic.

2022

Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), and April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem…

Male515 PsychologyHealth Toxicology and Mutagenesisescapism; addiction; excessive behaviors; internet use; gambling; gamingescapisminternet usepelihimoriippuvuusrahapelitHumansLongitudinal StudiesgamingPandemicsFinlandexcessive behaviorsInternetPublic Health Environmental and Occupational HealthCOVID-193142 Public health care science environmental and occupational healthgamblingBehavior AddictiveVideo Games5141 SociologyFemaleaddictionverkkopeliteskapismiInternational journal of environmental research and public health
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Acute Effects of Aerobic Exercise and Active Videogames on Cognitive Flexibility, Reaction Time, and Perceived Exertion in Older Adults

2019

Abstract Objective: The aim of this study was to analyze the acute effects of aerobic exercise (AE), active videogames (AVG), and AE+AVG on cognitive flexibility, choice reaction time (CRT), and po...

MaleAcute effects030506 rehabilitationmedicine.medical_specialtyHealth (social science)Physical ExertionPerceived exertionCognitive health03 medical and health sciencesCognition0302 clinical medicineReaction TimemedicineHumansAerobic exercise030212 general & internal medicineExerciseAgedChoice reaction timebusiness.industryRehabilitationPublic Health Environmental and Occupational HealthCognitive flexibilityMiddle AgedMental healthComputer Science ApplicationsVideo GamesPhysical therapyFemaleDisease prevention0305 other medical sciencebusinessGames for Health Journal
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