Search results for "games"

showing 10 items of 429 documents

Alma Mater: 2013/ Rudens

2013

Mārcis Auziņš. Vienīgā Latvijas Universitāte - par izcilību izglītībā un zinātnē; Andra Čudare. Jānis Stradiņš un Mārcis Auziņš: kultūra zinātnē un zinātne kultūrā; Anete Enikova. Pretī akadēmiskajām zināšanām ar ielu sportu asinīs – Ghetto Games stipendiāti; LU Preses centrs. Piepūšamā kinoteātrī uzzini par klimata pārmaiņām Baltijā; Jeļena Poļakova. LU Ērģeles tapa par ziedojumiem – nu laiks tās atjaunot; Andra Čudare. Izcilnieki jeb kad 8 ir slikta atzīme; Indra Gleizde. Latvijas datorzinātniekus pazīst arī pasaulē; Laboratorijās izstrādātos skaistumkopšanas līdzekļus izmēģina brīvprātīgie; Gita Siliņa. Atmiņu pētnieku piedzīvojumi; LU Preses centrs. Iepazīs studijas no skolas brīvajā la…

Ghetto Games un LU stipendiju konkurssKristīne KalničaVitālijs FeščenkoZinātne un kultūra - mijiedarbībaStarptautiskais automātu valodu un programmēšanas kolokvijs (ICALP 2013 Rīga)Jauno teologu un reliģijpētnieku universitāteJauno juristu universitāteIngus RutulisStarptautiska konference «Adaptācija klimata pārmaiņām Baltijas jūras reģionā»Kosmētikas produktu receptūras testēšanaLU izcilnieki Inga Jēkabsone Jevgēnijs Vihrovs Rūta Veinalde Jānis Misiņš Laura HūneDatorzinātneLU Bibliotēka -- Eiropas Savienības Mūžizglītības programmas «Leonardo da Vinči» apakšprogrammas «Mobilitāte» projektiSociālās atmiņas pētniecības centrsJauno uzņēmēju universitāteLU zinātnieku publikāciju un vēstures datubāzeLatvijas Universitāte -- aktuāli notikumiKinoteātris ĢeodomaLU ērģeles - ziedojumi atjaunošanaiZinātnes mūsdienu filozofija"Zaļo" tehnoloģiju inkubators
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Game learning analytics for understanding reading skills in transparent writing system

2020

Serious games are designed to improve learning instead of providing only entertainment. Serious games analytics can be used for understanding and enhancing the quality of learning with serious games. One challenge in developing computerized support for learning is that learning of skills varies between players. Appropriate algorithms are needed for analyzing the performance of individual players. This paper presents a novel clustering-based profiling method for analyzing serious games learners. GraphoLearn, a game for training connections between speech sounds and letters, serves as the game-based learning environment. The proposed clustering method was designed to group the learners into p…

GraphoLearnlearning analyticsletter knowledgeserious gamesoppimisvaikeudethyötypelitComputingMilieux_PERSONALCOMPUTINGtietokoneavusteinen oppiminenreading difficultieslukihäiriötoppimispelit
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Quando l'eroe disturba il mostro. Uno studio comparativo sulla figura del mostro-custode: Ḫubaba, Ladone e il serpente della Colchide

2013

History of ReligionḪubaba LadoneGreek MythologySettore M-STO/06 - Storia Delle ReligioniMesopotamian MythologReligious AnthropologyGiasoneSettore L-OR/03 - AssiriologiaSettore L-OR/01 - Storia Del Vicino Oriente AnticoSumerian LiteratureComparative Mythologyserpente della ColchideEracleSettore M-DEA/01 - Discipline DemoetnoantropologicheSettore L-FIL-LET/02 - Lingua E Letteratura GrecaGilgamesh
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Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3

2020

The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …

HistoryPN0080media_common.quotation_subjectdigital gamesFallout 3kerrontaInjusticeStyle (sociolinguistics)QA76gothicgotiikkaHERONarrativelähilukumedia_commonInterpretation (philosophy)ideologyComputingMilieux_PERSONALCOMPUTINGAestheticsclose readingClose readingrole-playing gamesroolipelitIdeologyNCdigitaaliset pelitideologiatStorytelling
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Growing the Otome Game Market: Fan Labor and Otome Game Communities Online

2019

Otome games are a niche category of Japanese games marketed toward women. Outside its country of origin and the infrastructure of the anime media mix, its predominantly female player communities traditionally have defined these games as those that feature romance or dating simulation. In this paper, I look into how fan bloggers talk about their own work in marketing and distributing otome games beyond Japan. In the case of otome game fan blogging, the ability to shape discussions surrounding otome games also relies upon maintaining the image of players as good consumers. Although this work focuses on the practice of fan blogging, it is part of an ongoing study on otome games in English and …

Human-Computer Interactionwomen and gamesSocial PsychologypostfeminismCommunicationotome gamesComputingMilieux_PERSONALCOMPUTINGJapanese gamesSociologyfan bloggingHuman Technology
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Ballerfaring på mellomtrinnet : En kvalitativ studie om elevers erfaringer av ballspillundervisning i kroppsøving på mellomtrinnet

2019

Master grunnskolelærerutdanning for trinn 5-10, 5-årig masterprogram IDR507 - Universitetet i Agder 2019 The purpose of this master thesis is to map how pupils who have limited experience with ball games in their spare time,experience the teaching in physical education.This is done by first examining theory that can be used to extract experiences and insights with the students. Next, a qualitative study is carried out on how pupils with limited experience with ball games in their spare time,experience the teaching in physical education. To get knowledge of these pupils' experiences, informants from the intermediate classes were selected from two different schools. The pupils were first obse…

IDR507mellomtrinnetBourdieuskjuleteknikkkvalitativ forskningerfaringerballspillhiding techniquephysical educationball gameskroppsøvingComputingMilieux_COMPUTERSANDEDUCATIONexperiencesmiddle levelVDP::Samfunnsvitenskap: 200::Samfunnsvitenskapelige idrettsfag: 330qualitative research
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Associations between parental rules, style of communication and children's screen time

2015

Background Research suggests an inverse association between parental rules and screen time in pre-adolescents, and that parents’ style of communication with their children is related to the children’s time spent watching TV. The aims of this study were to examine associations of parental rules and parental style of communication with children’s screen time and perceived excessive screen time in five European countries. Methods UP4FUN was a multi-centre, cluster randomised controlled trial with pre- and post-test measurements in each of five countries; Belgium, Germany, Greece, Hungary and Norway. Questionnaires were completed by the children at school and the parent questionnaire was brough…

INTRINSIC MOTIVATIONMaleParentsTELEVISIONSocial SciencesChild BehaviorMothersPoison controlSocial controlSuicide preventionStructural equation modelingDevelopmental psychologyMEDIAComputerScreen timeSurveys and QuestionnairesADOLESCENTSInjury preventionBALANCE-RELATED BEHAVIORSHumansMedicineCluster randomised controlled trialHOMEParent-Child RelationsChildChildrenSedentarySchoolsParentingComputersbusiness.industryCommunicationSELF-DETERMINATION THEORYSEDENTARY BEHAVIORPublic Health Environmental and Occupational HealthHuman factors and ergonomicsEuropePHYSICAL-ACTIVITYVideo GamesFemalePerceptionTelevisionBiostatisticsVDP::Medical disciplines: 700::Health sciences: 800::Community medicine Social medicine: 801businessFAMILY ENVIRONMENTResearch ArticleBMC Public Health
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A formal model based on Game Theory for the analysis of cooperation in distributed service discovery

2016

New systems can be designed, developed, and managed as societies of agents that interact with each other by offering and providing services. These systems can be viewed as complex networks where nodes are bounded rational agents. In order to deal with complex goals, they require cooperation of the other agents to be able to locate the required services. The aim of this paper is formally and empirically analyze under which circumstances cooperation emerges in decentralized search of services. We propose a repeated game model that formalizes the interactions among agents in a search process where agents are free to choose between cooperate or not in the process. Agents make decisions based on…

Information Systems and ManagementComputer scienceProcess (engineering)BIBLIOTECONOMIA Y DOCUMENTACION02 engineering and technologyEconomiaNash equilibriumTheoretical Computer Sciencesymbols.namesakeArtificial IntelligenceOrder (exchange)Repeated games0202 electrical engineering electronic engineering information engineeringCIENCIAS DE LA COMPUTACION E INTELIGENCIA ARTIFICIALDistributed service discoveryManagement science020206 networking & telecommunicationsRational agentComplex network16. Peace & justiceComputer Science ApplicationsRisk analysis (engineering)Control and Systems EngineeringNash equilibriumBounded functionsymbolsRepeated game020201 artificial intelligence & image processingNetworksGame theoryLENGUAJES Y SISTEMAS INFORMATICOSSoftwareInformation Sciences
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Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers

2020

Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 1…

Internet Gaming Disorder (IGD); Videogames; Risk-factors; Adolescence; Alexithymia; Playing-time.05 social sciencesVideogames050105 experimental psychologyAdolescencePlaying-time03 medical and health sciences0302 clinical medicineInternet Gaming Disorder (IGD)Settore M-PSI/08 - Psicologia ClinicaSettore MED/48 -Scienze Infermierist. e Tecn. Neuro-Psichiatriche e Riabilitat.0501 psychology and cognitive sciencesRisk-factorSettore MED/25 - Psichiatria030217 neurology & neurosurgery
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Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interac…

2016

Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence …

Internet addictionProcess (engineering)Cognitive Neurosciencemedia_common.quotation_subjectCue-reactivityAffect (psychology)Executive functions03 medical and health sciencesBehavioral NeuroscienceCognition0302 clinical medicineddc:150Internet-use disordersHumansPornographySituational ethicsInhibitory controlInternet-gaming disordermedia_commonInternetbusiness.industryAddictionCognitionKognition [Fakultät für Ingenieurwissenschaften » Informatik und Angewandte Kognitionswissenschaft » Angewandte Kognitions- und Medienwissenschaft » Allgemeine Psychologie]Cognitive biasForschungszentren » Erwin L. Hahn Institute for Resonance Imaging030227 psychiatryBehavior AddictiveNeuropsychology and Physiological PsychologyVideo Gamesddc:15PsychologieGamblingThe InternetbusinessPsychologySocial psychology030217 neurology & neurosurgeryCognitive psychologyNeuroscience & Biobehavioral Reviews
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