Search results for "games"

showing 10 items of 429 documents

Alternative options for prescribing physical activity among obese children and adolescents: brisk walking supported by an exergaming platform

2015

[EN] Background: Physical inactivity has been identified as an important public health concern for children. An increasing sedentary way of life is directly related to obesity; hence, prevention and management of childhood obesity are commonly based on lifestyle interventions wherein increasing physical activity is one of the main targets. The use of exergames can be useful in promoting physical activity, but it is necessary more research. This study analyzes the effects of an exergaming platform that involves brisk walking, on perceived exertion, self-efficacy, positive expectations and satisfaction in a sample of clinically obese children, as compared with normal weight children. Physiolo…

Video gamesPaediatric obesityAcceptabilityPhysical activity
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VIDEOGAMES: AN INCLUSIVE LEARNING ENVIRONMENT A MEDIA EDUCATION PROJECT IN PRIMARY SCHOOL

2015

Many studies say that video game play is beginning to threaten traditional home entertainment choices (especially television), posing a very real threat to other media revenue streams. The reasons for video games growth in sales and popularity can be credited to the growth in the popularity and the technical innovations in the mobile sector. Attempting to support videogames for education and learning purposes has prompted considerable attention over the last years. The great variety of digital games available has provided much for educators and researchers to explore, resulting in intense disputes that many games have benefits both in and out of the classroom for learners of primary school.…

Videogames inclusion media educationSettore M-PED/04 - Pedagogia Sperimentale
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Real-time hermeneutics : meaning-making in ludonarrative digital games

2015

Wittgenstein Ludwigdigital gameskielifilosofiakerrontaludonarrativeGadamer Hans-Georgdigitaalinen kulttuuridefinitionvideogamesgame studiesnarratologysociology of language and religionlanguage-gamesmeaninghermeneuticspelitutkimushermeneutiikkanarratiivisuusilmaisutarinatsemantiikkacomputer gamesrole-playing gamesroolipelitkielipelitdigitaaliset pelit
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Explaining the Adoption and Habits of Playing Exergames: The Role of Physical Activity Background and Digital Gaming Frequency

2015

Exergaming, a form of digital gaming that combines physical exercise and video games, has become increasingly common in recent years. Exergaming has also become a subject of growing interest among academic researchers. They can be used to motivate people towards more active and a healthier lifestyle. This study examines the adoption and habits of playing exergames, focusing especially on whether and how exercise and gaming backgrounds are associated with the usage of these types of games. The study is based on analyzing an online survey sample of 1,091 respondents through contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results reveal interest…

active video gamesonline surveyadoptiohabits of playingexergames
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Effectiveness of Exergame Intervention on Walking in Older Adults : A Systematic Review and Meta-Analysis of Randomized Controlled Trials

2021

Objective. The objective of this review was to systematically evaluate the effectiveness of exergaming on walking in older adults. In addition, the aim was to investigate the relationship between the exergaming effect and age, baseline walking performance, exercise traits, technology used and the risk of bias. Methods. A literature search was carried out in the databases MEDLINE, CINAHL, CENTRAL, EMBASE, WoS, PsycInfo and PEDro up to January 10, 2020. Studies with a Randomized Controlled Trial (RCT) design, people ≥60 years of age without neurological disorders, comparison group with other exercise or no exercise, and walking related outcomes were included. Cochrane RoB2, meta-analysis, met…

agedmeta-analyysiinterventiohoitokuntoutusikääntyneetsystemaattiset kirjallisuuskatsauksetdigitaaliset pelitexergamesliikuntahoitokävely
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Sztuka gier wideo. Wybrane aspekty badań nad estetycznością i artyzmem gier komputerowych

2015

Autor podejmuje problematykę różnorodności stanowisk krytycznych w badaniach nad estetycznością i artyzmem gier wideo (stanowiska te są częścią pluralistycznego dyskursu nad sztuką gier komputerowych). W artykule zestawione zostają sądy i teorie reprezentujące różne sposoby traktowania kategorii estetyczności i artyzmu gier wideo, ze szczególnym uwzględnieniem argumentów negujących i aprobujących istnienie sztuki gier komputerowych. Obok zarysu genezy artystycznych gier wideo podejmowana jest refleksja nad teorią badań sztuki gier komputerowych w odniesieniu do teorii sztuki Ryszarda W. Kluszczyńskiego oraz Josepha Margolisa.

artistic video gamesteoria sztukiaestheticsart of video gamessztuka gier wideotheory of artartystyczne gry wideoestetykaHomo Ludens
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Zīmola "Ghetto Games" komunikācijas analīze sociālajos tīklos

2016

Bakalaura darba tēma ir: Zīmola „Ghetto Games” komunikācijas analīze sociālajos tīklos. Bakalaura darba mērķis: ir izpētīt, kurā no „Ghetto Games” sociālo tīklu kontiem, cilvēki ir aktīvāki un kāda veida publicētie „Ghetto Games” materiāli, vairāk uzrunā sekotājus. Darbs sastāv no trīs daļām: teorētiskās, metodoloģiskās un empīriskās daļas. Teorētiskajā daļā tiek apskatīti trīs galvenie punkti: zīmols un zīmola komunikācija; integrētā marketinga komunikācija; sociālie tīkli un zīmola komunikācija sociālajos tīklos. Metodoloģiskajā daļā tiek paskaidrota: intervija, aptauja un kontentanalīze. Empīriskajā daļā, tiek pielietotas trīs metodes: aptauja; daļēji strukturēta intervija un kontentanal…

atpazīstamībaauditorija„Ghetto Games”Komunikācijas zinātnekomunikācijas modeļi
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Syöpää, sotaa ja masennusta

2018

autobiographical approachnarratiivisuusgame researchomaelämäkerrallisuusvideopelitepäonnistuminenvideo gamesnarrativitypelitutkimusfailure
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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

2020

BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…

behavior changedigital gamingpelaaminenComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesInformation technologyT58.5-58.64location-based gamespelitutkimusexergamespervasive gamesPokémon GObehavior change support systempelaajatPublic aspects of medicineRA1-1270käyttäytyminenlisätty todellisuusdigitaaliset pelitJMIR Serious Games
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BIOPHARMACEUTICAL ALLIANCES AND COMPETITION: A REAL OPTIONS GAMES APPROACH

2013

The competitive landscape where pharmaceutical and biotechnology companies operate has changed radically due to a scientific/technological progress that has revolutionised the process by which drugs are developed. In fact, pharmaceutical industry more and more relies on advances in biochemistry and molecular biology. As a consequence, the number of partnerships between pharmaceutical and biotech firms has grown significantly. Research contributions addressing the biopharmaceutical alliances design have also focused on the optimal timing to sign a partnership. In this paper, we introduce and analyse the effect of competition in biotechnology industry by modelling the decisions of whether and…

business.industryTechnological changeProcess (engineering)Strategy and ManagementSettore ING-IND/35 - Ingegneria Economico-Gestionalereal options games.Biopharmaceutical alliances competition real options gamesCompetition (economics)AllianceBiopharmaceuticalBiopharmaceutical allianceManagement of Technology and InnovationGeneral partnershipEconomicsFirst-mover advantageBusiness and International ManagementMarketingbusinesscompetitionPharmaceutical industryInternational Journal of Innovation Management
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