Search results for "pelit"
showing 10 items of 484 documents
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…
Computerized reading fluency assessment : task validity and the strongest discriminators of fluency skills among second-graders
2015
This study examines how well computerized reading fluency assessment measures correspond to the more traditional pen-and-paper methods; and which computerized measures best discriminate between children poor reading fluency skills and the control group. The study was conducted in Finland among 203 second-graders, i.e. 7-8 year olds. The children were divided into two groups: the at-risk for reading difficulties group and control group, based on their standardized score on word-level fluency test. 36 of the participants placed in the ‘at-risk’ group, and 167 in the control group. On the course of the study, the participants conducted various tasks in a computerized, interactive GraphoGame le…
Syöpää, sotaa ja masennusta
2018
Festivaalien avustustenhaku opetusministeriöltä pitkän aikavälin yhteistoiminnallisena pelinä
2002
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…
Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research
2021
This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…
1993
Seven superimposed lithostratigraphic units have been distinguished in the Upper Trias of Los Pastores (Algeciras). The four lower units (1 to 4) show clayey-sandy-evaporitic Keuper facies. Pollen associations obtained from dark pelitic levels, and bivalves sampled from carbonate intercalations within these four lower units allow to date them as Carnian. These lower units can be correlated with the K1 to K3 units of the Keuper of the Subbetic and of other regions of the Iberian Peninsula. Concerning the three higher units, the unit 6 is pelitic-carbonatic and evaporitic and it also bears Carnian pollen associations. The units 5 and 7, however, are carbonatic and show clearly marine facies a…
Incentive Mechanism for Edge-Computing-Based Blockchain
2020
Blockchain has been gradually applied to different Internet of Things (IoT) platforms. As the efficiency of the blockchain mainly depends on the network computing capability, how to make sure the acquisition of the computational resources and participation of the devices would be the driving force. In this work, we focus on investigating incentive mechanism for rational miners to purchase the computational resources. A edge computing-based blockchain network is considered, where the edge service provider (ESP) can provide computational resources for the miners. Accordingly, we formulate a two-stage Stackelberg game between the miners and ESP. The aim is to investigate Stackelberg equilibriu…
Two Overwatch Player Profiles
2022
AbstractWe pursue Overwatch player profiles via a statistical cluster analysis of survey data from the UK (N = 1089) and the USA (N = 417). The profiles are based on the players’ activity, challenge, and experiential preferences as well as motivations. Our analytical process produces six esports player clusters, two of which with Overwatch. The first (OW1) plays mainly Overwatch and Fortnite on a console, and they enjoy diverse types of non-competitive play elements more than other esports players. The second cluster (OW2) plays mainly Overwatch and League of Legends on a PC, and despite appearing more “competitive”, they did not report more competitive preferences. We suggest that the alle…
The next level of research on electronic play : potential benefits and contextual influences for children and adolescents
2005
Most research on electronic play has focused on its possible negative effects for children and adolescents, and contextual factors such as socioeconomic status (SES) and culture are rarely considered. This article considers the potential benefits of electronic play from a psychological perspective, as well as individual and contextual factors that may shape the influence of electronic play for children and adolescents. Demographics of players and the games themselves are presented, and recommendations for research and policy are discussed.