Search results for "play"
showing 10 items of 706 documents
The role of different game-genres in predicting internet gaming disorder (IGD)
2020
Introduction: Internet gaming disorder (IGD) is a new diagnosis in DSM 5 worth of research. New potentially addictive features are emerging in pay- and free-to-play videogames, involving different at-risk populations of gamers. However, few studies have examined whether and how different game-genres can contribute to the risk of IGD. Objectives: This study aimed to investigate how game-genres can predict IGD, accounting for alexithymia scores, time-related play- ing habits, and other predictors. Methods: Participants were gamers joining online communities, surveyed about which games they played more than 20 hours in their lifetime, time-variables, other stressors and alexithymia scores. A s…
Risk factors for internet gaming disorder in a sample of 5,979 italian online gamers.
2020
Introduction: Online gaming is potentially harmful to a group, but not for the entire population, of online gamers. The prevalence varies by geographical areas, however, there are few Italian studies about risk factors for Internet Gaming Disorder (IGD) and its presence among non-occasional gamers. Objectives: This study aimed to describe the presence of IGD in internet gamers who participate in online communities, and how well-established risk-factors can predict it. Methods: Participants were surveyed about their playing habits and other relevant characteristics. IGDS-SF9 diagnosed IGD. TAS-20 measured alexithymia scores, i.e. Difficult in Identifying (DIF) and Describing Feelings (DDF), …
Developmental trends in children's pretend play.
1991
The developmental trends in pretend play were investigated in children 2-6 years of age (18 in each of five age groups) by examining changes in pretend action and speech separately. Play behaviour was assessed by using a selected set of Duplo Lego toys. Interest focused on occurrence of decentration, decontextualization and integration at different age levels. The proportions of decentred and decontextualized acts, action integrations and play themes, increased linearly with age. Changes in substitutive and inventive actions were, however, more minor than expected. Single-scheme combinations did not reveal any essential aspect of the development of children's symbolic competence. In this se…
Ontology of Art: Aristotle’s Mimesis and Gadamer’s Play
2018
Linkages Between Gameplay Preferences and Fondness for Game Music
2021
In this paper we explore connections between players’ preferences in gameplay and their desire to listen to game music. Music always takes place in cultural contexts and the activity of music listening is likewise entangled with versatile cultural practices. This is arguably evident in the case of game music since the primary context of encountering it is the active and participatory experience of gameplay. By analyzing survey data (N = 403) collected from the UK, we investigate how contextual preferences in gameplay activities predict fondness for game music. It was found that player preference for Aggression and Exploration are two precedents for liking game music. These findings indicate…
Predicting mid-air gestural interaction with public displays based on audience behaviour
2020
Abstract Knowledge about the expected interaction duration and expected distance from which users will interact with public displays can be useful in many ways. For example, knowing upfront that a certain setup will lead to shorter interactions can nudge space owners to alter the setup. If a system can predict that incoming users will interact at a long distance for a short amount of time, it can accordingly show shorter versions of content (e.g., videos/advertisements) and employ at-a-distance interaction modalities (e.g., mid-air gestures). In this work, we propose a method to build models for predicting users’ interaction duration and distance in public display environments, focusing on …
Designing motion-based activities to engage students with autism in classroom settings
2015
We report on a nine-month-long observational study with teachers and students with autism in a classroom setting. We explore the impact of motion-based activities on students' behavior. In particular, we examine how the playful gaming activity impacted students' engagement, peer-directed social behaviors, and motor skills. We document the effectiveness of a collaborative game in supporting initiation of social activities between peers, and in eliciting novel body movements that students were not observed to produce outside of game play. We further identify the positive impact of game play on overall classroom engagement. This includes an "audience effect" whereby non-playing peers direct in…
The interaction of codes in dubbing: wordplay and visual restrictions
2012
The following paper delves into the complex transfer of humour focusing on a recurring problem that appears when dubbing comedies: wordplay partially transmitted by image. It analyses the factors that have a bearing on translation and illustrates the various translation techniques with scenes from the Marx Brothers' filmography. Finally, it details the conclusions obtained from the analysis of the dubbing of 74 puns with visual restriction and its comparison with 116 cases where there is no such restriction.
Auditory distance perception in an acoustic pipe
2008
In a study of auditory distance perception, we investigated the effects of exaggeration the acoustic cue of reverberation where the intensity of sound did not vary noticeably. The set of stimuli was obtained by moving a sound source inside a 10.2-m long pipe having a 0.3-m diameter. Twelve subjects were asked to listen to a speech sound while keeping their head inside the pipe and then to estimate the egocentric distance from the sound source using a magnitude production procedure. The procedure was repeated eighteen times using six different positions of the sound source. Results show that the point at which perceived distance equals physical distance is located approximately 3.5 m away fr…
Factors affecting peak impact force during soccer headers and implications for the mitigation of head injuries
2020
It has been documented that up to 22% of all soccer injuries are concussions. This is in part due to players purposely using their head to direct the ball during play. To provide a more complete understanding of head trauma in soccer athletes, this study characterized the effects of four soccer ball characteristics (size, inflation pressure, mass, velocity) on the resulting peak impact force as it relates to the potential for incurring neurophysiological changes. A total of six hundred trials were performed on size 4 and 5 soccer balls as well as a novel lightweight soccer ball. Impact force was measured with a force plate and ball velocity was determined using motion capture. These data we…