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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Unga individers upplevelser av hur gaming påverkar deras hälsa : En litteraturöversikt

Fluur, Kajsa, Kaveh, Maria January 2023 (has links)
Gaming, eller datorspelande, är en global hobby som växer sig allt starkare bland ungdomar och unga vuxna. År 2013 ingick Internet gaming disorder som en egen benämning i American Psychiatric Associations diagnosmanual DSM-5 och även WHO har valt att inkludera Gaming disorder i ICD-11. Gaming kan ses som en oskyldig hobby men forskning tyder på att det även kan övergå till ett beroendeliknande tillstånd med flertalet negativa konsekvenser. Syftet med denna kandidatuppsats var att belysa unga individers upplevelser av hur gaming påverkar deras hälsa. Vald metod för att svara på syftet var att utföra en litteraturöversikt med ett strukturerat analysförfarande där både kvantitativa och kvalitativa artiklar analyserades. Litteraturöversikten utgick från ett induktivt förhållningssätt. Resultatet visade på att individer upplevde att det fanns både positiva och negativa aspekter av gaming. Delvis så upplevde de att spelandet gav dem ett syfte och var ett sätt att skapa sociala sammanhang på. Samtidigt upplevde vissa att nära relationer kunde påverkas negativt av spelandet och somliga menade även att det fanns ett samband mellan psykisk ohälsa och gaming. Under diskussionen fördjupar sig och reflekterar författarna till denna litteraturöversikt kring vald metod och resultatets huvudfynd i relation till etik och hållbar utveckling.
32

Time Spent Gaming, Depression, and Behavioral Activation: A Longitudinal Mediation Study on Predictors of Gaming Disorder

Jin, Jackson 07 June 2023 (has links)
No description available.
33

A Performance Comparison of VMware GPU Virtualization Techniques in Cloud Gaming

2016 March 1900 (has links)
Cloud gaming is an application deployment scenario which runs an interactive gaming application remotely in a cloud according to the commands received from a thin client and streams the scenes as a video sequence back to the client over the Internet, and it is of interest to both research community and industry. The academic community has developed some open-source cloud gaming systems such as GamingAnywhere for research study, while some industrial pioneers such as Onlive and Gaikai have succeeded in gaining a large user base in the cloud gaming market. Graphical Processing Unit (GPU) virtualization plays an important role in such an environment as it is a critical component that allows virtual machines to run 3D applications with performance guarantees. Currently, GPU pass-through and GPU sharing are the two main techniques of GPU virtualization. The former enables a single virtual machine to access a physical GPU directly and exclusively, while the latter makes a physical GPU shareable by multiple virtual machines. VMware Inc., one of the most popular virtualization solution vendors, has provided concrete implementations of GPU pass-through and GPU sharing. In particular, it provides a GPU pass-through solution called Virtual Dedicated Graphics Acceleration (vDGA) and a GPU-sharing solution called Virtual Shared Graphics Acceleration (vSGA). Moreover, VMware Inc. recently claimed it realized another GPU sharing solution called vGPU. Nevertheless, the feasibility and performance of these solutions in cloud gaming has not been studied yet. In this work, an experimental study is conducted to evaluate the feasibility and performance of GPU pass-through and GPU sharing solutions offered by VMware in cloud gaming scenarios. The primary results confirm that vDGA and vGPU techniques can fit the demands of cloud gaming. In particular, these two solutions achieved good performance in the tested graphics card benchmarks, and gained acceptable image quality and response delay for the tested games.
34

Video game genres and their music

Crathorne, Pieter Jacobus 03 1900 (has links)
Thesis (MMus (Music)) --University of Stellenbosch, 2010. / ENGLISH ABSTRACT: This thesis’s main focus is the connection video game genres have to the music used within them. The thesis starts by going back to the origins of music and its connection to movement. This leads to a better understanding of why visual presentations through the ages have always been accompanied by sound. Next, different types of sound are studied, as well as how they are implemented in various media today. This leads a discussion of genre, and care is taken to differentiate between genres in video games and in music. This is then applied to the sphere of video game music, which is then observed from the perspective of the video game genre. Analyses of music excerpts from a specific video game are also included in this section. The reverse is then applied by approaching the issue of video game music from the perspective of the music genre. It is concluded that one needs to approach the matter of video game music genre from a new perspective, relying on the source of the music and the means of music integration, rather than on existing music norms. / AFRIKAANSE OPSOMMING: Hierdie tesis se hoofdoel is om die konneksie tussen videospeletjies, en die musiek wat daarin gebruik word, te ondersoek. Die tesis begin deur terug te gaan na die wortels van vroeë musiek, en hoe dit deur die jare ‘n noue verbintenis gehad het met beweging. Hierdie konneksie maak dit duidelik hoekom visuele produksies gewoonlik deur klank ondersteun word. Volgende word verskillende verskynsels van klank bestudeer, asook die maniere waarop klank vandag in verskeie media geïmplementeer word. Dit lei tot die kwessie van genre. Daar word onderskei tussen die genres van musiek en die genres van videospeletjies. Volgende word die area van videospeletjie-musiek bestudeer, uit die perspektief van die videospeletjie-genre. In hierdie seksie kan analises van musiekuittreksels uit ‘n videospeletjie gevind word. Die teenoorgestelde word dan toegepas, deur die kwessie van videospeletjie-musiek uit die oogpunt van die musiek-genre te bestudeer. Aan die einde word dit waargeneem dat videospeletjie-musiek nie deur die norme van musiek-genre bestudeer kan word nie, maar dat nuwe perspektiewe ingeneem moet word, naamlik die oorsprong van die videospeletjie-musiek, asook die manier waarop dit in die speletjie geïntegreer word.
35

Parallels Between the Gaming Experience and Rosenblatt's Reader Response Theory

Sanders, April 05 1900 (has links)
The world of literacy has expanded alongside technology, and new literacies are being used as an alternative or an addition to traditional text. By including video gaming as literacy, the connection can be made between students' multimodal world outside of school with the world of literacy they encounter in school. This study took two approaches of a content study and a case study. A collective case study was used to examine the gaming experience of participants with three commercial video games falling into three separate genres: Sims FreePlay (simulation); Halo 1 (first person shooter); and World of Warcraft (role playing game). The 15 gamers were placed into three sets of five participants for each video game, and interviews were conducted to explore the gaming experience in relation to stance and transaction, which are major components of Louise Rosenblatt's reader response theory. Limited research has been conducted regarding reader response theory and the new literacies; by using the reader response lens, the gaming experience was compared to the reading experience to add the new literacies to the existing literature on reader response. As a way to look at both the text and the experience, a content study examined three mainstream video games to establish literacy content by using Zimmerman's gaming literacy theory. Even though this theory is useful by detailing elements found in video games and not traditional literature, literary value cannot be fully assessed unless the theory is developed further to include other components or discuss how the depth of the components can relate to literary value. The literature does not currently contain substantial research regarding how to assess the literary value of video games, so this study begins to add to the present literature by demonstrating that at least for these games the presence of the components of the theory can be evaluated. This analysis of both the game and the experience demonstrated substantial parallels between the gaming experience and the reading transaction as well as looking at the viability of using gaming literacy theory to evaluate literacy value.
36

Gaming and computer science: Bridging the gender-gap

Adams, Saira-Banu January 2019 (has links)
>Magister Scientiae - MSc / According to the literature, women are still unrepresented in the field of information technology. Although many women study computer science at first year level, the dropout rate for women—before they graduate—is high, and if they graduate many decide neither to continue with their studies nor to work in the field of information technology. Research has shown that women who have been exposed to computing at some point during their school career or early in their lives, tend to be more open to choosing a career in computer science and are in many cases successful at it. The aim of this research is to understand what factors influence women to choose a career within computer science and to consider whether gaming would encourage young women to enter the field. Design Science Research was the methodology employed. It was chosen since an artefact was developed. For each of the five steps of this methodology a different method was chosen to address the research question. Surveys were administered to first year computer science students and both IT high school teachers and computer science honours students were interviewed. Non-computer science students were involved in the participatory design process.
37

Motivators and dependency within natural and virtual sensation seekers

Selvey, Christopher Dallas January 2018 (has links)
Inactivity and its negative implications on health, well-being and quality of life are a global issue with around 40% of adults in the UK not meeting physical activity guidelines currently set out by the government. Modern sedentary lifestyle behaviours, such as excessive Internet and video game participation, are contributing factors to this issue. With the rise of households having accessibility to high speed connectivity and devices with the ability to access the Internet and play video games these behaviours are likely to increase. Motivation, Addiction and Sensation Seeking were measured in gamers and surfers using a self-report questionnaire survey. It was thought that both gamers and surfers would share facets of these psychological aspects although participation in their chosen activities usually require different energy expenditures and take place in contrasting environments. Gamers and surfers do share similarities in eight out of the ten aspects of Motivation, Addiction and Sensation Seeking that were measured and showed significantly higher results in measures of Sensation Seeking and Intrinsic Motivation when compared to wider population norms. These findings suggest that both gamers and surfers, in this study, have similar psychological make ups and both groups could be described as intrinsically motivated sensation seekers who have similar levels of risk of addiction to their chosen activities. Therefore the activity of surfing could potentially be used as an intervention or therapeutic lifestyle change that would fulfil important psychological requirements. This would assist in enhancing the health, through exercise, the well-being, through participation in the outdoors environment and therefore the overall quality of life of individuals participating in a sedentary lifestyle behaviour, such as excessive Internet or video gaming.
38

THE EFFECTS OF GAMING ON WORKING MEMORY, INATTENTION, READING AND MATH – A LONGITUDINAL STUDY

Sjöwall, Douglas January 2010 (has links)
<p>Previous research has shown both positive and negative effects of gaming on academic and cognitive performance. The purpose of this study was to assess the effect of gaming on development of working memory (WM), inattention, reading and math ability using a longitudinal design. A randomly chosen sample of 335 (168 girls) 6–25 year olds performed tests of visuo-spatial and verbal WM, reading and math ability twice, with a two year interval. Gaming and inattention were assed with questionnaires. Time spent gaming did not affect development of any of the variables. However, game category did correlate with development of visuo-spatial WM, with action-gamers having a more favourable development. There was, however, no positive interaction with more time spent gaming for action-gamers. These results suggest that gaming should not be regarded as a damaging leisure activity. There could instead be some positive effects of gaming, but future research should try to identify the aspects of gaming contributing to this effect.</p>
39

Gaming and its association with working memory and inattention

Sjöwall, Douglas January 2009 (has links)
<p>Gaming has become one of the most common activities for children and adolescents, and it is therefore of interest to investigate effects of gaming on cognition and behavior. The present study investigates if gaming is related to working memory capacity (WMC) or inattentive symptoms. We distinguished between three categories: action games, strategy games and non-gamers. The present study hypothesized that games involving higher cognitive functions, such as strategy games, could have an enhancing effect on working memory. A total of 211 children (age 5-16) participated. Gaming and inattentive behaviour was measured through parental assessment. WMC was measured with one verbal and one visuospatial task. No relation between gaming and inattentional symptoms was found. Strategy gamers performed better on the visuospatial and the verbal WM-tasks, but more time spent playing strategy games was not associated with significantly higher WMC, which indicates that this finding could be due to self-selection rather than being an causal effect of playing.</p>
40

Gaming and its association with working memory and inattention

Sjövall, Douglas January 2009 (has links)
<p>Gaming has become one of the most common activities for children and adolescents, and it is therefore of interest to investigate effects of gaming on cognition and behavior. The present study investigates if gaming is related to working memory capacity (WMC) or inattentive symptoms. We distinguished between three categories: action games, strategy games and non-gamers. The present study hypothesized that games involving higher cognitive functions, such as strategy games, could have an enhancing effect on working memory. A total of 211 children (age 5-16) participated. Gaming and inattentive behaviour was measured through parental assessment. WMC was measured with one verbal and one visuospatial task. No relation between gaming and inattentional symptoms was found. Strategy gamers performed better on the visuospatial and the verbal WM-tasks, but more time spent playing strategy games was not associated with significantly higher WMC, which indicates that this finding could be due to self-selection rather than being an causal effect of playing.</p>

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