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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.
1

The Effects of Multitasking Training in Star Craft II

Ross, Aaron Edward January 2013 (has links)
This study explored the relationship between general or real-world multitasking and task specific multitasking as related to the real time strategy game Star Craft II: Wings of Liberty (Blizzard, 2010). In addition to exploring this relationship, the research also attempted to examine the effect task specific multitasking training had within Star Craft II. Data for the current research were collected in two phases. Phase one consisted of a pre/post-test design, with random assignment to either the gamer-control or experimental group. Participants in the experimental group were asked to complete 10 to 11 hours on the Star Craft II based Multitasking Trainer (stet_tcl, 2010) in between two, five trial blocks of the SynWin (Acivity Research Services, 2000); a computer based general multitasking measure. Participants in the gamer-control group were asked to complete 10 to 11 hours of one-versus-one Star Craft II ladder matches, and complete the same pre/post-test SynWin battery. Both groups were asked to send the researcher their three most recent one-versus-one ladder matches prior to starting the assigned protocol, and three more upon completion. Phase two participants only completed the pre-test SynWin battery, and were assigned to either the non-gamer control or gaming-control groups based on their weekly use of PC/console games and Star Craft II play. Inclusion in the non-gamer control group required less than one hour of PC/console gaming per week. Participants in the gaming-control group were asked to submit their three most recent one-versus-one Star Craft II ladder replays. For the purpose of this research, the operational definition for Star Craft II multitasking was effective actions per-minute (EAPM), a subset of actions per-minute (APM). Analysis of the gathered data from both phases of recruitment indicated a moderately strong positive relationship between SynWin scores and EAPM values (r = 0.636, p = 0.014). An evaluation of the effectiveness of the multitasking trainer was not completed due to a lack of adequate participation. / Kinesiology
2

Competitive video gaming, the sport of the future

Salinas, Efren Julian 13 December 2013 (has links)
Competitive video gaming is experiencing exponential growth. Advances in technology and global Internet penetration has created highly dedicated fan bases for games played at a competitive level. Game developing companies are beginning to focus their attention on making games for the new eSports market. How avid eSports fans view competitive gaming is disrupting traditional consumption models. Twitch.TV a site that streams live gaming content is seeing massive growth. Now, more than ever, dedicated gamers can live off of playing games – whether by competing in tournaments as sponsored players or running ads on their Twitch.TV live stream while they play. The communities that have developed around different genres of competitive games are as varied as traditional sports such as Major League Baseball or the National Football League. A new industry with a complex infrastructure is developing in this new market. / text

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