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MEASUREMENT OF DISABILITY ATTITUDES AND VIDEO GAMING TENDENCIES AMONG REHABILITATION STUDENTSSullivan, Hannah 01 August 2017 (has links)
Throughout disability history, attitudes towards individuals with a disability have been a defining topic for research. History has shown that discrimination and stereotypes have been a common concern among people with disabilities and existing research has provided information regarding the general populations’ disability attitudes. This pilot study investigates the differences between Rehabilitation Counseling students’ disability attitudes utilizing the SADP and the Personal Information Form. This pilot study explores video game usage of Rehabilitation Students in training. This topic is explored in relation in terms of escape, attention, tangible, and sensory factors. Research questions analyzed within this pilot study include: What are undergraduate and graduate rehabilitation students in disability attitudes? and What are undergraduate and graduate rehabilitation video gaming tendencies?
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Kaloriförbrukning vid AVG-utövande : En kvantitativ studie angående fysisk påfrestningAnselmius, Johan January 2012 (has links)
AbstraktInledning Det råder en omfattande hälsoproblematik idag och fysisk inaktivitet är en bidragande orsak. Stillasittandet har ökat i västvärlden och för att fånga även dessa individer erbjuder Tv-spelsmarknaden fysiskt aktiva spel. Handkontroll och stillasittande byts ut mot individens kroppsrörelser. Det finns till och med spel som räknar individens kaloriförbrukning under spelets gång.Syfte Syftet med studien är att se om det råder en signifikant skillnad gällande kaloriförbrukning mellan Your shape och indirekt kalorimetri samt hur Your shape förhåller sig mot Nintendo Wii boxing utifrån de fysiologiska variabler hjärtfrekvens och kaloriförbrukning.Metod En experimentell studiedesign genomfördes på 12 deltagare (7 kvinnor och 5 fem män med en medelvärdeskaraktärisering på 22.2 år, 67,9 kg, 171,3 cm och 23,0 BMI) med hjälp av indirekt kalorimetri i form av en portabel Oxycon Mobile Pro. VO2 och HF uppmättes under testet för att därefter räkna ut testpersonernas kaloriförbrukning. Spelkonsolen bestod av Microsoft xbox 360 med tillhörande kinect samt AVG-spelet Your shape. Av de fyra träningspassen som Your shape erbjuder valdes konditionsboxning ut till denna studie. Den statistiska beräkningen sattes till P = 0.05 och ett parat T-test genomfördes i SPSS.Resultat En signifikant skillnad existerade (P = 0.03) gällande kaloriförbrukning mellan Your shape och Oxycon Mobile Pro. Medelvärdet för testet gällande tid var 32 min och Your shape resulterade i ett medelvärdet på 139.7 kcal och Oxycon Mobile Pro 157.8. En skillnad på 12 %. Your shape underestimerar kaloriförbrukningen jämfört mot Oxycon Mobile Pro.Your shape redovisade högre resultat för både kcal/min och HF jämfört mot Nintendo Wii boxing.Slutsats Det finns en signifikant skillnad mellan Your shape och Oxycon Mobile Pro, nämligen en underskattning från Your shape med 12 %. Vilket ger en god uppskattning av kalorimätaren. Your shape är ett modernare AVG-spel jämfört mot Wii boxing men kräver liknande fysisk påfrestning.
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Masculinity at the video game arcade : 1972-1983Kocurek, Carly Ann 12 November 2013 (has links)
As the United States shifted toward a service-based economy and an increasingly digital media environment, American youth -- particularly young men and boys -- found an opportunity to play with these values in the then-novel video game arcade. The video game industry first came of age between the successful commercialization of Pong in 1972 and the U.S. gaming industry crash of 1983. In the interim, economic and play practices in the arcade itself and media representations of the arcade and its habitués shaped and responded to the economic and cultural upheavals of the period. Arcade machines were the first computers many Americans confronted. Through public discourse about gaming and gamers, Americans engaged in a critical debate about computerization, the move to digital media culture, the restructuring of the U.S. labor economy, and the competitiveness of American youth -- particularly boys -- in a Cold War culture conceived as both hostile and technologically oriented. This study demonstrates that video gaming was an arena in which Americans grappled with larger tensions about masculinity, globalization, labor, and digitalization. By analyzing gaming as a practice of everyday life, this work not only offers a cultural history of this period of gaming, but critical insights into the crystallization of masculine identity in a postindustrial, postmodern economy. / text
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Online Communities of Female Gamers: A Resistance Analysis of the PMSclanJanuary 2013 (has links)
abstract: This research is focused on competitive female video gamers. This study focuses on a specific group of competitive female gamers who participate in an all female online community group or clan known as the PMSclan. The purpose of the study is to analyze the highly competitive female video gaming clan members of the PMSclan in order to understand how resistance is displayed in a female centered video gaming community and how that affects the identity of the individual gamers through Shaw's (2001) theory of resistance. This study employs qualitative research design and uses content analysis of publicly available clan doctrines and member blogs through the PMSclan website. Findings indicate that collective acts of resistance lead to individual acts of resistance which can be seen through self-expression, self-determination, and empowerment. These acts of resistance have a positive impact on female gamers with outcomes of strength and power which can be displayed in a typically masculine society. / Dissertation/Thesis / M.S. Recreation and Tourism Studies 2013
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Demonstrating the Validity of the Video Game Functional Assessment-Revised (VGFA-R)Buono, Frank Daniel 01 May 2015 (has links) (PDF)
Excessive video play has been well documented over the course of the last decade. So much so that newest version of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; APA, 2013) has included excessive video gaming as disorder categorized as internet gaming disorder. To date, several researchers have designed assessments to evaluate excessive video game play based on the previous editions and current editions of the DSM. However, these assessments primarily measure the criterion established in these manuals, instead of measuring the maintaining function of the video game play. The field of applied behavior analysis has been utilizing functional assessments for the last 30 years and has showed evidence of effective results across different populations and environments. Therefore, the purpose of this proposed study is to validate an indirect functional assessment entitled the Video Game Functional Assessment-Revised (VGFA-R) by means of conducting content, construct and criterion related validity.
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Understanding the Role of Competition in Video Gameplay SatisfactionSepehr, Sepandar 15 December 2014 (has links)
Considerable amount of time is spent playing video games in today’s society. There are various elements in video games that make them entertaining and satisfying, which can be leveraged to provide engaging and satisfying experiences in educational and workplace contexts. One of the key elements in many video games is competition. Based on Self-Determination Theory (SDT) and the Theory of Flow, this dissertation explores the process through which competition makes a video game satisfying. A structural model is proposed that examines the impacts of Situational Competitiveness (manipulated via different modes of competition) and Dispositional Competitiveness (as a personality trait) on gameplay experience. The proposed model is validated through an experimental design study with 104 university students. The results show that the perception of video game competitiveness has a strong direct and indirect (mediated through Challenge and Arousal) effect on Flow experience and Satisfaction. While an individual’s personality impacts the perception of a game’s competitiveness, this perception can also be influenced by the mode of competition (playing against a computer, stranger or friend). Additionally, Social Presence is found to play a role by mediating the relationship between the mode of competition and Situational Competitiveness. / Dissertation / Doctor of Philosophy (PhD)
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The effects of exergaming versus mirror matched gym based exercise with no virtual stimuli on technology acceptance, flow and postural control in a healthy young subject populationBarry, Gillian January 2014 (has links)
This thesis investigated the effect of exergaming versus mirror matched gym based exercise with no virtual stimuli on technology acceptance, flow and postural control in healthy young adults. Firstly a review of literature was performed analysing the effects of technology acceptance and flow on exergaming, and the effects of exergaming on postural control. Results showed the plausible nature of exergaming as an immersive environment and the potential to improve postural control. However, some major gaps in the literatures were identified. Technology acceptance had never been applied in exergaming and flow had only partly been applied to exergaming in limited studies. Additionally the effects of exergaming on postural control had shown some potential benefits, however no study had truly analysed the effects of exergaming on postural control by analysing mirror matched exercise with no virtual stimulus. The purpose of this thesis was to address these important areas of research and contribute novel evidence to the field. In two separate studies, 38 non active and 50 active young healthy adults took part in either exergaming based training or mirror matched gym based exercise with no virtual stimuli. Technology acceptance (behavioural intention), flow and postural control were measured at pre and post exercise intervention. Technology acceptance results showed that performance expectancy was significantly higher in the exergaming group in both studies, as well as being a significant predictor of behavioural intention at both pre and post exercise testing. In the second study, only, performance expectancy, social influences, and behavioural intention where statistically significantly higher for the exergaming group compared to the mirror matched gym based exercise with no virtual stimuli on technology acceptance, highlighting greater levels of acceptance into the exercise environment. Flow results showed greater levels immersion in the exergaming groups, especially in terms of clear goals, unambiguous feedback, action awareness merging, transformation of time and loss of self- consciousness. The effects of exergaming on postural control showed significant improvements in anterior- posterior standard deviation and range for the exergaming group in study one, and improvements in medio-lateral range in study two. Study two also showed significant improvement over time (pre-post exercise) for medio-lateral SD, range and centre of pressure. Evidence from both studies suggests that exergaming may offer an immersive environment for exercise which has a positive effect on behavioural intention to keep using the exergaming system in the future. With regards to postural control evidence from both studies suggest that exergaming may offer a new method of exercise to improve static postural control.
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The relationship between computer gaming hours and depression or social phobia in adults. An international online survey.Tobias, Radeke January 2016 (has links)
Background: In the past decades, there was a worldwide increase in people playing video games. Researchers have started to conduct studies and identified positive and negative associations with video gaming. Comparable studies have been done. Aim: The aim is to analyse, if there is an association between the average hours an adult participant has played computer games per day and depression or social phobia. Methods: Data from 4,936 adults who voluntarily participated in an online survey which was posted in the forum ‘www.reddit.com’ has been analysed. The survey included two verified Scales (CES-D and SPIN). Multiple linear regression was applied to test for significance respectively for each sex and after adjusting for other variables. Results: More than 56% of the participants were above the suggested cut-off scores of the CES-D Scale and more than 44% of the SPIN Scale. Positive associations were found between ‘Computer Gaming Hours’ and the outcomes ‘Depression’ and ‘Social Phobia’ in the total population. After stratifying for gender, no associations were found in all groups in the variable ‘Gender’ towards the outcome ‘Depression’. However, a positive association was found towards the outcome ‘Social Phobia’ for ‘males’ and ‘females’. Conclusions: The findings are not generalizable. Researcher need to investigate the differences between the results of this study compared to other studies, as well as the high prevalence of depression and social phobia among the participants. Additionally, more studies need to investigate, if having a depression or social phobia can lead to increased video gaming hours.
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A Bbiomechanical Assessment of Active Video Gaming in Children with Cerebral Palsy Detailing Energy Expenditure, Muscle Activations, and Upper Limb KinematicsIrwin, Jennifer D. 08 December 2011 (has links)
This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in children with cerebral palsy (CP). For context, a systematic review was conducted, which found that AVGs elicited light to moderate physical activity in typically developing children. In children with CP, moderate levels of physical activity were achieved for Dance Dance Revolution and Wii Boxing, while light levels of physical activity were achieved for Wii Bowling and Wii Tennis. Muscle activity was highest during Wii Boxing, but remained below the maximum voluntary effort for all games and muscles. Angular velocities and accelerations were significantly larger in the dominant limb compared to the hemiplegic limb. When children played against a real opponent, dominant arm activity increased, while hemiplegic arm activity decreased. The results of this thesis indicate that AVGs may be an enjoyable and relatively safe option for children with CP to attain moderate physical activity.
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A Bbiomechanical Assessment of Active Video Gaming in Children with Cerebral Palsy Detailing Energy Expenditure, Muscle Activations, and Upper Limb KinematicsIrwin, Jennifer D. 08 December 2011 (has links)
This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in children with cerebral palsy (CP). For context, a systematic review was conducted, which found that AVGs elicited light to moderate physical activity in typically developing children. In children with CP, moderate levels of physical activity were achieved for Dance Dance Revolution and Wii Boxing, while light levels of physical activity were achieved for Wii Bowling and Wii Tennis. Muscle activity was highest during Wii Boxing, but remained below the maximum voluntary effort for all games and muscles. Angular velocities and accelerations were significantly larger in the dominant limb compared to the hemiplegic limb. When children played against a real opponent, dominant arm activity increased, while hemiplegic arm activity decreased. The results of this thesis indicate that AVGs may be an enjoyable and relatively safe option for children with CP to attain moderate physical activity.
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