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1

Costa, Liliana Vale, und Ana Isabel Veloso. „Factors Influencing the Adoption of Video Games in Late Adulthood“. International Journal of Technology and Human Interaction 12, Nr. 1 (Januar 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
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Alonso-Sanz, Ramón. „Spatial correlated games“. Royal Society Open Science 4, Nr. 11 (November 2017): 171361. http://dx.doi.org/10.1098/rsos.171361.

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This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3 , 150477. ( doi:10.1098/rsos.150477 )). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs.
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3

Musa, Azlina. „Graphic Technology in Computer Games at Internet Shop Pay for Teenage Impications“. Journal of Computational and Theoretical Nanoscience 17, Nr. 2 (01.02.2020): 1302–5. http://dx.doi.org/10.1166/jctn.2020.8804.

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This paper discusses about graphic technology in computer games or gaming pc at internet stores with pay implications for adolescents. This paper will examine the existence of a paid internet store that has been offering fast broadband services accessible at the fingertips to surrounding communities. However, there are adolescents who misuse the services provided by accessing computer games with no restrictions, monitoring and escort. This paper will examine whether the adolescent driving factor that is still in school is willing to spend time, energy and invest money solely for enjoying the fun of computer games at a paid internet shop. In addition, paid internet shop dealers who offer dvd and vcd computer games with unlimited payment rates have attracted teenagers. Research on teenager’s attitude towards the influence of computer games. Examine how computer games affect youth health. Besides examining teenage obsessors on computer graphics technology to reality realms and teenage satisfaction exploring computer games at paid internet shops regardless of the surrounding community. Besides examining the negative implications of computer games on the quality of teenage education. Hence the lack of parent’s awareness of child supervision led to the spreading outbreak of school dropouts for being trapped by computer games during school days of fun with computer games at paid internet shops. This paper is obtained through field research such as observation, interviews and questionnaire with one hundred respondents involved in the study area. Through the documentation of the findings of this study can add further references to other researchers in the future.
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Tseng, Fan-Chen, und Ching-I. Teng. „An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games“. International Journal of E-Business Research 7, Nr. 4 (Oktober 2011): 17–30. http://dx.doi.org/10.4018/jebr.2011100102.

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Most extant research focused on the attractiveness of online games, but paid scant attention to the sources of customer dissatisfaction with online games. Thus, this study investigates the sources of customer dissatisfaction (dissatisfiers) with online games. From an online survey, this study identified five factors as the sources of customer dissatisfaction: (1) the deceptive behavior of other online gamers, (2) the discourteous behavior of other online gamers, (3) the unattractive design of online games, (4) the ineffective customer support of online game service providers, and (5) the undesirable restrictions or regulations imposed by online game service providers. Findings in this study highlighted the fact that the anonymous and intensive interactions among online customers themselves can result in customer-originated dissatisfiers such as deceptive behavior and discourteous behavior. This study also reminded online service providers of company-originated dissatisfiers such as ineffective customer support and improper constraints.
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Lavenir, Gabrielle, und Nicolas Bourgeois. „Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement.“ MedieKultur: Journal of media and communication research 33, Nr. 63 (02.11.2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.

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Over the past few years, the French mainstream press has paid more and more attention to "silver gamers", adults over sixty who play video games. This article investigates the discursive and normative paradigms that underlie the unexpected enthusiasm of the French mainstream press for older adults who play video games. We use mixed methods on a corpus of French, Swiss and Belgian articles that mention both older people and video games. First, we produce topics, that is, sets of words related by their meanings and identified with a Bayesian statistical algorithm. Second, we cross the topic model results with a discursive analysis of selected articles. We preface the topic modeling's conclusions with a discussion of the representations of older people and video games in European French-language mainstream media. Our analysis explores how the press coverage of older people who play video games simultaneously erases moral panic about video games and reinforces the discourse of "successful ageing".
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Sokolov, E. S. „Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse“. Sociology of Power 32, Nr. 3 (Oktober 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to establish the connection between video games and violence (murders) as “natural” and “obvious”. Particular attention is paid to the publications of Aleksandr Minkin, a reporter at “Moskovskij Komsomolets” (“Moscow Komsomol Member”) and one of the most prominent critics of video games, as well as to the media coverage of the first school shooting in Russia (shooting at school № 263 in 2014). It is shown that video games are used in the media discourse as an explanatory principle that allows a shift from the crime to the criminal, to those acts which reveal moral depravity or psychological disorder, and those circumstances which foster criminalism. Pointing to the games helps restore the “normal” connection between social and moral qualities, explaining the crime committed by an honours student from a “good family” as being the result of the depictions of violence in video games affecting the child’s psyche. Video games are also described as a factor in shaping the “digital generation” or “generation of gamers” — odd and politically dangerous. The dangers that games create for both gamers and society in general (the non-distinction between the “real” and the “virtual”, the illusion of a “possible restart”) allow the journalists and experts to insist on strengthening measures of supervision and protection, and expanding legal and medical control.
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Yu, Wan-Chuan. „Game Method in Preschool English Teaching“. International Journal of English Language Education 4, Nr. 1 (10.01.2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.

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<p>Interest is a great motivation for the study of almost everything, particularly for L2 study. To preschool students, games are quite attractive. Therefore game method is a good way to help students to learn English, especially in kindergartens. It fits the characteristics of preschool students, providing learning motivation, lowering students’ stress and offering the opportunity for real communication. Nowadays, more and more teachers are using games effectively in class to improve their teaching. In order to apply game method effectively in teaching English in kindergartens, games must be designed purposeful, interesting, various, heuristic and student-oriented. During the course of games (pre-games, in games and post-games), some details should be paid more attention to.</p>
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Orlova, Lyubov K. „Intensification of the process of a foreign language communicative competence formation with the help of computer games“. Science and School, Nr. 3, 2020 (2020): 172–78. http://dx.doi.org/10.31862/1819-463x-2020-3-172-178.

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The article considers the intensification of the process of a foreign language communicative competence formation with the help of computer games. The author emphasizes the advantages of computer games use as one of the types of information and communication technologies to achieve the modern goals of foreign language teaching in the conditions of the society informatization. Special attention is paid to the creative potential of computer games use in the process of foreign language studying. The article sets and describes some genres of computer games that are recommended for use in order to form a foreign language communicative competence in the combination of all its components. The author gives some recommendations for learners on studying a foreign language with the help of computer games. Thus, the purposeful use of computer games in teaching foreign languages helps to create appropriate psychological and pedagogical conditions for increasing the level of a foreign language communicative competence formation.
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Xu, Qingbing. „Analysis of the Application of Basketball Games in College Basketball Teaching“. Lifelong Education 9, Nr. 4 (22.07.2020): 244. http://dx.doi.org/10.18282/le.v9i4.972.

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Educational games are also called "game teaching methods", which aim to effectively combine the teaching content with vivid and interesting games according to the syllabus. As a flexible teaching strategy, they are widely favored by teachers and students. In the physical education classes of colleges and universities, basketball is a traditional teaching subject, which is deeply loved by students, and therefore it is also very important in the physical education teaching system. With the reform of the teaching system, colleges and universities have gradually paid attention to innovation in teaching. Therefore, this article analyzes and discusses the application of basketball games in college basketball teaching.
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Gillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz und Muhammad Nawas Akram. „The Factors of Why the People of Pakistan Do Not Purchase Paid Apps“. International Journal of Online Marketing 10, Nr. 2 (April 2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.

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Despite the huge growth potential that has been predicted for purchase intention toward paid apps and the mobile game market, little is known about what motivates game players to make such purchases. The purpose of this article is to build a research model based on the satisfaction literature and studies of value theory to identify the antecedents of paid app purchase intention in the context of mobile games. The proposed model was empirically tested and uses data from 310 players of different games groups. Multiple regression, Process Macro, and moderation regression were used to measure the research model. The results tell that satisfaction to the mobile game has a significant influence on a player's intention to make paid app purchase. The perceived values of the game have a direct influence on the satisfaction of all players but appear to have relatively moderation impact of price have significant negative impact on the purchase intentions of players. Specifically, our study revealed a high price decrease the purchase intention of a satisfied player.
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11

Ismailova, Shamsia. „Use Of Game Technologies In The Process Of Professional Training“. American Journal of Social Science and Education Innovations 03, Nr. 01 (31.01.2021): 595–99. http://dx.doi.org/10.37547/tajssei/volume03issue01-103.

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In this article possibilities of application of game technologies in professional training of students are opened, types of the games generally connected with future professional activity of today's students are designated and characterized; the factors promoting the effective organization of occupations with use of research, problem games and games of administrative character are defined. In article the technique of preparation and carrying out games is stated, requirements to observance of stages of game occupations are noted. The special attention is paid to need of communication of the scenario of game with the content of studied scientific disciplines and with real life situations. By the author value of application of game technologies for development of cognitive activity of students, increase of interest to a profession, strengthening of communication of theoretical knowledge and practical skills is emphasized.
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12

Aarseth, Espen. „Doors and Perception: Fiction vs. Simulation in Games“. Jouer, Nr. 9 (10.08.2011): 35–44. http://dx.doi.org/10.7202/1005528ar.

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In this paper, the author outlines a theory of the relationship of fictional, virtual and real elements in games. Not much critical attention has been paid to the concept of fiction when applied to games and game worlds, despite many books, articles and papers using the term, often in the title. Here, it is argued that game worlds and their objects are ontologically different from fictional worlds; they are empirically upheld by the game engine, rather than by our mind stimulated by verbal information. Game phenomena such as labyrinths, moreover, are evidence that games contain elements that are just as real as their equivalents outside the game, and far from equal to the fictional counterparts.
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13

O’Hagan, Minako. „Putting Pleasure First: Localizing Japanese Video Games“. TTR 22, Nr. 1 (21.10.2010): 147–65. http://dx.doi.org/10.7202/044785ar.

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Since their humble beginnings, video games have undergone huge technological advances, becoming a significant global industry today and highlighting the role played by translation and localization. Despite the continuing localization activities undertaken in the industry, translation studies (TS) have not paid much attention to video games as a research domain. Drawing on the author’s previous work on the Japanese Role Playing Game (RPG) Final Fantasy titles, this paper attempts to demonstrate the ample research scope that this domain presents for TS scholars. In particular, it discusses the unique localization model used by Final Fantasy’s Japanese publisher, illustrating how the games’ new digital platform allows the (re)creation of a new gameplaying pleasure directly through the localization process itself. In this model, the original game merely sets off a chain of improvements through localization. In turn, understanding the different pleasures drawn from different localized versions of games will contribute useful insights into emerging games research.
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14

Klimas, Patrycja. „Current Revenue (Monetisation) Models of Video Gamę Developers“. Journal of Management and Financial Sciences, Nr. 28 (29.07.2019): 119–36. http://dx.doi.org/10.33119/jmfs.2017.28.5.

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This paper aims at exploration of revenue models and recognition of revenue streams currently exploited by video gamę developers. The fact that the monetisation models are fastchanging and expanding in business practice, but fragmentary researched in management science makes them worth consideration. Therefore, different revenue models have beenidentified and discussed in the light of the results of desk (literaturę and industry reports review supported by analysis of evidence from global business practice) and field research(semi-structured interviews with Polish video gamę developers). Using triangulated data it was possible to identify: (1) four revenue models aimed at selling paid games: paid gamę fororder, premium, paid mobile, and subscription; (2) one revenue model aimed at selling free games: freemium; and (3) one revenue model aimed at selling intellectual property rights:licensing. In a morę detailed perspective, six different revenue models and nine different revenue streams exploited under these revenue models have been revealed and discussed.The main contribution of the article is the recognition of a wide portfolio of revenue streams and revenue models possible to consider by video gamę developers during decision makingprocess on the structure of their revenue logie. Additional, theoretical and managerial implications are as follows: development of generał framework of the revenue logie beingintegral part of business models, Identification of currently used revenue models by video gamę developers which have been overlooked in prior literaturę (e.g. selling customised games for order or licensing parts of gamę content or gamę components).
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15

Vidaña-Pérez, Dèsirée, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher und Tonatiuh Barrientos-Gutierrez. „Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013“. Sexual Health 15, Nr. 3 (2018): 209. http://dx.doi.org/10.1071/sh17017.

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Background Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23 722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated ‘Mature’ had the highest prevalence of sexual content (34.5%) followed by ‘Teen’ (30.7%) and ‘E10+’ (21.3%). Over time, sexual content decreased in the ‘Everyone’ category, ‘E10+’ maintained a low prevalence and ‘Teen’ and ‘Mature’ showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in video games with a ‘Teen’ or ‘Mature’ rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.
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Колома, Хосе, Hose Koloma, Дебора Гарсия und Debora Garsiya. „Modern Means of Communication and Their Impact on the Social, Cultural and Intellectual Development of a Child“. Primary Education 7, Nr. 3 (01.07.2019): 31–36. http://dx.doi.org/10.12737/article_5d0c81408eb300.70354348.

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The article of American colleagues reveals the role of modern means of communication in the process of training and education of children of primary school and adolescence. Primary attention is paid to video games, the characteristics of their different types, including educational orientation. With concrete examples, the possible positive effect of the use of video games by teachers for the intellectual development of students, as well as the risks of uncontrolled use by children, are considered. Recommendations are given to teachers and parents to control the play activities of younger schoolchildren and adolescents in order to prevent the negative impact of video games on the health and mental state of a child.
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Соснина, Е., und E. Sosnina. „Formation of Skills of Self-Control by a Younger School Child (Target Setting)“. Primary Education 7, Nr. 4 (10.09.2019): 27–32. http://dx.doi.org/10.12737/article_5d639e926cdf47.32096926.

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The article of American colleagues reveals the role of modern means of communication in the process of training and education of children of primary school and adolescence. Primary attention is paid to video games, the characteristics of their different types, including educational orientation. With concrete examples, the possible positive effect of the use of video games by teachers for the intellectual development of students, as well as the risks of uncontrolled use by children, are considered. Recommendations are given to teachers and parents to control the play activities of younger schoolchildren and adolescents in order to prevent the negative impact of video games on the health and mental state of a child.
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18

Siegel, Ron. „Asymmetric Contests with Conditional Investments“. American Economic Review 100, Nr. 5 (01.12.2010): 2230–60. http://dx.doi.org/10.1257/aer.100.5.2230.

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This paper studies equilibrium behavior in a class of games that models asymmetric competitions with unconditional and conditional investments. Such competitions include lobbying settings, labor-market tournaments, and R&D races, among others. I provide an algorithm that constructs the unique equilibrium in these games and apply it to study competitions in which a fraction of each competitor's investment is sunk and the rest is paid only by the winners. Complete-information all-pay auctions are a special case. (JEL D44, D72, D82)
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19

Ball, Sheryl B., und Charles A. Holt. „Classroom Games: Speculation and Bubbles in an Asset Market“. Journal of Economic Perspectives 12, Nr. 1 (01.02.1998): 207–18. http://dx.doi.org/10.1257/jep.12.1.207.

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This paper describes a classroom exercise in which students trade assets of uncertain value in a sequence of market periods. Assets pay one-dollar dividends at the end of each period, but once the dividend is paid there is fixed probability that the asset will be destroyed. Dividends and probabilities are chosen so that the fundamental value is constant over time. Speculative bubbles can be caused by divergent expectations about other traders' valuations of the asset. This exercise provides an interactive framework that facilitates discussions of discounting, rational expectations, and backward induction.
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Ho, Jeffrey C. F., und Xinzhi Zhang. „Strategies for Marketing Really New Products to the Mass Market: A Text Mining-Based Case Study of Virtual Reality Games“. Journal of Open Innovation: Technology, Market, and Complexity 6, Nr. 1 (25.12.2019): 1. http://dx.doi.org/10.3390/joitmc6010001.

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This paper reports on a text mining-based case study aimed at determining how virtual reality (VR) games, as examples of really new products (RNPs), market themselves when they are introduced to the mass market. The goal was to examine the marketing foci of RNPs and any subsequent changes over time when the RNPs survive. VR games are a type of RNP offering several unique benefits, such as immersive gameplay and storytelling, which are advanced compared with their earlier counterparts. To examine the marketing foci of VR games, we collected 17,000 pieces of promotional text from a major online gaming marketplace, Steam Store, published from the beginning of the second quarter of 2016 to the third quarter of 2018. We performed text analysis (topic modeling) and found that game marketers paid particular attention to the VR nature of VR games when they first entered the marketplace. However, game content increasingly was emphasized in subsequent quarters. In addition, the marketing foci for VR games seemed to go through an exploratory process, which was not observed among non-VR games in the same period. The results offer insights into how the focus of RNPs’ marketing evolves as their newness fades.
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Miarka, Bianca, Ciro José Brito, John Amtmann, Cláudio Córdova, Fabio dal Bello und Suzi Camey. „Suggestions for Judo Training with Pacing Strategy and Decision Making by Judo Championship Phases“. Journal of Human Kinetics 64, Nr. 1 (15.10.2018): 219–32. http://dx.doi.org/10.1515/hukin-2017-0196.

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Abstract The present study aimed to compare pacing and decision making of athletes competing in judo, with particular attention paid to effort-pause ratios occurring in the championship phases of the Olympic Games and non-Olympic Games. The sample was composed of 53,403 sequential actions analyzed during 611 performances of the non-Olympic Games (eliminatory n = 330, quarterfinals n = 60, semi-final n = 88, repechage n = 21, third place playoff n = 26, and final n = 79) and 163 from the Olympic Games (eliminatory n = 71, quarterfinals n = 13, semi-final n = 26, repechage n = 20, third place playoff n = 24, and final n = 14). The analysis of effort-pause ratios included separating bouts into states of approach, gripping, attack, groundwork and pause, according to frequency and time. A Markov multi-state model and analysis of variance were applied (p ≤ 0.05). Approach time presented differences of the eliminatory Olympic Games (7.3 ± 3.2 s) versus final non-Olympic Games (6.0 ± 2.2s), and the third place playoff Olympic Games (8.1 ± 2.3 s) versus semi-final (6.2 ± 2.4 s) and third place playoff (5.9 ± 2.1 s) of the non-Olympic Games, and the semi-final Olympic Games (8.6 ± 2.3 s) versus eliminatory (6.5 ± 2.3 s), quarter-finals (6.5 ± 1.7 s), semi-final (6.2 ± 2.4 s), repechage (6.2 ± 2.2 s), third place playoff (5.9 ± 2.1 s), and final (6.0 ± 2.0 s) of the non-Olympic Games. Pause time presented differences of the semi-final Olympic Games (6.8 ± 2.1 s) versus eliminatory (5.1 ± 3.1 s). The present data suggest a focus on pacing strategy during championship phases, which mimic the requirements of judo combats.
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O'Keefe, Roger. „The “Right to Take Part in Cultural Life” Under Article 15 of the ICESCR“. International and Comparative Law Quarterly 47, Nr. 4 (Oktober 1998): 904–23. http://dx.doi.org/10.1017/s002058930006259x.

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The fans' representatives also had some thoughts on the televising of games and pay-per-view television. They proclaimed “the right of fans to watch football matches on television without having to pay extra, since they take place in public arenas which have been paid for by the citizens”.1
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Hilgard, Joseph, Christopher R. Engelhardt und Bruce D. Bartholow. „Brief use of a specific gun in a violent game does not affect attitudes towards that gun“. Royal Society Open Science 3, Nr. 11 (November 2016): 160310. http://dx.doi.org/10.1098/rsos.160310.

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Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates ( N = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures.
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Price, Erica. „The Sellers of Catan: The Impact of the Settlers of Catan on the United States Leisure and Business Landscape, 1995-2019“. Board Game Studies Journal 14, Nr. 1 (01.10.2020): 61–82. http://dx.doi.org/10.2478/bgs-2020-0004.

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Abstract While Monopoly is still one of the best-known board games in the United States today, increasing attention is paid to The Settlers of Catan, a mid-1990s German immigrant to the United States and a mid to late 2010s staple in popular culture and on store shelves. However, the one place where Catan has seen a drop in popularity over the past decade is in its first world, that of hobby board games. With so many new and innovative games and mechanics flooding the hobby market each year, Catan struggles to find a place. This struggle is due in part to its lack of innovation, attempt to keep pace with game trends, and seemingly, a reluctance to buy into the popularity of app-supported games (though solely mobile versions of Catan exist), crowdfunding, and new mechanics. This research explores Catan’s history in the United States to illustrate the paradox of its growing popularity with the general public while also experiencing a downturn in accolades from within the hobby, all while functioning as a barometer against which we can measure trends in the selling and playing of hobby board games.
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Koloskov, Evgenii A. „House of Flowers: An Analysis of the Image of Yugoslavia in Video Games“. Slavic World in the Third Millennium 15, Nr. 3-4 (2020): 85–101. http://dx.doi.org/10.31168/2412-6446.2020.15.3-4.06.

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This article examines the image of Yugoslavia in contemporary video games. I researched games of various genres (action games, strategy games, military simulators, etc.) that were released on various gaming platforms (PC, Sony PlayStation, etc.) between 1990 and the present day. I researched such aspects as visualization, information, plot components, and popularity among players. I consider and provide definitions of the terms used to designate various elements of video games and their meaning for the perception of the image of the country. I paid special attention to the characters associated with the Yugoslav region. Two of them – the inventor Nikola Tesla and the main character of the comics of the same name, Largo Winch – owing to their potential significance for the image of Yugoslavia, were considered in detail. The article is accompanied by four illustrations showing important moments of the visualization of personalities and the structure of game moments. As a result of this research, I draw some conclusions about the main plots associated with the image of Yugoslavia that prevails in modern video games. Firstly, there is the obvious peripherality of Yugoslav plots and their generally negative connotation. In most of the video games reviewed, the settings involved the criminal world, the Yugoslav war of the 1990s, or the problem of international terrorism. Secondly, the portrayal of Yugoslav characters is not very homogeneous and it is therefore impossible to talk about their exclusively positive or negative character. Thirdly, in general, Yugoslavia is mostly unplayable: only a very limited set of strategy games and a very small set of action games allow you to control the country, its troops, or characters of Yugoslavian origin.
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Zendle, David, Rachel Meyer und Harriet Over. „Adolescents and loot boxes: links with problem gambling and motivations for purchase“. Royal Society Open Science 6, Nr. 6 (Juni 2019): 190049. http://dx.doi.org/10.1098/rsos.190049.

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Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling in adolescents. Previous research has shown links between loot boxes and problem gambling in adult populations. However, thus far, there is no empirical evidence of either the size or existence of a link between loot box spending and problem gambling in adolescents. A large-scale survey of 16- to 18-year-olds (n= 1155) found evidence for such a link (η2= 0.120). The link between loot box spending and problem gambling among these older adolescents was of moderate to large magnitude. It was stronger than relationships previously observed in adults. Qualitative analysis of text data showed that gamers bought loot boxes for a variety of reasons. Several of these motivations were similar to common reasons for engaging in gambling. Overall, these results suggest that loot boxes either cause problem gambling among older adolescents, allow game companies to profit from adolescents with gambling problems for massive monetary rewards, or both of the above. Possible strategies for regulation and restriction are given.
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Li, Juan. „Study on Sports Games Based on Smart Materials“. Applied Mechanics and Materials 484-485 (Januar 2014): 22–25. http://dx.doi.org/10.4028/www.scientific.net/amm.484-485.22.

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Health has been an important topic on which the human being is very concerned. If the human civilization intends to pass on from generation to generation, the life must continue. As the juveniles and children are the successors of the future of mankind, therefore, their health has been paid more and more attention. As a survey showed, in recent years, China's juvenile physical health problems became more and more serious. With the decline of physical fitness, the psychological health is also severely affected. These problems would affect our future development. Education in form of sports games is an effective method for the juveniles, which can not only develop a fit body and a healthy mind of them, but also explore their intelligence and change their mentality. This article through the researches on sports games based on smart materials identifies the influence of sports games on the juvenile's physical and psychological health, intelligence and personality and so on, in hopes of playing an active role in guiding the juveniles health development.
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TIMMER, JUDITH, PETER BORM und STEF TIJS. „CONVEXITY IN STOCHASTIC COOPERATIVE SITUATIONS“. International Game Theory Review 07, Nr. 01 (März 2005): 25–42. http://dx.doi.org/10.1142/s0219198905000387.

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This paper introduces a new model concerning cooperative situations in which the payoffs are modeled by random variables. We analyze these situations by means of cooperative games with random payoffs. Special attention is paid to three types of convexity, namely coalitional-merge, individual-merge and marginal convexity. The relations between these types are studied and in particular, as opposed to their deterministic counterparts for TU games, we show that these three types of convexity are not equivalent. However, all types imply that the core of the game is nonempty. Sufficient conditions on the preferences are derived such that the Shapley value, defined as the average of the marginal vectors, is an element of the core of a convex game.
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Breuer, Johannes, Michael Scharkow und Thorsten Quandt. „Tunnel Vision or Desensitization?“ Journal of Media Psychology 26, Nr. 4 (01.01.2014): 176–88. http://dx.doi.org/10.1027/1864-1105/a000122.

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Most of the studies on violence in digital games have investigated its effects on arousal or aggression. Little attention has been paid to how in-game violence is actually perceived and evaluated. To investigate this issue we conducted two experimental studies (N = 30 and N = 74) in which participants either played or watched a violent shooter game and reported how they perceived and evaluated the violent content. Results showed that playing the games led to an increased awareness for in-game violence, but also to less-negative subjective evaluations of the violent content. Gaming frequency had a negative effect on both the perception and evaluation of in-game violence, suggesting a desensitization effect. The results of our studies illustrate that individual perceptions and evaluations of violence in digital games have to be taken into account when studying their effects. Implications for further research and the system of age ratings are discussed based on our findings.
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Kreps, T. V. „Business games as a component of interactive learning in a tourist college“. Scientific bulletin of the Southern Institute of Management, Nr. 4 (28.01.2020): 124–28. http://dx.doi.org/10.31775/2305-3100-2019-4-124-128.

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This article discusses the possibilities and practical value of using such an interactive learning method as a business game. Business game is one of the methods of activation creative activity for students and implementation of professional-game tasks in the educational process. The methodical purpose of the business game is mainly to train skills, as well as to find strategies for solving a professional problem.The article discusses the possibilities of using group business games such as brainstorming and the project method when studying the discipline “Sales technology and promotion of tourist products” in a tourist college. The main attention in the article is paid to the tasks of group business games statement which is basis for professional decision making tasks. The role of the leader and its influence on the formation a favorable socio-psychological climate among the participants are considered, the stages of the student group development during the business game are also considered. The article describes the algorithm for conducting group business games and the methodology of their organization and conduct. The article presents the structure of business games held with students of a tourist college.
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Szatkowska, Weronika Zuzanna. „Enhancing Inclusion within Responsible Innovation Process through Serious Gaming“. Media - Kultura - Komunikacja Społeczna 4, Nr. 16 (18.05.2021): 13–29. http://dx.doi.org/10.31648/mkks.6742.

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This paper presents a theoretical consideration of the use of serious games to enhance inclusiveness in the process of creating so-called responsible innovation. The literature regarding the impact of serious games on inclusion with its possible implications for a responsible innovation process is explored. The article sheds light on the concept of serious gaming, including its aims, core elements and the learning process. It tackles inclusion within different contexts and its origins, linking it to gaming. The responsible innovation concept is explained from this perspective, with attention paid to inclusion. Next, a systematic literature review is presented, focusing on recent sources fromthe JSTOR database. It is followed by selected cases of games enhancing inclusion. The article summarizes the outcomes of the review and compares them with the theoretical assumptions. In the conclusion, the topic of using serious games as a promising method to improve the level of inclusiveness in the process of creating responsible innovations is addressed. It was also noted that, from the point of view of the creators of responsible innovations, particularly interesting areas are studies devoted to urban and environmentalissues, as well as articles on natural sciences, technology, engineering and mathematics.
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Shepel, Maryna. „DEVELOPMENT OF THE FUTURE MANAGERS’ DEONTOLOGICAL CULTURE IN THE PROCESS OF TEACHING A FOREIGN LANGUAGE“. Continuing Professional Education: Theory and Practice, Nr. 2 (2020): 50–56. http://dx.doi.org/10.28925/1609-8595.2020.2.7.

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The article deals with the role of deontological culture in the process of teaching a foreign language at a technical university as a factor of future managers’ formation. The article makes an analysis of domestic and foreign scientific literature devoted to the problems of deontological culture and professional ethics. The author gives her own notion to the concepts of «future managers’ deontological culture» and «future managers’ professional ethics». When choosing a method of teaching the foreign (English) language for specific purposes, aimed at the deontological culture development, a communicative approach was chosen. In the process of deontological culture development much attention is paid to business games and role-plays. The aim of these games is to model future managers’ professional situations that are related to the development of business communication ethics, behaviour and communication culture. In the process of games we develop the skills of trusting and empathetic communication, the ability to listen to future colleagues and clients. Much attention is paid to working with professionally-oriented texts. In the process of development of future managers’ logical and critical thinking, their personal and professional qualities we use such methods as: case method, project method, brainstorming, vocabulary replenishment, microphone. The author believes that these methods of deontological culture development in the process of teaching a foreign language will contribute to: improvement of students’ personal qualities, competences development, formation of behavioural skills in managers’ professional activity according to norms and rules of deontological culture. Further study becomes the problem of future managers’ business writing skills development as a prerequisite for becoming professionals
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Гостев, Андрей, und Andrey Gostev. „Childhood As the Main Victim of Total Psychomanipulation: Reflections on the New Textbook“. Scientific Research and Development. Socio-Humanitarian Research and Technology 6, Nr. 3 (12.10.2017): 98–104. http://dx.doi.org/10.12737/article_59df6b86b2b7a1.94506353.

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The article is devoted to the analysis of the textbook of V.V. Abramenkova "Social Psychology of Childhood". The author of the article gives a brief account of the sections and main ideas of the book. Particular attention is paid to the influence of the modern information environment and media space (television, the Internet, computer games, mobile phones, etc.) on child development and spiritual and moral development.
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Zakirov, Artem Iskhakovich. „Physical training of referees in hockey: analysis of the degree of development of the problem in the scientific literature“. KANT 38, Nr. 1 (März 2021): 240–43. http://dx.doi.org/10.24923/2222-243x.2021-38.49.

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The article is devoted to the analysis of theoretical aspects of physical training of judges in various sports, in particular in hockey. The author analyzes dissertation research and scientific publications devoted to various aspects of physical training of judges in various sports, mainly games. Particular attention is paid to the degree of development of the theoretical foundations of physical training of judges in hockey.
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Faizullin, Rinat. „Game Reproduction of the Queuing System as an Economic Laboratory Experiment“. SHS Web of Conferences 110 (2021): 01050. http://dx.doi.org/10.1051/shsconf/202111001050.

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This article presents the results of an economic laboratory experiment based on a queuing system. The “classical” problem of the theory of mass service, known as the Erlang problem, with the aim of studying the behavioral theory of games reproduced in this article. It is based on the theory of queuing, which allows the company to avoid inefficient organization of customer service. Considerable attention is paid to the provisions of the behavioral theory of games as a method of making management decisions and their practical application. A mathematical model of decision making studied by queuing theory was compiled. There are Conclusions about the behavior in real economic situations. The experiment presented in the form of a game can be used as an original method of teaching economics.
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Hykšová, Magdalena, Anna Kalousová und †Ivan Saxl. „EARLY HISTORY OF GEOMETRIC PROBABILITY AND STEREOLOGY“. Image Analysis & Stereology 31, Nr. 1 (15.03.2012): 1. http://dx.doi.org/10.5566/ias.v31.p1-16.

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The paper provides an account of the history of geometric probability and stereology from the time of Newton to the early 20th century. It depicts the development of two parallel ways: on one hand, the theory of geometric probability was formed with minor attention paid to other applications than those concerning spatial chance games. On the other hand, practical rules of the estimation of area or volume fraction and other characteristics, easily deducible from geometric probability theory, were proposed without the knowledge of this branch. A special attention is paid to the paper of J.-É. Barbier published in 1860, which contained the fundamental stereological formulas, but remained almost unnoticed both by mathematicians and practicians.
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Gladkaya, E. F. „Game as a Way to Enhance Students’ Cognitive Activity“. Higher Education in Russia 27, Nr. 10 (03.12.2018): 161–67. http://dx.doi.org/10.31992/0869-3617-2018-27-10-161-167.

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The article deals with the description and analysis of the teaching experience of enhanc-ing students’ cognitive activity through intellectual games-competitions (games in pairs, teamwork) in the framework of Humanities “Russian language and speech culture” and “Rhetoric” at technical University. Special attention is paid to the description of the technology of games, pedagogical nuances that must be considered by a teacher to achieve maximum results of educational and gaming activities. On the basis of the described experience, conclusions are drawn about the rich possibilities of using games-competitions in the educational process of higher school. Properly organized game allows to create a favorable for learning emotional background and establish psychological contact between all participants of communication. In the game situation, the emotional and intellectual forces of students are mobilized. The group work develops communication and teamwork skills and the ability to achieve mutual understanding, to get the value of each member of the group. An important advantage of the game forms is that they can be used at all stages of training: from the introduction of new material to the control of acquired knowledge and skills. The emotions experienced during the game by students, increase responsibility for the result, contribute to better learning of educational material, which is confirmed by the control tests.
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Callens, Hanna. „Kidfluencer marketing in the video game industry“. Interactive Entertainment Law Review 3, Nr. 1 (01.09.2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.

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Children spend a tremendous number of hours online these days watching kids their age play video games on YouTube. The videos of these young stars, also called ‘kidfluencers’, have become an essential avenue for marketers to advertise games and merchandise. However, the game promotions of these kidfluencers can easily deceive children, as the paid collaboration with companies is not always properly disclosed. Therefore, this article aims to investigate if the European advertising regulations sufficiently protect children against misleading promotions in the videos of kidfluencers. It starts by analysing the effectiveness of kidfluencer marketing and its applicable European advertising legislation. After this analysis, it shows that the current regulations of kidfluencer marketing require a European approach that harmonizes the use of advertising disclosures and YouTube's responsibility regarding commercial communication.
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Alonso-Sanz, Ramón, und Haozhen Situ. „Quantum Fuzzy Game Simulation“. Parallel Processing Letters 29, Nr. 03 (September 2019): 1950010. http://dx.doi.org/10.1142/s0129626419500105.

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This article studies quantum games with imprecise payoffs simulated by means of fuzzy numbers. Three two-person game-types are scrutinized via the iterated confronting of a large number of players laying in a two-dimensional lattice. In every iteration, every player interacts with his nearest neighbours and adopts the strategy of his best paid mate. Variable degree of quantum entanglement and of optimism in the fuzzy payoffs are taken into consideration in the study.
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Weibel, David, und Bartholomäus Wissmath. „Immersion in Computer Games: The Role of Spatial Presence and Flow“. International Journal of Computer Games Technology 2011 (2011): 1–14. http://dx.doi.org/10.1155/2011/282345.

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A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.
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Gregersen, Andreas. „Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming“. MedieKultur: Journal of media and communication research 27, Nr. 51 (15.11.2011): 16. http://dx.doi.org/10.7146/mediekultur.v27i51.4084.

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<p>Technology has been given relatively little attention in genre theory, but this article argues that material technologies can be important components in genre development. The argument is based on a historically informed analysis of digital games, with special attention paid to home console video games and recent genre developments within this domain commonly referred to as motion gaming. The main point is that digital game genres imply structured embodied activity. A constitutive element of digital game mediation is a control interface geared to player embodiment, and I propose the concept of ‘interaction modes’ to describe the coupling of technology and player embodiment and show how this can be integrated with genre theory. The resulting framework allows for increased attention to continuity and change in game and communication genres, material and digital technologies, and the related interaction modes.</p>
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Vasiliev, A. A., E. A. Remmikh und V. А. Borisov. „TAX PECULIARITIES OF COMPUTER GAMES’ PRODUCERS. PROSPECTS FOR ESTABLISHING A NEW “DIGITAL TAX”.“ Russian-Asian Legal Journal, Nr. 4 (23.12.2020): 13–19. http://dx.doi.org/10.14258/ralj(2020)4.3.

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In the article the taxation mechanisms of computer games implementation, both by foreign anddomestic developers, are discussed in detail. The legislation development dynamics in this area and legislative possibilities are analyzed as well as legal nature of contracts, which mediate the relationshipbetween the games end users and their producers, is raised. With reference to this issue, one of the casesthat is the most illustrative of the contracts qualification problem and the impact of such qualification on thetaxation mechanism are analyzed. In addition, considerable attention is paid to the study of the mechanismfor calculating the “Tax on Google” and the consequences of its implementation. A legal assessment of theintroducing the new “digital tax” possibility with expert opinion on the need for its introduction is given.A significant role is assigned to the study of the foreign countries experience in the field of computer gamesmanufacturers’ taxation.
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Dauren, Zh, К. Abdreimova, S. Shyrshykbayev, D. Sadykova und D. Tashkeev. „Methods of teaching national games at physical education lessons of educational institutions“. Pedagogy and Psychology 43, Nr. 2 (30.06.2020): 218–23. http://dx.doi.org/10.51889/2020-2.2077-6861.29.

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The article gives a description of some features and the attitude of national sports of modern games to educational institutions. According to sociological studies, the attitude of people to these sports is clearly reflected and the knowledge generated through national values and wealth is closely interconnected by psychological and human factors. The importance of national physical culture and active sports - their focus satisfies not only the social needs of the people, but also improved from year to year by modern national features, is easily perceived by the younger generation. During the years of Soviet power in the republic, national types of games were shifted to the background due to the needs of classical sports. According to the then existing state policy, the main attention was paid to sports of the highest achievements, and they did not attach any importance to mass and health-improving, including national sports.
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Zdravkova, Katerina. „Learning computer ethics and social responsibility with tabletop role-playing games“. Journal of Information, Communication and Ethics in Society 12, Nr. 1 (04.03.2014): 60–75. http://dx.doi.org/10.1108/jices-09-2013-0038.

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Purpose – Tabletop online role-playing games enable active learning appropriate for different ages and learner capabilities. They have also been implemented in computer and engineering ethics courses. The paper aims to discuss these issues. Design/methodology/approach – This paper presents the experience of implementing role-playing in several courses embedded in Web 2.0 environment, with an intention to confront complex and sometimes mutually conflicting concepts, and integrate them into a whole. Findings – Typical examples introducing two basic scenarios representing individual and collaborative learning scripts are presented together with the detailed analysis how the games were performed, the effort to participate in, and to maintain them. Particular attention is paid to student feedback. Originality/value – The paper concludes with the basic findings of the effects of role-playing in current learning computer ethics and social responsibilities courses, and recommendations for future implementation of similar asynchronous learning online activities in order to increase their academic value and prepare students for their forthcoming professional integration.
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Bossen, Daniël, Aline Broekema, Bart Visser, Annette Brons, Annieck Timmerman, Faridi van Etten-Jamaludin, Katja Braam und Raoul Engelbert. „Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis“. Journal of Medical Internet Research 22, Nr. 4 (01.04.2020): e14549. http://dx.doi.org/10.2196/14549.

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Background Physical activity (PA) is important for children with a chronic disease. Serious games may be useful to promote PA levels among these children. Objective The primary purpose of this systematic review was to evaluate the effectiveness of serious games on PA levels in children with a chronic disease. Methods PubMed, EMBASE, PsycINFO, ERIC, Cochrane Library, and CINAHL were systematically searched for articles published from January 1990 to May 2018. Both randomized controlled trials and controlled clinical trials were included to examine the effects of serious games on PA levels in children with a chronic disease. Two investigators independently assessed the intervention, methods, and methodological quality in all articles using the Cochrane risk of bias tool. Both qualitative and quantitative analyses were performed. Results This systematic review included 9 randomized controlled trials (886 participants). In 2 of the studies, significant between-group differences in PA levels in favor of the intervention group were reported. The meta-analysis on PA levels showed a nonsignificant effect on moderate to vigorous PA (measured in minutes per day) between the intervention and control groups (standardized mean difference 0.30, 95% CI –0.15 to 0.75, P=.19). The analysis of body composition resulted in significantly greater reductions in BMI in the intervention group (standardized mean difference –0.24, 95% CI –0.45 to 0.04, P=.02). Conclusions This review does not support the hypothesis that serious games improve PA levels in children with a chronic disease. The meta-analysis on body composition showed positive intervention effects with significantly greater reductions in BMI in favor of the intervention group. A high percentage of nonuse was identified in the study of serious games, and little attention was paid to behavior change theories and specific theoretical approaches to enhance PA in serious games. Small sample sizes, large variability between intervention designs, and limited details about the interventions were the main limitations. Future research should determine which strategies enhance the effectiveness of serious games, possibly by incorporating behavior change techniques.
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Joseph, Daniel James. „The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam“. Games and Culture 13, Nr. 7 (27.02.2018): 690–707. http://dx.doi.org/10.1177/1555412018756488.

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This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodification of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work.
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Mendes, Cassandro, und Sabino Junior. „Corruption and Deforestation: a differential game model“. Business and Economic Research 6, Nr. 1 (23.06.2016): 481. http://dx.doi.org/10.5296/ber.v6i1.9166.

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<p class="ber"><span lang="EN-GB">Deforestation is a global issue and recently has been given much attention by governments and international institutions. The present paper aims to present a simple theoretical model on the relationship between corruption and deforestation. To model such relationship, we used differential games. Our model suggests that corruption increases deforestation. Moreover, the salary paid in the public sector may be an important tool to fight deforestation in development countries.</span></p>
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Tatyana B., Mikheeva, und Nichiporyuk Elena A. „Psychological and Pedagogical Foundations of the Process of Teaching English to Preschoolers“. Scholarly Notes of Transbaikal State University 16, Nr. 2 (Mai 2021): 27–33. http://dx.doi.org/10.21209/2658-7114-2021-16-2-27-33.

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Currently, there are controversial issues in pedagogical science about learning a foreign language in preschool institutions. The development of thinking and the formation of communicative abilities is an important psychological and pedagogical task of modern preschool education. Special attention is paid to the characteristics of children of older preschool age-5–7 year-olds. This age is the most favorable for mastering a foreign language. Psychological features of preschool children are the intensive formation of cognitive abilities, quick and easy memorizing of language information, special sensitivity to the phenomena of language, the ability to imitate. Learning English at preschool age stimulates the development of general speech abilities and lays the foundation for communication in a foreign language in the future, successful and not constrained by any barriers. Older preschoolers have an increased need to communicate with their peers, which is implemented through gaming activities. Teaching English to preschoolers is most effective with the use of linguodidactic games. The use of games in the English language classes ensures maximum activity of children, since playing is the most natural form of behavior of children. The game gives you the opportunity to present serious content in an accessible, emotionally meaningful way. Keywords: preschool education, English, senior preschool age, game technology, linguodidactic games
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Meftah, Chaimae, Asmaâ Retbi, Samir Bennani und Mohamed Khalidi Idrissi. „Mobile Serious Game Design using User Experience: Modeling of Software Product Line Variability“. International Journal of Emerging Technologies in Learning (iJET) 14, Nr. 23 (06.12.2019): 55. http://dx.doi.org/10.3991/ijet.v14i23.10899.

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In recent years, gamification has emerged as a new approach to increasing learner engagement. It covers a very wide range of games with very different purposes and with many fields of application. However, most of the gamification solutions proposed do not adopt the same modeling approach and little attention has been paid to mobile serious games (MSG) belonging to different pedagogical contexts. In order to overcome these difficulties, we have developed in this paper a generic model based on the Software Product Line (SPL) approach to manage the common and variable points of the MSG product set. We have also focused on the User eXperience (UX) concept to study the aspects that most affect the player’s experience in the context of MSGs. These aspects have been modeled in the form of features in the SPL Feature Model. MSG designers can use the model proposed during the development process, both to manage variability and to create an effective and fun learning environment.
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Ingrassia, Christopher Michael. „Revitalizing Keno: A Call for Pattern-Based Proposition Bets“. Journal of Gambling Business and Economics 13, Nr. 2 (11.12.2020): 3–14. http://dx.doi.org/10.5750/jgbe.v13i2.1806.

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Keno is a renowned game of chance offered by both lotteries and casinos throughout the world. The premise of the game is simple: a set of numbers is drawn at random and players are paid for selecting all or most of those numbers in advance. The mathematical foundation governing the odds and payouts for these basic wagers is elementary. More sophisticated bets, however, have associated probabilities which cannot be easily calculated by applying a manageable series of formulas. As a result, keno’s wagering menu has remained stagnant since the game’s widespread inception. Namely, proposition bets, now commonplace in virtually every other form of gaming, have never been developed for keno to any large degree. This is both unfortunate and surprising because keno is ideally suited for such an expansion. Unlike most other lottery-style games, keno highlights all drawn numbers on a rectangular grid, creating random visual patterns at the conclusion of each drawing. Creative new wagers based on these patterns are rigorously derived herein. These new additions should greatly enhance the game for both gamblers and enterprising gaming operators alike.
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