Journal articles on the topic 'Accessible Video Game'

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1

Jaramillo-Alcázar, Angel, Eduardo Venegas, Santiago Criollo-C, and Sergio Luján-Mora. "An Approach to Accessible Serious Games for People with Dyslexia." Sustainability 13, no. 5 (February 26, 2021): 2507. http://dx.doi.org/10.3390/su13052507.

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Dyslexia is a cognitive disorder that affects the evolutionary ability to read, write, and speak in people, affecting the correct learning of a large percentage of the population worldwide. In fact, incorrect learning is caused because the educational system does not take into consideration the accessibility parameters that people with dyslexia need to maintain a sustainable educational level equal to others. Moreover, the use of mobile devices, such as smartphones and tablets, has been deployed in education programs, offering many benefits; however, the lack of accessibility of those devices creates new barriers to students with dyslexia that hinder their education. With the aim of reducing these barriers, this paper presents an approach to the development of accessible serious games games for children with dyslexia. As a case study, a serious game based on a previously proposed serious game development method and a new set of accessibility guidelines for people with dyslexia is presented. The main purpose of the serious video game is to improve the treatment of dyslexia, through the collection of data obtained from two puzzles designed to train certain cognitive areas that affect this disability. This article has a double contribution: on the one hand, the guidelines and the method that can help video game developers and therapists to develop accessible serious games for people with dyslexia and, on the other hand, the two specific serious games that can be used by therapists, family members and people with dyslexia themselves.
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Chądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.

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Abstract The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
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Gluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.

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Video games are popular leisure and social activities; however, they often present accessibility issues for the community of gamers who are blind. While gaming technology has evolved, people who are blind still have limited access to commercially available accessible video games. Current accessible games tend to focus on auditory information to play, and none are available in virtual reality (VR). Accessible, fast-paced games have the development challenge of providing players useful information in time to make split-second decisions. We developed Racing in the Dark, a fast-paced, accessible VR racing game for the Oculus Quest, exploring commercial VR interfaces to provide this critical information. By leveraging the Quest’s built-in haptic, tracking, auditory, and voice systems, we provide players with a non-visual car racing experience. This work aims to offer insight into the process of developing accessible VR games for gamers who are blind through the implementation of Racing in the Dark.
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Tanaka, Candie. "Indigenous Video Games in Libraries." Pathfinder: A Canadian Journal for Information Science Students and Early Career Professionals 3, no. 1 (May 9, 2022): 14–29. http://dx.doi.org/10.29173/pathfinder57.

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There is a recent movement known as Indigenous Futurisms that examines Indigenous perspectives within the context of technology. In relation to this, video gaming continues to be one of the fastest growing forms of new media, yet diversity in the industry is still an issue. There is especially apparent with a lack of proper representation of Indigenous video game characters and Indigenous storylines. While this is starting to change with the recent rise of a handful of Indigenous owned gaming studios and creators, there are still challenges around accessibility for game play. Video games made by Indigenous creators or with Indigenous characters are for the most part non-existent in most public library collections. When we discuss decolonization in libraries, video games as a popular form of media are often overlooked and not viewed as valuable educational tools that encourage literacy and creativity. This paper suggests changes that can be made to ensure that video games that share Indigenous Knowledges and traditions or are made by Indigenous creators are made accessible and are represented in library collections and spaces.
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Goette, William, Julie A. Delello, and Rochell R. McWhorter. "Gendered Experiences of Mobile Gaming and Augmented Reality." International Journal of Virtual and Augmented Reality 3, no. 2 (July 2019): 54–67. http://dx.doi.org/10.4018/ijvar.2019070105.

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Gender differences in video gaming have been observed in gaming motivations, behaviors, and perceptions. Unlike traditional video games, Pokémon Go is a mobile, augmented reality game accessible on a smartphone, so it remains unclear whether previous findings about gender differences apply to this game. This study used a mixed-methods approach to explore the playing habits and experiences of 452 college students. Differences in social media usage, domains and frequency in which the game interfered with, and activities during which the game was played were observed between genders. While students perceived similar risks associated with Pokémon Go, men were less likely to report bonding with others as a personal benefit of the game. Further study of mobile gaming experiences between genders is needed, particularly in relation to social and immersive motivations to play the game.
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Prăjescu, Iulian, and Alina Delia Călin. "Multiple Types of AI and Their Performance in Video Games." Studia Universitatis Babeș-Bolyai Informatica 67, no. 1 (July 3, 2022): 21–36. http://dx.doi.org/10.24193/subbi.2022.1.02.

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"In this article, we present a comparative study of Artificial Intelligence training methods, in the context of a racing video game. The algorithms Proximal Policy Policy Optimization (PPO), Generative Adversarial Imitation Learning (GAIL) and Behavioral Cloning (BC), present in the Machine Learning Agents (ML-Agents) toolkit have been used in several scenarios. We measured their learning capability and performance in terms of speed, correct level traversal, number of training steps required and we explored ways to improve their performance. These algorithms prove to be suitable for racing games and the toolkit is highly accessible within the ML-Agents toolkit. Keywords and phrases: racing game, PPO, GAIL, behavioral cloning, AI in games. "
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Kaka Muhammad, Tara Qadir, Hawar Othman Sharifi, and Mazen Ismaeel Ghareb. "Eye Tracking Technique for Controlling Computer Game Objects." UHD Journal of Science and Technology 6, no. 1 (April 22, 2022): 43–51. http://dx.doi.org/10.21928/uhdjst.v6n1y2022.pp43-51.

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The study explored the employment of associate in accessible eye tracer with keyboard and mouse input devices for video games. An interactive game has been developed using unity with multiple balls objects and by hitting they could collect more point for each player. It has been used different techniques to hit the balls using mouse, keyboard, and mixed. Eye tracker input has been help to increase the performance of collected the player points. The research explains how the eye tacking techniques can be used in widely in video game and it is very interactive. Finally, we examine the use of visual observation in relevancy the keyboard and mouse input control and show the difference. Our results indicate that the employment of a watch huntsman will increase the immersion of a computer game and considerably improve the video game technology.
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O'Donnell, Casey. "The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon." Games and Culture 6, no. 1 (August 11, 2010): 83–100. http://dx.doi.org/10.1177/1555412010377319.

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This essay makes the argument that the numerous ‘‘networks’’ or ‘‘inter/intranetworks’’ that structure the video game industry have lived local effects for those involved in the production of video games. In particular, this is most visible in the realm of console video game development but is visible in many other contexts as well. It uses the Nintendo Entertainment System (NES) as an index into this complex and highly structured world that frequently disappears from developers perception. The essay uses largely historical data drawn from patent filings, Securities and Exchange Commission (SEC) filings, and court cases to analyze these networks. The essay argues that these inter/intranetworks, as constructed, have been instrumental in the way that the game industry now finds itself structured and that as the industry has ‘‘matured,’’ the networks have become less accessible and less interoperable.
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Malone, Laurie A., Christen J. Mendonca, Sangeetha Mohanraj, Samuel R. Misko, Joseph Moore, James Michael Brascome, and Mohanraj Thirumalai. "Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study." JMIR Serious Games 11 (January 10, 2023): e38484. http://dx.doi.org/10.2196/38484.

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Background Replacing sedentary behaviors during leisure time with active video gaming has been shown to be an enjoyable option for increasing physical activity. However, most off-the-shelf active video gaming controllers are not accessible or usable for individuals with mobility impairments. To address this requirement, a universal video game controller (called the GAIMplank) was designed and developed. Objective This study aimed to assess the usability of the GAIMplank video game controller for playing PC video games among individuals with mobility impairments. Measures of enjoyment, perceived exertion, and qualitative data on the user experience were also examined. Methods Adults (aged 18-75 years) with a mobility impairment were recruited to participate in a single testing session in the laboratory. Before testing began, basic demographic information, along with minutes of weekday and weekend physical activity, minutes of weekday and weekend video game play, and video game play experience were collected. The GAIMplank was mapped to operate as a typical joystick controller. Depending on their comfort and functional ability, participants chose to play seated in a chair, standing, or in their own manual wheelchair. Leaning movements of the trunk created corresponding action in the game (ie, lean right to move right). The participants played a total of 5 preselected video games for approximately 5 minutes each. Data were collected to assess the usability of the GAIMplank, along with self-efficacy regarding execution of game play actions, rating of perceived exertion and enjoyment for each game, and overall qualitative feedback. Results A total of 21 adults (n=15, 71% men; n=6, 29% women) completed the usability testing, with a mean age of 48.8 (SD 13.8; range 21-73) years. Overall, 38% (8/21) of adults played while standing, 33% (7/21) of adults played while seated in a chair, and 29% (6/21) played in their own manual wheelchair. Scores from the System Usability Scale indicated above average (74.8, SD 14.5) usability, with scores best for those who played seated in a chair, followed by those standing, and then individuals who played seated in their own wheelchairs. Inconsistencies in the responsiveness of the controller and general feedback for minor improvements were documented. Rating of perceived exertion scores ranged from light to moderate intensity, with the highest scores for those who played seated in a chair. Participants rated their experience with playing each game from above average to very enjoyable. Conclusions The GAIMplank video game controller was found to be usable and accessible, providing an enjoyable option for light-to-moderate intensity exercise among adults with mobility impairments. Minor issues with inconsistencies in controller responsiveness were also recorded. Following further development and refinement, the next phase will include a pilot exercise intervention using the GAIMplank system.
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Aune, R. Kelly, Matthew Sharritt, and Daniel D. Suthers. "l33tsp33k." International Journal of Digital Literacy and Digital Competence 5, no. 1 (January 2014): 45–65. http://dx.doi.org/10.4018/ijdldc.2014010104.

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A qualitative case study of student game play is presented that describes how game player communication becomes increasingly complex, efficient, and impenetrable by those who have not actively played the game. Transcripts of gathered video tape reveal how student ‘gamer talk' became increasingly implicit, using terminology provided by the game and their shared context of playing the game. Over time, communication among game player group members generally became more efficient and less penetrable by members outside the group (such as new players), as players engaged in culture-building activities around their shared context. However, players occasionally became more explicit in their communication when grounding was required to reach shared meaning, such as in instances where players disagreed on the purpose of a particular game feature or strategy. Finally, implications are offered to suggest ways in which gamer cultures can be made more accessible to game designers and those guiding classroom interactions.
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Jaramillo-Alcázar, Angel, Paz Cortez-Silva, Marco Galarza-Castillo, and Sergio Luján-Mora. "A Method to Develop Accessible Online Serious Games for People with Disabilities: A Case Study." Sustainability 12, no. 22 (November 17, 2020): 9584. http://dx.doi.org/10.3390/su12229584.

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Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only if accessibility takes on an important role for all. On the other hand, new trends have resulted in different smart devices being used in classrooms. These devices also allow for applications, such as serious games, to be used to support people’s learning process. Despite this, these applications are generally not multi-platform and do not usually consider accessibility features for people with disabilities. This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users. The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way. The method also presents and describes several guidelines to improve online serious game accessibility for people with disabilities. Finally, tests are conducted with some users to gather information about the online serious game and the accessibility features included. This study has important implications for the development of learning tools that consider people with disabilities.
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Arambarri Basáñez, Jon, Leire Armentia Lasuen, and Unai Baeza Santamaría. "Serious games para la puesta en valor de la cultura. Un caso práctico: SUM." Virtual Archaeology Review 3, no. 7 (November 18, 2012): 65. http://dx.doi.org/10.4995/var.2012.4388.

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<p>Although video games and serious games are based on similar technologies, their uses and purposes are completely different. Some examples of what serious games are designed for include achieving objectives, acquiring complex life skills and promoting cooperation at work. The main goal of a serious game is to make culture accessible to everyone using Information and Communication Technologies.<br />This paper will present the case study of Sum, an on-line serious game which aims to promote Spanish culture as a global culture that has been directly influenced by the historical events that have taken place in the past throughout the country.</p>
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de Jager, Nic. "Reading gamefully: videogamification as multimodal pedagogy for high school setworks." Image & Text, no. 36 (June 21, 2022): 1–41. http://dx.doi.org/10.17159/2617-3255/2022/n36a8.

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This paper draws from multiple publications in the Literacy Studies, Game Studies and Multimodal fields to foreground the affordances of using modern video game aesthetics - particularly their user interfaces or screens - as learning scaffolds in the under-resourced English classroom context. Though this may be seen as a well-worn terrain for research today (nearly 30 years after the advent of Game Studies), it is argued that video games remain somewhat underrepresented in literacy education, with the Covid-19 pandemic and recurrent lockdowns even further cementing games technologies from learners' home domains as the new frontier in teaching and learning. The benefits of importing such technologies into the classroom is nothing new to the field. Yet, this study innovates by optimising the most accessible of graphological media (pencils, pens, paints and paper) during participants' transmodalisations of prescribed English literature - particularly Shakespeare's plays - into a range of video game screenshots, including character menus, maps, and heads-up-displays. The research site is a public high school in Johannesburg, South Africa, with five Grade 10-12 learners drawing the screenshots in response to an extracurricular, multimodal enrichment programme. The author contends that this programme (or similar pedagogies) may encourage future groups to delve further into the complexities of their school setworks, which may then be connected meaningfully to their own, increasingly digital life-worlds. Recognising game-making as an extraordinarily complex undertaking, the researcher then offers a fine-grained analysis of each participant's text-to-game re-genrefication. In this way, the powerful representational properties of the video game medium can come to light, reaffirming its importance as a semiotic resource and pedagogic tool.
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Flores-Garzón, Edwin Patricio, Luis José Intriago-Echeverría, Angel Jaramillo-Alcázar, Santiago Criollo-C, and Sergio Luján-Mora. "Catch the Thief: An Approach to an Accessible Video Game with Unity." International Journal on Advanced Science, Engineering and Information Technology 10, no. 3 (June 1, 2020): 905. http://dx.doi.org/10.18517/ijaseit.10.3.10938.

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Upton, Caitlyn R., Jessica A. Nastasi, and Bethany R. Raiff. "Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study." JMIR Serious Games 10, no. 1 (March 24, 2022): e30949. http://dx.doi.org/10.2196/30949.

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Background Smoking is the most prevalent cause of morbidity and mortality in the United States. Although most individuals who smoke express a desire to quit smoking, only a small percentage are successful. Serious games have become popular in health sectors as a potential avenue for delivering a scalable treatment that is both accessible and engaging for the smoking population. Several smoking cessation games have already been developed, but these games feature a broad range of gameplay elements and are not necessarily based on existing video game preferences in the general or smoking population. Objective To better inform treatment development, this study aims to evaluate video game genre preferences among treatment-seeking individuals who smoke (N=473). Methods Participants responded to a screening survey to enroll in a larger, serious game intervention for smoking cessation. During this screening survey, participants were asked to disclose their favorite video games, which resulted in 277 unique game titles. These titles were coded for genre categories based on publisher listings and game features. The genres were then analyzed for the frequency of reporting overall and across age groups. Results Action, Role-Playing, and Action-Adventure were the most reported genres among adults aged ≤34 years; Action, Action-Adventure, and Logic were the most reported genres among adults aged 35-44 years; and Logic and Action were the most reported genres among adults aged ≥45 years. Conclusions These data indicate that treatment-seeking individuals who smoke have different game preferences across age groups, and the data provide novel information to inform the development of future serious games targeting the smoking population that are tailored to the preferences of their age group. Trial Registration ClinicalTrials.gov NCT03929003; https://clinicaltrials.gov/ct2/show/NCT03929003
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Chądzyńska, Dominika, and Dariusz Gotlib. "Spatial data processing for the purpose of video games." Polish Cartographical Review 48, no. 1 (March 1, 2016): 41–50. http://dx.doi.org/10.1515/pcr-2016-0001.

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Abstract Advanced terrain models are currently commonly used in many video/computers games. Professional GIS technologies, existing spatial datasets and cartographic methodology are more widely used in their development. This allows for achieving a realistic model of the world. On the other hand, the so-called game engines have very high capability of spatial data visualization. Preparing terrain models for the purpose of video games requires knowledge and experience of GIS specialists and cartographers, although it is also accessible for non-professionals. The authors point out commonness and variety of use of terrain models in video games and the existence of a series of ready, advanced tools and procedures of terrain model creating. Finally the authors describe the experiment of performing the process of data modeling for “Condor Soar Simulator”.
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Ghoman, Simran K., Siddhi D. Patel, Maria Cutumisu, Patrick von Hauff, Thomas Jeffery, Matthew R. G. Brown, and Georg M. Schmölzer. "Serious games, a game changer in teaching neonatal resuscitation? A review." Archives of Disease in Childhood - Fetal and Neonatal Edition 105, no. 1 (June 29, 2019): 98–107. http://dx.doi.org/10.1136/archdischild-2019-317011.

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BackgroundNeonatal healthcare professionals require frequent simulation-based education (SBE) to improve their cognitive, psychomotor and communication skills during neonatal resuscitation. However, current SBE approaches are resource-intensive and not routinely offered in all healthcare facilities. Serious games (board and computer based) may be effective and more accessible alternatives.ObjectiveTo review the current literature about serious games, and how these games might improve knowledge retention and skills in neonatal healthcare professionals.MethodLiterature searches of PubMed, Google Scholar, Cochrane Central Register of Controlled Trials, CINAHL, Web of Science and EMBASE databases were performed to identify studies examining serious games in neonatology. All games, such as board games, tabletop games, video games, screen-based simulators, tabletop simulators and virtual reality games were included.ResultsTwelve serious games were included in this review (four board games, five video games and three virtual reality games). Overall, knowledge improvement was reported for the RETAIN (REsuscitationTrAINing for healthcare professionals) board game (10% increase in knowledge retention) and The Neonatology Game (4.15 points higher test score compared with control). Serious games are increasingly incorporated into Nursing and Medical School Curriculums to reinforce theoretical and practical learning.ConclusionsSerious games have the potential to improve healthcare professionals’ knowledge, skills and adherence to the resuscitation algorithm and could enhance access to SBE in resource-intensive and resource-limited areas. Future research should examine important clinical outcomes in newborn infants.
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Bachell, Alasdair, and Matthew Barr. "Video Game Preservation in the UK: A Survey of Records Management Practices." International Journal of Digital Curation 9, no. 2 (October 29, 2014): 139–70. http://dx.doi.org/10.2218/ijdc.v9i2.294.

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Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’) video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility. The recommendation made by this paper is not simply for preservation professionals and enthusiasts to collaborate with the industry, but to do so by advocating the commercial benefits that preservation may offer to the industry.
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Rodrigues, Elsa, and Luís Bruno. "The game to promote the capability of reducing, reuse and recycling waste." E3S Web of Conferences 171 (2020): 01012. http://dx.doi.org/10.1051/e3sconf/202017101012.

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This work aims to raise awareness of environmental problems through interactive means, which, today, are much more appealing than the traditional ones to the academic community. To better inform community members of the importance of the 3Rs – Reduce, Reuse and Recycle, it was decided to develop an interactive 3D game, accessible through the Word Wide Web. This game includes 3 different activities which can be played in any order: solid waste recycling, saving water, and saving electricity. A small group of people evaluated the games; all participants were familiar with video games. It should be noted that the tests carried out focused only on the usability and interactivity of the game – the impact of the game at the 3Rs level – Reduce, Reuse and Recycle – has not been tested yet. The game makes the user more aware of the physical space where he moves (the school), showing his progress in real time. At the end of the game, the user is presented with the total time he took to finish his tasks and the total score achieved. In this way, the game becomes more interesting to the user.
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Gish Hill, Christina. "Cheyenne Odyssey: Representing Removal in an Educational Video Game." Museum Anthropology Review 12, no. 2 (August 11, 2018): 55–74. http://dx.doi.org/10.14434/mar.v12i2.22420.

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This articles reflects on the process of creating digital media in collaboration with Native communities, using the example of Cheyenne Odyssey, a game from Mission US, to argue that such media can illuminate the perspectives of Indigenous peoples for a wide audience while also creating digital repositories for both visual and narrative forms of knowledge. This game takes on the difficult challenge of portraying very sensitive moments of US history to middle school-age children. The game walks the player through the Battle of Little Big Horn, the forced removal of the Northern Cheyenne people, their harrowing journey home again, and even the massacre of Dull Knife’s band at Fort Robinson. The creators of the game brought Cheyenne perspectives to the process by consulting Northern Cheyenne elders, historians, and even school children, as well as archival materials, and scholars of Cheyenne history, including the author. This multifaceted collaboration resulted in a game that presented Cheyenne history in a way that reflected Cheyenne values while providing non-Cheyenne people with an accessible narrative that, nevertheless, disrupts the familiar history of westward expansion in the United States. At the same time, the game makes new a history familiar to every Cheyenne by presenting it in a fresh medium that captivates young people. The public nature of this online game empowers Cheyenne people to take pride in their own historical narratives.
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Al-Nasri, Iyad, and Shahan Salim. "Using Gamification to Break Barriers in Physical Therapy." University of Western Ontario Medical Journal 87, no. 2 (March 12, 2019): 9–11. http://dx.doi.org/10.5206/uwomj.v87i2.1146.

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Adherence to physical therapy can have a significant positive impact on the outcome of treatment, but remains a challenge for both clinicians and patients. Ubiquitous and accessible technologies such as video games and virtual reality (VR) can help to increase adherence in physical therapy, but adoption of these technologies is a barrier in itself. As such, health care professionals must play a larger role in game and simulation design in order for these interventions to be used in removing barriers to adherence.
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Cattan, Grégoire, Anton Andreev, and Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update." Computers 9, no. 4 (November 14, 2020): 92. http://dx.doi.org/10.3390/computers9040092.

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The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology.
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Frommel, Julian, Martin J. Dechant, and Regan L. Mandryk. "The Potential of Video Game Streaming as Exposure Therapy for Social Anxiety." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–25. http://dx.doi.org/10.1145/3474685.

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Social anxiety is a prevalent problem that affects many people with varying severity; digital exposure therapy-which involves controlled exposure to simulations of feared social situations alongside cognitive restructuring-can help treat patients with anxieties. However, the need to personalize exposure scenarios and simulate audiences are barriers to treating social anxieties through digital exposure. In this paper, we propose game streaming as an exposure therapy paradigm for social anxiety, supporting it with data from two studies. We first propose a framework describing requirements for exposure therapy and how game streaming can fulfill them. We select demand and performance visibility from these characteristics to showcase how to manipulate them for experiences of gradual exposure. With Study 1, we provide evidence for these characteristics and support for the framework by showing that a game's demand affected expected fear of streaming games. In Study 2, we show that the prospect of streaming led to elevated fear, a necessary property for effective exposure therapy. Further, we show that the effect of streaming on expected fear was similar for participants who can be considered socially anxious. These findings provide evidence for the essential effect of exposure therapy, which serves as a first step towards the validation of streaming as a social anxiety treatment. Our paper provides an initial, important step towards a novel, broadly applicable, and widely accessible digital approach for the treatment of social anxiety.
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Tamborini, Ron, Nicholas David Bowman, Sujay Prabhu, Lindsay Hahn, Brian Klebig, Clare Grall, and Eric Novotny. "The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility." New Media & Society 20, no. 2 (August 19, 2016): 564–80. http://dx.doi.org/10.1177/1461444816664356.

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The model of intuitive morality and exemplars (MIME) highlights the central influence of innate moral instincts (or intuitions) in media use. Recent experimental research on the MIME found that moral intuitions that are chronically accessible in video gamers are likely to influence players to uphold related moral principles in the game. This study replicated and extended this research to examine the influence of both chronic and temporary accessibility of moral intuitions. Discussion focuses on the prospect that while chronic accessibility should be a better predictor of behavior in most cases, there are proximal in-game instances where environmental cues temporarily increase the accessibility of other moral intuitions. This suggests that (a) players do not necessarily disengage their morals during gameplay, and that moral intuitions influence their in-game decisions, and that (b) this influence is not fixed, but can be continuously modulated by game design features.
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Polcyn, Sylwia. "The evolution of free time throughout history. Video games as a modern leisure activity." Biuletyn Historii Wychowania, no. 38 (October 11, 2019): 187–200. http://dx.doi.org/10.14746/bhw.2018.38.12.

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Against the background of civilizational development, the 21st century appears as a time of great opportunities of self-development and general progress but also as a time of various new leisure activities. Thanks to the society’s prosperity, as a consequence of scientific and technological research as well as technological progress, our lives have been improving on a daily basis, evolving towards “excellence”. A similar evolution has taken place in terms of leisure activities that have been known since antiquity. Some of them have slipped into oblivion, giving way to more interesting and controversial forms of leisure, including computer games. Computer games have become a part of our society; the role they have played in the 21st century is immense. Both children and teenagers are involved in this sort of pastime on a daily basis. To many of them, a day without their favourite game or virtual hero is hard to imagine. When asked about computer games, most adolescents will flood you with information on the subject. To children and teenagers, games are a source of lively colours, sounds and great opportunities. They offer a world beyond a child’s common experience. Games make a child feel needed. Most of all, computer games are more attractive and more easily accessible than other leisure activities.
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Ayers, William R. "What Is It Like to Be a Dolphin? Echolocation and Subjectivity in Video Games." Journal of Sound and Music in Games 2, no. 3 (2021): 1–33. http://dx.doi.org/10.1525/jsmg.2021.2.3.1.

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Echolocation is a rare ability of some bats, dolphins, and humans with reduced sightedness or visual impairment. Often visualized as a type of auditory sight, echolocation has no true analog for sighted humans without the ability, resulting in a wide range of interpretations when game designers attempt to capture this subjective experience. Video games have depicted echolocation with varying degrees of fidelity and realism, from musical scales and maps to fully realized three-dimensional worlds. This variety may be attributed in part to the inaccessible experience of the echolocating subjects. Designers must rely on their own subjective experiences to create a mental image of this ability. Synthesizing aspects of acoustic and biological sciences, philosophy, and disability studies, this article examines depictions of echolocation in video games, demonstrating that games require players to incorporate their own experiences in order to bridge the “explanatory gap” between the subjective experiences of visually impaired characters and knowledge of the objective processes of echolocation that are accessible to sighted players. With examples from Ecco the Dolphin (1992) and Perception (2017), this article will show that designers support their echolocation mechanics with narrative and supplementary information rather than actualizing the experience with gameplay.
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Eligio, Rachel B., and Michael P. Kaschak. "Gaming experience affects the interpretation of ambiguous words." PLOS ONE 15, no. 12 (December 28, 2020): e0243512. http://dx.doi.org/10.1371/journal.pone.0243512.

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Rodd et al. (2016) report that recreational rowers’ acquisition of sport-related terminology affected their interpretation of words that have both rowing-related and non-rowing-related meanings (e.g., crab). The extent to which the rowing- and non-rowing-related meanings were accessible to the participants depended on experiential factors, such as how long the participant had been a rower, and how long it had been since they last rowed. We present two experiments that attempt to replicate these findings with another group of hobbyists, namely video game players. Experiment 1 examined the differences in word meaning choice between gamers and non-gamers. Participation in video-gaming lead to participants generating more gaming-related word meanings in a word association task. Experiment 2 further examined the effects of video gaming experience on the lexical representation of gaming-related words. Participants who had spent more years as gamers were more likely to produce gaming-related word meanings in a word association task. The effect of time spent gaming was no longer significant when we took into account whether the participant engaged with video-game related media (such as YouTube channels or gaming-related message boards). This finding helps us to refine our understanding of the results reported by Rodd et al. (2016), suggesting that it may not be the time spent in an activity that affects the interpretation of ambiguous words, but rather the specific exposure to activity-related vocabulary.
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Rowland, Jennifer L., Laurie A. Malone, Cali M. Fidopiastis, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, and James H. Rimmer. "Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities." Physical Therapy 96, no. 4 (April 1, 2016): 521–32. http://dx.doi.org/10.2522/ptj.20140258.

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This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities (RERC RecTech) at the University of Alabama at Birmingham (UAB)/Lakeshore Foundation Research Collaborative.
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Walsh, MT, and OH Khan. "P.126 Enhancing patient understanding of spinal conditions through advanced imaging platforms." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 46, s1 (June 2019): S46. http://dx.doi.org/10.1017/cjn.2019.217.

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Background: In spite of the shift towards “personalized medicine,” ambulatory medicine lags behind the cutting edge technology employed in non-medical fields to convey information in unique ways to enhance customer interactions. Furthermore, the complex nature of neurosurgical concepts can be difficult to convey within the confines of a short outpatient visit. These factors, coupled with potentially long wait times, can limit a patient’s engagement in the treatment process. We propose that application of advanced video platforms will empower patients to feel that neurosurgical concepts are accessible and understandable and enable the face-to-face time with the physician to begin at a more sophisticated level, ultimately improving patient engagment. Methods: 3D modeling, animation, and video game design were used in conjuction with tablet computers and VR headsets to create a video-driven “choose-your-own-adventure style patient experience” with initial use during waiting times prior to face-to-face interaction with the neurosurgery providers. Results: 3D modeling, animation, and virtual reality were successfully implemented in the Northwestern Medicine neurosurgery clinic with positive impact on patient engagement, including preliminary improvements in multiple patient satisfaction/”Likelihood to Recommend” scores. Conclusions: Advanced imaging platforms, including 3D modeling, animation, and virtual reality show great promise in improving patient engagement, patient retention, and “Likelihood to Recommend” scores.
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Hsu, Wan-Yu, William Rowles, Joaquin A. Anguera, Chao Zhao, Annika Anderson, Amber Alexander, Simone Sacco, Roland Henry, Adam Gazzaley, and Riley Bove. "Application of an Adaptive, Digital, Game-Based Approach for Cognitive Assessment in Multiple Sclerosis: Observational Study." Journal of Medical Internet Research 23, no. 1 (January 20, 2021): e24356. http://dx.doi.org/10.2196/24356.

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Background Cognitive impairment is one of the most debilitating manifestations of multiple sclerosis. Currently, the assessment of cognition relies on a time-consuming and extensive neuropsychological examination, which is only available in some centers. Objective To enable simpler, more accessible cognitive screening, we sought to determine the feasibility and potential assessment sensitivity of an unsupervised, adaptive, video game–based digital therapeutic to assess cognition in multiple sclerosis. Methods A total of 100 people with multiple sclerosis (33 with cognitive impairment and 67 without cognitive impairment) and 24 adults without multiple sclerosis were tested with the tablet game (EVO Monitor) and standard measures, including the Brief International Cognitive Assessment for Multiple Sclerosis (which included the Symbol Digit Modalities Test [SDMT]) and Multiple Sclerosis Functional Composite 4 (which included the Timed 25-Foot Walk test). Patients with multiple sclerosis also underwent neurological evaluations and contributed recent structural magnetic resonance imaging scans. Group differences in EVO Monitor performance and the association between EVO Monitor performance and standard measures were investigated. Results Participants with multiple sclerosis and cognitive impairment showed worse performance in EVO Monitor compared with participants without multiple sclerosis (P=.01) and participants with multiple sclerosis without cognitive impairment (all P<.002). Regression analyses indicated that participants with a lower SDMT score showed lower performance in EVO Monitor (r=0.52, P<.001). Further exploratory analyses revealed associations between performance in EVO Monitor and walking speed (r=–0.45, P<.001) as well as brain volumetric data (left thalamic volume: r=0.47, P<.001; right thalamic volume: r=0.39, P=.002; left rostral middle frontal volume: r=0.28, P=.03; right rostral middle frontal volume: r=0.27, P=.03). Conclusions These findings suggest that EVO Monitor, an unsupervised, video game–based digital program integrated with adaptive mechanics, is a clinically valuable approach to measuring cognitive performance in patients with multiple sclerosis. Trial Registration ClinicalTrials.gov NCT03569618; https://clinicaltrials.gov/ct2/show/NCT03569618
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Baker, Anthony L., Joseph R. Keebler, and Elizabeth L. Blickensderfer. "Faster Than Light." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1828–32. http://dx.doi.org/10.1177/1541931213601417.

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Commercial off-the-shelf (COTS) products allow researchers to conduct studies using readily accessible systems in order to save time, effort, and/or money that would otherwise be spent designing a custom product. In this article, we discuss the potential of a low-cost and commercially available video game, FTL: Faster Than Light, to be used as a testbed for research into complex or high-workload situations. In this preliminary review, we prototype a performance assessment tool for FTL, which we call FTL Score, and evaluate its ability to distinguish performances between a pilot sample of three participants. The results of this exploratory study showed that our measurement methods were able to distinguish between the performance of two novices and an expert. This suggests that a larger follow-up study is warranted, and lends some support to the hypothesis that FTL can be used as an easy-to-deploy and low-cost testbed for research into high-workload performance.
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Levine, Hannah, Paavan Randhawa, JuYoung Park, and Lillian Hung. "TECHNOLOGY AND GROUP EXERCISE INTERVENTIONS FOR PEOPLE WITH DEMENTIA OR MILD COGNITIVE IMPAIRMENT: A SCOPING REVIEW." Innovation in Aging 6, Supplement_1 (November 1, 2022): 68. http://dx.doi.org/10.1093/geroni/igac059.271.

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Abstract We conducted a scoping review to analyze evidence about online group-based exercise programs. We searched six electronic databases and conducted team analysis with patient and family partners. Of 1,166 screened articles, the final review included 8 publications. Results identified three types of technology-based group exercise interventions for people with dementia or mild cognitive impairment (MCI): (a) exergames, (b) virtual cycling, and (c) video-conferencing platforms. These studies used psychosocial, physical function, biomarker, and cognitive outcome measures. The review identified three key impacts: (a) feasibility and accessibility; (b) physical, psychosocial, and cognitive benefits; and (c) adaptations necessary for persons with dementia or MCI. Over all, technology-based group exercise interventions were found to be accessible, feasible, and acceptable to persons with dementia or MCI. However, a “one-size-fits-all” game approach often did not work, suggesting that exercise interventions should be adaptable to meet the various needs of individual participants.
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Kerssens, Chantal. "Aging and Gaming: The Science and Promise of Technology-Based Leisure Activities and Interventions." Innovation in Aging 4, Supplement_1 (December 1, 2020): 558. http://dx.doi.org/10.1093/geroni/igaa057.1835.

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Abstract Much research has focused on technology to support older adults in basic and instrumental activities of daily living. Much less is known about technology supports of hobbies and leisure later in life. Physical, cognitive and social activities potentially delay the onset and progression of disease, including dementia. Older adults are interested in digital games, applications (apps) and social technologies, and will use technology provided their needs, preferences and goals are met. Moreover, video games can be designed to promote satisfying social experiences between players of differing capabilities. More work, however, is needed to understand older adults’ interactions and engagement with game-based interventions. This symposium presents cutting-edge research findings and design recommendations for technology-based leisure activities and interventions in older adults. Yow et al. present data from a large, touch-screen dual language intervention program with cognitive training tools aimed at slowing down the rate of cognitive decline in older adults with dementia. Boot et al. present longitudinal data from the Center for Research and Education on Aging and Technology Enhancement (CREATE) with a focus on leisure and videogames; Freed et al. present older adults’ attitudes and experiences with an exercise videogame (exergame). Lin et al. discuss the early effects of an exergame involving real-world physical activity on activity, social contact and stress levels in dementia caregivers. Kerssens et al. discuss the creation and testing of an adapted, accessible version of beloved board games for people with mild cognitive impairment (MCI) and a care partner without MCI. Technology and Aging Interest Group Sponsored Symposium.
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Ryazanov, D. A. "The Internet Community as a Phenomenon of Modern Network Culture (on the example of the KVN community in the social network VKontakte)." Communicology 8, no. 2 (June 30, 2020): 146–54. http://dx.doi.org/10.21453/2311-3065-2020-8-2-146-155.

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This paper discusses the characteristics and specific features of the Internet community ‘I love KVN’, whereas identifying user tokens in a network group are shown during their adaptation in the community. The author considers users’ techniques and virtual tools (audio recordings, video recordings, text publications, images, animated images, posters, polls, etc.). The Internet, as unique in terms of the its conditions and possibilities, makes it possible to study sociological phenomena that were not actualized or so accessible to empirical study in different environment of activity and interaction. This is relevant in the light of the rapid development of thematic communities on the VKontakte social network. According to the Levada Center analytical center, today about 72% of the population of the Russia use the Internet “daily or almost daily” and “several times a week”. At the same time, about 45% of citizens go online “several times a day”; these are, first of all, the youngest Russians under the age of 25 (87%). The focus of our consideration is the group on VKontakte “I love KVN”. KVN (The Club of Cheerful and Inventive) is one of the first projects that appeared on domestic television in the format of a humorous game, in which teams (educational institutions, universities, enterprises, cities and so on) compete in humorous answers to questions asked, improvisations on given topics, playing pre-prepared scenes. In the narrow sense, KVN is a competition in one’s own wit. The long-term history of the project (since 1961) and the relentless attention to the game from the mass audience determined in many respects the appearance of communities of lovers of intellectual humorous competitions on various types of venues. With the advent of social networks on the Internet, many KVN fans have joined together in a community that currently numbers approximately 670 thousand people.
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Godlewska, J. C., M. S. Ogan, M. Duda, and T. Backers. "An example of digital field training for a diversity-friendly (and pandemic-proof) field education in geoengineering disciplines." IOP Conference Series: Earth and Environmental Science 1124, no. 1 (January 1, 2023): 012043. http://dx.doi.org/10.1088/1755-1315/1124/1/012043.

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Abstract Geological field training and site inspections are important components of the education in geological and civil engineering and associated disciplines. However, field training is not inclusive, does not consider students’ family situations, for example associated with care work, places high demands on students’ financial resilience, and therefore does not address family educational backgrounds. Also, it is not pandemic proof. Through the implementation of digital field training, students can get access to important aspects of field work in a barrier-reduced and location-independent way. Knowledge associated with geological field training therefore becomes more accessible and inclusive. Moreover, outcrops or specific rock structures that are difficult or unsafe to access in the field can be explored digitally. In this project, parts of a geological mapping course physically held in southern Germany and taught at the Faculty of Geosciences at Ruhr-Universität Bochum were turned into a digital field course. A virtual 360° tour with 3D models of outcrops and rock samples was complemented by photo, video and audio material with information on the geological setting. The digital field training was integrated via Moodle as a full lecture with H5P elements. Additionally, individual components were combined in a game engine, so that students can immerse themselves into the project settings via virtual reality experiences or on-screen. The learning outcome includes the creation of a geological map in the study area in QGIS that is complemented by a field report. The choice of equipment, procedure and results are presented. While acknowledging that a digital experience cannot fully replace the learning experience of physical field trips, it can be a valuable complement to physical field work, provide access to inaccessible geological regions, support interdisciplinary teaching projects, and provide an alternative to marginalised students who would otherwise not be able to complete a geoengineering curriculum.
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Compañ-Rosique, Patricia, Rafael Molina-Carmona, Francisco Gallego-Durán, Rosana Satorre-Cuerda, Carlos Villagrá-Arnedo, and Faraón Llorens-Largo. "A guide for making video games accessible to users with cerebral palsy." Universal Access in the Information Society 18, no. 3 (July 23, 2019): 565–81. http://dx.doi.org/10.1007/s10209-019-00679-6.

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Jaramillo-Alcázar, Angel, Sergio Luján-Mora, and Luis Salvador-Ullauri. "Inclusive Education: Mobile Serious Games for People with Cognitive Disabilities." Enfoque UTE 9, no. 1 (March 30, 2018): 53–66. http://dx.doi.org/10.29019/enfoqueute.v9n1.236.

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Nowadays, the use of mobile devices is increasingly frequent. In many occasions they are used as a means of entertainment for people through video games. Serious games is a category of video games used as teaching methods in different environments. They use fun as a strategy for the learning process. However, the vast majority do not focus on vulnerable groups such as people with cognitive disabilities, because they do not consider accessibility parameters in their design. Some video games development companies have proposed general guidelines for the implementation of accessible video games, but they have not been formalized as good practices or standards. This article presents a compilation and analysis of different accessibility guidelines for the development of mobile serious games for people with cognitive disabilities. It also proposes a model to evaluate the access of serious games for people with cognitive disabilities and applies it in a case study. Finally, an evaluation tool is proposed for mobile serious games developers focused on people with cognitive disabilities.
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Kim, Yongjae, and Stephen Ross. "The Effect of Sport Video Gaming on Sport Brand Attitude, Attitude Strength, and the Attitude-Behavior Relationship." Journal of Sport Management 29, no. 6 (November 2015): 657–71. http://dx.doi.org/10.1123/jsm.2013-0117.

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This study examined the impact of repetitive sport video gaming on sport brand attitudes, attitude strength (e.g., attitude accessibility and confidence), and the attitude-behavior relationship. An experiment was designed to demonstrate the attitude-behavior consistency in a hypothetical choice context. The results indicated that repeated exposure to sport video games emulating a real-life sport influences sport attitude and its strength, and subsequently hypothetical choice behavior. The sport attitudes formed on virtual sport experience (e.g., playing sport video games repetitively) are as accessible and held with the same degree of confidence as those formed on direct experience (e.g., watching a sport on TV). The findings also confirmed the moderating effect of attitude confidence on the attitude-behavior relationship.
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Kowal, Magdalena, Eoin Conroy, Niall Ramsbottom, Tim Smithies, Adam Toth, and Mark Campbell. "Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games." JMIR Serious Games 9, no. 2 (June 16, 2021): e26575. http://dx.doi.org/10.2196/26575.

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Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments.
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Gallagher, Rob. "Volatile Memories: Personal Data and Post Human Subjectivity in The Aspern Papers, Analogue: A Hate Story and Tacoma." Games and Culture 15, no. 7 (April 15, 2019): 757–71. http://dx.doi.org/10.1177/1555412019841477.

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Contemporary narrative video games still owe a debt to notions of plotting and characterization inherited from realist novels, even as they demonstrate how digital technologies are driving the development not merely of new fictional forms but also new conceptions of identity and subjectivity. This article expands upon these claims through analyses of three texts. Published in 1888 and revised in 1908, Henry James’s novella The Aspern Papers follows a protagonist obsessed with laying his hands on a long-dead Romantic poet’s archive; released in the 21st-century, Christine Love’s (2012) Analogue: A Hate Story and Fullbright’s (2017) Tacoma imagine technologically advanced posthuman futures in order to pose questions about datafication, identity, and the terms on which the past remains accessible in the present. Considered together, they shed light on longer generic traditions, the relationship between literature and video games, and the ethical and epistemological issues raised by new technologies.
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Simon, Jean Paul. "Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies." Digital Policy, Regulation and Governance 20, no. 5 (August 13, 2018): 449–78. http://dx.doi.org/10.1108/dprg-03-2018-0008.

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Purpose This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models. Design/methodology/approach The paper is based on desk research, a review of literature and trade press and comments from experts and industry players. Findings The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies. Research limitations/implications The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem. Practical implications This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive. Social implications The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model. Originality/value Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.
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Crawford, Garry, and Victoria Gosling. "Toys for Boys? Women's Marginalization and Participation as Digital Gamers." Sociological Research Online 10, no. 1 (June 2005): 46–56. http://dx.doi.org/10.5153/sro.1024.

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This paper develops out of ongoing research into the location and use of digital gaming in practices of everyday life. Specifically this paper draws on a questionnaire based survey of just under four hundred undergraduate students and twenty-three follow up interviews. This paper suggests that the women in this research play digital games significantly less than their male counterparts, and suggests that this is largely due to digital games continuing to be viewed, both culturally and by the gaming industry, as belonging to men. However, this paper suggests that for some women video and computer gaming can be an important social activity, and for others mobile telephone based gaming can offer a less restricted and more accessible leisure activity.
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Rao Naidu, Vikas, Shyamala Srinivas, Mahmood Al Raisi, and Vishal Dattana. "Evaluation of Hypermedia Tools in Terms of Usability Heuristics for English Language Teaching." Arab World English Journal, no. 2 (January 15, 2021): 133–49. http://dx.doi.org/10.24093/awej/mec2.10.

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The technology-assisted teaching and learning process has seen a spurt in growth in the last two decades. The education technology field has rapidly embraced new tools and techniques to enhance the student learning experience. With the evolution of multimedia elements such as digital images, audio, video, graphics, and animation, the learning supported by technology has made learning flexible and accessible in terms of time and place. With Wi-Fi enabled campuses, it is much easier for students to learn using their smart devices enabled by hypermedia content. Hypermedia, also known as active media, is the multimedia content that brings in interactivity, where the user can interact with the system, rather than viewing the content in passive mode. This helps in generating a dialogue between the system and user, sustaining user interest. Some examples of hypermedia are interactive quizzes, games, interactive videos, etc. This study aims to investigate and evaluate four interactive tools, namely FluentU, Duolingo, Livemocha, and Hello English, which are designed for language learning. A qualitative assessment of the applications, including a review of past literature on language learning using tools, was undertaken. The expert evaluation or assessment was done using Jakob Nielsen’s ten heuristics or design guidelines. The objective was to compare the applications by measuring their usability against the standard heuristics. The goal of any usability study is user satisfaction. Through this interface evaluation, the researchers have concluded for designers that could be considered during future development of hypermedia-based tools.
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Berroya Elosua, Alfonso, and Maitane Echevarria Aguirre. "The industrial network and the role of the professional illustrator in Spain." AusArt 6, no. 1 (July 13, 2018): 9–29. http://dx.doi.org/10.1387/ausart.19459.

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The crisis of the publishing industry shows the precarious situation of the professional illustrator in Spain, which does not seem to improve in recent years. Job opportunities are hindered by competition at the international level after the appearance of the Internet, and the decrease of commissions, which are mostly assumed by highly experienced professionals. This situation makes it difficult to access the labor market, where the absence of official rate charts makes it complicate to budget jobs for the less experienced ones. Contrasting with this reality, the booming industries of video games and animation movies demand new professionals, but the lack of academic professionalization in traditional training system limits the possibilities of finding work due to the lack of preparation, forcing future professionals to depend on self-taught education or training in specialized private centers, being these economically less accessible
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Ramírez-Granizo, Irwin Andrés, José Luis Ubago-Jiménez, Gabriel González-Valero, Pilar Puertas-Molero, and Silvia San Román-Mata. "The Effect of Physical Activity and the Use of Active Video Games: Exergames in Children and Adolescents: A Systematic Review." International Journal of Environmental Research and Public Health 17, no. 12 (June 14, 2020): 4243. http://dx.doi.org/10.3390/ijerph17124243.

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The aim of this study is to develop a systematic review on the relationship between the use of active video games “exergames” and the practice of physical activity. The Web of Science (WOS) repository was used as the main search engine, using as criteria the selection of longitudinal and experimental studies published in the last five years. A total of eight research papers were obtained, in which intervention programs based on the use of exergames were applied to improve different parameters, such as adherence to Physical Activity practice or improvement on a psychological level. As the main findings, it was possible to observe the need to include these types of devices in the classroom since they can work transversally across much content, and the resources are so accessible that they allow improvements at academic level. Likewise, they favor motivation to physical exercise since with adequate volume and intensity parameters, they are related to healthier lifestyles, and the areas of motor skills and logical thinking benefited the most.
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Crane, Breanna, Brittany Drazich, Janiece Taylor, Kyle Moored, Omar Ahmad, John Krakauer, and Michelle Carlson. "INCLUDING FEEDBACK FROM OLDER ADULTS WITH VARYING HEALTH CONDITIONS TO INFORM EXERGAME DESIGNS." Innovation in Aging 6, Supplement_1 (November 1, 2022): 261–62. http://dx.doi.org/10.1093/geroni/igac059.1037.

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Abstract Exergames are emerging technologies that combine “exercise” and “video games” to promote enjoyable cognitive and physical activities. Exergame studies often exclude individuals at greatest risk for adverse health outcomes (e.g., oldest-old, living with chronic conditions, comorbidities, or functional limitations). Thus, it is important to 1) understand motivators and barriers for joining and adhering to exergame studies and 2) capture perspectives from individuals commonly excluded from these studies. We conducted three focus groups among 14 older adults (mean age=79±9 years) with varying health conditions who participated in a novel three-dimensional exergame feasibility study. Data were analyzed using the “Sort and Sift, Think and Shift” approach. Motivators for joining were generativity, peer referrals, self-improvement, and curiosity. Motivators for retention were accomplishment, enjoyability, and exercise. Barriers to participation included frustration and pain/fatigue. We also discuss how participants’ feedback influenced future exergame design. Findings will aid in promoting scalable, enjoyable, and accessible exergame interventions for all.
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47

Andrade, Maira, and Philip W. S. Newall. "Cryptocurrencies as Gamblified Financial Assets and Cryptocasinos: Novel Risks for a Public Health Approach to Gambling." Risks 11, no. 3 (February 22, 2023): 49. http://dx.doi.org/10.3390/risks11030049.

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Policymakers’ attempts to prevent gambling-related harm are affected by the ‘gamblification’ of, for example, video games and investing. This review highlights related issues posed by cryptocurrencies, which are decentralised and volatile digital assets, and which underlie ‘cryptocasinos’—a new generation of online gambling operators. Cryptocurrencies can be traded around the clock and provide the allure of big potential lottery-like wins. Frequent cryptocurrency traders often suffer from gambling-related harm, which suggests that many users are taking on substantial risks. Further, the lack of regulation around cryptocurrencies and social media echo chambers increases users’ risk of being scammed. In comparison to the conventional regulated online gambling sector, cryptocasinos pose novel risks for existing online gamblers, and can also make online gambling accessible to the underage, the self-excluded, and those living in jurisdictions where online gambling is illegal. Researchers and policymakers should continue to monitor developments in this fast-moving space.
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48

Carneiro, Maíra Izzadora Souza, Déborah Marques De Oliveira, Adriana Baltar Do Rêgo Maciel, Ana Cláudia De Andrade Cardoso, Verônica Teichrieb, and Kátia Monte-Silva. "Applicability of a motor rehabilitation system in stroke victims." Fisioterapia em Movimento 29, no. 4 (December 2016): 723–30. http://dx.doi.org/10.1590/1980-5918.029.004.ao08.

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Abstract Introduction: The recovery of stroke patients is long and boring due to the repetitive nature of the exercises used and the length of treatment. Thus, we started using virtual reality as an alternative and, because of its advantages, health professionals are adapting video games for physical therapy. However, there are some limitations, such as the fact that games are designed for entertainment and not for therapeutic purposes. Objective: In order to mitigate gaps in assistive devices for physical therapy, this study describes the development and applicability of a computer support system for motor rehabilitation - Ikapp - in stroke victims. Methods: Twenty-seven stroke patients filled out a socioeconomic questionnaire, tested Ikapp during five minutes and answered a usability and satisfaction questionnaire about handling the tool. The chi-square test was used to analyze any association between sociodemographic factors and the features of the system. Results: The Ikapp system can be an excellent device to assist neurological rehabilitation of stroke patients, as participants questionnaires showed that 85.2% were satisfied in regard to motivation and inclusion of Ikapp in physiotherapy and 77.8% relative to ease of interaction with the tool. Conclusion: The Ikapp system proved to be an easy-to-use and accessible computer support system for patients with functional limitations.
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MacDonald, Teresa, and Alice Bean. "Adventures in the subatomic universe: An exploratory study of a scientist–museum physics education project." Public Understanding of Science 20, no. 6 (April 13, 2010): 846–62. http://dx.doi.org/10.1177/0963662510361417.

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Quarked!™ is a collaborative education project between physicists, museum educators and designers that was developed to introduce youth to concepts of scale and the particulate nature of matter through hands-on museum programs and a website with animated videos, games and lesson plans. A pilot study was carried out to assess the project’s success in presenting these concepts in a fun and engaging way for an elementary and middle school aged audience, to investigate its relevance to teachers, and to explore children’s awareness of things that they cannot directly see. We found that children as young as second grade are aware of microscopic entities that can be studied indirectly. Our study also suggests that concepts of scale and matter can be presented in a way that is engaging and accessible to youth, and that teachers consider relevant to existing curricula.
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Hsieh, Hsieh-Chun. "Training by Using an Adaptive Foot Switch and Video Games to Improve Balance and Mobility Following Stroke: A Randomised Controlled Trial." Brain Impairment 20, no. 1 (October 12, 2018): 16–23. http://dx.doi.org/10.1017/brimp.2018.15.

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In this study, an altered switch for rehabilitation was invented to make home training accessible for the stroke patients, by modifying a computer mouse into a foot switch. This study examined the effects of training with an adaptive foot switch and video games (VG) on walking performance and balance abilities (Centre of Pressure (CoP) sway) in people after stroke.The intervention was evaluated through a randomised controlled trial. The intervention group received 10 weeks of VG rehabilitation, for approximately 3.5 hours/week, using a pressure-activated electronic foot switch, in addition to standard rehabilitation. The control group received regular rehabilitation only. The experiment included a force platform (measuring CoP sway kinematics) and a 10-Metre Test of Walking (10MWT) to measure the standing balance and walking performance of 56 stroke patients.There were no differences between the two groups (intervention and control) at baseline in terms of the demographic or dependent variables. Multivariate tests indicated a significant interaction between the Patient Group and the Time-type variables. Subsequent analysis of the main effects revealed significant between-group differences over time in all dependent variables (10MWT, sway area, CoP sway in anterior–posterior direction (AP sway) and CoP sway in medial–lateral direction (ML sway)). Patients in the intervention group demonstrated better performance than those in the control group after the VG rehabilitation according to the post-test.This study suggests that ankle muscle training using an adaptive foot switch and VG may improve exercise compliance and enhance recovery of balance and mobility following stroke.
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