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1

Waring, Michael, and Len Almond. "Game-Centred Games- A Revolutionary or Evolutionary Alternative for Games Teaching?" European Physical Education Review 1, no. 1 (April 1995): 55–66. http://dx.doi.org/10.1177/1356336x9500100106.

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Gutierrez, David, and Luis M. García-López. "Gender differences in game behaviour in invasion games." Physical Education & Sport Pedagogy 17, no. 3 (July 2012): 289–301. http://dx.doi.org/10.1080/17408989.2012.690379.

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Hamzah, Mohd Pouzi bin, and Muhammad Faris Izzat bin Ahmad Khairil. "Game Based Learning on Android Platform: Cognitive Remediation Therapy Games." International Journal of Computer Theory and Engineering 9, no. 3 (2017): 179–84. http://dx.doi.org/10.7763/ijcte.2017.v9.1134.

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Harrison, Craig B., Andrew E. Kilding, Nicholas D. Gill, and Taisuke Kinugasa. "Small-sided games for young athletes: is game specificity influential?" Journal of Sports Sciences 32, no. 4 (September 9, 2013): 336–44. http://dx.doi.org/10.1080/02640414.2013.824600.

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Dillon, Deborah, Diane Ailor, and Shelly Amato. "We're Not Just Playing Games: Into Aging-An Aging Simulation Game." Rehabilitation Nursing 34, no. 6 (November 12, 2009): 248–49. http://dx.doi.org/10.1002/j.2048-7940.2009.tb00259.x.

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6

Crawford, Garry, and Victoria K. Gosling. "More than a Game: Sports-Themed Video Games and Player Narratives." Sociology of Sport Journal 26, no. 1 (March 2009): 50–66. http://dx.doi.org/10.1123/ssj.26.1.50.

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This article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday lives of gamers. In particular, we argue that sports-themed games provide an illustrative example of how media texts are used in identity construction, performances, and social narratives.
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Arifovna, Atadjanova Ludmila. "GAME THERAPY AS A FACTOR IN THE FORMATION OF ADOLESCENTS COMMUNICATION SKILLS." Frontline Social Sciences and History Journal 4, no. 6 (June 1, 2024): 17–23. http://dx.doi.org/10.37547/social-fsshj-04-06-03.

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The article examines game therapy as the concept of “communication skills”, as a necessary condition for successful communication, and identifies tasks aimed at developing communicative competence. The corrective capabilities of play therapy as a factor in the development of skills necessary for effective communication in adolescence are also analyzed and, in this context, tasks for psychological support of adolescents are identified.
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Worley, Jennifer R., Sharon N. Rogers, and Robert R. Kraemer. "Metabolic Responses to Wii Fit™ Video Games at Different Game Levels." Journal of Strength and Conditioning Research 25, no. 3 (March 2011): 689–93. http://dx.doi.org/10.1519/jsc.0b013e318207eae9.

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Saavedra, Jose M., Sveinn Þorgeirsson, Milan Chang, Hafrún Kristjánsdóttir, and Antonio García-Hermoso. "Discriminatory Power of Women’s Handball Game-Related Statistics at the Olympic Games (2004-2016)." Journal of Human Kinetics 62, no. 1 (June 13, 2018): 221–29. http://dx.doi.org/10.1515/hukin-2017-0172.

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AbstractSports performance analysis has been a growing field of study in the last decade. However, the number of studies in handball is small. The aims of this present study were (i) to compare handball game-related statistics by the match outcome (winning and losing teams) and (ii) to identify characteristics that discriminated performance in elite women’s handball. The game-related statistics of the 236 matches played in the last four Olympic Games (Athens, Greece, 2004; Beijing, China, 2008; London, United Kingdom, 2012; and Rio de Janeiro, Brazil, 2016) were analysed. Differences between match outcomes (winning or losing teams) were determined using the chi-squared statistic, also calculating the effect sizes of the differences. A discriminant analysis was then performed applying the sample-splitting method according to match outcomes. The results showed the differences between winning and losing teams were red cards and assists. Also, the discriminant analysis selected five variables (shots, goalkeeper-blocked shots, technical fouls, steals, and goalkeeper-blocked fast-break shots) that classified correctly 83% of matches. The selected variables included offensive and defensive predictors. Coaches and players can use these results as a reference against which to assess their performance and plan training.
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Katsarov, Johannes, Markus Christen, Ralf Mauerhofer, David Schmocker, and Carmen Tanner. "Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms." Games and Culture 14, no. 4 (July 20, 2017): 344–66. http://dx.doi.org/10.1177/1555412017719344.

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The goal of this study is to support game designers in the selection and implementation of game mechanisms to promote players’ moral sensitivity (MS). A lack of MS may lead people to behave unethically, without awareness for their actions’ moral implications. In this study, we conduct a theory-based evaluation of 20 distinct game mechanisms in view of their potential to promote MS. MS is thereby operationalized in terms of three learning outcomes (LOs): empathic concern for relevant groups, alertness to values/principles, and awareness for one’s vulnerability to biases. This study suggests that MS is best promoted through a careful combination of game mechanisms, addressing all three LOs.
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Ferrari, Bernardo, Deógenes P. da Silva Junior, Carolina Moreira Oliveira, Júlia S. B. Ortiz, and Roberto Pereira. "Socially Aware Design of Games: an early workshop for game designers." Journal on Interactive Systems 11, no. 1 (December 9, 2020): 92–109. http://dx.doi.org/10.5753/jis.2020.757.

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Designing games to encourage players' positive and healthy behaviors is both a necessity and a challenge. Although the game research field has relevant contributions in literature, especially regarding gamification, serious games and persuasive computing, when the application domain is critical, such as education or health, it is necessary to understand the context in which a game will be inserted before actually proposing and designing it. This paper presents a collaborative workshop for problem understanding and requirements elicitation in the early stages of game design. The workshop stresses the importance of problem-understanding from a sociotechnical perspective before developing a game and before directly engaging other stakeholders. The paper presents the workshop in practice where designers must understand how to support children to perform speech therapy exercises outside hospital settings. The workshop was conducted to produce a systemic understanding of the problem domain, of human and technical aspects, possible solutions and their implications to be used as inputs for game design and evaluation. The paper presents the workshop and its main results, discussing lessons learned and highlighting the need for early and lean practices to promote the socially aware design of games.
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12

Bishop, David. "Game sense or game nonsense?" Journal of Science and Medicine in Sport 12, no. 4 (July 2009): 426–27. http://dx.doi.org/10.1016/j.jsams.2008.03.004.

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13

Zielina, Martin, Jan Šmahaj, Jaroslava Raudenská, and Alena Javůrková. "Using and Creating Therapeutic Games in Virtual Reality and the Player/Game/Therapy Model." Ceskoslovenska psychologie 66, no. 3 (June 30, 2022): 332–48. http://dx.doi.org/10.51561/cspsych.66.3.332.

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14

Wolf-Root, Alex. "Pre-Game Cheating and Playing the Game." Sport, Ethics and Philosophy 13, no. 3-4 (October 30, 2018): 334–47. http://dx.doi.org/10.1080/17511321.2018.1536676.

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Noraziah ChePa, Laura Lim Sie-Yi, and Sumayyah Adetunmbi. "Game-based Technology for Elderly with Memory Disorder: Criteria and Guideline of Mobile Psychotherapy Games." Journal of Advanced Research in Applied Sciences and Engineering Technology 28, no. 2 (October 17, 2022): 162–80. http://dx.doi.org/10.37934/araset.28.2.162180.

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The advancement of technology in healthcare has promoted changes in traditional intervention or treatment of diseases. The utilization of technology via digital games has become one of the alternative interventions for memory disorder which can be considered as supplementary tool to traditional therapeutic methods compared to pharmacological treatments which are not only expensive but also associated with significant adverse effects. Using psychotherapy games as non-pharmacological interventions is more human-centred and have been considered as the best alternative. Although games have been widely used in many domains including entertainment, education and psychotherapy, criteria and guidelines of psychotherapy games particularly for memory-disorder are not clearly defined. This could consequently result in developing ineffective game-based therapy for patients. This article proposes a guideline and criteria that can help in designing and developing psychotherapy games to be utilized in treating memory disorder patients. Combination of systematic literature reviews and interview were employed to acquire the list of criteria needed for psychotherapy games. A total of 25 criteria are identified and have been classified into four main categories are proposed as a guideline. To evaluate the proposed guideline, a Neuro-therapy game is designed and developed using prototyping approach. A significant contribution of this study is the criteria and guidelines for psychotherapy game which will benefit game developers and practitioners who directly involved with psychotherapy programs with memory disorder patients. The proposed criteria and guidelines can be adapted to other psychotherapy domain, such as special needs education therapy, jobs screening, and occupational therapy. Furthermore, this could possibly improve the existing intervention practices by having more accurate measurement through game-based approach.
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Souza, Carlos Henrique Rorato, Daniel Machado De Oliveira, Daniela Fernandes Do Nascimento, Luciana de Oliveira Berretta, and Sérgio Teixeira De Carvalho. "A Serious Games and Game Elements Based Approach for Patient Telerehabilitation Contexts." Journal on Interactive Systems 13, no. 1 (August 26, 2022): 179–91. http://dx.doi.org/10.5753/jis.2022.2679.

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There are several factors involved in telerehabilitation therapy, such as the patient’s engagement in the activity. In this context, the therapist’s active participation is compromised and, on the other hand, the exercises performed are often repetitive and boring, decreasing the patient’s engagement and motivation, directly impacting the results of the sessions. Considering this, this paper aims to present an approach based on an exergame (a serious game that aims to encourage physical exercise) with a distributed architecture. It was developed to assist in conducting telerehabilitation sessions that involve a cycle ergometer as a device – a bedside bicycle used in rehabilitation sessions for patients with motor disorders. In order to validate the effectiveness of this approach, the construction of an exergame prototype was undertaken, followed by two validation steps done by 16 physiotherapists from the Clinical Hospital of the Universidade Federal de Goiás - UFG (based on the Delphi Method). About 88, 8% of the specialists, after two rounds of evaluation, considered that the exergame was appropriate for telerehabilitation sessions.
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17

Turner, Adrian P., and Thomas J. Martinek. "An Investigation into Teaching Games for Understanding: Effects on Skill, Knowledge, and Game Play." Research Quarterly for Exercise and Sport 70, no. 3 (September 1999): 286–96. http://dx.doi.org/10.1080/02701367.1999.10608047.

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18

Wallace, Jarryd Luke, and Kevin Ian Norton. "Evolution of World Cup soccer final games 1966–2010: Game structure, speed and play patterns." Journal of Science and Medicine in Sport 17, no. 2 (March 2014): 223–28. http://dx.doi.org/10.1016/j.jsams.2013.03.016.

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19

Camuñas-García, Daniel, María Pilar Cáceres-Reche, María de la Encarnación Cambil-Hernández, and Manuel Enrique Lorenzo-Martín. "Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games." Education Sciences 14, no. 4 (April 10, 2024): 396. http://dx.doi.org/10.3390/educsci14040396.

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Video games have emerged as a promising tool for enhancing engagement with cultural heritage. However, there is limited knowledge about how existing games can effectively fulfill this role. This study compiled and analyzed 100 video games based on cultural heritage by adapting an existing framework that includes 10 game attributes for a comparative statistical analysis of the games’ engagement features. These features include narrative-driven gameplay, information capsules, task-driven learning, ease of play, identity-driven content, open-world exploration, people-centered perspectives, meaningfulness, simulation, and verisimilitude. The analysis revealed that while the majority of games adhered to most of the recommended attributes, features such as task-driven learning, open-world exploration, and simulation were either uncommon or rare. These findings highlight a significant opportunity to develop games that incorporate these underrepresented features, thereby providing more immersive and engaging experiences in heritage education. Furthermore, the study offers a systematic overview of existing games that represent cultural heritage, serving as a valuable resource for developers, designers, and educators in this field.
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20

Storey, Brian, and Joy Butler. "Complexity thinking in PE: game-centred approaches, games as complex adaptive systems, and ecological values." Physical Education & Sport Pedagogy 18, no. 2 (March 8, 2012): 133–49. http://dx.doi.org/10.1080/17408989.2011.649721.

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21

Curtis, S. L. "A Simulation Game for Students: The Music Therapy Game." Music Therapy Perspectives 5, no. 1 (January 1, 1988): 111–13. http://dx.doi.org/10.1093/mtp/5.1.111.

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22

Branquinho, Luís C., Ricardo Ferraz, and Mário C. Marques. "The Continuous and Fractionated Game Format on the Training Load in Small Sided Games in Soccer." Open Sports Sciences Journal 13, no. 1 (October 15, 2020): 81–85. http://dx.doi.org/10.2174/1875399x02013010081.

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The training load has become relevant for coaches in recent years. Several studies were carried out to verify the impact on the training load during the performance of small-sided games in soccer. However, recent research is now focused on the effects of using different methods and the study of different recovery times on training load in SSG deserves more attention. In this brief review, we critically analyze the impact of using different training methods and different recovery time, inferring with their impact on the external and internal training load during the performance of Small-Sided Games in soccer. The correct choice of training method can help coaches to increase the performance of their teams and achieve the proposed training objectives.
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23

Perez, Jose R., Jonathan Burke, Abdul K. Zalikha, Dhanur Damodar, Joseph S. Geller, Andrew N. L. Buskard, Lee D. Kaplan, and Michael G. Baraga. "The Effect of Thursday Night Games on In-Game Injury Rates in the National Football League." American Journal of Sports Medicine 48, no. 8 (May 15, 2020): 1999–2003. http://dx.doi.org/10.1177/0363546520919989.

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Background: Although claims of increased injury rates with Thursday night National Football League (NFL) games exist, a paucity of data exist substantiating these claims. Purpose: To evaluate the effect of rest between games on in-game injury rates as it pertains to overall injury incidence, location, and player position. Study Design: Descriptive epidemiologic study. Methods: Data were obtained from official NFL game books for regular season games from all 32 teams for the 2013-2016 seasons. All in-game injuries recorded in official game books were included. Rest periods between games were classified as short (4 days), regular (6-8 days), or long (≥10 days). Overall observed injury rates per team-game were analyzed in relation to different rest periods using negative binomial regression. For results with significant overall findings, pairwise comparisons were tested using the Wald chi-square test. Exploratory secondary analyses were performed in a similar fashion to assess differences in injury rates for the different rest periods when stratified by anatomic location and player position. Results: A total of 2846 injuries were identified throughout the 4 seasons. There was an overall significant difference in injuries per team-game between short, regular, and long rest ( P = .01). With short rest, an observed mean of 1.26 injuries per game (95% CI, 1.06-1.49) was significantly different from the 1.53 observed injuries per game with regular rest (95% CI, 1.46-1.60; P = .03), but not compared with the 1.34 observed injuries per game with long rest ( P = .56). For player position, only the tight end, linebacker, and fullback group demonstrated significant differences between the injury rates for different rest categories. Quarterback was the only position with more injuries during games played on Thursday compared with both regular and long rest. This specific analysis was underpowered and the difference was not significant ( P = .08). No differences were found regarding injury rates in correlation with differences in rest periods with different injury locations. Conclusion: A short rest period between games is not associated with increased rates of observed injuries reported in NFL game books; rather, our data suggest there are significantly fewer injuries for Thursday night games compared with games played on regular rest. Future research correlating rest and quarterback injury rates is warranted.
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Masterson, Eileen. "The Village Game." British Journal of Occupational Therapy 49, no. 7 (July 1986): 233–34. http://dx.doi.org/10.1177/030802268604900711.

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This article describes a board game developed in the Crescent Occupational Therapy Department, Bexley Hospital, for use with psychogeriatric patients. The objectives include socialization, mental stimulation and orientation, and the game has been found useful for those difficult to motivate.
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Aghemo, Alessio, and Maria Buti. "Hepatitis C Therapy: Game Over!" Gastroenterology 151, no. 5 (November 2016): 795–98. http://dx.doi.org/10.1053/j.gastro.2016.09.034.

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Esenalieva, Gulzada, Andrei Ermakov, and Nataliia Maiatskaia. "THE ROLE OF HYPERTEXT AND HYPERNARRATIVES IN GAME DESIGN." Alatoo Academic Studies 23, no. 4 (December 30, 2023): 170–79. http://dx.doi.org/10.17015/aas.2023.234.18.

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This article examines the complex role of hypertext and hypermedia in the field of game design and their profound impact on interactive storytelling. Hypertext and hypermedia, which refer to interconnected text and multimedia components, are steadily gaining importance in the field of game design, offering many new possibilities for storytelling, player action, and creating immersive experiences. Through a thorough review of relevant literature and insightful case studies, this article delves into the widespread use of hypertext and hypermedia in the field of game design. This highlights their remarkable potential for increasing player engagement and enriching storytelling, thereby facilitating a deeper and more engaging gaming experience. This study not only highlights the contemporary relevance of these design elements, but also highlights their growing importance in shaping the future of interactive storytelling in games. The use of hypertext and hypermedia can allow designers to create more engaging and adaptable narratives, thereby improving the overall gaming experience.
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Pérez-Ferreirós, Alexandra, Anton Kalén, Miguel-Ángel Gómez, and Ezequiel Rey. "Reliability of Teams’ Game-Related Statistics in Basketball: Number of Games Required and Minimal Detectable Change." Research Quarterly for Exercise and Sport 90, no. 3 (May 2, 2019): 297–306. http://dx.doi.org/10.1080/02701367.2019.1597243.

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28

Pi, Jiasheng. "Game Theory and Game Mechanics Design." SHS Web of Conferences 188 (2024): 03020. http://dx.doi.org/10.1051/shsconf/202418803020.

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This paper focuses on the significance of game balance in games and explores the application of game theory concepts for designing and analyzing balanced gameplay. When analyzing instances of games, the paper initially presents the renowned prisoner’s dilemma, a prominent problem in game theory, and delves into diverse strategies along with their corresponding advantages, thereby enabling readers to appreciate the captivating essence of game theory. After that, the paper respectively mentions two individual cases from two different forms of games. The well-known game Rock-Paper-Scissors is a simple strategy game. FPS (First Person Shooter) game is a sort of video game that is a complex strategy game. In analyzing this type of game, the paper draws images to show the imbalance in the game. In the end, the article puts forward the prospect that game theory can contribute to game design. The approach adopted in this study integrates existing research in game theory with practical insights from game design, without delving into extensive theoretical derivations or complex formulas.
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Swinden, Helen. "“ADAPTED GAME OF DRAUGHTS”*." Australian Occupational Therapy Journal 26, no. 3 (August 27, 2010): 126–28. http://dx.doi.org/10.1111/j.1440-1630.1979.tb00706.x.

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Dopson, Laurence. "Winning The Publications Game." Physiotherapy 83, no. 7 (July 1997): 387–88. http://dx.doi.org/10.1016/s0031-9406(05)65799-9.

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31

Dunican, Ian C., Charles C. Higgin, Kevin Murray, Maddison J. Jones, Brian Dawson, John A. Caldwell, Shona L. Halson, and Peter R. Eastwood. "Sleep Patterns and Alertness in an Elite Super Rugby Team During a Game Week." Journal of Human Kinetics 67, no. 1 (July 5, 2019): 111–21. http://dx.doi.org/10.2478/hukin-2018-0088.

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AbstractSleep is a vital component of preparation, performance and recovery for a Super Rugby game. The purpose of this study was to quantify sleep behaviours and alertness of professional rugby union players during training and a game. Thirty-six rugby union players from a Super Rugby team wore a wrist-activity device (Readiband™) to measure sleep for 3 days before, 3 days after and on the night of an evening game. Players were separated into those selected to play the game (n = 23) and those who were not (n = 13). Alertness was assessed for all training and game times using bio-mathematical modelling. Alertness measures ≤90% were considered to reflect impaired reaction time. Those selected to play in the game progressively increased sleep duration over the nights prior to the game (by 92 min p ≤ 0.05) by delaying wake time. Players went to bed later after the game (02:20 ± 114 min vs 22:57 ± 60 min; p ≤ 0.001) which resulted in decreased sleep duration on game night compared to pre-game nights (296 ± 179 min vs 459 ± 78 min; p ≤ 0.05). Four players did not achieve any sleep on game night. Sleep duration appeared to be truncated by early morning training sessions (before 08:00) on the second and third mornings after the game. Alertness was >90% for all training and game times for all players. In conclusion, in the days leading into a Super Rugby game, players delay morning time at wake and consequently increase sleep duration with post-game sleep reduced in some.
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Ferro, Richard T. "The Steroids Game." Medicine & Science in Sports & Exercise 30, no. 11 (November 1998): 1662. http://dx.doi.org/10.1097/00005768-199811000-00024.

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Wright, Maureen, Elizabeth Scott, and Rhonda Cockerill. "Surviving the Management Game: Workload Measurement Systems in a Cost-Conscious Environment." Canadian Journal of Occupational Therapy 60, no. 1 (April 1993): 23–28. http://dx.doi.org/10.1177/000841749306000106.

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Using a procedure-based occupational therapy workload measurement system developed at, and applied by, Sunnybrook Health Science Centre, this paper explores the objectives of such a system from the point of view of the occupational therapy manager. It also takes into account the synergistic relationship between the occupational therapist and the administrative/business aspect of health care, paying special attention to past and present trends in health-care accountability. In this paper it is argued that occupational therapy managers must relate their procedures and overhead costs to actual client care, if they are to be included in programme management and client costing. The process used by occupational therapy to describe its own procedures for the system is outlined. The system was then developed in conjunction with other institutional, financial and management tools for the client cost conversion process. By using a procedure based workload measurement system, occupational therapy is able to accurately describe client costing, thereby articulating our role in client care.
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Farias, Cláudio Filipe Guerreiro, Stephen Harvey, Peter Andrew Hastie, and Isabel Maria Ribeiro Mesquita. "Effects of situational constraints on students’ game-play development over three consecutive Sport Education seasons of invasion games." Physical Education and Sport Pedagogy 24, no. 3 (January 22, 2019): 267–86. http://dx.doi.org/10.1080/17408989.2019.1571184.

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Prabowo, Donni, Ema Utami, and Hanif Al Fatta. "Implementasi Konsep Gamification pada Aplikasi Terapi Autis dengan Metode Applied Behavior Analysis." Creative Information Technology Journal 1, no. 3 (April 2, 2015): 204. http://dx.doi.org/10.24076/citec.2014v1i3.22.

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Autisme merupakan gangguan yang dialami sejak lahir ataupun saat balita. Gangguan ini merupakan kelainan perkembangan sistem saraf pada seseorang. Penderita autisme umumnya mengalami kesulitan dengan fungsi sosial, motorik, sensorik, dan kognitif. Salah satu penanganan autisme yaitu dengan melakukan terapi. Metode terapi autis yang paling sering digunakan sampai saat ini yaitu metode Applied Behavior Analisyst (ABA). Saat ini penerapan konsep permainan atau gamification merupakan salah satu cara untuk membuat penderita autism antusias untuk melakukan terapi, oleh karena itu penelitian ini akan membahas perancangan aplikasi game terapi autis pada empat bidang yang menjadi masalah bagi penderita autism yaitu bidang sosial, motorik, sensorik, dan kognitif. Rancangan aplikasi game terapi ini akan diterapkan pada sistem terapi autis yang menerapkan metode ABA yaitu sistem Ahada (ahada.info). Pendekatan yang digunakan dalam proses perancangan game terapi pada penelitian ini adalah model Game Design Document menurut Adams Ernest. Penelitian ini menghasilkan kesimpulan yang menyatakan bahwa implementasi konsep game pada sistem terapi autis Ahada dapat diterapkan dengan menggunakan pendekatan Game Design Document. Pendekatan ini dinyatakan sebagai pendekatan yang baik untuk digunakan dalam proses perancangan game. Selain itu, penelitian ini juga menyatakan bahwa penerapan konsep Natural User Interface (NUI) dapat diintegrasikan dengan sistem Ahada untuk memenuhi kebutuhan terapi motorik.Autism is disorder experienced since the time of birth or infancy. This disorder is developmental disorder of the nervous system in person. People with autism generally have difficulty with social, motor, sensory, and cognitive. One of autism treatment is therapy. Autism treatment methods are most commonly used to date are Applied Behavior Analisyst method (ABA). Now, game concept application is one way to create enthusiasm for autism therapy, therefore this research will discuss about design of autism therapy game on four areas that become problem for people with autism are social, motor, sensory, and cognitive. The design of the therapy game application will be applied to autism therapy system that implements the method ABA, that is Ahada system. The approach used in the game design process of therapy in this study is Game Design Document by Ernest Adams. This study resulted conclusion that the concept of gaming on Ahada autism therapy system can be implemented by using Game Design Document. This approach is expressed as good approach to use in game design process. In addition, this study also stated that the application of the Natural User Interface concept can be integrated with the system to meet the needs motor therapy.
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Henríquez, Matías, Aitor Iturricastillo, Arturo González-Olguín, Felipe Herrera, Sonny Riquelme, and Raul Reina. "Time−Motion Characteristics and Physiological Responses of Para-Footballers With Cerebral Palsy in Two Small-Sided Games and a Simulated Game." Adapted Physical Activity Quarterly 38, no. 2 (April 1, 2021): 232–47. http://dx.doi.org/10.1123/apaq.2020-0077.

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This study compared physical performance in a group of international cerebral palsy football players during two formats of small-sided games (SSGs) and performance in a simulated game (SG) according to players’ sport classes (FT1, FT2, and FT3). Internal load (heart rate and rating of perceived exertion) and external load (total distance, distance covered at different velocities, maximum speed reached, acceleration, and deceleration) were obtained with global positioning system devices during two formats of SSGs (2-a-side/SSG2 and 4-a-side/SSG4) and an SG (7-a-side). SSG2 demands faster actions compared with SSG4/SG, and significant differences and large effect sizes were found in the distance covered in Speed Zones 5 (16.0−17.9 km/hr) and 6 (>18.0 km/hr; p < .05; , large). Lower moderate accelerations and decelerations per minute in SSG4/SG compared with SSG2 were also found (p < .01; , large). In the SSG2 task, the FT3 players reached maximum speeds, covered more distance at the highest intensities, and performed more moderate/high accelerations/decelerations and more sprints compared with FT1 and FT2 players (p < .05; −0.85 < dg < −4.64, large). The SSG2 task could be the best option for discriminating physical demands in important variables for cerebral palsy football performance between classes FT3 versus FT1/FT2.
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Ulrich, Frank, and Niels Henrik Helms. "CREATING EVALUATION PROFILES FOR GAMES DESIGNED TO BE FUN: An Interpretive Framework for Serious Game Mechanics." Simulation & Gaming 48, no. 5 (May 17, 2017): 695–714. http://dx.doi.org/10.1177/1046878117709841.

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Background. Games can be great pedagogical tools for educators and students. COTS games (commercial-off-the-shelf) are designed for the pure purpose of leisure but can also contain educational value. Aim. In this paper, we address the potential of COTS games as serious games. We develop an interpretive evaluation framework that can identify the educational value in COTS games. Application. The presented framework can create evaluative profiles of the learning, social, game, and immersive mechanics of COTS games as educational tools. Moreover, the framework can position COTS games between four intertwined dimensions, namely pedagogical, design, knowledge, and sociotechnical considerations. Demonstration. To validate the practical application of the interpretive framework, we apply it to a real-world example. Our demonstration reveals the usefulness of the framework. Conclusions. The framework enables critical reflection on the game mechanics; thereby capturing the complexity of the game mechanics that makes COTS game both educational and fun to play.
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Tsarbou, Charis, Nikolaos I. Liveris, Panagiotis D. Tsimeas, George Papageorgiou, Sofia A. Xergia, and Athanasios Tsiokanos. "The effect of fatigue on jump height and the risk of knee injury after a volleyball training game: A pilot study." Biomedical Human Kinetics 13, no. 1 (January 1, 2021): 197–204. http://dx.doi.org/10.2478/bhk-2021-0024.

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Abstract Study aim: To investigate the effect of fatigue, induced by a volleyball training game on the risk of Anterior Cruciate Ligament (ACL) injury. Material and methods: Thirteen female volleyball college athletes, ages 18 to 21 years old, completed jump landings from a box 30 cm height, prior and post a 60-minute volleyball training game. The clinical tool Landing Error Scoring System (LESS) was employed in order to evaluate the technique of landing prior and post the game. The level of fatigue induced by the volleyball game was assessed by vertical jump test and Borg Rating of Perceived Exertion (RPE) Scale pre and post-game. In order to compare measurements pre and post-game t-tests for dependent samples were used. Results: Participants performed lower vertical jumps post-game with a Confidence Interval of 26.2 ± 2.3 cm (pre-game) and 24.9 ± 2.2 cm (post game). The difference between pre and post-game was found to be statistically significant with a t12 = 2.55 and a p-value of 0.026. In the case of assessing fatigue, the Borg RPE scale scores were found to be statistically significant (t12 = 14.05, p < 0.001) higher post-game (10.2 ± 0.6), as compared to pre-game (6.5 ± 0.4). Similarly, LESS scores increased significantly (t12 = 2.21, p = 0.047), post-game (6.3 ± 1.1) compared to pre-game (5.8 ± 1.0) that prove poorer landing ability. Conclusion: It seems that a short duration volleyball training game induces fatigue and negatively affects the jumping and landing ability.
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Mishra, Devansh, Ajay Singh, Akash Halder, Anusha Sharma A, and Rishika Varshiini Rao. "MEDICATE: TREATING DEPRESSION VIA GAME THERAPY." International Journal of Engineering Applied Sciences and Technology 5, no. 1 (May 31, 2020): 274–80. http://dx.doi.org/10.33564/ijeast.2020.v05i01.041.

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&NA;. "Video game improves adherence to therapy." Nursing 38, no. 11 (November 2008): 15. http://dx.doi.org/10.1097/01.nurse.0000341059.77945.09.

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Vukasinovic Vesic, Milica, Marija Andjelkovic, Nenad Dikic, Ivana Baralic, Tamara Stojmenovic, Tatjana Malic, and Brizita Djordjevic. "Pre-Game And Post-Game Hydration Status Of Young Basketball Players." Medicine & Science in Sports & Exercise 47 (May 2015): 502–4. http://dx.doi.org/10.1249/01.mss.0000477817.33697.4f.

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Novitasari, Selvia, Suhendar Sulaeman, and Nyimas Heny Purwati. "Pengaruh Terapi Musik dan Terapi Video Game terhadap Tingkat Nyeri Anak Usia Prasekolah yang Dilakukan Pemasangan Infus." Journal of Telenursing (JOTING) 1, no. 1 (May 14, 2019): 168–77. http://dx.doi.org/10.31539/joting.v1i1.510.

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The purpose of this study was to determine the differences in the average level of pain in preschoolers who were infused after being given music therapy and video game therapy at Bhayangkara TK III Hospital in Bengkulu city. This research is a quantitative study. This type of research is quasy experimental research with post test only control group approach, which is a study that did not take measurements before intervention. Measurements were only carried out after intervention, with 24 respondents taken in 2 groups, namely music therapy. and video game therapy. Data collection instruments used to measure pain with wong baker face pain rating scale. Data analysis using t-test The results of the study were that there were significant differences in the level of pain in preschoolers who were infused before and after being given music therapy and video game therapy. It is expected that nurses will apply music therapy and video game therapy as a technique for transferring pain to children. Keywords: Preschool, Video Game, Music, Pain Level.
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Shapii, Azrulhizam. "STROKE REHABILITATION EXERCISE KINECT GAME AS A MODALITY FOR HOME-BASED THERAPY." Asia-Pacific Journal of Information Technology and Multimedia 10, no. 02 (December 1, 2021): 15–36. http://dx.doi.org/10.17576/apjitm-2021-1002-02.

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Traditional rehabilitation is a tedious process which is reducing the patients' motivation to perform rehabilitation exercises. Therefore, patients need a program that can entice them to do rehabilitation exercises at home. This research aims to identify the game's needs based on the traditional rehabilitation, design a prototype of a recovery game based on traditional rehabilitation, and test the effectiveness of the rehabilitation game. There are two different game types in this rehabilitation game, with three different movement types used to interact. The prototype developed based on four elements, which are the elements of rehabilitation game, type of movement rehabilitation exercises, technology constraints faced by post-stroke patients, and the basic principle of interface design. Because of patients face physical constraints, Kinect was used in this game to interact with. Using Kinect, the patient is not bound to any device to interact with the game. The game also introduces a social background that encourages patients to have a friend to play either through competition or cooperation.By evaluating by observation and interviews, the game was accepted by post-stroke patients and their family members. They also provide a suggestion for improvement in the future. The contribution of this research is to measure whether the Kinect game console and this game can help patients do additional recovery exercises at home without the supervision of the therapist
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Þorgeirsson, Sveinn, Demetrio Lozano, Juan C. Zapardiel, Francisco Jimenez, Damir Sekulić, and Jose M. Saavedra. "Women’s beach handball game statistics." Kinesiology 54, no. 1 (2022): 126–32. http://dx.doi.org/10.26582/k.54.1.12.

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The objectives of the present study were: (i) to compare beach handball game-related statistics by match outcome (winning and losing teams), and (ii) to identify characteristics that discriminate performances in the match. The game-related statistics of the 72 women’s matches played in the VIII Women’s Beach Handball World Championship (2018) were analysed. The game-related statistics were taken from the official Web page. A validation of the data showed their reliability to be very good (the inter-observer mean reliability was α=0.82 and the intra-observer mean was α=0.86). For the differences between winning/losing teams a parametric (unpaired t-test) or non-parametric (Mann-Whitney U test) test was applied depending on whether the variable met or did not meet normality, respectively. A stepwise discriminant analysis was then performed to determine the variables that predicted performance (victory or defeat). Five variables showed differences between the winning and losing teams: total points (p&lt;.001; ES=1.09), technical faults (p&lt;.001; ES=‑0.96), the number of players with either negative (p&lt;.001; ES=‑0.86) or positive (p&lt;.001; ES=1.05) valuations and overall valuation (p&lt;.001; ES=1.29). The predictive model correctly classified 80.6% of the matches using two variables (Wilks’s λ=0.618; canonical correlation index=0.618): overall valuation and GK shots.
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Yadi, Yadi Jatira, and Netrawati. "Rational Emotive Behavior Therapy untuk Mengurangi Kecanduan Game Online." JPI (Jurnal Pendidikan Indonesia) 13, no. 1 (April 28, 2024): 138–45. http://dx.doi.org/10.23887/jpiundiksha.v13i1.69658.

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Kecanduan game online merupakan suatu kondisi atau perilaku yang dilakukan seseorang secara berulang-ulang. Fenomena yang terjadi pada siswa berkaitan dengan kecanduan game online yaitu siswa malas bekerja, mood berubah-ubah, keinginan terus-menerus untuk bermain game online, menyelam ketika guru melarang bermain game online pada jam pelajaran, mengalami penurunan dalam kesehatan mata dan bermain game online lagi setelah ditegur oleh guru di kelas. Kecanduan game online dapat dikurangi dengan memberikan konseling kelompok terapi perilaku rasional emotif. Tujuan dari penelitian ini adalah untuk menguji efektivitas layanan konseling kelompok dengan pendekatan terapi perilaku emotif rasional untuk meringankan kecanduan game online siswa. Metode penelitian yang digunakan adalah metode penelitian kuantitatif dengan jenis penelitian pra eksperimen. Desain eksperimen yang digunakan adalah one group pre-test post-test design. Populasi dalam penelitian ini berjumlah 1047 siswa, dan diambil sampel sebagai kelompok eksperimen sebanyak 10 siswa. Penarikan sampel menggunakan purposive sampling. Uji validitas yang dilakukan pada penelitian ini menggunakan korelasi product moment dengan nilai rtabel sebesar 0,334 dengan jumlah item valid sebanyak 47. Instrumen penelitian menggunakan model skala likert, data dianalisis menggunakan Wilcoxon Signed Rank Test dengan bantuan versi SPSS 25.00. Hasil penelitian menunjukkan bahwa survei siswa kecanduan game online sebelum diberikan perlakuan (pre-test) berada pada kategori tinggi, survei siswa kecanduan judi online setelah diberikan perlakuan berada pada kategori rendah dan sangat rendah. Layanan konseling kelompok dengan pendekatan terapi perilaku emosi rasional efektif meringankan kecanduan game online siswa. Implikasi Penelitian ini menunjukkan bahwa terapi perilaku rasional emotif dengan perencanaan yang baik dan berkesinambungan akan membantu anggota kelompok menjadi lebih aktif dalam berpikir, berbagi ide, gagasan dan pengalaman sehingga anggota kelompok memperoleh pengetahuan baru dan pemikiran baru yang rasional.
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Caroux, Loïc. "Presence in video games: A systematic review and meta-analysis of the effects of game design choices." Applied Ergonomics 107 (February 2023): 103936. http://dx.doi.org/10.1016/j.apergo.2022.103936.

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47

Lockwood, Joanna, Laura Williams, Jennifer L. Martin, Manjul Rathee, and Claire Hill. "Effectiveness, User Engagement and Experience, and Safety of a Mobile App (Lumi Nova) Delivering Exposure-Based Cognitive Behavioral Therapy Strategies to Manage Anxiety in Children via Immersive Gaming Technology: Preliminary Evaluation Study." JMIR Mental Health 9, no. 1 (January 24, 2022): e29008. http://dx.doi.org/10.2196/29008.

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Background Childhood anxiety disorders are a prevalent mental health problem that can be treated effectively with cognitive behavioral therapy, in which exposure is a key component; however, access to treatment is poor. Mobile-based apps on smartphones or tablets may facilitate the delivery of evidence-based therapy for child anxiety, thereby overcoming the access and engagement barriers of traditional treatment. Apps that deliver therapeutic content via immersive gaming technology could offer an effective, highly engaging, and flexible treatment proposition. Objective In this paper, we aim to describe a preliminary multi-method evaluation of Lumi Nova, a mobile app intervention targeting mild to moderate anxiety problems in children aged 7-12 years using exposure therapy delivered via an immersive game. The primary objective is to evaluate the effectiveness, user engagement and experience, and safety of the beta version of Lumi Nova. Methods Lumi Nova was co-designed with children, parents, teachers, clinicians, game industry experts, and academic partnerships. In total, 120 community-based children with mild to moderate anxiety and their guardians were enrolled to participate in an 8-week pilot study. The outcome measures captured the app’s effectiveness (anxiety symptoms, child-identified goal-based outcomes, and functional impairment), user engagement (game play data and ease-of-use ratings), and safety (mood ratings and adverse events). The outcome measures before and after the intervention were available for 30 children (age: mean 9.8, SD 1.7 years; girls: 18/30, 60%; White: 24/30, 80%). Additional game play data were automatically generated for 67 children (age: mean 9.6, SD 1.53 years; girls: 35/67, 52%; White: 42/67, 63%). Postintervention open-response data from 53% (16/30) of guardians relating to the primary objectives were also examined. Results Playing Lumi Nova was effective in reducing anxiety symptom severity over the 8-week period of game play (t29=2.79; P=.009; Cohen d=0.35) and making progress toward treatment goals (z=2.43; P=.02), but there were no improvements in relation to functional impairment. Children found it easy to play the game and engaged safely with therapeutic content. However, the positive effects were small, and there were limitations to the game play data. Conclusions This preliminary study provides initial evidence that an immersive mobile game app may safely benefit children experiencing mild to moderate anxiety. It also demonstrates the value of the rigorous evaluation of digital interventions during the development process to rapidly improve readiness for full market launch.
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Hopper, Tim. "Game-as-teacher: Modification by adaptation in learning through game-play." Asia-Pacific Journal of Health, Sport and Physical Education 2, no. 2 (June 2011): 3–21. http://dx.doi.org/10.1080/18377122.2011.9730348.

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49

Hasibuan, Shinta Yuliana, and Novy Helena Catharina Daulima. "Penerapan Behavior Therapy (Token Ekonomi) terhadap Risiko Kecanduan Game Online: Case Study." MAHESA : Malahayati Health Student Journal 3, no. 8 (July 16, 2023): 2320–29. http://dx.doi.org/10.33024/mahesa.v3i8.10792.

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ABSTRACT Internet gaming addiction is an excessive gaming behavior. One of the negative behaviors arising from game addiction is that clients become unproductive and one way to change negative behavior into positive behavior is to provide behavior therapy. The purpose of this article is to explain the application of behavior therapy (token economy) to clients at risk of internet gaming addiction. The method used in this article is a case study. After being given therapy for four sessions, clients can change negative behaviors in playing games into positive behaviors and clients can become more productive. Behavior therapy (token economy) can change negative behavior into positive behavior, in addition to behavior therapy, other therapies such as cognitive behavior therapy can also be given in this case, because in addition to changing behavior, it can also change negative thoughts into positive ones. Keywords: Behavior Therapy, Token Economy, Internet Game Addiction ABSTRAK Kecanduan game internet adalah perilaku bermain game yang dilakukan secara berlebihan. Salah satu perilaku negatif yang ditimbulkan dari kecanduan game adalah klien menjadi tidak produktif dan salah satu cara untuk mengubah perilaku negatif menjadi perilaku positif adalah dengan memberikan terapi perilaku. Tujuan dari artikel ini adah untuk menjelaskan penerapan terapi perilaku (token ekonomi) pada klien yang berisiko mengalami kecanduan game internet. Metode yang digunakan pada artikel ini merupakan studi kasus. Setelah diberikan terapi selama empat sesi, klien dapat mengubah perilaku negatif dalam bermain game menjadi perilaku positif dan klien dapat menjadi lebih produktif. Terapi perilaku (token ekonomi) mampu merubah perilaku negatif menjadi perilaku yang positif, selain diberikan terapi perilaku, terapi lain seperti cognitive behavior therapy juga dapat diberikan pada kasus ini, karena selain dapat mengubah perilaku, juga dapat mengubah pikiran negatif menjadi positif. Kata Kunci: Terapi Perilaku, Token Ekonomi, Kecanduan Game Internet
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Coffey, Aodhan L., Tomas E. Ward, and Richard H. Middleton. "Game Theory." International Journal of Ambient Computing and Intelligence 3, no. 3 (July 2011): 43–51. http://dx.doi.org/10.4018/jaci.2011070106.

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Designing suitable robotic controllers for automating movement-based rehabilitation therapy requires an understanding of the interaction between patient and therapist. Current approaches do not take into account the highly dynamic and interdependent nature of this relationship. A better understanding can be accomplished through framing the interaction as a problem in game theory. The main strength behind this approach is the potential to develop robotic control systems which automatically adapt to patient interaction behavior. Agents learn from experiences, and adapt their behaviors so they are better suited to their environment. As the models evolve, structures, patterns and behaviors emerge that were not explicitly programmed into the original models, but which instead surface through the agent interactions with each other and their environment. This paper advocates the use of such agent based models for analysing patient-therapist interactions with a view to designing more efficient and effective robotic controllers for automated therapeutic intervention in motor rehabilitation. The authors demonstrate in a simplified implementation the effectiveness of this approach through simulating known behavioral patterns observed in real patient-therapist interactions, such as learned dependency.
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