Academic literature on the topic 'Paid games'
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Journal articles on the topic "Paid games"
Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (January 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textAlonso-Sanz, Ramón. "Spatial correlated games." Royal Society Open Science 4, no. 11 (November 2017): 171361. http://dx.doi.org/10.1098/rsos.171361.
Full textMusa, Azlina. "Graphic Technology in Computer Games at Internet Shop Pay for Teenage Impications." Journal of Computational and Theoretical Nanoscience 17, no. 2 (February 1, 2020): 1302–5. http://dx.doi.org/10.1166/jctn.2020.8804.
Full textTseng, Fan-Chen, and Ching-I. Teng. "An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games." International Journal of E-Business Research 7, no. 4 (October 2011): 17–30. http://dx.doi.org/10.4018/jebr.2011100102.
Full textLavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (November 2, 2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.
Full textSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (October 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Full textYu, Wan-Chuan. "Game Method in Preschool English Teaching." International Journal of English Language Education 4, no. 1 (January 10, 2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.
Full textOrlova, Lyubov K. "Intensification of the process of a foreign language communicative competence formation with the help of computer games." Science and School, no. 3, 2020 (2020): 172–78. http://dx.doi.org/10.31862/1819-463x-2020-3-172-178.
Full textXu, Qingbing. "Analysis of the Application of Basketball Games in College Basketball Teaching." Lifelong Education 9, no. 4 (July 22, 2020): 244. http://dx.doi.org/10.18282/le.v9i4.972.
Full textGillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz, and Muhammad Nawas Akram. "The Factors of Why the People of Pakistan Do Not Purchase Paid Apps." International Journal of Online Marketing 10, no. 2 (April 2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.
Full textDissertations / Theses on the topic "Paid games"
Gillani, Syed Muhammad Farhan. "Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.
Full textVeron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.
Full textMassively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within the same virtual universe. Yet all existing MMOGs rely on centralized client/server architectures which impose a limit on the maximum number of players (avatars) and resources that can coexist in any given virtual universe. This thesis aims at proposing solutions to improve the scalability of MMOGs. To address the wide variety of their concerns, MMOGs rely on independent services such as virtual world hosting, avatar storage, matchmaking, cheat detection, and game design. This thesis explores two services that are crucial to all MMOG variants: matchmaking and cheat detection. Both services are known bottlenecks, and yet current implementations remain centralized. This thesis also shows that it is possible to design a peer to peer refereeing service on top of a reputation system. The resulting service remains highly efficient on a large scale, both in terms of performance and in terms of cheat prevention. Since refereeing is somewhat similar to failure detection, this thesis extends the proposed approach to monitor failures. The resulting failure detection service scales with the number of monitored nodes and tolerates jitter
BRANDÃO, Luis Rodrigo Gomes. "Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.
Full textMade available in DSpace on 2016-08-22T12:57:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5) Previous issue date: 2016-01-29
Devido ao diferencial da interatividade, os jogos digitais possuem um singular potencial narrativo que permitem os jogadores construírem suas próprias narrativas mesmo em gêneros lúdicos com pouca ou nenhuma história explícita. Consolidada como uma linguagem própria dos jogos digitais, a narrativa emergente usufrui princípios multidisciplinares do game design para prover a multiformidade nos games, principalmente nos gêneros sandbox e mundo aberto. Apesar do frequente questionamento da validade da experiência do jogador como uma narrativa pela indústria do entretenimento interativo, a crítica especializada e a comunidade gamer, a narrativa emergente também contém diferentes tipos e efeitos de imersão narrativa, além de atender a todas as funções narrativas, porém colocando o jogador num papel ativo e de coautoria da história. A pesquisa exploratória realizada neste trabalho identificou doze elementos emergenciais provenientes da mecânica e do comportamento dos jogadores que fomentam a narrativa emergente nos jogos digitais, servindo de base para o estudo de caso do jogo Metal Gear Solid V: The Phantom Pain. Além de servir como modelo de análise para jogos de gêneros afins, esse doze elementos emergenciais também podem auxiliar na concepção de mecânicas de jogos digitais com elevada narrativa emergente.
Due to the differential of interactivity, digital games have a singular narrative potential that let players build their own narratives even in ludic genres with little or no explicit story. Consolidated as a language of digital games, the emergent narrative enjoys multidisciplinary principles of game design to provide the multiformity in games, especially in the sandbox and open world genres. Despite the frequent questioning of the validity of the player's experience as a narrative by the interactive entertainment industry, specialized press and the gaming community, the emergent narrative also contains different types and effects of narrative immersion, in addition to service all narrative functions, but putting the player in an active role and co-author of the story. Exploratory research performed in this work identified twelve emergency elements from mechanical and behavior of the players that promote emerging narrative in digital games, providing the basis for the case study of the game Metal Gear Solid V: The Phantom Pain. In addition to serving as an analytical model for game related genres, this twelve emergency elements can also assist in the conception of game mechanics with high emergent narrative.
Gerardi, Nicole. "Evaluation of computer-based simulation for pain management education." Honors in the Major Thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/847.
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Pühler, Simon. "Funny games." Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.
Full text"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" aims to reconstruct a history of pleasure and gratification through pain in the media since the end of the eighteenth century. In addition to classical sado-masochistic literature, the thesis focuses on movies in which modern forms of experiencing and desiring pain such as VIDEODROME (1983), I AM GUILTY (2005), THE HURT LOCKER (2008) and SHORTBUS (2006) manifest themselves. Central to the study are concepts of techno-imaginary wish machines and infernal devices, dynamised ego-apparatuses, that are experienced and expressed through the media of their time by writers, philosophers, psychoanalysts and film directors such as Donatien-Alphonse-François de Sade, Leopold and Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze and Félix Guattari, David Cronenberg, Michael Haneke and Kathryn Bigelow. The present study, an attempt to secure the medial evidence and try it out at the same time, is meant most of all as an invitation to participate: to experience positive desire and lust while obsessively progressing through virtual worlds of dreams and nightmares and the real world of the human body, to open oneself to new experiences in order to gain both new knowledge and new desires. Anti-Oedipus as a textual videogame. The analytical tools employed in this study include findings from (structural) psychoanalysis, media sciences, (movie) philosophy, gender theory, the theory of violence, fetish theory and game theory as applied in cultural studies. They have proven to be very helpful in illuminating at least some aspects of the mystery that is the sado-masochist desire for pain.
Her, Shyang-Kuen. "Improved I/O pad positions assignment algorithm for sea-of-gates placement." PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/4316.
Full textAlvares, Lorena Olímpio. "O BRINQUEDO EM INSTITUIÇOES PÚBLICAS DE EDUCAÇAO INFANTIL: OS SIGNIFICADOS ATRIBUÍDOS POR PAIS E PROFESSORAS." Pontifícia Universidade Católica de Goiás, 2011. http://localhost:8080/tede/handle/tede/1026.
Full textThis dissertation analyzes the meaning given the toy for parents and teachers at a public institution of education. The issue involved the need for a study about the importance of toys for child development, as well as the conceptualization that is attributed to terms such as play, game, toy and game. Another aspect investigated concerns the way parents and educators understand how children appropriate the toys to create play situations, as well as its importance in education. In order to proceed to this investigation, we sought a grounding in the theoretical framework that follows the socio-historical perspective of Vygotsky (1916-1934), which postulates the influence and interplay of social, cultural and the biological development of the individual. Also contributed to the construction of this theoretical framework, other authors, as Kishimoto (2008), Elkonin (1998), Huizinga (1999, 1993); by Brougère (1997,1999, 2004) and Rock (2005). For Vygotsky (2007), is the experience in the human environment, the activity that occurred in the interaction with other individuals that allow the development of a new and complex psychological system in children. This study about the meanings attributed by parents of young children and teachers from kindergarten through play and the toy can help us understand the social situation of children compared to adults. To perform this study, besides reviewing the literature, we conducted a field survey, a qualitative approach, whose main instrument of data collection was the interview, guided tours designed specifically for this purpose: a model for educators and another for parents. Analyzing the results obtained on how parents and teachers realize how children take ownership of the toy to create situations of play, we could see that they believe in development through interaction in everyday life, where the toy acts as a facilitator.
Esta dissertação analisa o significado atribuído ao brinquedo por pais e professoras de uma instituição pública de educação infantil. O tema implicou na necessidade de um estudo acerca da importância do brinquedo para o desenvolvimento infantil, assim como, da conceituação que se atribui a termos como lúdico, jogo, brinquedo e brincadeira. Outro aspecto investigado refere-se à forma como os pais e educadoras compreendem a maneira como crianças apropriam-se do brinquedo para criar situações lúdicas, bem como, sua importância na educação infantil. Com o fim de proceder-se a esta investigação, buscou-se embasamento em um referencial teórico que segue a perspectiva sócio-histórica de Vigotsky (1916-1934), que postula a influência e a inter-relação dos aspectos sociais, culturais e biológicos no desenvolvimento do indivíduo. Contribuíram, também, para a construção deste referencial teórico, outros autores, como Kishimoto (2008), Elkonin (1998), Huizinga (1999, 1993); Brougére (1997,1999,2004); e Rocha (2005). Para Vigotsky (2007), é a vivência no meio humano, na atividade ocorrida na interação com outros indivíduos que permitem o desenvolvimento de um novo e complexo sistema psicológico na criança. Este estudo acerca dos significados atribuídos por pais de crianças pequenas e professoras da educação infantil ao lúdico e ao brinquedo pode ajudar-nos a entender a situação social das crianças em relação aos adultos. Para realizar este estudo, além da revisão da literatura, realizamos uma pesquisa de campo, numa abordagem qualitativa, cujo principal instrumento de coleta de informações foi a entrevista, orientada por roteiros elaborados especificamente para este fim: um modelo para as educadoras e outro para os pais. Ao analisarmos os resultados obtidos acerca de como os pais e professoras percebem a forma como as crianças se apropriam do brinquedo para criar situações de brincadeira, pudemos perceber que eles acreditam no desenvolvimento a partir da interação no cotidiano, onde o brinquedo atua como facilitador.
Grishchenko, Alice. "Navigating the Pixelated Waters of Voxel Bay: Designing a Virtual Reality Game for the Pediatric Patient-Player Experience." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492711773997784.
Full textNikoloski, Zoran. "Graph-theoretic Approach to Modeling Propagation and Control of Network Worms." Doctoral diss., University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3164.
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Schlünz, Uwe. "Vergleich der Effektivität von rehabilitativen Trainingsformen im Wasser zu herkömmlichen Maßnahmen bei Patienten mit Low Back Pain." Phd thesis, Universität Potsdam, 2002. http://opus.kobv.de/ubp/volltexte/2005/78/.
Full textUntersuchungen zeigen, dass aktive Trainingsprogramme, je früher sie eingesetzt werden, einen positiven Einfluss auf die Senkung von Kosten für die Gesellschaft haben. Ein rechtzeitiger Einsatz der medizinischen Kräftigungstherapie bei Rückenschmerzpatienten ist somit unter rehabilitativen Gesichtspunkten notwendig. Insbesondere das Training im Wasser gestattet gelenkschonende Übungen in frühen Phasen der Rehabilitation und lassen eine raschere Wiederherstellung erwarten.
Über die körperlichen Auswirkungen therapeutischer Trainingsmaßnahmen im Wasser sind bis dato wenige Studien verfügbar, welche die Wirkung des Mediums Wasser auf konditionelle Parameter objektiv quantifizieren und bewerten. Jedoch sind bislang die Möglichkeiten für ein gezieltes Krafttraining im Wasser begrenzt.
Eine gerätetechnische Entwicklung, die ein rumpfstabilisierendes Krafttraining im Warmwasser ermöglicht, lässt im Vergleich zu herkömmlichen Trainingsmöglichkeiten eine noch effizientere rehabilitative Behandlung erwarten.
Es wird die Fragestellung verfolgt, inwieweit aktive Trainingsformen im Wasser die Maximalkraft und die neuromuskuläre Funktion der Rumpfmuskulatur, sowie den Schmerz von Rückenpatienten beeinflussen. Ferner soll im Rahmen der Untersuchungen die Effektivität eines neu entwickelten Wassertrainingsgerätes geprüft werden.
Die Untersuchungen der Ergebnisse von 80 weiblichen Probanden (in fünf Gruppen aufgeteilt: Kontrollgruppe, Aquajogging, Aquarücken, Aquagerät und Rückengymnastik an Land) zeigen, dass durch aktive Interventionsmaßnahmen eine Verbesserung der Kraftfähigkeit und eine Reduzierung von Schmerzen erzielt werden kann. Hingegen kommt es in der Kontrollgruppe, ohne Trainingsanwendungen, zur Stagnation des chronischen Schmerzzustandes, sogar zur Verschlechterung der Kraftentwicklung der Rückenstreckmuskulatur.
In allen Trainingsgruppen konnten kurzfristig und mittelfristig weniger Muskelfunktionsstörungen nachgewiesen werden. Bei Betrachtung der Kraftentwicklung der unteren Rumpfmuskulatur fällt auf, dass die höchsten Zuwächse der Bauchmuskelkraft in den Gruppen Aquarücken und Aquagerät festzustellen sind. Die Kraft der Rückenstreckermuskulatur entwickelte sich in der Gruppe Aquagerät mit einer Steigerung von 55% nach der Intervention am stärksten. Es kann die Hypothese aufgestellt werden, dass das Training im warmen Wasser unter stabilisierten Voraussetzungen eine effizientere Methode zur Stärkung der unteren Rumpfmuskulatur zu sein scheint.
Bei der Entwicklung der Kraft der oberen Rücken- und Schultergürtelmuskulatur kommt es in den Gruppen Aquajogging und Aquarücken zu den größten Steigerungen. Dies könnte mit der höheren Aktivität der Arme im Übungsprogramm zusammenhängen.
Positiv ist die hohe Reduzierung der Schmerzen in allen Trainingsgruppen zu bewerten. Jedoch ist bei Betrachtung der Ergebnisse festzustellen, dass für eine weitere Manifestierung der Trainingserfolge ein weiterführendes Training bedeutsam ist.
Die Ergebnisse dieser Studie belegen, dass durch ein gezieltes Training im Wasser und an Land über 6 Wochen, je zweimal pro Woche, deutliche Verbesserungen in der Entwicklung von Kraft, Schmerzintensität, Funktionseinschränkung und Muskelfunktion möglich sind. Ferner werden in dieser Arbeit positive Zusammenhänge zwischen den Entwicklungen Schmerzintensität und Rückenstreckerkraft, sowie Schmerzintensität und Bauchmuskelkraft beobachtet. Zwischen den Versuchsgruppen im Wasser und der Versuchsgruppe an Land konnten nur geringe Unterschiede in den Ergebnissen nachgewiesen werden. Jedoch geben die Resultate Hinweis darauf, dass bei höheren Schmerzintensitäten die Intervention im Wasser die Therapie der Wahl zu sein scheint.
Die Resultate dieser Untersuchungen machen deutlich, dass der Einsatz eines Wassertrainingsgerätes in der Therapie chronischer Rückenschmerzpatienten eine effiziente Methode zur Senkung von Schmerzen und zur Steigerung der Kraft der Rücken- und Bauchmuskulatur ist.
Vorteile des Wassertraingsgerätes sind die gute Stabilisation des Beckens, trotz auftriebswirksamer Mechanismen im Wasser, die bedienerfreundliche Handhabung, der separat einstellbare Widerstand, die schnellen Therapieerfolge und die hohe Motivation der Kursteilnehmer. Diese Beobachtungen lassen eine effizientere Therapie und damit Kostenersparnisse vermuten.
Nachteile sind das hohe Gewicht des Wassertraingsgerätes und die relativ hohen Anschaffungskosten. Die hohe Reduzierung der Schmerzintensität bei den Probanden, die am Wassertrainingsgerät Interventionen durchführten, lassen vermuten, dass diese Geräteanwendungen für Patienten mit sehr schmerzhaften oder subakuten Verlaufsformen besonders geeignet ist.
Der schonende Charakter der Aquatherapie und der Einsatz eines neuen Wassertrainingsgerätes unterstützt in effektiver Weise die modernen Konzepte der Rehabilitation chronischer Rückenschmerzpatienten.
Question: Aim of the study was to evaluate the influence of different aquatic exercise programmes on trunk strength, pain level, neuromuscular function and functional ability for patients with low back pain. Another aim was to construct and implement of a new aquatic exercise machine.
Methods: 80 female subjects aged from 25 to 45 years with low back pain were randomized into a control group or one of the following training groups: aqua jogging, aqua gymnastics, aqua machine and gymnastics on land. The four training groups took part in a muscle strengthening program two times a week over 6 weeks. The control group did not receive any alternative physiotherapeutic treatment. All groups were tested at the beginning, after 6 weeks and 4 months later.
Results: The data obtained for the control group remained unchanged over all periods of investigation. The isometric maximum of trunk strength improved significantly in all exercise groups. Furthermore it was to be seen that there were less malfunction in all training groups after 6 weeks. The most significant improvements are in the exercise machine group concerning reduction of pain level and increase strength of lumbar extension.
Conclusions: The results of this study should be viewed as encouraging. The aquatic exercise machine is to be seen as an effective complement of treatment for low back pain.
Books on the topic "Paid games"
Books, Lantern. Metal gear solid V, the phantom pain: The ultimate stealth guide. [Place of publication not identified]: Lantern Books, 2015.
Find full textStratton, Stephen. Smackdown!: Here comes the pain : Prima's official strategy guide. Roseville, CA: Prima Games, 2003.
Find full textThomases, Judi. Wisdom's game: How to change life's pain into joy. Fort Bragg, Calif: Cypress House, 2005.
Find full textThe art of failure: An essay on the pain of playing video games. Cambridge, Mass: MIT Press, 2013.
Find full textGolf fitness: Play better, play without pain, play longer and enjoy the game more. Lanham, Md: Taylor Trade Pub., 2011.
Find full textAnderson, Gordon A. Legislation on conservation laws enforcement: 1999 Assembly Bill 490, relating to the designation and duties of Chief Warden ... : 1999 Assembly Bill 491, relating to authorizing conservation wardens to ... : 1999 Assembly Bill 492, relating to limiting administrative expenses paid from ... Madison, Wis. (One E. Main St., Ste. 401, Madison): Legislative Council Staff, 1999.
Find full textGinzburg, Sergey. English-Russian explanatory dictionary of hockey terms. ru: INFRA-M Academic Publishing LLC., 2017. http://dx.doi.org/10.12737/24257.
Full textPlaskova, Nataliya. Analysis of financial statements prepared in accordance with IFRS. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1121571.
Full textPaid to Play: An Insider's Guide to Video Game Careers. Prima Games, 2006.
Find full textStratton, Bryan, David Hodgson, and Alice Rush. Paid to Play: Revised & Expanded: An Insider's Guide to Video Game Careers (Prima Official Game Guides). Prima Games, 2008.
Find full textBook chapters on the topic "Paid games"
Wardle, Heather. "Introduction." In Games Without Frontiers?, 1–8. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74910-1_1.
Full textHardy, Sandro, Florian Feldwieser, Tim Dutz, Stefan Göbel, Ralf Steinmetz, and Elisabeth Steinhagen-Thiessen. "ALFRED Back Trainer: Conceptualization of a Serious Game-Based Training System for Low Back Pain Rehabilitation Exercises." In Serious Games, 36–47. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19126-3_4.
Full textBidarra, Rafael, Dien Gambon, Rob Kooij, Dylan Nagel, Maaike Schutjes, and Ioanna Tziouvara. "Gaming at the dentist's – serious game design for pain and discomfort distraction." In Games for Health, 207–15. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02897-8_16.
Full textBonnechére, B., B. Jansen, L. Omelina, L. Da Silva, D. Mouraux, M. Rooze, and Jan S. Van Sint. "Patient follow-up using Serious Games. A feasibility study on low back pain patients." In Games for Health, 185–95. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02897-8_14.
Full textFassbender, Eric, and Wolfgang Heiden. "Atmosphaeres – 360° Video Environments for Stress and Pain Management." In Serious Games Development and Applications, 48–58. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11623-5_5.
Full textDavis, Olivia, and Claudia Hart. "The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain." In Augmented Reality Games II, 205–21. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6_9.
Full textChoo, Amber, Xin Tong, Diane Gromala, and Ari Hollander. "Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management." In Games for Health 2014, 8–12. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-07141-7_2.
Full textvan der Spek, Erik D., and Luuk P. M. Roelofs. "Designing a VR Experience to Reduce the Experience of Pain: Scare, Excite or Relax?" In Entertainment Computing and Serious Games, 97–110. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_8.
Full textParsons, Thomas D., and Zina Trost. "Virtual Reality Graded Exposure Therapy as Treatment for Pain-Related Fear and Disability in Chronic Pain." In Virtual, Augmented Reality and Serious Games for Healthcare 1, 523–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1_25.
Full textOzturkcan, Selcen, and Sercan Sengun. "Pleasure in Pain: How Accumulation in Gaming Systems Can Lead to Grief." In Gamer Psychology and Behavior, 41–55. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29904-4_3.
Full textConference papers on the topic "Paid games"
Sarkar, Anurag, and Seth Cooper. "Comparing paid and volunteer recruitment in human computation games." In FDG '18: Foundations of Digital Games 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3235765.3235796.
Full textDingli, Alexiei, and Luca Bondin. "Realtime Adaptive Virtual Reality for Pain Reduction." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848119.
Full textPatil, Ashokkumar, Sanghun Nam, and Youngho Chai. "A Smart Pad Assisted Hybrid Sketch System." In Games and Graphics and 2014. Science & Engineering Research Support soCiety, 2014. http://dx.doi.org/10.14257/astl.2014.46.37.
Full textSteffen, Daniel, Corinna Christmann, Wolfgang Teufl, and Gabriele Bleser. "No Game, No Pain?" In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3130859.3131310.
Full textMasek, Martin, Philip Hingston, and Matthew Carrigy. "Raising Heart Rate with Dance Pad Based Computer Games." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2009. http://dx.doi.org/10.5176/978-981-08-3190-5_454.
Full textNakajima, Mitsuru, Yasutoshi Makino, and Hiroyuki Shinoda. "Displaying Pain Sensation in Midair by Thermal Grill Illusion." In 2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE). IEEE, 2019. http://dx.doi.org/10.1109/have.2019.8921267.
Full textSimmonds, Maureen J., and Dimitrios Zikos. "Computer games to decrease pain and improve mood and movement." In the 7th International Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2674396.2674435.
Full textAkbulut, Akhan, Feray Gungor, Ela Tarakci, Abdurrahman Cabuk, and Muhammed Ali Aydin. "Immersive Virtual Reality Games for Rehabilitation of Phantom Limb Pain." In 2019 Medical Technologies Congress (TIPTEKNO). IEEE, 2019. http://dx.doi.org/10.1109/tiptekno.2019.8895177.
Full textGoodman-Vincent, Ella, Mathieu Roy, and Najmeh Khalili-Mahani. "Affective Game Planning for Playing the Pain." In CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383668.3419933.
Full textIermachkova, Olga. "Языковая игра с именами собственными в газетном заголовке." In Пражская Русистика 2020 – Prague Russian Studies 2020. Charles University, Faculty of Education, 2020. http://dx.doi.org/10.14712/9788076032088.1.
Full textReports on the topic "Paid games"
Her, Shyang-Kuen. Improved I/O pad positions assignment algorithm for sea-of-gates placement. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.6200.
Full textLevantovych, Oksana. COVID 19 MEDIA COVERAGE: AN ANALYSIS OF HEORHII POCHEPTSOV’S VIEW. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11061.
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