Academic literature on the topic 'Action video game'

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Journal articles on the topic "Action video game"

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Benoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.

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In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a professional level in the esports industry differ from amateur video game players in their cognitive and learning abilities. We assessed 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on set of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity. We also examined participants’ ability to improve performance on a dynamic visual attention task that required tracking multiple objects in three-dimensions (3D-MOT) over five sessions. Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and test of auditory working memory (Digit Span). Professional players also showed better speed thresholds in the 3D-MOT task overall, but the rate of improvement with training did not differ in the two groups. Future longitudinal studies of elite video game experts are required to determine whether the observed performance benefits of professional gamers may be due to their greater engagement in video game play, or due to pre-existing differences that promote achievement of high performance in action video games.
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Green, C. S., and D. Bavelier. "Action-Video-Game Experience Alters the Spatial Resolution of Vision." Psychological Science 18, no. 1 (January 2007): 88–94. http://dx.doi.org/10.1111/j.1467-9280.2007.01853.x.

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Playing action video games enhances several different aspects of visual processing; however, the mechanisms underlying this improvement remain unclear. Here we show that playing action video games can alter fundamental characteristics of the visual system, such as the spatial resolution of visual processing across the visual field. To determine the spatial resolution of visual processing, we measured the smallest distance a distractor could be from a target without compromising target identification. This approach exploits the fact that visual processing is hindered as distractors are brought close to the target, a phenomenon known as crowding. Compared with nonplayers, action-video-game players could tolerate smaller target-distractor distances. Thus, the spatial resolution of visual processing is enhanced in this population. Critically, similar effects were observed in non-video-game players who were trained on an action video game; this result verifies a causative relationship between video-game play and augmented spatial resolution.
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Trisolini, Daniela Carmen, Marco Alessandro Petilli, and Roberta Daini. "Is action video gaming related to sustained attention of adolescents?" Quarterly Journal of Experimental Psychology 71, no. 5 (January 1, 2018): 1033–39. http://dx.doi.org/10.1080/17470218.2017.1310912.

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Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visuo-spatial cognition (e.g., visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically stimulating and perceptually appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense. This study investigated whether a relationship existed between action video gaming and sustained attention performance in a sample of 45 Italian teenagers. After completing a questionnaire about their video game habits, participants were divided into Action Video Game Player (AVGP) and Non–Action Video Game Player (NAVGP) groups and underwent cognitive tests. The results confirm previous findings of studies of AVGPs as they had significantly enhanced performance for instantly enumerating a set of items. Nevertheless, we found that the drop in performance over time, typical of a sustained attention task, was significantly greater in the AVGP compared with the NAVGP group. This result is consistent with our hypothesis and demonstrates a negative effect of playing action video games.
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Raudenbush, Bryan, Jerrod Koon, Trevor Cessna, and Kristin McCombs. "Effects of Playing Video Games on Pain Response during a Cold Pressor Task." Perceptual and Motor Skills 108, no. 2 (April 2009): 439–48. http://dx.doi.org/10.2466/pms.108.2.439-448.

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Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age= 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age= 19.7 yr., SD= 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.
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Large, Adam M., Benoit Bediou, Sezen Cekic, Yuval Hart, Daphne Bavelier, and C. Shawn Green. "Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game." Media and Communication 7, no. 4 (December 20, 2019): 198–212. http://dx.doi.org/10.17645/mac.v7i4.2314.

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Over the past 30 years, a large body of research has accrued demonstrating that video games are capable of placing substantial demands on the human cognitive, emotional, physical, and social processing systems. Within the cognitive realm, playing games belonging to one particular genre, known as the action video game genre, has been consistently linked with demands on a host of cognitive abilities including perception, top-down attention, multitasking, and spatial cognition. More recently, a number of new game genres have emerged that, while different in many ways from “traditional” action games, nonetheless seem likely to load upon similar cognitive processes. One such example is the multiplayer online battle arena genre (MOBA), which involves a mix of action and real-time strategy characteristics. Here, a sample of over 500 players of the MOBA game League of Legends completed a large battery of cognitive tasks. Positive associations were observed between League of Legends performance (quantified by participants’ in-game match-making rating) and a number of cognitive abilities consistent with those observed in the existing action video game literature, including speed of processing and attentional abilities. Together, our results document a rich pattern of cognitive abilities associated with high levels of League of Legends performance and suggest similarities between MOBAs and action video games in terms of their cognitive demands.
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Söbke, Heinrich, and Thomas Bröker. "A browser-based advergame as communication catalyst: types of communication in video games." Comunicação e Sociedade 27 (June 29, 2015): 75–94. http://dx.doi.org/10.17231/comsoc.27(2015).2090.

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Video games are a comprehensive, interactive media. Online games foster communication and extend the range of communication types considerably. We examine prevailing types of communication in video games using the browser-based advergame Fliplife. This game provides all a clear, delimited structure, an unpretentious user interface and the characteristics of a multiplayer online game. Thus Fliplife is an excellent frame to demonstrate the wide range of communication initiated in a video game. Among contained types of communication are verbal and non-verbal communications using graphics and actions/non-actions. Found communication typically serves controlling and coordination of the game play, however private discussions and social banter exist also besides demonstration of player status and community identification. In our work we draw on the basic definition of communication as conveying information from a sender to a recipient. We categorize the found types of communication according to an abstract model of communication derived from common definitions. The compiled enumeration of communication elements and possible manifestations represents a draft of categorization for communication in video games in general. Although it still needs extended validation, this enumeration demonstrates that video games provide frameworks which host and initiate a wide variety of communication. As a significant difference compared to other media, video games and their notion of interactivity allow players to communicate through action and to change roles of sender and receiver.
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Salamoon, Daniel Kurniawan, and Cindy Muljosumarto. "Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 6, no. 1 (March 20, 2020): 18–31. http://dx.doi.org/10.33633/andharupa.v6i1.3232.

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AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game
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Sarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.

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With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI). The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS) games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.
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Prena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (March 19, 2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.

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Purpose Video games have the potential to improve brain plasticity in people with Down syndrome. However, little has been done to understand video game preferences in this population. The purpose of this paper is to describe a brief exploration of video game preferences in children with Down syndrome. Design/methodology/approach An online survey was used to collect information from parents of children with Down syndrome about their child’s favorite video games and why they like video games. Findings Children with Down syndrome, as reported by their parents, most frequently play action/adventure games, and have several motivating factors for game play including overcoming challenges to gain reward and having fun engaging in the game world. Research limitations/implications The current study only recruited from a small sample of the Down syndrome population and therefore may lack generalizability. Practical implications Gaining a better understanding of which aspects of video games appeal to children with Down syndrome. Knowing what they prefer will enable us to design games that are engaging and cognitively beneficial. Originality/value This paper proposes the importance of video game play to promote development in children with Down syndrome.
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Green, C. Shawn, and Daphne Bavelier. "Action video game modifies visual selective attention." Nature 423, no. 6939 (May 2003): 534–37. http://dx.doi.org/10.1038/nature01647.

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Dissertations / Theses on the topic "Action video game"

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Chisholm, Joseph Donald. "Reduced attentional capture in action video game players." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12578.

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Over the past 30 years, video games have become a more accepted and increasingly popular form of entertainment. Due to this increase in public interest as well as the increasing complexity of modern video games, researchers have begun to study whether extensive video game experience can affect cognitive and perceptual skills. Of particular interest is whether video game experience affects aspects of visual attention. Recent studies indicate that playing action video games improves performance on a number of visual attention-based tasks. However, it remains unclear whether action video game experience primarily affects endogenous or exogenous forms of spatial orienting. To examine this issue, action video game players and non-action video game players performed an attentional capture task. Results showed that action video game players responded quicker than non-action video game players both when a target appeared in isolation and when a salient, task-irrelevant distractor was present in the display. Action video game players additionally showed a smaller capture effect than non-action video game players. When coupled with the findings of previous studies, the collective evidence indicates that extensive experience with action video games may enhance players’ top-down attentional control which in turn can modulate the negative effects of bottom-up attentional capture. Collectively, this work also adds to the literature suggesting that video games can provide a novel form of rehabilitation for individuals living with various cognitive or visual deficits.
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Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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Blacker, Kara J. "The Effects of Action Video Game Training on Visual Short-term Memory." Diss., Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/225466.

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Psychology
Ph.D.
The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual short-term memory (VSTM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VSTM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work provide evidence that action video game play influences VSTM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VSTM and whether these VSTM advantages extend visual working memory (VWM). The results suggest that VSTM capacity is increased after action video game training, as compared to training on a control game, and that some limited improvement to VSTM precision occurs with action game training as well. The VSTM improvements seen in individuals trained on an action video game are not better accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared to the control group used. However, these findings do not appear to extend to measures of VWM, nor to verbal working memory. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VSTM system might be enhanced.
Temple University--Theses
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Chisholm, Joseph D. "Individual differences in oculomotor control : the case of action video game players." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/49997.

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A growing field of research has highlighted that experience with action video games, characterized by being particularly fast paced and attentionally demanding, yields performance improvements across a host of cognitive paradigms. The prevailing account is that extensive action video game experience gives rise to improvements in the control of selective attention. By recording eye movements in a series of experiments where participants completed an oculomotor capture task, the present dissertation aims to use a more direct measure of the spatial allocation of attention to further examine the basis for the improvements demonstrated by action video game players (AVGPs) relative to non-video game players (NVGPs). Chapter 2 examines the basis for AVGPs’ reported resistance to distracting information. In addition to demonstrating that the AVGP advantage extends to overt attention, the results reveal that AVGPs are better able to avoid distraction by making fewer shifts of attention to salient task-irrelevant information. Chapter 3 examines whether the AVGPs’ resistance to distraction is a result of improvements in selection and/or response-based processes. Evidence is provided to suggest that AVGPs’ performance is enhanced via benefits to both processes. Independent of video game experience, Chapter 4 examines the influence that distractor awareness has on oculomotor control and reveals that it can benefit performance. This knowledge was applied in Chapter 5 to assess whether distractor awareness interacts with AVGP and NVGP performance. Results demonstrate that distractor awareness can eliminate the AVGP advantage. Chapter 6 examined whether AVGP would outperform NVGPs when biologically relevant stimuli was added to search displays. Results reveal that AVGP benefits generalize to more complex stimuli. Chapter 7 provides a test of the recently proposed learning to learn account of AVGP performance benefits and disconfirms this explanation. Collectively, the dissertation demonstrates how improved attentional control can be manifested in AVGPs to reduce distraction from salient visual information. Importantly, the conclusions drawn from this body of work are consistent with the notion that AVGPs experience more efficient processing of sensory information than NVGPs, providing a possible mechanism subserving the general AVGP advantage observed across a variety of cognitive tasks.
Arts, Faculty of
Psychology, Department of
Graduate
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Russell, Robert Bruce. "Probabilistic Inference as a Mechanism for Action-Video-Game Induced Visuospatial Skill Improvement." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1153.

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Playing action video games leads to improvements in a number of sensory, perceptual, and attentional abilities and skills (e.g. Green & Bavelier, 2003). Improvements occur in basic visuospatial capacities while also leading to improvements in more complex spatial tasks such as mental rotation (Spence & Feng, 2010), indicating that the improvements gained from action video game play generalizes beyond the video game setting. While these improvements have been well documented, the underlying mechanism for these changes is not as well understood. Recent research has suggested an improvement in ability to make probabilistic inferences as a potential mechanism for these improvements (Green, Pouget, & Bavelier, 2010). The current study sought to replicate earlier findings between action video games and visuospatial skills, and to investigate the probabilistic inference hypothesis through use of a statistical learning task. Within the task, participants were shown a series of visual stimuli whose locations were determined by a set of statistical contingencies. These contingencies were implicitly learned through prolonged experience with the task. Results indicated that reaction times during the statistical learning task differed as a function both self-reported action video game play and by performance on an action video game task. These findings implicate the role of action video games in how quickly and proficiently one can come to utilize their own sensory information, and provide support for the improved probabilistic inference hypothesis.
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Whitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.

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Thesis (Ph. D.)--Ohio State University, 2004.
Title from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
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Borghetti, Lorraine. "Closing the Gender Gap: Action Video Game Training, Cognitive Improvement, and Related Self-Efficacy." University of Dayton / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1418101534.

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Fent, Andrew Thomas. "The Effect of Action Video Game Play on the Distribution and Resolution of Visuospatial Attention." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1503943019166304.

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Vance, Brittany Nicole. ""This Action Will Have Consequences": How the Video Game Life Is Strange Balances Entertainment with Empathy." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8707.

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This paper examines how the video game Life Is Strange balances the aims of an entertainment game with themes that are more typically found in serious games. Drawing from scholars like Belman, Flanagan and Bogost, the paper explores the capability for entertainment games to foster empathy within players. Finally, the paper attempts to reinforce frameworks for analyzing entertainment games.
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Schmidt, Anne [Verfasser], and Stefan [Gutachter] Pollmann. "Spatial contextual cueing in handball players and action video game players / Anne Schmidt ; Gutachter: Stefan Pollmann." Magdeburg : Universitätsbibliothek Otto-von-Guericke-Universität, 2019. http://d-nb.info/1219965812/34.

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Books on the topic "Action video game"

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Video Game Bible, 1985-2002. Victoria, Canada: Trafford Publishing, 2002.

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(Firm), BradyGames, ed. Act of War: Direct action : official strategy guide. Indianapolis, IN: BradyGames, 2005.

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4-6, 1. Of 2. Nintendo Action Games. Brookfield, USA: Millbrook Press, 1991.

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Nick, Roberts. Bomberman 64: Unauthorized Game Secrets. Rocklin, USA: Prima Publishing, Prima Games, 1997.

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Farkas, Bart. Turok: Dinosaur Hunter: Official Game Secrets. Rocklin, Calif: Prima Publishing, Prima Games, 1997.

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The Getaway: Official Strategy Guide. Roseville, CA: Prima Games, 2003.

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Sandler, Corey. Batman Forever: The Video Game: GamePro: Official Player's Guide. San Mateo, CA: Infotainment World, 1995.

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Anthony, James. Blast Corps: Unauthorized Game Secrets. Rocklin, Calif: Prima Publishing, Prima Games, 1997.

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VAN. Toy Story: Official Game Book. Indianapolis, IN: BradyGames, 1995.

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Averill, Alan. Conker's Bad Fur Day: The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2001.

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Book chapters on the topic "Action video game"

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Feng, Jing, and Ian Spence. "Playing Action Video Games Boosts Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention, 93–104. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_8.

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Roque, Nelson A., and Walter R. Boot. "Action Video Games DO NOT Promote Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention, 105–18. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_9.

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Zhang, Xuemin, Bin Yan, and Hua Shu. "Effects of Action Video Game on Attention Distribution: A Cognitive Study." In Communications in Computer and Information Science, 67–75. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10512-8_8.

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Chen, XiaoLong, Kaustubha Mendhurwar, Sudhir Mudur, Thiruvengadam Radhakrishnan, and Prabir Bhattacharya. "Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters." In Motion in Games, 422–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16958-8_39.

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Green, C. Shawn, Thomas Gorman, and Daphne Bavelier. "Action Video-Game Training and Its Effects on Perception and Attentional Control." In Cognitive Training, 107–16. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42662-4_10.

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Bediou, Benoit, Daphne Bavelier, and C. Shawn Green. "Action Video Game Training and Its Effects on Perception and Attentional Control." In Cognitive Training, 215–28. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-39292-5_15.

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Díaz, Guillermo, and Andrés Iglesias. "Swarm Intelligence Scheme for Pathfinding and Action Planning of Non-player Characters on a Last-Generation Video Game." In Advances in Intelligent Systems and Computing, 343–53. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-3728-3_34.

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Hooks, Ed. "Video games." In Acting for Animators, 77–87. Fourth edition. | New York : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315618272-6.

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Nae, Andrei. "Immersion in mainstream action games." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games, 11–31. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-3.

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Papagiannis, Tasos, Georgios Alexandridis, and Andreas Stafylopatis. "GAMER: A Genetic Algorithm with Motion Encoding Reuse for Action-Adventure Video Games." In Applications of Evolutionary Computation, 156–71. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16692-2_11.

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Conference papers on the topic "Action video game"

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Novak, Elena, and Janet Tassell. "Video Games that Improve ‘Learning to Learn’: Focus on Action Video Game Play Elements." In 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2017. http://dx.doi.org/10.1109/icalt.2017.152.

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da Silva Miras de Araujo, Karine, and Fabricio Olivetti de Franca. "Evolving a generalized strategy for an action-platformer video game framework." In 2016 IEEE Congress on Evolutionary Computation (CEC). IEEE, 2016. http://dx.doi.org/10.1109/cec.2016.7743938.

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Karttunen, Janne, Anssi Kanervisto, Ville Kyrki, and Ville Hautamaki. "From Video Game to Real Robot: The Transfer Between Action Spaces." In ICASSP 2020 - 2020 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). IEEE, 2020. http://dx.doi.org/10.1109/icassp40776.2020.9053221.

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Xiuling Lu, Xianghong Sun, and Kan Zhang. "Action video game experience affects the inhibition of return in discrimination task." In 2009 IEEE International Conference on Network Infrastructure and Digital Content (IC-NIDC 2009). IEEE, 2009. http://dx.doi.org/10.1109/icnidc.2009.5360835.

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Hazarika, Jupitara. "Analyzing the resting-state EEG of action video game players using Wavelet Transform." In 2019 3rd International Conference on Recent Developments in Control, Automation & Power Engineering (RDCAPE). IEEE, 2019. http://dx.doi.org/10.1109/rdcape47089.2019.8979079.

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Fernandez-Samillan, Diego, Carlos Guizado-Diaz, and Willy Ugarte. "Story Creation Algorithm Using Q- Learning in a 2D Action RPG Video Game." In 2021 28th Conference of Open Innovations Association (FRUCT). IEEE, 2021. http://dx.doi.org/10.23919/fruct50888.2021.9347596.

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Al-Gabbani M., Morgan G., and Eyre J. A. "Positive relationship between duration of action video game play and visuospatial executive function in children." In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2014. http://dx.doi.org/10.1109/segah.2014.7067090.

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Zhu, Guangyu, Changsheng Xu, Qingming Huang, Wen Gao, and Liyuan Xing. "Player action recognition in broadcast tennis video with applications to semantic analysis of sports game." In the 14th annual ACM international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1180639.1180728.

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Ming-Hsien Tsai, Rong-Ju Cherng, and Jenn-Yeu Chen. "Visuospatial attention abilities in the action and real time strategy video game players as compared with nonplayers." In 2013 1st International Conference on Orange Technologies (ICOT 2013). IEEE, 2013. http://dx.doi.org/10.1109/icot.2013.6521208.

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Serradilla, J., J. Shi, Y. Cheng, G. Morgan, C. Lambden, and J. Eyre. "Automatic assessment of upper limb function during play of the action video game, circus challenge: validity and sensitivity to change." In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2014. http://dx.doi.org/10.1109/segah.2014.7067073.

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Reports on the topic "Action video game"

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Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Fort Belvoir, VA: Defense Technical Information Center, August 2011. http://dx.doi.org/10.21236/ada547670.

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DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.

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Abstract:
Global and national education agendas are concerned with improving quality and equality of learning outcomes. This paper provides an analysis of the case of Vietnam, which is regarded as having high learning outcomes and less inequality in learning. But national data and international test outcomes may mask the hidden inequalities that exist between minoritized groups and majority (Kinh) students. Drawing on data from qualitative videos and interviews of secondary teachers across 10 provinces, we examine the role of teachers’ beliefs, curricular design and actions in the classroom (Gale et al., 2017). We show that teachers hold different beliefs and engage in curricular design – or the use of hegemonic curriculum and instructional practices that produce different learning outcomes for minoritized students compared to Kinh students. It suggests that policies need to focus on the social-cultural aspects of teaching in addition to the material and technical aspects.
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