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.
Full textReynolds, 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.
Full textBlacker, 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.
Full textPh.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
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.
Full textArts, Faculty of
Psychology, Department of
Graduate
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.
Full textWhitlock, 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.
Full textTitle 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).
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.
Full textFent, 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.
Full textVance, 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.
Full textSchmidt, 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.
Full textDapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.
Full textBachelors
Sciences
Psychology
Burke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.
Full textRzicznek, Zachary J. "Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133.
Full textMeyer, Svetlana. "Conception et évaluation d'Evasion, un logiciel éducatif d'entraînement des capacités d'attention visuelle impliquées en lecture." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAS002/document.
Full textLearning to read is a complex activity that relies on different cognitive abilities, including visual attention. The role of visual attention in learning to read is widely documented in the scientific literature but absent from school curricula. In this thesis work, we designed an original educational software, called Evasion, for visual attention training in the classroom and we evaluated its impact on beginning readers' performance.A literature review was first conducted to identify the dimensions of visual attention that are involved in reading and how best to train them. We then propose a conceptual framework which allows us to interpret these results. We conclude that the dimensions to be targeted are the total amount of visual attention resources and attention spatial dispersion. These two facets of attention seem to be particularly well driven by action video games, whose effect on visual attention has also been characterized in our model.To train visual attention resources and dispersion as well as possible within Evasion, we have mixed the tasks known to improve these attentional dimensions with the properties of action video games. Our software includes four training mini-games and an adaptive difficulty algorithm developed by our team to adjust the game properties online to the child needs. The training program was provided in classroom over a period of ten weeks at a rate of three 20-minute sessions a week. It was proposed to a large sample of 730 beggining readers for reading difficulty prevention.The impact of Evasion was assessed before and after training as compared to a control group that used an intervention program conceived to improve oral comprehension in English. The results of this ecological experiment show that visual attention and reading did not improve more following Evasion than control training. Additional analyses revealed that training time was poorly respected while this factor relates to the magnitude of improvement in the attentional dimensions we targeted. The analyses further suggest a problem in the level of difficulty of the mini-games. Overall, our work opens up new perspectives on the improvements to be made to our software and, above all, on the conditions for successful implementation of ecological experiments
Bloom, Victoria. "Multiple Action Recognition for Video Games (MARViG)." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/37171/.
Full textBraaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.
Full textActive Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
Johansson, Anneli, and Tove Dahlström. "Diffraktion i spelgrafik;En metod för analogt och digitalt konstskapande." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19946.
Full textThe role of the artist as a researcher is difficult to place since it’s hard to be objective while researching your creative approach as an individual. This bachelor thesis has taken the stance of the post-humanist viewpoint on the world and how we as humans act within it, especially through the eyes of the artist and our relationship to our materials. With this in mind, we developed our research question surrounding the phenomena of diffraction. Diffraction is a natural phenomena where waves of light collide and form a pattern where we can look at the effect of the differences that occur. Our understanding and take on diffraction is based on Donna Haraway’s and Karen Barad’s deep knowledge on the subject in both a philosophical and scientific way. With diffraction as a method we experiment and document our positions and intra-actions with our artistic material as our joined partner in materializing a 3D environment within a game engine. We and our material become the research subjects to answer the question about how diffraction can become a method for artistic creation in a blend of analogue and digital art production. This journey is documented through notes and reflections from our separate perspectives and we also lay out our production cycle to display our process and which production methods are integrated where. To finish this paper, we discuss the conditions of our work and how the theme and subject of this research could be expanded upon.
Brown, Christopher Michael. "Specific effects of action video games on perception and attention." Diss., Wichita State University, 2012. http://hdl.handle.net/10057/5352.
Full textThesis (Ph.D.)--Wichita State University, College of Liberal Arts and Sciences, Dept. of Psychology
Morais, Milca Abda de. "Efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados." Universidade Federal de Goiás, 2016. http://repositorio.bc.ufg.br/tede/handle/tede/5804.
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Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG
Population aging is considered a world-wide phenomenon. Several changes are caused by aging, among them, the higher prevalence of mood disorders, such as depression and anxiety. Some evidences have indicated positive effects of some types of exercise on reduction of depression and anxiety. The aims of the present study were: a) to evaluate the acute effects of exercise in the Xbox Kinect on the mood of the untrained elderly people; b) investigate possible correlations between the degree of enjoyment in the activity and improvement in mood. We selected twenty-nine elderly (15 men and 14 women), with age of 66,4 ± 0,8 years (mean ± standard error). The participants were evaluated in two conditions: Control Condition (CC), in which volunteers watched the film "The March of the Penguins" (60 minutes) and Experimental Condition (EC), which consisted of one session of exercise with the Xbox Kinect (60 minutes). The order of conditions was randomly defined. The mood state was evaluated in the pre and post-interventions using the POMS questionnaire (Profile of Mood States). The PACES Scale (Physical Activity Enjoyment Scale) was used to evaluate the degree of enjoyment. For both conditions, there was a significant reduction in the scores of tension-anxiety, depression and total mood disorder (p ≤ 0,05). There were not significant differences between the conditions for all studied variables. There was a significant negative correlation at the EC, between the percentage of enjoyment and the scores of tension-anxiety (r = -0.40), depression (r = -0.40) and total mood disorder (r = -0.49), evaluated by POMS (p ≤ 0,05). On the other hand, no significant correlations were found in the CC for the same variables. Thus, we could conclude that both activities promote improvements in mood state in untrained elderly, however, the effect sizes observed after CC were lower (smaller) those observed after EC (median), indicating most significant clinical effects in the EC. Moreover, higher enjoyment during the activity in the Xbox Kinect was associated with greater improvement in mood states.
O envelhecimento populacional é considerado um fenômeno de amplitude mundial. Diversas alterações são provocadas pelo envelhecimento, entre elas, o aumento da prevalência de transtornos do humor, como a depressão e a ansiedade. Evidências científicas demonstram efeito positivo de diversos tipos de exercício físico na redução desses sintomas. Os objetivos do presente estudo foram: a) avaliar o efeito agudo de atividades realizadas no Xbox Kinect sobre o estado de humor de idosos destreinados; b) verificar as possíveis relações entre o grau de diversão da atividade e a melhora no humor. Foram selecionados vinte e nove idosos (15 homens e 14 mulheres), com idade de 66,4 ± 0,8 anos (média ± erro padrão). Os participantes foram avaliados em duas condições: Condição Controle (CC), na qual os participantes assistiram ao filme “A Marcha dos Pinguins” (60 minutos) e Condição Experimental (CE), que consistiu em uma sessão de atividades no Xbox Kinect com duração de 60 minutos. A ordem das condições foi definida de forma aleatória. O estado de humor foi avaliado nos momentos de pré e pós-intervenções através da aplicação do questionário de POMS (Profile of Mood States). A Escala de PACES (Physical Activity Enjoyment Scale) foi utilizada para avaliar o grau de diversão das atividades. Para ambas as condições, houve uma redução significante dos escores de tensão-ansiedade, de depressão e do distúrbio total de humor (p ≤ 0,05). Não foram observadas diferenças significantes entre as condições nas variáveis estudadas. Houve uma significante correlação negativa, na CE, entre o percentual de diversão e os deltas dos escores de tensão-ansiedade (r= -0,40), depressão (r= -0,40) e o distúrbio total de humor (r= -0,49), avaliado pelo POMS (p ≤ 0,05). Por outro lado, não foram encontradas correlações significantes na CC, para as mesmas variáveis. Assim, pode-se concluir que a sessão aguda de atividade no Xbox Kinect, bem como a condição controle (filme) promoveram melhoras no estado de humor de idosos destreinados, no entanto, os tamanhos de efeito observados após a CC foram inferiores (pequenos) aos observados após a CE (médios), indicando efeitos clínicos mais significantes na CE. Além disso, quanto maior foi a diversão durante a atividade realizada no Xbox Kinect, maior foi a melhora no estado de humor.
Al, Gabbani Maha Fahad S. "Action video games enhance executive function in typically developing children and children with Hemiplegic Cerebral Palsy." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3869.
Full textWhite, Kathleen. "Energy expenditure and enjoyment of active video games vs. other activities in 10-12 year old boys." AUT University, 2008. http://hdl.handle.net/10292/934.
Full textNylander, Johanna. "ActionMegaPower : att inkludera tjejer i marknadsföring av actionspel." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1064.
Full textDet här examensarbetet består av två delar som syftar till att generera en metod för hur man marknadsför dataspel till en målgrupp av tjejer mellan 16-18 år. Den reflekterande texten visar den teoretiska grunden för metoden, och verksdelen, en marknadsplan för ett fiktivt actionspel, exemplifierar den.
Marknadsföringen behöver rikta sig till målgruppen om den skall kunna locka fler tjejer till att spela. Att inkludera dataspel i befintliga normer, som t.ex. att actionspel är spel som spelas tillsammans med vänner, samt visa avatarer målgruppen kan identfiera sig med, är två viktiga aspekter för en lyckad marknadsföring.
Om tjejerna fångas upp när de enligt statistiken skulle sluta spela dataspel, finns det potential att bredda målgruppen för fler dataspelsgenrer. Branschen får fler personer att sälja spel till, och fler kvinnor får ta del av de positiva effekter dataspelande bidrar till.
This bachelor thesis has two parts to generate a method on how to market video games to a target group of girls ages 16 through 18. The reflecting text provides a theoretical ground for the method, and the second part a marketing plan for a fictional action game, exemplifies the method.
In order to entice more girls to play games, the marketing needs to address the target group. Two important aspects in succeeding with marketing to girls are to include video games in the norm surrounding the female gender, like telling that action games are games you play with friends, and to advertise with avatars the target group can identify with.
If the girls begin or continue to play when they statistically should stop, there exists a potential to widen the target group for more video game genres. The industry gets more people to sell games to, and more young women can take part of the positive effect of playing video games.
Schueller, William. "Active control of complexity growth in Language Games." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0382/document.
Full textSocial conventions are learned mostly at a young age, but are quite different from other domains, like for example sensorimotor skills. The first people to define conventions just picked an arbitrary alternative between several options: a side of the road to drive on, the design of an electric plug, or inventing a new word. Because of this, while setting a new convention in a population of interacting individuals, many competing options can arise, and lead to a situation of growing complexity if many parallel inventions happen. How do we deal with this issue?Humans often exhert an active control on their learning situation, by for example selecting activities that are neither too complex nor too simple. This behavior, in cases like sensorimotor learning, has been shown to help learn faster, better, and with fewer examples. Could such mechanisms also have an impact on the negotiation of social conventions ? A particular example of social convention is the lexicon: which words we associated with given meanings. Computational models of language emergence, called the Language Games, showed that it is possible for a population of agents to build a common language through only pairwise interactions. In particular, the Naming Game model focuses on the formation of the lexicon mapping words and meanings, and shows a typical burst of complexity before starting to discard options and find a final consensus. In this thesis, we introduce the idea of active learning and active control of complexity growth in the Naming Game, in the form of a topic choice policy: agents can choose the meaning they want to talk about in each interaction. Several strategies were introduced, and have a different impact on both the time needed to converge to a consensus and the amount of memory needed by individual agents. Firstly, we artificially constrain the memory of agents to avoid the local complexity burst. A few strategies are presented, some of which can have similar convergence speed as in the standard case. Secondly, we formalize what agents need to optimize, based on a representation of the average state of the population. A couple of strategies inspired by this notion help keep the memory usage low without having constraints, but also result in a faster convergence process. We then show that the obtained dynamics are close to an optimal behavior, expressed analytically as a lower bound to convergence time. Eventually, we designed an online user experiment to collect data on how humans would behave in the same model, which shows that they do have an active topic choice policy, and do not choose randomly. Contributions from this thesis also include a classification of the existing Naming Game models and an open-source framework to simulate them
Schmoll, Laurence. "Concevoir un scénario de jeu vidéo sérieux pour l'enseignement-apprentissage des langues ou comment dominer un oxymore." Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAC014.
Full textThis research examines the use of video games in foreign language classrooms. It investigates the integration of this digital medium, originating as an informal leisure activity, in a formal language learning classroom setting. The ‘learning video game’, which refers to both the act of learning and the act of play, can be seen as an oxymoron encompassing seriousness as well as fun. This work focuses on the fun aspect. This work is motivated by the following research question: how can the use of a learning video game foster a playful attitude, hypothetically conducive to a greater involvement of the learner, while also potentially leading to increaseand complexification in student foreign language production and interaction? As a part of the Eveil 3D-project, this study analyses reception from a sample of learners to two learning games which have the same scenario but were completed according to two different game design models. The findings provide both a game design model and a scenario template in order to support foreign language learning through the use of the video game
Frossard, Frédérique. "Fostering teachers’ creativity through the creation of GBL scenarios." Doctoral thesis, Universitat de Barcelona, 2013. http://hdl.handle.net/10803/130831.
Full textLos cambios sociales y económicos hacen que sea difícil predecir lo que el futuro puede deparar. La creatividad se considera una posible respuesta a estas transformaciones. Las capacidades creativas permiten a los estudiantes enfrentarse a la compleja naturaleza de la vida. La creatividad se ha convertido, así, en un concepto importante en la educación. Sin embargo, la creatividad no siempre se promueve en la escuela. Las presiones institucionales impiden que los profesores empleen prácticas de enseñanza creativa. Por lo tanto, surge la necesidad, para el profesorado, de tener modelos y herramientas para la integración de la creatividad en el aula. En este contexto, la presente investigación tiene como objetivo proporcionar nuevos modelos para el desarrollo de la creatividad del profesorado, y por ende, la del alumnado. La tesis investiga el potencial de las metodologías de aprendizaje basado en juegos para la promoción de prácticas de enseñanza creativa. En efecto, pueden promover pedagogías creativas, aumentando la motivación de los estudiantes hacia el aprendizaje y promoviendo procesos de aprendizaje activo. La literatura científica identifica algunas barreras para la implementación de videojuegos en contextos educativos formales, tal como la dificultad para llegar a un equilibrio entre la diversión y el aprendizaje, así como adecuar los juegos a los requisitos curriculares. Para superar estos obstáculos, esta investigación propone un enfoque en el que los profesores crean sus propios videojuegos educativos, especialmente diseñados para sus contextos de enseñanza. En un estudio de casos múltiples, nueve profesores y profesoras de educación primaria y secundaria diseñaron y realizaron sus propios videojuegos educativos y los aplicaron con sus alumnos. La tesis investiga la creatividad de los docentes en función de tres dimensiones distintas: (a) proceso (las diferentes etapas de diseño de videojuegos educativos), (b) producto (los videojuegos educativos creados), y (c) enseñanza (las prácticas de enseñanza durante la aplicación de los videojuegos en el aula). La tesis propone y valida el modelo CEGAD (Creative Eduducational GAme Design - diseño creativo de juegos educativos), que representa las diferentes etapas del diseño de videojuegos educativos por el profesorado. Además, los resultados ponen de manifiesto que el enfoque de diseño de videojuegos educativos potencia pedagogías creativas. Finalmente, la tesis destaca las oportunidades, facilitadores y retos propios de este enfoque.
Tiraboschi, Gabriel Arantes. "Resolução temporal de videogames de ação e seus efeitos em tarefas visuais." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/59/59134/tde-20062017-181443/.
Full textAction video game play enhances perceptual, attentional, and cognitive skills, such as leading to faster recovery of visual attention over time and improvement of temporal dynamics of visual perception. Correlational data suggest that these temporal enhancements extend to low-level vision processes, but stronger evidence is needed. Also, in the multimedia computing field it was pointed out that video game screen frame rate affects players performance and enjoyment, but it is unclear how such technical aspects of the games play a role in cognitive augmentations. To shed more light on these issues, we tested whether action video game play and the frame rate at which they are played affects flicker detection in the central visual field and performance in attentional blink task. Thirty two (16 M, 16F) non-video game players volunteered to a longitudinal experiment. They were randomly split into four groups (4M, 4F). All of the groups performed a critical flicker-fusion frequency task (by method of limits) and attentional blink task at the first day of the experiment. Two experimental groups underwent action video-game training with different screen frame-rate caps each (15 and 120 frames per second, respectively). And one control group trained with a control game and a second control group had no training. The total amount of time in video-game training was 10 hours (75 min per day for consecutive 8 days), except for the no-training group. On the 10th day, all participants performed the flicker-detection and attentional blink tasks (post-test). Generally, critical flicker-fusion thresholds increased at the post-test for all groups, particularly for the non-training group, there were no group effect. Only marginal increased were observed in lag 2 for participant trained in low-frame-rate action video games. Our data suggest that playing video games do not increase flicker sensitivity threshold, it may actually prevent increase. And lower frame rate training produce transfer effects to Attentional Blink task, but not the higher frame rate training, at least in the first 10 hours
Palma, Nuno Miguel Canto da. "Atividade física, obesidade e videojogos ativos na escola. Um estudo sobre hábitos e práticas de jogos em jovens do ensino básico e secundário." Doctoral thesis, Universidade de Évora, 2014. http://hdl.handle.net/10174/18305.
Full textRobert, Martine. "Vivre le passé au présent : Dimensions et valeurs de la forme du jeu vidéo au regard de l'épistémologie de la connaissance historique et de la simulation informatique." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM3051.
Full textHistory is the knowledge of men's life in the past. But the historian necessarily has a retrospective approach, in contradiction to life which is, by definition, forward-looking. In aiming to resolve this tension, historical knowledge involves the act of thought by which we act as if we were living in the era we seek to know. Acting "as if" we were living such and such an experience is playing. More specifically, the video game brings the player through representation in a particular universe whose consistency lies in the resistance and, on the other hand, the support it offers to the player's enterprises. The video game form is likely to allow the player to experience past times in the present. However, this specific form of representation has never been developed or used in a proper scholarly perspective, and it is far from being naturel for the historian to use it as the medium of development and transmission of knowledge. The epistemological review of its own resources leads us not only to question Ricoeur's position that narrative is the exclusive form of historical knowledge, but also to design a new kind of video game that allows us to experience ways of life of bygone societies ; the player's personal journey in this social space proceeds from interactions with non-player characters whose individuation process also results from the intertwining between enterprises of all characters in social relations which have historically defined forms
Eguia, José Luis. "El videojuego como recurso para el aprendizaje estratégico en las aulas: el caso de Personatges en Joc." Doctoral thesis, Universitat de Vic, 2012. http://hdl.handle.net/10803/124835.
Full textSHIH, CHIA-JU, and 施佳如. "Performance Difference on Attention Switch between Action Video Game Player and Puzzle Video Game Player." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/2vc5pj.
Full text國立雲林科技大學
工業工程與管理系
105
Video games increases year by year. Video game player also increases. There are many problems accompany to video game. Everyone began to pay attention whether the positive and negative effects of video game. Many researchers studied action video game players found that action video game players many tasks performance are better. Also, the researchers found training puzzle video games are useful. The purpose of this study is performance difference between action video game player and puzzle video game player. And compare with non-video game players. This study conducts three experiments to explore difference on performance between action video game players and puzzle video game players, and compare with non-video game player. This study operation three experiment to study. First experiment is visual attention switch task. According to the different visual stimulus, participants make the correct response. Second experiment is auditory attention switch task. According to the different auditory stimulus, participants make the correct response. Third experiment is visual and auditory switch task. According to different visual and auditory stimulus, participants make the correct response. And to explore switch type and response type whether affect action video game player and puzzle video game player performance. The results found that action video game players in three experiments accuracy and responses time better than puzzle video game players and non-video game players. Puzzle video game players switch costs lower than action video game players and non-video game players. Showed play action video game can improve response time and accuracy, but play puzzle video game can improve attention switch task performance. The experiment results could offer study for training and improvement inattention. Keyword:Video game player, attention, switch ability
Chang, Yu-Hsuan, and 張佑瑄. "Effects of Action Video Game by Xbox360 Kinect – The Example of Baseball Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/2fv3nu.
Full text臺北市立大學
運動器材科技研究所
103
Introduction: Action video game can improve energy expended and physical fitness has been confirmed, but whether it can improve the reaction ability and sport performance has need to explore. Purpose: To investigate the effect of 8-weeks training with Kinect-baseball game, tee-ball and traditional education teaching on reaction ability and sport performance in junior high school students. Method: 101 health junior high students were assigned into the Kinect-baseball game group (n=30), the tee-ball group (n=36) and the traditional education teaching group (n=35). All groups participated 8 weeks training period with 2 times a week, 45 minutes per time, total of 720 minutes. The simple and cognitive reaction abilities, swing velocity, hitting distance and batting performance under the same measurement procedures were conducted before and post training period. Results: The Kinect-baseball game group significantly improved cognitive reaction ability, swing velocity, hitting distance and batting performance (p<.05). The tee-ball group and the traditional education teaching only significantly improved cognitive reaction ability and swing velocity (p<.05). In addition, The Kinect-baseball game group was significantly higher on hitting distance than other groups (p<.05). Conclusion: After Kinect-baseball game training for eight weeks, junior high students significantly improved the reaction ability and sport performance. Therefore, Action video game, such as Xbox360 Kinect, could be one of useful tools for exercise or physical education courses.
Fecher, Daniel L. "Looking past the action : a study of the effects of structure on video game communities." 2012. http://liblink.bsu.edu/uhtbin/catkey/1675903.
Full textLiterature review -- Methodology -- Close analysis of League of legends -- Close analysis of Puzzle pirates -- Conclusions, flaws and future research.
Department of Communication Studies
Ming-HsienTsai and 蔡明憲. "Visuospatial Attention Abilities in the Action and Real-Time Strategy Video Game Players as Compared with Nonplayers." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/80412717830536460488.
Full text國立成功大學
心理學系認知科學碩士班
101
Recent research suggests that playing action video games improves performance on a number of tasks that measure visual and attentional abilities. Even when non-video game players having participants play action video games for about 10 hours can improve performance on these tasks. But these researches are all focus on action video games, lack of information on other types of video games like real time strategy games. In some research which study about the difference of action video game players and real-time strategy video game players can’t get the same results, video game players and non-video game players are not different from the performance of visual attentional task. It might be due to the subject’s age and define different.This study intends to repeat the past research, and control the age of the participants with the video game players defined. To follow Green & Bavelier in 2003, Include enumeration task, multiple object tracking task and attentional blink task. And defined video game players as people who played for five or more hours action or real-time strategy games per week for the past half year. And add Attentional Network Test proposed by Fan et al in 2002 to exam when in the case of the same age and same video game players defined, whether real-time strategy game and action video game players can be found in tests of visual attentional task performance is superior to non-players.The results of this study showed that different types of gamers in various tests with non-gamers are no differences, can’t repeat Green & Bavelier findings. It seems played video games five of more hours per week can’t become the main factors of changes in visual attentional performance. Among those participants with similar age, there is no significant relationship between hours of video game playing and performance on visual attention. Perhaps future research can further examination video game players definitions, like the relationship between gaming performance and visual attentional task performance.
CHIU, TIEN-SHENG, and 邱天盛. "Difference on Performance of Visual Attention for the Primary School Students Among Deaf Action Video Game Players and Normal Ones." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/yga2r5.
Full text國立雲林科技大學
工業工程與管理系
105
According to the new physical and mental disabilities standards, the report of Ministry of Health and Welfare Department (2016) showed that, the number of deafness in Taiwan is up to 122,745 and is increasing every year. In general, eighty percentages of the information are caught by people’s visual perception in their environment. However, people, who with perceptual disability, would have many inconvenience in their lives. The deaf have better visual attention compared with normal people because of compensation effect. Furthermore, related studies proposed that playing video game also improve the visual attention ability. Although most of parents think that playing video games would have negative impacts for their children because of violence and bloodiness in the game, the previous literatures show that people use lots of cognitive abilities, included visual search ability, when they play the action game. Thus, the action game players have better visual attention performance than normal people. The purpose of this study is to investigate the differences in visual attention between deaf and normal action video game players among primary school students. In the experiment 1, the spatial task was conducted. The distance between the center target and surrounding objects, and their positions were manipulated in experiment 1. The response time and accuracy were collected. In the experiment 2, the time series task was conducted. The number of Lag and the rotation condition of target were manipulated in experiment 2 and the accuracy were collected. The results found that normal children, who play action video game, have better performance, both in accuracy and responses time, than deaf action video and non-video game players in both two experiments. The results also showed that playing action video game can improve performance of visual attention. For the application, the results of this study could clarify the strength of visual attention between the game players and the deaf in academic field. Moreover, the results of this study also can provide some suggestions to educators of the hearing impaired for in designing the teaching materials.
Cardoso, Pedro Jorge Couto. "Playing in 7D: An Action-Oriented Framework for Video Games." Tese, 2016. https://repositorio-aberto.up.pt/handle/10216/82685.
Full textCardoso, Pedro Jorge Couto. "Playing in 7D: An Action-Oriented Framework for Video Games." Doctoral thesis, 2016. https://repositorio-aberto.up.pt/handle/10216/82685.
Full textZetu, Alina Gabriela. "Neurophysiological differences in visual selective attention in action video-games players." 2007. http://link.library.utoronto.ca/eir/EIRdetail.cfm?Resources__ID=788933&T=F.
Full textFeng, Jing. "Cognitive training using action video games: A new approach to close the gender gap." 2006. http://link.library.utoronto.ca/eir/EIRdetail.cfm?Resources__ID=450662&T=F.
Full textParedes-Olea, Mariana. "Procedural Realism in Computer Strategy Games." Master's thesis, 2009. http://hdl.handle.net/10048/690.
Full textModern Languages and Cultural Studies
Thériault, Pascale. "L’héroïne d’action dans le jeu vidéo et ses représentations de personnages féminins : une figure et ses variations." Thèse, 2016. http://hdl.handle.net/1866/18750.
Full textThis master thesis focuses on the action heroine trope in video games. The video game culture, which glorifies militarized masculinity, tends to sexualize female characters and to neglect the preferences of female players by targeting men and boys. The action heroine trope is born from the desire to include women in the video game culture. These female protagonists are often sexualized, such as the famous Lara Croft, but they also have a subversive potential by invading a traditional masculine space. This master thesis analyzes a few characters that are modeled and reshaped on the action heroine trope.
Yao, Christopher. "A Randomized Controlled Trial Exploring the Feasibility of Multimedia-Based Exercise Programs on Older Adult Adherence and Physical Activity." Thesis, 2015. http://hdl.handle.net/1828/6708.
Full textGraduate
0384
christopher.yao7@gmail.com
Deslongchamps-Gagnon, Maxime. "Un poids sur la conscience : la culpabilité du joueur pour ses actions vidéoludiques." Thèse, 2016. http://hdl.handle.net/1866/18739.
Full textThis master’s thesis focuses on player’s guilt based on gameplay actions. The objective is to target video games situations and psychosociological conditions leading to this emotion. The first chapter compares the spectator’s emotional experience with that of the player mainly in their relations with characters. The second chapter offers a detailed study of guilt as ordinarily experienced, especially of its cognitive process and its social functions. The third chapter introduces a theoretical model of the player’s guilt process which includes variables related to the experience of video games and game design. The model is applied to the analysis of a corpus of single-player narrative games that intent to provoke the player to commit wrongdoings and to make him aware of them.
Mark, Rachel. "Testing the effectiveness of interactive game bikes on physical activity motivation among parents and young children in the home: a pilot study." Thesis, 2009. http://hdl.handle.net/1828/1987.
Full textReichertová, Simona. "Aktivní videohry wii systému jako forma balančního tréninku - pilotní studie." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-345096.
Full textSorice, Michael G. "Understanding Participation in Wildlife Conservation Programs on Private Lands." 2008. http://hdl.handle.net/1969.1/ETD-TAMU-2008-12-190.
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