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1

Gee, James Paul. "Stories, probes, and games." Narrative Inquiry 21, no. 2 (2011): 353–57. http://dx.doi.org/10.1075/ni.21.2.14gee.

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This paper is a reflection on the potential of narrative video games for human sense making and perspective taking. Such games are considered in the context of storytelling and reflective action as the two core foundations of human sense making. I propose that narrative video games allow a form of player storytelling at the intersection of the game’s grand narrative and reflective action in a virtual world. I further propose that such games have the potential to create empathy for other people’s situations and perspectives in life.
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Ciszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.

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This article presents the history and contemporary state of Polish media on the theme of video games. Media about video games emerged on the Polish market after the country’s political transformation of 1989 and quickly became very popular. The ever increasing multitude of players led to demand for information and reviews on games. During 1990’s there were many more or less significant magazines about video games in Poland. Almost all of them perished. Currently, there are only three of them on the Polish market. TV programmes about video games appeared during the 90s which effectively showcased them in action. The media landscape has changed as the internet has become widely available and largely overtaken the information and entertainment function of the press and television in regards to video games. Today thematic websites about games are still important but youtubers and Twitch streamers are taking advantage. Their broadcast is especially important for younger generation of gamers. Presenting video games in action and live commentary is a very popular way of communication. Many online content creators have built great audience and income doing so.
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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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Argilés, Marc, Laura Asensio Jurado, and Lluïsa Quevedo Junyent. "Gamification, serious games and action video games in optometry practice." Journal of Optometry 13, no. 3 (2020): 210–11. http://dx.doi.org/10.1016/j.optom.2019.10.003.

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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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Li, Li, Rongrong Chen, and Jing Chen. "Playing Action Video Games Improves Visuomotor Control." Psychological Science 27, no. 8 (2016): 1092–108. http://dx.doi.org/10.1177/0956797616650300.

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7

Li, R., U. Polat, and D. Bavelier. "Playing action video games enhance visual sensitivity." Journal of Vision 8, no. 6 (2010): 472. http://dx.doi.org/10.1167/8.6.472.

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Green, C. S., and D. Bavelier. "Learning, Attentional Control, and Action Video Games." Current Biology 22, no. 6 (2012): R197—R206. http://dx.doi.org/10.1016/j.cub.2012.02.012.

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West, Greg L., Kyoko Konishi, and Veronique D. Bohbot. "Video Games and Hippocampus-Dependent Learning." Current Directions in Psychological Science 26, no. 2 (2017): 152–58. http://dx.doi.org/10.1177/0963721416687342.

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Research examining the impact of video games on neural systems has largely focused on visual attention and motor control. Recent evidence now shows that video games can also impact the hippocampal memory system. Further, action and 3D-platform video-game genres are thought to have differential impacts on this system. In this review, we examine the specific design elements unique to either action or 3D-platform video games and break down how they could either favor or discourage use of the hippocampal memory system during gameplay. Analysis is based on well-established principles of hippocampus-dependent and non-hippocampus-dependent forms of learning from the human and rodent literature.
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Dye, Matthew W. G., C. Shawn Green, and Daphne Bavelier. "Increasing Speed of Processing With Action Video Games." Current Directions in Psychological Science 18, no. 6 (2009): 321–26. http://dx.doi.org/10.1111/j.1467-8721.2009.01660.x.

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Medford, K., M. Sugarman, C. S. Green, E. Klobusicky, and D. Bavelier. "Reducing task switch cost with action video games." Journal of Vision 11, no. 11 (2011): 212. http://dx.doi.org/10.1167/11.11.212.

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Bavelier, Daphne, and C. Shawn Green. "Enhancing Attentional Control: Lessons from Action Video Games." Neuron 104, no. 1 (2019): 147–63. http://dx.doi.org/10.1016/j.neuron.2019.09.031.

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Bavelier, Daphné, Benoit Bediou, and C. Shawn Green. "Expertise and generalization: lessons from action video games." Current Opinion in Behavioral Sciences 20 (April 2018): 169–73. http://dx.doi.org/10.1016/j.cobeha.2018.01.012.

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Franceschini, Sandro, Simone Gori, Milena Ruffino, Simona Viola, Massimo Molteni, and Andrea Facoetti. "Action Video Games Make Dyslexic Children Read Better." Current Biology 23, no. 6 (2013): 462–66. http://dx.doi.org/10.1016/j.cub.2013.01.044.

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Petilli, Marco Alessandro, Luca Rinaldi, Daniela Carmen Trisolini, Luisa Girelli, Luca Piero Vecchio, and Roberta Daini. "How difficult is it for adolescents to maintain attention? The differential effects of video games and sports." Quarterly Journal of Experimental Psychology 73, no. 6 (2020): 968–82. http://dx.doi.org/10.1177/1747021820908499.

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Despite a large body of evidence suggests positive effects of playing action video games and practising sports on various visual attentional skills, the impact of these activities on the ability to maintain attention over prolonged periods of time (i.e., sustained attention) has been largely neglected. Here, we first explored free-time habits on a group of 310 adolescents by means of a self-reported questionnaire. We found an inverse relationship between the time spent with sports and video games, but not with other extra-scholastic activities: the time spent practising sports and playing video games clearly competed with each other, with the more-intensive-sport practitioners being less involved in video game play. Next, we directly measured sustained attention and other attentional skills in a subgroup of 76 participants, divided as a function of their time spent in sports and action video games. In particular, sustained attention was assessed by means of two tasks: a classic exogenous task, requiring participants to attend to a flashing visual stimulus; and an internal (endogenous) sustained attention task, requiring participants to synchronise their manual responses to the rhythm of auditory pulses presented in an earlier phase. As previously documented, we found that action video game players displayed worse ability to maintain attention over time, as compared with non-action players. In striking contrast, intensive sports practice was associated with an increased ability to maintain attention over time. Overall, these findings unveil distinct cascading effects on sustained attention induced by doing sport and playing action video games.
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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 (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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17

Lyons, Elizabeth J., Deborah F. Tate, Dianne S. Ward, Kurt M. Ribisl, J. Michael Bowling, and Sriram Kalyanaraman. "Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment." Journal of Obesity 2012 (2012): 1–7. http://dx.doi.org/10.1155/2012/852147.

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Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N= 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P> .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal ⋅ kg-1⋅ hr-1) produced 0.10 kcal ⋅ kg-1⋅ hr-1(95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal ⋅ kg-1⋅ hr-1,P= .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior.
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18

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 (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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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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Chandra, Sushil, Greeshma Sharma, Amritha Abdul Salam, Devendra Jha, and Alok Prakash Mittal. "Playing Action Video Games a Key to Cognitive Enhancement." Procedia Computer Science 84 (2016): 115–22. http://dx.doi.org/10.1016/j.procs.2016.04.074.

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Zhang, R., S. Green, Z. Lu, and D. Bavelier. "Speeding up Learning: Action Video Games and Perceptual Learning." Journal of Vision 13, no. 9 (2013): 1089. http://dx.doi.org/10.1167/13.9.1089.

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Li, R., V. R. Bejjanki, Z. Lu, A. Pouget, and D. Bavelier. "Playing action video games leads to better perceptual templates." Journal of Vision 9, no. 8 (2010): 860. http://dx.doi.org/10.1167/9.8.860.

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23

Green, C. S., and D. Bavelier. "Action-Video-Game Experience Alters the Spatial Resolution of Vision." Psychological Science 18, no. 1 (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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Ratan, Rabindra, Cuihua Shen, and Dmitri Williams. "Men Do Not Rule the World of Tanks: Negating the Gender-Performance Gap in a Spatial-Action Game by Controlling for Time Played." American Behavioral Scientist 64, no. 7 (2020): 1031–43. http://dx.doi.org/10.1177/0002764220919147.

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The present research addresses the stereotype that women and girls lack the ability to succeed compared to men and boys in video games. Previous lab-based research has found that playing spatial-action video games potentially reduces the gender gap in spatial-thinking skills, while previous field studies of less spatially oriented online games have found that the perceived gender-performance gap actually results from the amount of previous gameplay time, which is confounded with gender. Extending both lines of research, the present field study examines player performance in a spatial-action game, the vehicle-based shooter World of Tanks. Results from 3,280 players suggest that women appear to accrue fewer experience points per match than men, signaling lower performance ability, but that when the amount of previous gameplay time is statistically controlled, this gender difference is negated. These results lend support to the claim that playing video games—even spatial-action games—diminishes the gender-performance gap, which is potentially useful for promoting gender equity in STEM fields.
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Madan, Christopher R. "Considerations for Comparing Video Game AI Agents with Humans." Challenges 11, no. 2 (2020): 18. http://dx.doi.org/10.3390/challe11020018.

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Video games are sometimes used as environments to evaluate AI agents’ ability to develop and execute complex action sequences to maximize a defined reward. However, humans cannot match the fine precision of the timed actions of AI agents; in games such as StarCraft, build orders take the place of chess opening gambits. However, unlike strategy games, such as chess and Go, video games also rely heavily on sensorimotor precision. If the “finding” was merely that AI agents have superhuman reaction times and precision, none would be surprised. The goal is rather to look at adaptive reasoning and strategies produced by AI agents that may replicate human approaches or even result in strategies not previously produced by humans. Here, I will provide: (1) an overview of observations where AI agents are perhaps not being fairly evaluated relative to humans, (2) a potential approach for making this comparison more appropriate, and (3) highlight some important recent advances in video game play provided by AI agents.
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Lawrence, Anne M., and Michael B. Sherry. "How Feedback From an Online Video Game Teaches Argument Writing for Environmental Action." Journal of Literacy Research 53, no. 1 (2021): 29–52. http://dx.doi.org/10.1177/1086296x20986598.

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Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students’ writing development. In this article, we describe how the pedagogical feedback provided by one such game, Quandary, influenced two seventh graders’ written arguments in advocacy letters addressed to the state governor regarding a local environmental disaster. We compare these two embedded cases to data from 10 focal students, as well as patterns from 114 seventh graders (in five ELA classes). Based on our analysis of screen-capture video of students’ gameplay, drafts of their advocacy letters, and video-stimulated recall interviews, we conclude that game feedback rewarding or penalizing predetermined right or wrong player moves may encourage students to develop argumentation strategies that are less effective in more complex rhetorical situations and may foster a false sense of competence.
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Ashraf, Mujeeba. "Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan." International Journal of Cyber Behavior, Psychology and Learning 10, no. 3 (2020): 47–59. http://dx.doi.org/10.4018/ijcbpl.2020070104.

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Most of the European and American literature suggests that playing violent video games can increase aggression in real-life situations in children, but the extent to which this is true in Pakistan is largely unknown. This is a correlational study that explored whether the amount of time spent playing violent themed video games was associated with aggressive behaviour and whether playing different kinds of violent themed video games could predict aggressive behaviour in late childhood. The sample of 100 children (mean age 13.37) was taken, and children were asked to fill in a diary when they played videogames for a week. The results revealed the time spent playing violent video games (role play, action and fighting, and first-person shooter) was positively correlated with aggression; however, only role play and first-person shooter video games were positive predictors of aggressive behaviour. Current research suggests that if children spend more than 30 minutes a day playing violent video games, their chances of learning aggressive behaviour may increase.
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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 (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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Annarumma, Maria, Riccardo Fragnito, Ines Tedesco, and Luigi Vitale. "Video Game, Author and Lemming." International Journal of Digital Literacy and Digital Competence 6, no. 1 (2015): 49–61. http://dx.doi.org/10.4018/ijdldc.2015010104.

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Many studies show that video games require attentive and interpretive capacity to generate complex cognitive skills in the gamer and they can be transferred to other contexts, such as school. In this paper, the authors do not aim to investigate the contents of the player's thinking, but rather his/her way of thinking. In this scenario the teacher becomes a worlds' maker, who provides his/her students with the tools allowing them to partake in the co-building of multi-tiered worlds, which requires not only the ability to get access to intangible information but also a skillful management of media interfaces. In this way, the click of the mouse becomes the action par excellence that allows each individual to contribute synergistically to the realization of the digital habitats. The ultimate goal is to search, in the learning processes activated by the video games in both the authors and the lemming, those features that make the learner a self-knowledge builder. Such “socio-cultural grammar” influences the writing and interpretation of messages, turning every individual into an author, who's often unaware of the “scriptwriting culture” that inhabits all the possible media worlds.
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West, Robert, Edward L. Swing, Craig A. Anderson, and Sara Prot. "The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control." International Journal of Environmental Research and Public Health 17, no. 14 (2020): 5160. http://dx.doi.org/10.3390/ijerph17145160.

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First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of action gaming on proactive cognitive control and to examine whether an increase in visuo-spatial processing and a decrease in proactive cognitive control arise from the same amount of experience playing an action video game. Participants completed tasks measuring visuo-spatial processing and cognitive control before and after 10 practice sessions involving one of three video games or were assigned to a no gaming experience control group. The data revealed the typical increase in visuo-spatial processing and a decrease in proactive, but not reactive, cognitive control following action game training. The sizes of these two training effects were similar in magnitude, but interpretation of the effects was constrained by baseline differences between the four groups of subjects. The possibility of a causal effect of action gaming on proactive cognitive control is interesting within the context of correlational evidence linking greater action gaming experience to reduced cognitive control, poor decision making, and increased impulsivity.
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Pallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (2021): e28150. http://dx.doi.org/10.2196/28150.

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Background Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. Objective The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). Methods A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [(“video game*”) OR (“computer game*”)] AND [(“stress”) OR (“anxiety”) OR (“relaxation”)] AND [(“study”) OR (“trial”) OR (“training”)]. Results A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. Conclusions Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. Trial Registration International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081
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Péter, Árpád. "Action and Communication in the Virtual World of Video Games." Studia Universitatis Babeș-Bolyai Ephemerides 62, no. 1 (2017): 5–22. http://dx.doi.org/10.24193/subbeph.2017.1.01.

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Heaven, Douglas. "Story trumps action in a new wave of video games." New Scientist 222, no. 2970 (2014): 22–23. http://dx.doi.org/10.1016/s0262-4079(14)61007-1.

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Nelson, Rolf A., and Ian Strachan. "Action and Puzzle Video Games Prime Different Speed/Accuracy Tradeoffs." Perception 38, no. 11 (2009): 1678–87. http://dx.doi.org/10.1068/p6324.

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王, 栋然. "Research Progress on the Cognitive Ability and Action Video Games." Advances in Psychology 11, no. 03 (2021): 764–71. http://dx.doi.org/10.12677/ap.2021.113087.

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36

Sharifi, Hamid. "Norms governing the localization of video games." Journal of Internationalization and Localization 3, no. 1 (2016): 61–73. http://dx.doi.org/10.1075/jial.3.1.04sha.

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Garshasp: Temple of the Dragon (2012) is a 3D, 3rd person action-adventure hack ‘n’ slash indie game developed by Dead Mage for English gamers and Fanafzar Sharif for local use. It was one of the early Persian forerunners to be majorly localized and distributed throughout the English community. It takes a mythology that westerners are probably not familiar with and presents it in a third person action setting that most audiences can understand (MetaCritic 2012). This and more is what Garshasp offers from its home country demonstrated through its lovely art design, pompous music, and a great narrator (GameSpot 2012). The present research investigates the norms governing the ‘language’ of Garshasp: Temple of the Dragon; a prequel to its 2011 Garshasp: The Monster Slayer. Toury (1978/2000) proposed various categories of norms among which ‘initial norms’ is our concern. These norms represents the side translators subject themselves to; source (adequacy) or target (acceptability). In other words, the initial norm refers to “the translator’s (conscious or unconscious) choice as to the main objective of his translation, the objective which governs all decisions made during the translation process” (van Leuven- Zwart 1989, 154). Van Leuven-Zwart (1989) also contents that, as is the case with most other norms, the initial norm is not directly observable, but may be inferred by identifying the shifts contained in target text. Using Toury’s categorization (1978/2000) and a modified Vinay and Darbelnet’s model (1958/1995), we found that the language of the video game under study tends to be more acceptable than adequate.
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37

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 (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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Koloskov, Evgenii A. "House of Flowers: An Analysis of the Image of Yugoslavia in Video Games." Slavic World in the Third Millennium 15, no. 3-4 (2020): 85–101. http://dx.doi.org/10.31168/2412-6446.2020.15.3-4.06.

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This article examines the image of Yugoslavia in contemporary video games. I researched games of various genres (action games, strategy games, military simulators, etc.) that were released on various gaming platforms (PC, Sony PlayStation, etc.) between 1990 and the present day. I researched such aspects as visualization, information, plot components, and popularity among players. I consider and provide definitions of the terms used to designate various elements of video games and their meaning for the perception of the image of the country. I paid special attention to the characters associated with the Yugoslav region. Two of them – the inventor Nikola Tesla and the main character of the comics of the same name, Largo Winch – owing to their potential significance for the image of Yugoslavia, were considered in detail. The article is accompanied by four illustrations showing important moments of the visualization of personalities and the structure of game moments. As a result of this research, I draw some conclusions about the main plots associated with the image of Yugoslavia that prevails in modern video games. Firstly, there is the obvious peripherality of Yugoslav plots and their generally negative connotation. In most of the video games reviewed, the settings involved the criminal world, the Yugoslav war of the 1990s, or the problem of international terrorism. Secondly, the portrayal of Yugoslav characters is not very homogeneous and it is therefore impossible to talk about their exclusively positive or negative character. Thirdly, in general, Yugoslavia is mostly unplayable: only a very limited set of strategy games and a very small set of action games allow you to control the country, its troops, or characters of Yugoslavian origin.
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Kawai, Takashi, and Kageyu Noro. "Effects of Fighting Action Video Games on Brain Waves Part 1." Japanese journal of ergonomics 31, Supplement (1995): 516–17. http://dx.doi.org/10.5100/jje.31.supplement_516.

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Kawai, Takashi, and Kageyu Noro. "Effects of Fighting Action Video Games on Brain Waves Part 2." Japanese journal of ergonomics 31, Supplement (1995): 518–19. http://dx.doi.org/10.5100/jje.31.supplement_518.

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41

ZHANG, R., V. R. Bejjanki, Z. Lu, S. Green, A. Pouget, and D. Bavelier. "Action Video Games playing improves learning to learn in perceptual learning." Journal of Vision 12, no. 9 (2012): 1130. http://dx.doi.org/10.1167/12.9.1130.

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Palmer, E., and C. Brown. "Attentional Filtering and Friend vs. Foe Discrimination in Action Video Games." Journal of Vision 12, no. 9 (2012): 399. http://dx.doi.org/10.1167/12.9.399.

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43

Franceschini, Sandro, Simone Gori, Monja Tait, et al. "Action video games improve math abilities in children with developmental dyscalculia." Journal of Vision 16, no. 12 (2016): 1278. http://dx.doi.org/10.1167/16.12.1278.

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Brown, Christopher, Robert May, Jeremiah Nyman, and Evan Palmer. "Effects of Friend vs. Foe Discrimination Training in Action Video Games." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 56, no. 1 (2012): 1416–20. http://dx.doi.org/10.1177/1071181312561401.

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45

Kiesel, Scott, Ethan Burns, and Wheeler Ruml. "Achieving Goals Quickly Using Real-time Search: Experimental Results in Video Games." Journal of Artificial Intelligence Research 54 (September 27, 2015): 123–58. http://dx.doi.org/10.1613/jair.4800.

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In real-time domains such as video games, planning happens concurrently with execution and the planning algorithm has a strictly bounded amount of time before it must return the next action for the agent to execute. We explore the use of real-time heuristic search in two benchmark domains inspired by video games. Unlike classic benchmarks such as grid pathfinding and the sliding tile puzzle, these new domains feature exogenous change and directed state space graphs. We consider the setting in which planning and acting are concurrent and we use the natural objective of minimizing goal achievement time. Using both the classic benchmarks and the new domains, we investigate several enhancements to a leading real-time search algorithm, LSS-LRTA*. We show experimentally that 1) it is better to plan after each action or to use a dynamically sized lookahead, 2) A*-based lookahead can cause undesirable actions to be selected, and 3) on-line de-biasing of the heuristic can lead to improved performance. We hope this work encourages future research on applying real-time search in dynamic domains.
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Rahmad, Nur Azmina, Muhammad Amir As'ari, Nurul Fathiah Ghazali, Norazman Shahar, and Nur Anis Jasmin Sufri. "A Survey of Video Based Action Recognition in Sports." Indonesian Journal of Electrical Engineering and Computer Science 11, no. 3 (2018): 987. http://dx.doi.org/10.11591/ijeecs.v11.i3.pp987-993.

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<p class="Abstract">Sport performance analysis which is crucial in sport practice is used to improve the performance of athletes during the games. Many studies and investigation have been done in detecting different movements of player for notational analysis using either sensor based or video based modality. Recently, vision based modality has become the research interest due to the vast development of video transmission online. There are tremendous experimental studies have been done using vision based modality in sport but only a few review study has been done previously. Hence, we provide a review study on the video based technique to recognize sport action toward establishing the automated notational analysis system. The paper will be organized into four parts. Firstly, we provide an overview of the current existing technologies of the video based sports intelligence systems. Secondly, we review the framework of action recognition in all fields before we further discuss the implementation of deep learning in vision based modality for sport actions. Finally, the paper summarizes the further trend and research direction in action recognition for sports using video approach. We believed that this review study would be very beneficial in providing a complete overview on video based action recognition in sports.</p>
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Kopaniecki, Jakub. "Walking the streets of a virtual metropolis. The audiosphere of the game Grand Theft Auto IV." Interdisciplinary Studies in Musicology, no. 19 (December 31, 2019): 173–84. http://dx.doi.org/10.14746/ism.2019.19.12.

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On the basis of works devoted to the topic of sound studies and video games, the author presents ways of processing and using sounds in order to create virtual phonic spaces. He examines the means by which contemporary game developers influence immersivity, i.e., the process of immersing the gamer in virtual environments, as well as indicating the mutual influences of audial and visual spheres. Analysig the video game Grand Theft Auto IV from the perspective of the sound which accompanies the action, he compares in this respect three areas of the game’s Liberty City with their equivalents in New York on which the virtual city is modelled. The similarities and differences between the digital and virtual spaces are identified, and the reasons for them explained. This makes it possible to show how the use of the tools (explained earlier) employed by the developers of the game enable them to create a credible sounding virtual metropolis.
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Nae, Andrei. "Shakespeare and the Accumulation of Cultural Prestige in Video Games." Acta Universitatis Sapientiae, Film and Media Studies 17, no. 1 (2019): 115–28. http://dx.doi.org/10.2478/ausfm-2019-0018.

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Abstract The present article analyses the manner in which AAA action-adventure games adapt, quote, and reference Shakespeare’s plays in order to borrow the bard’s cultural capital and assert themselves as forms of art. My analysis focuses on three major releases: Metal Gear Solid 4: Guns of the Patriots, BioShock: Infinite, and God of War. The article shows that these games employ narrative content from Shakespeare’s plays in order to adopt traits traditionally associated with the established arts, such as narrative depth and complex characters. In addition to this, explicit intertextual links between the games’ respective storyworlds and the plays are offered as ludic rewards for the more involved players who thoroughly explore game space.1
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Wang, Jianyu, Wenhao Liu, and Jeffrey Moffit. "Steps for ARM and Trunk Actions of Overhead Forehand Stroke Used in Badminton Games across Skill Levels." Perceptual and Motor Skills 109, no. 1 (2009): 177–86. http://dx.doi.org/10.2466/pms.109.1.177-186.

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The purpose of this study was to examine arm and trunk actions in overhead forehand strokes used in badminton games across skill levels. The participants were 80 students (40 boys, 40 girls) who were randomly selected from video recordings of 300 students ages 16 to 19 years. The videotaped performances of overhead forehand strokes were coded based on three steps of arm action (elbow flexion, elbow and humeral flexion, and upward backswing) and three steps of trunk action (no trunk action, forward-backward movement, and trunk rotation). Students across the four skill levels exhibited different patterns of arm and trunk actions. Students at advanced levels used more mature arm and trunk actions.
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Nogueira, Mariana, Hugo Faria, Ana Vitorino, Filipe Glória Silva, and Ana Serrão Neto. "Addictive Video Game Use: An Emerging Pediatric Problem?" Acta Médica Portuguesa 32, no. 3 (2019): 183. http://dx.doi.org/10.20344/amp.10985.

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Introduction: The excessive use of video games is an emerging problem that has been studied in the context of addictive behaviors. The aim of this study was to determine the prevalence of use of addictive video games in a group of children and to identify risk factors, protective factors and potential consequences of these behaviors.Material and Methods: Observational and cross-sectional study of children from the sixth grade using an anonymous questionnaire. Addictive video game use was defined by the presence of 5 out of 9 behavioral items adapted from the DSM-5 criteria for ‘Pathological gambling’. Children who answered ‘yes’ to 4 items were included in the “Risk group for addictive video game use”. We delivered 192 questionnaires and 152 were received and included in the study (79.2% response rate). SPSS statistical software was used.Results: Half of the participants were male and the median age was 11 years old. Use of addictive video games was present in 3.9% of children and 33% fulfilled the risk group criteria. Most children played alone. We found additional factors associated with being in the risk group: greater time of use; online, action and fighting games (p < 0.001). Children with risk behaviors showed a shorter sleep duration (p < 0.001).Discussion: A significant number of children of our sample met criteria for addictive video games use in an early age and a greater number may be at risk (33%). This is a problem that warrants further research and clinical attention.Conclusion: This exploratory study helps to understand that addiction to video games in children is an emergent problem.
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