Academic literature on the topic 'Active Video Game'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Active Video Game.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Active Video Game"
Kirk, Sam, and Andrew Manley. "The Active Video Game Paradox." International Journal of Serious Games 7, no. 1 (February 14, 2020): 3–21. http://dx.doi.org/10.17083/ijsg.v7i1.341.
Full textScharrer, Erica, and Adam Zeller. "Active and Sedentary Video Game Time." Journal of Media Psychology 26, no. 1 (January 1, 2014): 39–49. http://dx.doi.org/10.1027/1864-1105/a000109.
Full textMoller, Arlen C., Caio V. Sousa, Kelly J. Lee, Dar Alon, and Amy S. Lu. "A comprehensive systematic review and content analysis of active video game intervention research." DIGITAL HEALTH 9 (January 2023): 205520762311712. http://dx.doi.org/10.1177/20552076231171232.
Full textLin, Jih-Hsuan, and Wei Peng. "The Contributions of Perceived Graphic and Enactive Realism to Enjoyment and Engagement in Active Video Games." International Journal of Technology and Human Interaction 11, no. 3 (July 2015): 1–16. http://dx.doi.org/10.4018/ijthi.2015070101.
Full textHingpit, Jayvee P., and Jedess Miladel N. Salomon. "Parental Mediation of Children's Video Game Playing: Active Mediation and Co-Playing Produce Positive Outcomes." Science and Humanities Journal 15, no. 1 (December 15, 2021): 57–69. http://dx.doi.org/10.47773/shj.1998.151.4.
Full textMcConville, Kristiina M. Valter, and Matija Milosevic. "Active video game head movement inputs." Personal and Ubiquitous Computing 18, no. 1 (June 28, 2013): 253–57. http://dx.doi.org/10.1007/s00779-013-0662-2.
Full textGampell, Anthony Viennaminovich, JC Gaillard, and Meg Parsons. "On the use of participatory methodologies for video game research: Exploring disaster risk reduction in video games." Methodological Innovations 12, no. 3 (September 2019): 205979911988427. http://dx.doi.org/10.1177/2059799119884277.
Full textGraves, Lee E. F., Nicola D. Ridgers, Greg Atkinson, and Gareth Stratton. "The Effect of Active Video Gaming on Children’s Physical Activity, Behavior Preferences and Body Composition." Pediatric Exercise Science 22, no. 4 (November 2010): 535–46. http://dx.doi.org/10.1123/pes.22.4.535.
Full textChaput, J. P., A. Tremblay, B. Pereira, Y. Boirie, M. Duclos, and D. Thivel. "Food intake response to exercise and active video gaming in adolescents: effect of weight status." British Journal of Nutrition 115, no. 3 (November 24, 2015): 547–53. http://dx.doi.org/10.1017/s0007114515004602.
Full textRobert, Maxime, Laurent Ballaz, Raphael Hart, and Martin Lemay. "Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console." Physical Therapy 93, no. 8 (August 1, 2013): 1084–91. http://dx.doi.org/10.2522/ptj.20120204.
Full textDissertations / Theses on the topic "Active Video Game"
Braaf, 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.
Liang, Yan. "Effects of active video game intervention on promoting physical activity among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/199.
Full textMellecker, Robin Rochelle. "The conversion of sedentary time to active time in children: the role of activity enhanced video game play." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44525114.
Full textMorais, 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.
Full textApproved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-08-03T13:08:30Z (GMT) No. of bitstreams: 2 Dissertação - Milca Abda de Morais - 2016.pdf: 1177590 bytes, checksum: a2fc0022587433cf6c472a76a4c217da (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
Made available in DSpace on 2016-08-03T13:08:30Z (GMT). No. of bitstreams: 2 Dissertação - Milca Abda de Morais - 2016.pdf: 1177590 bytes, checksum: a2fc0022587433cf6c472a76a4c217da (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2016-06-10
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.
McDonough, Suzanne Lacy. "Comparison of an inter-active dance video game and traditional exercise equipment relative to use preferences and energy expenditure in adolescent females ages 16-18 /." Full text available from ProQuest UM Digital Dissertations, 2008. http://0-proquest.umi.com.umiss.lib.olemiss.edu/pqdweb?index=0&did=1850500751&SrchMode=1&sid=1&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1277393354&clientId=22256.
Full textTypescript. Vita. "May 2008." Major Professor: Scott G. Owens Includes bibliographical references (leaves 69-81). Also available online via ProQuest to authorized users.
Smith, Joshua L. "Response Inhibition to High Calorie Food Cues Among Adolescents Following Active and Sedentary Video Game Play Using a Go/No-Go Task: A Randomized Crossover Study." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/7231.
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 textGuinet, Anne-Laure. "Retours sensoriels multimodaux en réalité augmentée pour la rééducation de la marche des enfants atteints de paralysie cérébrale." Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG020.
Full textCerebral palsy is the most common cause of childhoodonset, lifelong physical disability in most countries. Abnormal gross and fine motor functioning reflecting abnormal motor control are the core attributes of CP. These motor problems can lead to difficulties with walking. Single-event multi-level surgery of the lower limbs, which realigns the musculoskeletal system in a single operation, has proven to improve the gait quality, particularly the kinematic and kinetic parameters. However, walking ability, walking distance, and walking speed remain unchanged. After analyzing the scientific literature, we hypothesize that improving the postoperative rehabilitation protocols could improve activities and participation domains. For this purpose, this thesis allowed the development and the clinical evaluation of the first active video game for gait rehabilitation in augmented reality adapted to the child and usable by a rehabilitation center in addition to conventional care. This active video game is based on theories of the gait training program and feedback models for motor learning. This research comes from the smooth intersection of several scientific disciplines sharing the ambition to be part of tomorrow’s healthcare, which is participatory, predictive, preventive, customizable, and evidencebased. Thus, we have contributed to motor rehabilitation sciences by developing an active video game for gait rehabilitation in collaboration with stakeholders. We have investigated more fundamental motor learning notions, notably the importance of game elements and feedback. We have explored the field of information and communication sciences and technologies by developing tools and content usable in augmented reality. The use of an active video game for gait rehabilitation should improve postoperative results, particularly by increasing the motivation and adherence of young people to therapy
Chisholm, Joseph Donald. "Reduced attentional capture in action video game players." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/12578.
Full textGribbon, Aidan. "Active Video Games and Energy Balance in Male Adolescents." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32275.
Full textBooks on the topic "Active Video Game"
The multiplayer classroom: Designing coursework as a game. Boston, Mass: Course Technology, Cengage Learning, 2012.
Find full textAverill, Alan. Conker's Bad Fur Day: The Official Nintendo Player's Guide. Redmond, WA: Nintendo of America, Incorporated, 2001.
Find full textEntertainment, Acclaim. The Official Shadow Man Strategy Guide. Glen Cove, NY: Acclaim Entertainment, Incorporated, 1999.
Find full textBradyGames. Toy Story 2: Official Strategy Guide. Indianapolis, IN: BradyGames, 1999.
Find full textFarkas, Bart. Turok: Dinosaur Hunter: Official Game Secrets. Rocklin, Calif: Prima Publishing, Prima Games, 1997.
Find full textNick, Roberts. Bomberman 64: Unauthorized Game Secrets. Rocklin, USA: Prima Publishing, Prima Games, 1997.
Find full textBook chapters on the topic "Active Video Game"
Nickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games, 195–208. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.
Full textGaniti, Aikaterini, Nikolaos Politopoulos, and Thrasyvoulos Tsiatsos. "The Impact of Background Music on an Active Video Game." In Advances in Intelligent Systems and Computing, 18–28. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75175-7_3.
Full textHooks, Ed. "Video games." In Acting for Animators, 77–87. Fourth edition. | New York : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315618272-6.
Full textHooks, Ed. "Video games." In Acting for Animators, 73–81. 5th ed. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003289753-23.
Full textZiagkas, Efthymios, Vasiliki Zilidou, Nikolaos Politopoulos, Stella Douka, Thrasyvoulos Tsiatsos, and George Grouios. "The Effect of a 12 Week Reaction Time Training Using Active Video Game Tennis Attack on Reaction Time and Tennis Performance." In Advances in Intelligent Systems and Computing, 644–52. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75175-7_63.
Full textArsenault, Dominic. "Action." In The Routledge Companion to Video Game Studies, 293–301. 2nd ed. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003214977-42.
Full textFeng, Jing, and Ian Spence. "Playing Action Video Games Boosts Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention, 93–104. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_8.
Full textZarzycka, Agata. "Ridiculing the Player: Live-Action Visualisations of Game Experience in YouTube Parody Videos as an Ambivalent Strategy of Self-Fashioning." In Video Games and Comedy, 215–32. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-88338-6_11.
Full textRoque, Nelson A., and Walter R. Boot. "Action Video Games DO NOT Promote Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention, 105–18. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_9.
Full textNae, Andrei. "Immersion in mainstream action games." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games, 11–31. London: Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-3.
Full textConference papers on the topic "Active Video Game"
Winn, Brian M., Wei Peng, and Karin Pfeiffer. "Player guiding in an active video game." In 2011 IEEE International Games Innovation Conference (IGIC). IEEE, 2011. http://dx.doi.org/10.1109/igic.2011.6115107.
Full textFei, Dingzhou. "Revisiting the correlation between video game activity and working memory: evidence from machine learning." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002083.
Full textPouliot-Laforte, A., J. Tousignant, M. Lemay, L. Ballaz, and E. Auvinet. "Evaluation of visually guided weight-shifting ability using an active video game." In 2017 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2017. http://dx.doi.org/10.1109/icvr.2017.8007525.
Full textGarcia, Lucy, Augusto Salazar, Mauricio Garcia, Sayira Hernandez, and Cesar Gomez. "VIDEO GAME ANALYTICS AND DOWN SYNDROME." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-036.
Full textFargier, Patrick, Valérien Cece, Nicolas Burel, Cédric Roure, and Vanessa Lentillon-Kaestner. "POTENTIAL EFFECTS OF AN ACTIVE VIDEO GAME ON PHYSICAL EDUCATION AND ON MATHEMATICAL LEARNINGS." In 14th International Conference on Education and New Learning Technologies. IATED, 2022. http://dx.doi.org/10.21125/edulearn.2022.1851.
Full textJorge, Germano A. Z., and Thiago A. S. Pardo. "SteamBR: a dataset for game reviews and evaluation of a state-of-the-art method for helpfulness prediction." In Brazilian Workshop on Social Network Analysis and Mining. Sociedade Brasileira de Computação - SBC, 2023. http://dx.doi.org/10.5753/brasnam.2023.230132.
Full textParent, Andree-Anne, and Alain-Steve Comtois. "Pilot project: Feasibility of high-intensity active video game with COPD patients. Tools for home rehabilitation." In 2017 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2017. http://dx.doi.org/10.1109/icvr.2017.8007476.
Full textFlynn, Rachel. "Acute effects of physically active versus inactive video game play on executive functioning skills in children." In the International Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2282338.2282393.
Full textMocanu, Irina, Raluca Caciula, and Lorena Gherman. "IMPROVING PHYSICAL ACTIVITY THROUGH EXERGAMES." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-101.
Full textLevac, Danielle E., Stephanie Glegg, Sujata Pradhan, Emily J. Fox, Debbie Espy, Emily Chicklis, and Judith E. Deutsch. "A comparison of virtual reality and active video game usage, attitudes and learning needs among therapists in Canada and the US." In 2019 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2019. http://dx.doi.org/10.1109/icvr46560.2019.8994624.
Full textReports on the topic "Active Video Game"
Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Fort Belvoir, VA: Defense Technical Information Center, August 2011. http://dx.doi.org/10.21236/ada547670.
Full textMai, Yiqiang, and Kim Geok Soh. The effects of active video game on overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0018.
Full textMai, Yiqiang, and Kim Geok Soh. The effects of active video game on overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, October 2021. http://dx.doi.org/10.37766/inplasy2021.10.0018.
Full textMai, Yiqiang, Kim Geok Soh, Hazizi Abu Saad, Nuannuan Deng, and Qiang Wang. The effects of active video games on psychology among overweight and obese adolescents:A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, January 2024. http://dx.doi.org/10.37766/inplasy2024.1.0084.
Full textLiu, Chunqing, kim Geok Soh, and Yiqiang Mai. The effect of active video games on weight loss among overweight and obese: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, November 2022. http://dx.doi.org/10.37766/inplasy2022.11.0116.
Full textMai, Yiqiang, Kim Geok Soh, Fengmeng Qi, and Yandong Yuan. The effects of active video games on physical activity among overweight and obese adolescents: A systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, January 2022. http://dx.doi.org/10.37766/inplasy2022.1.0128.
Full textLi, Sen, Yang Song, Zhidong Cai, and Qingwen Zhang. Are Active Video Games Useful In The Development Of Gross Motor Skill Of Non-Typically Developing Children?A Meta-Analysis. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, May 2022. http://dx.doi.org/10.37766/inplasy2022.5.0124.
Full text