Academic literature on the topic 'Active videogames'

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Journal articles on the topic "Active videogames"

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Beerthuizen, Marinus GCJ, Gijs Weijters, and André M. van der Laan. "The release of Grand Theft Auto V and registered juvenile crime in the Netherlands." European Journal of Criminology 14, no. 6 (2017): 751–65. http://dx.doi.org/10.1177/1477370817717070.

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Prior research suggests that playing videogames can have a voluntary incapacitating effect on criminal behaviour. The current study investigates whether this negative association between videogames in general and crime rates can also be found for the release of a single videogame – Grand Theft Auto V (GTAV) – and for registered juvenile crime in the Netherlands. A diminishing effect was modelled to estimate the active player base of GTAV (that is, the most players are active on and directly following release, with a decline in the weeks thereafter) and correlated with the number of registered offences in 2012–15 committed by males aged 12–18 and 18–25 years in a time series analysis. The effect of the release of GTAV was negatively associated with the number of registered offences in both age categories, while controlling for covariates (for example, day of the week). Implications are discussed.
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Moncada Jiménez, José, and Yamileth Chacón Araya. "El efecto de los videojuegos en variables sociales, psicológicas y fisiológicas en niños y adolescentes (The effect of playing videogames on social, psychological and physiological variables in children and adolescents)." Retos, no. 21 (March 7, 2015): 43–49. http://dx.doi.org/10.47197/retos.v0i21.34603.

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El propósito de este trabajo será presentar evidencia científica acerca de los efectos del uso de los videojuegos en aspectos de la vida social de niños y adolescentes, así como posibles efectos psicológicos y fisiológicos generales. Se ha realizado una revisión de la literatura en bases de datos pertinentes y se han seleccionado investigaciones experimentales y meta analíticas de las cuales se extrajo información acerca de los efectos positivos y negativos de los videojuegos en niños y adolescentes. Se ha encontrado que la industria de los videojuegos es multimillonaria, y a pesar de que los videojuegos son populares en todo el mundo, la investigación científica sistemática es escasa y a veces, contradictoria. En algunos estudios se asocia el exceso de juego con efectos sociales y psicológicos negativos, como el aislamiento y la agresividad; mientras que en otros se asocia con el aprendizaje y reaprendizaje motor y la tenacidad para enfrentar situaciones de la vida real. En cuanto a efectos fisiológicos se ha encontrado que los juegos de video de naturaleza activa pueden ser promotores de un mayor gasto energético que los videojuegos de naturaleza pasiva; por lo que con una guía adecuada, podrían considerarse benéficos para combatir la epidemia global del sedentarismo y la obesidad. Se piensa que los juegos de video y todo lo relacionado con una pantalla serán parte de la vida de la población en el futuro, por lo que se deben realizar estudios sistemáticos para determinar los efectos de esta exposición a largo plazo. Palabra clave: videojuegos, sedentarismo, agresividad, atención, gasto energético.Abstract: The purpose of this manuscript will be to present scientific evidence regarding the effects of videogame playing on different aspects of the social life of children and adolescents, as well as the general potential psychological and physiological effects. A literature review from relevant databases has been performed, and experimental and meta-analytical studies have been scrutinized for positive and negative effects of videogames in children and adolescents. In general, it has been found that there is a billionaire videogame industry and yet, despite the worldwide popularity of videogames, research is still scarce and sometimes contradictory. Some research suggests a correlation between excess time video gaming on negative social and psychological aspects such as isolation and aggressive behavior; while other research suggests a positive association with motor learning, motor re-training and resilience. As far as physiological effects it has been reported that active videogames might promote higher energy expenditure than passive videogames; therefore, given an adequate parental instruction might provide videogames beneficial properties to combat the global epidemic of sedentary behavior and obesity. Videogames and everything related «to be» in front of a screen will be common to future generations, and therefore more systematic studies are required to determine the long-term exposure effects to these devices.Key words: videogames, sedentary behavior, aggressive behavior, attention, energy expenditure.
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Baranowski, Tom, Janice Baranowski, Teresia O'Connor, Amy Shirong Lu, and Debbe Thompson. "Is Enhanced Physical Activity Possible Using Active Videogames?" Games for Health Journal 1, no. 3 (2012): 228–32. http://dx.doi.org/10.1089/g4h.2012.0018.

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Staiano, Amanda E., and Rachel Flynn. "Therapeutic Uses of Active Videogames: A Systematic Review." Games for Health Journal 3, no. 6 (2014): 351–65. http://dx.doi.org/10.1089/g4h.2013.0100.

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Straker, Leon M., Ashley A. Fenner, Erin K. Howie, et al. "Efficient and Effective Change Principles in Active Videogames." Games for Health Journal 4, no. 1 (2015): 43–52. http://dx.doi.org/10.1089/g4h.2014.0077.

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Barry, Gillian, Daniel Tough, Phillip Sheerin, Oliver Mattinson, Rachael Dawe, and Elisabeth Board. "Assessing the Physiological Cost of Active Videogames (Xbox Kinect) Versus Sedentary Videogames in Young Healthy Males." Games for Health Journal 5, no. 1 (2016): 68–74. http://dx.doi.org/10.1089/g4h.2015.0036.

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Sween, Jennifer, Sherrie Flynt Wallington, Vanessa Sheppard, Teletia Taylor, Adana A. Llanos, and Lucile Lauren Adams-Campbell. "The Role of Exergaming in Improving Physical Activity: A Review." Journal of Physical Activity and Health 11, no. 4 (2014): 864–70. http://dx.doi.org/10.1123/jpah.2011-0425.

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Background:The high prevalence of obesity in America can be attributed to inadequate energy expenditure as a result of high levels of physical inactivity. This review presents an overview of the current literature on physical activity, specifically through active videogame systems (exergaming) and how these systems can help to increase physical activity levels.Methods:The search strategy for this review was to identify previous studies that investigated energy expenditure levels using a single active video game or a combination of active videogames.Results:Based on data from 27 studies, a strong correlation exists between exergaming and increased energy expenditure (up to 300% above resting levels). The majority of active videogames tested were found to achieve physical activity levels of moderate intensity, which meet American College of Sports Medicine guidelines for health and fitness.Conclusions:Exergaming is a new and exciting strategy to potentially improve physical activity levels and reduce obesity among Americans.
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Simons, Monique, Emely de Vet, Sjoukje Hoornstra, Johannes Brug, Jaap Seidell, and Mai Chinapaw. "Adolescents' Views on Active and Non-Active Videogames: A Focus Group Study." Games for Health Journal 1, no. 3 (2012): 211–18. http://dx.doi.org/10.1089/g4h.2011.0032.

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Maddison, Ralph, Andrew Jull, Samantha Marsh, Artur Direito, and Cliona Ni Mhurchu. "Active Videogames and Weight Management: Is There a Future?" Games for Health Journal 2, no. 3 (2013): 179–82. http://dx.doi.org/10.1089/g4h.2013.0031.

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Böhm, Birgit, Michael Hartmann, and Harald Böhm. "Body Segment Kinematics and Energy Expenditure in Active Videogames." Games for Health Journal 5, no. 3 (2016): 189–96. http://dx.doi.org/10.1089/g4h.2015.0058.

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Dissertations / Theses on the topic "Active videogames"

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Nyberg, Mats. "Äldres attityder till och resonemang om exergames." Thesis, Umeå universitet, Avdelningen för arbetsterapi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161415.

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I framtidens samhälle förväntas äldre utgöra en stor del av befolkningen. Äldre har större risk att drabbas av funktionedsättningar och sjukdomar jämfört med andra grupper i samhället. Studier har visat att äldre definierar hälsa som en upplevelse att vara självständig och känna samhörighet med andra men även frånvaro av symptom och känna sig positiv samt att ha tillräckligt med energi. Arbetsterapi som profession syftar till att möjliggöra aktiviteter som bidrar till hälsa och välmående. Studier har visat att exergames kan vara en effektiv intervention för positiva hälsoeffekter bland äldre personer. Syftet med studien var därför att beskriva äldre personers attityder till och resonemang om exergames. En kvalitativ studie med fokusgruppintervju genomfördes med fyra äldre personer. Data från intervjun analyserades med kvalitativ innehållsanalys. Studiens resultat redogörs med ett tema, två kategorier och fyra underkategorier. Det genomgående temat är ”Betydelsefulla faktorer för äldres vilja att spela exergames”. De två kategorierna är ”förutsättningar att spela” och ”motivation att spela”. Resultatet visade vilka förutsättningar deltagarna ansåg det behövdes för att spela men också hur viktig motivationen var för att spela exergames. Deltagarna ansåg att exergames med många moment och högt tempo upplevdes komplicerade och att det upplevdes meningsfullt att spela exergames om det sker för att träna fysiska och kognitiva förmågor. Slutsats: Äldre uttrycker att det finns många hinder att överkomma för att spela exergames. Genom att underlätta hinder för äldre att spela exergames och med kunskap om meningsfulla spel för äldre kan arbetsterapeuter stödja äldre att uppnå aktivitetsengagemang i exergames.
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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/.

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Existem evidências que jogar videogames de ação (AVG) aperfeiçoa habilidades perceptuais, atentivas e cognitivas, como por exemplo, recuperação mais rápida da atenção visual e aprimoramento das dinâmicas temporais da percepção visual. Estudos correlacionais sugerem que estes aprimoramentos temporais se aplicam também ao processamento visual de baixa ordem, contudo evidências mais contundentes são necessárias. Ademais, no campo da multimídia computacional estudos apontam que a resolução temporal na qual o videogame é apresentado na tela, correspondente a taxa de quadros por segundo (QPS), afeta o desempenho e o entretenimento de jogadores. Entretanto ainda não se sabe como aspectos técnicos dos AVG, como a taxa de QPS, influenciam nos aperfeiçoamentos cognitivos citados anteriormente. Para esclarecer tais lacunas, delineou-se um estudo para verificar se AVG jogados em diferentes QPS afetam a recuperação temporal da atenção, medidos pela tarefa de Supressão Atencional (SA), e se há alterações nos limiares da resolução temporal visual, medidas através da frequência crítica de fusão e oscilação da visão (CFF). Trinta e dois (16M, 16F) participantes não jogadores de videogame voluntariaram-se para um experimento longitudinal. Inicialmente os voluntários foram separados em quatro grupos (4M, 4F) e todos eles no primeiro dia foram submetidos a uma tarefa de mensuração de CFF na região visual central e uma tarefa de SA. No dia seguinte e depois nos sete dias conseguintes dois grupos, intitulados experimentais, realizaram um treinamento com videogames de ação, sendo que cada um dos grupos treinou em diferentes resoluções temporais, um a 15 QPS e outro a 120 QPS. Simultaneamente um terceiro grupo, treinou com um videogame controle sem elementos de ação. E o quarto grupo, controle, não teve treinamento. O total de tempo de treinamento foi de 10 horas, distribuído em 8 dias, exceto para o grupo sem treino. No dia posterior ao último dia de treinamento todos os participantes foram submetidos novamente a tarefas de SA e CFF. De modo geral o CFF aumentou para todos os participantes entre pré e pós-teste, particularmente para o grupo sem treino, não houve efeito de grupo. Desempenho no SA melhorou somente no para lag2 (212ms) para participantes que treinaram AVG na taxa de QPS mais baixa. Estes resultados sugerem que treinamento com AVG não aumenta o limiar do CFF na região visual central, se não o oposto, e que o aprimoramento temporal da atenção beneficia-se com um treinamento com AVG em baixa resolução temporal, mas não de alta taxa de QPS, ao menos nas 10 horas iniciais de treino<br>Action 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
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Mello, Maryjôse Carvalho. "Efeitos do treinamento físico com vídeo game ativo e do treinamento combinado com exercício resistido em crianças e adolescentes asmáticos: ensaio clinico controlado, aleatorizado e cego." Universidade Nove de Julho, 2017. http://bibliotecatede.uninove.br/handle/tede/1875.

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Submitted by Nadir Basilio (nadirsb@uninove.br) on 2018-07-19T18:00:13Z No. of bitstreams: 1 Maryjôse Carvalho Mello.pdf: 1188091 bytes, checksum: 04ca69726dabd228dc801e0754bbb389 (MD5)<br>Made available in DSpace on 2018-07-19T18:00:13Z (GMT). No. of bitstreams: 1 Maryjôse Carvalho Mello.pdf: 1188091 bytes, checksum: 04ca69726dabd228dc801e0754bbb389 (MD5) Previous issue date: 2017-12-18<br>Asthma is a chronic inflammatory disease of the airways, such as children and adolescents. In this sense, active video games (VGA) and resistance exercise have been gaining prominence as a form of training in this age group, promoting adhesion, motivation, reduction of pulmonary inflammation, muscular strength gain and energy expenditure. Thus, the objective of this study was to evaluate whether the increase of aerobic (combined) exercise reduces a pulmonary inflammation and improves clinical control in children and adolescents as trainers more effectively than only aerobic training with VGA. This is a randomized, blinded clinical trial with no registry Clinical Trials.gov: NCT03014154, 30 children and adolescents were randomly assigned to a VGA group using XBOX 360 Kinect Adventure "Reflex Ridge" (VGA group) and unladen exercises and VGA group associated with resistance exercise (VGAR group) with intensity 3 sets of 15 repetitions, with 50% of 1 RM. The training period lasted 8 weeks and involved 2 weekly sessions of 1 hour and 10 minutes, 10 minutes. heating, 30 min. of VGA, 20 min. of exercises and 10 min. the elongation. Pulmonary inflammation, pulmonary function, peak flow, respiratory muscle strength, as anthropometric variables, clinical control questionnaires and quality of life, physical fitness and peripheral muscular strength of the participants before and after the training were evaluated. The results, involving 27 study participants (13 VGA and 14 VGAR) showed reduction in lung inflammation in both groups (clinically important) but the effect size (TE) for reduction of FeNO in the VGA group was 0 , 47 (small) and in the VGAR group was 0.68 (mean). In TCP it occurred in the test week, velocity, slope and distance traveled only in the VGA group. And in the VGAR group, improvement in physical fitness and rapid cardiovascular return to basal condition by HR recovery after the test (TE = 0.90) was higher in relation to the VGA group (TE = 0.41). Maximum load increase after 1RM test (MMSS from 2 kg to 4 kg (TE = 1,28) and MMII from 30 kg to 51 kg (TE = 1,09)) was also higher in the VGAR group. In both groups, there was improvement in quality of life and better clinical control of the disease, and no participants in both groups were not in exercise-induced bronchospasm during the sessions. These results allowed us to conclude that combined training is more effective in reducing pulmonary inflammation and allows an improvement in quality of life, clinical control of the disease, aerobic fitness, physical fitness and muscular strength in children and adolescents.<br>A asma é uma doença inflamatória crônica das vias aéreas, as crianças e os adolescentes asmáticos têm menor tolerância ao exercício físico. Neste sentido, os videogames ativos (VGA) e o exercício resistido vem ganhando destaque como forma de treinamento nesta faixa etária, promovendo adesão, motivação, redução da inflamação pulmonar, ganho de força muscular e gasto energético. Sendo assim, o objetivo deste estudo foi avaliar se o acréscimo do exercício resistido ao aeróbio (combinado) reduz a inflamação pulmonar e melhora o controle clínico em crianças e adolescentes asmáticos de forma mais eficaz do que apenas o treinamento aeróbio com VGA. Trata-se de um Ensaio clinico controlado, randomizado, cego, com registro no Clinical Trials.gov: NCT03014154, para tal, 30 crianças e adolescentes foram avaliados e alocados de forma randomizada, para um grupo de VGA utilizando o XBOX 360 Kinect Adventure “Reflex Ridge” (grupo VGA) e exercícios sem carga e um grupo de VGA associado a exercício resistido (grupo VGAR) com intensidade 3 séries de 15 repetições, com 50% de 1 RM. O período de treinamento durou 8 semanas e envolveu 2 sessões semanais de 1 hora e 10 minutos, sendo 10 min. de aquecimento, 30 min. de VGA, 20 min. de exercícios e 10 min. de alongamento. Foi avaliado a inflamação pulmonar, função pulmonar, peak flow, força muscular respiratória, as variáveis antropométricas, questionários de controle clinico e qualidade de vida, aptidão física e força muscular periférica dos participantes antes e após os treinamentos. Os resultados, provenientes de 27 participantes que completaram o estudo (13 VGA e 14 VGAR) mostraram redução na inflamação pulmonar em ambos os grupos (clinicamente importante) porém o tamanho do efeito (TE) para redução da FeNO no grupo VGA foi de 0,47 (pequeno) e no grupo VGAR foi de 0,68 (médio). No TCP houve aumento na duração do teste, velocidade, inclinação e distância percorrida apenas no grupo VGA. E no grupo VGAR, melhora do condicionamento físico e rápido retorno cardiovascular a condição basal pela recuperação da FC após o teste (TE=0,90) foi maior em relação ao grupo VGA (TE=0,41). O aumento da carga máxima após teste de 1RM (MMSS partindo de 2 kg para 4 kg (TE=1,28) e MMII de 30 kg para 51 kg (TE= 1,09)) também foi maior no grupo VGAR. Em ambos os grupos houve melhora da qualidade de vida e melhor controle clinico da doença, além de nenhum participante de ambos os grupos não apresentarem broncoespasmo induzido pelo exercício durante as sessões. Estes resultados permitiram concluir que o treinamento combinado é mais eficaz na redução da inflamação pulmonar e possibilita a melhora da qualidade de vida, controle clinico da doença, da aptidão aeróbia, condicionamento físico e aumenta da força muscular em crianças e adolescentes asmáticos.
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Tordo, Frédéric. "Subjectivation, intersubjectivité et travail du lien dans le jeu vidéo de rôle en ligne massivement multijoueur." Thesis, Paris 10, 2012. http://www.theses.fr/2012PA100155/document.

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Le jeu vidéo proposerait une nouvelle forme de subjectivation autour de l’action en mouvement, dont le moteur apparait dans l’organisation fantasmatique. L’auto-empathie va s’y déployer : processus par lequel un sujet se met à la place de l’autrui-en-soi, produisant un regard intériorisé sur soi pour représenter son monde subjectif. La médiatisation de ce processus d’auto-empathie dans les mondes virtuels va permettre au sujet de se mettre à la place d’une figure qui le représente, de telle façon que son attention et son empathie pour cette figure sont tournées indirectement vers lui-même. Ce second temps d'empathie virtuelle pour une figure de soi, que nous appelons auto-empathie médiatisée par un avatar ou auto-empathie virtuelle, favoriserait dans un troisième temps le développement d’une empathie pour soi. Enfin dans un quatrième temps, dans les jeux de rôle en ligne multi-joueurs, serait favorisé le développement d’une nouvelle forme de travail du lien intersubjectif : différenciateur plutôt que sexuel, engageant l’action dans des proto-conversations plutôt que les émotions entre joueurs, et ressortant du domaine fantasmatique, l’autre joueur étant toujours représenté par le sujet avant d’être perçu, sollicitant entre les joueurs un désir d’intersubjectivité par lequel il faut entendre le désir d’une rencontre dans le monde réel d’un autre joueur par la mise en jeu d’un fantasme dans lequel les représentations imaginaires sont tournées vers la figuration, imaginaire également, d’un sujet réel derrière un autre avatar<br>Video games propose a new form of subjectivity concerning action in motion, which motor appears in fantasy organization. Auto-empathy will deploy: process by which a subject puts himself instead of the other-in-self, producing an internalized view of self in order to represent his subjective world. The mediation of self-empathy process in virtual worlds will allow the subject to identify with the figure that represents him in the virtual worlds, so that his attention and empathy for this figure are turned indirectly towards himself. This second stage of virtual empathy for a self-figure, which we call self-empathy mediated by an avatar or virtual self-empathy, favors in a third time the development of empathy for oneself. Finally, in a fourth step in the multi-player online role-playing games, the development of a new form of intersubjective relationship work is favored: differentiating rather than sexual, engaging the action in proto-conversations rather than emotions between players and emerging from fantasy domain, the other player being always represented by the subject before being seen creates between players a desire for intersubjectivity through which the desire for a meeting in the real world of another player by putting in a fantasy in which imaginary representations are turned into figuration, also imaginary, of a real subject behind another avatar
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Junior, Aldene Rocha da Silva. "Obra-jogo: processos, visualidades e tessituras." Universidade do Estado do Rio de Janeiro, 2013. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=7863.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Esta dissertação trata das visualidades buscadas no campo da arte contemporânea utilizando como linguagem o videogame e sua estética, que se formam como transfigurações das ideias de um mundo estruturado em códigos, uma informação entre os signos que convivem no cotidiano do homem comum. Neste caráter, o trabalho artístico aliado ao videogame propõe estados de percepção estética e interação com o espectador como forma estrutural da obra, como a obra em si. Unir a arte com o videogame para alcançar a mistura entre artista, obra e espectador<br>This dissertation deals with visualities sought in the field of contemporary art, using as the videogame as language and its aesthetics, formed as ideias of a visual transfigurations of a world structured in codes, an information between signs in daily living of the common man. In this character, the artwork coupled with videogame proposes levels of aesthetic perception and interaction with the viewer as a structural form of the work, like the work itself. Linking the art with the videogame achieve the combination between artist, work of art and the viewer
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Books on the topic "Active videogames"

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

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Development, Prima, and Prima Temp Authors. Banjo-Tooie. 6th ed. Prima Publishing, Prima Games, 2000.

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

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Cain, Christine. Tonic Trouble: Prima's Official Strategy Guide. Prima Games, Prima Publishing, 1999.

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

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

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Donkey Kong 64: Prima's Official Strategy Guide. Prima Games, Prima Publishing, 1999.

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BradyGames. Totally Unauthorized Guide to Donkey Kong Country. BradyGames, 1995.

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Brady, Matthew K. Army Men: Sarge's Heroes 2. 6th ed. Prima Games, 2000.

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Meston, Zach. Crash Bandicoot 2: N-Tranced, Official Strategy Guide. Prima Games, 2002.

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Book chapters on the topic "Active videogames"

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Bruno, Mario A., Roberto G. Aldunate, and Jaime Meléndez. "Personalization of Serious Videogames for Occupational Engagement for Elderly." In Ambient Assisted Living and Active Aging. Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-03092-0_8.

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Bushnell, Rebecca. "Time-Travel Films: Replaying Time, Choice, and Action." In Tragic Time in Drama, Film, and Videogames. Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-58526-4_3.

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Figueiredo, Carlos. "Production Design and Game Design in Videogames: Action, Emotion and Immersion in the Player Lived." In Advances in Ergonomics in Design. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-41983-1_60.

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van ‘t Riet, Jonathan, Eva Alblas, Rik Crutzen, and Amy Shirong Lu. "The Effects of Active Videogames on BMI among Young People." In Advances in Medical Technologies and Clinical Practice. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9522-1.ch013.

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The objective of this chapter is a systematic review and meta-analysis was performed to quantify the effectiveness of active videogames (AVGs) as obesity prevention interventions aimed at children and adolescents. The method is studies were included that focused on children or adolescents (=18 years), assessed BMI as the outcome measure, used one or more AVGs as intervention, employed a controlled experimental design, used BMI as an outcome measure, enrolled participants up to and including 18 years of age, and comprised original studies. Employing these inclusion criteria, nine studies were included in the meta-analysis. The results are active videogames had a small to medium-sized and significant average effect on children and adolescents: Hedges' g = 0.38 (95% CI: 0.00 - 0.77). Heterogeneity was substantial (I2 = .91) but neither participants' weight status, nor sample size, intervention duration or dropout moderated the effect of AVGs. The conclusion of this chapter is the results of this meta-analysis provide preliminary evidence that active videogames can decrease BMI among children/adolescents.
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Johnson, Mina C., David Birchfield, and Colleen Megowan-Romanowicz. "If the Gear Fits, Spin It Again!" In Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7461-3.ch005.

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To understand how students learn while engaged in active and embodied science games, two gears games were created. Would students' gear switching skills during the game be correlated with pre- and post-knowledge tests? Twenty-three seventh graders, playing as dyads, used gestures to manipulate virtual gears in the games. The Microsoft Kinect sensor tracked arm-spinning movements. Paper and pencil gear knowledge tests were administered before and after. In Game 1 (the easier one), the in-game switching data was significantly negatively correlated with only pretest gear knowledge. In Game 2 (the harder one), switching was negatively associated with both pre- and posttests. Negative correlations mean that fewer switches were used and that demonstrated better knowledge of mechanical advantage. In-game process data can provide a window onto learner's knowledge. However, the games need to have appropriate sensitivity and map to the learner's ZPD. In ludo (or in-process) data from videogames with high sensitivity may attenuate the need for repetitive traditional knowledge tests.
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"Bodies and Action." In Ethnographies of the Videogame. Routledge, 2016. http://dx.doi.org/10.4324/9781315580562-5.

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"Finding a New Epic in Action-Adventure Videogames." In Ancient Greece and Rome in Videogames. Bloomsbury Academic, 2021. http://dx.doi.org/10.5040/9781350157224.ch-002.

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"Improving multi-tasking ability in a piloting task through action videogames." In Advances in Human Aspects of Aviation. CRC Press, 2012. http://dx.doi.org/10.1201/b12321-22.

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Schleiner, Anne-Marie. "The Absence of the Oppressor: Games for Change and Californian Happiness Engineers." In Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904_ch06.

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Games for Change have been designed to support various causes and charities for global players and publics located far from a game designer’s country of origin. The intent of this chapter is to contrast Northern and Southern approaches to designing such transnational games for inspiring action, life improvement, and political change. In this chapter I discuss the Games for Change of primarily two designers, Jane McGonigal’s ambitious environmental and entrepreneurial games and gamification literature advocating self-motivational approaches for playful transformation. I also review a more oppositional model proposed a few decades ago by prolific Games for Change designer, Uruguayan, Gonzalo Frasca, situating his ‘Videogames of the Oppressed’ within a tradition of Latin American resistance movements.
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Hawreliak, Jason. "“To Be Shot at Without Result”." In Handbook of Research on Technoself. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2211-1.ch028.

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Winston Churchill famously asserted that “there is nothing more exhilarating than to be shot at without result.” Whether or not this is accurate, it is indicative of an ancient and persistent myth which depicts combat as the locus of glory, virtue, and sublime exhilaration. Drawing on the works of Ernest Becker, Gregory Nagy, and Ian Bogost, this chapter traces the combat myth from Homer to Call of Duty, situating it within a rhetoric of heroism and ultimately, immortality. Given the immense popularity of the First Person Shooter (FPS) and Action Role Playing Game (ARPG) genres, which employ combat as their dominant motif, the myth appears to be alive and well. The chapter concludes with a discussion of terror management theory and its application to videogame analysis and design.
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Conference papers on the topic "Active videogames"

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González-González, Carina S., and Vicente Navarro-Adelantado. "Methods and techniques for evaluating the emotional experiences of children with active videogames." In Interacción '15: XVI International Conference on Human Computer Interaction. ACM, 2015. http://dx.doi.org/10.1145/2829875.2829883.

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