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1

Almanza Sepúlveda, Mayra Linné, Julio Llamas Alonso, Miguel Angel Guevara, and Marisela Hernández González. "Increased Prefrontal-Parietal EEG Gamma Band Correlation during Motor Imagery in Expert Video Game Players." Actualidades en Psicología 28, no. 117 (November 19, 2014): 27–36. http://dx.doi.org/10.15517/ap.v28i117.14095.

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Abstract. The aim of this study was to characterize the prefrontal-parietal EEG correlation in experienced video game players (VGPs) in relation to individuals with little or no video game experience (NVGPs) during a motor imagery condition for an action-type video game. The participants in both groups watched a first-person shooter (FPS) gameplay from Halo Reach during five minutes. None of the participants was notified as to the content of the video before watching it. Only the VGPs showed an increased right intrahemispheric prefrontal-parietal correlation (F4-P4) in the gamma band (31-50 Hz) during the observation of the gameplay. These data provide novel information on the participation of the gamma band during motor imagery for an action-type video game. It is probable that this higher degree of coupling between the prefrontal and parietalcortices could represent a characteristic pattern of brain functionality in VGPs as they make motor representations.
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Enrico, Gandolfi, and Gandolfi Sofia. "Playing across the social zone - Animal Crossing, gaming communities and connectedness in a time of crisis." Academicus International Scientific Journal 23 (January 2021): 41–51. http://dx.doi.org/10.7336/academicus.2021.23.03.

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This proposal focuses on the multifaceted interplay between video games, connectiveness, and online communities in a time of emergency; COVID-19 has presented challenges for teenagers, forcing them to re-mediate their interactions with peers. Digital entertainment has been frequently accused to be a bearer of negative attitudes and anti-social behaviors, but there is also relevant evidence about how video games can foster bonding and inclusion. Nevertheless, updated lenses are needed for understanding the impact of the pandemic on playing and vice versa; in other words, video games can become a lens through which we can understand how teenagers and young adults experience and see the world around them, especially during these turbulent times. Moreover, video games are increasingly experienced in multiple ways, from watching live shows on Twitch.tv to discussing games on Reddit; as such, this additional layer must be investigated too for situating the impact of gaming practices on social and individual schemes. This article intends to provide a snapshot of how this medium can be used as a catalyst for social research, looking at its consumption but also at the social halo it conveys. More specifically, an ethnographic approach has been chosen for providing an intensive analysis of how the acclaimed video game Animal Crossing was perceived and used as a socializing tool by a teenager.
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Paulissen, P. C. J. M. "The Dark of the Covenant: Christian Imagery, Fundamentalism, and the Relationship between Science and Religion in the Halo Video Game Series." Religions 9, no. 4 (April 12, 2018): 126. http://dx.doi.org/10.3390/rel9040126.

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Cutumisu, Maria, Matthew Brown, Caroline Frayr, and Georg Schmolzer. "GROWTH MINDSET MODERATES THE IMPACT OF NEONATAL RESUSCITATION SKILL MAINTENANCE ON PERFORMANCE IN A SIMULATION TRAINING VIDEO GAME." Paediatrics & Child Health 23, suppl_1 (May 18, 2018): e22-e22. http://dx.doi.org/10.1093/pch/pxy054.055.

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Abstract BACKGROUND The Joint Commission on Accreditation of Healthcare Organizations (2004) reporting on preventing infant death and injury during delivery identified human errors during neonatal resuscitation as responsible for more than two thirds of perinatal mortality and morbidity. One of the main causes of human error in neonatal resuscitation stems from a lack of practical learning experiences highlighted by the neonatal training paradox of high-acuity, low-occurrence (HALO) situations that arise infrequently. simulation-based medical education (SBME) is resource and cost intensive, and not offered frequently enough for development of competency and for supporting knowledge retention. Therefore, other methods of training to improve knowledge retention and decision-making are needed. We therefore developed a complementary tool to the physical SBME to improve knowledge retention during neonatal resuscitation in the delivery room. Specifically, we developed a game-based neonatal resuscitation training simulator called RETAIN. OBJECTIVES We hypothesized that HCP playing the video game will have an improved mindset and therefore an improved neonatal resuscitation performance. DESIGN/METHODS HCPs trained in NRP, including registered nurses, respiratory therapists, neonatal nurse practitioners, neonatal consultants, and neonatal fellows were recruited from the Royal Alexandra Hospital, a tertiary NICU. Each participant was asked to complete a pre-game questionnaire to obtain demographics (e.g. last Neonatal Resuscitation Course (NRP)-course, years of experience) and assess their neonatal resuscitation knowledge by completing a Resuscitation scenario. Afterwards each participant played the RETAIN simulator, which started with a tutorial before the actual three rounds and there was a countdown for each of the rounds to simulate the stress of a real-world scenario. After completion of the game each participant also completed a Post-game questionnaire to assess the player’s mindset (e.g. How much do you agree with the following statements? You can always change how good you are at your job or You can get better at your job with practice) using a Likert scale (1=Strongly Disagree to 5=Strongly agree). RESULTS We recruited 50 (45 females, 4 males, and 1 not reported) HCP who were all NRP-trained and had completed a NRP refresher course within the last 24 months. Participants needed a mean (SD) 8.47 (8.66) minutes to complete the game. On average, participants reported high levels of growth mindset (with scores ranging from seven to ten), took their latest NRP course more than eight months prior to the current study, and scored 93% in the game (32 was a perfect score). Interestingly, participants who took the NRP course more recently made more mistakes in the simulation game. There was a significant interaction of Last NRP Course and Growth Mindset in predicting Number of Tries (b =.09, S.E.=.04, beta=.32, t=2.25, p=.03), as well as a main effect for Last NRP Course (b= -.08, S.E.=.04, beta=-.30, t=-2.04, p<.05). Thus, participants who took an NRP course recently (i.e., within eight months), before the current study, completed the game in significantly fewer tries when they endorsed more rather than less of a growth mindset. However, participants who endorsed more of a growth mindset performed similarly on the game regardless of when they took the NRP course. CONCLUSION The study examined the relation between HCP task performance and time elapsed since their latest NRP course and found that growth mindset moderates this relation. Specifically, HCP who took the NRP course within the past eight months, those who endorsed a higher growth mindset made fewer mistakes in a simulation game. Some implications include growth mindset interventions and increased opportunities to practice skills in simulation sessions to help HCP achieve better performance after taking a refresher NRP course.
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Dyson, Jon-Paul C. "Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games." International Public History 4, no. 1 (June 1, 2021): 7–16. http://dx.doi.org/10.1515/iph-2021-2019.

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Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the years, and discusses some of the challenges faced by museums and other institutions working with video games.
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Wood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (October 2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.

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AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of video games within libraries and presents a case study of the University of Michigan’s Computer and Video Game Archive (CVGA), one of the largest academic archives of its kind. Moreover, video games are situated in a humanistic approach to the field of game studies as the article draws on the relevance of methods from art history and film studies.
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Stark, Doug. "Unsettling embodied literacy in QWOP the walking simulator." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 49–67. http://dx.doi.org/10.1386/jgvw_00004_1.

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The purpose of this article is twofold: first, to cast a critical eye on an arguably conservative aspect of so-called ‘walking simulators’ ‐ their walking simulation and second, to position viral browser game QWOP (2008) as an intervention into dominant paradigms of video game walking control. The first half discusses how walking simulators inherit and share a ‘grammar of action’ for simulating walking with a number of other games (Galloway). I argue this grammar of action constitutes the reification of a particular subject position ‐ one associated with a normative bodymind ‐ in video gameplay via a combination of representations, control procedures and player ‘embodied literacy’ (Keogh). The second half considers QWOP’s alternate grammar of walking simulation and how this precipitates a different relationship between player and video game, prompting questions about distributed cognition, intentionality, failure and what it means for a game to be critical.
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Ilyanov, Dmitrii Sergeevich, Tatiana Constantinovna Chernysheva, and Maksim Andreevich Yurevich. "Sources of economic growth in the XXI century: video game industry." Теоретическая и прикладная экономика, no. 3 (March 2020): 78–89. http://dx.doi.org/10.25136/2409-8647.2020.3.31693.

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This article focuses on determination of trends and prospects for the development of video game industry in the Russian Federation. Analysis is conducted on evolution of the video game market and trends that established thereof. The author examines the dynamics in gaming industry revenue allocated by segments, and the share held by video games on the markets of the Eurasian Economic Union member-states. The author carries out a comparative analysis of the revenue of the global gaming industry for all segments (games for smartphones, tablets, PC, etc.) with GDP of some EAEU member-states for the 7-year period, and as well as makes a forecast of the dynamics of revenue of gaming industry by the segments. The overall revenue obtained from the global gaming industry has increased by 115% in the past 7 years and account to $ 151.9 billion. The article explores the current state of video game market in the Russian Federation, which almost doubled in the past 5 years and accounts to $ 1.9 billion. The key risks that can negatively affect the development of video game industry are identified. The conclusion is made that despite the existing risks, a dynamic increase in the segment of mass multiuser online games and its audience should be expected in the nearest future; by 2022, the segment of games for mobile devices could take up to half of the entire gaming market.
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Guermazi, F., N. Halouani, K. Yaich, R. Ennaoui, S. Chouayakh, J. Aloulou, and O. Amami. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (April 2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.

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IntroductionWith the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.AimsEstimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.MethodsA cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected from the general population. Data were collected through a global questionnaire consisted of a sociodemographic part, the Young Internet Addiction Test, the Problem Video Game playing questionnaire, online network game scale and the Perceived Stress Scale.ResultsThe average age was 27.6 years. The majority (70%) reported using video or Internet games. The risk of dependency to online network games involved 10% of game players while the presence of video games use consequences concerning 16%. Gaming addiction was significantly more likely in boys (P = 0.001). The students had more PUVIG than employees (P = 0.036). A link was highlighted with a problematic Internet use (P = 0.008), a facebook addiction (P = 0.001) and high perceived stress level (0.014).ConclusionsPlaying video and Internet games is a widespread activity among YA. The factors potentially involved are inevitably multiple and complex. It supports the need to carefully explore these emerging practices among this vulnerable population and suggest the establishment of better prevention and better tracking of video gaming.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Salor, Enrinc. "Neutrality in the Face of Reckless Hate : Wikipedia and GamerGate." Nordisk Tidsskrift for Informationsvidenskab og Kulturformidling 5, no. 1 (March 13, 2016): 23–29. http://dx.doi.org/10.7146/ntik.v5i1.25880.

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The year 2015 will very likely be remembered as a turning point in video game industry and culture. While tensions were slowly escalating regarding diversity of representation in video games across the cultural sphere and the position and treatment of women and other minorities within the industry, these insular debates finally, and violently, broke into mainstream consciousness in the second half of 2014. As we grimly note the one-year anniversary of the birth of the amorphous movement called GamerGate, the games industry is showing slow but hopeful signs of change regarding inclusion and representation of gender and ethnic diversity. Meanwhile, since GamerGate as a movement strives to achieve its self-declared goal of "ethics in video game journalism" primarily through constant and brutal harassment of women across the cultural space of games, their frequent targets are slowly and painfully trying to rebuild their lives.
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Shirley, P., Balaji Arumugam, E. Suganya, and M. Gowthamraj. "Effects of video game on socio- behavioral environment." International Journal Of Community Medicine And Public Health 6, no. 1 (December 24, 2018): 258. http://dx.doi.org/10.18203/2394-6040.ijcmph20185253.

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Background: Nowadays the teens playing outdoor games are difficult to be seen and of course, they play all these games not in reality but in a screen using video games. The biggest revolution in electronic world has put our teens more addicted towards video games which not only affect their academic performance but also have impact on their behaviour and health. The objectives of the study were to assess the pattern of video game usage among the study population; to determine the influence of video game in behaviour of the study population.Methods: The study was conducted as a cross sectional study during January and February 2018, among medical students of tertiary care hospital, Chennai. The data was collected using preformed pretested questionnaire. Data were analyzed using SPSS 21.Results: Out of 211 study participants, majority 168 (80%) were males. Around, 97 (45.9%) participants, liked to play during night hours and most 114 (54.1%) of them preferred adventure and racing games. The change in behavioral patterns like, skipping sleep 20 (25.3%), using bad words 22 (27.8%), betting 40 (50.6%), risky stunts 38 (48.1%) were observed. Around half of the participants 97 (46%) were giving complaints of various health problems like finger pain, 72 (34.1%) wrist pain, 63 (29.8%) neck pain, and 54 (26%) eye pain due to usage of video games.Conclusions: The behavioral patterns explored in this study are alarming which suggest that this age group has to be sensitized on the self control to use the video games.
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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 (March 29, 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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Korpak, Klaudia, Aneta Bac, and Anna Ścisłowska-Czarnecka. "Spinal pain syndromes among video game players." Health Promotion & Physical Activity 11, no. 2 (June 30, 2020): 15–20. http://dx.doi.org/10.5604/01.3001.0014.2636.

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Aim of the study: The purpose of this study was to assess the occurrence of spinal pain syndromes among video game players. Material and methods: 550 persons took part in the survey, including 494 (89.8%) men and 56 (10.2%) women playing video games. The study was conducted using an online questionnaire created using Google Forms. The questionnaire contained 27 questions, including questions about time spent in sitting position, occurrence of spinal pain, ways of dealing with pain and knowledge of the principles of spinal pain prophylaxis. Results: 70% of respondents play on the computer seven days a week, about 3–4 hours a day. Half of the surveyed players devoted one to two hours a day to physical exercise, one third of the study subjects less than an hour, while every third video game player performed physical activity 3–4 times a week. When pain comes, almost 70% of respondents wait for it to subside, every fourth person treats themselves and the rest seeks help of a doctor or physiotherapist. Conclusions: There was no correlation between the number of years spent on playing video games and the occurrence of spinal pain as well as between the daily number of hours spent on playing video games and the occurrence of spinal pain.
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Clark, Michael D., Breton M. Asken, Stephen W. Marshall, and Kevin M. Guskiewicz. "Descriptive Characteristics of Concussions in National Football League Games, 2010-2011 to 2013-2014." American Journal of Sports Medicine 45, no. 4 (January 5, 2017): 929–36. http://dx.doi.org/10.1177/0363546516677793.

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Background: Despite a high reported incidence rate of concussion, little is known about the on-field characteristics of injurious head impacts in National Football League (NFL) games. Purpose: To characterize on-field features (location, player position, and time during game) and biomechanical features (anticipation status, closing distance, impact location and type) associated with concussions in NFL games over a 4-season period (2010-2011 to 2013-2014). Study Design: Descriptive epidemiology study. Methods: We analyzed video of a subset of reported, in-game concussions for the 2010-2011 to 2013-2014 seasons. These videos represented a sample of injuries that were diagnosed and reported on the same day and that could be clearly associated with an in-game collision as captured on video. We determined anticipation status, closing distance, impact location on the injured player’s helmet, and impact type (helmet-to-helmet, helmet-to-body, or helmet-to-ground). Associations between these variables were analyzed by use of descriptive statistics and tests of association. Results: A total of 871 diagnosed concussions were reported as occurring during NFL preseason, regular season, and postseason games for the 2010-2011, 2011-2012, 2012-2013, and 2013-2014 seasons. A total of 1324 games were played during this period, giving a concussion incidence rate of 0.658 per game (95% CI, 0.61-0.70). From the video-reviewed subset (n = 429; 49.3%), the majority of injurious impacts occurred with good anticipation (57.3%) and <10 yards of closing distance (59.0%). An association was found between anticipation status and play type ([Formula: see text] = 27.398, P < .001), largely because injuries occurring on pass plays were more likely to be poorly anticipated than injuries during run plays (43.0% vs 21.4%; [Formula: see text] = 14.78, P < .001). Kick returns had the greatest proportion of well-anticipated impacts (78%) and the greatest proportion of impacts with ≥10 yards of closing distance (80%). The type of impact was approximately equally divided between helmet-to-helmet, helmet-to-body, and helmet-to-ground types. The impact location was broadly distributed over the helmet of the injured player. Conclusion: In-game concussions in the NFL occurred through a diverse variety of mechanisms, surprisingly tended to be well-anticipated, and, also surprisingly, occurred with <10 yards of closing distance. The impacts causing concussion were broadly distributed over the helmet. More concussions occurred during the second half of game play, but we do not have evidence to explain this finding.
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Choi, William TH, Dan KS Yu, Terry Wong, Tella Lantta, Min Yang, and Maritta Välimäki. "Habits and Attitudes of Video Gaming and Information Technology Use in People with Schizophrenia: Cross-Sectional Survey." Journal of Medical Internet Research 22, no. 7 (July 22, 2020): e14865. http://dx.doi.org/10.2196/14865.

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Background Information technology and video gaming have potential advantages in the treatment of schizophrenia. However, information regarding the habits and attitudes related to internet use and video gaming in people with schizophrenia is limited. Objective The aim of this study was to explore the habits and attitudes regarding video gaming and information technology usage and their associated factors in people with schizophrenia in Hong Kong. Methods In this cross-sectional survey, service users with schizophrenia were recruited from 6 halfway hostels and 7 integrated centers for mental wellness in Hong Kong. A 79-item self-report questionnaire was utilized to explore the habits of internet use and video gaming in these people with schizophrenia. The attitude toward video gaming was assessed using the Gaming Attitudes, Motivations, and Experiences Scales. Of the 148 individuals in a convenience sample who were invited to participate in this study, 110 willingly participated (a response rate of 74.3%). The data were analyzed using descriptive statistics, a two-tailed independent t test, Pearson correlation, and principal analysis with 3 methods of rotation (varimax, equimax, and promax). Results Most participants (100/110, 90.9%) had access to the internet and half of them (54/110, 49.1%) used the internet daily mostly to watch videos (66/110, 60.0%) or read news or books, etc (42/110, 38.2%). One-third of the participants (36/110, 32.7%) used the internet to play web-based games, and most of them (88/110, 80.0%) had played a video game in the past year. The most favorable gaming platforms were cellular phones (43/88, 49%) followed by computers (19/88, 22%) and arcade cabinets (6/88, 7%). The most favorable game genre was action games (34/145, 23.4%). Those who had a bachelor’s degree or higher scored lower in social interaction than those with a lower education level (P=.03). Those who played video games daily scored higher in the category of story than those who did not play daily (t86=2.03, P=.05). The most popular gaming category was autonomy and the least popular categories were violent catharsis and violent reward. Two motives, “social playing” and “evasive playing,” were formed to describe the characteristics of playing video games. Conclusions Our data showed a high internet utilization rate among people with schizophrenia in Hong Kong. Only a few of them used the internet to search for health-related information. Our study also exemplified the unique habits of gaming among the participants. Health care professionals could utilize video games to engage people with schizophrenia and promote coping with stress and provide social skills training to such people with schizophrenia. Identification of the gaming attitudes can contribute to the development of serious games for the schizophrenic population. Further investigation is vital for the promotion of mental health through web-based platforms.
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Watts, Logan L., and Peter Barker. "Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates." Transversal: International Journal for the Historiography of Science, no. 5 (December 9, 2018): 133. http://dx.doi.org/10.24117/2526-2270.2018.i5.10.

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Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a period of two weeks, 71 undergraduates were exposed to lectures about Galileo and the Copernican revolution in a traditional classroom setting. However, only half of the students (i.e., experimental group) also played the game. The other half (i.e., control group) were only exposed to lectures. The knowledge of both groups was assessed at the beginning (i.e., pre-test) and end (i.e., post-test) of the two-week period. The results demonstrated objective improvements in knowledge for the experimental group while the control group showed virtually no change. Implications of these findings for teaching and learning the history and philosophy of science are discussed.
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Ellis, Louise A., Matthew D. Lee, Kiran Ijaz, James Smith, Jeffrey Braithwaite, and Kathleen Yin. "COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study." Journal of Medical Internet Research 22, no. 12 (December 22, 2020): e25117. http://dx.doi.org/10.2196/25117.

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Background Location-based augmented reality (AR) games, such as Pokémon GO and Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical activity, social connectedness, and mental health of their players. In March 2020, global social distancing measures related to the COVID-19 pandemic prompted the AR games developer Niantic Inc to implement several changes to ensure continued player engagement with Pokémon GO and Harry Potter: Wizards Unite. We sought to examine how the physical and mental well-being of players of these games were affected during the unprecedented COVID-19 restriction period as well as how their video game engagement was affected. Objective The aims of this study were to examine the impact of COVID-19–related social restrictions on the physical and mental well-being of AR game players; to examine the impact of COVID-19–related social restrictions on the use of video games and motivations for their use; and to explore the potential role of AR games (and video games in general) in supporting well-being during COVID-19–related social restrictions. Methods A mixed methods web-based self-reported survey was conducted in May 2020, during which COVID-19–related social restrictions were enforced in many countries. Participants were recruited on the web via four subreddits dedicated to Pokémon GO or Harry Potter: Wizards Unite. Data collected included quantitative data on demographics, time spent playing video games, physical activity, and mental health; qualitative data included motivations to play and the impact of video games on mental health during COVID-19 lockdown. Results We report results for 2004 participants (1153/1960 male, 58.8%, average age 30.5 years). Self-reported physical activity during COVID-19–related social restrictions significantly decreased from 7.50 hours per week on average (SD 11.12) to 6.50 hours (SD 7.81) (P<.001). More than half of the participants reported poor mental health (925/1766, 52.4%; raw World Health Organization–5 Well-Being Index score <13). Female gender, younger age, and reduced exercise were significant predictors of poor mental health. Participants reported a significant increase in video game play time from 16.38 hours per week on average (SD 19.12) to 20.82 hours (SD 17.49) (P<.001). Approximately three quarters of the participants (n=1102/1427, 77.2%) reported that playing video games had been beneficial to their mental health. The changes made to Pokémon GO and Harry Potter: Wizards Unite were very well received by players, and the players continued to use these games while exercising and to maintain social connection. In addition to seeking an escape during the pandemic and as a form of entertainment, participants reported that they used video games for emotional coping and to lower stress, relax, and alleviate mental health conditions. Conclusions AR games have the potential to promote physical and mental health during the COVID-19 pandemic. Used by populations under isolation and distress, these games can improve physical and mental health by providing virtual socialization, sustained exercise, temporal routine, and mental structure. Further research is needed to explore the potential of AR games as digital behavioral interventions to maintain human well-being in the wider population.
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Kiyonari, Toko. "Detecting Defectors When They Have Incentives to Manipulate Their Impressions." Letters on Evolutionary Behavioral Science 1, no. 1 (May 4, 2010): 19–22. http://dx.doi.org/10.5178/lebs.2010.5.

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We examined if naive observers can distinguish defectors from cooperators even when defectors may be motivated to present themselves positively. In Study 1, 150 participants played a “semi-sequential” Prisoner’s Dilemma Game (PDG) with real monetary incentives, half as first players and half as second players. First players decided to cooperate or defect, and second players made the same decision without knowing the first player’s choice. The first player was given a chance to present a video message to the second player before the latter made their decision. After the PDG, players played a separate one-shot, semi-sequential Stag Hunt Game (SHG), a coordination game where cooperation is the best choice insofar as the other also cooperates. In this game, the first player was not given a chance to send a video message. When the players had incentives to hide intentions or manipulate impressions of themselves, even motivated judges (whose monetary gain depended on the accuracy of cheater/cooperator detection) could not distinguish defectors from cooperators in either the PDG or SHG. However, they were able to discriminate “hard-core defectors” who defected in both games. In Study 2, however, in which judges had no monetary incentives to detect targets’ choices, participants were unable to discern even hard-core defectors. The contents of the messages did not provide help discerning defectors.
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Thai, Elaine, and Anil R. Kumar. "How Haptic Feedback in a Mixed Reality Pool Game Affects Real-Life Pool Performance." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2323–27. http://dx.doi.org/10.1177/1071181319631294.

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Mechanisms for training pool skills have evolved from manually setting up balls in different positions on the table and hitting them one-by-one to now using technology to precisely set up these plays and practice the game virtually. The aim of this study was to investigate how adding haptic feedback into a pool video game affects transfer of training into real-life pool skills. A 2 x 4 mixed factorial design was used to see how haptic feedback (its absence or presence) and four types of shots affect pool performance. Half of the participants experienced the pool video game without haptic feedback while the other half experienced it with haptic feedback. Performance before and after the video game practice was recorded as successful or unsuccessful, with a series of the same 40 pre- and post-video-game shots. Results from 38 participants are presented, and their implications are discussed.
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Nugrahani, Rahina, and Wandah Wibawanto. "Framing Islamic History Through Interactive Game (Case Study: Ibn Battuta Games)." KnE Social Sciences 1, no. 3 (April 13, 2017): 292. http://dx.doi.org/10.18502/kss.v1i3.749.

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<p>Media in various platforms have a significant role in constructing the paradigm of Islam in society. Unfortunately, unbalanced justification by the media tends to cause misconceptions about the Islamic concept, especially in America and Europe. This justification then is often used as a base in constructing the narrative of a game. Moreover, they seem to exploit these justifications in a more apparent manner than other forms of media. In the digital age, video games transform to be one of mainstream media that shapes our comprehension and understanding of the world by constructing, conveying and iterating various representations. Therefore, video game referred as the most potential and effective media to convey positive values to users. "Ibn Battuta" game developed as an interactive media that offer different point of view about Islam, to differentiate it with the other games in general. By exposing Ibn Battuta as one of the Muslim figures who made a glorious milestone in history of science. Ibn Battuta is known as an adventurer, merchant and inspirational figure by spreading the values of Islam to most areas of coastal Asia. The game reveals the travel records of Ibn Battuta in the first half of the 14th century, which also reveals the wide scope of the Muslim life at that time. This paper is based primarily on qualitative research and content analysis. The methodology used for content analysis involves playing the whole Ibn Battuta games while taking notes and screenshots of relevant visual signifiers, recording the narrative and analysing the structure of gameplay. Through Ibn Battuta games, the symbolic and ideological dimensions of in-game representational history related to Islam has been analysed from different perspectives. Immersive worlds as given environments in this game, which may be explored in a nonlinear way by players - include history, artifacts and objects - allow users to learn about the history of Islam by exploring the environment and its objects in a relatively open-ended way.</p><p><strong> </strong></p><p><strong>Keywords: </strong><em>Islamic history, interactive game, the structure</em></p>
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Zagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (September 1, 2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.

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AbstractSport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon of both online and land-based tournaments as well eSports leagues. The paper also illustrates how gamers are preparing themselves for tournaments and a crucial role of gamers’ motivation. Authors present the FIFA football games series and its eSports application. The adopted research method allowed to obtain answers from n=452 gamers. Results show that 60% of gamers have been spending more than 7 hours a week playing games. More than half of gamers have been playing for more than ten years. Most players play in games because it is considered as a hobby. Most of the gamers consider eSports as a sport. Most of the players are also spectators, who had watched in streaming at least one eSports tournament We find that FIFA game series has an extensive eSports platform and filled the gap by exploring it. Gamers usually play 40 games each weekend in FIFA eSports league but casual eSports gamers and spectators rarely take part in land-based tournaments.
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Han, Bo, Qiu Chen, Carlos Lago-Peñas, Changquan Wang, and Tianbiao Liu. "The influence of the video assistant referee on the Chinese Super League." International Journal of Sports Science & Coaching 15, no. 5-6 (June 29, 2020): 662–68. http://dx.doi.org/10.1177/1747954120938984.

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With the development and advancement of technology, various types of high-tech auxiliary equipment have been gradually introduced into football matches to assist referees to officiate the game. The Chinese football Super League (CSL) introduced the video assistant referee (VAR) in the 2018 season. The purpose of this study is to explore the impact of the introduction of VAR on football matches and on referees’ performance. This study compared the data of all 240 games without VAR in the season 2017 and all 240 games with VAR in the season 2018 using Generalized Linear Model (GLM) and means comparison. The following match variables were considered: goals, penalties, red cards, yellow cards, fouls, offsides, playing time in the first half, playing time in the second half and total playing time. The study found that: 1) After the introduction of VAR, the number of offsides and fouls in the Chinese Super League dropped significantly (p < .001); 2) the playing time in the first and second half and the total playing time increased significantly(p < .001); 3) after the introduction of VAR, the home team advantage decreased slightly. The research result can help to better understand the impact of VAR on professional football, especially on the Chinese football Super League, it can also help referees to optimize their refereeing strategy.
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Shebilskem, Wayne L., J. Wesley Regian, Winfred Arthur, and Jeffrey A. Jordan. "A Dyadic Protocol for Training Complex Skills." Human Factors: The Journal of the Human Factors and Ergonomics Society 34, no. 3 (June 1992): 369–74. http://dx.doi.org/10.1177/001872089203400309.

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We tested a dyadic training protocol derived from cognitive and social theories of complex skill acquisition. Forty undergraduates practiced Space Fortress, a video game-like research tool, for 10 sessions of eight practice and two test games. Half of them practiced and tested alone; the others had identical tests but dyadic practice, in which they controlled part of each practice while being interlocked with a partner who controlled the rest. Subjects practiced both parts and their connections by alternating roles and by modeling their partners. Trainer time and resources were half for the dyadic group, and performance was equivalent. We discuss applied and basic implications of this 100% increase in training efficiency.
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Wilson, Jason. "Book Review: Half-Real: Video Games between Real Rules and Fictional Worlds; ; The Handbook of Computer Game Studies." Convergence: The International Journal of Research into New Media Technologies 12, no. 4 (November 2006): 471–74. http://dx.doi.org/10.1177/1354856506068371.

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Sasadai, Junpei, Noriaki Maeda, Reia Shimizu, Takumi Kobayashi, Shogo Sakai, Makoto Komiya, and Yukio Urabe. "Analysis of team-sport wheelchair falls during the Rio 2016 Summer Paralympic Games: a video-based cross-sectional observational study." BMJ Open 10, no. 3 (March 2020): e033088. http://dx.doi.org/10.1136/bmjopen-2019-033088.

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ObjectivesTo present the fall characteristics of athletes playing wheelchair rugby (WR) and wheelchair basketball (WB) using official videos from the Rio 2016 Paralympic Games and compare the key fall characteristics among the team wheelchair sports event.MethodsEighteen WR and 10 WB game videos for men (MWB) and women (WWB), including 8 teams per sport, were obtained from the official International Paralympic Committee of the Rio 2016 Paralympic Games. The videos were analysed to assess the number of falls, playing time of fall, playing phase, contact with other athletes, the direction of the fall and the body part first in contact with the floor during the fall.ResultsIn total, 359 falls (96 for WR, 172 for MWB and 91 for WWB) occurred with a mean of 5.3, 17.2 and 9.1 falls per match, respectively (p<0.05). Significant differences among the three sports were detected in the playing time (p=0.011), presence of contact (p=0.037), direction (p<0.001) and body part first in contact with the floor (p<0.001). For WR, the falls were primarily lateral and caused by contact, occurring in the second half of the match. WB falls tended to be in the first half for women and the second half for men. Most falls were contact falls in the forward direction.ConclusionBy observing the situational details, we described that a number of falls due to contact occurred during these team sports events, especially MWB. In addition, each sport exhibited characteristics attributable to differences in gender, degree of impairment and game rules. The directions of the falls and characteristics of the affected body parts indicate differences in impairments depending on the sport. A fall to the side or back may indicate a risk of injury.
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Montgomery, Connor, David E. O’Briain, Eoghan T. Hurley, Leo Pauzenberger, Hannan Mullett, and Cathal J. Moran. "Video Analysis of Shoulder Dislocations in Rugby: Insights Into the Dislocating Mechanisms." American Journal of Sports Medicine 47, no. 14 (November 11, 2019): 3469–75. http://dx.doi.org/10.1177/0363546519882412.

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Background: Mechanisms previously described for traumatic shoulder injuries in rugby may not adequately describe all the mechanisms that result in shoulder dislocations. Purpose: To investigate the mechanism of shoulder dislocation events in professional rugby players through use of systematic video analysis. Study Design: Case series; Level of evidence, 4. Methods: In our series, 39 cases of shoulder dislocations from games played in top professional leagues and international matches across a 2-year period were available for video analysis. All cases were independently assessed by 2 analysts to identify the sequence of events occurring during shoulder dislocation. This included injury circumstance such as contact with another player or the ground, game scenario, injury timing, and the movements and force vectors involved in the dislocation mechanism. Results: We identified 4 distinct injury mechanisms. The previously described mechanisms “try scorer,”“tackler,” and “direct impact” were identified in 67% of cases. We describe a new injury mechanism occurring in the “poach position,” accounting for 18% of all shoulder dislocations studied. The remaining 15% could not be categorized. Shoulder dislocations occurred to a ball carrier in 15% of cases (n = 6) and a non–ball carrier in 85% of cases (n = 33). The injury most commonly occurred during a tackle (49%; n = 19) followed by ruck/maul (26%; n = 10). Time of injury showed that 36% (n = 14) of cases occurred in the last quarter of the game. Conclusion: Shoulder dislocations have now been shown to occur predominantly as a result of 1 of 4 distinct mechanisms, most frequently in the second half of the game. A new mechanism for shoulder dislocation has been described in this series, termed the poach position.
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Rahayu, Nur W., and Nanum Sofia. "Pelatihan Literasi Digital Pada Sekolahrumah Salihah Yogyakarta: Animasi, Poster Digital, Video Dan Gim." Journal of Approriate Technology for Community Services 2, no. 2 (July 4, 2021): 50–59. http://dx.doi.org/10.20885/jattec.vol2.iss2.art1.

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Young people could learn and use technology in formal, informal and nonformal education effortlessly. As a legal nonformal education, homeschooling programs become more popular because the programs demonstrate some advantages, such as customized learning materials, personalized learning methods, and flexible learning schedules. However, some homeschooling communities face several problems related to digital literacy skill because of lack of teachers’ capacity and tools. To support digital literacy, a series of training has been conducted for teachers and students at Salihah Homeschool, Yogyakarta. It consisted of training of modern computer technology for teachers and multimedia training for students and parents. The second training taught students on how to make digital posters, videos, animations, and games related to Covid-19 pandemic. Survey showed half of the students were happy with the training activities. Furthermore, the most preferred lessons were animation and digital posters, while game and video tutorials were perceived difficult. Nevertheless, student participation showed a declining trend since the second day of training. Moreover, some parents expressed happiness with the training contents, but there were also parents who found difficulty as the parents were novice users. It implies future efforts to promote positive awareness of the ease of using IT and continuous monitoring to improve digital literacy.
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Steckles, Katie, Peter Rowlett, and Angharad Ugonna. "Pre-university informal engagement with mathematical activities and the decision to study mathematics at university." MSOR Connections 18, no. 3 (July 25, 2020): 10–22. http://dx.doi.org/10.21100/msor.v18i3.1048.

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A survey was created to investigate the experiences of mathematics undergraduates with informal mathematical activity prior to starting university, and links these with the decision to study mathematics. A questionnaire was completed by a small sample of first-year undergraduates at two UK universities. Generally, incoming undergraduates are shown to have a high level of enjoyment of mathematics and engagement with informal mathematical activity. Popular activities included mathematical puzzles and games, and online videos about maths. Students were often engaged with family or via social media, playing computer, tablet or phone games, watching TV game shows with mathematical aspects and participating in organised competitions. Only around half engaged via talks or workshops organised through school and watching more structured documentaries or videos of lectures. Few participated in organised clubs. It seems there was greater engagement with ‘fun’ aspects of mathematics than with activities which demonstrate mathematics linked to career choice. The link to goals of outreach and similar initiatives is discussed, with further research indicated.
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Mulimani, neshwari, and Aziz Makandar. "Sports Video Annotation and Multi- Target Tracking using Extended Gaussian Mixture model." International Journal of Recent Technology and Engineering 10, no. 1 (May 30, 2021): 1–6. http://dx.doi.org/10.35940/ijrte.a5589.0510121.

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Video offers solutions to many of the traditional problems with coach, trainer, commenter, umpires and other security issues of modern team games. This paper presents a novel framework to perform player identification and tracking technique for the sports (Kabaddi) with extending the implementation towards the event handling process which expands the game analysis of the third umpire assessment. In the proposed methodology, video preprocessing has done with Kalman Filtering (KF) technique. Extended Gaussian Mixture Model (EGMM) implemented to detect the object occlusions and player labeling. Morphological operations have given the more genuine results on player detection on the spatial domain by applying the silhouette spot model. Team localization and player tracking has done with Robust Color Table (RCT) model generation to classify each team members. Hough Grid Transformation (HGT) and Region of Interest (RoI) method has applied for background annotation process. Through which each court line tracing and labeling in the half of the court with respect to their state-of-art for foremost event handling process is performed. Extensive experiments have been conducted on real time video samples to meet out the all the challenging aspects. Proposed algorithm tested on both Self Developed Video (SDV) data and Real Time Video (RTV) with dynamic background for the greater tracking accuracy and performance measures in the different state of video samples.
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Poureghbali, Sogand, Jorge Arede, Kathrin Rehfeld, Wolfgang Schöllhorn, and Nuno Leite. "Want to Impact Physical, Technical, and Tactical Performance during Basketball Small-Sided Games in Youth Athletes? Try Differential Learning Beforehand." International Journal of Environmental Research and Public Health 17, no. 24 (December 11, 2020): 9279. http://dx.doi.org/10.3390/ijerph17249279.

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This study aimed to analyze the acute effect of small-sided games, based on differential learning, on the physical, technical, and positioning performance of young basketball players. Eight basketball players under 13 (U13) participated in this study. A total of eight sessions involving half-court small-sided games (4 sets × 3 min + 1 min of passive recovery) under randomly different numerical relations were performed. Before each trial, players were verbally instructed to perform the drill in one of the conditions, in random order. Pre- and post-tests were performed in the 4v4 half-court format, in each session. External load and positional data were collected via a WIMU PRO local positioning system. Individual heart rate monitoring was used to assess the internal load. Game videos also collected notational data. The results revealed that, after the intervention, the players significantly decreased the total distance covered, the peak acceleration, average speed, training impulse, and the spatial exploration index; conversely, the results confirmed an increase in the number of dribbles. Small-sided games under randomly different numerical relations imposed acute effects in distinct variables during 4v4 half-court games. However, further studies are warranted, including longer interventions and parallel-group designs, to confirm if the training-induced effects of this method are significantly better compared to other approaches.
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Nabli, Mohamed Ali, Nidhal Ben Abdelkrim, Imed Jabri, Tahar Batikh, Carlo Castagna, and Karim Chamari. "Fitness Field Tests’ Correlation With Game Performance in U-19-Category Basketball Referees." International Journal of Sports Physiology and Performance 11, no. 8 (November 2016): 1005–11. http://dx.doi.org/10.1123/ijspp.2015-0276.

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Purpose:To examine the relation between game performance, physiological responses, and field-test results in Tunisian basketball referees. Methods:Computerized time–motion analysis, heart rate (HR), and blood lactate concentration [La–] were measured in 15 referees during 8 competitive games (under-19-y-old Tunisian league). Referees also performed a repeated-sprint test (RSA), Yo-Yo Intermittent Recovery Test level 1 (YYIRTL1), agility T-test, and 30-m sprint with 10-m lap time. Computerized video analysis determined the time spent in 5 locomotor activities (standing, walking, jogging, running, and sprint), then grouped in high-, moderate-, and low-intensity activities (HIAs, MIAs, and LIAs, respectively). Results:YYIRTL1 performance correlated with (1) total distance covered during the 4th quarter (r = .52, P = .04) and (2) distance covered in LIA during all game periods (P < .05). Both distance covered and time spent in MIA during the 1st quarter were negatively correlated with the YYIRTL1 performance (r = –.53, P = .035; r = –.67, P = .004, respectively). A negative correlation was found between distance covered at HIA during the 2nd half (3rd quarter + 4th quarter) and fatigue index of the RSA test (r = –.54, P = .029). Mean HR (expressed as %HRpeak) during all game periods was correlated with YYIRTL1 performance (.61 ≤ r < .67, P < .01). Conclusions:This study showed that (1) the YYIRTL1 performance is a moderate predictor of game physical performance in U-19 basketball referees and (2) referees’ RSA correlates with the amount of HIA performed during the 2nd half, which represents the ability to keep up with play.
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Scanlan, Aaron T., Jordan L. Fox, Nattai R. Borges, and Vincent J. Dalbo. "The Commonality Between Approaches to Determine Jump Fatigue During Basketball Activity in Junior Players: In-Game Versus Across-Game Decrements." International Journal of Sports Physiology and Performance 12, no. 2 (February 2017): 260–63. http://dx.doi.org/10.1123/ijspp.2016-0005.

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Purpose:Declines in high-intensity activity during game play (in-game approach) and performance tests measured pre- and postgame (across-game approach) have been used to assess player fatigue in basketball. However, a direct comparison of these approaches is not available. Consequently, this study examined the commonality between in- and across-game jump fatigue during simulated basketball game play.Methods:Australian, state-level, junior male basketball players (n = 10; 16.6 ± 1.1 y, 182.4 ± 4.3 cm, 68.3 ± 10.2 kg) completed 4 × 10-min standardized quarters of simulated basketball game play. In-game jump height during game play was measured using video analysis, while across-game jump height was determined pre-, mid-, and postgame play using an in-ground force platform. Jump height was determined using the flight-time method, with jump decrement calculated for each approach across the first half, second half, and entire game.Results:A greater jump decrement was apparent for the in-game approach than for the across-game approach in the first half (37.1% ± 11.6% vs 1.7% ± 6.2%; P = .005; d = 3.81, large), while nonsignificant, large differences were evident between approaches in the second half (d = 1.14) and entire game (d = 1.83). Nonsignificant associations were evident between in-game and across-game jump decrement, with shared variances of 3–26%.Conclusions:Large differences and a low commonality were observed between in- and across-game jump fatigue during basketball game play, suggesting that these approaches measure different constructs. Based on our findings, it is not recommended that basketball coaches use these approaches interchangeably to monitor player fatigue across the season.
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Harding, Nicholas, and Habib Noorbhai. "Physical activity levels, lifestyle behaviour and musculoskeletal health profiles among seated video gamers during COVID-19." BMJ Open Sport & Exercise Medicine 7, no. 3 (September 2021): e001194. http://dx.doi.org/10.1136/bmjsem-2021-001194.

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ObjectivesThe aim of this research study was to determine the physical activity levels of non-active video gamers, and to determine how much other time was spent with sedentary behaviours, both in recreational and occupational domains.MethodsThe study used the International Physical Activity Questionnaire, and investigated physical activity levels and health data of seated gamers. Typical weekly gaming habits, self-reported musculoskeletal pain and physical activity levels experienced by participants while gaming was also obtained.ResultsOut of a total of 102 participants, 69.6% stated that they game for 3 hours or more on a typical weekday. Most participants video game seated or reclined (96.1%, p=0.01), with only four participants engaging in some form of active video gaming. In relation to physical activity levels, despite the high frequency and duration of gameplay, 87.3% of participants stated they engaged in moderate-intensity physical activity (p=0.02). There was an association with video gaming and musculoskeletal pain, with over half of the participants stating they experienced pain while gaming. There was also a link between seated video gaming and musculoskeletal pain among participants.ConclusionFindings from this study show that the high frequency and duration of video gaming among gamers does not affect physical activity for moderate and vigorous intensities, but does affect musculoskeletal pain. Further research is required to determine whether video gaming has a significant effect on lifestyle, sedentary habits and musculoskeletal health, especially in the context of the COVID-19 pandemic where sedentary behaviour has likely increased.
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Hong, Youlian, Paul D. Robinson, and Wan Ka Chan. "Game Strategy Used by the World’s Top Female Squash Players in International Competition - A Notational Analysis." Women in Sport and Physical Activity Journal 7, no. 1 (April 1998): 27–44. http://dx.doi.org/10.1123/wspaj.7.1.27.

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The purpose of this paper was to profile game strategy used by world’s top female squash players in international competitions using postevent notational analysis methods. A total of 10 matches from the Ladies Hong Kong Open 1993 and 1994 were selected for analysis. A total of 15 right-handed competitors, who were ranked in the top 15 in the world at that time, were involved in the matches. Matches were played under the International scoring system. A 3-CDD video camera, positioned behind the court, was used to record the player’s performance throughout the matches. Frame-by-frame video notation was used to record the player, the kind of stroke, the position where the stroke was made, and the success or failure of that stroke. Shots were classified as “effective”, “ineffective”, “winning” and “losing” shots. Statistics show that the mean number of games per match was 4, rallies per game was 13.57 and shots per rally was 12.44. Of all the shots, 57.13% were “effective”, 31.36% were “ineffective”, 6.24% were “winning” and 5.27% were “losing” shots. Over half (62.01%) of all shots played were the drive, followed by drop (18.20%), volley (11.23%), boast (5.06%) and lob (3.50%). Of all shots played, 43.81% were in the back left court, 32.66% in the back right court, 13.04% in the front left court, and 10.49% in the front right court, showing that these right-handed players preferred to attack the backhand of the opponent. The drive (45.9%) was found to provide the greatest contribution shots to winning scores, with the next greatest being the drop (27.9%), then the volley (20.2), the boast (5.6%) and, finally, the lob (0.5%). Almost an equal number of cross-court shots and straight shots were played. In an average game, the winner played 50% more winning shots than the losing player, showing that in high level competition of female squash, the attacking shots, which produce the most winning scores, are required for success.
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Wade, Alex. "Book Reviews: Half Real: Video Games between Real Rules and Fictional Worlds." Sociological Review 54, no. 3 (August 2006): 612–14. http://dx.doi.org/10.1111/j.1467-954x.2006.00631_6.x.

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Jones, Marshall B. "The Sustained Reduction-by-Half of Home Advantage in the NHL, 1991-1992 to 2000-2001." SAGE Open 9, no. 1 (January 2019): 215824401983000. http://dx.doi.org/10.1177/2158244019830008.

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In the last decade of the 20th century, home advantage in the National Hockey League (NHL) fell by half, from 60% wins (or higher prior to 1991) to 55% wins, and has remained there until the present. This drop is much the largest and most abrupt of any change in home advantage in elite sports since the end of the Second World War. In addition, it is further complicated by two rule changes at the start of the decade. First, in 1991-1992 the NHL instituted instant video replay. Then the next year, 1992-1993, it imposed the instigator rule, which provided a game misconduct penalty (ejection from the game) for starting a fight and was followed by a prolonged drop in the frequency of fighting. Of the many theories of the home advantage, two are singled out as relevant to the fall in home advantage and possibly helpful in explaining it.
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Montgomery, Connor, Jeff Blackburn, Daniel Withers, Gregory Tierney, Cathal Moran, and Ciaran Simms. "Mechanisms of ACL injury in professional rugby union: a systematic video analysis of 36 cases." British Journal of Sports Medicine 52, no. 15 (December 30, 2016): 994–1001. http://dx.doi.org/10.1136/bjsports-2016-096425.

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BackgroundThe mechanisms of ACL injury in rugby are not well defined.AimTo describe the mechanisms of ACL injury in male professional rugby players using systematic video analysis.Methods36 cases from games played in top professional leagues and international matches were analysed. 5 analysts independently assessed all videos to record the estimated frame/time of initial ground contact, frame/time of ACL tear and a range of play specific variables. This included contact versus non-contact ACL injuries, injury timing, joint flexion angles and foot contact with the ground. 37 side-stepping manoeuvres from a control game were analysed to allow comparison of non-injury versus injury situations.Results57% of ACL injuries occurred in a contact manner. 2 main scenarios were identified: (1) offensive running and (2) being tackled, indicating that the ball carrier might be at higher risk of ACL injury. The majority of non-contact ACL injuries resulted from a side-stepping manoeuvre. In most non-contact cases, initial ground contact was through heel strike. Statistical assessment of heel strike at initial ground contact versus non-heel strike cases showed a significant difference in injury versus non-injury outcomes, with heel strike associated with higher injury risk. Non-contact ACL injuries had lower median knee flexion angles and a more dorsiflexed ankle when compared with a control group (10° vs 20°, p≤0.001 and 10° vs 0°, p=0.033 respectively).ConclusionsOver half of ACL injuries in rugby in our analysis resulted from a contact mechanism. For non-contact injuries, lower knee flexion angles and heel-first ground contact in a side-stepping manoeuvre were associated with ACL injury.
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Lemme, Nicholas J., Neill Y. Li, Justin E. Kleiner, Sydney Tan, Steven F. DeFroda, and Brett D. Owens. "Epidemiology and Video Analysis of Achilles Tendon Ruptures in the National Basketball Association." American Journal of Sports Medicine 47, no. 10 (July 3, 2019): 2360–66. http://dx.doi.org/10.1177/0363546519858609.

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Background: There is a paucity of literature regarding risk factors and mechanisms of Achilles tendon (AT) ruptures in the National Basketball Association (NBA). Purpose: To identify the risk factors and outcomes of AT ruptures in NBA athletes. Furthermore, using video analysis, to characterize the mechanisms of rupture by identifying the most common playing situations and lower extremity positions at the time of injury. Study Design: Descriptive epidemiology study. Methods: AT ruptures in the NBA that occurred between the seasons of 1969-1970 and 2017-2018 were identified. Player data collected included age, position, body mass index, total games started before and after injury, and Player Efficiency Rating. Injury-related variables collected included date of injury, laterality, minutes played before injury, operative versus nonoperative treatment, and time to return to play. Available video footage was analyzed for the mechanism and body position at the time of injury. Univariable and multivariable linear regression was used to compare changes in performance before and after AT rupture. Statistical significance was set at P < .05. Results: Forty-four ruptures were identified between 1970 and 2018. The mean age was 28.3 years, with players averaging 6.8 seasons before AT rupture. AT ruptures were most prevalent during early-season game play (27.3%), followed by preseason (18.2%) and late season (18.2%). More than a third (36.8%) of players either did not return to play or started in fewer than 10 games in the remainder of their career, with 21% of ruptures leading to retirement. The mean time to return to play was 10.5 months. The Player Efficiency Rating declined by an average of 2.9 points (range, –11.5 to +2.3) ( P < .001). Analysis of available injury footage (n = 12) demonstrated all ruptures to be noncontact in nature, most commonly occurring just before takeoff as the player began to push off from a stopped position, with the foot in dorsiflexion, the knee in early flexion, and the hip in extension. Conclusion: In the NBA, a majority of AT ruptures occur early in the season, in veteran players, with almost half not returning to play or starting fewer than 10 games in the remainder of their career. The most common mechanism of injury is taking off from a stopped position just before toe-off in a dorsiflexed foot.
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Zhang, Tianxin, and Christina M. Frederick. "Busting the Myth of the Non-Social Gamer: Comparing Friendship Quality Between Gamers and Non-Gamers." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 746. http://dx.doi.org/10.1177/1541931218621169.

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Beyond the use of social media, people now often connect with people around the globe through online gaming. There are more than one billion people worldwide who play online games, and almost one-half of the population in the U.S are video gamers (Liu, Li, & Santhanam. 2013). There are still common stereotypes that gamers lack “real” friends and hide away from social activities as social isolates because the online world is not conducive to healthy social connections (Nie, 2001, Shen & Williams, 2010; Williams, 2006). However, there are also studies showing that online connections between gamers are healthy. Research with MMORPG players found that game play helped created strong online friendships, and social motives drove player participation (Griffiths et al., 2011). A German study showed that there was no significant difference between gamers and non-gamers in terms of how to socialize with other people online (Domahidi, Festl & Quandt, 2014). To gain a better understanding of gamers’ social characteristics, the present study examined friendships in online and offline domains in a gamer group and a non-gamer group. Ninety-two gamers and fifty-nine non-gamers completed the McGill Friendship Questionnaire (Mendelson & Aboud, 2014). for their closest online and offline friend, and a general measure of personal happiness using the Oxford Happiness Questionnaire (Hills and Argyle, 2002). Within group comparison found that for gamers the online friendship was of significantly higher quality than the offline friendship. For non-gamers, the opposite results were found. Of particular importance and interest in this study was the finding that the closest online friendship for the gamer group was not significantly different on any friendship dimension than the closest offline friendship for the non-gamer group, and both groups also showed no difference in general life happiness. In essence, the closest face to face friendship non-gamers enjoy looks the same as the closest online friendship reported by gamers. The results support the conclusion that gamers do have close and important friendships with other people, and that these occur online rather than face to face. The explanation could be that for gamers, their comfort in the online environment allows them to meet and grow close to others within this milieu, even though they may never meet their closest friend face to face. For further study, it will be valuable to see how this finding varies by personal qualities, such as gender, age or loneliness level.
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Sheila C. Murphy. "Half-Real: Video Games Between Real Rules and Fictional Worlds (review)." Cinema Journal 48, no. 3 (2009): 142–44. http://dx.doi.org/10.1353/cj.0.0107.

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Mason, Barry S., Rienk M. A. van der Slikke, Michael J. Hutchinson, Monique A. M. Berger, and Victoria L. Goosey-Tolfrey. "The Effect of Small-Sided Game Formats on Physical and Technical Performance in Wheelchair Basketball." International Journal of Sports Physiology and Performance 13, no. 7 (August 1, 2018): 891–96. http://dx.doi.org/10.1123/ijspp.2017-0500.

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Purpose: To examine the effects of different small-sided games (SSGs) on physical and technical aspects of performance in wheelchair basketball (WB) players. Design: Observational cohort study. Methods: Fifteen highly trained WB players participated in a single 5v5 (24-s shot clock) match and three 3v3 SSGs (18-s shot clock) on a (1) full court, (2) half-court, and (3) modified-length court. During all formats, players’ activity profiles were monitored using an indoor tracking system and inertial measurement units. Physiological responses were monitored via heart rate and rating of perceived exertion. Technical performance, that is, ball handling, was monitored using video analysis. Repeated-measures analysis of variance and effect sizes (ESs) were calculated to determine the statistical significance and magnitude of any differences between game formats. Results: Players covered less distance and reached lower peak speeds during half-court (P ≤ .0005; ES ≥ very large) compared with all other formats. Greater distances were covered, and more time was spent performing moderate- and high-speed activity (P ≤ .008; ES ≥ moderate) during full court compared with all other formats. Game format had little bearing on physiological responses, and the only differences in technical performance observed were in relation to 5v5. Players spent more time in possession, took more shots, and performed more rebounds in all 3v3 formats compared with 5v5 (P ≤ .028; ES ≥ moderate). Conclusions: Court dimensions affect the activity profiles of WB players during 3v3 SSGs yet had little bearing on technical performance when time pressures (shot clocks) were constant. These findings have important implications for coaches to understand which SSG format may be most suitable for physically and technically preparing WB players.
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Fernández-Leo, Antonio, Carlos D. Gómez-Carmona, Javier García-Rubio, and Sergio J. Ibáñez. "Influence of Contextual Variables on Physical and Technical Performance in Male Amateur Basketball: A Case Study." International Journal of Environmental Research and Public Health 17, no. 4 (February 13, 2020): 1193. http://dx.doi.org/10.3390/ijerph17041193.

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Currently, most basketball research is focused on professional and elite players. Studies at the amateur level are important to explain the physical and technical demands of competition and thus improve players’ and teams’ performance. The purpose of the present study was to describe the competitive demands of an amateur-level basketball team and to analyze the influence of different situational variables on the physical and technical performance indicators. Eleven amateur senior basketball players participated in six official final-round games during the 2018/2019 season. External, internal load, and notational analysis were registered by inertial devices, heart rate bands, and video analysis. The Kruskal-Wallis H-test was applied for comparisons based on playing positions, periods, and final quarter game outcome, with the post hoc comparison accomplished by a Mann-Whitney U test. The Spearman correlation coefficient was realized for the relational analysis. The results showed that: (a) guards covered more volume of displacements (effective on-court time: p < 0.01, E R 2 = 0.05; steps/min: p < 0.01, E R 2 = 0.28) and the centers performed competitive actions of higher load ([>8G] Imp/min: p < 0.01, E R 2 = 0.20; jumps/min: p < 0.01, E R 2 = 0.33); (b) a performance decreasing was found between the first and second half of the game; (c) in balanced matches there was the most individual technical performance (PIR/min: p < 0.98, E R 2 = 0.01), while in the unbalanced games more high-intensity impacts were seen ([>8G] Imp/min: p < 0.01, E R 2 = 0.07). The situational variables analyzed had an influence on athletic performance in amateur senior basketball players and should be considered for designing training sessions and planning strategies during official matches.
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Westlin, Joseph, Eric Anthony Day, and Michael G. Hughes. "Learner-Controlled Practice Difficulty and Task Exploration in an Active-Learning Gaming Environment." Simulation & Gaming 50, no. 6 (September 27, 2019): 812–31. http://dx.doi.org/10.1177/1046878119877672.

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Background. With the use of computer-based simulations and games becoming increasingly common in education and organizational contexts for delivering training and instruction, learners are being granted unprecedented control over their learning. This increase in learner control leaves large differences in how learners challenge themselves and explore their learning environments. Learners can benefit from task difficulty, an aspect of challenge, when they are neither overwhelmed nor underwhelmed. The purpose of the present lab study was to test a model of how encouraging learners to challenge themselves with greater task difficulty when practicing a video game could be a “double-edged sword” in terms of their skill-based learning. Method. Using a first-person shooter computer game as the criterion task, 120 undergraduate males were randomly assigned to one of two groups. Half of the participants were encouraged to practice at a difficulty level that matched their skill level, while the other half were encouraged to practice at a difficulty that greatly exceeded their skill. Exploratory behavior was reflected in the variety of weapons used. Results. Findings supported a model of inconsistent mediation predicting that difficulty encouragement instructions would lead to higher selected practice difficulty, which in turn would have positive direct effects on skill transfer yet negative indirect effects through exploratory behavior. Discussion. The present study demonstrated that encouraging learners to practice at high levels of task difficulty is a “double-edged sword.” Although high levels of task difficulty can help in the preparation for future difficulties, it can also undermine exploratory behavior which is an important aspect of the learning process. This research speaks to the potential of encouraging learners to practice under difficult conditions without undermining their learning.
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Echemendia, Ruben J., Jared M. Bruce, Willem Meeuwisse, Michael G. Hutchison, Paul Comper, and Mark Aubry. "Can visible signs predict concussion diagnosis in the National Hockey League?" British Journal of Sports Medicine 52, no. 17 (April 4, 2017): 1149–54. http://dx.doi.org/10.1136/bjsports-2016-097090.

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BackgroundEarly identification and evaluation of concussions is critical. We examined the utility of using visible signs (VS) of concussion in predicting subsequent diagnosis of concussion in NHL players.MethodsVS of concussion were identified through video review. Coders were trained to detect and record specific visual signs while viewing videos of NHL regular season games. 2460 games were reviewed by at least two independent coders across two seasons. The reliability, sensitivity and specificity of these VS were examined.ResultsVS were reliably coded with inter-rater agreement rates ranging from 73% to 98.9%. 1215 VS were identified in 861 events that occurred in 735 games. 47% of diagnosed concussions were associated with a VS but 53% of diagnosed concussions had no VS. Of the VS, only loss of consciousness, motor incoordination, and blank/vacant look had positive likelihood ratios greater than 1, indicating a positive association with concussion diagnoses. Slow to get up and clutching of the head were observed frequently but had low positive predictive values. Sensitivity decreased and specificity increased when multiple VS occurred together.ConclusionsNon-medical personnel can be trained to reliably identify events in which VS occur and to reliably identify specific VS within each of those events. VS can be useful to detect concussion early but they are not enough since more than half of physician diagnosed concussions occurred without the presence of a visual sign. The results underscore the complexity of this injury and highlight the need for comprehensive approaches to injury detection.
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Nagano, Yasuharu, Shogo Sasaki, Yui Shimada, Takeshi Koyama, and Hiroshi Ichikawa. "High-Impact Details of Play and Movements in Female Basketball Game." Sports Medicine International Open 05, no. 01 (February 3, 2021): E22—E27. http://dx.doi.org/10.1055/a-1309-3085.

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AbstractThis study aimed to identify the high-impact details of play and movements with higher acceleration and their frequency during a female basketball match. Trunk acceleration was measured during a simulated basketball game with eight female players. The extracted instance was categorized, which generated at > 6 and 8 G resultant accelerations using a video recording and an accelerometer attached to the players’ trunk, as details of play and movements. The frequency and ratio of the details of play and movements regarding all detected movements were calculated. A total of 1062 and 223 play actions were detected for the resultant acceleration thresholds of > 6 and 8 G, respectively. For these acceleration thresholds, in terms of details of play, positioning on the half-court was the most frequently observed (29.6 and 23.8%, respectively). In terms of movements, deceleration was the most frequently detected movement (21.5 and 23.3%, respectively), followed by landing (7.6 and 15.7%, respectively). Deceleration during positioning on the half-court and defense as well as landing mostly after a shot were detected as high-impact frequent basketball-specific movements. The results also showed that characteristics of movements or playing style and playing position may have an effect on acceleration patterns during a basketball game.
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Arestova, Veronika Yurevna. "Some Facts of Main Ethnic Groups’ Ceremonial-Game Traditions in Their Theatrical Aspect in the Chuvash Republic." Ethnic Culture, no. 4 (5) (December 25, 2020): 20–22. http://dx.doi.org/10.31483/r-97429.

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The article presents facts about ceremonial-game traditions of main ethnic groups living in Chuvash Republic, such as Chuvash, Russian, Tatar, and Mordovian. The purpose of the research was the survey of ceremonies, customs and celebrations which are kept in the present time in Chuvashia. The research was focused solely on theatrical aspect of rites or ceremonies where a person uses dressing up, masks, makeup, and acts for Mummers' plays. Furthermore, the research aimed to identify the mutual cultural influence of the above mentioned ethnic groups on each other. The field study was conducted using the methods of interviewing, observation with video and audio recording. The data were gathered from all of Chuvash Republic districts. In conclusion, it was established that mummering traditions are being revived in some rural areas of Chuvashia; traditions of mummering have not been changed since the second half of the XIX century, but people created new characters, especially in the second half of the XX century; the content of ceremonial-game traditions is fully demonstrates the worldview, mentality and value system of the main ethnic groups presented in Chuvashia.
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Lyman, Stephen, Glenn S. Fleisig, James R. Andrews, and E. David Osinski. "Effect of Pitch Type, Pitch Count, and Pitching Mechanics on Risk of Elbow and Shoulder Pain in Youth Baseball Pitchers." American Journal of Sports Medicine 30, no. 4 (July 2002): 463–68. http://dx.doi.org/10.1177/03635465020300040201.

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Background Joint pain is thought to be an early sign of injury to a pitcher. Objective To evaluate the association between pitch counts, pitch types, and pitching mechanics and shoulder and elbow pain in young pitchers. Study Design Prospective cohort study. Methods Four hundred and seventy-six young (ages 9 to 14 years) baseball pitchers were followed for one season. Data were collected from pre- and postseason questionnaires, injury and performance interviews after each game, pitch count logs, and video analysis of pitching mechanics. Generalized estimating equations and logistic regression analysis were used. Results Half of the subjects experienced elbow or shoulder pain during the season. The curveball was associated with a 52% increased risk of shoulder pain and the slider was associated with an 86% increased risk of elbow pain. There was a significant association between the number of pitches thrown in a game and during the season and the rate of elbow pain and shoulder pain. Conclusions Pitchers in this age group should be cautioned about throwing breaking pitches (curveballs and sliders) because of the increased risk of elbow and shoulder pain. Limitations on pitches thrown in a game and in a season can also reduce the risk of pain. Further evaluation of pain and pitching mechanics is necessary.
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Conway, Matthew, Laura Vogtle, and Randy Pausch. "One-Dimensional Motion Tailoring for the Disabled:A User Study." Presence: Teleoperators and Virtual Environments 3, no. 3 (January 1994): 244–51. http://dx.doi.org/10.1162/pres.1994.3.3.244.

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The Tailor project allows physically disabled users to provide real-time analog input to computer applications. We use a Polhemus™ tracking device and create a custom tailored mapping from each user's best range and type of motion into the analog control signal. The application is a simple video game based on Pong, where the analog input controls the position of the player's paddle. A group of able-bodied subjects was able to correctly hit the ball with the paddle 77% of the time, and a comparison group of children with cerebral palsy performed at the 50% level. More than half the disabled users were able to perform at a higher level than the worst able-bodied user.
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Fromme, Johannes, and Dominik Petko. "Editorial: Computerspiele und Videogames in formellen und informellen Bildungskontexten." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 15, Computerspiele und Videogames (January 1, 2008): 1. http://dx.doi.org/10.21240/mpaed/15_16/2008.00.00.x.

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Computer- und Videospiele sind heute ein selbstverständlicher Bestandteil der Lebenswelt vieler Kinder und Jugendlicher, aber auch von (jüngeren) Erwachsenen, die mit diesen neuen Medien aufgewachsen sind. Lange Zeit haben elektronische Bildschirmspiele allenfalls sporadische Beachtung gefunden. Weder in der Medienforschung oder Medienpädagogik noch in der breiteren Öffentlichkeit waren sie ein Gegenstand von breiterem Interesse.* In den letzten knapp zehn Jahren sind Video- und Computerspiele allerdings zunehmend in den Fokus der Aufmerksamkeit gerückt. Dabei sind in der massenmedial vermittelten Öffentlichkeit vor allem Amokläufe in Schulen in einen direkten Zusammenhang mit den Vorlieben (der Täter) für bestimmte Computerspiele gebracht worden. Die auch von prominenten Politikern aufgegriffene These lautete, dass gewalthaltige Spiele wie der First Person Shooter «Counterstrike» ein virtuelles Trainingsprogramm für das Töten und daher als wesentliche Ursache solcher Schulmassaker anzusehen seien. Auf der Basis dieser kausalen Wirkungsannahmen bzw. der unterstellten negativen Lern- und Trainingseffekte werden seither immer wieder Forderungen nach einem Verbot solcher «Killerspiele» oder gar nach der Verbannung aller Bildschirmmedien aus den Kinderzimmern abgeleitet. Neben solcher skandalisierter Thematisierung ist aber zunehmend auch eine nüchterne wissenschaftliche Auseinandersetzung zu konstatieren. So haben sich seit Beginn des neuen Jahrtausends die «digital game studies» als interdisziplinäres Forschungsfeld etabliert. Im Jahr 2000 wurde innerhalb der Gesellschaft für Medienwissenschaft z.B. die AG Games gebildet, die sich zu einem wichtigen deutschsprachigen Forum für die wissenschaftliche Beschäftigung mit Computerspielen entwickelt hat, und im Jahr 2002 entstand die internationale Digital Games Research Association (DiGRA), die im September 2009 ihre vierte grosse Konferenz nach 2003, 2005 und 2007 durchgeführt hat (vgl. www.digra.org). Seit 2001 gibt es mit der «Game Studies» eine primär kulturwissenschaftlich ausgerichtete Online-Zeitschrift (vgl. gamestudies.org), und daneben sind zahlreiche Publikationen zu verzeichnen, die zur Strukturierung und Systematisierung des Forschungsfeldes beigetragen haben, etwa die transdisziplinär angelegten Sammel- und Tagungsbände von Wolf & Perron (2003); Fritz & Fehr (2003), Copier & Raessens (2003), Neitzel, Bopp & Nohr (2004), Raessens & Goldstein (2005), Kaminski & Lorber (2006), Vorderer & Bryant (2006), de Castell & Jenson (2007), Kafai et al. (2008), Quandt, Wimmer & Wolling (2008). Ausserdem liegen Monografien vor, die sich um Orientierung sowie empirische oder theoretische Klärungen bemühen (etwa Fromme, Meder & Vollmer 2000, Newman 2004, Juul 2005, Klimmt 2005, Mäyrä 2008, Pearce & Artemesia 2009). Diese wissenschaftlichen Entwicklungen und Arbeiten zeigen, dass die Phase der blossen Skandalisierung oder akademischen Ignorierung der Computerspiele zu Ende geht. Stattdessen kann von einer zunehmenden Normalisierung und Ausdifferenzierung der akademischen Auseinandersetzung mit diesen neuen Medien und ihren Verwendungsweisen ausgegangen werden, wie sie bei anderen, etablierteren Gegenstandsbereichen (etwa der Film- oder Fernsehforschung) schon länger selbstverständlich ist. Zur Normalisierung und Differenzierung der Debatte soll auch dieses Themenheft der Online-Zeitschrift «MedienPädagogik» auf www.medienpaed.com beitragen, das sich mit den digitalen Spielen und Spielkulturen aus einer primär medienpädagogischen Perspektive befasst und nach den Chancen und Potentialen für informelle wie auch formelle Lern- und Bildungsprozesse fragt. Die Beiträge fokussieren in diesem Spannungsfeld von Spielen und Lernen, von Unterhaltung und Bildung unterschiedliche Aspekte. Die Mehrzahl greift dabei aktuelle Diskussionen über Einsatzmöglichkeiten digitaler Spiele im Bereich des Lernens und der Ausbildung auf, die unter dem Label «Serious Games» oder auch «Game-based Learning» geführt werden (Petko; Bopp; Berger/Marbach; Lampert/Schwinge/Tolks; Malo/Neudorf/Wist; Pfannstiel/Sänger/Schmidt). Daneben widmen sich Beiträge der Frage, wie die Lern- und Bildungsrelevanz der medial-kulturellen Praxen, die sich weitgehend unabhängig von pädagogischer Intervention entfalten, untersucht und verstanden, aber auch pädagogisch unterstützt werden können (Fromme/Jörissen/Unger; Schrammel/Mitgutsch). In einem Beitrag geht es schliesslich darum, Computerspiele selbst zum Gegenstand der pädagogischen Reflexion machen (Biermann). Diese Verteilung spiegelt das Gewicht der Schwerpunkte innerhalb des aktuellen Diskurses über den Zusammenhang von Computerspielen und Lernen/Bildung durchaus angemessen wider. Dominik Petko fokussiert auf formelle Lern- und Bildungskontexte und behandelt die Frage, welche didaktischen Potenziale Computerspiele für den gezielten Einsatz in Schule und Ausbildung aufweisen. Ausgangspunkt ist die Überlegung, dass es für den schulischen Bereich nicht ausreicht, die allgemeinen Lernpotenziale der Spiele auszuweisen und die Muster des spielimmanenten Lernens nachzuzeichnen, wie dies in einigen Publikationen der letzten Jahre geschehe. Um einen Schritt weiterzukommen und zu erreichen, dass digitale Spiele tatsächlich vermehrt in den Unterricht integriert werden, komme es darauf an, den Lehrpersonen zu zeigen, dass der Einsatz solcher Spiele einerseits mit einem vertretbaren Aufwand möglich ist und andererseits zu einem erkenn- und begründbaren Mehrwert führt. Dazu sei im ersten Schritt eine genauere Analyse und Typisierung der Spiele und anschliessend eine Konkretisierung der didaktischen Strategien und Arrangements für die sinnvolle Einbettung in den Unterricht erforderlich. Der Beitrag vermittelt einen ersten systematischen Überblick über entsprechende mediendidaktische Ziele und Ansätze für den Einsatz von Computerspielen in Schule und Unterricht. Matthias Bopp geht aus von der Überlegung, dass Computerspiele die Spielenden generell mit Aufgaben und Herausforderungen konfrontieren, die nur im Rahmen von spielbezogenen Lernprozessen bewältigt werden können. Zudem unterstützen aktuelle Spiele die Spielenden in der Regel systematisch beim Erwerb der erforderlichen Kenntnisse und Fähigkeiten, weisen also ein (zumindest implizites) didaktisches Design auf. Wenn man in Rechnung stellt, dass Video- und Computerspiele für Kinder, Jugendliche und zunehmend auch Erwachsene trotz – oder gerade wegen – der hohen Anforderungen, die sie stellen, höchst faszinierend und motivierend sind, dann bietet es sich an, die Lehr-Lern-Designs digitaler Spiele genauer zu untersuchen, um ihre erfolgreichen Prinzipien auf Lernspiele zu übertragen. Der Beitrag konzentriert sich in diesem Kontext auf die Frage, welche Bedeutung zum einen Rahmengeschichten (Storytelling) und zum anderen parasoziale Interaktionen zwischen Spielenden und virtuellen Spielfiguren für die Spielmotivation haben und welche Rolle ihre gezielte Verwendung beim Design von Lernspielen zur Steigerung oder Aufrechterhaltung der Lernmotivation spielen kann. Daraus werden Empfehlungen für die Gestaltung motivierender Lernspiele abgeleitet und abschliessend an Hand zweier Beispiele veranschaulicht. Johannes Fromme, Benjamin Jörissen und Alexander Unger plädieren dafür, die Bildungspotenziale von Computerspielen – und der neuen, computerbasierten Medien überhaupt – nicht nur in ihrer Verwendung bzw. Verwendbarkeit als didaktische und motivationssteigernde Hilfsmittel für die Vermittlung dieser oder jener Lehrinhalte zu sehen, sondern die Perspektive in verschiedenen Hinsichten zu erweitern. Eine prinzipielle Erweiterung bestehe darin, bei der Frage nach Bildungspotenzialen in der Tradition der humanistischen Bildungstheorie nicht primär den Wissenserwerb, sondern die Steigerung von Reflexivität im Selbst- und Weltverhältnis in den Blick zu nehmen und somit zu fragen, in welcher Weise der Umgang mit Medien hierzu beitragen kann. Und weil Bildung in dieser Tradition grundsätzlich als Selbstbildung verstanden werde, liege es nahe, neben der formellen, institutionalisierten Bildung dem Bereich der informellen Bildung eine entsprechende Beachtung zu schenken. Der Artikel fragt daher nach dem Beitrag, den Computerspiele – und vor allem community-basierte Praxen – für eine Flexibilisierung von Selbst- und Weltsichten sowie für den Aufbau von Orientierungswissen leisten können, und diskutiert abschliessend, inwiefern solche informellen Bildungspotenziale pädagogisch aufgegriffen und unterstützt werden können. Florian Berger und Alexander Marbach gehen davon aus, dass es angesichts der Popularität und hohen Motivationskraft der Computerspiele zwar nahe liege, ihre pädagogische Verwertbarkeit zu prüfen, dass für den pädagogischen Einsatz der digitalen Spiele aber bisher weder theoretisch fundierte Konzepte noch eine hinreichende Forschung existiere. Insbesondere würden Fragen der technischen Machbarkeit zu wenig beachtet, wobei die Schwierigkeit darin bestehe, dass der jeweilige «State of the Art» für Lernspiele als Massstab schon wegen der begrenzten (finanziellen) Ressourcen ausscheide, andererseits aber ein Mindeststandard erreicht werden müsse, um die notwendige Akzeptanz beim Anwender zu finden. Vor diesem Hintergrund geht der Beitrag zunächst der Frage nach, was die technische, die kulturelle und die pädagogische Qualität eines digitalen Spiels ausmacht, um dann – aus einer primär ingenieurwissenschaftlichen Perspektive – zu diskutieren, wie bei der Gestaltung von Lernspielen eine gute Balance erreicht werden kann. Ralf Biermann betrachtet Computerspiele in seinem Beitrag nicht aus mediendidaktischer, sondern aus medienpädagogischer Perspektive und stellt ein Konzept vor, mit dem die digitalen Spiele selbst zum Gegenstand einer lernorientierten Auseinandersetzung werden. Die leitende Idee ist es, Wege aufzuzeigen und zu erproben, wie Computerspiele in den Bereich der aktiven, projektorientierten Medienarbeit eingebunden werden können, die sich dieser neuen Medien – im Unterschied zu Radio, Presse oder Film – bisher kaum angenommen hat. Das Konzept des Video Game Essays knüpft an der Film- und Videoarbeit an, erweitert es aber um einige neue Elemente, die mit den technischen Besonderheiten der Spiele zu tun haben. Der Ansatz kann als innovative Form der Medienanalyse angesehen werden, bleibt aber bei der Analyse nicht stehen, sondern eröffnet auch weitergehende Handlungs- und Lernpotenziale. Als Einsatzgebiete des Video Game Essays werden die ausserschulische Medienarbeit, die Schul- und die Hochschulausbildung genauer betrachtet. Claudia Lampert, Christiane Schwinge und Daniel Tolks zeichnen in ihrem Beitrag die bisherigen Entwicklungen im Bereich der Serious Games nach, die von anderen Ansätzen des mediengestützten Lernens wie E-Learning, Edutainment und Game-Based Learning abgegrenzt werden, und arbeiten den aktuellen Diskussions- und Forschungsstand auf. Die Potenziale und Grenzen werden am Beispiel zweier Spiele aus dem Gesundheitsbereich (Games for Health) detaillierter diskutiert, für die auch erste empirische Befunde vorliegen. Serious Games gewinnen zwar – nach Ansicht der Autoren/innen vor allem aus Marketinggründen – zunehmend an Bedeutung, allerdings bestehe noch ein erheblicher Forschungs- und Evaluationsbedarf. Sabrina Schrammel und Konstantin Mitgutsch kritisieren, dass im medienpädagogischen Diskurs über Computerspiele der Umstand vernachlässigt werde, dass Spielen eine kulturell geprägte, aktive Auseinandersetzung mit einem Spielgegenstand sei. Ihnen geht es im vorliegenden Beitrag daher darum, die spezifische medial- kulturelle Praktik des Computerspielens zu erfassen bzw. dafür einen geeigneten methodischen und theoretischen Zugang zu entwickeln und vorzustellen. Das Spielen von Computerspielen wird in Anlehnung an den internationalen Diskurs als Transformation und Produktion kultureller Erfahrungen interpretiert, auch um aus den Engführungen der im deutschsprachigen Raum noch dominierenden Mediennutzungs- und Medienwirkungsforschung herauszugelangen. Für die pädagogische Auseinandersetzung wird daraus abgeleitet, dass nicht die didaktische Nützlichkeit, sondern die bildungstheoretische Bedeutung von Computerspielen zu fokussieren sei. Den bisher vorherrschenden teleologischen Lernkonzepten wird hier ein genealogischer Ansatz gegenübergestellt, bei dem die Erfahrungen und Lernprozesse im Zuge der Spielhandlungen selbst thematisiert werden. An einem Beispiel wird abschliessend verdeutlicht, wie das theoretisch-methodische Vorgehen einer hierauf ausgerichteten Analyse ausgestaltet und wie bei einer solchen Analyse die medial-kulturelle Praktik des Computerspielens pädagogisch rekonstruiert werden kann. Steffen Malo, Maik Neudorf und Thorben Wist ordnen ihren Beitrag in den Kontext des Game-based Training (GBT) ein und berichten über das Projekt Alphabit, bei dem es darum geht, computerbasierte Lern- bzw. Trainingsspiele als ergänzendes methodisches Mittel für Alphabetisierungs- bzw. Grundbildungsprogramme einzusetzen. Vorgestellt werden die im Projekt entwickelten konzeptionellen Überlegungen zu den Rahmenbedingungen, zur Auswahl der Inhalte, zu unterstützenden instruktionalen Hilfen, zu den Entwicklungsprozessen und zu methodischen Aspekten des spielerischen Lernens in virtuellen Umgebungen. Ausserdem werden erste Ansätze für die Umsetzung präsentiert und offene Forschungsfragen aufgezeigt. Auch Jochen Pfannstiel, Volker Sänger und Claudia Schmitz berichten über ein Projekt, das für die Bildungspraxis konzipiert wurde und auch bereits erprobt wird. Hier geht es um Game- based Learning im Hochschulbereich, genauer: um ein Lernspiel, das ergänzend zu einer Pflichtvorlesung in der Informatik eingesetzt wird, um Studierende dazu zu motivieren, sich während des Studiums intensiver und vertiefend mit der Vorlesungsthematik zu befassen. Ziel ist also ein verbessertes und vor allem nachhaltigeres Verständnis der Vorlesungsinhalte durch spielerische Mittel zu erreichen. Der Beitrag beschreibt das dazu entwickelte Lernspiel und berichtet über die bisherigen Erfahrungen und erste Evaluationsergebnisse. * Eine Ausnahme erscheint allerdings erwähnenswert: In der ersten Hälfte der 1980er Jahre gab es in der Bundesrepublik Deutschland eine Debatte (und einige Forschungsarbeiten) zum Videospiel in Spielhallen mit dem Ergebnis, dass 1985 ein geändertes Jugendschutzgesetz in Kraft trat, das den Zugang zu Glücks- und Videospielautomaten in der Öffentlichkeit neu regulierte und unter 18-Jährigen nicht mehr gestattete. Diese Regelung ist – anders als die 2003 obligatorisch gewordenen Altersfreigaben der USK für Computerspiele auf Datenträgern – unabhängig vom Inhalt der Spiele, und sie ist bis heute in Kraft. Literatur Copier, Marinka/Raessens, Joost (Eds.) (2003): Level Up. Digital Games Research Conference, 4–6 November 2003, Utrecht University, Conference Proceedings. De Castell, Suzanne/Jenson, Jennifer (Eds.) (2007): Worlds in Play. International Perspectives on Digital Games Research. New York et al.: Peter Lang. Fritz, Jürgen/Fehr, Wolfgang (Hrsg.) (2003): Computerspiele. Virtuelle Spiel- und Lernwelten. Bonn: Bundeszentrale für politische Bildung. Fromme, Johannes, Meder, Norbert; Vollmer, Nikolaus (2000). Computerspiele in der Kinderkultur. Opladen: Leske + Budrich. Juul, Jesper (2005). Half-real. Video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press. Kafai, Yasmin B./Heeter, Carrie/Denner, Jill/Sun, Jennifer Y. (Eds.) (2008): Beyond Barbie and Mortal Kombat. New Perspectives on Gender and Gaming. Cambridge, Mass./London: MIT Press. Kaminski, Winfred/Lorber, Martin (Hrsg.) (2006): Clash of Realities. Computerspiele und soziale Wirklichkeit. München: Kopäd. Klimmt, Christoph (2005): Computerspielen als Handlung. Dimensionen und Determinanten des Erlebens interaktiver Unterhaltungssoftware. Köln: Herbert von Halem. Mäyrä, Frans (2008): An Introduction to Game Studies. Games in Culture. Los Angeleos u.a.: SAGE. Neitzel, Britta/Bopp, Matthias/Nohr, Rolf F. (Hrsg.) (2004): «See? I’m real …» Multidisziplinäre Zugänge zum Computerspiel am Beispiel von ‹Silent Hill›. Münster: Lit. Newman, James (2003): Videogames. London/New York: Routledge. Pearce, Celia/Artemesia (2009): Communities of Play. Emergent Cultures in Multiplayer Games and Virtual Worlds. Cambridge, Mass./London: MIT Press. Quandt, Thorsten/Wimmer, Jeffrey/Wolling, Jens (Hrsg.) (2008): Die Computerspieler. Studien zur Nutzung von Computergames. Wiesbaden: VS Verlag. Raessens, Joost; Goldstein, Jeffrey (2005) (Ed). Handbook of Computer Game Studies. Cambridge, Mass.: MIT Press. Vorderer, Peter; Bryant, Jennings (2006) (Ed). Playing Video Games. Motives, Responses, and Consequences. Mahwah, NJ: Lawrence Erlbaum. Wolf, Mark J./Perron, Bernard (Eds.) (2003): The Video Game Theory Reader. New York/London: Routledge.
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Yeadon, Maurice R. "Twisting Techniques Used in Dismounts from the Rings." Journal of Applied Biomechanics 10, no. 2 (May 1994): 178–88. http://dx.doi.org/10.1123/jab.10.2.178.

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Abstract:
At the 1992 Olympic Games six full twisting double somersault dismounts were recorded with two video cameras during the rings individual apparatus finals in the men's Artistic Gymnastics competition. Angles describing body configuration were determined from video data and were input, together with initial orientation angle values and angular momentum components, into a computer simulation model of aerial movement. Mean absolute deviations between simulation and video after the completion of one half twist were 0.01 rev for somersault, 2.8° for tilt, and 0.08 rev for twist. When the estimate of the initial tilt angle was adjusted by up to 1° these deviations fell to 1.6° for tilt and 0.02 rev for twist. All 6 competitors produced the majority of the tilt using aerial techniques that were predominantly asymmetrical movements of the arms. Contributions to the subsequent removal of tilt were determined using reverse simulations, and again arm movements were the main contributors.
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