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Journal articles on the topic 'Racing games'

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1

Gluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.

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Video games are popular leisure and social activities; however, they often present accessibility issues for the community of gamers who are blind. While gaming technology has evolved, people who are blind still have limited access to commercially available accessible video games. Current accessible games tend to focus on auditory information to play, and none are available in virtual reality (VR). Accessible, fast-paced games have the development challenge of providing players useful information in time to make split-second decisions. We developed Racing in the Dark, a fast-paced, accessible VR racing game for the Oculus Quest, exploring commercial VR interfaces to provide this critical information. By leveraging the Quest’s built-in haptic, tracking, auditory, and voice systems, we provide players with a non-visual car racing experience. This work aims to offer insight into the process of developing accessible VR games for gamers who are blind through the implementation of Racing in the Dark.
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TAN, CHARLIE IRAWAN, CHANG-MIN CHEN, WEN-KAI TAI, and CHIN-CHEN CHANG. "PATH PLANNING FOR RACING GAMES." International Journal on Artificial Intelligence Tools 19, no. 05 (October 2010): 679–702. http://dx.doi.org/10.1142/s0218213010000364.

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We propose a set of path planning tools including path generator, cost map generator, and path editor for racing games. The user can define the race by providing a racetrack as a 3D model and weights of the devised turn and heuristic functions in our system. Then, the proposed cost map generator automatically generates necessary information of the racetrack including cost map and distance to finish of any position on the race track. Different from the traditional A* problem, in our research the obstacles are dynamic and there are multiple sources and destinations. Our approach generates the path of each racer on the basis of time slots to which the path finding method applies on the fly. To further guarantee the quality of the path, we implement path smoothing using a Gaussian filter and provide an off-line path editor that allows users to edit the path in time-space domain intuitively, flexibly, and effectively. Our tools have been verified in a horse racing game to generate natural racer behaviors, demonstrating realistic and exciting racing.
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Cazenave, Tristan. "Editorial: Nim, Racing Games and Advances in Computer Games 2021." ICGA Journal 44, no. 1 (July 5, 2022): 1. http://dx.doi.org/10.3233/icg-220205.

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4

Scacchi, Walt. "Autonomous eMotorsports racing games: Emerging practices as speculative fictions." Journal of Gaming & Virtual Worlds 10, no. 3 (October 1, 2018): 261–85. http://dx.doi.org/10.1386/jgvw.10.3.261_1.

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Motorsports games and simulated automobile racing occupy a dynamic genre of computer games for entertaining play, critical game studies and ‘auto-play’. This article utilizes the lens of speculative design to present six scenarios that seek to motivate the design of autonomous eMotorsports games and play experiences through alternative design fictions. These fictions serve to help identify and tease out how different socio-technical configurations emerging around autonomous vehicles, motorsports games, sim racing user interfaces and user experiences, embrace or exclude different stakeholders. These stakeholders can shape how autonomous eMotorsports games, game play and game viewing will emerge and prosper. These fictions also serve as a narrative web of possible socio-technical configurations open to critical review through: (1) transhumanist spectacle and spectating; (2) technofeminist and gendered framings of these configurations; and (3) whether digital artefacts configured to realize autonomous eMotorsports games have politics.
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Prăjescu, Iulian, and Alina Delia Călin. "Multiple Types of AI and Their Performance in Video Games." Studia Universitatis Babeș-Bolyai Informatica 67, no. 1 (July 3, 2022): 21–36. http://dx.doi.org/10.24193/subbi.2022.1.02.

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"In this article, we present a comparative study of Artificial Intelligence training methods, in the context of a racing video game. The algorithms Proximal Policy Policy Optimization (PPO), Generative Adversarial Imitation Learning (GAIL) and Behavioral Cloning (BC), present in the Machine Learning Agents (ML-Agents) toolkit have been used in several scenarios. We measured their learning capability and performance in terms of speed, correct level traversal, number of training steps required and we explored ways to improve their performance. These algorithms prove to be suitable for racing games and the toolkit is highly accessible within the ML-Agents toolkit. Keywords and phrases: racing game, PPO, GAIL, behavioral cloning, AI in games. "
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Bastamitova, A. T. "Turkic games in the monument «Diwani lugat-it Turk» by M. Kashgari and their significance in the culture of the Turkic peoples." Bulletin of the L.N. Gumilyov Eurasian National University. Political Science. Regional Studies. Oriental Studies. Turkology Series. 132, no. 3 (2020): 30–35. http://dx.doi.org/10.32523/26-16-6887/2020-132-3-20-30-35.

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The monument «Diwani Lugat at-Turk» M. Kashgari is a unique text that reveals the rich culture and language of the medieval Turks. The game is an important part of the culture, spiritual and practical activities of the Turkic people. The article is devoted to the analysis of the and the text of the monument, the author of the article explores equestrian and children’s games that were popular in the medieval era and have continuity with the modern games of the Turkic people. The significance of the article is shown in the fact that for the author through various language units identifies the main structural components of equestrian and children’s games, carries out language and historical and cultural analysis of games captured in the monument. These games include Shogen (Polo), zhambi ATU (archery), horse racing, games in asychki, games in nuts, hide and seek, games with animal horns. The last children’s game is a cultural definition of the monument, as it is characteristic only for that time. Keywords: M. Kashgari, «Diwani Lugat at-Turk», game, Polo, archery, horse racing, children’s games: jump games, nut games, hide and seek, games with animal horns.
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Fischer, Peter, Tobias Greitemeyer, Thomas Morton, Andreas Kastenmüller, Tom Postmes, Dieter Frey, Jörg Kubitzki, and Jörg Odenwälder. "The Racing-Game Effect: Why Do Video Racing Games Increase Risk-Taking Inclinations?" Personality and Social Psychology Bulletin 35, no. 10 (July 13, 2009): 1395–409. http://dx.doi.org/10.1177/0146167209339628.

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8

Baysted, Stephen. "The Best Laid Schemes o’ Mice an’ Men." Journal of Sound and Music in Games 3, no. 4 (2022): 63–68. http://dx.doi.org/10.1525/jsmg.2022.3.4.63.

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Mi, Qingwei, and Tianhan Gao. "Adaptive rubber-banding system of dynamic difficulty adjustment in racing games." ICGA Journal 44, no. 1 (July 5, 2022): 18–38. http://dx.doi.org/10.3233/icg-220207.

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Dynamic difficulty adjustment (DDA) is a highly significant research direction in game AI. Rubber-banding is one of the DDA techniques extensively used in racing games. This paper improves the poor adaptability of the rubber-banding system combined with the game design and development techniques. An Adaptive Rubber-Banding System (ARBS) based on ARBS relationship curve, modular mechanism, as well as detail processing schemes, is implemented in Unreal Engine 4. The paper builds various test programs and compares each system in terms of the number of players, gameplay mode, and track distance. Experimental results demonstrate that ARBS is more adaptive and provides a better experience for players. Game designers and developers are thus able to employ ARBS to design and implement AI systems suitable for racing games effectively.
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Kastenmüller, Andreas, Peter Fischer, and Julia Fischer. "Video racing games increase actual health-related risk-taking behavior." Psychology of Popular Media Culture 3, no. 4 (October 2014): 190–94. http://dx.doi.org/10.1037/a0030559.

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11

Chan, Marvin T., Christine W. Chan, and Craig Gelowitz. "Development of a Car Racing Simulator Game Using Artificial Intelligence Techniques." International Journal of Computer Games Technology 2015 (2015): 1–6. http://dx.doi.org/10.1155/2015/839721.

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This paper presents a car racing simulator game calledRacer, in which the human player races a car against three game-controlled cars in a three-dimensional environment. The objective of the game is not to defeat the human player, but to provide the player with a challenging and enjoyable experience. To ensure that this objective can be accomplished, the game incorporates artificial intelligence (AI) techniques, which enable the cars to be controlled in a manner that mimics natural driving. The paper provides a brief history of AI techniques in games, presents the use of AI techniques in contemporary video games, and discusses the AI techniques that were implemented in the development ofRacer.A comparison of the AI techniques implemented in the Unity platform with traditional AI search techniques is also included in the discussion.
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Zhao, Jing Ying, Hai Guo, and Wei Wei. "Development of a Racing Game Based on iOS." Advanced Materials Research 905 (April 2014): 673–76. http://dx.doi.org/10.4028/www.scientific.net/amr.905.673.

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Among all the operating systems of the smart phone, iOS and Android launched by Apple Inc. and Google Inc. respectively are the most favored ones of the public. By virtue of its beautiful operation interface and good performance, iPhone, developed based oniOS, has an extensive popularity around the world and has accumulated masses of users at home and abroad. This paper is about the development of Flying Car, a racing game developed based on iPhone system. Flying Car applies the built-in gravity sensor of iPhone to controlling the movements of the racing car so as to avoid and overtake enemy racing cars in the game play. This game is designed to attract players by the fast moving speed of the racing car. Based on the settings of traditional racing games, Flying Car was added with some new functions which present great interestingness and entertainment to players. In practice, this racing game adopted cocos2d game engine to process sprite images, and particle effect was also applied to further rendering the picture. Proved by testing, Flying Car is applicable to both a simulator and a real iPhone.
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Loiacono, Daniele, Luigi Cardamone, and Pier Luca Lanzi. "Automatic Track Generation for High-End Racing Games Using Evolutionary Computation." IEEE Transactions on Computational Intelligence and AI in Games 3, no. 3 (September 2011): 245–59. http://dx.doi.org/10.1109/tciaig.2011.2163692.

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14

Powell, Mark D. "Wind Forecasting for Yacht Racing at the 1991 Pan American Games." Bulletin of the American Meteorological Society 74, no. 1 (January 1993): 5–16. http://dx.doi.org/10.1175/1520-0477(1993)074<0005:wffyra>2.0.co;2.

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15

Shafer, Daniel M., Corey P. Carbonara, and Lucy Popova. "Spatial Presence and Perceived Reality as Predictors of Motion-Based Video Game Enjoyment." Presence: Teleoperators and Virtual Environments 20, no. 6 (December 1, 2011): 591–619. http://dx.doi.org/10.1162/pres_a_00084.

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This study investigated the impact of new motion-based video game control systems on spatial presence, perceived reality, and enjoyment of video games. In two experiments, university students played video games on either new motion-based (Sony's Move, Microsoft's Kinect, and Nintendo's Wii), or standard video game systems (PS3 and XBOX 360 with gamepads). The results indicate that, in the context of golf, racing, and boxing games, the higher technological interactivity of motion-based systems (particularly Kinect) increases feelings of spatial presence, perceived reality, and enjoyment. Perceived reality predicted spatial presence; and spatial presence, in turn, was a significant predictor of enjoyment. Moving toward a more natural user interface (NUI) between the player and the game world can create a more immersive, realistic, and fun experience for the player. A new model for enjoyment of motion-based video games is proposed.
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Thomas, Gareth Martin, and Tim Banks. "‘We Aren't Racing a Fair Race’: Rawls, Sen, and the Paralympic Games." Sociological Research Online 18, no. 3 (August 2013): 154–57. http://dx.doi.org/10.5153/sro.3123.

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Following the 200 metres final in the London Paralympics 2012, athlete Oscar Pistorius criticised the prosthetic leg (‘blade’) length of Alan Oliveira, a fellow athlete and eventual winner of the race, and accused the International Paralympic Committee of failing to implement fair stipulations. Pistorius’ contention directs attention toward an issue largely ignored in the sociological spectrum: the concept of fairness in the sporting arena. Drawing on the accounts of John Rawls (1971) and Amartya Sen (2009) , specifically in terms of considering justice as fairness, we deconstruct the principle of fairness in the Paralympics which is currently framed within scientific discourse determining the validity of both athletes and performance-enhancing technologies. By identifying how the Paralympics adopts a Rawlsian understanding of fairness, we explore the work of Sen to highlight its complexity in this context and the need to retreat from taken-for-granted assumptions informing current knowledge.
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17

Suhonen, Niko, and Mikael Linden. "UNFAIR GAMES, SUBJECTIVE PROBABILITIES, AND FAVOURITE-LONGSHOT BIAS IN FINNISH HORSE RACING." Journal of Gambling Business and Economics 4, no. 2 (January 2, 2013): 43–62. http://dx.doi.org/10.5750/jgbe.v4i2.555.

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This paper discusses risky and uncertain decision-making in the framework of gambling. The well-known anomaly of favourite-longshot bias is considered. We argue that gambling behaviour can be seen as consumption. Thus, gambling behaviour is more than a risky choice. It is reasonable to assume that the price of gambling is the take-out rate or the expected loss. We illustrate, with some elementary gambling, that the gambling markets constitute an environment where risky choices can be measured only with probabilities. Typical gambling behaviour (e.g. horse betting) is modelled by an approach that includes the attractiveness of risk, subjective probability, and the utility of money. We tested the favourite-longshot bias with a large accumulated dataset from Finnish horse race tracks that monitored more than 27,000 races over a five-year period. The empirical results indicate that Finnish gamblers’ behaviour is biased: they gamble too little on favourites and too much on longshots. Our results confirm the universality of the favourite-longshot bias that can be found in Western Europe, Australia and the USA.
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18

Deng, Mingming, Alan H. S. Chan, Feng Wu, and Shulin Liu. "Effects of the Contextual Variables of Racing Games on Risky Driving Behavior." Games for Health Journal 6, no. 4 (August 2017): 249–54. http://dx.doi.org/10.1089/g4h.2016.0103.

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19

Georgiou, Theodosis, and Yiannis Demiris. "Adaptive user modelling in car racing games using behavioural and physiological data." User Modeling and User-Adapted Interaction 27, no. 2 (May 2, 2017): 267–311. http://dx.doi.org/10.1007/s11257-017-9192-3.

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20

Dickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (March 14, 2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.

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Abstract The purpose of this article is to investigate whether competition hypothesis (Anderson and Carnagey, 2009) contributes to the General Aggression Model when video game genre is entered into the relationship between video game use and self-reported physical aggression. A pre-test (n=93) taken randomly from the research sample employed categorized the game genres as violent and/or competitive. 1,170 adolescents (ages 12–18) completed the written survey. Online shooter games and fight’em up games, categorized as both violent and competitive, were positively related to self-reported physical aggression, while simulation games manifested a negative relationship. Video game genres such as strategy, sports, offline shooter, racing, adventure, puzzle, and platform games were not significantly related to physical aggression. The results support the hypothesis that the presence of both competition and violence in games increases the probability of physical aggression. This study shows that (1) video game genres can be used to predict physical aggression in a non-causal way and (2) that there is support for an interaction effect of the competition hypothesis and the violence hypothesis.
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Faisal, Ali, and Mirva Peltoniemi. "Establishing Video Game Genres Using Data-Driven Modeling and Product Databases." Games and Culture 13, no. 1 (September 6, 2015): 20–43. http://dx.doi.org/10.1177/1555412015601541.

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Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We also compare the results of our data-driven model with two product databases, Metacritic and Mobygames, and observe that the classifications of games to different genres are substantially different, even between product databases. We conclude with discussion on potential future applications and how they may further our understanding of video game genres.
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Didion, Philipp. "Zwischen Erinnerung und Verständigung: Der Racing Club de Strasbourg und die Wiederaufnahme der deutsch-französischen Fußballbeziehungen nach dem Zweiten Weltkrieg." STADION 45, no. 1 (2021): 32–54. http://dx.doi.org/10.5771/0172-4029-2021-1-32.

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This article aims to analyse the role of the Alsatian football club Racing Club de Strasbourg throughout the re-establishment process of the French-German football relations after the Second World War. Because of its geographical location between France and Germany and due to the double annexation of the Alsace by the German Reich the club held a special position in the French football landscape. To examine the difficulties and conflicts that came along with the attempt to restore international sport relations between West Germany and France, the paper focuses on three aspects: German prisoners of war in France, efforts to organise football games between French and German top-level-clubs, and the re-establishment of international matches between the two countries. As a result, Racing’s attitude can be situated in a field of tension between hurtful wartime experiences on the one hand and sporting as well as financial benefits on the other hand. While the former was an argument held against an over-hasty spirit of understanding between the French and the German teams especially by the Alsatian Football Association, the latter were a reason for Racing to intensify its pragmatical efforts to re-establish sport relations with West German clubs. This ambivalence is further exemplified by the dualism between Aimé Gissy, secretary general of the Alsatian Football Association (1935-1939, 1945-1974), and Willy Scheuer, president of Racing Club de Strasbourg (1952-1960).
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Onieva, E., D. A. Pelta, J. Godoy, V. Milanés, and J. Pérez. "An evolutionary tuned driving system for virtual car racing games: The AUTOPIA driver." International Journal of Intelligent Systems 27, no. 3 (January 20, 2012): 217–41. http://dx.doi.org/10.1002/int.21512.

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Cardamone, Luigi, Pier Luca Lanzi, Daniele Loiacono, and Enrique Onieva. "Advanced overtaking behaviors for blocking opponents in racing games using a fuzzy architecture." Expert Systems with Applications 40, no. 16 (November 2013): 6447–58. http://dx.doi.org/10.1016/j.eswa.2013.04.030.

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Qaffas, Alaa A. "An Operational Study of Video Games’ Genres." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 15 (September 11, 2020): 175. http://dx.doi.org/10.3991/ijim.v14i15.16691.

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This paper presents a study of the most successful games during the last 34 last years (1986 – 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, shooter, platform, puzzle, strategy, hack and slash/beat 'em up, real time strategy, turn-based strategy, point-and-click, indie, racing, sport, fighting, arcade and simulator). These genres are then compares to show which genres are more attractive for players. As a result, we observed that 6 genres among the 16 represent the most ranked games (adventure, RPG, shooter, platform, puzzle, and strategy). They represent 0.83 of the successful games. This allowed us to recommend to combining the others genres with the 6 selected genres. Also, we analyzed the evolution of the 16 games genres during the last 34 years. We observed that some genres have a great success until the past decades, but they haven’t a success in this decade. Game designers and researchers in the field of games may rethink about how to add attractive elements in the genres non-successful in this decade. Also, we observed that some genres like the indie games haven’t a great success in the past decades, but they have an important increased success in this decade. This may encourage the decision makers and the game designer to invest on these genres.
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Onishi, Togo, Masayuki Yamasaki, Taketaka Hara, Tetsuya Hirotomi, and Ryo Miyazaki. "Esports for Seniors: Acute Effects of Esports Gaming in the Community on the Emotional State and Heart Rate among Japanese Older Adults." International Journal of Environmental Research and Public Health 19, no. 18 (September 16, 2022): 11683. http://dx.doi.org/10.3390/ijerph191811683.

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In the last few years, esports have become popular among older individuals. Although participation in esports can become a novel activity for older adults, evidence on their effects is limited to young individuals. This study investigated the effects of esports participation on the emotional and physiological states of older adults. Twenty-five older men and women participating in health promotion activities in community centers (75 ± 8 years old) played a two-player racing game (Gran Turismo Sport, Sony) for 8–10 min. Their heart rates (HRs) were measured while the subjects played the games. The blood pressure (BP) and Profile of Mood States (POMS) were measured before and after gaming. The average HR during games (98 ± 17 bpm) was significantly higher than at pre-gaming (76 ± 11 bpm, p < 0.001). The BP before and after the games did not significantly change. Interestingly, the vigor scores (positive mood affect) in POMS increased after the games (p < 0.05) in females, but not in males. In summary, among older individuals, playing esports games showed a moderate increase in HR, no spike/drop of BP, and positive mood elevation. Our preliminary data suggest the feasibility of participating in esports in a community for older adults and that it could affect mood positively, especially among older women.
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Setiyani, Setiyani, Sri Sumarwati, Laela Sagita, and Dzaki Fadhlurrohman. "The incredible boong gi: Educational game RPG for mathematical understanding ability." International Journal of Education and Learning 3, no. 2 (August 25, 2021): 76–93. http://dx.doi.org/10.31763/ijele.v3i2.217.

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Some of the android-based mobile game genres that are currently very popular such as adventure, first-person shooter, fighting, racing, and others. This development should provide opportunities in the field of education to make games not only for fun but also for education. The purpose of this study was to produce educational games that were valid, practical, and had potential effects to improve the mathematical understanding of the relationship and function of junior high school students. The research method used is RD (research development) using the ADDIE model. The data collection techniques used were documentation, interviews, and tests of mathematical comprehension abilities. The results obtained from the game "The Incredible Boong Gi" are valid with an average of 96.70% of expert validators and media validators. The results of the practicality questionnaire from 9 students averaged 90.32%. The results of data analysis show that educational RPG games have valid, practical criteria and have potential effects. RPG games are valid in terms of relevance, systematics, student-centered compatibility, game design, and compatibility. RPG games get practical results from implementation in small groups. Furthermore, the educational RPG prototype has the potential effect of improving students' mathematical understanding abilities. RPG games provide a fun learning atmosphere, by playing students can also learn. Making RPG games is also not difficult, according to the competence of students to be achieved and challenges the creativity of the teacher.
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Drabik, Ewa. "Several Remarks on the Role of Certain Positional and Social Games in the Creation of the Selected Statistical and Economic Applications." Foundations of Management 8, no. 1 (January 1, 2016): 289–96. http://dx.doi.org/10.1515/fman-2016-0022.

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Abstract The game theory was created on the basis of social as well as gambling games, such as chess, poker, baccarat, hex, or one-armed bandit. The aforementioned games lay solid foundations for analogous mathematical models (e.g., hex), artificial intelligence algorithms (hex), theoretical analysis of computational complexity attributable to various numerical problems (baccarat), as well as illustration of several economic dilemmas - particularly in the case where the winner takes everything (e.g., noughts and crosses). A certain gambling games, such as a horse racing, may be successfully applied to verify a wide spectrum of market mechanism, for example, market effectiveness or customer behavior in light of incoming information regarding a specific product. One of a lot applications of the slot machine (one-armed bandit) is asymptotically efficient allocation rule, which was assigned by T.L. Lai and H. Robbins (1985). In the next years, the rule was developed by another and was named a multi-armed. The aim of the paper is to discuss these social games along with their potential mathematical models, which are governed by the rules predominantly applicable to the social and natural sciences.
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Vingilis, Evelyn, Jane Seeley, David L. Wiesenthal, Christine M. Wickens, Peter Fischer, and Robert E. Mann. "Street racing video games and risk-taking driving: An Internet survey of automobile enthusiasts." Accident Analysis & Prevention 50 (January 2013): 1–7. http://dx.doi.org/10.1016/j.aap.2012.09.022.

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Lukanova, Valeria. "RESEARCH OF THE APPLICATION OF GAMES IN TEACHING JUDO TO CHILDREN FROM 7 TO 10 YEARS OF AGE." Trakia Journal of Sciences 17, Suppl.1 (2019): 797–801. http://dx.doi.org/10.15547/tjs.2019.s.01.131.

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Objective: Conduct and follow-up experiment with the aim of improving and refining the methods of initial training in judo for children 7-10 years of age with the help of specialized judo games. Modern methods of training in many sports, particularly in judo, are characterized by early specialization. In this respect, some existing training programs may be immaturity when the age characteristics of beginners are not taken into account and, as a result, children's health suffers from adverse consequences. Primary Judo training methods open up a vast space for improvement and development of this type of sport. The author initiates and practices process of teaching and learning in basic training beginners judo, using judo games as a means to fully develop the physical characteristics and layout of racing skills
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Giovanni, Giovanni, and Carunia Mulya Firdausy. "Pengaruh Kesesuaian Dan Kesatuan Terhadap Minat Pembelian Rolex Dalam Game F1 Mobile Racing Pada Mahasiswa Untar Dan Pengunjung Mall Ciputra Di Jakarta." Jurnal Manajerial Dan Kewirausahaan 2, no. 2 (May 20, 2020): 390. http://dx.doi.org/10.24912/jmk.v2i2.7932.

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The purpose of this research is to obtain empirical evidence on the influence of congruity and integration of purchase intention on Rolex advertising brands in F1 mobile racing games. The study used 30 samples that had been selected (the sample realized the presence of Rolex in-game advertising) for a total of 30 respondents. Processing and testing this data using SmartPLS 3. The results of this research show that congruity and integration has no positive effect on purchase intention. Tujuan penelitian ini adalah untuk memperoleh bukti empiris mengenai pengaruh kecocokan dan integrasi terhadap minat pembelian merek iklan Rolex di game f1 mobile racing. Penelitian ini menggunakan 30 sampel yang telah diseleksi (sampel tersebut menyadari adanya iklan Rolex dalam permainan) dengan total 30 responden. Pengolahan dan pengujian data ini dengan menggunakan SmartPLS 3. Hasil penelitian ini menunjukkan bahwa kecocokan dan integrasi tidak berpengaruh positif terhadap minat pembelian.
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Weibel, David, and Bartholomäus Wissmath. "Immersion in Computer Games: The Role of Spatial Presence and Flow." International Journal of Computer Games Technology 2011 (2011): 1–14. http://dx.doi.org/10.1155/2011/282345.

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A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.
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Rifki, Ikfisani Yuniar, and Achmad Lutfi. "Development of Media Game on Acid-Base Material and Its Effect on Self-Regulated Learning." Prisma Sains : Jurnal Pengkajian Ilmu dan Pembelajaran Matematika dan IPA IKIP Mataram 10, no. 1 (January 24, 2022): 57. http://dx.doi.org/10.33394/j-ps.v10i1.4764.

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This study aimed to obtain an Android-based chemistry racing challenge game as a learning media for acid-base materials that are valid, practical, and effective to facilitate students' self-regulated learning. The research method used is research and development (R&D). The instruments used are validation sheets, student response questionnaire sheets, self-regulated learning questionnaire sheets, and test question sheets. The research subjects were 18 students of SMA Muhammadiyah 2 Sidoarjo. The validation results get a score mode of ≥ 3 with a good category. The practicality test scored ≥ 61% for each goal with a very practical category. The effectiveness of games as learning media is seen from student learning outcomes and self-regulated learning. The classical completeness achieved is 61%, and students' self-regulated learning achieved ≥ 80.1% with a very good category. Thus, it can be concluded that the Chemistry Racing Challenge game is valid, practical and effective as a game learning media.
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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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Fischer, Peter, Jörg Kubitzki, Stephanie Guter, and Dieter Frey. "Virtual driving and risk taking: Do racing games increase risk-taking cognitions, affect, and behaviors?" Journal of Experimental Psychology: Applied 13, no. 1 (2007): 22–31. http://dx.doi.org/10.1037/1076-898x.13.1.22.

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36

Stollberg, Ewelina, and Klaus W. Lange. "The effects of video racing games on risk-taking in consideration of the game experience." PLOS ONE 15, no. 10 (October 12, 2020): e0240367. http://dx.doi.org/10.1371/journal.pone.0240367.

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37

Williams, Jean. "Aquadynamics and the Athletocracy: Jennie Fletcher and the British Women’s 4×100 metre Freestyle Relay Team at the 1912 Stockholm Olympic Games." Costume 46, no. 2 (June 1, 2012): 145–64. http://dx.doi.org/10.1179/0590887612z.0000000006.

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This article considers the part played by aquadynamics, or a concern for the technical properties of swimming costumes, in the career of Jennie Fletcher (1890–1968) who won Britain’s first individual Olympic female swimming medal (bronze) at the Stockholm Olympic Games in 1912 and contributed to the first women’s team gold in the 4×100 metre Freestyle Relay. Her light silk one-piece racing swimsuit represented a new kind of modernity: the revealed sporting body enabled competitive principles, rather than modesty, to define the appearance of the female swimmer. The article also examines the place of the working-class competitor in our understanding of the early Games, an ‘athletocracy’ where performance, not background, enabled individuals to compete. The work therefore also explores the relevance of Fletcher’s birthplace, Leicester, in the development of amateur and professional swimming and in the production of swmming costumes for both sport and leisure.
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Hopsicker, Peter M. "Racing with Death: The Not-So-Ordinary Happenings of the 1932 Lake Placid Olympic Bobsled Events." Journal of Sport History 41, no. 1 (April 1, 2014): 73–93. http://dx.doi.org/10.5406/jsporthistory.41.1.73.

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Abstract During the practice sessions for the 1932 Olympic bobsled events, Lake Placid’s Mt. Van Hoevenberg slide endured multiple crashes involving over a dozen athletes. An analysis of the slide from inception to construction to competition as well as the resulting management of the accidents produces significant historical insight into the administration of the winter Olympic games. Using David Welky’s paradigm suggesting that the analyses of ordinary Olympic happenings can be used to probe larger issues, this analysis uses the “seemingly mundane” happenings of facility construction and competition to provide historical insight into an attempt to use the Olympics as a promotional springboard to a host city’s future commercial success. As the first sliding facility built in North America dedicated to both an Olympic games and for future commercial programming, this analysis also provides significant historical insight into modern Olympic issues including the fiduciary conundrum of building Olympic facilities with potentially limited post-Olympic commercial possibilities, the sometimes contentious nature of a host city’s environmental stewardship and the final location of those facilities as it pertains to the facilities’ future commercial success, and the nationalistic-laden gamesmanship that often plays out on these facilities during the administration of practice sessions and Olympic competition that can result in decision-making that potentially jeopardizes the safety of the athlete.
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Ponsford, Dan, Willem B. Hollmann, and Anna Siewierska. "Sources of BET." Functions of Language 20, no. 1 (May 13, 2013): 90–124. http://dx.doi.org/10.1075/fol.20.1.04pon.

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We investigate the sources of betting constructions, and specifically their predicates. The notion of risking something of value on an outcome is a complex one. Culturally, some degree of disposability of property is required. The concept is nevertheless lexicalized in many parts of the world. Betting takes various forms, ranging from betting between individuals, which we contend is the basic case, to betting in the context of an institution such as horse racing, cockfighting, lotteries, or on games such as card games. Taking a similar approach to Zalizniak (2008), we use polysemy as a means of investigating etymology. A sample of 271 polysemous predicates from 177 languages are surveyed, where one sense is BET. Treating relevant other senses as earlier senses, we find that the most frequent source concepts are ones that profile (in Langacker’s 2008 sense) the relation between the bettor and the stake. The most frequent are SECURITY and PUT. Other important sources, profiling instead the relation between the bettors, are ARGUE, COMPETE and AGREE.
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Tel, Mikail. "Investigation of Athletes' Habits of Playing Digital Game in The Pandemic Process." Pakistan Journal of Medical and Health Sciences 15, no. 12 (December 30, 2021): 3630–38. http://dx.doi.org/10.53350/pjmhs2115123630.

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Aim: In this study, athletes' views on digital games during the pandemic process were examined. Methods: x The sample of the study consists of 1521 (927 Male, 594 Female) athletes who continue their activities in different branches. The research is a screening model and has a descriptive quality. As a data collection tool, an online questionnaire form which questioned the demographic information of the participants, their frequency of playing digital games and the types of games they played was used. The SPSS package program was used to analyze the data and significance was accepted as p <0.05. Results: According to the results of the research, 60.9% of the participants were male, 35.5% were between the ages of 21-30, 59.2% were students and 61.5% were undergraduate and postgraduate athletes. When looking at the frequency of playing the game, 32.5% of them played with medium frequency. It was determined that athletes played games via a mobile phone at a higher rate than a desktop computer. In the answers given to the playing times during the pandemic process, "yes" was determined as 50.2%. Those who played 3 hours or more in daily playing time in pandemic were determined as 21.6%. In the pandemic, it was determined that the athletes played strategy, war, sportive games, backgammon-rummikub-chess, car racing and fighting games, respectively. Horror and role playing games were played at low rates. Considering the relationship between the age level of the athletes participating in the study and the types of the games, the rate of playing strategy games increased as the age got older, and young people between the ages of 21-30 played war games at higher rates. Internet usage rate of undergraduate and postgraduates of the participants was determined as 61.5%. Considering the educational status and the types of the games they played, it was determined that they played games such as strategy, war, sportive games and backgammon-rummikub-chess at high rates. The higher the education level, the higher the rate of watching horror movies was. In addition, considering participants' sportive level and the types of games they played, it was determined that the trainers preferred sports and strategy games at higher rates. Considering the sportive level and the types of games played, it was determined that the athletes played games such as backgammon- rummikub -chess at lower rates. Conclusion: As a result; some changes were observed in athletes' lifestyles in the research group with the pandemic process, and the duration spent at home and playing games increased. In this context, it is considered that encouraging sports activities preventing inactivity at home during the pandemic process will positively affect the health of individuals. Keywords: Pandemic, Game, Digital Games, Sports
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Chen, Ping-Ling, and Chih-Wei Pai. "Evaluating the effects of smartphone racing games and other game types on pedestrian's risk-taking inclinations." Computers in Human Behavior 88 (November 2018): 78–83. http://dx.doi.org/10.1016/j.chb.2018.06.022.

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42

Deng, Mingming, Alan H. S. Chan, Feng Wu, and Jun Wang. "Effects of racing games on risky driving behaviour, and the significance of personality and physiological data." Injury Prevention 21, no. 4 (December 24, 2014): 238–44. http://dx.doi.org/10.1136/injuryprev-2014-041328.

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43

Barbosa, Tiago M., and Eduarda Coelho. "Monitoring the biomechanics of a wheelchair sprinter racing the 100 m final at the 2016 Paralympic Games." European Journal of Physics 38, no. 4 (April 28, 2017): 044001. http://dx.doi.org/10.1088/1361-6404/aa6905.

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Granato, Marco, Davide Gadia, Dario Maggiorini, and Laura A. Ripamonti. "An empirical study of players’ emotions in VR racing games based on a dataset of physiological data." Multimedia Tools and Applications 79, no. 45-46 (March 2, 2020): 33657–86. http://dx.doi.org/10.1007/s11042-019-08585-y.

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45

Delépine, Michaël. "The Racing Club vs. Arsenal matches, 1930–1962: A Franco-British ritual, European games or football lessons?" Sport in History 35, no. 4 (October 2, 2015): 604–17. http://dx.doi.org/10.1080/17460263.2015.1073019.

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46

THUILLIER, JEAN-PAUL. "Athletic exercises in ancient Rome. When Julius Caesar went swimming." European Review 12, no. 3 (July 2004): 415–26. http://dx.doi.org/10.1017/s1062798704000353.

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Roman ludi circenses are well known, especially chariot-racing, which was extremely popular during the Roman Empire. In many aspects, this competition even foreshadows modern sport seen as show business (the Circus Maximus could accommodate about 150,000 spectators). One could not say the same thing about the athletic exercises of Roman citizens: the common view is that Romans had a negative attitude towards athletics, which were not regarded as useful and were sometimes considered as scandalous. But Roman citizens did, in fact, practise much sport, for instance in the Campus Martius in Rome, and in the palaestrae of public baths. They were particularly fond of ball-games and of swimming in very large cold pools.
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47

Gustian, Uray, Eka Supriatna, and Edi Purnomo. "Efektifitas modifikasi permainan tradisional dalam pengembangan physical literacy anak taman kanak-kanak." Jurnal Keolahragaan 7, no. 1 (March 6, 2019): 23–33. http://dx.doi.org/10.21831/jk.v7i1.22166.

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Perkembangan gerak merupakan aspek penting dalam lingkup perkembangan anak. Akan tetapi, seiring dengan perubahan pola hidup dan pengaruh gadget yang menyebabkan anak menjadi kurang dalam melakukan gerak. Untuk itu diperlukan suatu usaha untuk menstimulus anak selalu aktif, memiliki keterampilan, pengetahuan, motivasi dan kepercayaan diri melakukan aktivitas gerak (Physical literacy) yang dilakukan sejak taman kanak-kanak. Penelitian menggunakan metode eksperimen dengan mengimplementasikan permainan tradisional yang dimodifikasi pada pembelajaran anak taman kanak-kanak dan partisipan berjumlah 150 anak. Permainan tradisional yang digunakan dalam pembelajaran terdiri atas tujuh permainan tradisional yaitu permainan lempar kaleng, permainan engklek, permainan lempar telur penyu, sumpitan, balap balon, estafet kelereng, dan bakiak. Penilaian dilakukan dengan teknik unjuk kerja menggunakan rubrik penelitian. Hasil penelitian secara keseluruhan diperoleh nilai 10843 (3.02) pada pertemuan I dan 11596 (3.22) pada pertemuan I dan telah terjadi peningkatan sebesar 753 point (0.21). Peningkatan ini terjadi disebabkan permainan tradisional menstimulus anak selalu aktif melakukan aktivitas gerak melalui bermain. Hal ini menunjukan permainan tradisional efektif dalam mengembangan physical literacy anak taman kanak-kanak. Effectiveness of traditional game modified to develop a physical literacy in preschool student AbstractMotor development is an important aspect in the scope of the child's development. However, along with changes in lifestyle and the influence of gadgets that caused children to be less in motion. For this reason, an effort is needed to stimulate children to always be active, have the skills, knowledge, motivation and self-confidence to carry out physical literacy carried out since preschool. The study was used the experimental method by implementing a modified traditional game on kindergarten learning and 150 participants. The traditional games used in learning consist of seven traditional games namely can throwing games, crunch games, turtle egg throwing games, blowpipes, balloon racing, marbles relay and clogs. Assessment is done by performance techniques using the research rubric. The overall results of the study obtained values of 10843 (3.02) at meetings I and 11596 (3.22) at meeting I and there had been an increase of 753 points (0.21). this increase occurs because traditional games stimulate children to always actively engage in motion activities through play. This shows that traditional games are effective in developing physical literacy of preschool student.
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Putra, Ricky Widyananda, and Jeanie Annissa. "Analysis of Player's Reception in the Video Game “Among Us”." PROPAGANDA 2, no. 1 (January 24, 2022): 32–38. http://dx.doi.org/10.37010/prop.v2i1.455.

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Game is an entertainment facility that contains games using electronic devices which involve players who make decisions through control of game objects for certain purposes, known as users. The game growth industry has developed especially in a variety of types of games which include Maze Game, Board Game, Card Game, Battle Card Game, Quiz Game, Puzzle Game, Shooting Game, First Person Shooting (FPS), Side Scrolling Game, Fighting Game , Racing Game, Simulation, Strategy Game, Role Playing Game (RPG), Adventures Game, Sport Game, and Edutainment Game. In Indonesia itself, there are a variety of online games that have sprung up, among the many types of online games that are currently being talked about is the "Among Us" game. In the process of designing and developing the concept of a game, it is very important to get to know the user who is expected to be able to play the designed game. So that it can be seen the user's process in interpreting a game, this can be explored with various approaches, one of which is using reception analysis theory. Reception Study (study of acceptance) is one that develops in cultural studies, which focuses on messages or communication discourses and has implications for audiences. In this study, the game "Among Us" contained a narrative or storyline that was presented as well as a visualization of the character design of this game. The goal to be achieved in this research is to find out the meaning of players towards the Among Us game by using a Reception Study (acceptance study) which will focus on interpretive meanings and experiences of users or game users in interacting with game media.
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Quagliarotti, Claudio, Daniele Gaiola, Luca Bianchini, Veronica Vleck, and Maria Francesca Piacentini. "How to Form a Successful Team for the Novel Olympic Triathlon Discipline: The Mixed-Team-Relay." Journal of Functional Morphology and Kinesiology 7, no. 2 (June 2, 2022): 46. http://dx.doi.org/10.3390/jfmk7020046.

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The triathlon Mixed-Team-Relay (MTR) is a new race format present for the first time at the Tokyo Olympic Games in 2021. The results of the ITU Triathlon Mixed Relay World Championship from 2014 to 2019 were collected to provide practical suggestions for forming a successful MTR, such as the importance of each leg and discipline on MTR and Super-Sprint performance. The total relay time (Trelay), the time of each team member (leg-from 1 to 4) (Tleg), and the time of each single discipline (swim, T1, cycle, T2, run) were collected from the official website. Inferential analysis was performed to assess prediction and differences between variables. Leg 3 was shown to be the most important to predict Trelay (0.41), which is also the slower. For both Trelay and Tleg, cycling resulted as the most important (>0.60) and longer (~52%) portion, followed by running and swimming. However, higher importance in swimming was found in successful teams compared to running. For a successful MTR, we suggest: (a) use short-distance specialized triathletes; (b) strengthen cycling and swimming; (c) position in legs 1 and 2 athletes capable of racing in a group; in legs 3 and 4 athletes capable of racing in a non-drafting situation.
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Putro, Drevanda Opsian Sasongko, Tito Waluyo Purboyo, and Rifki Wijaya. "TRADITIONAL SACK RACE GAME BASED ON MOTION CAPTURE USING THE KALMAN FILTER." Journal of Southwest Jiaotong University 57, no. 2 (April 30, 2022): 63–72. http://dx.doi.org/10.35741/issn.0258-2724.57.2.6.

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In everyday life, a human cannot be separated from playing games. Sack racing is a traditional game played by jumping and wearing a sack until reaching the finish line. In this study, we made a waist motion sensor device using the Kalman filter method, where the sensor will be attached to the waist and record the user's jump movement. This tool will be implemented in sack racing using Unity3d. The Kalman filter method reduces noise in the data to display the appropriate movement. We use NodeMCU ESP32 to transmit data wirelessly. All data are saved in the Antares web server. We made this game using Unity3d and TPP (Third Person Perspective) mode. After testing, it was found that the tool can work well to send 598 data in 5 minutes block. The average delay for sending and receiving data is 1 second. For the Arduino local delay and the Antares web server, it is 3.05 seconds. While the jump axis reference obtained the pitch axis with a percentage of 100% and the average upper limit deviation pitch of 5.3443 degrees, the result is used as a threshold on Unity3d. This threshold on upper limit deviation and the Kalman filter method effectively detect all jumps (100%) without any error.
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