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1

Clarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.

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This article explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. This analysis helps inform potential future practical applications for describing video games at cultural heritage institutions such as libraries, museums, and archives, as well as furthering the understanding of video game genre and genre classification for game studies at large.
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Tunnel, Raimond-Hendrik, and Ulrich Norbisrath. "Classification of Video Games Bachelor’s Curricula." Journal of Education and Learning 12, no. 2 (February 13, 2023): 39. http://dx.doi.org/10.5539/jel.v12n2p39.

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As in any professional field, aspiring video game artists, designers, and developers must acquire the necessary skills and knowledge for a successful career. Higher education institutions offer varying video game Bachelor’s degree programs to meet the diverse needs of the industry. Our objective in this study was to explore these curricula to gain insight into and understanding of the contemporary video game higher education landscape. We explored 113 Bachelor’s degree curricula in Europe that had publicly available information in English about their courses. We classified the courses within each curriculum using ten devised classifiers based on the IGDA Curriculum Framework 2008 but modified them to suit our interests. The content of the classified curricula was then used to create curriculum profiles – data vectors that characterize a curriculum based on its contents. These profiles allowed for hierarchical clustering and principal component analysis (PCA) to identify and investigate the three common types of video game curricula: video game art, interdisciplinary video game design, and video game technology/programming. Our results indicate that art and programming curricula are highly specialized, with clear distinctions in yielding Bachelor of Arts and Bachelor of Science degrees. Curricula focused on interdisciplinary video game design do not have such clear distinctions in the degree titles and content specialization. They are more varied in their profiles and tend to bridge the gap between art and programming curricula, reflecting the interdisciplinary nature of game design as a profession. Compared to results from previous studies, we found that contemporary curricula place a greater emphasis on graduation projects, internships, and soft skills. Our findings provide an overview of the current state of higher education in video games, which may prove helpful for those working with or interested in these curricula.
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Li, Xiaozhou, Zheying Zhang, and Kostas Stefanidis. "A Data-Driven Approach for Video Game Playability Analysis Based on Players’ Reviews." Information 12, no. 3 (March 17, 2021): 129. http://dx.doi.org/10.3390/info12030129.

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Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for playability evaluation has long been the mainstream with its usefulness in detecting playability issues during game development well acknowledged. However, such a method falls short in evaluating the overall playability of video games as published software products and understanding the genuine needs of players. Thus, this paper proposes an approach to analyze the playability of video games by mining a large number of players’ opinions from their reviews. Guided by the game-as-system definition of playability, the approach is a data mining pipeline where sentiment analysis, binary classification, multi-label text classification, and topic modeling are sequentially performed. We also conducted a case study on a particular video game product with its 99,993 player reviews on the Steam platform. The results show that such a review-data-driven method can effectively evaluate the perceived quality of video games and enumerate their merits and defects in terms of playability.
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Hafeez, Tehmina, Sanay Muhammad Umar Saeed, Aamir Arsalan, Syed Muhammad Anwar, Muhammad Usman Ashraf, and Khalid Alsubhi. "EEG in game user analysis: A framework for expertise classification during gameplay." PLOS ONE 16, no. 6 (June 18, 2021): e0246913. http://dx.doi.org/10.1371/journal.pone.0246913.

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Video games have become a ubiquitous part of demographically diverse cultures. Numerous studies have focused on analyzing the cognitive aspects involved in game playing that could help in providing an optimal gaming experience by improving video game design. To this end, we present a framework for classifying the game player’s expertise level using wearable electroencephalography (EEG) headset. We hypothesize that expert and novice players’ brain activity is different, which can be classified using frequency domain features extracted from EEG signals of the game player. A systematic channel reduction approach is presented using a correlation-based attribute evaluation method. This approach lead us in identifying two significant EEG channels, i.e., AF3 and P7, among fourteen channels available in Emotiv EPOC headset. In particular, features extracted from these two EEG channels contributed the most to the video game player’s expertise level classification. This finding is validated by performing statistical analysis (t-test) over the extracted features. Moreover, among multiple classifiers used, K-nearest neighbor is the best classifier in classifying game player’s expertise level with a classification accuracy of up to 98.04% (without data balancing) and 98.33% (with data balancing).
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Andreu-Perez, Ana R., Mehrin Kiani, Javier Andreu-Perez, Pratusha Reddy, Jaime Andreu-Abela, Maria Pinto, and Kurtulus Izzetoglu. "Single-Trial Recognition of Video Gamer’s Expertise from Brain Haemodynamic and Facial Emotion Responses." Brain Sciences 11, no. 1 (January 14, 2021): 106. http://dx.doi.org/10.3390/brainsci11010106.

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With an increase in consumer demand of video gaming entertainment, the game industry is exploring novel ways of game interaction such as providing direct interfaces between the game and the gamers’ cognitive or affective responses. In this work, gamer’s brain activity has been imaged using functional near infrared spectroscopy (fNIRS) whilst they watch video of a video game (League of Legends) they play. A video of the face of the participants is also recorded for each of a total of 15 trials where a trial is defined as watching a gameplay video. From the data collected, i.e., gamer’s fNIRS data in combination with emotional state estimation from gamer’s facial expressions, the expertise level of the gamers has been decoded per trial in a multi-modal framework comprising of unsupervised deep feature learning and classification by state-of-the-art models. The best tri-class classification accuracy is obtained using a cascade of random convolutional kernel transform (ROCKET) feature extraction method and deep classifier at 91.44%. This is the first work that aims at decoding expertise level of gamers using non-restrictive and portable technologies for brain imaging, and emotional state recognition derived from gamers’ facial expressions. This work has profound implications for novel designs of future human interactions with video games and brain-controlled games.
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Chądzyńska, Dominika, and Dariusz Gotlib. "Maps in video games – range of applications." Polish Cartographical Review 47, no. 3 (September 1, 2015): 137–45. http://dx.doi.org/10.1515/pcr-2015-0011.

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Abstract The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
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Hollett, Ross, Sian Tomkinson, Sam Illingworth, Brad Power, and Tauel Harper. "Evidence that digital game players neglect age classification systems when deciding which games to play." PLOS ONE 17, no. 2 (February 22, 2022): e0263560. http://dx.doi.org/10.1371/journal.pone.0263560.

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This article considers players’ experiences seeking out new games to play, and their use of the Australian National Classification Scheme in doing so. The global video game industry is booming, with hundreds of games being released each month across numerous platforms. As a result, players have an unprecedented number of games available when choosing what games to purchase. However, a number of confounding issues around the emergent content of games and the subjective nature of game reviewing makes it difficult to relate what kinds of experiences a given game will facilitate. In this study, we surveyed game players in order to find their game platform and acquisition preferences; strategies and experiences when choosing games; and attitudes towards classification systems. Our findings suggest that players find it difficult to choose what games to purchase, and that existing classification systems are mostly only beneficial when choosing games for minors.
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8

Mitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.

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The paper provides an overview and an analysis of the narratological and ludological approach to the study of video games and a review of the establishment of the fledgling field of game studies. The starting points of both theoretical positions, derived from the same literary theoretical corpus, are presented. The state of this discipline and the academic tensions in this field also indicate the ways in which academic community functions, as well as the mechanisms of their division or complication in the organizational and methodological plan. The ludological approach, which reduces the study of video games to the description and classification of rules and game mechanics, is regarded as reductionist, but also useful and applicable for understanding the specifics of video games. It is concluded that ludology, together with narratology and other academic disciplines in the field of humanities, forms a complete corpus of video game studies.
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Bean, Anthony, and Natasha Pooran. "The Video Gamer Persona: A Five Factor Study Exploring Personality Elements of The Video Gamer." Journal of Psychology and Psychotherapy Research 9 (August 5, 2022): 121–49. http://dx.doi.org/10.12974/2313-1047.2022.09.7.

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This research explored personality traits of video gamers utilizing the Big Five Inventory (BFI) totaling 19,416 video gamer participants across seven genres of video game play. The purpose was to uncover personality differences among the different preferred genres of video gamers. Different personality profiles were explored by employing t-tests and multivariate analysis of variance (MANOVA). Mapping of the BFI elements of video gamers across video game genres was conducted using latent profile analysis (LPA) to identify video gamer personality profiles, personality formations across preferred genres of play, examine the pattern of relationships among the variables, and to determine whether different personalities gravitate to specific genres of play. Results found four distinct and different personality profiles: Introversive, Extroversive, Secure Ambiversive, and Insecure Ambiversive; indicated no support for the different classification of video gamers possessing statistically different personality traits (i.e. causal, regular, hardcore); or different genres of video game play did have different personality types playing each genre. As such, evidence is provided for different personalities gravitating towards different genres of play and Carl Jung’s (1921) idea of the introversion/extroversion continuum. Limitations observed were some findings becoming statistically significant with small effect sizes and the BFI possibly not being nuanced enough to detect smaller personality traits. Strengths were the large participant base, generalizability of the study to the video gamer population, and this study providing a basis for personality playing a role in virtual worlds.
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Burdenko, E. V., and V. V. Shchepetov. "IMPACT OF THE COVID - 19 PANDEMIC ON THE GLOBAL VIDEO GAMES MARKET." International Trade and Trade Policy 7, no. 1 (March 26, 2021): 36–51. http://dx.doi.org/10.21686/2410-7395-2021-1-36-5.

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The article focuses on the analysis of the global video game industry. The structure of the gaming industry, which includes manufacturers from around the world, is considered. The study showed the controversial impact of the COVID-19 pandemic on the global video game industry. The units of the global video games industry affected by the introduction of quarantine measures and self-isolation have been highlighted: cancelation or postponement of the events to 2021. Among the positive changes are the following: increased sales of video games, an increase in the number of users and the number of hours of online games. During the research, general scientific methods were used: analysis, synthesis, classification, historical method. The quantitative method was used to analyze the dynamics of economic indicators of the global video game market. The graphical presentation made it possible to visualize the obtained data. The source of information during the research was monographs and articles of foreign and domestic scientists; data from analytical agencies in the field of video games in the world; Internet resources specializing in market analysis and consumer behavior; analytical data of the World Economic Forum, etc. The scientific novelty of the study consists in a comprehensive analysis of the gaming industry, which has not been conducted before, in the unprecedented conditions of the COVID-19 pandemic.
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11

Navarro, Diego, Veronica Sundstedt, and Valeria Garro. "Biofeedback Methods in Entertainment Video Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–32. http://dx.doi.org/10.1145/3474695.

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The area of biofeedback interaction has grown over recent years, thanks to the release of more affordable and reliable sensor technology, and the accessibility offered by modern game development tools. This article presents a systematic literature review focusing on how different biofeedback interaction methods have been used for entertainment purposes in video games, between 2008 and 2020. It divides previous contributions in terms of a proposed interaction classification criteria and five different biofeedback methods (with a sixth category combining them): electroencephalography, electrocardiography, eye tracking, electrodermal activity, electromyography, and multi-modal interaction. The review describes the properties, sensor technologies, and the type of data gathered for every included biofeedback method, and presents their respective interaction techniques. It summarizes a set of opportunities and challenges for each included method, based on the results from previous work, and discusses these findings. It also analyzes how these interaction techniques are distributed between different common game genres. The review is beneficial for people interested in biofeedback methods and their potential use for novel interaction techniques in future video games.
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Belyaev, Dmitriy A., and Ulyana P. Belyaeva. "Historical Video Games in the Context of Public History: Strategies for Reconstruction, Deconstruction and Politization of History." Galactica Media: Journal of Media Studies 4, no. 1 (March 21, 2022): 51–70. http://dx.doi.org/10.46539/gmd.v4i1.204.

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Today, historical video games going beyond the boundaries of the purely entertainment framework of screen media are increasingly influencing the formation of the public history infosphere. The aim of the study is a comprehensive analysis of historical video games as a tool for constructing mass historical consciousness and the implementation of ideologized strategies for the politics of memory. Methodologically, the work is based on the concepts of “public history infosphere” and “politics of memory”, as well as the historical method and classification approach. In addition, elements of comparative analysis, the method of narrative research of cultural artifacts and the optics of I. Bogost’s procedural rhetoric are used. The study determines the specificity and nature of broadcasting historical plots in the context of procedural actualization of video game narratives. Starting from the interactive-procedural nature of video games, the original possibilities and objective constraints in the reproduction of “stories about the past” are revealed. It is demonstrated that the programmatic and subjective-user modalities of a video game existence endow it with rhizome and nomadic characteristics. Video game architectonics has an intention to deconstruct the “metaphysics of presence” and the main repressive instances characteristic of traditional historical narrative. At the same time, based on the concept of simulations by G. Frasca, three main formats of historical video game reconstructions are revealed: factual (plot and setting), logical-dynamic and hybrid. The article identifies the most common ways of distorting, mythologizing and politicizing history in video games. Special attention is paid to the explication of the ideologized concept of “anti-Sovietism” in video game plots, as a form of quasi-historical criticism of the Soviet regime and the continuation of the rhetoric of the “Cold War”. The results of the study can be used in the expert assessment of the space of public history, in the identification of relevant media tools and meaningful concepts that form its semantic framework. In addition, certain conclusions are essential for the effective correction of memory policy strategies implemented in screen digital media.
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Попов, Даниил. "Adaptive Music in Video Games." Музыкальная академия, no. 3(779) (September 26, 2022): 124–37. http://dx.doi.org/10.34690/257.

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Музыкальное оформление видеоигр сегодня можно оценивать как феномен, полностью обособленный в самостоятельный жанр. Адаптивная музыка - разновидность игрового саундтрека, ключевой особенностью которой является адаптация звукового сопровождения к тем или иным ситуациям, вызванным действиями игрока. Следует с осторожностью говорить о том, что глубокие теоретические исследования феномена адаптивного саундтрека в настоящий момент отсутствуют и существует проблема его недостаточной изученности в контексте музыкальной теории. Выбор темы обусловлен представлением о рядоположности адаптивной игровой музыки с алеаторными формами. Поскольку классификация техник адаптивного саундтрека на сегодняшний день уже определена и описана в ряде источников, в данной работе будет предпринята попытка дополнить ее соотнесением с существующими классификациями алеаторных форм. The musical design of video games today can be assessed as a phenomenon completely isolated into an independent genre. Adaptive music is a kind of game soundtrack, the key feature of which is the adaptation of the soundtrack to certain situations caused by the actions of the player. We can say with caution that deep theoretical studies of the phenomenon of adaptive soundtrack are currently lacking, and there is a problem of its insufficient study in the context of musical theory. The choice of the theme is due to the idea of the sequence of adaptive game music with aleatory forms. Since the classification of adaptive soundtrack techniques has already been defined and described in a number of sources, an attempt will be made in this paper to supplement it by correlating it with existing classifications of aleatory forms.
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Yang, Tianyu, Congmeng Jiang, and Pengfei Li. "Video Analysis and System Construction of Basketball Game by Lightweight Deep Learning under the Internet of Things." Computational Intelligence and Neuroscience 2022 (March 15, 2022): 1–14. http://dx.doi.org/10.1155/2022/6118798.

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With the explosive growth of sports video data on the internet platform, how to scientifically manage this information has become a major challenge in the current big data era. In this context, a new lightweight player segmentation algorithm is proposed to realize the automatic analysis of basketball game video. Firstly, semantic events are expressed by extracting group and global motion features. A complete basketball game video is divided into three stages, and a basketball event classification method integrating global group motion patterns and domain knowledge is proposed. Secondly, a player segmentation algorithm based on lightweight deep learning is proposed to detect basketball players, segment the players, and finally extract players’ spatial features based on deep learning to realize players’ pose estimation. As the experimental results indicate, when a proposed 2-stage classification algorithm is used to classify the videos, the accuracy of identifying layup, the shooting, and other 2-pointers are improved by 21.26% and 6.41%, respectively. And the accuracy of average events sees an improvement of 2.74%. The results imply that the 2-stage classification based on event-occ is effective. After comparing the four methods of classifying players, it is found that there is no significant difference among these four methods about the accuracy of segmenting. Nevertheless, when judged with the time that these methods take separately, FCN-CNN (Fully Convolutional Network-Convolutional Neural Network) based on superpixels has overwhelming advantages. The event analysis method of basketball game video proposed here can realize the automatic analysis of basketball video, which is beneficial to promoting the rapid development of basketball and even sports.
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Robert, Maxime, Laurent Ballaz, Raphael Hart, and Martin Lemay. "Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console." Physical Therapy 93, no. 8 (August 1, 2013): 1084–91. http://dx.doi.org/10.2522/ptj.20120204.

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Background Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. Objective The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. Design This was a cross-sectional study. Methods Ten children (7–12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. Results No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. Limitations A limitation of this study was the relatively small and heterogeneous sample. Conclusions For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could obtain exercise-related benefits similar to those obtained by children without CP while playing with an active video game console.
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Minhas, Rabia A., Ali Javed, Aun Irtaza, Muhammad Tariq Mahmood, and Young Bok Joo. "Shot Classification of Field Sports Videos Using AlexNet Convolutional Neural Network." Applied Sciences 9, no. 3 (January 30, 2019): 483. http://dx.doi.org/10.3390/app9030483.

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Broadcasters produce enormous numbers of sport videos in cyberspace due to massive viewership and commercial benefits. Manual processing of such content for selecting the important game segments is a laborious activity; therefore, automatic video content analysis techniques are required to effectively handle the huge sports video repositories. The sports video content analysis techniques consider the shot classification as a fundamental step to enhance the probability of achieving better accuracy for various important tasks, i.e., video summarization, key-events selection, and to suppress the misclassification rates. Therefore, in this research work, we propose an effective shot classification method based on AlexNet Convolutional Neural Networks (AlexNet CNN) for field sports videos. The proposed method has an eight-layered network that consists of five convolutional layers and three fully connected layers to classify the shots into long, medium, close-up, and out-of-the-field shots. Through the response normalization and the dropout layers on the feature maps we boosted the overall training and validation performance evaluated over a diverse dataset of cricket and soccer videos. In comparison to Support Vector Machine (SVM), Extreme Learning Machine (ELM), K-Nearest Neighbors (KNN), and standard Convolution Neural Network (CNN), our model achieves the maximum accuracy of 94.07%. Performance comparison against baseline state-of-the-art shot classification approaches are also conducted to prove the superiority of the proposed approach.
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Zagata, Krzysztof, and Beata Medyńska-Gulij. "Mini-Map Design Features as a Navigation Aid in the Virtual Geographical Space Based on Video Games." ISPRS International Journal of Geo-Information 12, no. 2 (February 8, 2023): 58. http://dx.doi.org/10.3390/ijgi12020058.

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The main objective of this study is to identify features of mini-map design as a navigational aid in the virtual geographical space in 100 popular video games for a computer platform. The following research methods were used: visual comparative analysis, classification and selection of cartographic material, comparison of specific parameters for selected features of design elements, and application of cartographic design rules and popularity of design solutions in video games. The study revealed eight features of mini-map design and their popular parameters and attributes in video games, with only one game meeting all conditions of popularity: projection: orthographic; centring: player-centred; base layers: artificial; shape: circle; orientation: camera view; position: bottom left; proportions: 2.1–3%; additional navigational element: north arrow. The key attributes of the mini-map’s features were captured, which, when considered separately, complementarily and potentially holistically, confirm the possibility of designing the mini-map according to traditional cartographic design principles. The identified parameters of the mini-map can be useful not only in the design of the game cartography interface, but also for other geomedia products.
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Kyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.

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The article presented the rationale and description of a universal classification model of computer games. The basis of its development was the principle of systematic and psychosemiotic approach that afforded considering both semantic and syntactic (formal) features of a game as factors mediating its effect on gamers. A computer game came under consideration as a system entity whose classification profile took shape following unique combination of thirty-four components that were interconnected in the manner of mutual cooperation. They combined into seven levels, two of which were: the game-play and setting — attributed to the fundamentals inherent to any game, while five were variable: the narrative, semantic, personal, communicative and ethic. Criteria to determine intensity of manifestation of the described components in a game that served as the basis for its expert evaluation, were presented. The results of investigation of «The Witcher 3: Wild Hunt» computer game were quoted. The study involved ten experts (8 men and 2 women) with a higher education and a great interactive gaming experience. The participants were made familiar with the classification algorithm of video games assessment and, in the process of complete ‘play-through’ of a game under consideration, categorized it into thirty-four components. Statistical processing of the data demonstrated high degree of consistency of the estimates: the value of α-Kronbach index amounted to 0.971. That afforded grounds to infer that the Master Form presented may serve as a reliable basis to analyze games and propose hypotheses about the nature of their effect on gamers.
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Bontchev, Boyan, and Radina Panayotova. "Towards Automatic Generation of Serious Maze Games for Education." Serdica Journal of Computing 11, no. 3-4 (November 30, 2018): 249–78. http://dx.doi.org/10.55630/sjc.2017.11.249-278.

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Serious games based on video mazes can be easily and effectively applied for learning purposes with the goal of facilitating technology-enhanced education. In order to practice game-based learning for various curriculums, educators need software platforms for automatized construction and flexible customization of such games. This article presents an open software platform named Maze Builder built on Unity 3D, which is especially designed for automatic generation and easy modification of maze video games. We discuss the maze game design process, the platform architecture and its data model, the results obtained from the performance tests, and a practical experiment conducted with teachers using the platform for generating maze games with educational tasks embedded into maze rooms. The initial results acquired from these experiments are very positive and encouraging with regard of the usability of the Maze Builder platform by domain specialists who are not IT professionals.ACM Computing Classification System (1998): D.2.6, D.2.10, K.8.0.
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Li, Yi, Chongli Wang, and Jing Liu. "A Systematic Review of Literature on User Behavior in Video Game Live Streaming." International Journal of Environmental Research and Public Health 17, no. 9 (May 11, 2020): 3328. http://dx.doi.org/10.3390/ijerph17093328.

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Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming. With the rapid popularity of video game live streaming in the past decade, researchers have started to investigate the relationship between the use of video game live streaming and various psychological variables. In order to fully understand the factors that affected user participation (streamers and audiences) in video game live streaming and provide a reference to the mental health issues of Internet addiction, this paper summarizes the relevant literature on user behavior in video game live streaming. First, we comprehensively searched literature in six social science databases and thus obtained 24 papers that meet our inclusion criteria. Second, the above literature was presented in table form for classification and we found that the effect factors of user behavior in video game live streaming mainly include user demands and platform impact. Based on Use and Satisfaction theory, this paper reviewed the following four aspects: streamer demand, audience demand, interaction behavior and platform impact, then a relevant theoretical framework was constructed. Finally, this paper looks forward to possible future research topics based on the research platform, research data and research content and so on, hoping to provide a foundation and new ideas for future research.
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Brumann, Christopher, and Markus Kukuk. "Towards a better understanding of the overall health impact of the game of squash: automatic and high-resolution motion analysis from a single camera view." Current Directions in Biomedical Engineering 3, no. 2 (September 7, 2017): 819–23. http://dx.doi.org/10.1515/cdbme-2017-0189.

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AbstractIn this paper, we present a method for locating and tracking players in the game of squash using Gaussian mixture model background subtraction and agglomerative contour clustering from a calibrated single camera view. Furthermore, we describe a method for player re-identification after near total occlusion, based on stored color- and region-descriptors. For camera calibration, no additional pattern is needed, as the squash court itself can serve as a 3D calibration object. In order to exclude non-rally situations from motion analysis, we further classify each video frame into game phases using a multilayer perceptron. By considering a player’s position as well as the current game phase we are able to visualize player-individual motion patterns expressed as court coverage using pseudo colored heat-maps. In total, we analyzed two matches (six games, 1:28h) of high quality commercial videos used in sports broadcasting and compute high resolution (1cm per pixel) heat-maps. 130184 manually labeled frames (game phases and player identification) show an identification correctness of 79.28±8.99% (mean±std). Game phase classification is correct in 60.87±7.62% and the heat-map visualization correctness is 72.47±7.27%.
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Li, Elena Carolina. "Differences in game playability between healthy players and problematic players." Interaction Studies 23, no. 1 (October 20, 2022): 58–88. http://dx.doi.org/10.1075/is.21014.li.

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Abstract Games played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game addiction. The purpose of this study was to explore the relationship between playability and game addiction, and a comparison of the difference in playability among healthy players (N = 1286) and problematic players (N = 278) that allows game developers to design games in ways that may reduce addiction while maintaining or improving playability. In this study, 1564 valid questionnaires that collected data about the Game Playability Scale and the Game Addiction Scale showed that (1) The level of playability in the problematic players was significantly higher than in healthy players. (2) The degree of correlation between playability and game addiction in the problematic players was lower than in healthy players. (3) Some playability factors and addiction factors are negatively correlated.
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Azhari, Ahmad, and Ajie Kurnia Saputra Swara. "K-Nearest Neighbor Classification for Detection of The Effect of Game Addiction on Cognitive Activity in The Late Adolescent Phase based on Brainwave Signals." Signal and Image Processing Letters 1, no. 2 (July 19, 2019): 46–62. http://dx.doi.org/10.31763/simple.v1i2.5.

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World Health Organization (WHO) has determined that Gaming disorder is included in the International Classification of Diseases (ICD-11). The behavior of playing digital games included in the Gaming disorder category is characterized by impaired control of the game, increasing the priority given to the game more than other activities insofar as the game takes precedence over other daily interests and activities, and the continuation or improvement of the game despite negative consequences. The influence of video games on children's development has always been a polemic because in adolescence not only adopts cognitive abilities in learning activities, but also various strategies related to managing activities in learning, playing and socializing to improve cognitive abilities. Therefore, this research was conducted to analyze the cognitive activity of late teens in learning and playing games based on brainwave signals and to find out the impact of games on cognitive activity in adolescents. Prediction of the effect of the game on cognitive activity will be done by applying Fast Fourier Transform for feature extraction and K-Nearest Neighbor for classification. The results of the expert assessment showed the percentage of respondents with superior cognitive category but game addiction was 63.3% and respondents with cognitive categorization were average but were addicted by 36.6%. The percentage of accuracy produced by the system shows 80% in games and cognitive by using k values of 1, 6, and 7. The correlation test results show a percentage of 0.089, so it is concluded that there is no influence of the game on cognitive activity in late adolescents.
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Belkacem, Abdelkader Nasreddine, Supat Saetia, Kalanyu Zintus-art, Duk Shin, Hiroyuki Kambara, Natsue Yoshimura, Nasreddine Berrached, and Yasuharu Koike. "Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors." Computational Intelligence and Neuroscience 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/653639.

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EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control.
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De Lope, Rafael Prieto, and Nuria Medina-Medina. "A Comprehensive Taxonomy for Serious Games." Journal of Educational Computing Research 55, no. 5 (December 12, 2016): 629–72. http://dx.doi.org/10.1177/0735633116681301.

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This article highlights the importance of establishing comprehensive taxonomies in the booming sector of serious games. Although various authors have proposed partial classification systems in this field, very little has so far been published on serious game taxonomies which serve to classify any type of serious game. This article proposes a comprehensive serious game taxonomy. The aim of this taxonomy is to gather the particular features of video game design and development, the platforms used to run the games, and operational aspects such as use, users, and distribution by highlighting the idiosyncrasies of the serious component. To this end, 16 criteria are discussed in this work. The taxonomy collects a large number of features that will be useful for those looking for a serious game (e.g., to teach a subject or train a skill). If they wish to use an existing game, the taxonomy helps to choose between the different options. If they need to develop a custom game, the taxonomy details the design alternatives to consider. The proposal has been applied on 22 serious games, and some interesting conclusions are drawn from this study. In addition, a web application has been built to support the proposal.
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Patton, Declan A., Colin M. Huber, Catherine C. McDonald, Susan S. Margulies, Christina L. Master, and Kristy B. Arbogast. "Video Confirmation of Head Impact Sensor Data From High School Soccer Players." American Journal of Sports Medicine 48, no. 5 (March 4, 2020): 1246–53. http://dx.doi.org/10.1177/0363546520906406.

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Background: Recent advances in technology have enabled the development of head impact sensors, which provide a unique opportunity for sports medicine researchers to study head kinematics in contact sports. Studies have suggested that video or observer confirmation of head impact sensor data is required to remove false positives. In addition, manufacturer filtering algorithms may be ineffective in identifying true positives and removing true negatives. Purpose: To (1) identify the percentage of video-confirmed events recorded by headband-mounted sensors in high school soccer through video analysis, overall and by sex; (2) compare video-confirmed events with the classification by the manufacturer filtering algorithms; and (3) quantify and compare the kinematics of true- and false-positive events. Study Design: Cohort study; Level of evidence, 2. Methods: Adolescent female and male soccer teams were instrumented with headband-mounted impact sensors (SIM-G; Triax Technologies) during games over 2 seasons of suburban high school competition. Sensor data were sequentially reduced to remove events recorded outside of game times, associated with players not on the pitch (ie, field) and players outside the field of view of the camera. With video analysis, the remaining sensor-recorded events were identified as an impact event, trivial event, or nonevent. The mechanisms of impact events were identified. The classifications of sensor-recorded events by the SIM-G algorithm were analyzed. Results: A total of 6796 sensor events were recorded during scheduled varsity game times, of which 1893 (20%) were sensor-recorded events associated with players on the pitch in the field of view of the camera during verified game times. Most video-confirmed events were impact events (n = 1316, 70%), followed by trivial events (n = 396, 21%) and nonevents (n = 181, 10%). Female athletes had a significantly higher percentage of trivial events and nonevents with a significantly lower percentage of impact events. Most impact events were head-to-ball impacts (n = 1032, 78%), followed by player contact (n = 144, 11%) and falls (n = 129, 10%) with no significant differences between male and female teams. The SIM-G algorithm correctly identified 70%, 52%, and 66% of video-confirmed impact events, trivial events, and nonevents, respectively. Conclusion: Video confirmation is critical to the processing of head impact sensor data. Percentages of video-confirmed impact events, trivial events, and nonevents vary by sex in high school soccer. Current manufacturer filtering algorithms and magnitude thresholds are ineffective at correctly classifying sensor-recorded events and should be used with caution.
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Shingrakhia, Hansa, and Hetal Patel. "Cricket Video Highlight Generation Methods: A Review." ELCVIA Electronic Letters on Computer Vision and Image Analysis 21, no. 2 (September 13, 2022): 1–22. http://dx.doi.org/10.5565/rev/elcvia.1465.

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The key events extraction from a video for the bestrepresentation of its contents is known as video summarization.In this study, the game of cricket is specifically consideredfor extracting important events such as boundaries, sixes andwickets. The cricket video highlight generation frameworksrequire extensive key event identification. These key events canbe identified by extracting the audio, visual and textual featuresfrom any cricket video.The prediction accuracy of the cricketvideo summarization mainly depends on the game rules, player’sform, their skill, and different natural conditions. This paperprovides a complete survey of latest research in cricket videosummarization methods. It includes the quantitative evaluationof the outcomes of the existing frameworks. This extensive reviewhighly recommended developing deep learning-assisted videosummarization approaches for cricket video due to their morerepresentative feature extraction and classification capabilitythan the conventional edge, texture features, and classifiers. Thescope of this analysis also includes future visions and researchopportunities in cricket highlight generation.
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Hua, Lin, and Guangyu Liu. "Development of Basketball Tactics Basic Cooperation Teaching System Based on CNN and BP Neural Network." Computational Intelligence and Neuroscience 2021 (September 22, 2021): 1–11. http://dx.doi.org/10.1155/2021/9497388.

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The traditional basketball teaching mode cannot meet the needs of students for the basic cooperation of basketball tactics. Therefore, a basic cooperation teaching system of basketball tactics based on artificial neural network is studied and designed. The system has a professional basketball game video tactical learning module. The events in the basketball game video are classified through a convolutional neural network and combined with the explanation of teachers to make the students have an intuitive understanding of the basic cooperation of basketball tactics and then design the basketball game module based on a BP neural network to provide students with an online basketball tactics training platform. Finally, the teacher scores the performance of the actual on-site training students in the basic cooperation of basketball tactics through the tactical scoring module on the system. The results show that after the introduction of global and collective motion patterns, the classification accuracy of the convolutional neural network is improved by 22.48%, which has significant optimization. The average accuracy of basketball game video event classification is 62.35%, and the accuracy of snatch event classification is improved to 95.28%. The recognition rate of the BP neural network combined with momentum gradient descent method is 75%, the number of weight adjustment is less, and the memory is small while ensuring fast running speed. Students who accept the basic basketball tactics cooperation teaching system based on the artificial neural network for basketball teaching have an overall score of 27.99 ± 2.11 points The overall score of exchange defense cooperation was 24.12 ± 2.03, which was higher than that of the control group. The above results show that the basketball tactical basic cooperation teaching system based on the artificial neural network has a good teaching effect in improving students’ basketball tactical basic cooperation ability.
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Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

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The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equivalency paradigm and needs the application of other dimensions. The article discusses the genre classification of videogames, characteristics and difficulties of RPG translation, various simulators translation. The author analyses the most popular translation strategies used by the modern translators of multimedia products: foreignization – keeping a “foreign flavor” of the text; domestication – texts adaptation to the particular features and standards of the target culture; no translation strategy – leaving the original titles, names, culture references without translation. The dominant translation strategy influences the localization strategy and others.
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Alanko, Daniel. "The Health Effects of Video Games in Children and Adolescents." Pediatrics In Review 44, no. 1 (January 1, 2023): 23–32. http://dx.doi.org/10.1542/pir.2022-005666.

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Play has always been an essential part of childhood, but it looks different for modern children, who increasingly engage in virtual play. More than 90% of children older than 2 years play video games, and three-quarters of American households own a video game console. Children 8 to 17 years of age spend an average of 1.5 to 2 hours daily playing video games. Recent developments framed by decades of research have provided insight into how games influence children’s physical health, mental health, social behaviors, and cognitive development. Anticipatory guidance surrounding media use is often centered on screen time, but pediatricians should have some knowledge of the unique benefits and risks associated with this nearly ubiquitous activity. In light of the recent addition of gaming disorder to the International Classification of Diseases, 11th Revision, this review includes a discussion of the epidemiology, clinical features, and diagnosis of gaming disorder, including the use of existing screening tools. As games become more popular while ever-increasing in scope and complexity, this review aims to educate the modern pediatric provider about what is known, what is uncertain, and how to use this knowledge in the management of both healthy and unhealthy video gaming in children.
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Rubtsova, O. V., and O. V. Salomatova. "Children's Play in the Context of Digital Transformation: Cultural and Historical Perspective (Part 2)." Cultural-Historical Psychology 18, no. 4 (2022): 15–26. http://dx.doi.org/10.17759/chp.2022180402.

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<p>The article focuses on the problem of classification of digital play. Key approaches to classifying types of traditional play activity in foreign and in Russian psychology are studied. The authors argue that for the majority of foreign researchers the criteria for indicating a type of play is represented either by the level of its cognitive complexity (J. Piaget, K.H. Rubin, K. Stagnitti, S. Smilansky, N. Takata) or by the character of social interactions, in which the child is involved in the process of play (M.B. Parten, J. Mildred). Classifications of play, suggested by Russian scholars (E.E. Kravtsova, S.L. Novoselova, N.Ya. Mikhailenko and N.A. Korotkova, E.O. Smirnova), are discussed. The authors stress the need of differentiating between the concepts of &ldquo;digital play&rdquo; and &ldquo;digital game&rdquo;. They also discuss the possibility of applying classifications of video games and those of traditional play for the analysis of digital play. The article also focuses on the classification of digital play elaborated by J. Marsh on the basis of the taxonomy of play types by B. Hughes. Authors argue that for indicating types of digital play it might be more efficient to apply classifications of traditional play under condition of their adaptation.</p>
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Kim, Yeong-Sil, Hwang-Kyu Yang, and Mi-Jin Kim. "Classification and Meaning of Interaction Movie to Communicate Stories on Directing a Game -Toward of Video Game 'Uncharted 2'-." Journal of the Korea Contents Association 11, no. 11 (November 28, 2011): 102–10. http://dx.doi.org/10.5392/jkca.2011.11.11.102.

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Ammannato, Giulio, and Francesca Chiesi. "Playing With Networks." European Journal of Psychological Assessment 36, no. 6 (November 2020): 973–80. http://dx.doi.org/10.1027/1015-5759/a000608.

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Abstract. Video gaming behavior may offer information about the players and the widespread diffusion of this form of entertainment produces a staggering amount of data about gaming behaviors. The aim of the current study was to investigate the possibility to use the information about the way the player acts and reacts in a competitive video game to assess personality traits inside the HEXACO space. Deep learning was used to train deep neural networks that classified a sample of players ( N = 41) with different personality traits by how they play in a Massive Online Battle Arena (MOBA) video game. Results suggested that the likelihood of correctly identifying the player’s trait level was above chance for five out of the six personality dimensions, but there is a medium to high margin of error in the classification. These findings provide interesting suggestions to set the premises for future studies to test the feasibility of this alternative assessment tool.
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Zheng, Jia-Kun, and Qian Zhang. "Priming effect of computer game violence on children's aggression levels." Social Behavior and Personality: an international journal 44, no. 10 (November 10, 2016): 1747–59. http://dx.doi.org/10.2224/sbp.2016.44.10.1747.

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We investigated how aggression resulting from playing violent computer games varies by gender and trait aggressiveness level. In Study 1, 220 children rated 2 video games in terms of pleasantness, excitement, violent content, violent images, fear, interest, and reality. Results indicated that Virtual Cop2 and Fight Landlord games were perceived as violent and nonviolent, respectively. In Study 2, 240 different children responded to the Buss–Perry Aggression Questionnaire, played either Virtual Cop2 or Fight Landlord, and completed a semantic classification task involving rating whether 60 words were aggressive or nonaggressive. Results showed that boys, but not girls, displayed stronger aggression after playing Virtual Cop2, compared to Fight Landlord. Further, children with high trait aggressiveness exhibited strong aggression after playing Virtual Cop2, whereas those with moderate or low trait aggressiveness did not. Overall, our results indicate that gender and trait aggressiveness both affect aggression among children who play violent video games.
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Valladares-Rodriguez, Sonia, Roberto Perez-Rodriguez, David Facal, Manuel J. Fernandez-Iglesias, Luis Anido-Rifon, and Marcos Mouriño-Garcia. "Design process and preliminary psychometric study of a video game to detect cognitive impairment in senior adults." PeerJ 5 (June 30, 2017): e3508. http://dx.doi.org/10.7717/peerj.3508.

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Introduction Assessment of episodic memory has been traditionally used to evaluate potential cognitive impairments in senior adults. Typically, episodic memory evaluation is based on personal interviews and pen-and-paper tests. This article presents the design, development and a preliminary validation of a novel digital game to assess episodic memory intended to overcome the limitations of traditional methods, such as the cost of its administration, its intrusive character, the lack of early detection capabilities, the lack of ecological validity, the learning effect and the existence of confounding factors. Materials and Methods Our proposal is based on the gamification of the California Verbal Learning Test (CVLT) and it has been designed to comply with the psychometric characteristics of reliability and validity. Two qualitative focus groups and a first pilot experiment were carried out to validate the proposal. Results A more ecological, non-intrusive and better administrable tool to perform cognitive assessment was developed. Initial evidence from the focus groups and pilot experiment confirmed the developed game’s usability and offered promising results insofar its psychometric validity is concerned. Moreover, the potential of this game for the cognitive classification of senior adults was confirmed, and administration time is dramatically reduced with respect to pen-and-paper tests. Limitations Additional research is needed to improve the resolution of the game for the identification of specific cognitive impairments, as well as to achieve a complete validation of the psychometric properties of the digital game. Conclusion Initial evidence show that serious games can be used as an instrument to assess the cognitive status of senior adults, and even to predict the onset of mild cognitive impairments or Alzheimer’s disease.
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Brydon, Michael, and Andrew Gemino. "Classification trees and decision-analytic feedforward control: a case study from the video game industry." Data Mining and Knowledge Discovery 17, no. 2 (January 31, 2008): 317–42. http://dx.doi.org/10.1007/s10618-007-0086-6.

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Strong, Samuel. "Achievements." Journal of Internationalization and Localization 4, no. 1 (December 31, 2017): 22–39. http://dx.doi.org/10.1075/jial.4.1.02str.

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Abstract Achievements perform an essential entertainment function in video games. They instruct and reward gamers, and they serve as status symbols or bragging rights within gaming communities. These texts can be challenging for localisers, since they have multiple functions, align with or subvert game mechanics and narrative, and can contain a range of intertextual references, understood as references to other texts, genres, or popular culture (Mangiron and O’Hagan, 2006). Their localisation, therefore, warrants special handling. In this article, I make the case for achievement texts being a unique text type based on Bernal-Merino’s (2014) classification. Further, I propose a macro-level analysis approach that enables localisers to re-render these texts’ essential component parts.
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Lestari, Intan. "Bergamot Essential Oil (Citrus bergamia) sebagai Terapi Alternatif Lanjutan untuk Komplikasi Kesehatan yang disebabkan oleh Internet Gaming Disorder (IGD)." Berkala Ilmiah Mahasiswa Farmasi Indonesia (BIMFI) 7, no. 1 (September 4, 2020): 011–16. http://dx.doi.org/10.48177/bimfi.v7i1.26.

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Kegiatan yang disukai oleh semua orang untuk mengisi waktu luang, terkhusumya disukai oleh laki-laki, adalah bermain game online atau video-game. Meningkatnya durasi bermain game dapat menimbulkan kecanduan bermain game dan rasa resah jika tidak bermain game. Jika hal ini terus berlanjut dapat berkembang menjadi Internet Gaming Disorder (IGD) atau gaming disorder. Pada tahun 2018, International Classification of Diseases (ICD) mengeluarkan revisi ke-11 dan menyatakan bahwa “gaming disorder” resmi dinyatakan sebagai penyakit. IGD juga dapat berpotensi menyebabkan depresi, kesulitan sosial, ADHD, dan penyalahgunaan zat. Buah dari tanaman bergamot (Citrus bergamia) dapat digunakan untuk minyak esensial bergamot (BEO) dengan cara memerut dan cold pressing kulit buah. Minyak esensial bergamot banyak digunakan sebagai aromaterapi untuk meningkatkan suasana hati dan gejala-gejala gangguan stres. Bahan - bahan aromatik yang digunakan pada aromaterapi akan merangsang sistem saraf otonom sehingga saat reseptor akan menerima BEO dengan kandungan linalyl acetate dan linalool. Bau akan dihantarkan ke sistem limbik sehingga dapat memperbaiki suasana hati dan memicu pengeluaran hormon serotonin dan endorfin
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Martínez Meza, Karina Nohemí, and Arturo Miguel Chípuli Castillo. "VIDEOJUEGOS Y CLASIFICACIÓN. UNA MIRADA DESDE LA GARANTÍA DEL INTERÉS SUPERIOR DE LA INFANCIA EN MÉXICO. (CLASSIFICATION OF VIDEO GAMES IN MEXICO: GENDER PERSPECTIVE AND THE BEST INTERESTS OF GIRLS AND ADOLESCENTS)." Universos Jurídicos, no. 17 (November 5, 2021): 282–304. http://dx.doi.org/10.25009/uj.v0i17.2590.

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El objetivo de este artículo es analizar de qué manera se garantiza el interés superior de la infancia en la clasificación de los videojuegos en México. Es una investigación cualitativa a partir de del método documental. Se concluye que la implementación del marco jurídico no es clara ni definitiva, además de que no existen políticas públicas que garanticen la efectiva protección del interés superior de la infancia en México. No cuenta con una norma y metodología que permitan la verificación y evaluación de la pertinencia del contenido de los videojuegos según su edad y no hay claridad sobre la regulación de comercialización y publicidad. Abstract: This article aims to analyze how the gender perspective and the best interests of the minor are guaranteed in the classification of video games in Mexico. It is a qualitative research that is developed from the documentary method. It is concluded that there is no clarity in the legal framework that regulates the implementation of the video game classification, mainly, with the evaluation process that allows verifying the relevance of their content according to their age. There is also no clarity about the best interests of the minor, even less so, regarding the gender perspective. The foregoing could violate the human rights of girls and adolescents.
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McGown, Riley B., Nick B. Ball, Jan S. Legg, and Jocelyn K. Mara. "The perceptual, heart rate and technical-tactical characteristics of 3 × 3 basketball." International Journal of Sports Science & Coaching 15, no. 5-6 (June 14, 2020): 772–82. http://dx.doi.org/10.1177/1747954120930916.

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The aim of this study was to investigate the perceptual, heart rate and technical-tactical characteristics of elite male and female 3 × 3 basketball games. Eleven male and twenty-two female elite basketball players were monitored using heart rate telemetry, Ratings of Perceived Exertion (RPE) and video analysis across three 3 × 3 basketball tournaments. Linear mixed models were performed to determine the influence of round (pool game, quarter-final, semi-final, final, classification game) and sex on all dependent variables (alpha = 0.05). There was no difference between sexes for heart rate variables (p = 0.53 - 0.85). The greatest percentage (56.9 ± 20.1%) of game time was spent in heart rate zone 5 (90-100% peak heart rate). Overall RPE was higher in semi-finals (7.2 ± 1.5, p ≤ 0.001, ES: 1.27) and finals (7.7 ± 1.6 p ≤ 0.001, ES: 1.67) compared to pool games (5.1 ± 1.5). An analysis of the technical-tactical actions revealed that there were less steals in semi-finals (p = 0.01, ES = 0.56) and finals (p = 0.01, ES = 0.71) compared to pool games, with no sex-related differences present (p = 0.06 - 0.97). Players generally spent one minute on the bench for every three minutes on the court, creating a 3:1 work to rest ratio. Physical preparation programs for elite 3 × 3 basketball athletes should include exposure to high-intensity activity in which heart rates ≥80% of peak heart rate are reached for periods of time similar to that experienced during gameplay. A 3:1 work-to-rest ratio may be beneficial during conditioning training for this population.
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Xie, Zhouyi, Yanrong Hu, and Weijun Hu. "INTELLIGENT ACQUISITION METHOD OF HERBACEOUS FLOWERS IMAGE BASED ON THEME CRAWLER, DEEP LEARNING AND GAME THEORY." Chronos 7, no. 4(66) (June 13, 2022): 44–52. http://dx.doi.org/10.52013/2658-7556-66-4-12.

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In order to obtain a large amount of training data in a short time, flower classification is carried out through image processing and deep learning algorithms based on game theory and optimization. The Python web crawler technology is used to write the image and short video crawler programs based on the Chinese name of herbal flowers, and the target detection model is used to screen the flower image on the basis of the static frame of the segmented video, so as to improve the speed and accuracy of image acquisition. The result show that the use of theme crawler technology can obtain the image of herbaceous flowers effectively; target detection can greatly improve the image utilization, the number of samples can be increased by 3~10 times, and the average error detection rate is only 3.62%; the GAN (GenerativeAdversarial Network) is a deep learning model based on game theory. GAN model can generate realistic flower pictures, which provides a new research idea to solve the problem of lack of agriculture data set at present, and shows the feasibility of intelligent data collection method for herbaceous flowers.
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Liu, Meng, Sheng Dong Yang, and Yang Wang. "Research on the Application of Multimedia Simulation Technology." Advanced Materials Research 846-847 (November 2013): 1780–83. http://dx.doi.org/10.4028/www.scientific.net/amr.846-847.1780.

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The multimedia technology has been widely applied to many engineering fields. However, because the data contained in video content is very large, it is always being a difficult problem of computer data analysis and processing to analyze the video. Based on the content analysis, this paper takes use of many technologies aimed at the problem of video, such as analysis and processing of multimedia, simulation classification of computer and computer vision and so on. At the same time, combined with the model of color information semantics and the real target tracking principle, this paper builds model and designs the algorithm for the video simulation. At last, this paper makes trajectory extraction and recognition for the real process goals of football, establishing the simulation process of football. Through the numerical simulation, it is found that frames extracted from the video capture are different from each other in the process of real football game and the recognition rate and accuracy of simulation trajectory are also not the same. Among them, when frame is 85, the effects of recognition rate and accuracy are best, which respectively reach 80% and 89%. Thus, it gains a better simulation effect.
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Kolbinger, Otto, and Melanie Knopp. "Video kills the sentiment—Exploring fans’ reception of the video assistant referee in the English premier league using Twitter data." PLOS ONE 15, no. 12 (December 9, 2020): e0242728. http://dx.doi.org/10.1371/journal.pone.0242728.

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Evaluative research of technological officiating aids in sports predominantly focuses on the respective technology and the impact on decision accuracy, whereas the impact on stakeholders is neglected. Therefore, the aim of this study was to investigate the immediate impact of the recently introduced Video Assistant Referee, often referred to as VAR, on the sentiment of fans of the English Premier League. We analyzed the content of 643,251 tweets from 129 games, including 94 VAR incidents, using a new variation of a gradient boosting approach to train two tree-based classifiers for text corpora: one classifier to identify tweets related to the VAR and another one to rate a tweet’s sentiment. The results of 10-fold cross-validations showed that our approach, for which we only took a small share of all features to grow each tree, performed better than common approaches (naïve Bayes, support vector machines, random forest and traditional gradient tree boosting) used by other studies for both classification problems. Regarding the impact of the VAR on fans, we found that the average sentiment of tweets related to this technological officiating aid was significantly lower compared to other tweets (-0.64 vs. 0.08; t = 45.5, p < .001). Further, by tracking the mean sentiment of all tweets chronologically for each game, we could display that there is a significant drop of sentiment for tweets posted in the periods after an incident compared to the periods before. A plunge that persisted for 20 minutes on average. Summed up, our results provide evidence that the VAR effects predominantly expressions of negative sentiment on Twitter. This is in line with the results found in previous, questionnaire-based, studies for other technological officiating aids and also consistent with the psychological principle of loss aversion.
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Huang, Guangliang, Zhuangxu Lan, and Guo Huang. "Football Players’ Shooting Posture Norm Based on Deep Learning in Sports Event Video." Scientific Programming 2021 (October 25, 2021): 1–7. http://dx.doi.org/10.1155/2021/1552096.

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Football is one of the favorite sports of people nowadays. Shooting is the ultimate goal of all offensive tactics in football matches. This is the most basic way to score a goal and the only way to score a goal. The choice and use of shooting technical indicators can have a great impact on the final result of the game. Therefore, how to improve the shooting technique of football players and how to adjust the shooting posture of football players are important issues faced by coaches and athletes. In recent years, deep learning has been widely used in various fields such as image classification and recognition and language processing. How to apply deep learning optimization to shooting gesture recognition is a very promising research direction. This article aims to study the football player’s shooting posture specification based on deep learning in sports event videos. Based on the analysis of target motion detection algorithm, target motion tracking algorithm, target motion recognition algorithm, and football shooting posture classification, KTH and Weizmann data sets are used. As the experimental verification data set of this article, the shooting posture of football players in the sports event video is recognized, and the accuracy of the action recognition is finally calculated to standardize the football shooting posture. The experimental results show that the Weizmann data set has a higher accuracy rate than the KTH data set and is more suitable for shooting attitude specifications.
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Kitapci, Kivanc, and Dogukan Ozdemir. "An interdisciplinary sound classification framework for environmental sound design." INTER-NOISE and NOISE-CON Congress and Conference Proceedings 263, no. 5 (August 1, 2021): 1130–41. http://dx.doi.org/10.3397/in-2021-1761.

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One of the objectives of architectural design is to create multi-sensory environments. The users are under the influence of a wide variety and intense perceptual data flow when users experience a designed space. Architects and environmental designers should not ignore the sense of hearing, one of the most important of the five primitive senses that allow us to experience the physical environment within the framework of creative thinking from the first stage of the design process. Today, auditory analysis of spaces has been studied under architectural acoustics, soundscapes, multi-sensory interactions, and sense of place. However, the current sound design methods implemented in the film and video game industries and industrial design have not been used in architectural design practices. Sound design is the art and application of making soundtracks in various disciplines and it involves recognizing, acquiring, or developing of auditory components. This research aims to establish a holistic architectural sound design framework based on the previous sound classification and taxonomic models found in the literature. The proposed sound design framework will help the architects and environmental designers classify the sound elements in the built environment and provide holistic environmental sound design guidelines depending on the spaces' functions and context.
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Choi, Eunhye, Suk-Ho Shin, Jeh-Kwang Ryu, Kyu-In Jung, Yerin Hyun, Jiyea Kim, and Min-Hyeon Park. "Association of Extensive Video Gaming and Cognitive Function Changes in Brain-Imaging Studies of Pro Gamers and Individuals With Gaming Disorder: Systematic Literature Review." JMIR Serious Games 9, no. 3 (July 9, 2021): e25793. http://dx.doi.org/10.2196/25793.

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Background The World Health Organization announced the inclusion of gaming disorder (GD) in the International Classification of Diseases, 11th Revision, despite some concerns. However, video gaming has been associated with the enhancement of cognitive function. Moreover, despite comparable extensive video gaming, pro gamers have not shown any of the negative symptoms that individuals with GD have reported. It is important to understand the association between extensive video gaming and alterations in brain regions more objectively. Objective This study aimed to systematically explore the association between extensive video gaming and changes in cognitive function by focusing on pro gamers and individuals with GD. Methods Studies about pro gamers and individuals with GD were searched for in the PubMed and Web of Science databases using relevant search terms, for example, “pro-gamers” and “(Internet) gaming disorder.” While studies for pro gamers were searched for without date restrictions, only studies published since 2013 about individuals with GD were included in search results. Article selection was conducted by following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. Results By following the PRISMA guidelines, 1903 records with unique titles were identified. Through the screening process of titles and abstracts, 86 full-text articles were accessed to determine their eligibility. A total of 18 studies were included in this systematic review. Among the included 18 studies, six studies included pro gamers as participants, one study included both pro gamers and individuals with GD, and 11 studies included individuals with GD. Pro gamers showed structural and functional alterations in brain regions (eg, the left cingulate cortex, the insula subregions, and the prefrontal regions). Cognitive function (eg, attention and sensorimotor function) and cognitive control improved in pro gamers. Individuals with GD showed structural and functional alterations in brain regions (eg, the striatum, the orbitofrontal cortex, and the amygdala) that were associated with impaired cognitive control and higher levels of craving video game playing. They also showed increased cortical thickness in the middle temporal cortex, which indicated the acquisition of better skills. Moreover, it was suggested that various factors (eg, gaming expertise, duration or severity of GD, and level of self-control) seemed to modulate the association of extensive video game playing with changes in cognitive function. Conclusions Although a limited number of studies were identified that included pro gamers and/or individuals who reported showing symptoms of GD for more than 1 year, this review contributed to the objective understanding of the association between extensive video game playing and changes in cognitive function. Conducting studies with a longitudinal design or with various comparison groups in the future would be helpful in deepening the understanding of this association.
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Alraddadi, Safaa, Fahad Alqurashi, Georgios Tsaramirsis, Amany Al Luhaybi, and Seyed M. Buhari. "Aroma Release of Olfactory Displays Based on Audio-Visual Content." Applied Sciences 9, no. 22 (November 14, 2019): 4866. http://dx.doi.org/10.3390/app9224866.

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Variant approaches used to release scents in most recent olfactory displays rely on time for decision making. The applicability of such an approach is questionable in scenarios like video games or virtual reality applications, where the specific content is dynamic in nature and thus not known in advance. All of these are required to enhance the experience and involvement of the user while watching or participating virtually in 4D cinemas or fun parks, associated with short films. Recently, associating the release of scents to the visual content of the scenario has been studied. This research enhances one such work by considering the auditory content along with the visual content. Minecraft, a computer game, was used to collect the necessary dataset with 1200 audio segments. The Inception v3 model was used to classified the sound and image dataset. Further ground truth classification on this dataset resulted in four classes: grass, fire, thunder, and zombie. Higher accuracies of 91% and 94% were achieved using the transfer learning approach for the sound and image models, respectively.
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U. Bicholkar, Abhishek, Amit Dias, and Von Mascarenhas. "Prevalence of problematic online gaming among undergraduate medical students and its relation to well-being, self-esteem and depressive mood in Goa, India." International Journal Of Community Medicine And Public Health 6, no. 3 (February 22, 2019): 1133. http://dx.doi.org/10.18203/2394-6040.ijcmph20190598.

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Background: Online video games are one of the most popular recreational activities irrespective of age, gender and culture. Gaming disorder has been recently included in the 11th Revision of the international classification of diseases (ICD-11). Thus online video game addiction among people is a serious mental health issue and unfortunately, research on this addiction is still in its infancy. Thus the present study examines the prevalence of problematic online gaming among undergraduate medical students and its association with demographic variables, and health-related measures like well-being, self-esteem and depressive mood.Methods: The present cross-sectional study was conducted among the undergraduate students of Goa medical college using online survey method. Problematic online gaming was assessed using the problematic online gaming questionnaire short form (POGQ-SF). Additionally, well-being was assessed using the satisfaction with life scale (SWLS), self-esteem was assessed using Rosenberg’s self- esteem scale (RSES) and depressive mood was assessed using the patient health questionnaire (PHQ-9).Results: According to POGQ-SF, 8% of the study participants showed problematic online gaming. It was significantly associated with sex of the study participants, frequency of online gaming, duration of internet use per day and duration of a gaming session.Conclusions: Playing online games is a widespread activity among undergraduate medical students and a substantial proportion of these students exhibit addictive behaviours with regards to online gaming. Further research in terms of longitudinal studies involving larger samples of general population is needed to throw light on causal relationship between problematic online gaming and related factors.
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Lopez-Fernandez, O., D. Kuss, H. Pontes, and M. Griffiths. "Video game addiction: Providing evidence for Internet gaming disorder through a systematic review of clinical studies." European Psychiatry 33, S1 (March 2016): S306. http://dx.doi.org/10.1016/j.eurpsy.2016.01.1047.

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IntroductionThe American Psychiatric Association introduced in Internet Gaming Disorder (IGD) in the appendix as a tentative disorder in the last edition of the Diagnostic and Statistical Manual of Mental Disorders. However, currently no systematic review exists about excessive gaming viewed from a clinical perspective.Objectives and aimsTo review clinical studies on gaming addiction in order to ascertain characteristics of both clinical and research studies to provide retrospective evidence in relation with the proposed IGD classification (including criteria, measures and therapies).MethodsA systematic literature review of studies published from 1980 to 2015 has been conducted using three major psychology databases: Academic Search Complete, PsycInfo, and PsycArticles. A total of 5033 results from peer-reviewed journals were obtained, where 32 were identified as empirical clinical papers focused on gaming addiction.ResultsThe clinical research studies on gaming identified were published between 1998 and 2015, most of which included patient samples. Categorizations identified in the research papers included: (i) patients’ characteristics (e.g., socio-demographics), (ii) criteria and measures used (e.g., scales to diagnose), (iii) types of gaming problems (e.g., game genre), (iv) and treatments (e.g., type of therapy).ConclusionsFindings will be discussed against the background of the controversial IGD diagnostic criteria proposed in the DSM-5 in order to assess the extent to which previously published clinical knowledge matched the current proposal for including gaming addiction as behavioral addiction in the next diagnostic manual.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Washington, Peter, Haik Kalantarian, John Kent, Arman Husic, Aaron Kline, Emilie Leblanc, Cathy Hou, et al. "Improved Digital Therapy for Developmental Pediatrics Using Domain-Specific Artificial Intelligence: Machine Learning Study." JMIR Pediatrics and Parenting 5, no. 2 (April 8, 2022): e26760. http://dx.doi.org/10.2196/26760.

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Background Automated emotion classification could aid those who struggle to recognize emotions, including children with developmental behavioral conditions such as autism. However, most computer vision emotion recognition models are trained on adult emotion and therefore underperform when applied to child faces. Objective We designed a strategy to gamify the collection and labeling of child emotion–enriched images to boost the performance of automatic child emotion recognition models to a level closer to what will be needed for digital health care approaches. Methods We leveraged our prototype therapeutic smartphone game, GuessWhat, which was designed in large part for children with developmental and behavioral conditions, to gamify the secure collection of video data of children expressing a variety of emotions prompted by the game. Independently, we created a secure web interface to gamify the human labeling effort, called HollywoodSquares, tailored for use by any qualified labeler. We gathered and labeled 2155 videos, 39,968 emotion frames, and 106,001 labels on all images. With this drastically expanded pediatric emotion–centric database (>30 times larger than existing public pediatric emotion data sets), we trained a convolutional neural network (CNN) computer vision classifier of happy, sad, surprised, fearful, angry, disgust, and neutral expressions evoked by children. Results The classifier achieved a 66.9% balanced accuracy and 67.4% F1-score on the entirety of the Child Affective Facial Expression (CAFE) as well as a 79.1% balanced accuracy and 78% F1-score on CAFE Subset A, a subset containing at least 60% human agreement on emotions labels. This performance is at least 10% higher than all previously developed classifiers evaluated against CAFE, the best of which reached a 56% balanced accuracy even when combining “anger” and “disgust” into a single class. Conclusions This work validates that mobile games designed for pediatric therapies can generate high volumes of domain-relevant data sets to train state-of-the-art classifiers to perform tasks helpful to precision health efforts.
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