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Journal articles on the topic 'Video Game consoles'

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1

Aditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (November 12, 2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.

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This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such as the technology of the game console, the limitation of game engine, and also the skill of the game artist itself. Key words : Video Games, Digital Games, Game Console, Environment, Game Engine.
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Cassidy, Ryan, and Matthew McEniry. "How the new generation of video game consoles have accelerated the need to preserve digital content – part 1." Library Hi Tech News 31, no. 9 (October 28, 2014): 17–20. http://dx.doi.org/10.1108/lhtn-08-2014-0066.

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Purpose – This two-part study aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games. Design/methodology/approach – Through a method of establishing the history of video game consoles, identifying the challenges presented by the format and addressing the current preservation efforts, this article serves as a brief retrospective of the issues and a guide to extending the conversation. Findings – Representing a unique format, heavily reliant on advances in technological and industrial standards, console video games have experienced a demonstrated lack of preservation. Originality/value – With special attention to the non-gamer, this is an introduction to the conversation and an invitation to lend expertise to not only an often overlooked area of popular culture, which is facing (and in some cases, has experienced) irretrievable loss of information, but also to other formats facing adjustment to the digital, always-online environment.
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Anfinogenov, M. V., and I. S. Antyasov. "EVOLUTION OF INFORMATION SECURITY SYSTEMS IN VIDEO GAMES." Journal of the Ural Federal District. Information security 20, no. 3 (2020): 59–68. http://dx.doi.org/10.14529/secur200307.

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This article covers the video games as a unique phenomenon in the information environ-ment, the development of security technologies and unauthorized access methods since the first video game release until the position of the video game industry in our time. Represented a step change in the interaction systems, the technical features of both hardware and software security which were used by video game developers and companies producing platforms. The analysis of the hacking techniques and methods intended for these protection systems and re-lated global incidents is made. Illustrated the formation and development of security systems of the video game consoles of subsequent generations under the influence of the mistakes and shortcomings in the data security of the prior console generations. The process of centralization and generalization of the user data integrity systems in the modern world is considere
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Mattioli, Michael, Atte Lahtiranta, and Michael Mattioli. "Hidden Potential Within Video Game Consoles." IEEE Micro 41, no. 2 (March 1, 2021): 72–77. http://dx.doi.org/10.1109/mm.2021.3055681.

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McEniry, Matthew, and Ryan Cassidy. "How the new generation of consoles have accelerated the need to preserve digital content – part 2." Library Hi Tech News 32, no. 2 (April 7, 2015): 10–13. http://dx.doi.org/10.1108/lhtn-09-2014-0081.

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Purpose – This two-part paper aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games. Part two identifies the preservation challenges, methods of preserving digital content and the current efforts by preservation groups and organizations. Design/methodology/approach – Through a method of identifying a video game content which has been lost, or at risk of being lost, describing the challenges presented by the format, and addressing the current preservation efforts, this paper serves as a brief retrospective of the issues and a guide to extending the conversation. Findings – While preserving video game content faces many challenges due to copyright issues and risks associated with digital format, some institutions have made progress that other libraries can follow. Originality/value – With special attention to the non-gamer, the conversation on video game preservation continues by focusing on the challenges and current efforts.
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Buller, Ryan. "Lending Video Game Consoles in an Academic Library." portal: Libraries and the Academy 17, no. 2 (2017): 337–46. http://dx.doi.org/10.1353/pla.2017.0020.

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COLLINS, KAREN. "In the Loop: Creativity and Constraint in 8-bit Video Game Audio." Twentieth-Century Music 4, no. 2 (September 2007): 209–27. http://dx.doi.org/10.1017/s1478572208000510.

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AbstractThis article explores the sound capabilities of video game consoles of the 8-bit era (c.1975–85) in order to discuss the impact that technological constraints had on shaping aesthetic decisions in the composition of music for the early generation of games. Comparing examples from the Commodore 64 (C64), the Nintendo Entertainment System (NES), the Atari VCS, and the arcade consoles, I examine various approaches and responses (in particular the use of looping) to similar technological problems, and illustrate how these responses are as much a decision made by the composer as a matter of technical necessity.
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Shay, Ronen, and Anthony Palomba. "First-Party Success or First-Party Failure? A Case Study on Audience Perceptions of the Nintendo Brand During the Wii U’s Product Life Cycle." Games and Culture 15, no. 5 (November 29, 2018): 475–500. http://dx.doi.org/10.1177/1555412018813666.

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The purpose of this mixed-methods case study is to examine the performance of the Nintendo brand during the eighth generation of home video game consoles and to assess whether the low sales of the Wii U can be attributed to a paradox in the relationship between the brand image of Nintendo’s first-party software and the perceived quality of Nintendo consoles. The results demonstrated that while the brand image of Nintendo’s first-party software does have a positive relationship with the perceived quality of Nintendo’s consoles, this relationship did not lead to a higher degree of consumer utility for the Wii U console. Despite this, Nintendo’s perceived quality and brand image remained higher than their competitors, reinforcing that positive brand equity can act as a defense mechanism from underperforming products.
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Pintado-Izquierdo, Silvia, Roberto Cano-de-la-Cuerda, and Rosa María Ortiz-Gutiérrez. "Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review." Applied Sciences 10, no. 18 (September 15, 2020): 6426. http://dx.doi.org/10.3390/app10186426.

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Background: Stroke patients with motor, sensory and cognitive diseases can take profits from information and communication technologies—in particular, from the latest commercial video consoles, which are based on motion capture. These technologies are positioning themselves as complementary therapeutic tools for treating gait and balance disorders. In this paper, a systematic review of the effect of video game-based therapy on balance and gait in stroke patients is shown and compared with other types of treatments. Methods: A systematic review of prospective controlled clinical trials published in the main biomedical databases in English and Spanish between 2005 and 2020 was performed. The systematic review presented in this paper has been done following the Cochrane Manual recommendations and the PRISMA Declaration by two independent reviewers. Data about participants, intervention, outcome measurements and outcome measurement results were extracted. The quality of evidence of each study was assessed using Cochrane’s standard quality assessment format, which includes a description of the risk of bias. Additionally, the Physiotherapy Evidence Database (PEDro) scale was used to assess the methodological quality of each paper. Results: A total of 18 papers, including 479 patients, were included in this systematic review, in which the use of video consoles (in combination with conventional rehabilitation or exclusively) was compared with conventional rehabilitation to treat balance or gait in post-stroke patients. In all studies, a tendency to improve balance was found in both intervention groups, finding, in 10 of 17 studies that analysed it, a better capacity in the experimental group that included video consoles compared to the conventional rehabilitation control group. Regarding gait, in six of seven studies that analysed it, improvements were found in both intervention groups, and these improvements were greater in the experimental group than compared to the control group in three of them. Conclusions: Commercial video game systems, in combination with conventional rehabilitation, have shown positive results on balance and gait in post-stroke patients. There were variations between the trials in terms of the video consoles used and the duration, frequency and number of sessions with commercial video games. Future studies should compare the effects of commercial video game treatments on balance and gait in stroke patients with a nonintervention group to know their real efficacy.
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Downs, Edward. "Driving Home the Message." International Journal of Gaming and Computer-Mediated Simulations 6, no. 1 (January 2014): 50–63. http://dx.doi.org/10.4018/ijgcms.2014010104.

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A pre-test, post-test experiment was conducted to determine if using a popular racing game on a PlayStation® 3 video game console could change a player's intent to drive distracted. Results indicated that those who were driving distracted (texting or talking) in a video game driving simulator had significantly more crashes, speed violations, and fog-line crossings than those in a non-distracted driving control group. These findings are consistent with predictions from the ACT-R cognitive architecture and threaded cognition theory. A follow-up study manipulated the original protocol by establishing a non-distracted baseline for participants' driving abilities as a comparison. Results demonstrated that this manipulation resulted in a significantly stronger change in attitude against driving distracted than in the original procedure. The implications help to inform driving safety programs on proper protocol for the use of game consoles to change attitudes toward distracted driving.
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Pallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.

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Background Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. Objective The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). Methods A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [(“video game*”) OR (“computer game*”)] AND [(“stress”) OR (“anxiety”) OR (“relaxation”)] AND [(“study”) OR (“trial”) OR (“training”)]. Results A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. Conclusions Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. Trial Registration International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081
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Mycyk, Bartłomiej. "Czynniki wpływające na przemiany medium elektronicznej rozrywki. Wprowadzenie do problematyki." Literatura i Kultura Popularna 22 (September 6, 2017): 49–60. http://dx.doi.org/10.19195/0867-7441.22.3.

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Problem of Factors Affecting Transformations of the Digital Games Medium. Introduction Phenomena of video games is constantly changing. Many of the changes have induced modi­fications of understanding of specific game genres, their crucial features and even essential factors of the whole phenomena. The aim of this paper is to point out the most important factors that af­fect evolution of video games. Is technological advance the main reason of games’ transformation? Author attempts to determine how features and capability of devices e.g. personal computers or consoles affect quality of video games. The next problem is influence of „indie” creators on video games’ evolution, as well as phenomena of specialization of the electronic entertainment.
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Vaghetti, Cesar Augusto Otero, Renato Sobral Monteiro-Junior, Mateus David Finco, Eliseo Reategui, and Silvia Silva da Costa Botelho. "Exergames Experience in Physical Education: A Review." Physical Culture and Sport. Studies and Research 78, no. 1 (June 1, 2018): 23–32. http://dx.doi.org/10.2478/pcssr-2018-0010.

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Abstract Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. In this context, the aim is to conduct a brief review of the use of exergames in physical education curriculum, exploring school curriculum, digital culture, and motivation and enjoyment for the learning processes in the video game environment
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Jurgelionis, A., P. Fechteler, P. Eisert, F. Bellotti, H. David, J. P. Laulajainen, R. Carmichael, et al. "Platform for Distributed 3D Gaming." International Journal of Computer Games Technology 2009 (2009): 1–15. http://dx.doi.org/10.1155/2009/231863.

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Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.
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Thin, Alasdair G., Craig Brown, and Paul Meenan. "User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies." International Journal of Computer Games Technology 2013 (2013): 1–7. http://dx.doi.org/10.1155/2013/603604.

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Dance Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular exercise and its associated health benefits. The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. To investigate these issues a group of subjects performed a total of six comparable dance routines selected from commercial dance-based exergames (two routines from each game) on three different consoles. The subjects’ level of physical exertion was assessed by measuring oxygen consumption and heart rate. They also reported their perceived level of exertion, difficulty, and enjoyment ratings after completing each dance routine. No differences were found in the physiological measures of exertion between the peripherals/consoles. However, there were significant variations in the difficulty and enjoyment ratings between peripherals. The design implications of these results are discussed including the tension between helping to guide and coordinate player movement versus offering greater movement flexibility.
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Pardo, P. J., G. Martinez-Borreguero, Á. L. Perez, and M. I. Suero. "Worldwide Uniformity of Color Reproduction in Handheld Video-Game Consoles and Applications." Journal of Display Technology 8, no. 4 (April 2012): 233–40. http://dx.doi.org/10.1109/jdt.2011.2177636.

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Maćkowiak, Rafał. "Surrounded by a wall: The hermetic language of the Polish community of video gamers. Do Poles know the language of Polish gamers? The results of a survey-based study." Acta Universitatis Lodziensis. Folia Litteraria Polonica 57, no. 2 (June 30, 2020): 81–112. http://dx.doi.org/10.18778/1505-9057.57.05.

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The video game industry is today one of the most rapidly developing branches of the entertainment industry. Such corporations as Microsoft, Sony and Nintendo are increasing their investment engagement in the manufacture of gaming hardware (e.g. computers, consoles, and tablets), and in game development for various platforms. There has developed and continues to expand an extensive terminology which due to the increasing consolidation of the user base is progressing towards producing a sociolect. Linguists have not yet examined the lexis of gamers which is why it must be studied considering the extent of the phenomenon and the sheer size of the gamer community. Video gamers form a large group. At this point it must be stressed that the gamer community and the lexis specific for it does not exist in isolation. The lexis used by gamers continues to permeate outside the community, e.g. to other media or the colloquial language. The author of this article conducted a survey to check whether the lexis of video gamers is known to random respondents. This article presents the results of the survey.
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Lange, B., S. Flynn, and A. Rizzo. "Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation." Physical Therapy Reviews 14, no. 5 (October 2009): 355–63. http://dx.doi.org/10.1179/108331909x12488667117258.

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Ramos, Pedro, Pierre Funderburk, and Jennifer Gebelein. "Social Media and Online Gaming." International Journal of Cyber Warfare and Terrorism 8, no. 1 (January 2018): 25–42. http://dx.doi.org/10.4018/ijcwt.2018010103.

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This article describes how the rise in technological innovation has allowed for transnational criminal organizations (TCOs) to expand their operations using virtual platforms such as social media and online video games. These virtual platforms are utilized by TCOs to conduct some of their traditional forms of crimes, such a money laundering. These criminal practices have found solace in technological innovation, mainly through the exploitation of rising technologies, such as online video games, video game consoles and peripherals, such as Virtual Reality headsets, inconspicuous electronic devices for children, Near-Field Communication (NFC), and finally, social media as tool for recruitment and immediate communication. TCOs have managed to utilize these mediums to conduct their criminal activities in part due to the lack or nonexistence of new or proper legislation that regulates how these new mediums can function without facilitating illicit activities and the germination of illicit markets.
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Pestana, Leonor, João Duarte, Emília Coutinho, Cláudia Chaves, Paula Nelas, and Odete Amaral. "IMPACT OF DOMESTIC AND LEISURE ACTIVITIES IN THE ACADEMIC ACHIEVEMENT OF ADOLESCENTS." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 1, no. 2 (October 28, 2016): 347. http://dx.doi.org/10.17060/ijodaep.2016.n2.v1.581.

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Abstract.Background: The academic performance of adolescents is determined by variables related to domestic and leisure activities.Objective: To identify variables related to domestic and leisure activities that influence the academic performance of adolescents.Methodology: Observational quantitative, non-experimental, cross-sectional, descriptive and correlational, explanatory and retrospective study, using a non-probabilistic sample intended for convenience, consisting of 380 adolescents with an average age of 13.5 years (± SD 1:56).Results: Adolescents who collaborate with the family in household activities show better academic performance (p = 0.014). The daily time engaged in leisure activities, as computer use (p = 0.05), video watching (p = 0.021) and the use of games on PC or game consoles (p = 0.011), if over an hour, has negative repercussions on the academic performance of adolescents.Conclusion: Domestic activities positively influence the adolescents school performance, while leisure activities like computer use, watching videos and playing games on computers or game consoles have a negative impact, when occupying more than one hour per day.Keywords: domestic activities, leisure activities, adolescents, academic achievementResumo.REPERCUSSÕES DAS ATIVIDADES DOMÉSTICAS E DE LAZER NO RENDIMENTO ESCOLAR DOS ADOLESCENTESIntrodução: O rendimento escolar dos adolescentes é determinado por variáveis relacionadas com as atividades domésticas e de lazer.Objectivo: Identificar as variáveis relacionadas às atividades domésticas e de lazer que influenciam o rendimento escolar dos adolescentes.Metodologia: Estudo observacional, quantitativo, não experimental, em corte transversal, descritivo e correlacional, explicativo e retrospectivo, realizado numa amostra não probabilística intencional por conveniência, constituída por 380 adolescentes com uma média de idades de 13.5 anos (±1.56 dp).Resultados: Os adolescentes que colaboram com os familiares em atividades domésticas revelam melhor rendimento escolar (p=0,014). O rendimento escolar dos adolescentes é maior naqueles que ocupam menos de uma hora por dia em atividades de lazer, como no uso do computador (p=0,05), na visualização de vídeos (p=0,021), e no uso de jogos em PC ou em consola (p=0,011).Conclusão: As atividades domésticas influenciam positivamente o rendimento escolar dos adolescentes, enquanto as atividades de lazer como passar tempo a usar o computador, ver vídeos, jogar em computador e/ou em consola em tempos superiores a uma hora o influenciam negativamente.Palavras-chave: atividades domésticas, atividades de lazer, adolescentes, rendimento escolar, ocupação de tempos livres.
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Oliveira, Francisco, Eduardo Tavares, Erica Sousa, and Bruno Nogueira. "Video Conferencing Evaluation Considering Scalable Video Coding and SDN Network." Revista de Informática Teórica e Aplicada 25, no. 2 (July 17, 2018): 38. http://dx.doi.org/10.22456/2175-2745.79310.

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Video conferencing is very common nowadays, and it may contemplate heterogenous devices (e.g., smartphones, notebooks, game consoles) and networks in the same session. Developing video conferencing systems for this myriad of devices with different capabilities requires special attention from system designer. Scalable video coding (SVC) is a prominent option to mitigate this heterogeneity issue, but traditional Internet protocol (IP) networks may not fully benefit from such a technology. In contrast, software-defined networking (SDN) may allow better utilization of SVC and improvements on video conferencing components. This paper evaluates the performance of video conferencing systems adopting SVC, SDN and ordinary IP networks, taking into account throughput, delay and peak signal-to-noise ratio (PSNR) as the metrics of interest. The experiments are based on Mininet framework and distinct network infrastructures are also considered. Results indicate SDN with SVC may deliver better video quality with reduced delay and increased throughput.
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Hittinger, Eric, Kimberley A. Mullins, and Inês L. Azevedo. "Electricity consumption and energy savings potential of video game consoles in the United States." Energy Efficiency 5, no. 4 (March 31, 2012): 531–45. http://dx.doi.org/10.1007/s12053-012-9152-z.

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Cruz, Carlos, Michael D. Hanus, and Jesse Fox. "The need to achieve: Players' perceptions and uses of extrinsic meta-game reward systems for video game consoles." Computers in Human Behavior 71 (June 2017): 516–24. http://dx.doi.org/10.1016/j.chb.2015.08.017.

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Sobota, Vladimir Christian Malcolm, Geerten Van De Kaa, Mark De Reuver, and Ranjan Prajapati. "Getting Complementors On Board: Evidence From the 7th and 8th Generations of Video Game Consoles." Academy of Management Proceedings 2020, no. 1 (August 2020): 17491. http://dx.doi.org/10.5465/ambpp.2020.17491abstract.

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Szewerniak, Magdalena. "Nostalgiczny wymiar muzeów gier wideo." Prace Kulturoznawcze 21, no. 4 (October 30, 2018): 119–34. http://dx.doi.org/10.19195/0860-6668.21.4.7.

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Nostalgic aspect of video games museumsThe article is a result of a field research conducted in Computerspielemuseum in Berlin, Arcade Hry in Prague and Video Games Consoles Museum in Karpacz Poland. The exhibition arrangements in each of these places led to a question about nostalgic aspect of the museums, in which the traditional layout and narration of exposition contrast with the interactive space.The notion of nostalgia is the center of my research. There are however different concepts of nostalgia as a form of memory among the researchers studying this subject. The point that emerges is the understanding of the past that we long for.I am interested also in how the distance between the visitor and the exhibition is at once maintained and broken. This leads to the question about it being the crucial cause of awakening our nostalgia. That is why I attach importance both to the exhibition arrangement and the modes of visitors’ experience. I also consider the affective aspect of this project, in which playing the game is one of the aforementioned modes of experiencing the exhibition. I argue that the engagement video games require is the main reason why we remember our experiences, therefore it is more likely to trigger our nostalgic emotions.
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Daim, Tugrul, Jay Justice, Liliya Hogaboam, Saku J. Mäkinen, and Ozgur Dedehayir. "Identifying and forecasting the reverse salient in video game consoles: A performance gap ratio comparative analysis." Technological Forecasting and Social Change 82 (February 2014): 177–89. http://dx.doi.org/10.1016/j.techfore.2013.06.007.

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Corregidor-Sánchez, Ana Isabel, Begoña Polonio-López, José Luis Martin-Conty, Marta Rodríguez-Hernández, Laura Mordillo-Mateos, Santiago Schez-Sobrino, and Juan José Criado-Álvarez. "Exergames to Prevent the Secondary Functional Deterioration of Older Adults during Hospitalization and Isolation Periods during the COVID-19 Pandemic." Sustainability 13, no. 14 (July 15, 2021): 7932. http://dx.doi.org/10.3390/su13147932.

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The COVID-19 pandemic is having an intense impact on the functional capacity of older adults, making them more vulnerable to frailty and dependency. The development of preventive and rehabilitative measures which counteract the consequences of confinement or hospitalization is an urgent need. Exergaming can promote physical activity, prevent falls, and maintain functional and cognitive capacity. However, although the use of exergames in health programs for the elderly is promising, their widespread use should not be considered without the supervision of a social health professional. Therefore, the objective of this work was to evaluate and analyze three video game consoles (Nintendo Wii®, Xbox-Kinect® and Play Station 4®) and 26 commercial exergames with the aim of identifying their usefulness for the prevention of functional deterioration. Three occupational therapists analyzed the data independently, and subsequently agreed on the results. The examination of the commercial consoles met three criteria: components, interaction channels and the type of the exergame. Each exergame was analyzed taking into account its ability to train postural control, balance, upper limb functionality and cognitive function. The results of the evaluation showed that exergames contain game activities that can be part of the rehabilitative treatment aimed at the prevention of the functional impairment of older people affected by COVID.
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Del Barrio Fernández, Ángela. "LOS ADOLESCENTES Y EL USO DE LOS TELÉFONOS MÓVILES Y DE VIDEOJUEGOS." International Journal of Developmental and Educational Psychology. Revista INFAD de Psicología. 3, no. 1 (September 27, 2016): 563. http://dx.doi.org/10.17060/ijodaep.2014.n1.v3.536.

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Abstract:This paper presents some of the results of a wider research on critical issues related to “adolescents and new technologies.” In particular, some data related to mobile phone usage and video games are analyzed. The most striking phenomenon today is Whatsapp, which is a very powerful group messaging tool, but whose misuse can also entail significant risks for teens. It could be used to propagate inadequate pictures and videos, spread hoaxes with unsurpassed speed, contribute to bullying, etc. When employed correctly it is very useful, though when misused it can cause much damage. A second example is set by researching video game culture, which yielded some unexpected results. The House of Representatives approved a proposition of law in 2009 that considers video games as a cultural industry and equates them to movies and music. The progression of video game usage has been uninterrupted up til this day in our society. Adolescents are fascinated by technology. Moreover, it strengthens their identity and they prefer to have as much as possible. Today’s, teenagers are heavily attached to their mobile phones, not to TV or computers. The smartphone is now their main screen. After the mobile phones and television, the technology most used by adolescents is video game consoles. 87.3 % of the sample has reported to possess a video game console, and 80.91 % have a smartphone. It is expected that soon all high school students will have this type of phone. Only 7% of the sample said they did not have a phone. The data analyzed here refer to the use of social networks by students of ESO and 1º Bachelor in Cantabria.Resumen:En este trabajo se presentan algunos de los resultados obtenidos en una investigación más amplia sobre aspectos cruciales relativos a “los adolescentes y las nuevas tecnologías”. En concreto se analizan algunos datos relacionados con el uso del teléfono móvil y de los videojuegos. El fenómeno más llamativo en la actualidad es el del Whatsapp, que es una herramienta grupal potentísima, pero cuyo mal uso también puede entrañar importantes riesgos para los adolescentes. Puede propagar imágenes y vídeos inadecuados, difundir bulos con una rapidez insuperable, contribuir al acoso escolar, etc…Bien usado es enormemente útil. Mal empleado puede causar mucho daño. Por otra parte, los videojuegos, como hecho cultural nos han cogido por sorpresa. El Congreso de los Diputados en 2009 aprobó una proposición no de ley que considera a los videojuegos como una industria cultural y lo equipara al cine y a la música. La progresión de los videojuegos es imparable en nuestra sociedad. El adolescente se siente fascinado por la tecnología que además refuerza su identidad y es proclive a tener cuanta más mejor. En la actualidad, los adolescentes viven “pegados” al móvil. Ni televisión ni ordenadores. El smartphone es hoy en día su principal pantalla. Después del móvil y de la televisión, los adolescentes tienen como medio de comunicación más utilizado la videoconsola. El 87,3% de la muestra consultada, tiene videoconsola, y el 80,91% smartphone, siendo la previsión de que en breve la totalidad de los alumnos de educación secundaria dispongan de este tipo de teléfono; Solamente el 7% de la muestra quienes reseñaban no disponer de móvil. Los datos que aquí se analizan, se refieren a algunos aspectos relacionados con el uso de las Redes Socialesde los alumnos de la ESO y 1º de Bachillerato de la Comunidad Autónoma de Cantabria.Palabras clave: teléfono móvil, Smartphone, WhatsApp, videoconsola, videojuegos, adolescencia
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Arruda Filho, Emílio José Montero, and Igor de Jesus Lobato Pompeu Gammarano. "For every “game over” there is a “play again”: Analysis of user preferences regarding 7th- and 8th-generation video games consoles." Journal of High Technology Management Research 29, no. 1 (2018): 46–56. http://dx.doi.org/10.1016/j.hitech.2018.04.005.

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Ohannessian, Christine McCauley, Michelle Boyd, and Steven Kirsh. "Media and Youth Development: An Overview of Issues, Theory, and Research." Journal of Youth Development 9, no. 1 (March 1, 2014): 6–13. http://dx.doi.org/10.5195/jyd.2014.68.

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The homes of today’s youth are filled with a variety of media options, ranging from televisions (71%) and video game consoles (50%) in their bedrooms to portable handheld devices (e.g., iPods/mp3 players, 76%) and cell phones (71%) that can accompany youth wherever they go. Of course, youth also have access to centralized media found in homes, such as televisions (99% of homes) and computers with and without Internet access (93% and 84% of homes, respectively). Not surprisingly, youth consume media for about 7.5 hours per day, much of which involves using more than one media at the same time (i.e., multitasking), with adolescents consuming significantly more media than children (Lenhart, 2012; Rideout, Foehr, & Roberts, 2010).
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Giancotti, Giuseppe Francesco, and Cristina Cortis. "Energy expenditure and perceived exertion during active video games in relation to player mode and gender." Kinesiology 50, no. 1 (2018): 18–24. http://dx.doi.org/10.26582/k.50.1.3.

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Active video games (AVG) increase energy expenditure (EE) with respect to sedentary video games. Although several AVG consoles allow playing in single-player (SP) or multiplayer (MP) mode, few studies investigated differences in relation to game modality in men and women. Therefore, the aim of this study was to evaluate gender-related psycho-physiological responses during Zumba Fitness Rush (ZFR) played in SP vs. MP mode. Twenty-four college students (women: 14, men: 10; age: 24.6±2.0 years; body weight: 60.2±12.5 kg; body height: 167.8±11.5 cm; BMI: 21.2±2.1 kg·m-2) participated in two experimental sessions: SP (a subject playing ZFR alone) and MP (two subjects playing ZFR simultaneously). Heart rate (HR), oxygen consumption (VO2) and EE (MET and kcal∙min-1) were continuously measured and averaged every 10 seconds, while Rating of Perceived Exertion (RPE) was recorded 30 minutes after the end of each session. A two (gender: women vs. men) by two (modality: SP vs. MP) ANOVA for repeated measures was applied. No differences emerged in relation to gender and game mode for %HRmax, VO2, MET, and RPE. Conversely, a main effect (p=.0007) for gender was found in EE, with significantly (p<.004) higher values in men in SP (women: 5.5±0.6 kcal·min-1; men: 8.3±1.4 kcal·min-1) and MP (women: 5.3±0.7 kcal·min-1; men: 7.6±1.9 kcal·min-1). Present findings suggest that ZFR could be classified as a moderate physical activity, proving to be an alternative form to traditional exercise. Although an effect of number of players could be expected, different player modes did not affect EE, probably because the rhythm of the music imposes a time constraint, independently of the presence of other players.
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Supraja, Ch. "Create a Remote-Control Application with Spotify." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (June 30, 2021): 4405–11. http://dx.doi.org/10.22214/ijraset.2021.36079.

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Spotify is a music streaming service that was developed in Stockholm, Sweden. The first version was released back in 2008 and today it doesn't only provide music, but video and podcasts as well. Growing rapidly from a startup in Sweden to the biggest music service in the world, Spotify has apps running on video game consoles and mobile phones, and has integration with many social networks. Luckily, Spotify is also a great platform for developers and provides a really nice and well-documented REST API where it's possible to make searches by artists, search by albums, search by tracks and play songs. Our project enables us to access the Spotify through the remote client i.e., Terminal. We will implement two types of authentication flow that Spotify supports i.e., client credentials and authorization flow. Finally, we will implement a remote client where the users can search for artists, browse artist’s albums and tracks and play a song in the user’s active device.
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Lima, Marcio Roberto de. "Percepções discentes sobre o uso pedagógico de exergames: significados, motivações e limitações de sua incorporação na Educação Física Escolar." Debates em Educação 12, no. 27 (June 22, 2020): 615. http://dx.doi.org/10.28998/2175-6600.2020v12n27p615-633.

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<p class="ResumoeAbstract">A Pesquisa-Ação aqui sintetizada discute o uso pedagógico do <em>video game</em> com exergames (EXG) nas aulas de Educação Física Escolar (EFE). A partir da colaboração de 68 alunos de dois primeiros anos do ensino médio o estudo objetivou identificar e discutir: os significados atribuídos à aproximação EXG-EFE; os desdobramentos dessa imbricação na motivação e na aprendizagem; as limitações associadas. A experiência foi sinalizada pelos discentes como um encontro fértil entre as práticas da EFE e a cibercultura, consolidando maior participação nas aulas/aprendizagem e expansão das vivências corporais. As limitações foram associadas às restrições do tempo e espaço escolar para as práticas corporais e ações de intervenção da pesquisa, bem como ao desempenho dos consoles utilizados.</p>
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BRAND, Albert E., and Yuriy E. YAKUBOVSKIY. "MATHEMATICAL MODELING OF THE SPREADING OF GENERATIONS OF INDUSTRIAL PRODUCTS IN A COMPETITIVE MARKET." Tyumen State University Herald. Physical and Mathematical Modeling. Oil, Gas, Energy 7, no. 2 (2021): 206–22. http://dx.doi.org/10.21684/2411-7978-2021-7-2-206-222.

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This article studies the process of spreading generations of industrial products in the competitive market and assessing the influence of the characteristics of generations of products and destabilizing factors on the volume of their sales. The level of innovation and competitiveness of generations is used as characteristics, their definition and mathematical formalization are given. The study uses the generalized model of F. Bass, the provisions of the concept of “multi-product competition” by R. Peterson and V. Mahajan, and the concept of the va­riability of consumer behavior of different generations by T. Islam and N. Mead. A model of the spreading of generations of industrial products of competing brands in the duopole market is obtained, taking into account destabilizing factors. Based on this model, equations are constructed that establish the relationship between the shares of consumers of competing generations of pro­ducts. The statistical data on the spreading of generations of video game consoles from Sony and Microsoft in the global and regional markets serve as a basis for approbation. To identify the parameters of the model and determine the presence and closeness of the relationship, correlation-regression analysis and the least squares method are used. These results demonstrate a high level of correlation between the sales volume of each console generation and the characteristics of the console generations. It was found that with an increase in the influence exerted by a competitor, the cumulative market share of the considered generation of the product decreases, and with an increase in the level of innovation of the generation of the product, its level of competitiveness increases. The obtained results of processing the predicted and actual data on the spread of generations demonstrate a significant influence of destabilizing factors on the process of spreading generations. The theo­retical significance of the work consists in the development of a model for the distribution of generations of industrial products for a particular case with a duapole market structure. The practical significance lies in obtaining the calculated values of the link between the sales volume of each generation of consoles and their characteristics.
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Lantano, Francesco, Antonio Messeni Petruzzelli, and Umberto Panniello. "Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation." Technological Forecasting and Social Change 174 (January 2022): 121210. http://dx.doi.org/10.1016/j.techfore.2021.121210.

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Tena, Rosalía Romero, María Puig Gutiérrez, and Maria del Carmen Llorente Cejudo. "Technology use habits of children under six years of age at home." Ensaio: Avaliação e Políticas Públicas em Educação 27, no. 103 (June 2019): 340–62. http://dx.doi.org/10.1590/s0104-40362019002701752.

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Abstract Parents, teachers and researchers are wondering how the digital and technological world affects young children between 0 and 6 years of age at home. This study aims to show the use they make of it, the characteristics of this use, and the relationship that children establish with technologies, as well as to find out whether there are rules for this use and who sets them. A mixed quantitative-qualitative methodology, using the “questionnaire on the use of technology at home”, semi-structured interviews, and analyses of Early Childhood Education Assemblies (ECEA), generated very significant results. For instance, despite the quick incorporation of tablets or video game consoles, TV is still the favorite device of the youngest population, followed closely by mobile phones. The results indicate that these children spend an average of 92 minutes per day watching TV. In addition, 92% of them have a tablet and spend an average of 60 minutes per day using a computer or a tablet. It can be concluded that children start accessing and using ICT at the age of two.
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Ulaby, Laith. "Music and Mass Media in the Arab Persian Gulf." Middle East Studies Association Bulletin 40, no. 2 (December 2006): 213–22. http://dx.doi.org/10.1017/s0026318400049877.

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In the past, the majlis or dıwanıyah a sitting room used for socializing in many Gulf homes, was often a place of music-making. In recent years, however, the ‘ud, duff, and tabl have been supplanted by satellite TV, Wi-Fi Internet connections, and video game consoles. Other long-established music-making contexts in the Gulf have also disappeared, particularly songs associated with maritime occupations that were such an intrinsic part of life in the recent past. Some of these songs were performed as accompaniments to tasks on ships, such as pulling up the anchor or setting the sail, whereas others were songs of supplication, asking God for protection from the perils of the seas (Al-Taee 2005). Traditional music in the region has also suffered from the breakdown of original patronage systems, as wealthy merchants now seek to invest in skyscrapers and artificially created islands rather than support musical ensembles. With the disappearance of these traditional music-making contexts and support networks, mass media has increasingly become the primary mode of experiencing music, both old and new, in the region.
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Mortensen, Jesper, Lola Qvist Kristensen, Eva Petersson Brooks, and Anthony Lewis Brooks. "Women with fibromyalgia’s experience with three motion-controlled video game consoles and indicators of symptom severity and performance of activities of daily living." Disability and Rehabilitation: Assistive Technology 10, no. 1 (September 12, 2013): 61–66. http://dx.doi.org/10.3109/17483107.2013.836687.

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39

Ivory, James D., and Robert G. Magee. "You Can't Take It with You? Effects of Handheld Portable Media Consoles on Physiological and Psychological Responses to Video Game and Movie Content." CyberPsychology & Behavior 12, no. 3 (June 2009): 291–97. http://dx.doi.org/10.1089/cpb.2008.0279.

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40

Molodchik, M. A., N. N. Votintseva, S. A. Suvorov, and M. A. Zavertyaeva. "The Development of Industrial Leadership Theory: the Role of Intellectual Resources." Zhurnal Economicheskoj Teorii 17, no. 4 (2020): 891–903. http://dx.doi.org/10.31063/2073-6517/2020.17-4.12.

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This paper reviews academic papers discussing the concept of leapfrogging and aims to systematize studies in the field of industrial leadership theory, in particular in relation to the role of intellectual resources. The study applies bibliometric analysis of relevant literature and critical analysis of successful cases with regard to industrial leadership due to leapfrogging. Historical analysis of the origin of the term ‘leapfrogging’ shows that it first appeared in industrial organization in the context of patent race models and was later developed in the fields of international competition and theory of the firm. In order to test the hypothesis that intellectual resources play the leading role in the success of leapfrogging, we provide brief outlines of case studies from such industries as steel, wine, and video game consoles. Bibliometric analysis of the leading scientific citation databases revealed a recent increase in the number of academic papers discussing leapfrogging. American universities account for the largest share of such publications. The most prolific author in this respect is Keun Lee. A review of the papers published in the last ten years revealed a tendency to analyze successful cases of leapfrogging by using three windows of opportunities: technological, demand, and institutional.
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Guttenbrunner, Mark, Christoph Becker, and Andreas Rauber. "Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games." International Journal of Digital Curation 5, no. 1 (June 22, 2010): 64–90. http://dx.doi.org/10.2218/ijdc.v5i1.144.

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Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work has to be done to tackle these problems.
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Gorbachevskaya, Irina N., Vasiliy I. Orel, Vladimir V. Brzheskiy, and Regina V. Ershova. "Myopia-causing social and hygienic factors in urban schoolchildren." Pediatrician (St. Petersburg) 10, no. 5 (January 28, 2020): 35–41. http://dx.doi.org/10.17816/ped10535-41.

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Myopia in schoolchildren is a serious problem. The frequency of its detection in the lower grades of the school is 68%, and by the end of school at least 2530%. In special school this indicator reaches 50%, which is associated with more intense and longer visual loads, prolonged work at the computer and more frequent use of other electronic storage media. The genesis and progression of myopia is largely due to the intensive educational process in which schoolchildren are involved already from the first year of study, as well as to the corresponding violations of the hygiene of their visual work at close range. The article presents the results of a retrospective analysis of case histories of 53 school-age children living in St. Petersburg. The role of socio-hygienic factors related to the schoolchildrens connected their family life (including material well-being) and the availability of modern technical means (computers, video game consoles, mobile phones, etc.) was studied. An analysis of external factors (deficient physical activity of the child, change of the daily regimen, later visit of the childs parents by an ophthalmologist), which have a negative impact on the development and progression of myopia in schoolchildren, was also relevant. Based on the results of the study, recommendations were developed for the observation and correction of myopia in schoolchildren.
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Aycock, John, Andrew Reinhard, and Carl Therrien. "A Tale of Two CDs: Archaeological Analysis of Full-Motion Video Formats in Two PC Engine/TurboGrafx-16 Games." Open Archaeology 5, no. 1 (August 19, 2019): 350–64. http://dx.doi.org/10.1515/opar-2019-0022.

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AbstractAs an example of how the archaeology of modern/contemporary media can be conducted, we examine the technology behind artifacts with cultural relevance in modern society: video games. In particular, we look at two game artifacts from the PC Engine/TurboGrafx-16, a game console produced from 1987–1994. A 1× CD-ROM drive could be added on to the console, with a corresponding increase in the amount of data a game could access, and some games took advantage of this capability to include full-motion video (FMV). This digital excavation report details the FMV formats of two such games along with the methodology used to reverse engineer the formats and verify the correctness of the analysis.
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Nyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (December 11, 2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.

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Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready player one?—Editor
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Chandler, Jennifer D., Rommel Salvador, and Yuna Kim. "Language, brand and speech acts on Twitter." Journal of Product & Brand Management 27, no. 4 (July 16, 2018): 375–84. http://dx.doi.org/10.1108/jpbm-06-2017-1493.

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Purpose As a social media platform, Twitter enables direct, continuous and real-time communication across many markets simultaneously. Drawing on speech act theory (SAT), this study aims to view tweets as “speech acts” and explores whether language and brand on Twitter influence firm value. Design/methodology/approach The frequency of two language types (accommodative and defensive) used on four corporate Twitter accounts for Sony and Microsoft was observed during the product launch periods of PlayStation 4 and Xbox One, respectively, covering 5,056 tweets. A linear mixed model was used to analyze whether language and brand influence firm value. Findings Results show that accommodative language used by firms on their corporate Twitter accounts has an overall negative influence on firm value the following day, whereas the use of defensive language has a positive influence. Moreover, the effects of these language types on firm value are attenuated when the Twitter accounts are personal, compared to the brand accounts. Research limitations/implications This study focuses on one type of social media platform (Twitter) and one product category (video game consoles). Future studies should investigate other platforms and product categories to improve generalizability. Practical implications Managers should carefully strategize their use of Twitter, especially the use of language and account type, as they can significantly affect firm value. Originality/value This study applies SAT to explain how language and brand on Twitter can influence firm value.
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Li, Runze, Yanran Zhang, Yunxia Jiang, Mengyao Wang, Wei How Darryl Ang, and Ying Lau. "Rehabilitation training based on virtual reality for patients with Parkinson’s disease in improving balance, quality of life, activities of daily living, and depressive symptoms: A systematic review and meta-regression analysis." Clinical Rehabilitation 35, no. 8 (February 15, 2021): 1089–102. http://dx.doi.org/10.1177/0269215521995179.

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Objective: To examine the effectiveness of rehabilitation training based on virtual reality in improving balance, quality of life, activities of daily living, and depressive symptoms of patients with Parkinson’s disease. Data sources: PubMed, EMBASE, CINAHL, Scopus, Cochrane Library, PsycINFO, ProQuest, Physiotherapy Evidence Database, IEEE Xplore, China National Knowledge Infrastructure, Wanfang, and VIP Information databases were searched from their inception to October 15, 2020. Trial registries, gray literature, and target journals were also searched. Methods: Eligible randomized controlled trials included studies with patients with Parkinson’s disease in rehabilitation training based on virtual reality. Comprehensive Meta-Analysis 3.0 software was used. Physiotherapy Evidence Database Scale and the Grading of Recommendation, Assessment, Development, and Evaluation system were used to assess the methodological quality of individual trials and the overall quality of the evidence, respectively. Results: A total of 22 randomized controlled trials with 836 patients were included. Meta-analysis revealed that training significantly improved balance ( g = 0.66, P < 0.001), quality of life ( g = 0.28, P = 0.015), activities of daily living ( g = 0.62, P < 0.001), and depressive symptoms ( g = 0.67, P = 0.021) compared to the control group. Subgroup analysis indicated that training should utilize video game consoles. Meta-regression analyses showed that age, sessions, and frequency of training had statistically significant impacts on balance scores. Quality of individual trials was high and overall evidence ranged from very low to low. Conclusion: Virtual rehabilitation training could be adopted in healthcare institutions as supplementary training for patients with Parkinson’s disease.
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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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McDaniel, Rudy, and Robert Kenny. "Evaluating the Relationship between Cognitive Style and Pre-Service Teachers’ Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms." International Journal of Game-Based Learning 3, no. 2 (April 2013): 55–76. http://dx.doi.org/10.4018/ijgbl.2013040104.

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This article explores the impact of perceptual cognitive styles on pre-service teachers’ attitudes toward video games. Using a cognitive style continuum measuring field dependence and field independence, the authors conducted an exploratory study to measure the potential impact of cognitive style on pre-service teachers’ dispositions towards the use of games in their future classrooms. Results showed that participants who planned on becoming teachers were generally found to be more field dependent than peers who elected other major fields of study. These participants also demonstrated a general reluctance towards using console games in their future classroom situations. After the brief experience playing the console game, however, these pre-service teachers’ attitudes changed significantly with regards to their game playing attitudes and preferences.
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Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.

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Many platform strategies focus on indirect network effects between sellers through platform expansion. In this paper, we show sellers on the console video game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding the set of platform adopters fixed. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effect between games: A 1% increase in total copies sold on a platform leads to a 0.153% increase in the sales of other games in the next month (i.e., an elasticity of 0.153). Additional analysis suggests this demand spillover effect is reminiscent of habit formation on the consumer side, in that past purchases keep end users active on the platform. Our finding provides a potential explanation for recent platform sales events and subscription services that provide free games to consumers every month. This paper was accepted by Eric Anderson, marketing.
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YEO, KIAT-SENG, ZHI-HUI KONG, NUKALA NISHANT, HAITAO FU, and WEI ZENG. "INTEGRATED CIRCUIT DESIGN RESEARCH RANKING FOR WORLDWIDE UNIVERSITIES." Journal of Circuits, Systems and Computers 17, no. 01 (February 2008): 141–67. http://dx.doi.org/10.1142/s0218126608004204.

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The proliferation of integrated circuits (ICs) in the present technological era has brought forth revolutionary digital modernization that has ultimately transformed the history and lifestyle of humankind. ICs have become the heart of practically all state-of-the-art electronic devices such as computers, cell phones, video game consoles, and cameras. This ever-flourishing IC design industry is knowledge-intensive, which in turn translates into a huge appetite for technically precocious talents. Hence, in an effort to fuel and further foster the industry with more highly skilled manpower and at the same time to vie for a share of the burgeoning industry, higher educational institutions and universities from all around the globe are placing greater than ever emphasis on IC design research. Most importantly, strenuous efforts in a holistic manner are being made by each university in order to elicit outstanding and top-notch research in IC design. The authors have conducted a detailed and extensive survey to rank the various universities of the world in the field of IC design based on their research performance. In fact, assessments in the form of ranking have gained prominence over the recent years captivating the attention of a large number of students and universities. It helps the students in knowing how each university is progressing in a particular field and in turn helps the universities in analyzing their positions globally to remain competitive. Three ranking indicators, namely the Number of Publications, Citation Counts, and Cites per Paper have been chosen. The methodology used in ranking is also reported. The universities occupying the top echelons in IC design research are identified and a proven three-pronged approach for eliciting outstanding research performance is discussed.
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