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1

Cler, Gabriel J., Talia Mittelman, Maia N. Braden, Geralyn Harvey Woodnorth, and Cara E. Stepp. "Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series." Journal of Speech, Language, and Hearing Research 60, no. 6S (June 22, 2017): 1800–1809. http://dx.doi.org/10.1044/2017_jslhr-s-16-0231.

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Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828
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Abraham, Benjamin. "Video Game Visions of Climate Futures." Games and Culture 13, no. 1 (September 21, 2015): 71–91. http://dx.doi.org/10.1177/1555412015603844.

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This article discusses ARMA 3 (2013), a military simulation game from Bohemia Interactive. Through the prominent placement of visual representations of renewable power generation the game offers a compelling vision of the future in which current resistance to low-carbon and renewable economies have been overcome. I argue that the potential of this vision to challenge cultural futures and imaginaries is dependent on its presentation aesthetically and not, as is often suggested, on game mechanics operating in a “persuasive” mode. Instead, I argue that ARMA 3’s aesthetic vision can skirt around the ideological resistances players may have against accepting more didactic modes of engagement with the highly charged and ideologically contested reality of anthropogenic climate change. In this way, I suggest ARMA 3 offers a compelling challenge to current theories about games ability to persuade or influence players.
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Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry have been developed and offered, such as thematic games related to the COVID-19 pandemic. Keywords: Video game, pandemic, online games, confinement. References [1]M. Olff, Screening for consequences of trauma–an update on the global collaboration on traumatic stress.European Journal of Psychotraumatology, 2020. [2]Z. Li, China’s Digital Content Publishing Industry: The 2019 Annual Report on Investment Insights and Market Trends. Publishing Research Quarterly, 2020. [3]R. Agis, An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games, Expert Systems with Applications, 2020. [4]O. Wulansari, Video games and their correlation to empathy: How to teach and experience empathic emotion. Advances in Intelligent Systems and Computing, 2020. [5]C. Bachen, Simulating real lives: Promoting Global Empathy and Interest in Learning Through SimulationGames. Sage Journal, 2012. [6]S. Fowler, Intercultural simulation games: A review (of the united states and beyond). Sage Journals, 2010. [7]G. Chursin, Learning game development with Unity3D engine and Arduino microcontroller. Journal ofPhysics: Conference Series, 2019. [8]K. Hewett, The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Modelsand Their Web of Class Roles. Sage Journal, 2020. [9]R. Bayeck, Exploring video games and learning in South Africa: An integrative review. Educational TechnologyResearch and Development, 2020. [10]K. Hewett, The 21st-Century Classroom Gamer. Games and Culture, 2021.
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Trépanier-Jobin, Gabrielle. "Toward a Foucauldian Genealogy of Video Game (Pre)history." International Public History 4, no. 1 (June 1, 2021): 25–34. http://dx.doi.org/10.1515/iph-2021-2022.

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Abstract This paper highlights the distortive nature of narrative models that are often employed in video game historiographies to produce captivating tales. More precisely, it argues against: the search for video games’ origin(s); the “chronological-teleological” model based on linear progressions; the “chronological-organic” narrative revolving around a biological-like evolution; the “epistemic breaks” structure based on radical transformations; the “bi-polar” model involving a dialectic of oppositions; and the “cyclical” narrative revolving around postmodern tropes of return, recycling, and retrofitting. In addition to explaining why the uncritical use of these emplotment techniques is problematic, this paper argues in favor of a Foucault-inspired genealogical approach which avoids the quest for the media’s origin(s) and articulates video game history around coexistence, overlaps, interferences, synergies, networks of influences, and discontinuities. This genealogical method also restores the missing inventors, devices, and games in historical records while highlighting the power relations that led to their omission in the first place.
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Sax, Marijn, and Jef Ausloos. "Getting under your skin(s): a legal-ethical exploration of Fortnite's transformation into a content delivery platform and its manipulative potential*." Interactive Entertainment Law Review 4, no. 1 (August 2021): 3–26. http://dx.doi.org/10.4337/2021.0001.

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This article investigates the ethical and legal implications of increasingly manipulative practices in the gaming industry by looking at one of the currently most popular and profitable video games in the world. Fortnite has morphed from an online game into a quasi-social network and an important cultural reference point in the lifeworld of many (young) people. The game is also emblematic of the freemium business model, with strong incentives to design the game in a manner which maximizes microtransactions. This article suggests that to properly understand Fortnite's practices – which we predict will become more widely adopted in the video game industry in the near future – we need an additional perspective. Fortnite is not only designed for hyper-engagement; its search for continued growth and sustained relevance is driving its transformation from being a mere video game into a content delivery platform. This means that third parties can offer non game-related services to players within Fortnite's immersive game experience. In this paper, we draw on an ethical theory of manipulation (which defines manipulation as an ethically problematic influence on a person's behaviour) to explore whether the gaming experience offered by Fortnite harbours manipulative potential. To legally address the manipulative potential of commercial video game practices such as the ones found in Fortnite, we turn to European data protection and consumer protection law. More specifically, we explore how the European Union's General Data Protection Regulation and Unfair Commercial Practices Directive can provide regulators with tools to address Fortnite's manipulative potential and to make Fortnite (more) forthright.
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Wajid, Abdul, Nasir Kamal, Muhammad Sharjeel, Raaez Muhammad Sheikh, Huzaifah Bin Wasim, Muhammad Hashir Ali, Wajahat Hussain, Syed Taha Ali, and Latif Anjum. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (April 27, 2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.

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Abstract Internet privacy is threatened by expanding use of automated mass surveillance and censorship techniques. In this paper, we investigate the feasibility of using video games and virtual environments to evade automated detection, namely by manipulating elements in the game environment to compose and share text with other users. This technique exploits the fact that text spotting in the wild is a challenging problem in computer vision. To test our hypothesis, we compile a novel dataset of text generated in popular video games and analyze it using state-of-the-art text spotting tools. Detection rates are negligible in most cases. Retraining these classifiers specifically for game environments leads to dramatic improvements in some cases (ranging from 6% to 65% in most instances) but overall effectiveness is limited: the costs and benefits of retraining vary significantly for different games, this strategy does not generalize, and, interestingly, users can still evade detection using novel configurations and arbitrary-shaped text. Communicating in this way yields very low bitrates (0.3-1.1 bits/s) which is suited for very short messages, and applications such as microblogging and bootstrapping off-game communications (dialing). This technique does not require technical sophistication and runs easily on existing games infrastructure without modification. We also discuss potential strategies to address efficiency, bandwidth, and security constraints of video game environments. To the best of our knowledge, this is the first such exploration of video games and virtual environments from a computer vision perspective.
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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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Сапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.

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The formation of the historical background in video games is provided by spatial narratives. In recent years, they are more and more amenable to adjustments in the direction of maximally exact correspondence to socio-economic, political, cultural, domestic, geographical, climatic and so on elements of the localized on the scenario of the game`s chronotop. This may indicate another qualitative transformation of video games as a socio-technical and socio-cultural phenomenon, as well as about the positive cultural and intellectual dynamics of the modern “consumer society”. Computer video games, as part of the digital, educational and entertainment industry as a whole, are in a state of constant high-speed dynamic transformation in the context of global digitalization of all aspects of society and a lot of competition in the field of video games in particular. Based on the analytics of the results of direct surveys, statistical and factual data, in article an attempt was made to assess the use of video games as a non-formal education tool for relaying and consolidating historical knowledge for different age and social groups of game products consumers, as well as the appropriateness of their use in the classical educational system at different levels. Computer video games with the most accurate historical content as well as “alternative” historical content can become highly effective additional pedagogical tools for acquiring basic and in-depth knowledge of history both for self-education and in academic institutions. As part of the study of academic history, whole historical digital laboratories can be created that study both the multivariance of history and bring “alternative realities” into the linear real history of the development of human civilization. The success of using video games with historical content for the needs of academic history is high only if the teacher understands not only historical but also technical terms, knows the features of developmental psychology, knows the scenario and features of the video game proposed for modeling, and can develop their own teaching methods based on an interdisciplinary approach.
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Kelshaw, P. M., A. E. Lincoln, L. H. Hepburn, D. C. Herman, H. K. Vincent, N. Cortes, and S. V. Caswell. "The Effect of Protective Headgear on Frequency and Magnitude of Impacts in Girls’ High School Varsity Lacrosse." Archives of Clinical Neuropsychology 34, no. 5 (July 2019): 742. http://dx.doi.org/10.1093/arclin/acz026.12.

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Abstract Purpose In an effort to reduce head and facial injuries in girls’ lacrosse, ASTM F3137-approved headgear for girls’ lacrosse was developed. However, the effect of wearing headgear on impacts during girls’ lacrosse game play is unknown. This study aimed to evaluate differences in impact rates and magnitudes across two conditions (No Headgear, and Headgear) during girls’ lacrosse games. Methods Thirty-five female participants (16.2±1.2years, 1.66±0.05m, 61.2±6.4kg) volunteered for this study during 18 games in the 2016 (No Headgear), and 15 games in the 2017 (Headgear) lacrosse seasons. All participants were instrumented with wearable sensors (X2 Biosystems) prior to each game paired with video verification. Results There were a total of 700 sensor-instrumented player-games. A total of 204 impacts ≥ 20g recorded by the wearable sensors were verified using video analysis (102 No Headgear; 102 Headgear). Impact rates did not vary between the No Headgear and Headgear conditions (0.27 vs 0.31 AEs/per team game, IRR=0.87, 95% CI=0.66, 1.14). The No Headgear condition experienced higher magnitudes (median peak linear acceleration (PLA)=26.9g and peak rotational velocity (PRV)=1578.6 deg/s) than the Headgear conditions (median PLA=24.7g; Z= –2.6, P<. 0.01 and PRV=1304.2 deg/s; Z = –2.6, P<. 0.01). No game-related concussions were reported during this two-year study. Conclusion There were no meaningful differences between impact rates and only slight differences in impact magnitudes in the No Headgear and Headgear groups. Further research should be conducted with a larger sample and different levels of play to evaluate the consequences of ASTM F3137-approved headgear on impacts, injury risk, and game play.
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Shelstad, William J., Barbara S. Chaparro, and Joseph R. Keebler. "Assessing the User Experience of Video Games: Relationships Between Three Scales." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 1488–92. http://dx.doi.org/10.1177/1071181319631300.

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With so many video games being released, there is strong competition among developers to create the most successful games. Questionnaires are one tool that can be used to measure aspects of a video game like perceived flow, presence, engagement, and controls. The current study investigated the relationship between several user experience scales and their subscales: UEQ-S, GUESS-24, and the ENJOY for six popular video games. Participants were recruited through Amazon Mechanical Turk (MTurk) and a university online research pool. Scale reliability analysis was conducted to ensure for internal consistency of the scales with Cronbach’s α. The relationships between the scales and subscales were analyzed using Pearson’s product correlations. Overall, the analysis showed a number of significant correlations between the UEQ-S, GUESS-24, and ENJOY. Evidence of uniqueness with each scale was also shown. Recommendations on which scale to use are discussed.
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Andersen, Carrie Elizabeth. "Games of Drones: The Uneasy Future of the Soldier-Hero in Call of Duty: Black Ops II." Surveillance & Society 12, no. 3 (June 17, 2014): 360–76. http://dx.doi.org/10.24908/ss.v12i3.4954.

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In this article, I argue that the first-person shooter video game, Call of Duty: Black Ops II, reflects the U.S. military‟s transition as it reimagines the soldier‟s role in war. In the age of drone technology, this role shifts from a position of strength to one of relative weakness. Although video games that feature future combat often “function as virtual enactments and endorsements for developing military technologies,” Black Ops II offers a surprisingly complex vision of the future of drones and U.S. soldiers (Smicker 2009: 107). To explore how the game reflects a contemporary vision of the U.S. military, I weave together a close textual reading of two levels in Black Ops II with actual accounts from drone pilots and politicians that illuminate the nature of drone combat. Although there are moments in Black Ops II in which avatars combat enemies with first-hand firepower, the experience of heroic diegetic violence is superseded by a combat experience defined by powerlessness, boredom, and ambiguous pleasure. The shift of the soldier from imposing hero to a banal figure experiences its logical conclusion in Unmanned, an independent video game that foregrounds the mundane, nonviolent nature of drone piloting. Instead of training soldiers to withstand emotionally devastating experiences of death and violence first-hand (or to physically enact such violence), games like Black Ops II and Unmanned train actual and potential soldiers to tolerate monotony and disempowerment.
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Whitfill, Travis, Marc Auerbach, Maria Carmen G. Diaz, Barbara Walsh, Daniel J. Scherzer, Isabel T. Gross, and Mark X. Cicero. "Cost-effectiveness of a video game versus live simulation for disaster training." BMJ Simulation and Technology Enhanced Learning 6, no. 5 (October 4, 2019): 268–73. http://dx.doi.org/10.1136/bmjstel-2019-000497.

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IntroductionDisaster triage training for emergency medical service (EMS) providers is unstandardised. We hypothesised that disaster triage training with the paediatric disaster triage (PDT) video game ‘60 s to Survival’ would be a cost-effective alternative to live simulation-based PDT training.MethodsWe synthesised data for a cost-effectiveness analysis from two previous studies. The video game data were from the intervention arm of a randomised controlled trial that compared triage accuracy in a live simulation scenario of exposed vs unexposed groups to the video game. The live simulation and feedback data were from a prospective cohort study evaluating live simulation and feedback for improving disaster triage skills. Postintervention scores of triage accuracy were measured for participants via live simulations and compared between both groups. Cost-effectiveness between the live simulation and video game groups was assessed using (1) A net benefit regression model at various willingness-to-pay (WTP) values. (2) A cost-effectiveness acceptability curve (CEAC).ResultsThe total cost for the live simulation and feedback training programme was $81 313.50 and the cost for the video game was $67 822. Incremental net benefit values at various WTP values revealed positive incremental net benefit values, indicating that the video game is more cost-effective compared with live simulation and feedback. Moreover, the CEAC revealed a high probability (>0.6) at various WTP values that the video game is more cost-effective.ConclusionsA video game-based simulation disaster triage training programme was more cost-effective than a live simulation and feedback-based programme. Video game-based training could be a simple, scalable and sustainable solution to training EMS providers.
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Cortes, Nelson, Andrew E. Lincoln, Gregory D. Myer, Lisa Hepburn, Michael Higgins, Margot Putukian, and Shane V. Caswell. "Video Analysis Verification of Head Impact Events Measured by Wearable Sensors." American Journal of Sports Medicine 45, no. 10 (May 25, 2017): 2379–87. http://dx.doi.org/10.1177/0363546517706703.

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Background: Wearable sensors are increasingly used to quantify the frequency and magnitude of head impact events in multiple sports. There is a paucity of evidence that verifies head impact events recorded by wearable sensors. Purpose: To utilize video analysis to verify head impact events recorded by wearable sensors and describe the respective frequency and magnitude. Study Design: Cohort study (diagnosis); Level of evidence, 2. Methods: Thirty male (mean age, 16.6 ± 1.2 years; mean height, 1.77 ± 0.06 m; mean weight, 73.4 ± 12.2 kg) and 35 female (mean age, 16.2 ± 1.3 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) players volunteered to participate in this study during the 2014 and 2015 lacrosse seasons. Participants were instrumented with GForceTracker (GFT; boys) and X-Patch sensors (girls). Simultaneous game video was recorded by a trained videographer using a single camera located at the highest midfield location. One-third of the field was framed and panned to follow the ball during games. Videographic and accelerometer data were time synchronized. Head impact counts were compared with video recordings and were deemed valid if (1) the linear acceleration was ≥20 g, (2) the player was identified on the field, (3) the player was in camera view, and (4) the head impact mechanism could be clearly identified. Descriptive statistics of peak linear acceleration (PLA) and peak rotational velocity (PRV) for all verified head impacts ≥20 g were calculated. Results: For the boys, a total recorded 1063 impacts (2014: n = 545; 2015: n = 518) were logged by the GFT between game start and end times (mean PLA, 46 ± 31 g; mean PRV, 1093 ± 661 deg/s) during 368 player-games. Of these impacts, 690 were verified via video analysis (65%; mean PLA, 48 ± 34 g; mean PRV, 1242 ± 617 deg/s). The X-Patch sensors, worn by the girls, recorded a total 180 impacts during the course of the games, and 58 (2014: n = 33; 2015: n = 25) were verified via video analysis (32%; mean PLA, 39 ± 21 g; mean PRV, 1664 ± 619 rad/s). Conclusion: The current data indicate that existing wearable sensor technologies may substantially overestimate head impact events. Further, while the wearable sensors always estimated a head impact location, only 48% of the impacts were a result of direct contact to the head as characterized on video. Using wearable sensors and video to verify head impacts may decrease the inclusion of false-positive impacts during game activity in the analysis.
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Cabras, Cristina, Maria Laura Cubadda, and Cristina Sechi. "Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers." International Journal of Gaming and Computer-Mediated Simulations 11, no. 3 (July 2019): 15–37. http://dx.doi.org/10.4018/ijgcms.2019070102.

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This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
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Han, Doug Hyun, Jun Won Hwang, and Perry F. Renshaw. "Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with internet video game addiction." Psychology of Popular Media Culture 1, S (August 2011): 108–17. http://dx.doi.org/10.1037/2160-4134.1.s.108.

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Irawan, Hendi, Januar Barkah, and Muhammad Abdul Karim. "Fall and Revilitazion Traditional Game in Indonesia at 1990-2010." Tsaqofah 16, no. 2 (December 28, 2018): 217. http://dx.doi.org/10.32678/tsaqofah.v16i2.3157.

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The number of traditional game in Indonesia decreasing since change with new style of society and religion, but in late 20th century, with more popular of video game in Indonesia made big change in society and the number of traditional game more decreasing than before.Documentation of traditional game has started either by goverment before modern entertainment more popular in Indonesia at 1980-2000’s, but revilitazion not much do in grassroot. The communities and goverment started to preserving theintangible heritage with many ways also from, either in local or national above 2000's when they reliaze many traditional game has disappear and Indonesian heritage under threat.
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Radtke, Rebekah, Eduardo Santillan-Jimenez, and Margaret Mohr-Schroeder. "Collaboration by Design: Development of a Video Game for Energy Literacy." International Journal of Designs for Learning 11, no. 2 (May 18, 2020): 46–54. http://dx.doi.org/10.14434/ijdl.v11i2.24109.

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University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board game—previously developed and used to teach elementary students about complex and often misunderstood energy and sustainability issues—through a collaborative design process. The process of taking a tangible board game into the digital realm required significant design and pedagogical adaptations to maintain student learning outcomes and content delivery. Scientists, educators, and designers strengthened the graphical and pedagogical aspects of the game collaboratively to ultimately expand and deepen the energy literacy of elementary school students. This design case seeks to elucidate the multidisciplinary collaborative design process used by SEE(E)D faculty and researchers as well as students to redesign a board game into a didactic video game that is easier to both deploy and disseminate for the benefit of K-12 students and teachers.
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Shelstad, William J., Ameer A. Hosein, Joseph R. Keebler, and Barbara S. Chaparro. "Using User Experience Scales to Predict Video Game Play and Purchasing Intent." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 2065–69. http://dx.doi.org/10.1177/1071181320641500.

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The current study investigated three user experience scales, the GUESS-24, the ENJOY, and the UEQ-S scale, as well as their relationship to gameplay continuance and purchasing intention for six popular online games. Results indicated that each of the three scales (GUESS-24, ENJOY, UEQ-S) could be used to predict continuance and purchase intention in the games of interest. The ENJOY and GUESS-24 performed better in predicting continuance intention than the UEQ-S. The GUESS-24 performed the best in terms of predicting purchase intention.
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Eveleth, Kyle. "When Players Feel Helpless: Agentic Decay and Participation in Narrative Games." Synthesis: an Anglophone Journal of Comparative Literary Studies, no. 6 (May 1, 2014): 50. http://dx.doi.org/10.12681/syn.16177.

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The ergodic (participatory) element of games is often cited as the core barrier to overcoming a perceived divide between good ludic (gaming) design and powerful storytelling. The present study examines two Indie games, Braid and Actual Sunlight, and their nuanced treatment of player participation in service of effective storytelling. These games in particular test the limits of player agency by asking the player to make ethically and morally problematic decisions, such as killing the main character, en route to completing the narrative. Such unusual narrative methods allow Braid and Actual Sunlight‗s game designers to unveil the mechanisms that afford, constrain, and ultimately revitalise the player‘s agency within the bounds of ergodic interaction. Narrative here, rather than restricting gameplay, instead enhances it, offering a tragic moment of cathartic relief as the player is exculpated for his or her decisions during the game. The insights drawn from these two examples and larger-studio offerings like Bioshock and Assassin’s Creed suggest a deeply traditional mode of storytelling at work in many narrative video games, an assertion that allows the ludological/narratological divide to be reknit and sets up ergodic media as a whole (video games, physical roleplaying games, interactive books, and more) for critical reconsideration.
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Kim, Jung-Yong, Hea-Sol Kim, Dong-Joon Kim, Sung-Kyun Im, and Mi-Sook Kim. "Identification of Video Game Addiction Using Heart-Rate Variability Parameters." Sensors 21, no. 14 (July 8, 2021): 4683. http://dx.doi.org/10.3390/s21144683.

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The purpose of this study is to determine heart rate variability (HRV) parameters that can quantitatively characterize game addiction by using electrocardiograms (ECGs). 23 subjects were classified into two groups prior to the experiment, 11 game-addicted subjects, and 12 non-addicted subjects, using questionnaires (CIUS and IAT). Various HRV parameters were tested to identify the addicted subject. The subjects played the League of Legends game for 30–40 min. The experimenter measured ECG during the game at various window sizes and specific events. Moreover, correlation and factor analyses were used to find the most effective parameters. A logistic regression equation was formed to calculate the accuracy in diagnosing addicted and non-addicted subjects. The most accurate set of parameters was found to be pNNI20, RMSSD, and LF in the 30 s after the “being killed” event. The logistic regression analysis provided an accuracy of 69.3% to 70.3%. AUC values in this study ranged from 0.654 to 0.677. This study can be noted as an exploratory step in the quantification of game addiction based on the stress response that could be used as an objective diagnostic method in the future.
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Barr, Matthew. "The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation?" Arts 9, no. 4 (December 16, 2020): 131. http://dx.doi.org/10.3390/arts9040131.

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The Star Wars films have probably spawned more video game adaptations than any other franchise. From the 1982 release of The Empire Strikes Back on the Atari 2600 to 2019’s Jedi: Fallen Order, around one hundred officially licensed Star Wars games have been published to date. Inevitably, the quality of these adaptations has varied, ranging from timeless classics such as Star Wars: Knights of the Old Republic, to such lamentable cash grabs as the Attack of the Clones movie tie-in. But what makes certain ludic adaptations of George Lucas’ space opera more successful than others? To answer this question, the critical response to some of the best-reviewed Star Wars games is analysed here, revealing a number of potential factors to consider, including the audio-visual quality of the games, the attendant story, and aspects of the gameplay. The tension between what constitutes a good game and what makes for a good Star Wars adaptation is also discussed. It is concluded that, while many well-received adaptations share certain characteristics—such as John Williams’ iconic score, a high degree of visual fidelity, and certain mythic story elements—the very best Star Wars games are those which advance the state of the art in video games, while simultaneously evoking something of Lucas’ cinematic saga.
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Danilovic, Mirceta. "Possibilities and importance of using computer games and simulations in educational process." Zbornik Instituta za pedagoska istrazivanja, no. 35 (2003): 180–92. http://dx.doi.org/10.2298/zipi0335180d.

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The paper discusses if it is possible and appropriate to use simulations (simulation games) and traditional games in the process of education. It is stressed that the terms "game" and "simulation" can and should be taken in a broader sense, although they are chiefly investigated herein as video-computer games and simulations. Any activity combining the properties of game (competition, rules, players) and the properties of simulation (i.e. operational presentation of reality) should be understood as simulation games, where role-play constitutes their essence and basis. In those games the student assumes a new identity, identifies himself with another personality and responds similarly. Game rules are basic and most important conditions for its existence, accomplishment and goal achievement. Games and simulations make possible for a student to acquire experience and practice i.e. to do exercises in nearly similar or identical life situations, to develop cognitive and psycho-motor abilities and skills, to acquire knowledge, to develop, create and change attitudes and value criteria, and to develop perception of other people?s feelings and attitudes. It is obligatory for the teacher to conduct preparations to use and apply simulation games in the process of teaching.
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Inan, Mehmet, Cengiz Karagözoğlu, and Özgür Şimşek. "The effects of active games on aggressive behaviors of 7-year-old children." Pegem Eğitim ve Öğretim Dergisi 4, no. 1 (March 1, 2014): 47–58. http://dx.doi.org/10.14527/pegegog.2014.003.

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This research is conducted to determine the possible effects of aggressive behaviours of 7 'year- old children during active games. The video tapes from various angles of children while playing games are used as the main assessment tool for collecting the data as well as "The Goodenough-Harris Drawing Test" and "The Observation Form for Aggressive Behaviours of Children during the Games". The observation form is used to record the active and passive aggressive behaviours of the child towards his/her teammates, the opponent team players, the referee/s and the game instruments and facilities. This form is designed by the researchers and refined by views of the experts.
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Chin, K., M. Ohi, M. Fukui, H. Kita, T. Tsuboi, T. Noguchi, N. Otsuka, H. Hirata, M. Mishima, and K. Kuno. "Inhibitory effect of an intellectual task on breathing after voluntary hyperventilation." Journal of Applied Physiology 81, no. 3 (September 1, 1996): 1379–87. http://dx.doi.org/10.1152/jappl.1996.81.3.1379.

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We investigated the effects of an intellectual task on posthyperventilation (PHV) breathing by using a video game. Eight normal subjects were placed in a supine positions. The game task by itself led to increase ventilation compared with the control tasks via an increase in the average inspiratory flow rate (P < 0.01) and the respiratory frequency (P < 0.001). After hypocapnic voluntary hyperventilation (VHV), the task led to a decrease in the 1-min PHV breathing level compared with the control tasks after VHV [after VHV, first 60 s average minute ventilation while watching television and while playing a video game are 5.54 +/- 2.91 (SD) and 2.05 +/- 1.40 l/min, respectively; P < 0.01]. Only one subject showed PHV apnea for at least 10 s during the control protocol, whereas seven of the same eight subjects showed PHV apnea while performing the task. After isocapnic VHV, the task still led to a decrease in PHV breathing compared with the control tasks. However, this decrease was smaller than in the hypocapnic studies and was only significant during the first 15 s of recovery. These results suggest that increased activity in the higher centers of the central nervous system has an inhibitory effect on PHV breathing at a time when the effects of short-term potentiation after VHV, hypocapnia, and perhaps other mechanisms would be expected to be acting on breathing.
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Geslin, Erik, Olivier Olivier Bartheye, Colin Schmidt, Katy Tcha Tokey, Teerawat Kulsuwan, Salah Keziz, and Tanguy Belouin. "Bernardo Autonomous Emotional Agents Increase Perception of VR Stimuli." Network and Communication Technologies 5, no. 1 (January 6, 2020): 11. http://dx.doi.org/10.5539/nct.v5n1p11.

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Video games are high emotional vectors. They play with the emotions of players by eliciting and increasing them. The importance of the induction of basic emotions has been a long forestay and is favoured by video game publishers, as they are quite easily mobilized. Video game publishers look to produce more complex social emotions like empathy, and compassion. In games framework with narrative context, designers frequently use cinema movies methods, like cinematic non-interactive Cutscenes. These methods temporarily exclude the player from interactivity to leave his first viewpoint view and move the camera focusing on the narrative stimuli. Cutscenes were used abundantly and are now rejected, the new development wave is often trying to develop in a &ldquo;zero cinematic&rdquo; way. For the same reason, cinematics are also not usable in new Virtual Reality. If VR games and simulations provides a high level of presence, VR environments needs certain rules related in particular to the continuation of free will and the avoidance of possible Break in Presence. We propose in this paper a concept of Emotionally Intelligent Virtual Avatars, which when they perceive an important narrative stimulus, share their emotions through, gestures, facial nonverbal expressions, and declarative sentences to stimulate the player&#39;s attention. This will lead players to focus on the narrative stimuli. Our research studies the impact of the use of Bernardo Agents Emotional Avatars involving n = 51 users. The statistical analysis of the results shows a significant difference in the narrative perception of the stimuli and in Presence, correlated to the use of Agents Bernardo. Overall, our emotional Agent Bernardo is a unique concept for increasing the perception of narrative stimuli in virtual environments using HMD, and may be useful in all virtual environments using an emotional narrative process.
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Hausmanninger, Thomas. "Wer hat unseren Kindern das Töten beigebracht? Ein Aufruf gegen Gewalt in Fernsehen, Film und Computerspielen." International Review of Information Ethics 4 (December 1, 2005): 61–63. http://dx.doi.org/10.29173/irie174.

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Review of Lt. Col. Dave Grossman and Gloria DeGaetano: Stop Teaching Our Kids to Kill. A Call to Action Against TV, Movie & Video Game Violence, New York: Crown Publications, 1999, 196 S. Lt. Col. Dave Grossman, Gloria DeGaetano: Wer hat unserem Kindern das Töten beigebracht? Ein Aufruf gegen Gewalt in Fernsehen, Film und Computerspielen. Mit Beiträgen von Prof. Werner Glogauer, Barbara Supp und Dr. Bruno Sandkühler, Stuttgart: Verlag freies Geistesleben & Urachhaus 2002, 194 S., € 14,50
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Caswell, Shane V., Patricia M. Kelshaw, Andrew E. Lincoln, Daniel C. Herman, Lisa H. Hepburn, Heather K. Vincent, Reginald E. Dunn, and Nelson Cortes. "The Effects of Headgear in High School Girls’ Lacrosse." Orthopaedic Journal of Sports Medicine 8, no. 12 (December 1, 2020): 232596712096968. http://dx.doi.org/10.1177/2325967120969685.

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Background: Girls’ lacrosse headgear that met the ASTM International performance standard (ASTM F3137) became available in 2017. However, the effects of headgear use on impact forces during game play are unknown. Purpose: To evaluate potential differences in rates, magnitudes, and game-play characteristics associated with verified impacts among players with and without headgear during competition. Study Design: Cohort study; Level of evidence, 3. Methods: A total of 49 female high school participants (mean age, 16.2 ± 1.2 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) volunteered for this study, which took place during the 2016 (no headgear; 18 games) and 2017 (headgear; 15 games) seasons. Wearable sensors synchronized with video verification were used. Descriptive statistics, impact rates, and chi-square analyses described impacts and game-play characteristics among players with and without headgear. Differences in mean peak linear acceleration (PLA) and peak rotational velocity (PRV) between the no headgear and headgear conditions were evaluated using a linear generalized estimating equation regression model to control for repeated within-player measurements. Results: Overall, 649 sensor-instrumented player-games were recorded. A total of 204 impacts ≥20 g recorded by the wearable sensors were verified with video analysis (102 no headgear; 102 headgear). Most impacts were imparted to the player’s body (n = 152; 74.5%) rather than to the player’s head (n = 52; 25.5%). Impact rates per player-game did not vary between the no headgear and headgear conditions (0.30 vs 0.34, respectively; impact rate ratio, 0.88 [95% CI, 0.37-2.08]). There was no association between impact frequency by mechanism or penalties administered between the no headgear and headgear conditions for overall or direct head impacts. The generalized estimating equation model estimated a significant reduction in mean impact magnitudes overall (PLA: –7.9 g [95% CI, –13.3 to –2.5]; PRV: –212 deg/s [95% CI, –359 to –64]) with headgear relative to no headgear. No game-related concussions were reported during this study. Conclusion: Lacrosse headgear use was associated with a reduction in the magnitude of overall impacts but not a significant change in the rate of impacts, how they occur, or how penalties were administered for impacts sustained during competition. Further research is needed with a larger sample and different levels of play to evaluate the consequences of headgear use in girls’ lacrosse.
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Yee, Thomas B. "Battle Hymn of the God-Slayers." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 2–19. http://dx.doi.org/10.1525/jsmg.2020.1.1.2.

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“God is dead,” declared philosopher Friedrich Nietzsche, “… and we have killed him” (1887)—a proclamation that numerous video game protagonists could aptly say by journey's end. The prominent god-slayer trope in video game storylines casts the gameworld's god(s) as the final boss, to be slain by players, inviting connection to real-world religious ideas. Adequate scholarly attention has not been given to the musical features of the god-slayer trope—specifically, the bosses’ unique battle tracks—to discover what the music's meaning contributes to the trope. Quantitative analysis of video games featuring the god-slayer trope reveals that the bosses’ battle tracks may strategically combine rock and sacred music topics for significant semiotic effect. This article explores the meanings associated with rock and sacred music topics, using analytic methods from the burgeoning field of musical semiotics. By invoking music-theoretic work in topic theory (Monelle 2006, Hatten 2004), agential modalities (Tarasti 1994), and virtual agency (Hatten 2018), I argue that the rock and the sacred music topics initially appear to conflict—but the trope serves as a hermeneutic premise for a meaningful and productive synthesis uniquely fit for the narrative god-slayer trope. Xenoblade Chronicles (2010) forms a striking case study, with its tracks “Zanza” and “The God-Slaying Sword” exemplifying the sacred-rock trope and its semiotic meaning in relation to the game's plot—a narratively apt battle hymn for the game's god-slaying protagonists. Using a cultural-historical lens, the conclusion explores connections between the narrative god-slayer trope and the descent of Japan's god-emperor from divinity to humanity.
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El Amrani, Mohamed, Hamid Garmani, Mohamed Baslam, and Rachid El Ayachi. "The Competition Between ISPs in Presence of the Net Neutrality." International Journal of Informatics and Communication Technology (IJ-ICT) 6, no. 3 (December 1, 2017): 166. http://dx.doi.org/10.11591/ijict.v6i3.pp166-178.

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<p>In this work, we present an economic model of computer networks that describes the in-teraction between Internet Service Providers (ISP ), customers and content provider. The competition between ISP s may be translated by the prices they require and the qualities of service (QoS) they offer. The customer demand for service from an ISP does not only de-pend on the price and quality of service (QoS) of the ISP , but it is influenced by all those offered by its competitors. This behavior has been extensively analyzed using game the-ory as a decision support tool. We interpret a non-neutral network when a content provider privileges ISP s by offering them more bandwidth to ensure proper QoS to support ap-plications that require more data transport capacity (voice over internet protocol (V OIP ) the live video streaming, online gaming). In addition, our work focuses on the price game analysis and QoS between ISP s in two cases: neutral network and non-neutral network. After showing the existence and uniqueness of equilibrium in terms of quality of service, we analyzed the impact of net neutrality on competition between ISP s. We also validated our theoretical study with numerical results, which show that the game has an equilibrium point which depends on all the parameters of the system.</p>
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Scanlan, Aaron T., Ben J. Dascombe, Andrew P. Kidcaff, Jessica L. Peucker, and Vincent J. Dalbo. "Gender-Specific Activity Demands Experienced During Semiprofessional Basketball Game Play." International Journal of Sports Physiology and Performance 10, no. 5 (July 2015): 618–25. http://dx.doi.org/10.1123/ijspp.2014-0407.

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Purpose:To compare game activity demands between female and male semiprofessional basketball players.Methods:Female (n = 12) and male (n = 12) semiprofessional basketball players were monitored across 3 competitive games. Time–motion-analysis procedures quantified player activity into predefined movement categories across backcourt (BC) and frontcourt (FC) positions. Activity frequencies, durations, and distances were calculated relative to live playing time (min). Work:rest ratios were also calculated using the video data. Game activity was compared between genders for each playing position and all players.Results:Female players performed at greater running work-rates than male players (45.7 ± 1.4 vs. 42.1 ± 1.7 m/min, P = .05), while male players performed more dribbling than female players (2.5 ± 0.3 vs. 3.0 ± 0.2 s/min; 8.4 ± 0.3 vs. 9.7 ± 0.7 m/min, P = .05). Positional analyses revealed that female BC players performed more low-intensity shuffling (P = .04) and jumping (P = .05), as well as longer (P = .04) jogging durations, than male BC players. Female FC players executed more upper-body activity (P = .03) and larger work:rest ratios (P < .001) than male FC players. No significant gender differences were observed in the overall intermittent demands, distance traveled, high-intensity shuffling activity, and sprinting requirements during game play.Conclusions:These findings indicate that gender-specific running and dribbling differences might exist in semiprofessional basketball. Furthermore, position-specific variations between female and male basketball players should be considered. These data may prove useful in the development of gender-specific conditioning plans relative to playing position in basketball.
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Freitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.

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In the age of participatory and convergence paradigms, video game music has its own networked culture with cybercommunities that discuss, share, and create content, thus opening up a creative space for artistic activities in a constant digital flow. Music composition and production is one of these activities, with files made available on several platforms such as SoundCloud and YouTube, specifically in the format of modification files (or mods). Building on research for a master’s dissertation, this article examines a new model of online artistic production in the form of the circulation of musical mods that were composed and shared on the Nexus Mods platform for the The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim video games. These mods add new musical material that is similar to the existing soundtrack of both titles, but the majority of the files in this platform’s audio category are related only to sounds, not to musical composition. By using titles such as “better sounds” or “immersive sounds” to describe their additions, many modders aim to give other gamers a more immersive experience in the game(s). In this case, immersive relates not only to the musical style and sound quality of the aural effects but also a plausible construction of the reality in which the gamers live, play, and negotiate meaning relating to their own social context. Intersecting “playbour,” fandom, aural immersion, and audiovisual literacy, these audio modders work on adding new layers to the soundscapes and environments of the virtual worlds presented in the two games. The modders regard immersion as a key aspect of design and playability, and they contribute audio material to enable their social capital and visibility on online platforms.
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Unnithan, V., W. Houser, and B. Fernhall. "Evaluation of the Energy Cost of Playing a Dance Simulation Video Game in Overweight and Non-Overweight Children and Adolescents." International Journal of Sports Medicine 27, no. 10 (October 2006): 804–9. http://dx.doi.org/10.1055/s-2005-872964.

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Inscoe, J. "Lonely miles of wasteland: Radiating failure in Fallout 4." Radio Journal:International Studies in Broadcast & Audio Media 19, no. 1 (April 1, 2021): 7–22. http://dx.doi.org/10.1386/rjao_00031_1.

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In this article, I analyse a radio voice in a post-apocalyptic video game, Fallout 4, set in the future ruins of Boston, Massachusetts. In the quest ‘Confidence Man’, players participate in the heteromasculinization of a failing radio disc jockey, Travis Miles, engaging him in the violence and relations of the post-nuclear war wasteland. Despite the ludic elements at play, Fallout 4 teleologically curtails player agency in Travis’ vocal puberty. I argue that Fallout 4’s ‘Confidence Man’ circulates gendered, nationalistic and capitalistic discourses, which assume an idealized confident radio voice as the natural, preferred intimate aesthetic and which reject the awkward, queer intimate aesthetic. Travis’ transformation into the confidence man Travis ‘Lonely’ Miles fulfils the sonic pleasure ethos of a capitalist formation, one that demands an appropriate aesthetic for a game-world centred on a neocolonial settler imperative.
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Basori, Ahmad Hoirul, and Alaa Omran Almagrabi. "Towards Racing Gamification with Natural Interface for post stroke Rehabilitation." Computer Engineering and Applications Journal 6, no. 1 (April 7, 2017): 21–28. http://dx.doi.org/10.18495/comengapp.v6i1.196.

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Stroke patient basically suffer from limited movement, they cannot control their balance very well, therefore the therapy that involve repetitive motion, harmonization and stability workout should be applied to them. The invention of Kinect has lead people to applied this device as a tool for recovering patient from stroke because its capability on tracking the skeletal of human body. Racing Game is very popular among the adults, elderly and even kids, the rule it’s quite simple and understandable. The combination between the racing game and natural interface will lead to innovative application which is potential to be used as home therapy for post stroke patient. User will be required to move some parts of their body such as both hand, arm, head and even shoulder. The body tracking is provided by depth camera that can capture and interpret human body gesture recognition to be used as interaction command. The human skeleton will be displayed onto screen to control the car in the game and the result of racing will be synchronized with user excitement which is recorded through Kinect video.
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Mason, Barry S., Rienk M. A. van der Slikke, Michael J. Hutchinson, Monique A. M. Berger, and Victoria L. Goosey-Tolfrey. "The Effect of Small-Sided Game Formats on Physical and Technical Performance in Wheelchair Basketball." International Journal of Sports Physiology and Performance 13, no. 7 (August 1, 2018): 891–96. http://dx.doi.org/10.1123/ijspp.2017-0500.

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Purpose: To examine the effects of different small-sided games (SSGs) on physical and technical aspects of performance in wheelchair basketball (WB) players. Design: Observational cohort study. Methods: Fifteen highly trained WB players participated in a single 5v5 (24-s shot clock) match and three 3v3 SSGs (18-s shot clock) on a (1) full court, (2) half-court, and (3) modified-length court. During all formats, players’ activity profiles were monitored using an indoor tracking system and inertial measurement units. Physiological responses were monitored via heart rate and rating of perceived exertion. Technical performance, that is, ball handling, was monitored using video analysis. Repeated-measures analysis of variance and effect sizes (ESs) were calculated to determine the statistical significance and magnitude of any differences between game formats. Results: Players covered less distance and reached lower peak speeds during half-court (P ≤ .0005; ES ≥ very large) compared with all other formats. Greater distances were covered, and more time was spent performing moderate- and high-speed activity (P ≤ .008; ES ≥ moderate) during full court compared with all other formats. Game format had little bearing on physiological responses, and the only differences in technical performance observed were in relation to 5v5. Players spent more time in possession, took more shots, and performed more rebounds in all 3v3 formats compared with 5v5 (P ≤ .028; ES ≥ moderate). Conclusions: Court dimensions affect the activity profiles of WB players during 3v3 SSGs yet had little bearing on technical performance when time pressures (shot clocks) were constant. These findings have important implications for coaches to understand which SSG format may be most suitable for physically and technically preparing WB players.
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Benjaminse, Anne, Wytze Postma, Ina Janssen, and Egbert Otten. "Video Feedback and 2-Dimensional Landing Kinematics in Elite Female Handball Players." Journal of Athletic Training 52, no. 11 (November 1, 2017): 993–1001. http://dx.doi.org/10.4085/1062-6050-52.10.11.

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Context: In team handball, an anterior cruciate ligament injury often occurs during landing after a jump shot. Many intervention programs try to reduce the injury rate by instructing athletes to land more safely. Video is an effective way to provide feedback, but little is known about its influence on landing technique in sport-specific situations. Objective: To test the effectiveness of a video-overlay feedback method on landing technique in elite handball players. Design: Controlled laboratory study. Setting: Laboratory. Patients or Other Participants: A total of 16 elite female handball players assigned to a control group (n = 8; age = 17.61 ± 1.34 years, height = 1.73 ± 0.06 m, mass = 69.55 ± 4.29 kg) or video group (n = 8; age = 17.81 ± 0.86 years, height = 1.71 ± 0.03 m, mass = 64.28 ± 6.29 kg). Intervention(s): Both groups performed jump shots in a pretest, 2 training sessions, and a posttest. The video group received video feedback of an expert model with an overlay of their own jump shots in training sessions 1 and 2, whereas the control group did not. Main Outcome Measure(s): We measured ankle, knee, and hip angles in the sagittal plane at initial contact and peak flexion; range of motion; and Landing Error Scoring System (LESS) scores. One 2 × 4 repeated-measures analysis of variance was conducted to analyze the group, time, and interaction effects of all kinematic outcome measures and the LESS score. Results: The video group improved knee and hip flexion at initial contact and peak flexion and range of motion. In addition, the group's average peak ankle flexion (12.0° at pretest to 21.8° at posttest) and LESS score (8.1 pretest to 4.0 posttest) improved. When we considered performance variables, no differences between groups were found in shot accuracy or vertical jump height, whereas horizontal jump distance in the video group increased over time. Conclusions: Overlay visual feedback is an effective method for improving landing kinematics during a sport-specific jump shot. Further research is warranted to determine the long-term effects and transfer to training and game situations.
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Wilcox, Bethany J., Jason T. Machan, Jonathan G. Beckwith, Richard M. Greenwald, Emily Burmeister, and Joseph J. Crisco. "Head-Impact Mechanisms in Men's and Women's Collegiate Ice Hockey." Journal of Athletic Training 49, no. 4 (August 1, 2014): 514–20. http://dx.doi.org/10.4085/1062-6050-49.3.19.

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Context: Concussion injury rates in men's and women's ice hockey are reported to be among the highest of all collegiate sports. Quantification of the frequency of head impacts and the magnitude of head acceleration as a function of the different impact mechanisms (eg, head contact with the ice) that occur in ice hockey could provide a better understanding of this high injury rate. Objective: To quantify and compare the per-game frequency and magnitude of head impacts associated with various impact mechanisms in men's and women's collegiate ice hockey players. Design: Cohort study. Setting: Collegiate ice hockey rink. Patients or Other Participants: Twenty-three men and 31 women from 2 National Collegiate Athletic Association Division I ice hockey teams. Main Outcome Measure(s): We analyzed magnitude and frequency (per game) of head impacts per player among impact mechanisms and between sexes using generalized mixed linear models and generalized estimating equations to account for repeated measures within players. Intervention(s): Participants wore helmets instrumented with accelerometers to allow us to collect biomechanical measures of head impacts sustained during play. Video footage from 53 games was synchronized with the biomechanical data. Head impacts were classified into 8 categories: contact with another player; the ice, boards or glass, stick, puck, or goal; indirect contact; and contact from celebrating. Results: For men and women, contact with another player was the most frequent impact mechanism, and contact with the ice generated the greatest-magnitude head accelerations. The men had higher per-game frequencies of head impacts from contact with another player and contact with the boards than did the women (P &lt; .001), and these impacts were greater in peak rotational acceleration (P = .027). Conclusions: Identifying the impact mechanisms in collegiate ice hockey that result in frequent and high-magnitude head impacts will provide us with data that may improve our understanding of the high rate of concussion in the sport and inform injury-prevention strategies.
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Puspa Hidasari, Fitriana, Muhammad Fachrurrozi Bafadal, and Ahmad Yani. "Can Numeration Ability Be Enhanced Through Physical Activity of Traditional Tabak Games?" ACTIVE: Journal of Physical Education, Sport, Health and Recreation 10, no. 1 (February 28, 2021): 28–34. http://dx.doi.org/10.15294/active.v10i1.45071.

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The purpose of this study was to develop traditional tabak games into playing and learning media for elementary school students’ Mathematics learning. The research method used is a product development activity, so this type of research includes research and development. In the R&D research model chosen, the research and development model developed by (Gall Borg & P). Based on the stages of the research that has been carried out, the results of this research are a discovery in learning physical education and learning mathematics based on culture which is packaged in traditional Tabak games, and the advantages of this research result are made in video form and can be accessed easily via YouTube account. The conclusion in this study is that the traditional game of tabak based on numeracy skills is a discovery in learning mathematics and physical education based on culture which is packaged through tabak games. This research innovation makes it easier for elementary school students to understand mathematics learning, especially arithmetic material, and can be applied through physical education learning and students can play independently and in groups in the student’s neighborhood. This product can help to enrich the cultural knowledge of West Kalimantan and increase physical activity.
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Risco Martínez, Sebastián Guillermo, and Mónica De Los Milagros Cassaretto Bardales. "Trastorno de juego por Internet y función parental en estudiantes universitarios." Revista Internacional de Investigación en Adicciones 7, no. 2 (August 16, 2021): 33–40. http://dx.doi.org/10.28931/riiad.2021.2.04.

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Introduction: behavioral addictions, and particularly video game addiction, are showing a notable rise in recent years, which is why the latter is already considered a disorder by the WHO. This disorder has been researched in relation to various variables highlighting the importance of the family context; which is why it´s recommended to delve deeper regarding specific aspects about the role that the relationship between parent and child can have in the development of said addictions. Objective: Analyze the relation between the risk of developing Internet gaming disorder (IGD) and the perception a group of university students have of their parents´ parenting process (maternal and paternal). Method: 94 university students belonging to science faculties from Lima, Perú participated. The Internet Gaming Disorder Test - IGD-20 (Pontes et al., 2014) and the Adolescent Family Process scale - AFP (Vazsonyi et al., 2003) were used. Results: significant associations between both constructs were found in relation to the mother’s parenting, but not with the father´s parenting. It shows a positive correlation between IGD and the perception of support from the mother (r=.24, p
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Granich, Joanna, Michael Rosenberg, Matthew W. Knuiman, and Anna Timperio. "Individual, Social, and Physical Environment Factors Associated With Electronic Media Use Among Children: Sedentary Behavior at Home." Journal of Physical Activity and Health 8, no. 5 (July 2011): 613–25. http://dx.doi.org/10.1123/jpah.8.5.613.

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Background:Individual, home social and physical environment correlates of electronic media (EM) use among children were examined and pattern of differences on school and weekend days.Methods:Youth (n = 298) aged 11 to 12 years self-reported time spent using EM (TV, video/DVD, computer use, and electronic games) on a typical school and a weekend day, each dichotomized at the median to indicate heavy and light EM users. Anthropometric measurements were taken. Logistic regression examined correlates of EM use.Results:In total, 87% of participants exceeded electronic media use recommendations of ≤ 2 hrs/day. Watching TV during breakfast (OR = 3.17) and after school (OR = 2.07), watching TV with mother (OR = 1.96), no rule(s) limiting time for computer game usage (OR = 2.30), having multiple (OR = 2.99) EM devices in the bedroom and BMI (OR = 1.15) were associated with higher odds of being heavy EM user on a school day. Boys (OR = 2.35) and participants who usually watched TV at midday (OR = 2.91) and late at night (OR = 2.04) had higher odds of being a heavy EM user on the weekend.Conclusions:Efforts to modify children’s EM use should focus on a mix of intervention strategies that address patterns and reinforcement of TV viewing, household rules limiting screen time, and the presence of EM devices in the child’s bedroom.
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41

Fedorova, Marina. "Hype-eschatology or the “COVID-19 game”: transformation of religious conscience." Философская мысль, no. 1 (January 2021): 40–55. http://dx.doi.org/10.25136/2409-8728.2021.1.34768.

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This article analyzes the recently observed transformation of religious conscience. The author believes that these changes are most obvious during the period of global crises, such as COVID-19 pandemic. The article suggests that the most optimal perspective for examination of the transformation of religious conscience s consists in the analysis through the prism of eschatological problematic. Eschatology manifests as an indicator for the transformation of religiousness, which is substantiated by actualization of apocalyptic moods in the context of global civilizational crises. Methodological framework of this research is comprised of the system-structural and functional approaches, which allowed resolving the set tasks in the broad interdisciplinary context, including the experience of philosophy, theology and sociology. The author leans on the results of several sociological research dedicated to the dynamics of youth value orientations that were conducted over the period from 1997 to 2020. The empirical material contains the data of such social media ad Vkontakte, Facebook and Instagram, messenger (Telegram), and video hosting platform (YouTube). The author highlights a number of basic ideas viewed within the framework of eschatology of the Abrahamic religions (namely Christian eschatology). Firstly, private eschatology, reflected in the attitude towards one's own death and related questions of afterlife retribution. Secondly, the belief in arrival of the Messiah; and, thirdly, the expected end of history and time. These ideas developed during the viral shedding of COVID-19. The author meticulously analyzes how the eschatological theme mainstreams in the conditions of pandemic and self-isolation regime. The conclusion is made that the manifestations of apocalyptic moods during the pandemic are characterized by game nature, tendency to hype, focus on individual experiences, shift in the higher value of eschatology towards the collective culture, which is expressed in the effect of carnivalization of consciousness, transfer of eschatological problematic from religious to sociopolitical plane.
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42

Sobko, I. M., Y. І. Chucha, I. A. Podmaryova, O. P. Nagovitsyna, and I. М. Zhuravlova. "Application of the video-tutorial "Challenge for Referees" in sports training of young basketball referees for the game season." Health, sport, rehabilitation 7, no. 1 (March 25, 2021): 42–53. http://dx.doi.org/10.34142/hsr.2021.07.01.04.

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Aim: to develop and experimentally substantiate the use of the video manual "Challenge for Referees" in the sports training of young basketball referees for the playing season. Material and methods: young basketball referees (30 people), category C, (18-20 years old) refereeing experience of one year took part in the experiment. The control and experimental groups of 15 people were randomly allocated. All participants agreed to participate in the experiment. The study was conducted from June to August 2020. At the beginning and at the end of the experiment, all study participants underwent complex physical testing (push-ups 30 s, long jump from a place, jumping rope in 1 minute, running 3000 m, lifting the trunk in sitting position for 1 min, pulling up on the bar, stretch of the upper-body forward from a sitting position, Romberg's test), functional (Rufier's test, Genchi's test, Stange's test), psychophysiological state testing using the" Psychodiagnostics "computer program. The indicators of the speed of a simple visual-motor reaction and the speed of a complex visual-motor choice reaction, mathematical and statistical methods were determined. Results. A video manual "Challenge for Referees" has been developed and introduced into the training process, with the help of which it is possible to determine the level of complex preparedness of young basketball referees, their psychophysiological capabilities. This manual provides sets of exercises and examples of training sessions to improve the physical, technical and theoretical preparedness of referee of category C in preparation for the playing season. Conclusions. It is shown that as a result of the experiment, the indicators of technical, physical and functional readiness of basketball referee of the experimental group significantly (p <0.05) improved in comparison with the control group. As a result of the method of expert assessments, significant (p <0.05) differences were revealed in the indicators of technical readiness of the experimental group in comparison with the control group.
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43

Fadeeva, Tatiana E., and Aleksandra D. Staruseva-Persheeva. "Experimental Narrative Strategies in Comics." Observatory of Culture 16, no. 5 (December 4, 2019): 476–87. http://dx.doi.org/10.25281/2072-3156-2019-16-5-476-487.

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The article is devoted to modern comics, which are considered as a kind of “laboratory” for experiments in the field of visual narratives, focusing on the construction and dynamics of their spatial-temporal continuum. The entire perceptual “space” of comics is significative (Fresnault-Derruelle); all elements of this space constitute the narrative. It is not only about the “space” of a book or a magazine; contemporary comics are intensely exploring new media, a key feature of which is interactivity. The article examines both the “classic” way of presenting visual material (comics in the form of book, “codex”), and the web-comics, which are similar to scrolls in their form, and have a new (compared to books) potential for interactivity. The article provides a systema­tic comparison of the ways of chronotope organizing in comics and screen arts (cinema, video art, media projects, etc.), and draws an analogy between the behavioral models of a comic book reader and a gamer going through the plot of a video game. One of the main theses of the article is the following: even though there are significant differences between the formats of comic books and web comics, there is a basic commonality in the nature of their impact on the rea­der. The images on the pages of comics and the spacings between them create an illusion of time through the mechanism of “closure” (S. McCloud). Therefore, the real interaction between space and time is pos­sible only with an active participation of the viewers who add their corporeality to this equation, matching it with the visual and textual register. In this way, in the process of the “assembling” perception of co­mics, the corporeal and the intellectual merge.
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44

Burdea, G. C. "Virtual Rehabilitation – Benefits and Challenges." Methods of Information in Medicine 42, no. 05 (2003): 519–23. http://dx.doi.org/10.1055/s-0038-1634378.

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Summary Objectives: To discuss the advantages and disadvantages of rehabilitation applications of virtual reality. Methods: VR can be used as an enhancement to conventional therapy for patients with conditions ranging from musculo-skeletal problems, to stroke-induced paralysis, to cognitive deficits. This approach is called “VR-augmented rehabilitation.” Alternately, VR can replace conventional interventions altogether, in which case the rehabilitation is “VR-based.” If the intervention is done at a distance, then it is called “telerehabilitation.” Simulation exercises for post-stroke patients have been developed using a “teacher object” approach or a video game approach. Simulations for musculo-skeletal patients use virtual replicas of rehabilitation devices (such as rubber ball, power putty, peg board). Phobia-inducing virtual environments are prescribed for patients with cognitive deficits. Results: VR-augmented rehabilitation has been shown effective for stroke patients in the chronic phase of the disease. VR-based rehabilitation has been improving patients with fear of flying, Vietnam syndrome, fear of heights, and chronic stroke patients. Telerehabilitation interventions using VR have improved musculo-skeletal and post-stroke patients, however less data is available at this time. Conclusions: Virtual reality presents significant advantages when applied to rehabilitation of patients with varied conditions. These advantages include patient motivation, adaptability and variability based on patient baseline, transparent data storage, online remote data access, economy of scale, reduced medical costs. Challenges in VR use for rehabilitation relate to lack of computer skills on the part of therapists, lack of support infrastructure, expensive equipment (initially), inadequate communication infrastructure (for telerehabilitation in rural areas), and patient safety concerns.
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45

Javaid, Misbah, and Vladimir Estivill-Castro. "Explanations from a Robotic Partner Build Trust on the Robot’s Decisions for Collaborative Human-Humanoid Interaction." Robotics 10, no. 1 (March 23, 2021): 51. http://dx.doi.org/10.3390/robotics10010051.

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Typically, humans interact with a humanoid robot with apprehension. This lack of trust can seriously affect the effectiveness of a team of robots and humans. We can create effective interactions that generate trust by augmenting robots with an explanation capability. The explanations provide justification and transparency to the robot’s decisions. To demonstrate such effective interaction, we tested this with an interactive, game-playing environment with partial information that requires team collaboration, using a game called Spanish Domino. We partner a robot with a human to form a pair, and this team opposes a team of two humans. We performed a user study with sixty-three human participants in different settings, investigating the effect of the robot’s explanations on the humans’ trust and perception of the robot’s behaviour. Our explanation-generation mechanism produces natural-language sentences that translate the decision taken by the robot into human-understandable terms. We video-recorded all interactions to analyse factors such as the participants’ relational behaviours with the robot, and we also used questionnaires to measure the participants’ explicit trust in the robot. Overall, our main results demonstrate that explanations enhanced the participants’ understandability of the robot’s decisions, because we observed a significant increase in the participants’ level of trust in their robotic partner. These results suggest that explanations, stating the reason(s) for a decision, combined with the transparency of the decision-making process, facilitate collaborative human–humanoid interactions.
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46

Tarzi, Christopher, Jason Aubrey, Mario Rotundo, Nicholas Armstrong, Ashirbani Saha, and Michael D. Cusimano. "Professional assessment of potential concussions in elite football tournaments." Injury Prevention 26, no. 6 (January 15, 2020): 536–39. http://dx.doi.org/10.1136/injuryprev-2019-043397.

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BackgroundPotential concussive events (PCEs) are a major health concern in football. Though there are protocols set in place for assessments of PCEs, there has been no evidence of adherence in major football tournaments.MethodsOur research goal is to determine if PCEs in elite football are professionally assessed according to the International Conference on Concussion in Sport (ICCS) consensus statement recommendations. Identification and analysis of PCEs in the 2018 World Cup (WC) were accomplished through standardised observation of video footage by trained observers. Results were contrasted with data from the 2014 WC and 2016 Euro Cup. Our primary outcomes include frequency and professional assessment of PCEs, signs of concussions and time stopped for assessments.FindingsIn the 64 games of the 2018 WC, 87 PCEs (1.36 per game) were identified. Thirty-one (35.6%) PCEs were professionally assessed, resulting in the removal of three (3.5%) players from the match. Six (6.9%) PCEs showed one sign of concussion, 60 (69.0%) showed two signs, 20 (23.0%) showed three signs and 1 (1.2%) showed four or more signs. The mean time stopped for assessment was 63.3 s. No significant change in the percentage of professional assessments (mean=33.4%, 95% CI 20.7% to 46.1%) were identified across tournaments (p=0.42).InterpretationThese findings demonstrate a need for adherence to concussion protocols in order to improve the brain-health of athletes. Proper enforcement of the ICCS protocols during these tournaments and promoting player health and safety can influence the officiating, coaching and playing of football worldwide by promoting player safety.
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47

Filipčič, Aleš, Bojan Leskošek, Goran Munivrana, Gabriela Ochiana, and Tjaša Filipčič. "Differences in Movement Speed Before and After a Split-Step Between Professional and Junior Tennis Players." Journal of Human Kinetics 55, no. 1 (January 1, 2017): 117–25. http://dx.doi.org/10.1515/hukin-2017-0011.

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Abstract This study investigated tennis players’ speed before, during and after the split-step, deceleration before and acceleration after the split-step in four different stroke groups in three age categories. Seven male professional, eleven male and ten female junior tennis players were recorded with video cameras at official tournaments. Using the SAGIT system, we gathered data on 8,545 split-steps. Tennis players performed a split-step in 82.9% of cases. A tennis player’s speed, deceleration and acceleration were measured 0.2 s before and after the split-step. Differences between categories and stroke groups for each of the five variables were analyzed with a two-way ANOVA. The differences between the groups of players were generally much higher in the speed before, during and after the split-step than in the deceleration before and acceleration after the split-step. Most of these differences were observed between the various stroke groups. These results suggest that players use three types of movement while performing a split-step. In the first type, which is typical of serving and returning, the speed before, during and after the split-step is lower (0.55 to 1.2 m/s). The second type of movement is characteristic of baseline strokes where tennis players achieve higher speed than in the first type (0.7 to 1.66 m/s). The third type occurs in strokes where a tennis player is moving or already at the net (0.78 to 1.9 m/s). Movement in tennis is an area that requires constant development in terms of designing and upgrading movement patterns, increasing speed and practice in specific game situations.
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48

Segal, Ava D., Mark C. Lesak, Anne K. Silverman, and Andrew J. Petruska. "A Gesture-Controlled Rehabilitation Robot to Improve Engagement and Quantify Movement Performance." Sensors 20, no. 15 (July 31, 2020): 4269. http://dx.doi.org/10.3390/s20154269.

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Rehabilitation requires repetitive and coordinated movements for effective treatment, which are contingent on patient compliance and motivation. However, the monotony, intensity, and expense of most therapy routines do not promote engagement. Gesture-controlled rehabilitation has the potential to quantify performance and provide engaging, cost-effective treatment, leading to better compliance and mobility. We present the design and testing of a gesture-controlled rehabilitation robot (GC-Rebot) to assess its potential for monitoring user performance and providing entertainment while conducting physical therapy. Healthy participants (n = 11) completed a maze with GC-Rebot for six trials. User performance was evaluated through quantitative metrics of movement quality and quantity, and participants rated the system usability with a validated survey. For participants with self-reported video-game experience (n = 10), wrist active range of motion across trials (mean ± standard deviation) was 41.6 ± 13° and 76.8 ± 16° for pitch and roll, respectively. In the course of conducting a single trial with a time duration of 68.3 ± 19 s, these participants performed 27 ± 8 full wrist motion repetitions (i.e., flexion/extension), with a dose-rate of 24.2 ± 5 reps/min. These participants also rated system usability as excellent (score: 86.3 ± 12). Gesture-controlled therapy using the GC-Rebot demonstrated the potential to be an evidence-based rehabilitation tool based on excellent user ratings and the ability to monitor at-home compliance and performance.
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49

Reitmayer, Hans-Eric, and Sorin Grădinaru. "Considerations regarding the optimisation of the spike in modern volleyball." Timisoara Physical Education and Rehabilitation Journal 9, no. 16 (September 1, 2016): 40–44. http://dx.doi.org/10.1515/tperj-2016-0006.

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Abstract The aim of this paper is to analyse in detail the aspects regarding increased efficiency of the spike in the game of volleyball, given the requirements of a flawless technique that will maximize the potential of the players. Our intention was to verify whether the steps of approach are unfolding in a uniformly accelerated motion and are leading to a vertical leap in the desired parameters at the moment of take off. We also wanted to check if the range of upper body motion is a determinant in the efficiency of the spike consisting in a high striking point and a remakable hitting force. Material and methods: The video footage was obtained from 6 players of “U” Timisoara's volleyball team and 6 international players. For the analysis and processing of the footage the program Kinovea was used and the following parameters were assessed: striking speed(m/s), range of motion (cm and °), flexion between arm and forearm, angle of arm with the vertical at contact, movement speed for the first, second and third approach steps. Results: The international subjects had a 12 cm longer path of the hand in striking motion. Given the shorter segments of “U” Timisoara's players, they compensate by having a 2° larger range of motion, above the elite players. We recorded diferent angles of the spiking arm with the vertical for the 2 groups, namely a mean of 24.5° for the elite players and just 15° for the players of “U” Timisoara. These aspects lead to a striking speed 3m/s higher for the international spikers compared to “U” Timisoara sportsmen. Having measured a uniformly accelerated approach for the international subjects, “U” Timisoara's players don't respond to the same requirement with close values of the second and third step of approach.
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Christmann, Jan, Max Akamphuber, Anna Lena Müllenbach, and Arne Güllich. "Crunch time in the NBA – The effectiveness of different play types in the endgame of close matches in professional basketball." International Journal of Sports Science & Coaching 13, no. 6 (April 22, 2018): 1090–99. http://dx.doi.org/10.1177/1747954118772485.

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In professional basketball, the final few possessions often determine the result of a game. The coach’s decision on tactics may be critical to a team’s win or loss. This study investigated offense play types in the endgame (final 120 s) of 115 close basketball matches (≤5 points score differential) in the National Basketball Association. We video-analysed 996 plays and assessed the frequencies and outcomes of six defined play types: 1 × 1 without isolation; 1 × 1 with isolation; pick-and-roll; complex team play; inbound play; and transition play. Analyses revealed that pick-and-roll was employed the most and inbound play the least frequently. The 1 × 1 with or without isolation were the least effective play types, averaging 0.9–1.0 pts/possession. They were rather ‘static’ and exhibited relatively long duration, low action frequency (passes, screens, handoffs, cuts, drives) and high defence pressure on the shooter. In contrast, transition, inbound and complex team plays were the most effective (means 1.3–1.5 pts/possession). They displayed greater spatial dynamics either through motion speed (transition) or high action frequency (complex and inbound plays), and either led to over-represented uncontested shots or over-represented offensive rebounds and their effective utilisation. Pick-and-roll play was intermediate in these regards. Overall, plays led to 0.8 pts/possession when being in the lead vs. 1.4 pts/possession when being down. Increased spatial dynamics through high motion speed and/or high frequency of concatenated cooperative manoeuvres enhance the success probability of endgame play types in professional basketball.
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