Academic literature on the topic 'Video game stimulus'

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Journal articles on the topic "Video game stimulus"

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Budiman, Arief. "KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE." Jurnal Bahasa Rupa 2, no. 2 (2019): 126–35. http://dx.doi.org/10.31598/bahasarupa.v2i2.353.

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Playing video games is basically an activity where it must have an stimulus energy which is commonly referred to as motivation. Without motivation, player will not be interested in playing a video game with a long duration. The Harvest Moon Back to Nature video game as a video game that was quite successful, which made the video game a legendary video game for the audience's audience as early as 1997. It creates interest which in turn encourages researchers to know more about how motivation for human needs is presented by the Harvest Moon Back to Nature video game. This research fundamentally
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Ivory, James D. "Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches." Review of Communication Research 1 (2013): 31–68. http://dx.doi.org/10.12840/issn.2255-4165_2013_01.01_002.

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Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comp
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Budiman, Arief. "KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE." Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa 11, no. 1 (2019): 15–25. http://dx.doi.org/10.33153/brikolase.v11i1.2678.

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ABSTRACT Playing video games is basically an activity where it must have an stimulus energy which is commonly referred to as motivation. Without motivation, player will not be interested in playing a video game with a long duration. The Harvest Moon Back to Nature video game as a video game that was quite successful, which made the video game a legendary video game for the audience's audience as early as 1997. Harvest Moon Back to Nature looks so strong in representating about social life of rural communities, especially one who works as a farmer. It creates interest which in turn encourages r
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Cutting, Joe, Paul Cairns, and Gustav Kuhn. "Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features." Attention, Perception, & Psychophysics 82, no. 8 (2020): 3907–19. http://dx.doi.org/10.3758/s13414-020-02122-y.

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Abstract Feature-based attention allocates resources to particular stimulus features and reduces processing and retention of unattended features. We performed four experiments using self-paced video games to investigate whether sustained attentional selection of features could be created without a distractor task requiring continuous processing. Experiments 1 and 2 compared two versions of the game Two Dots, each containing a sequence of images. For the more immersive game post-game recognition of images was very low, but for the less immersive game it was significantly higher. Experiments 3 a
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Stroud, Leah C., William E. Amonette, and Terry L. Dupler. "Metabolic responses of upper-body accelerometer-controlled video games in adults." Applied Physiology, Nutrition, and Metabolism 35, no. 5 (2010): 643–49. http://dx.doi.org/10.1139/h10-058.

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Historically, video games required little physical exertion, but new systems utilize handheld accelerometers that require upper-body movement. It is not fully understood if the metabolic workload while playing these games is sufficient to replace routine physical activity. The purpose of this study was to quantify metabolic workloads and estimate caloric expenditure while playing upper-body accelerometer-controlled and classic seated video games. Nineteen adults completed a peak oxygen consumption treadmill test followed by an experimental session where exercising metabolism and ventilation we
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Chernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.

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The video game and virtual reality became a new way of doing marketing considering their growing popularity and the advances of new technologies in the past few decades. In this paper is presented a research that investigates the impact of product placement in video games on gamers’ decisions on the purchase of goods from advertised. This research is focused on two of the most played games nowadays: FIFA 19 and Final Fantasy XV. A survey with 465 respondents was conducted to understand the antecedents that impact the purchase decision considering the stimulus originated from the product placem
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Petilli, Marco Alessandro, Luca Rinaldi, Daniela Carmen Trisolini, Luisa Girelli, Luca Piero Vecchio, and Roberta Daini. "How difficult is it for adolescents to maintain attention? The differential effects of video games and sports." Quarterly Journal of Experimental Psychology 73, no. 6 (2020): 968–82. http://dx.doi.org/10.1177/1747021820908499.

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Despite a large body of evidence suggests positive effects of playing action video games and practising sports on various visual attentional skills, the impact of these activities on the ability to maintain attention over prolonged periods of time (i.e., sustained attention) has been largely neglected. Here, we first explored free-time habits on a group of 310 adolescents by means of a self-reported questionnaire. We found an inverse relationship between the time spent with sports and video games, but not with other extra-scholastic activities: the time spent practising sports and playing vide
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Heilmann, Florian, and Kerstin Witte. "Perception and Action under Different Stimulus Presentations: A Review of Eye-Tracking Studies with an Extended View on Possibilities of Virtual Reality." Applied Sciences 11, no. 12 (2021): 5546. http://dx.doi.org/10.3390/app11125546.

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Visual anticipation is essential for performance in sports. This review provides information on the differences between stimulus presentations and motor responses in eye-tracking studies and considers virtual reality (VR), a new possibility to present stimuli. A systematic literature search on PubMed, ScienceDirect, IEEE Xplore, and SURF was conducted. The number of studies examining the influence of stimulus presentation (in situ, video) is deficient but still sufficient to describe differences in gaze behavior. The seven reviewed studies indicate that stimulus presentations can cause differe
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Staude-Müller, Frithjof, Thomas Bliesener, and Stefanie Luthman. "Hostile and Hardened? An Experimental Study on (De-)Sensitization to Violence and Suffering Through Playing Video Games." Swiss Journal of Psychology 67, no. 1 (2008): 41–50. http://dx.doi.org/10.1024/1421-0185.67.1.41.

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This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences i
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Sun, Yile, and Robert Sekuler. "Decision-Making and Multisensory Combination Under Time Stress." Perception 50, no. 7 (2021): 627–45. http://dx.doi.org/10.1177/03010066211017458.

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Using a video game platform, we examined how vision-based decision making was affected by a concurrent, potentially conflicting auditory stimulus. Electroencephalographic responses showed that by 150 milliseconds of stimulus onset, the brain had detected the conflict between visual and auditory stimuli. Systematically reducing the intertrial interval (ITI), which subjects described as stressful, undermined decision making. Subjects’ arterial pulse variance decreased along with ITI, signaling increased parasympathetic influence on the heart. When successive trials required a shift in processing
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Dissertations / Theses on the topic "Video game stimulus"

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Calcagnotto, Leandro Avila. "The Accuracy and Precision of Measurement: Tools for Validating Reaction Time Stimuli." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1595376009530052.

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Goyette, Mathieu. "Évaluation des intérêts sexuels auprès d’agresseurs sexuels d’enfants par la vidéo-oculographie et la présentation de stimuli générés par ordinateur." Thèse, 2012. http://hdl.handle.net/1866/8714.

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Il est proposé que la pléthysmographie pénienne puisse faire l’objet d’améliorations par la combinaison de la pléthysmographie pénienne et de la vidéo-oculographie lors de la présentation de stimuli générés par ordinateur (SGO). L’application de cette combinaison n’a fait l’objet d’aucune étude auprès d’agresseurs sexuels d’enfants. Cette thèse comporte trois articles empiriques qui visent respectivement à soutenir le développement d’un instrument d’évaluation basé sur l’utilisation combinée des réponses oculaires et érectiles lors de la présentation de SGO afin d’évaluer les intérêts sexuels
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Book chapters on the topic "Video game stimulus"

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Patel, Roma P., Jerry Lin, and S. Khizer Khaderi. "Beyond Gaming." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch062.

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The interest around the utilization of video games as a component of rehabilitative therapy has dramatically increased over the past decade. Research efforts have confirmed the positive effects of repetitive gaming in improving visual outcomes; however, there is limited knowledge on the mechanism of action delivered by repetitive gaming. Utilizing knowledge of the visual system, including targeting specific cells in the retina with visual stimuli, the authors captured the training effects of gaming to augment pre-selected skills. Specifically, the authors embedded a homerun derby style baseball game with a contrast threshold test, to stimulate parvocellular retinal ganglion cells. Parvocellular cells are the first line of the ventral, or “what” pathway of visual processing. Repetitive stimulation of the parvocellular system shows promising preliminary results in improving batting performance.
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Lee, Clifford H., and Antero D. Garcia. "“I Want Them to Feel the Fear…”." In Exploring Multimodal Composition and Digital Writing. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4345-1.ch022.

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By utilizing digital tools that are nearly ubiquitous in the lives of youth, writing teachers can leverage these practices for developing traditional English language arts instruction and skills proposed by state and federal standards. In this chapter, the authors propose how the development of computational literacies through multimodal writing and video game design can help guide critical and academic development in an inner-city Los Angeles public school. In a research project where high school youth designed and created (programmed) a video game about an issue significant in their lives, students demonstrated their critical computational literacies, a concept that blends the critical consciousness of critical literacy and the skills and concepts behind computational thinking. Critical computational literacy offers the ability to integrate two seemingly divergent fields. By using these new media tools, students developed a more expansive and sophisticated way to communicate their ideas. This has significant possibilities for the English Language Arts, where most K-12 state standards still relegate students’ literacies to over-indulgence of traditional means of reading and writing of text. In an ever-evolving culture that increasingly places more significance on visual, auditory, and textual stimuli through multimodal media on computers and mobile devices (Hull & Nelson, 2005; Jenkins, 2006; Kress, 2010), schools must educate students to critically “read” messages in the media, and in turn become effective producers of these tools of communication (Alvermann, et al., 1999; Margolis, 2008; Morrell, 2008). This research shows students engaged in deep, reflective processes in the production of their multimodal texts.
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Lee, Clifford H., and Antero D. Garcia. "“I Want Them to Feel the Fear…”." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch111.

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By utilizing digital tools that are nearly ubiquitous in the lives of youth, writing teachers can leverage these practices for developing traditional English language arts instruction and skills proposed by state and federal standards. In this chapter, the authors propose how the development of computational literacies through multimodal writing and video game design can help guide critical and academic development in an inner-city Los Angeles public school. In a research project where high school youth designed and created (programmed) a video game about an issue significant in their lives, students demonstrated their critical computational literacies, a concept that blends the critical consciousness of critical literacy and the skills and concepts behind computational thinking. Critical computational literacy offers the ability to integrate two seemingly divergent fields. By using these new media tools, students developed a more expansive and sophisticated way to communicate their ideas. This has significant possibilities for the English Language Arts, where most K-12 state standards still relegate students' literacies to over-indulgence of traditional means of reading and writing of text. In an ever-evolving culture that increasingly places more significance on visual, auditory, and textual stimuli through multimodal media on computers and mobile devices (Hull & Nelson, 2005; Jenkins, 2006; Kress, 2010), schools must educate students to critically “read” messages in the media, and in turn become effective producers of these tools of communication (Alvermann, et al., 1999; Margolis, 2008; Morrell, 2008). This research shows students engaged in deep, reflective processes in the production of their multimodal texts.
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Hanson, Robin. "Start." In The Age of Em. Oxford University Press, 2016. http://dx.doi.org/10.1093/oso/9780198754626.003.0006.

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You should expect the next great era after ours to be as different from our era as ours is from past eras. In the last few million years, the three biggest changes on Earth were arguably the arrival of humans, the arrival of civilization based on farming, and then civilization based on industry ( Boserup 1981 ; Morris 2015 ). As I’ll discuss more in Chapter 2 , prior Eras section, each of these three eras greatly changed people, society, and the Earth. people who adopted these new ways of life quickly displaced and dominated those who continued with old ways. Compared with primates, wandering human hunter-gatherers greatly expanded technology, art, language, norms, and politics, and displaced many top animal predators. Then farmers and herders stopped wandering, expanded marriage, war, trade, law, class, and religion, and hunted many animals to extinction. Finally, our industrial era has expanded schools, cities, firms, and individual wealth; it has displaced even more of nature and almost all foragers, and it has seen a partial return to forager values. Over this whole period, we’ve seen increases in travel, talk, organization, and specialization. We’ve also had faster change, innovation, and economic growth, and a more integrated and unequal world culture. We have also, I will argue, become increasingly maladaptive. Our age is a “dreamtime” of behavior that is unprecedentedly maladaptive, both biologically and culturally. Farming environments changed faster than genetic selection could adapt, and the industrial world now changes faster than even cultural selection can adapt. Today, our increased wealth buffers us more from our mistakes, and we have only weak defenses against the super-stimuli of modern food, drugs, music, television, video games, and propaganda. The most dramatic demonstration of our maladaptation is the low fertility rate in rich nations today. While the industrial era has deluded many into thinking that old constraints no longer apply, as we will see in Chapter 2, Limits section, many recent constraint-evading trends simply cannot continue forever. Even if our descendants eventually conquer the stars, if we haven’t greatly misunderstood physics then our long-lived but bounded universe must eventually limit innovation and growth. And without strong regulation from a universespanning government, we should eventually see less change, more adaptive behavior, and (perhaps surprisingly) near-subsistence living standards.
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Conference papers on the topic "Video game stimulus"

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Garner, Tom. "Identifying habitual statistical features of EEG in response to fear-related stimuli in an audio-only computer video game." In the 8th Audio Mostly Conference. ACM Press, 2013. http://dx.doi.org/10.1145/2544114.2544129.

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