Academic literature on the topic 'Video game training'
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Journal articles on the topic "Video game training"
Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (November 18, 2014): 283. http://dx.doi.org/10.12688/f1000research.5689.1.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (May 7, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.2.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (June 23, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.3.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (September 10, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.4.
Full textRuiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (October 26, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.5.
Full textWarburton, Darren E. R., Shannon S. D. Bredin, Leslie T. L. Horita, Dominik Zbogar, Jessica M. Scott, Ben T. A. Esch, and Ryan E. Rhodes. "The health benefits of interactive video game exercise." Applied Physiology, Nutrition, and Metabolism 32, no. 4 (August 2007): 655–63. http://dx.doi.org/10.1139/h07-038.
Full textAust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (August 5, 2014): 113–31. http://dx.doi.org/10.15208/pieb.2014.14.
Full textLi, Xiaoxuan, Kavous Salehzadeh Niksirat, Shanshan Chen, Dongdong Weng, Sayan Sarcar, and Xiangshi Ren. "The Impact of a Multitasking-Based Virtual Reality Motion Video Game on the Cognitive and Physical Abilities of Older Adults." Sustainability 12, no. 21 (November 2, 2020): 9106. http://dx.doi.org/10.3390/su12219106.
Full textCler, 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.
Full textKnight, James F. "Acceptability of Video Games Technology for Medical Emergency Training." International Journal of Gaming and Computer-Mediated Simulations 5, no. 4 (October 2013): 86–99. http://dx.doi.org/10.4018/ijgcms.2013100105.
Full textDissertations / Theses on the topic "Video game training"
Brorsson, David. "Training attention with video games : How playing and training with video games impact attentional networks." Thesis, Högskolan i Skövde, Institutionen för biovetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19464.
Full textCameron, David John. "Giving games a day job developing a digital game-based resource for journalism training /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20041220.144608/index.html.
Full textKrča, Michal. "Making better serious games for children with ADHD : Guidelines for designing motivational video game training." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12448.
Full textPalaus, Gallego Marc. "Cognitive enhancement by means of TMS and video game training: synergistic effects." Doctoral thesis, Universitat Oberta de Catalunya, 2018. http://hdl.handle.net/10803/667018.
Full textLa estimulación magnética transcraneal (TMS) nos permite modular los niveles de excitabilidad cortical con una resolución espacial muy alta, y con un impacto sobre las funciones cognitivas que pueden resultar en mejora cognitiva. Sin embargo, estos cambios a menudo son transitorios, y existe la necesidad de desarrollar protocolos optimizados que puedan potenciar y extender la duración de estos efectos. La efectividad de la TMS para lograr cambios cognitivos se potencia cuando se usa junto con un entrenamiento cognitivo que enfatiza la función cognitiva pretendida. Los videojuegos poseen todas las características apropiadas para ser utilizados con este propósito. Se espera que el uso conjunto de la TMS y el entrenamiento con videojuegos produzca efectos sinérgicos en el rendimiento cognitivo, con mejora de las funciones cognitivas relacionadas con el lugar de estimulación y los contextos expuestos durante el videojuego. Esta tesis proporciona un análisis en profundidad sobre la temática de la mejora cognitiva a través de TMS, los correlatos neuronales de los videojuegos y la mejora cognitiva como resultado del entrenamiento de videojuegos a través de exhaustivas revisiones bibliográficas. Para la etapa experimental, se ha empleado una TMS theta-burst intermitente (iTBS) sobre la DLPFC derecha, esperando inducir efectos comparables a la potenciación a largo plazo. Diez sesiones de estimulación fueron administradas durante dos semanas. Se formaron cuatro grupos experimentales combinando la administración de estimulación iTBS activa y simulada, y la alta y baja experiencia previa en videojuegos. El rendimiento cognitivo se evaluó mediante una batería neuropsicológica exhaustiva en tres puntos temporales. Los efectos de la estimulación cerebral no invasiva sobre la mejora cognitiva junto con el entrenamiento de videojuegos fueron menos notorios y consistentes de lo esperado. Sin embargo, la experiencia previa en videojuegos era determinante tanto para el rendimiento inicial como para la tasa de adquisición de habilidades en una serie de dominios cognitivos.
Transcranial magnetic stimulation (TMS) allows us to modulate cortical excitability levels with an exceptionally high spatial resolution, thereby achieving an impact on cognitive functions that may result in cognitive improvement. However, such changes are often transitory, meaning there is a need to develop optimized protocols that are capable of prolonging the duration of the effects. The effectiveness of TMS in achieving cognitive changes is potentiated when used in conjunction with cognitive training that stimulates the targeted cognitive function. Video games possess all the appropriate features for this purpose. The joint use of TMS and video game training is expected to create synergistic effects on cognitive performance, thereby enhancing the cognitive functions related to the stimulation site and the contexts exposed during video game play. Through exhaustive literature reviews, this thesis provides an in-depth analysis on cognitive enhancement through TMS, the neural correlates of video games, and cognitive enhancement as a result of video game training. For the experimental stage, intermittent theta-burst transcranial magnetic stimulation (iTBS) over the right dorsolateral prefrontal cortex was employed in hopes of inducing effects comparable to long-term potentiation. This was carried out during ten stimulation sessions performed over a two-week period. The variables (i.e. administration of active and sham iTBS together with high and low previous video game experience) were paired to create four experimental groups. Cognitive performance was assessed through a comprehensive neuropsychological battery at three different points in time. The effects of the non-invasive brain stimulation on cognitive enhancement in conjunction with the video game training were less evident and consistent than expected. However, previous video game experience was found to be determinant for both the baseline performance and the skill acquisition rate in a series of cognitive domains.
Blacker, Kara J. "The Effects of Action Video Game Training on Visual Short-term Memory." Diss., Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/225466.
Full textPh.D.
The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual short-term memory (VSTM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VSTM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work provide evidence that action video game play influences VSTM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VSTM and whether these VSTM advantages extend visual working memory (VWM). The results suggest that VSTM capacity is increased after action video game training, as compared to training on a control game, and that some limited improvement to VSTM precision occurs with action game training as well. The VSTM improvements seen in individuals trained on an action video game are not better accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared to the control group used. However, these findings do not appear to extend to measures of VWM, nor to verbal working memory. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VSTM system might be enhanced.
Temple University--Theses
Borghetti, Lorraine. "Closing the Gender Gap: Action Video Game Training, Cognitive Improvement, and Related Self-Efficacy." University of Dayton / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1418101534.
Full textSiconolfi-Morris, Gina C. "USE OF A VIDEO GAME BASED BALANCE TRAINING INTERVENTION ON THE BALANCE AND FUNCTION OF CHILDREN WITH DEVELOPMENTAL DISABILITIES." UKnowledge, 2012. http://uknowledge.uky.edu/rehabsci_etds/8.
Full textO'Neill, Kevin John. "Induction and Transferral of Flow in the Game Tetris." Wright State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=wright1607267523632825.
Full textPotrus, Dani. "Swedish Sign Language Skills Training and Assessment." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209129.
Full textTeckenspråk används i stor grad runt om i världen som ett modersmål för dom som inte kan använda vardagligt talsspråk och utav grupper av personer som har en funktionsnedsättning (t.ex. en hörselskada). Betydelsen av effektivt lärande av teckenspråk och dess tillämpningar i modern datavetenskap har ökat i stor utsträckning i det moderna samhället, och forskning kring teckenspråklig igenkänning har spirat i många olika riktningar, ett exempel är med hjälp av statistika modeller såsom dolda markovmodeller (eng. Hidden markov models) för att träna modeller för att känna igen olika teckenspråksmönster (bland dessa ingår Svenskt teckenspråk, Amerikanskt teckenspråk, Koreanskt teckenspråk, Tyskt teckenspråk med flera). Denna rapport undersöker bedömningen och skickligheten av att använda ett enkelt teckenspråksspel som har utvecklats för att lära ut enkla Svenska teckenspråksmönster för barn i åldrarna 10 till 11 års ålder som inte har några inlärningssjukdomar eller några problem med allmän hälsa. Under projektets experiment delas 38 barn upp i två lika stora grupper om 19 i vardera grupp, där varje grupp kommer att få spela ett teckenspråksspel. Sammanhanget för spelet är detsamma för båda grupperna, där de får höra och se en tredimensionell figur (eng. 3D Avatar) tala till dom med både talsspråk och teckenspråk. Den första gruppen spelar spelet och svarar på frågor som ges till dem med hjälp av teckenspråk, medan den andra gruppen svarar på frågor som ges till dem genom att klicka på ett av fem alternativ som finns på spelets skärm. En vecka efter att barnen har utfört experimentet med teckenspråksspelet bedöms deras teckenspråkliga färdigheter som de har fått från spelet genom att de ombeds återuppge några av de tecknena som de såg under spelets varaktighet. Rapportens hypotes är att de barn som tillhör gruppen som fick ge teckenspråk som svar till frågorna som ställdes överträffar den andra gruppen, genom att både komma ihåg tecknena och återuppge dom på korrekt sätt. En statistisk hypotesprövning utförs på denna hypotes, där denna i sin tur bekräftas. Slutligen beskrivs det i rapportens sista kapitel om framtida forskning inom teckenspråksbedömning med tv spel och deras effektivitet.
Bouchot, Hélène. "Observer autrui lors de séances de simulation haute-fidélité : une activité mimétique et ludique portée par des en-jeux sérieux." Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTS104.
Full textThe aim of this thesis is to produce knowledge about the observation activity during a high-fidelity simulation session (HFS), as part of initial maieutic training. This activity remains a gray area both from a scientific point of view and from the point of view of training, whereas it is standard practice during initial health professions training. Observation makes it possible to respond to the constraint of training a large number of students, by using a pedagogical device that is not too time-consuming which takes advantage of the video equipment and HFS rooms, in accordance with the recommendations of the French National Authority of Health (HAS). This study falls within the empirical research program (aimed at the knowledge production) and technological research (aimed at the continued enrichment in the use of HFS ) of ‘course of action’ (Theureau, 2004, 2006) in order to analyze the observation activity of five midwife students, during a module of several HFS sessions. This epistemological framework of 'enactive cultural anthropology' makes it possible to consider the observers’ point of view in order to gain a better understanding of their activity, partly silent, as well as its transformative potential. Data analysis constructed from the videos of the observation situations and self-confrontation interviews, make emerge typical structures of different levels in the organization of the activity. The observation activity is organized cooperatively as if it were a game, with indeterminations of the situations being considered as a stake of strictly conventional order to the observers. It is accompanied by various levels of mimetic immersion, as for video-training devices, with updates-synchronizations-comparisons of concerns from observers and observed students. This allowing to gain a better understanding of the complexity of a work situation in its social, spatial and technical dimensions.Moreover, our results also highlight transformative processes emerge from this activity of observation: a) relevant to maieutic practice as resources potentially mobilizable in real future practice and promising performance in similar situations, b) specific to simulation in order to gain playability and, c) that lead to rethink debriefing accompaniment during HFS session. Thus, the activity of observation is typically updated in an activity of a ludo-utilitarian nature, reflecting an appropriation of the social-technical environment of observation, making it define this particular moment of the training device by HFS, as a fun and utilitarian video space
Books on the topic "Video game training"
Beal, Scott A. Training effectiveness evaluation of the Full Spectrum Command game. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.
Find full text1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Clifton Park, NY: Thomson / Delmar Learning, 2008.
Find full textCentric, James H. Train-the-trainer package for the Full Spectrum Warrior game. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.
Find full textCentric, James H. Train-the-trainer package for the Full Spectrum Warrior game. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.
Find full textOrvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.
Find full textOrvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.
Find full textGadgets, games, and gizmos for learning: Tools and techniques for transferring know-how from boomers to gamers. San Francisco, CA: John Wiley, 2007.
Find full textRick, Selby, and Smith Richard Wayne, eds. Microsoft train simulator. San Francisco, CA: Sybex, 2001.
Find full textA, Cannon-Bowers Janis, and Bowers Clint A, eds. Serious game design and development: Technologies for training and learning. Hershey PA: Information Science Reference, 2010.
Find full textMuehl, William, and Jeannie Novak. Game Development Essentials: Game Simulation Development. Cengage Delmar Learning, 2007.
Find full textBook chapters on the topic "Video game training"
Strobach, Tilo, and Torsten Schubert. "Video Game Training and Effects on Executive Functions." In Cognitive Training, 117–25. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42662-4_11.
Full textStrobach, Tilo, and Torsten Schubert. "Video Game Training and Effects on Executive Functions." In Cognitive Training, 229–41. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-39292-5_16.
Full textHeaton, C. "Video Game Technology and Training Research." In Computer-Based Instruction in Military Environments, 271–83. Boston, MA: Springer US, 1987. http://dx.doi.org/10.1007/978-1-4613-0915-4_22.
Full textBernal-Merino, Miguel. "Training translators for the video game industry." In The Didactics of Audiovisual Translation, 141–55. Amsterdam: John Benjamins Publishing Company, 2008. http://dx.doi.org/10.1075/btl.77.14ber.
Full textGreen, C. Shawn, Thomas Gorman, and Daphne Bavelier. "Action Video-Game Training and Its Effects on Perception and Attentional Control." In Cognitive Training, 107–16. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42662-4_10.
Full textBediou, Benoit, Daphne Bavelier, and C. Shawn Green. "Action Video Game Training and Its Effects on Perception and Attentional Control." In Cognitive Training, 215–28. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-39292-5_15.
Full textKonert, Johannes, Stefan Göbel, and Ralf Steinmetz. "Video Game Personalization via Social Media Participation." In Games for Training, Education, Health and Sports, 35–46. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05972-3_5.
Full textBallesteros, Soledad. "Brain-Training Games Help Prevent Cognitive Decline in Older Adults." In Video Game Influences on Aggression, Cognition, and Attention, 151–62. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_12.
Full textZha, ZhongYi, XueSong Tang, and Bo Wang. "An Advanced Actor-Critic Algorithm for Training Video Game AI." In Neural Computing for Advanced Applications, 368–80. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-7670-6_31.
Full textLiu, Xiaocen, Heqing Huang, Kai Yu, and Donghui Dou. "Can Video Game Training Improve the Two-Dimensional Mental Rotation Ability of Young Children?" In Lecture Notes in Computer Science, 305–17. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50164-8_22.
Full textConference papers on the topic "Video game training"
Puerta-Cortés, Diana Ximena, Jennifer Karina Hernández, Ana María Olaya, José Tovar, and Daniel Varela. "Training the working memory in older adults with the “Reta tu Memoria” video game." In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10219.
Full textMensch, Scott, and Azad Ali. "Using Digital Video Game in Service Learning Projects." In InSITE 2009: Informing Science + IT Education Conference. Informing Science Institute, 2009. http://dx.doi.org/10.28945/3388.
Full textMitsuhara, Hiroyuki, and Masami Shishibori. "Evacuation training using scenario-based augmented reality game." In The 5th International Conference on Virtual and Augmented Reality in Education. CAL-TEK srl, 2019. http://dx.doi.org/10.46354/i3m.2019.vare.007.
Full textHiemstra, Djoerd, and Anne Carine Zagt. "Developing Communication Competencies Through E-Learning: The Motivating Potential of Adaptive Video Role Play." In Third International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.5264.
Full text"Co-Designing an Immersive and Interactive Alcohol Resistance Training Tool Using 360-Degree Video." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.081.
Full textWhitaker, Elizabeth, Ethan Trewhitt, Matthew Holtsinger, Christopher Hale, Elizabeth Veinott, Chris Argenta, and Richard Catrambone. "The effectiveness of intelligent tutoring on training in a video game." In 2013 IEEE International Games Innovation Conference (IGIC). IEEE, 2013. http://dx.doi.org/10.1109/igic.2013.6659157.
Full textBeltran, Jose Eduardo Padilla, Yaneth Patricia Caviativa Castro, and Maria Ines Mantilla. "Pedagogical Training and Research with video Game for Strengthening in Knowledge Processes." In 2017 European Conference on Electrical Engineering and Computer Science (EECS). IEEE, 2017. http://dx.doi.org/10.1109/eecs.2017.68.
Full textCorrales-Astorgano, Mario. "Prosody training of people with Down syndrome using an educational video game." In IberSPEECH 2021. ISCA: ISCA, 2021. http://dx.doi.org/10.21437/iberspeech.2021-37.
Full textDeutsch, Judith, Phyllis Guarrera-Bowlby, and Michal Kafri. "Participation outcomes differed between video game-based balance training and standard of care training: Pilot clinical trial." In 2017 International Conference on Virtual Rehabilitation (ICVR). IEEE, 2017. http://dx.doi.org/10.1109/icvr.2017.8007544.
Full textVeinott, Elizabeth S., James Leonard, Elizabeth Lerner Papautsky, Brandon Perelman, Aleksandra Stankovic, Jared Lorince, Jared Hotaling, et al. "The effect of camera perspective and session duration on training decision making in a serious video game." In 2013 IEEE International Games Innovation Conference (IGIC). IEEE, 2013. http://dx.doi.org/10.1109/igic.2013.6659170.
Full textReports on the topic "Video game training"
Herr, Christopher, and Dennis Allen. Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors. Fort Belvoir, VA: Defense Technical Information Center, October 2014. http://dx.doi.org/10.21236/ada610664.
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