Results for ' Video Game Functional Assessment'

984 found
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  1.  36
    Comparison of the Video Game Functional Assessment-Revised (VGFA-R) and Internet Gaming Disorder Test (IGD-20).Matthew Evan Sprong, Mark D. Griffiths, Daniel Perry Lloyd, Erina Paul & Frank D. Buono - 2019 - Frontiers in Psychology 10:409122.
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  2. Action Video Game Training for Healthy Adults: A Meta-Analytic Study.Ping Wang, Han-Hui Liu, Xing-Ting Zhu, Tian Meng, Hui-Jie Li & Xi-Nian Zuo - 2016 - Frontiers in Psychology 7:187309.
    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects (...)
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  3.  57
    The Dancing Brain: Structural and Functional Signatures of Expert Dance Training.Agnieszka Z. Burzynska, Karolina Finc, Brittany K. Taylor, Anya M. Knecht & Arthur F. Kramer - 2017 - Frontiers in Human Neuroscience 11:299704.
    Dance – as a ritual, therapy, and leisure activity – has been known for thousands of years. Today, dance is increasingly used as therapy for cognitive and neurological disorders such as dementia and Parkinson’s disease. Surprisingly, the effects of dance training on the healthy young brain are not well understood despite the necessity of such information for planning successful clinical interventions. Therefore, this study examined actively performing, expert-level trained college students as a model of long-term exposure to dance training. To (...)
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  4. Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and (...)
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  5. Mobile Technology Use and Its Association With Executive Functioning in Healthy Young Adults: A Systematic Review.Rachel E. Warsaw, Andrew Jones, Abigail K. Rose, Alice Newton-Fenner, Sophie Alshukri & Suzanne H. Gage - 2021 - Frontiers in Psychology 12.
    Introduction: Screen-based and mobile technology has grown at an unprecedented rate. However, little is understood about whether increased screen-use affects executive functioning, the range of mental processes that aid goal attainment and facilitate the selection of appropriate behaviors. To examine this, a systematic review was conducted.Method: This systematic review is reported in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses statement. A comprehensive literature search was conducted using Web of Science, MEDLINE, PsycINFO and Scopus databases to identify (...)
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  6. A Humean approach to assessing the moral significance of ultra-violent video games.Monique Wonderly - 2008 - Ethics and Information Technology 10 (1):1-10.
    Although the word empathy only recently came into existence, eighteenth century philosopher, David Hume, significantly contributed to our current understanding of the term. Hume was among the first to suggest that an empathic mechanism is the central means by which we make ethical judgments and glean moral knowledge. In this paper, I explore Hume's moral sentimentalism, and I argue that his conception of empathy provides a surprisingly apposite framework for interpreting and addressing a current issue in practical ethics: the moral (...)
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  7.  27
    Assessment of the Financial Condition of Knowledge Based Economy Entities – an Example of Polish Video Game Sector.Rafał Rydzewski - 2021 - Studia Humana 10 (3):19-29.
    The video game producers are currently in spotlight of market information services. Successes and huge budgets of such companies attract many readers. However, scientific studies related to this sector do not share the same popularity. A reflection on the source of value in this sector shows that what generates revenues is not disclosed in the report. Great examples are customers’ relationships or the value of employees creating the game code and story of the game. Video (...)
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  8.  24
    Assessing and Optimizing Socio-Moral Reasoning Skills: Findings From the MorALERT Serious Video Game.Hamza Zarglayoun, Juliette Laurendeau-Martin, Ange Tato, Evelyn Vera-Estay, Aurélie Blondin, Arnaud Lamy-Brunelle, Sameh Chaieb, Frédérick Morasse, Aude Dufresne, Roger Nkambou & Miriam H. Beauchamp - 2022 - Frontiers in Psychology 12.
    BackgroundSocial cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to (...)
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  9.  34
    The Association Between Video Gaming and Psychological Functioning.Juliane M. von der Heiden, Beate Braun, Kai W. Müller & Boris Egloff - 2019 - Frontiers in Psychology 10.
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  10.  33
    How Exergaming with Virtual Reality Enhances Specific Cognitive and Visuo‐Motor Abilities: An Explorative Study.Sidney Grosprêtre, Philémon Marcel-Millet, Pauline Eon & Bettina Wollesen - 2023 - Cognitive Science 47 (4):e13278.
    Virtual reality (VR) is the computer simulation of a three‐dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, interspaced (...)
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  11.  25
    Maladaptive Personality Functioning and Psychopathological Symptoms in Problematic Video Game Players: A Person-Centered Approach.Alessandro Musetti, Tiziana Mancini, Paola Corsano, Gianluca Santoro, Maria Clara Cavallini & Adriano Schimmenti - 2019 - Frontiers in Psychology 10.
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  12.  22
    Integration of Teaching Processes and Learning Assessment in the Prefrontal Cortex during a Video Game Teaching–learning Task.Naoyuki Takeuchi, Takayuki Mori, Yoshimi Suzukamo & Shin-Ichi Izumi - 2017 - Frontiers in Psychology 7.
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  13.  37
    Assessing Team Effectiveness by How Players Structure Their Search in a First‐Person Multiplayer Video Game.Patrick Nalepka, Matthew Prants, Hamish Stening, James Simpson, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best & Michael J. Richardson - 2022 - Cognitive Science 46 (10):e13204.
    Cognitive Science, Volume 46, Issue 10, October 2022.
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  14.  20
    Immersive Technology for Cognitive-Motor Training in Parkinson’s Disease.Justin Lau, Claude Regis, Christina Burke, MaryJo Kaleda, Raymond McKenna & Lisa M. Muratori - 2022 - Frontiers in Human Neuroscience 16.
    Background: Parkinson’s disease is a neurodegenerative disease in which the progressive loss of dopaminergic neurons leads to initially sporadic and eventually widespread damage of the nervous system resulting in significant musculoskeletal and cognitive deterioration. Loss of motor function alongside increasing cognitive impairment is part of the natural disease progression. Gait is often considered an automatic activity; however, walking is the result of a delicate balance of multiple systems which maintain the body’s center of mass over an ever-changing base of support. (...)
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  15.  17
    Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management.Federica Pallavicini & Stéphane Bouchard - 2019 - Frontiers in Psychology 10.
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  16. Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments. [REVIEW]Marcus Schulzke - 2014 - Philosophy and Technology 27 (2):251-265.
    This essay proposes an alternative way of studying video games: as thought experiments akin to the narrative thought experiments that are frequently used in philosophy. This perspective incorporates insights from the narratological and ludological perspectives in game studies and highlights the philosophical significance of games. Video game thought experiments are similar to narrative thought experiments in many respects and can perform the same functions. They also have distinctive advantages over narrative thought experiments, as they situate counterfactuals (...)
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  17.  72
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a (...)
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  18.  31
    Sex, Lies, and Video Games: Moral Panics or Uses and Gratifications.Rudy Pugliese & Kunal Puri - 2012 - Bulletin of Science, Technology and Society 32 (5):345-352.
    This study examined video game–playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of aggression and type of video games played? Are aggression and length of video game playing related? A nonprobability sample of students (...)
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  19. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years (...)
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  20.  43
    Allen Newell's Program of Research: The VideoGame Test.Fernand Gobet - 2017 - Topics in Cognitive Science 9 (2):522-532.
    Newell argued that progress in psychology was slow because research focused on experiments trying to answer binary questions, such as serial versus parallel processing. In addition, not enough attention was paid to the strategies used by participants, and there was a lack of theories implemented as computer models offering sufficient precision for being tested rigorously. He proposed a three-headed research program: to develop computational models able to carry out the task they aimed to explain; to study one complex task in (...)
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  21.  16
    Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions.Ewa Miedzobrodzka, Jacek Buczny, Elly A. Konijn & Lydia C. Krabbendam - 2021 - Frontiers in Psychology 12.
    An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure and accuracy of negative emotion recognition. We assessed the (...)
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  22.  17
    Brain–Heart Interaction and the Experience of Flow While Playing a Video Game.Shiva Khoshnoud, Federico Alvarez Igarzábal & Marc Wittmann - 2022 - Frontiers in Human Neuroscience 16.
    The flow state – an experience of complete absorption in an activity – is linked with less self-referential processing and increased arousal. We used the heart-evoked potential, an index representing brain–heart interaction, as well as indices of peripheral physiology to assess the state of flow in individuals playing a video game. 22 gamers and 21 non-gamers played the video game Thumper for 25 min while their brain and cardiorespiratory signals were simultaneously recorded. The more participants were (...)
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  23.  10
    From Board Games to Video Games and the World of Avatars: Jumanji: Welcome to the Jungle.Melike Doğan & Olgahan Bakşi Yalçın - 2024 - Akademik İncelemeler Dergisi 19 (2):423-435.
    In the digital age, the relationship between film and literature demonstrates how different forms of art can collaborate to improve the storytelling experience. Rather than competing, these mediums complement one another, each bringing their own strengths to the storytelling process. This mutual relationship not only enhances the audience's experience but also fosters a greater appreciation for both film and literature (Hutcheon, 2006; Sanders, 2016). The various film adaptations of Chris Van Allsburg’s picturebook Jumanji (1981) are excellent examples of how literature (...)
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  24. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s (...)
     
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  25. Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non-Experts Using Blinks and EAR-Derived Features.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in'T. Veld & Pieter Spronck - 2024 - IEEE Transactions on Games 1:1-12.
    Serious games are an effective method of reproducing aspects of the complex interplay between environments and stakeholders in business situations. In the game we describe here, The Sustainable Port, players experience what it is like to make decisions in such a complex environment. Their aim in the game is to grow the Port of Rotterdam while keeping economic growth in balance with sustainability goals. In this study, we assessed whether experienced Port of Rotterdam employees (PoR employees) show different (...)
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  26. (1 other version)Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically wrong with (...)
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  27. Game-theoretic models, stories, and their assessment.Till Grüne-Yanoff - unknown
    Ever since game theory has become a dominant mode of investigation in economics, critics have pointed out that it is a formally strong but empirically weak, if not empty, practice.1 We argue against the empirical irrelevance of game theory by investigating the architecture of game theoretic explanations more closely. In particular, we study the role of game models, and find that they assume the role of mediators as autonomous relaters of theory and phenomena. We further argue (...)
     
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  28.  10
    The Impact of Poor Nonverbal Social Perception on Functional Capacity in Schizophrenia.Victoria Chapellier, Anastasia Pavlidou, Lydia Maderthaner, Sofie von Känel & Sebastian Walther - 2022 - Frontiers in Psychology 13.
    BackgroundNonverbal social perception is the ability to interpret the intentions and dispositions of others by evaluating cues such as facial expressions, body movements, and emotional prosody. Nonverbal social perception plays a key role in social cognition and is fundamental for successful social interactions. Patients with schizophrenia have severe impairments in nonverbal social perception leading to social isolation and withdrawal. Collectively, these aforementioned deficits affect patients’ quality of life. Here, we compare nonverbal social perception in patients with schizophrenia and controls and (...)
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  29.  29
    No Association Between Autonomic Functioning and Psychopathy and Aggression in Multi-Problem Young Adults.Josjan Zijlmans, Reshmi Marhe, Laura van Duin, Marie-Jolette A. Luijks, Floor Bevaart & Arne Popma - 2021 - Frontiers in Psychology 12.
    BackgroundAberrant functioning of the autonomic nervous system is an important factor in the occurrence of antisocial behavior. Baseline autonomic functioning and the responsivity of the ANS have been related to psychopathic traits and aggression. Here we investigated whether a naturalistic sample of male multi-problem young adults present with similar autonomic deficits in relation to their psychopathy and aggression as previous studies observed in clinical samples.MethodsIn a sample of 112 multi-problem young adults, baseline autonomic functioning and autonomic responsivity to emotional stimuli (...)
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  30. Ever Since the World Began: A Reading & Interview with Masha Tupitsyn.Masha Tupitsyn & The Editors - 2013 - Continent 3 (1):7-12.
    "Ever Since This World Began" from Love Dog (Penny-Ante Editions, 2013) by Masha Tupitsyn continent. The audio-essay you've recorded yourself reading for continent. , “Ever Since the World Began,” is a compelling entrance into your new multi-media book, Love Dog (Success and Failure) , because it speaks to the very form of the book itself: vacillating and finding the long way around the question of love by using different genres and media. In your discussion of the face, one of the (...)
     
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  31.  46
    (1 other version)Exploring the influence of task assignment and output modalities on computerized training for autism.Ouriel Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2007 - Interaction Studies 8 (2):241-266.
    Our exploratory research aims at suggesting design principles for educational software dedicated to people with high functioning autism. In order to explore the efficiency of educational games, we developed an experimental protocol to study the influence of the specific constraints of the learning areas as well as Human Computer Interface modalities. We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism, during 13 sessions, at the rate of one session per week. Participants’ skills were assessed (...)
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  32.  22
    Faster Visual Information Processing in Video Gamers Is Associated With EEG Alpha Amplitude Modulation.Yannik Hilla, Jörg von Mankowski, Julia Föcker & Paul Sauseng - 2020 - Frontiers in Psychology 11.
    Video gaming, specifically action video gaming, seems to improve a range of cognitive functions. The basis for these improvements may be attentional control in conjunction with reward-related learning to amplify the execution of goal-relevant actions while suppressing goal-irrelevant actions. Given that EEG alpha power reflects inhibitory processing, a core component of attentional control, it might represent the electrophysiological substrate of cognitive improvement in video gaming. The aim of this study was to test whether non-video gamers, non-action (...)
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  33.  44
    Games and Kinds.Cailin O’Connor - 2019 - British Journal for the Philosophy of Science 70 (3):719-745.
    In response to those who argue for ‘property cluster’ views of natural kinds, I use evolutionary models of similarity-maximizing games to assess the claim that linguistic terms appropriately track sets of objects that cluster in property spaces. As I show, there are two sorts of ways this can fail to happen. First, evolved terms that do respect property structure in some senses can be conventional nonetheless. Second, and more crucially, because the function of linguistic terms is to facilitate successful action (...)
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  34.  47
    Games and Kinds.Cailin O’Connor - 2016 - British Journal for the Philosophy of Science:axx027.
    In response to those who argue for ‘property cluster’ views of natural kinds, I use evolutionary models of sim-max games to assess the claim that linguistic terms will appropriately track sets of objects that cluster in property spaces. As I show, there are two sorts of ways this can fail to happen. First, evolved terms that do respect property structure in some senses can be conventional nonetheless. Second, and more crucially, because the function of linguistic terms is to facilitate successful (...)
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  35.  26
    Assessing the Epistemological Status of Certainty in Wittgenstein through the Lens of Critical Rationalism.Abdolhamid Mohammadi & Ali Paya - 2022 - Journal of Philosophical Investigations 16 (38):670-705.
    "Certainty" occupies an important place in Wittgenstein’s epistemology: it does not belong to the category of knowledge but constitutes its foundation. In his view, knowledge boils down to language games, and language games are based on indubitable certainties. According to Wittgenstein, scepticism is meaningless, and if there is no certainty, then even doubt would be meaningless. Wittgesntein maintains that [relative] doubt and knowledge are epistemic categories, whereas absolute doubt and certainty are non-epistemic categories. Epistemic categories are meaningful and when expressed (...)
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  36.  51
    Assessing debate strategies via computational agents.Alec Grierson, David Moore & Tangming Yuan - 2010 - Argument and Computation 1 (3):215-248.
    This paper reports our research concerning dialogue strategies suitable for adoption by a human-computer debating system. We propose a set of strategic heuristics for a computer to adopt to enable it to function as a dialogue participant. In particular, we consider means of assessing the proposed strategy. A system involving two agents in dialogue with each other and a human-agent debate system are constructed and subsequently used to facilitate the evaluations. The evaluations suggest that the proposed strategy can enable the (...)
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  37.  58
    Fictional Games: A Philosophy of Worldbuilding and Imaginary Play.Stefano Gualeni & Riccardo Fassone - 2023 - London (UK): Bloomsbury Publishing. Edited by Riccardo Fassone.
    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that different (...)
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  38.  48
    Being enjoyably challenged is the key to an enjoyable gaming experience: an experimental approach in a first-person shooter game.Anne Corcos - 2018 - Socioaffective Neuroscience and Psychology 8 (1).
    Applied to video games, Csikszentmihalyi’s work on flow evidences that a positive gaming experience is intrinsically self-rewarding and primarily determined by the skill/challenge balance. A multi-layered measure of enjoyment is built to take these components into account. Gamers were asked to report the concentration-enjoyment they experienced during a first-person shooter game, and to better assess the gap between skill and challenge, the challenge enjoyment was also rated. Along with concentration level, concentration enjoyment is used to build a gaming (...)
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  39.  15
    Situational game design.Brian Upton - 2017 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric (...)
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  40.  25
    The Smart Aging Platform for Assessing Early Phases of Cognitive Impairment in Patients With Neurodegenerative Diseases.Sara Bottiroli, Sara Bernini, Elena Cavallini, Elena Sinforiani, Chiara Zucchella, Stefania Pazzi, Paolo Cristiani, Tomaso Vecchi, Daniela Tost, Giorgio Sandrini & Cristina Tassorelli - 2021 - Frontiers in Psychology 12:635410.
    Background:Smart Aging is a serious game (SG) platform that generates a 3D virtual reality environment in which users perform a set of screening tasks designed to allow evaluation of global cognition. Each task replicates activities of daily living performed in a familiar environment. The main goal of the present study was to ascertain whether Smart Aging could differentiate between different types and levels of cognitive impairment in patients with neurodegenerative disease.Methods:Ninety-one subjects (mean age = 70.29 ± 7.70 years)—healthy older (...)
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  41.  12
    Building a case for accessing service provision in child and adolescent mental health assessments.Jessica Nina Lester, Nikki Kiyimba & Michelle O’Reilly - 2019 - Discourse Studies 21 (4):421-437.
    In everyday conversations, people put forward versions of events and provide supporting evidence to build a credible case. In environments where there are potentially competing versions, case-building may take a more systematic format. Specifically, we conducted a rhetorical analysis to consider how in child mental health settings, families work to present a credible ‘doctorable’ reason for attendance. Data consisted of video-recordings of 28 families undergoing mental health assessments. Our findings point to eight rhetorical devices utilised in this environment to (...)
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  42.  83
    Exploring sociality and engagement in play through game-control distribution.Marco C. Rozendaal, Bram A. L. Braat & Stephan A. G. Wensveen - 2010 - AI and Society 25 (2):193-201.
    This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the individual players to control the game. An experiment was set up in which eight groups of three players were asked to play the video game (...)
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  43. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  44.  10
    Dreaming of Cinema: Spectatorship, Surrealism, and the Age of Digital Media.Adam Lowenstein - 2014 - Cambridge University Press.
    Video games, YouTube channels, Blu-ray discs, and other forms of "new" media have made theatrical cinema seem "old." A sense of "cinema lost" has accompanied the ascent of digital media, and many worry film's capacity to record the real is fundamentally changing. Yet the Surrealist movement never treated cinema as a realist medium and understood our perceptions of the real itself to be a mirage. Returning to their interpretation of film's aesthetics and function, this book reads the writing, films, (...)
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  45.  27
    Viewing Fantastical Events in Animated Television Shows: Immediate Effects on Chinese Preschoolers’ Executive Function.Hui Li, Yeh Hsueh, Haoxue Yu & Katherine M. Kitzmann - 2020 - Frontiers in Psychology 11.
    Three experiments were conducted to test whether watching an animated show with frequent fantastical events decreased Chinese preschoolers’ post-viewing executive function, and to test possible mechanisms of this effect. In all three experiments, children were randomly assigned to watch a video with either frequent or infrequent fantastical events; their EF was immediately assessed after viewing, using behavioral measures of working memory, sustained attention, and cognitive flexibility. Parents completed a questionnaire to assess preschoolers’ hyperactivity level as a potential confounding variable. (...)
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  46. Playing Games with Ais: The Limits of GPT-3 and Similar Large Language Models.Adam Sobieszek & Tadeusz Price - 2022 - Minds and Machines 32 (2):341-364.
    This article contributes to the debate around the abilities of large language models such as GPT-3, dealing with: firstly, evaluating how well GPT does in the Turing Test, secondly the limits of such models, especially their tendency to generate falsehoods, and thirdly the social consequences of the problems these models have with truth-telling. We start by formalising the recently proposed notion of reversible questions, which Floridi & Chiriatti propose allow one to ‘identify the nature of the source of their answers’, (...)
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  47.  35
    Predictions of Actions and Their Justifications in False-Belief Tasks: The Role of Executive Function.Agata Złotogórska & Adam Putko - 2014 - Polish Psychological Bulletin 45 (4):500-510.
    The main objective of this study was to examine whether children’s ability to justify their action predictions in terms of mental states is related, in a similar way as the ability to predict actions, to such aspects of executive function as executive control and working memory. An additional objective was to check whether the frequency of different types of justifications made by children in false-belief tasks is associated with aforementioned aspects of EF, as well as language. The study included 59 (...)
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  48.  1
    Profiling older adults’ decision-making under risk: the role of cognitive functioning and personality traits.Laura Colautti, Matteo Robba, Alessandro Antonietti & Paola Iannello - forthcoming - Thinking and Reasoning.
    In decision making under risk manifold individual differences are involved. To investigate their effect – specifically the effects of executive functions, memory, impulsivity, and consideration for future consequences − 130 healthy older adults were assessed through cognitive tests, self-report tools, and decisional tasks (the Game of Dice Task and the Balloon Analogue Risk-Taking Task). From a Latent Profile Analysis, three profiles characterised by differences in decisional performances emerged. “Impulsive and present-focused” individuals, notable for high levels of impulsivity and consideration (...)
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    Characterization of a k-th best element rationalizable choice function with full domain.Taposik Banerjee - forthcoming - Theory and Decision:1-14.
    The idea of confining the idea of ‘rationality’ with that of the ‘choice of best elements’ unnecessarily limits the sense and scope of ‘rationality’. The existing internal consistency conditions that are popularly used in the social choice theory to assess a choice function are insufficient to analyse several choice patterns. The paper tries to address that problem by accepting a broader definition of rationality and characterizes choice behaviours where an individual chooses a k-th best element from set of alternatives, where (...)
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    Esports: The Chess of the 21st Century.Matthew A. Pluss, Kyle J. M. Bennett, Andrew R. Novak, Derek Panchuk, Aaron J. Coutts & Job Fransen - 2019 - Frontiers in Psychology 10.
    For many decades, researchers have explored the true potential of human achievement. The expertise field has come a long way since the early works of de Groot (1965) and Chase and Simon (1973). Since then, this inquiry has expanded into the areas of music, science, technology, sport, academia and art. Despite the vast amount of research to date, the capability of study methodologies to truly capture the nature of expertise remains questionable. Some considerations include (i) the individual bias in the (...)
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