145 resultados para Nintendo games

em Deakin Research Online - Australia


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Little research documents the contribution of upper limb and total body movement to energy expenditure (EE) during active video gaming. To address this, EE, heart rate (HR), and, upper limb and total body movement were assessed in 11- to 17-year-old adolescents whilst playing three active (Nintendo Wii) and one sedentary (XBOX 360) video games. Non-dominant upper limb activity, EE and HR were significantly greater during Wii Sports boxing [mean 267.2 (SD 115.8) J kg−1 min−1; 136.7 (24.5) beats min−1] than tennis or bowling (P ≤ 0.044). For all active games hip activity best predicted EE (R 2 ≥ 0.53), with two-measure models of HR and single-site activity data, and multi-site activity data, similarly explaining the variance in EE (R 2 ≥ 0.64). The physiological cost of upper-body orientated active video games increased when movement of both upper limbs was encouraged. Improvements in EE explanatory power provide support for multi-site activity monitoring during unique, non-ambulatory activities.

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Video games have asserted themselves as a prevalent part of society; however video games are still often seen as 'boys toys'. However, popular culture is becoming accepting that video games are played by females, with 'all female' video games teams such as the 'Frag Dolls' winning many international competitions [4]. The gender issue in video games is not a new topic, with texts such as 'From Barbie to Mortal Combat' edited by Cassell and Jenkins being publishing in 1998. However, the question of 'do females actually play video games' is still apparent, and with the rapid changes in technological development in gaming (with the introduction of consoles such as the Nintendo Wii) the subject of females game playing habits is in need of constant dialogue. This paper explores the results from a survey of 33 Australian females who play video games and looks at the game playing habits and choices made when they play video games. In addition, this study will attempt to address what components of video games make females want to play. It is hoped that the results can enlighten our knowledge of why females play video games, and hopefully assert the need for video games as an important pastime for females and not just 'for the boys'.

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During the writing of this essay, the controversial nonhuman animal rights organisation PETA (People for the Ethical Treatment of Animals) sent out a tweet linking to an online article about the recent PC and Playstation 4 console game No Man’s Sky, in which players are positioned as explorers of countless virtual planets. Encountering the wide array of creatures indigenous to these worlds, players of this game are offered the choice of whether ‘to document them and name them or slaughter them en masse’ (Francisco, ‘PETA’). While an environmental agenda appears to be far from the game designers’ minds, PETA’s Marketing Vice President Joel Bartlett interprets No Man’s Sky as ‘counting on our natural empathy … we have a natural sense of exploration that has been important to human history’ (Francisco, ‘PETA’). Indeed, PETA has immersed itself in the gaming industry by creating its own simple online games in-house, such as the provocative Mario Kills Tanooki, which opposes what it sees as the unethical messages conveyed by Nintendo’s popular Super Mario Bros. franchise. These instances of the intersection of exploration, ethics, empathy, and play raise important questions regarding the potential role(s) of gaming in furthering (or hindering) the welfare of nonhuman animals. This issue becomes more and more urgent not only in a time of ongoing climate change, environmental degradation, and the continued endangerment of countless species around the planet, but also in a time when the gaming industry and the adoption of game design principles in many others grows apace.

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John Gough once again makes the ordinary fascinating as he piques our curiosity about the origins of the alphabet and turns the various mathematical properties of letters into bases for games.

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Social communication technologies present exciting and challenging opportunities for public relations professionals. Although not new the latest online attraction grabbing the attention of educators and companies around the globe are the virtual worlds known as Massively-Multiplayer Online Role-Playing Games (MMORPGs). This paper will examine MMORPGs - in particular Second Life - and consider their potential as an educational medium and relevance to the practice of public relations. The paper argues that MMORPGs slwuld be taken seriously by educators and public relations professionals alike and not simply be treated as online entertainment.

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Survey-based research explored the moderating effects of "exposure" to the Australian free-to-air telecast of Athens 2004 and "interest" in Olympic Games in developing behavioral intentions to visit Greece in the future. Differences were found between groups with low and high levels of exposure to the telecast, and also between groups with high levels of interest in the Olympic Games, but these were only marginal. When the combinatorial influences of these two variables were considered simultaneously, their effects were generally synergistic. The article calls for further research on this area of mega-events, as the results, while of significance, provide food to continue the broader debate on the role of mega-events in developing tourism to their host destinations after their staging.

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Professional running is an overtly gambling sport in which a clear objective is to maximise winnings from the bookmakers, which is achieved through a careful concealment of a runner’s ability. Professional runners seldom win more than one significant race. Races are deliberately lost until runners acquire a sufficiently lenient handicap to significantly improve their chances of winning a race of their choosing. Successes, kudos and identities in this sport are evaluated from the cleverness of the win, largely measured by the trainer’s effectiveness in executing a gambling coup. The money prizes given to runners may be significantly bettered from gambling winnings and making the most of these is the major emphasis for most successful runners and trainers. Drawing from an ethnographic study of this sport in Australia, the paper argues that the gambling strategies of runners and trainers can be understood as zero-sum games.

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Young people’s participation in online digital culture is one of the most efficient means by which they become proficient in the management of Information and Communications Technologies and the new literacies emerging there. This paper reports on a small project investigating the
gendered dimensions of teenagers’ engagement in and out of school with stand-alone and multiplayer computer games. The study explored the game playing practices of a group of students in an English curriculum unit and the social and game playing practices of a group of young women of South East Asian backgrounds in a LAN café who had formed their own Counterstrike clan. It found that expertise is not just a matter of specific skills, strategies and familiarity, but is more broadly located within the complex dynamics of in- and out-of-school discourses and contexts that need to be factored in to the construction of gender-equitable pedagogy and curriculum.

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The use of mathematical games in primary classrooms is commonplace in Australia. This paper reports on key findings from a larger investigation exploring the impact of games on mathematical learning, student attitudes, and behaviours. 222 Grade 5 and 6 children were taught multiplication and division of decimal numbers using calculator games. This paper raises questions about the students’ attitudes towards games as a vehicle for learning mathematics. One aspect reported in this paper is an apparent difference between students’ attitudes to games usage when data were
collected quantitatively compared with qualitatively.

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Event leverage provides information about what outcomes occur as a result of an event. Unlike event impact studies, event leverage analysis identifies why particular outcomes occurred, and the processes that can be used to optimise desired event outcomes. While research has been directed towards understanding how events can be leveraged to provide optimal economic outcomes for host communities, there is little research that examines social leverage within the context of events. The research presented in this paper is part of a larger study that investigated social leverage within the context of the 2006 Commonwealth Games, held in Melbourne, Australia. This paper presents preliminary results relating to two Victorian regions with regard to one the over-arching social policy, Equal First, and a subsidiary program called, Adopt-a-Second-Team. Participant observations and stakeholder interviews were employed to explore the development, operationalisation, implementation and outcomes of Equal First and Adopt-a-Second-Team. The results suggest that although each region achieved outcomes that were consistent with the directions of Equal First, each implemented the Adopt-a-Second-Team differently. The two case studies presented in this paper highlight that the model of implementation developed by the City of Port Phillip may provide a benchmark in social leverage of events. Implications for leveraging social impacts and managing social legacies of events through an approach that includes consideration of policy development and operationalisation from the event organising body and program implementation from the perspective of local community event organisers are discussed.

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In this paper we explore current research on violence in video games, with a focus on gender inequalities and imbalance, and introduce a project being undertaken as part of an honours programme in Information Technology. The research focuses on the portrayal of violence in games as perceived by future game developers and the parallel issue of lack of female participation as players and developers. Although the project is in its infancy it has already highlighted a major shortcoming in video games research which will have a major impact on the results. Lack of gender representation in the population being surveyed limits the generality of any results obtained, which has a domino effect on the ability of the games industry to address gender issues.

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This paper explores the importance of purpose built combined technological and social collaborative environments in supporting the development of creativity in a cohort of students not generally associated with creative abilities. A supportive and nurturing environment provides these university students with a community where they can share knowledge and ideas, and subsequently engage in creative activities and behaviours. Such an environment directly impacts on the levels of engagement with which students� participate in their learning process. The authors draw on findings derived from a study of first year computer science students enrolled in a games design and development unit at an Australian university. This paper will focus on the ways in which the participants negotiate and regulate the exercise of power and control in the environment in order to enhance their own creative expression.