913 resultados para Game play
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The current study examined the effectiveness of a sexual abuse prevention program developed locally for children with intellectual disabilities. The program package included a board game with informational storybooks that were designed to be used in a family setting. Additionally, this research sought to determine if parents could be effective at presenting the sexual abuse pr~vention materials to their children. A multiple baseline across behaviours design was used with two participants with a diagnosis of autism. Through role play scenarios as well as verbal knowledge tests, it was determined that the program was effective at teaching the participants the skills presented for self protection. It was also determined that the skills learned were generalized to scenarios that were untrained during the game play. Finally, with additional supports, it was determined that parents were able to effectively teach their children the required skills.
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The link between video game play and aggression is an important issue as video games The link between video game play and aggression is an important issue as video games are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature. are the fastest growing form of entertainment in the world. Past research on this association has been focused primarily on the link between video game violence and aggression; however, this research has confounded the effect of video game violence versus competition on aggression. The main goal of the current dissertation, therefore, was to examine the short- and long-term associations between competitive video game play and aggression. In addition, the longitudinal work on this association to date has been limited to adolescent samples, but not young adults. Thus, the second goal of the dissertation research was to investigate whether video game play predicts aggression in the long-term among young adults in addition to adolescents. To address these goals, three studies were conducted. Study 1 consisted of a series of experiments examining the short-term effect of video game violence versus competition on aggression. Study 2 examined the long-term association between competitive video game play and aggression among adolescents, and Study 3 examined this long-term link among young adults, in addition to adolescents. Taken together, the results of the three dissertation studies converged to suggest that video game competition, rather than violence, may be a stronger predictor of aggression in both the short- and long-term. Overall, the current research represents an important advance in our understanding of the association between video game play and aggression, and leads to a new direction in the video game and aggression literature.
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The strength and nature of the video game practice effect on tests of visual and perceptual skills were examined using high functioning Grades Four and Five students who had been tested with the WISC-R .for the purpose of gifted identification and placement. The control group, who did not own and .play video games on a sustained basis, and the experimental group, who did own a video game system and had some mastery of video games, including the -Nintendo game, "Tetris", were each composed of 18 juniorg:r;-ade students and were chosen from pre-existing conditions. The experimental group corresponded to the control group in terms of age, sex, and community. Data on the Verbal and Performance I.Q. Scores were· collected for both groups and the author was interested in the difference between the Verbal and Performance Scores within each group, anticipating a P > V outcome for the experimental group. The results showed a significant P > V difference in the experimental, video game playing group, as expected, but no significant difference between the Performance $cores of the control and experimental groups. The results, thus, indicated lower Verbal I.Q. Scores in the experimental group relat'ive to 'the control group.' The study conclu~ed that information about a sUbject's video game experience and "learhing style pref~rence is important for a clear interpretation of the Verbal and Performance I.Q. Scores of the WISC-R. Although the time spent on video game play may, 'indeed, increase P~rformance Scores relative to Verbal Scores for an individual, the possibilities exist that the time borrowed and spent away from language based activities may retard verbal growth and/or that the cognitive style associated with some Performance I.Q.subtests may have a negative effect on the approach to the tasks on the Verbal I.Q. Scale. The study also discussed the possibility that exposure to ,the video game experience, in pre-puberty, can provide spatial instruction which will result in improved spatial skills. strong spatial skills have been linked to improved performance and preference in mathematics, science, and engineering and it was suggested that appropriate video game play might be a way to involve girls more in the fields of mathematics and science.
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Eschewing costly high-tech approaches, this paper looks at the experience of using low-tech approaches to game design assignments as problem based learning and assessment tool over a number of years in undergraduate teaching. General game design concepts are discussed, along with learning outcomes and assessment rubrics in line with Blooms Taxonomy based on evidence from students who had no prior experience of serious game play or design. Approaches to creating game design based assessments are offered.
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Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?
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Pathfinder is a performance-game for solo drummer, exploring the synergies between multiple contemporary creative practices. The work navigates between music composition, improvisation, projection/light art and game art. At its heart lies a bespoke electro-acoustic instrument, the augmented drum-kit, used not only to provide the sonic content of the work in real-time, but also as a highly expressive game controller that interacts with an instrument-specific game. The musical instrument offers a much wider range of expressive possibilities, control and tactile feedback in comparison to a traditional general-purpose game controller, and as a result it affords a more diverse and nuanced game play performance. Live electronics, lights, projections and the drum-kit all make up the performance-game’s universe, within which the performer has to explore, adapt, navigate and complete a journey.
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Esta tese se propôs investigar a lógica inferencial das ações e suas significações em situações que mobilizam as noções de composição probabilística e acaso, bem como o papel dos modelos de significação no funcionamento cognitivo de adultos. Participaram 12 estudantes adultos jovens da classe popular, voluntários, de ambos os sexos, de um curso técnico integrado ao Ensino Médio da Educação de Jovens e Adultos. Foram realizados três encontros, individualmente, com registro em áudio e planilha eletrônica, utilizando-se dois jogos, o Likid Gaz e o Lucky Cassino, do software Missão Cognição (Haddad-Zubel, Pinkas & Pécaut, 2006), e o jogo Soma dos Dados (Silva, Rossetti & Cristo, 2012). Os procedimentos da tarefa foram adaptados de Silva e Frezza (2011): 1) apresentação do jogo; 2) execução do jogo; 3) entrevista semiestruturada; 4) aplicação de três situações-problema com intervenção segundo o Método Clínico; 5) nova partida do jogo; e 6) realização de outras duas situações-problema sem intervenção do Método Clínico. Elaboraram-se níveis de análise heurística, compreensão dos jogos e modelos de significação a partir da identificação de particularidades de procedimentos e significações nos jogos. O primeiro estudo examinou as implicações dos modelos de significação e representações prévias no pensamento do adulto, considerando que o sujeito organiza suas representações ou esquemas prévios relativos a um objeto na forma de modelos de significação em função do grau de complexidade e novidade da tarefa e de sua estrutura lógico matemática, que evoluem por meio do processo de equilibração; para o que precisa da demanda a significar esse aspecto da 13 realidade. O segundo estudo investigou a noção de combinação deduzível evidenciada no jogo Likid Gaz, identificando o papel dos modelos de significação na escolha dos procedimentos, implicando na rejeição de condutas de sistematização ou enumeração. Houve predominância dos níveis iniciais de análise heurística do jogo. O terceiro estudo examinou a noção de probabilidade observada no jogo Lucky Cassino, no qual a maioria dos participantes teve um nível de compreensão do jogo intermediário, com maior diversidade de modelos de significação em relação aos outros jogos, embora com predominância dos mais elementares. A síntese das noções de combinação, probabilidade e acaso foi explorada no quarto estudo pelo jogo Soma dos Dados (Silva, Rossetti & Cristo, 2012), identificando-se que uma limitação para adequada compreensão das ligações imbricadas nessas noções é a implicação significante – se aleatório A, então indeterminado D (notação A D), com construção de pseudonecessidades e pseudo-obrigações ou mesmo necessidades locais, generalizadas inapropriadamente. A resistência ou obstáculos do objeto deveria provocar perturbações, mas a estrutura cognitiva, o ambiente social e os modelos culturais, e a afetividade podem interferir nesse processo.
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Neste artigo é analisada a construção do conhecimento matemático num jardim de infância do Porto, através do jogo; em particular, tratamos as formas geométricas e os diagramas de Carroll. Estes temas foram abordados, de uma forma integrada, numa atividade que também envolveu a expressão motora. Esta estratégia revelou-se uma boa forma de motivar as crianças do grupo para conteúdos complexos. Debruçamo-nos neste artigo sobre as fases de observação, planificação, ação e avaliação da atividade. Concluímos que os objetivos traçados foram ao encontro das necessidades e interesses das crianças e que a atividade contribuiu para o seu desenvolvimento integral e integrado.
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Työn tavoitteena on luoda poikkileikkaus ongelmalähtöiseen pedagogiikkaan ja erityisesti sen käyttömahdollisuuksiin Yrityspeli-kurssin opettamisessa oppimislähtöisen opetustavan tukena. Toisena tavoitteena on kurssin pelisovelluksen dokumentointi käyttökelpoiseksi viiteteokseksi. Lopuksi työssä tutkitaan sovelluksen keskeisten parametrien ja pelistrategioiden vaikutusta kysyntään. Ongelmalähtöistä oppimista on tutkittu lähinnä kirjallisuuteen perustuen ja täydennetty tietämystä haastattelututkimuksella. Sovelluksen rakenne on havainnoitu käyttämällä sovellusta. Sovelluksen kriittisiä ominaisuuksia on saatu selville ajamalla sovellusta tarkoitusta varten valikoidulla numeerisella aineistolla. Ongelmalähtöinen pedagogiikka osoittautui soveltuvin osin hyväksi opetusmenetelmäksi Yrityspeli-kurssilla mallintamisen ja käytännön ongelmanratkaisutaitojen kehittämisessä. Kurssin pelisovellus näyttäisi toimivan luotettavasti, tosin se ei ole rakenteeltaan erityisen joustava. Sovelluksen keskeisistä parametreista hinnan vaikutus kysyntään on huomattavasti markkinointipanosta suurempi. Testien mukaan pelissä on mahdollista pärjätä niin kustannusjohtajan kuin hintadifferoijankin strategialla.
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AN EXAMINATION OF NHL FANS' REACTIONS TO THE CANCELLED 2004- 2005 SEASON Chad Asselstine Faculty of Applied Health Sciences, Brock University Gary Bettman, the Commissioner of the National Hockey League (NHL) stepped in front of the worldwide media on February 16, 2005 to announce that there would be no NHL games played during the 2004-2005 season. Two sides were prominent during the labour dispute; the NHL owners and the NHLP A, however a third side that became the forgotten party was the fans (NHLF A, 2005). The fans are the consumers of the NHL and all the brands associated with its franchises, they are the people who provide the revenues that allow owners to pay the players' salaries. The present study is situated within the sport marketing framework, particularly within the fan loyalty literature to provide an understanding of the impact of the 2004- 2005 lockout on the forgotten party, NHL fans. This study examines 16 fans' experiences in four stages: becoming a fan of the NHL, being a fan prior to the lockout, being a fan during the lockout including their anticipated reaction to the return of the NHL, and their actual reaction to the return of the NHL. Data was collected using face-to-face interviews with each ofthe participants, resulting in 16 fans' stories of how the lockout impacted them specifically. Through analysis of the data themes began to emerge including the fans' understanding that there was a need to restructure game play, the business operations of the NHL, a desire for service recovery strategies which would exceed fans' expectations, 4 and the desire for alternative forms of consumption including alternative hockey leagues as well as the growing popularity of poker playing. The study summarizes the effects that the NHL lockout had on the relationship between 16 individual fan~ and their favourite teams, and concludes with Suggestions for Future Research and Implications for Sport Marketers that emerged from this unique case in the history of North American professional sport.
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The purpose of the study was to investigate the relative contribution of skate blade properties to on-ice skating speed. Thirty-two male ice hockey players (mean age = 19±2.65 yrs.) representing the Ontario Minor Hockey Association (OMHA; Midget AAA and Junior), Canadian Inter University Sport (CIS: Varsity), Ontario hockey league (OHL) and East Coast Hockey League (ECHL), and the playing positions of forwards (n=18) and defense (n=14) were recruited to participate. Skate related equipment worn by the players for the purpose of the research was documented and revealed that 80% of the players wore Bauer skates, Tuuk blade holders and LS2 skate blades. Subjects completed a battery of eight on-ice skating drills used to measure and compare two aspects of skating speed; acceleration [T1(s)] and total time to complete each drill [TT(s)] while skating on three skate blade conditions. The drills represented skills used in the game of hockey, both in isolation (e.g., forward skating, backward skating, stops and starts, and cornering) and in sequence to simulate the combination of skills used in a shift of game play. The three blade conditions consisted of (i) baseline, represented by the blades worn by the player throughout their current season of play; (ii) experimental blades (EB), represented by brand name experimental blades with manufacturers radius of contour and a standardized radius of hollow; and (iii) customized experimental blades (CEB), represented by the same brand name experimental blades sharpened to the players’ preference as identified in the baseline condition. No significant differences were found in acceleration time [T1(s)] or total time to complete [TT(s)] the isolated drills across blade conditions; however significant differences were revealed in both T1(s) and TT(s) measured during the execution of the sequenced drill across blade conditions. A iii Bonferroni post hoc test revealed that players skated significantly faster when skating on the CEB condition compared to the baseline condition (p≤.05). A questionnaire assessing subjects perceived comfort, confidence and effort expended while skating on the experimental blades revealed that players were significantly more comfortable when skating on the CEB versus the EB condition (p≤.05). Outcomes of the study provide evidence to suggest that the experimental skate blades customized with the players preferred blade sharpening characteristics results in faster skating speed in a combination drill representing skills performed in gameplay.
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Cette thèse aborde la question de la valeur de la littérature contemporaine, en posant la question de la puissance de la création langagière. Dans la mesure où l’humanisme tombe en désuétude avec la fin de l’hégémonie médiatique de l’imprimerie, et où le capitalisme contemporain assigne à la culture un rôle économique et récréatif, la « littérature » se retrouve sans « critère final » pour penser sa puissance non économique. En d’autres termes, quels sont les effets intermédiaux de la création langagière livresque qui survivent à l’humanisme tout en résistant à la communication récréative? Il en va bien sûr de la nature même de la « création littéraire ». Le premier chapitre explore les liens entre l’humanisme et l’imprimerie à partir d’un concept de fongibilité, et introduit un ensemble de concepts clé. Le deuxième chapitre présente un autre ensemble de concepts (dont le geste vertical), cette fois pour penser le langage en termes de pouvoir et de puissance. Le troisième chapitre aborde le « capitalisme civilisationnel » en termes intermédiaux. On y réfléchit sur la saturation, la séparation et la fenestration, notamment à partir d’une éthique du jeu. Le quatrième chapitre traite de la question de la plasticité. Enfin, les cinquième et sixième chapitres forment deux exemples – des exemples de puissance – à partir des oeuvres de Valère Novarina (Lumières du corps) et de David Foster Wallace (Infinite Jest). Le corpus théorique se compose d’éléments puisés d’une part dans l’oeuvre de Walter Benjamin et de Giorgio Agamben, selon un matérialisme messianique, et d’autre part dans celle de Gilles Deleuze. Certaines considérations sont également tenues sous l’influence de Michel Foucault et de Ludwig Wittgenstein.
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Incluye bibliografía
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Purpose. To determine the usability of two video games to prevent type 2 diabetes and obesity among youth through analysis of data collected during alpha-testing. ^ Subjects. Ten children aged 9 to 12 were selected for three 2-hour alpha testing sessions.^ Methods. "Escape from Diab" and "Nanoswarm" were designed to change dietary and physical inactivity behaviors, based on a theoretical framework of mediating variables obtained from social cognitive theory, self-determination theory, elaboration likelihood model, and behavioral inoculation theory. Thirteen mini-games developed by the software company were divided into 3 groups based on completion date. Children tested 4-5 mini-games in each of three sessions. Observed game play was followed by a scripted interview. Results from observation forms and interview transcripts were tabulated and coded to determine usability. Suggestions for game modifications were delivered to the software design firm, and a follow-up table reports rationale for inclusion or exclusion of such modifications.^ Results. Participants were 50% frequent video game players and 20% non game-players. Most (60%) were female. The mean grade (indicating likeability as a subset of usability) across all games given by children was significantly greater than a neutral grade of 80% (89%, p < 0.01), indicating a positive likeability score. The games on average also received positive ratings for fun, helpfulness of instructions and length compared to neutral values (midpoint on likert scales) (all p < 0.01). Observation notes indicated that participants paid attention to the instructions, did not appear to have much difficulty with the games, and were "not frustrated", "not bored", "very engaged", "not fidgety" and "very calm" (all p < 0.01). The primary issues noted in observations and interviews were unclear instructions and unclear purpose of some games. Player suggestions primarily involved ways to make on screen cues more visible or noticeable, instructions more clear, and games more elaborate or difficult.^ Conclusions. The present study highlights the importance of alpha testing video game components for usability prior to completion to enhance usability and likeability. Results indicate that creating clear instructions, making peripheral screen cues more eye-catching or noticeable, and vigorously stating the purpose of the game to improve understandability are important elements. However, future interventions will each present unique materials and user-interfaces and should therefore also be thoroughly alpha-tested. ^
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This study aimed to evaluate the prevalence and implementation of a training emphasizing the use of autonomy supportive coaching behaviors among youth soccer coaches in game-play situations as well as evaluating its effects on motivational processes among athletes. Participants included youth sport soccer coaches and their intact teams. Coaches received a series of autonomy-supportive coaching training interventions based on successful programs in general and physical education (Reeve, Jang, Carrell, Jeon & Barch, 2004; Cheon, Reeve & Moon, 2012). Athletes completed questionnaires to assess perceived autonomy support, basic need satisfaction, and motivation (Harris & Watson, 2011). Observations indicated coaches were not able to significantly modify their behaviors, yet reflectively reported modest implementation of autonomy supportive behaviors. Coaches believed the training influenced their coaching style/philosophy in regards to the coach-athlete relationship and communication styles, emphasizing choice and rationales. Continued research is needed to enhance use of autonomy supportive behaviors with volunteer coaches in a youth sport environment.