Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 ...Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 to July 2023. The study population consisted of students regularly enrolled in public and private secondary schools in the city of Parakou for the 2022-2023 academic year. A two-stage non-proportional stratified sampling technique combined with simple random sampling was adopted. The Problem Video Game Playing (PVP) scale was used to assess problem gambling in the study population, while anxiety and depression were assessed using the Hospital Anxiety and Depression Scale (HADS). Results: A total of 1030 students were included. The mean age of the pupils surveyed was 15.06 ± 2.68 years, with extremes of 10 and 28 years. The [13 - 18] age group was the most represented, with a proportion of 59.6% (614) in the general population. Females predominated, at 52.8% (544), with a sex ratio of 0.89. The prevalence of problematic video game use was 24.9%, measured using the Video Game Playing scale. Associated factors were male gender (p = 0.005), pocket money under 10,000 cfa (p = 0.001) and between 20,000 - 90,000 cfa (p = 0.030), addictive family behavior (p < 0.001), monogamous family (p = 0.023), good relationship with father (p = 0.020), organization of video game competitions (p = 0.001) and definite anxiety (p Conclusion: Substance-free addiction is struggling to attract the attention it deserves, as it did in its infancy everywhere else. This study complements existing data and serves as a reminder of the need to focus on this group of addictions, whose problematic use of video games remains the most frequent due to its accessibility and social tolerance. Preventive action combined with curative measures remains the most effective means of combating the problem at national level.展开更多
The triptych (Smartphones, Video games, adolescents) has imposed itself on the collective consciousness in the form of questioning to the point of becoming a social phenomenon. It thus raises concerns about the uses t...The triptych (Smartphones, Video games, adolescents) has imposed itself on the collective consciousness in the form of questioning to the point of becoming a social phenomenon. It thus raises concerns about the uses that adolescents make of it and the effects on their academic performance, which we proposed to study among middle school students from the Dakar academy inspection. Where appropriate, we used mixed methods with the collection techniques of questionnaire survey, semi-structured interviews respectively with middle school students, adults (parents, supervisors, teachers, etc.), participant observation and literature review. Concretely, before accessibility to video games, the middle school students were more idle and well-behaved, watched a lot of TV, played with their brothers and sisters or did household chores. The majority of young people had good, very good or excellent conduct and their averages were fair, fairly good or good. With access to a diverse digital environment, middle school students have passionately turned to video games. As a result, their learning time, concentration and submission to parental injunctions have declined significantly. This situation negatively affected their academic performance and encouraged bad behavior.展开更多
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam...Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.展开更多
Physical inactivity has been identified as one of the leading causes of many chronic diseases such as cardiovascular disease,type 2 diabetes,and obesity.Technology such as video games plays a complicated role in physi...Physical inactivity has been identified as one of the leading causes of many chronic diseases such as cardiovascular disease,type 2 diabetes,and obesity.Technology such as video games plays a complicated role in physical inactivity—much like a double-edged sword.Traditionally,video games have contributed to the epidemic of physical inactivity and have展开更多
Multifocal intraocular lenses(IOLs) are currently usually implanted for the treatment of cataracts because they have been proved to be superior to monofocal IOLs with respect to spectacle independence. In turn, they a...Multifocal intraocular lenses(IOLs) are currently usually implanted for the treatment of cataracts because they have been proved to be superior to monofocal IOLs with respect to spectacle independence. In turn, they are associated with a higher prevalence of dysphotopsia symptoms that is one of the most common causes of patient dissatisfaction. Neuroadaptation seems to play a major role in the optimal adaptation to multifocal IOLs. In this context, the development of strategies that facilitate the neuroadaptation process to multifocality might be an effective strategy to reduce patients' dissatisfaction. Video games have been proved to be effective for the improvement of visual acuity and for the promotion of neuroplasticity in elderly subjects and other populations with cortical-related visual impairment. This narrative review highlights the physiological potential of video games as a perceptual strategy to improve visual acuity and promote neuroplasticity in patients using multifocalIOLs, although research is still needed to confirm these benefits in this specific population, with only one comparative study to this date providing evidence of them.展开更多
Microtransactions denote a payment made for purchase of mobile phone application or additional content in video games.The basic revenue principle for publisher was to sell the entire content at once,with the buyer hav...Microtransactions denote a payment made for purchase of mobile phone application or additional content in video games.The basic revenue principle for publisher was to sell the entire content at once,with the buyer having to pay the game as a whole.Trends from mobile applications and mobile games market have slowly transferred to PC games and console video games.About one half of total revenue of big video games publishers comes from microtransactions.The topics of this paper are the economic effects of microtransactions on video game industry business model.The scope of microtransactions and different implementing procedures will be discused in paper.The goal is to determine the change of the position of all stakeholders involved in the process of creating and publishing video games.展开更多
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might inc...Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.展开更多
The Middle East and North Africa(MENA)region has an active gaming community,with Arab gamers being reliant on games produced in Europe,America,and Japan due to the lack of significant game production companies in the ...The Middle East and North Africa(MENA)region has an active gaming community,with Arab gamers being reliant on games produced in Europe,America,and Japan due to the lack of significant game production companies in the MENA region.This study explores the gamers’reactions to the localization process of two video games,namely PUBG and Free Fire.For data collection purposes,a five-point Likert scale questionnaire that consisted of 18 items and six constructs,namely need for subtitled games,technical aspects,language issues,language preference,attitudes to game localization,and future actions and recommendations,was designed to elicit the reactions of 112 participants.Upon analyzing the responses,the findings showed that the better the technical aspects and language issues of the games’performance,the more positive participants’attitudes to game localization.The study recommends that further research could be conducted on the localization of video games with different themes into Arabic.展开更多
Interactions between the central nervous system(CNS)and autonomic nervous system(ANS)play a crucial role in modulating perception,cognition,and emotion production.Previous studies on CNS–ANS interactions,or heart–br...Interactions between the central nervous system(CNS)and autonomic nervous system(ANS)play a crucial role in modulating perception,cognition,and emotion production.Previous studies on CNS–ANS interactions,or heart–brain coupling,have often used heart rate variability(HRV)metrics derived from electrocardiography(ECG)recordings as empirical measurements of sympathetic and parasympathetic activities.Functional near-infrared spectroscopy(fNIRS)is a functional brain imaging modality that is increasingly used in brain and cognition studies.The fNIRS signals contain frequency bands representing both neural activity oscillations and heartbeat rhythms.Therefore,fNIRS data acquired in neuroimaging studies can potentially provide a single-modality approach to measure task-induced responses in the brain and ANS synchronously,allowing analysis of CNS–ANS interactions.In this proof-of-concept study,fNIRS was used to record hemodynamic changes from the foreheads of 20 university students as they each played a round of multiplayer online battle arena(MOBA)game.From the fNIRS recordings,neural and heartbeat frequency bands were extracted to assess prefrontal activities and shortterm pulse rate variability(PRV),an approximation for short-term HRV,respectively.Under the experimental conditions used,fNIRS-derived PRV metrics showed good correlations with ECG-derived HRV golden standards,in terms of absolute measurements and video game playing(VGP)-related changes.It was also observed that,similar to previous studies on physical activity and exercise,the PRV metrics closely related to parasympathetic activities recovered slower than the PRV indicators of sympathetic activities after VGP.It is concluded that it is feasible to use fNIRS to monitor concurrent brain and ANS activations during online VGP,facilitating the understanding of VGP-related heart–brain coupling.展开更多
BACKGROUND Herein,we report the case of a 13-year-old boy with spastic quadriplegia cerebral palsy(CP)at Gross Motor Function Classification System(GMFCS)level II,en-gaging in a 6-wk video game-based therapy(VBT)progr...BACKGROUND Herein,we report the case of a 13-year-old boy with spastic quadriplegia cerebral palsy(CP)at Gross Motor Function Classification System(GMFCS)level II,en-gaging in a 6-wk video game-based therapy(VBT)program.This study aimed to offer essential insights regarding VBT’s impact on enhancing the physical function and improving the quality of life(QoL)of adolescents diagnosed with CP.This report provides a distinctive viewpoint that can inform and direct future clinical practices and research endeavors.CASE SUMMARY The boy presented with moderate mobility,balance,and overall well-being.He faced challenges with diminished lower limb strength,which affected his daily living and physical fitness capabilities.Our participant was diagnosed with spas-tic quadriplegic CP at GMFCS level II.He participated in a 6-wk program of VBT using a play station.This innovative approach incorporates warm-up exercises,interactive activities,and cool-down routines,targeting various movements,in-cluding single-leg stance,weight shifting,kicking,jumping,marching,and squatting.After VBT,the strength of the left hip extensor significantly increased from 199.3 N to 541.3 N.Distance covered as part of a 6-min walk test increased by 82 m.His Paediatric QoL Inventory score increased dramatically by 25.9%.CONCLUSION VBT is an innovative,individualized therapy that enhances physical function and QoL in CP,emphasizing its role in ambulatory patients.展开更多
Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA f...Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.展开更多
Background: Although emerging research is demonstrating the potential health impact of exergaming,investigations have primarily been conducted in laboratory settings among small samples with short-term interventions.I...Background: Although emerging research is demonstrating the potential health impact of exergaming,investigations have primarily been conducted in laboratory settings among small samples with short-term interventions.Information on the effectiveness of exergaming in underserved children's objective physical activity(PA) in population-based settings is also scarce.Moreover,most empirical studies have only included 1 type of exergame in the intervention.Therefore,this study's purpose was to investigate the long-term impact of a multigame exergaming intervention among underserved children integrated within school curricula.Specifically,this study examined the effect of exergaming on children's accelerometer-determined sedentary behavior(SB),light PA,moderate-to-vigorous PA(MVPA),and energy expenditure(EE) over 2 years as compared with regular physical education(PE) classes.Methods: A total of 261 second-and third-grade children(134 girls,127 boys; mean age 8.27 years) were recruited from 2 Texas elementary schools.Children's pre-test 3-day SB,light PA,MVPA,and EE at school were assessed in the fall of 2012.Participants were assigned to 1 of 2groups:(1) exergaming/PE group(125 min weekly of exergaming-based PA program) and (2) comparison group(125 min weekly of PE).PA(SB,light PA,and MVPA) and EE outcome variables were assessed again in 2013(post-test) and 2014(follow-up).Results: Significant time effects were observed for SB(F(1,162)=25.0,p<0.01,η~2= 0.14),light PA(F(1,162)=9.6,p<0.01,η~2= 0.06),and MVPA(F(1,162)=6.2,p=0.01,η~2= 0.04) but not for EE(F(1,162)=0.63,p>0.05,η~2= 0.004).Subsequent pairwise comparisons revealed significant increases from pre-to post-test for light PA(p<0.01),MVPA(p<0.01),and EE(p=0.02) with no changes in SB(p>0.05).Conversely,significant decreases occurred in light PA(p<0.01) from post-test to follow-up with no differences seen in MVPA(p=0.08) and EE(p=0.06) over the same time period.A significant increase was seen,however,for SB from post-test to follow-up.Conclusion: Exergaming PE can have the same positive effect on children's light PA,MVPA,and EE as regular PE.More research is necessary to discern how to promote long-term PA participation after conclusion of the intervention.展开更多
Training specificity is imperative for successful performance of the elite athlete.Virtual reality(VR)has been successfully applied to a broad range of training domains.However,to date there is little research investi...Training specificity is imperative for successful performance of the elite athlete.Virtual reality(VR)has been successfully applied to a broad range of training domains.However,to date there is little research investigating the use of VR for sport training.The purpose of this study was to address the question of whether virtual reality(VR)training can improve real world hockey shooting performance.Twenty four volunteers were recruited and randomly selected to complete the virtual training intervention or enter a control group with no training.Four primary types of data were collected:(1)participant’s experience with video games and hockey,(2)participant’s motivation toward video game use,(3)participant’s technical performance on real-world hockey,and(4)participant’s technical performance in virtual hockey.One-way multivariate analysis of variance(ANOVA)indicated that the intervention group demonstrated significantly more real-world hockey accuracy(F(1,24)=15.43,p<0.01,E.S.=0.56)while shooting on goal than their control group counterparts(intervention M accuracy=54.17%,SD=12.38,control M accuracy=46.76%,SD=13.45).One-way multivariate analysis of variance(MANOVA)repeated measures indicated significantly higher outcome scores on real-world accuracy(35.42%versus 54.17%;ES=1.52)and velocity(51.10 mph versus 65.50 mph;ES=0.86)of hockey shooting on goal.This research supports the idea that virtual training is an effective tool for increasing real-world hockey skill.展开更多
The past two decades witnessed a broad-increase in web technology and on-line gaming.Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology.The imme...The past two decades witnessed a broad-increase in web technology and on-line gaming.Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology.The immense utilization of web applications and games additionally prompted growth in the handled devices and moving the limited gaming experience from user devices to online cloud servers.As internet capabilities are enhanced new ways of gaming are being used to improve the gaming experience.In cloud-based video gaming,game engines are hosted in cloud gaming data centers,and compressed gaming scenes are rendered to the players over the internet with updated controls.In such systems,the task of transferring games and video compression imposes huge computational complexity is required on cloud servers.The basic problems in cloud gaming in particular are high encoding time,latency,and low frame rates which require a new methodology for a better solution.To improve the bandwidth issue in cloud games,the compression of video sequences requires an alternative mechanism to improve gaming adaption without input delay.In this paper,the proposed improved methodology is used for automatic unnecessary scene detection,scene removing and bit rate reduction using an adaptive algorithm for object detection in a game scene.As a result,simulations showed without much impact on the players’quality experience,the selective object encoding method and object adaption technique decrease the network latency issue,reduce the game streaming bitrate at a remarkable scale on different games.The proposed algorithm was evaluated for three video game scenes.In this paper,achieved 14.6%decrease in encoding and 45.6%decrease in bit rate for the first video game scene.展开更多
VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most comm...VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii.展开更多
Background The effects of active video game play on healthy individuals remain uncertain.A person's functional health status constitutes a dynamic interaction between components identified in the International Classi...Background The effects of active video game play on healthy individuals remain uncertain.A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning,Disability,and Health (ICF).The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF.Methods Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited.Over 2 weeks,each adult participated in six sessions of active video game play lasting 20 minutes each.Participants were assessed before and af^er the intervention.Variables were collected using sources related to the ICF components,including the Hospital Anxiety and Depression Scale,Multidimensional Fatigue Inventory,Biodex Stability System,chairrising time,Frenchay Activity Index,Rivermead Mobility Index,Chronic Pain Grade Questionnaire,Work Ability Index,and World Health Organization Quality of Life-Brief Version.Results Compared to baseline data,significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted.There was no significant change in the other variables measured.Conclusion Short-term,active video game play reduces fall risks and ameliorates disabilities in community adults.展开更多
In Gameworld Interfaces,Kristine Jørgensen maintains that the best interfaces provide an optimal amount of useful information about a gameworld without becoming obtrusive.Video games are,however,complex objects,a...In Gameworld Interfaces,Kristine Jørgensen maintains that the best interfaces provide an optimal amount of useful information about a gameworld without becoming obtrusive.Video games are,however,complex objects,and sometimes they serve purposes other than entertaining users through facilitating immersive gameplay.They can,for instance,promote educational and aesthetic ends that are not inhibited but advanced by making an interface the focus of player attention.This essay offers one example of a game that cannot be fully appreciated by prioritizing efficient interface design.Sam Coster first conceived the broad outlines of Butterscotch Shenanigans’s Crashlands after being diagnosed with stage four lymphoma.The game,as finally released,is partially a statement about and in response to“all the bone pain,chemo nausea,anxiety,depression,stab wounds,tape rips and hair loss”that he endured.More specifically,by occasionally and obstructively spotlighting the physical,fleshly contact between a player,a screen,and an imagined landscape,it explores the problem of embodiment in video games.Crashlands teaches the phenomenological lesson that a body’s boundaries are not so easily transcended.As the philosopher Maurice Merleau-Ponty would put it,players’“flesh”necessarily provides the medium through which they gain access to and inhabit a gameworld.In other words,you take your body with you,sick or healthy,even when voyaging to another planet.展开更多
文摘Objective: To study the problematic use of video games among secondary school students in the city of Parakou in 2023. Methods: Descriptive cross-sectional study conducted in the commune of Parakou from December 2022 to July 2023. The study population consisted of students regularly enrolled in public and private secondary schools in the city of Parakou for the 2022-2023 academic year. A two-stage non-proportional stratified sampling technique combined with simple random sampling was adopted. The Problem Video Game Playing (PVP) scale was used to assess problem gambling in the study population, while anxiety and depression were assessed using the Hospital Anxiety and Depression Scale (HADS). Results: A total of 1030 students were included. The mean age of the pupils surveyed was 15.06 ± 2.68 years, with extremes of 10 and 28 years. The [13 - 18] age group was the most represented, with a proportion of 59.6% (614) in the general population. Females predominated, at 52.8% (544), with a sex ratio of 0.89. The prevalence of problematic video game use was 24.9%, measured using the Video Game Playing scale. Associated factors were male gender (p = 0.005), pocket money under 10,000 cfa (p = 0.001) and between 20,000 - 90,000 cfa (p = 0.030), addictive family behavior (p < 0.001), monogamous family (p = 0.023), good relationship with father (p = 0.020), organization of video game competitions (p = 0.001) and definite anxiety (p Conclusion: Substance-free addiction is struggling to attract the attention it deserves, as it did in its infancy everywhere else. This study complements existing data and serves as a reminder of the need to focus on this group of addictions, whose problematic use of video games remains the most frequent due to its accessibility and social tolerance. Preventive action combined with curative measures remains the most effective means of combating the problem at national level.
文摘The triptych (Smartphones, Video games, adolescents) has imposed itself on the collective consciousness in the form of questioning to the point of becoming a social phenomenon. It thus raises concerns about the uses that adolescents make of it and the effects on their academic performance, which we proposed to study among middle school students from the Dakar academy inspection. Where appropriate, we used mixed methods with the collection techniques of questionnaire survey, semi-structured interviews respectively with middle school students, adults (parents, supervisors, teachers, etc.), participant observation and literature review. Concretely, before accessibility to video games, the middle school students were more idle and well-behaved, watched a lot of TV, played with their brothers and sisters or did household chores. The majority of young people had good, very good or excellent conduct and their averages were fair, fairly good or good. With access to a diverse digital environment, middle school students have passionately turned to video games. As a result, their learning time, concentration and submission to parental injunctions have declined significantly. This situation negatively affected their academic performance and encouraged bad behavior.
文摘Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.
文摘Physical inactivity has been identified as one of the leading causes of many chronic diseases such as cardiovascular disease,type 2 diabetes,and obesity.Technology such as video games plays a complicated role in physical inactivity—much like a double-edged sword.Traditionally,video games have contributed to the epidemic of physical inactivity and have
基金Coco-Martin MB,Maldonado-López MJ,Molina-Martín A and Pi?ero DP are supported by CDTI(Centro para el Desarrollo Tecnológico Industrial,Ministry of Economy and Competitiveness of Spain)by means of the program PID(“Proyectos de Investigación y Desarrollo”)The author Pi?ero DP has been also supported by the Ministry of Economy,Industry and Competitiveness of Spain within the program Ramón y Cajal(RYC-2016-20471)Valenzuela PL is supported by a contract granted by University of Alcalá(FPI2016)
文摘Multifocal intraocular lenses(IOLs) are currently usually implanted for the treatment of cataracts because they have been proved to be superior to monofocal IOLs with respect to spectacle independence. In turn, they are associated with a higher prevalence of dysphotopsia symptoms that is one of the most common causes of patient dissatisfaction. Neuroadaptation seems to play a major role in the optimal adaptation to multifocal IOLs. In this context, the development of strategies that facilitate the neuroadaptation process to multifocality might be an effective strategy to reduce patients' dissatisfaction. Video games have been proved to be effective for the improvement of visual acuity and for the promotion of neuroplasticity in elderly subjects and other populations with cortical-related visual impairment. This narrative review highlights the physiological potential of video games as a perceptual strategy to improve visual acuity and promote neuroplasticity in patients using multifocalIOLs, although research is still needed to confirm these benefits in this specific population, with only one comparative study to this date providing evidence of them.
文摘Microtransactions denote a payment made for purchase of mobile phone application or additional content in video games.The basic revenue principle for publisher was to sell the entire content at once,with the buyer having to pay the game as a whole.Trends from mobile applications and mobile games market have slowly transferred to PC games and console video games.About one half of total revenue of big video games publishers comes from microtransactions.The topics of this paper are the economic effects of microtransactions on video game industry business model.The scope of microtransactions and different implementing procedures will be discused in paper.The goal is to determine the change of the position of all stakeholders involved in the process of creating and publishing video games.
基金supported in part by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases(R01DK109316,principle investigator:ASL)by the College of Arts,Media,and Design,Bouve College of Health Sciences at Northeastern University,Boston,MA,USA。
文摘Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.
基金This work was supported by the Literature,Publishing and Translation Commission,Ministry of Culture,Kingdom of Saudi Arabia(No.135/2022)as part of the Arabic Observatory of Translation.
文摘The Middle East and North Africa(MENA)region has an active gaming community,with Arab gamers being reliant on games produced in Europe,America,and Japan due to the lack of significant game production companies in the MENA region.This study explores the gamers’reactions to the localization process of two video games,namely PUBG and Free Fire.For data collection purposes,a five-point Likert scale questionnaire that consisted of 18 items and six constructs,namely need for subtitled games,technical aspects,language issues,language preference,attitudes to game localization,and future actions and recommendations,was designed to elicit the reactions of 112 participants.Upon analyzing the responses,the findings showed that the better the technical aspects and language issues of the games’performance,the more positive participants’attitudes to game localization.The study recommends that further research could be conducted on the localization of video games with different themes into Arabic.
基金supported by a grant from the National Natural Science Foundation of China(Grant No.21790392).
文摘Interactions between the central nervous system(CNS)and autonomic nervous system(ANS)play a crucial role in modulating perception,cognition,and emotion production.Previous studies on CNS–ANS interactions,or heart–brain coupling,have often used heart rate variability(HRV)metrics derived from electrocardiography(ECG)recordings as empirical measurements of sympathetic and parasympathetic activities.Functional near-infrared spectroscopy(fNIRS)is a functional brain imaging modality that is increasingly used in brain and cognition studies.The fNIRS signals contain frequency bands representing both neural activity oscillations and heartbeat rhythms.Therefore,fNIRS data acquired in neuroimaging studies can potentially provide a single-modality approach to measure task-induced responses in the brain and ANS synchronously,allowing analysis of CNS–ANS interactions.In this proof-of-concept study,fNIRS was used to record hemodynamic changes from the foreheads of 20 university students as they each played a round of multiplayer online battle arena(MOBA)game.From the fNIRS recordings,neural and heartbeat frequency bands were extracted to assess prefrontal activities and shortterm pulse rate variability(PRV),an approximation for short-term HRV,respectively.Under the experimental conditions used,fNIRS-derived PRV metrics showed good correlations with ECG-derived HRV golden standards,in terms of absolute measurements and video game playing(VGP)-related changes.It was also observed that,similar to previous studies on physical activity and exercise,the PRV metrics closely related to parasympathetic activities recovered slower than the PRV indicators of sympathetic activities after VGP.It is concluded that it is feasible to use fNIRS to monitor concurrent brain and ANS activations during online VGP,facilitating the understanding of VGP-related heart–brain coupling.
基金the Ministry of Higher Education of Malaysia,No.FRGS/1/2021/SKK06/UKM/03/2.
文摘BACKGROUND Herein,we report the case of a 13-year-old boy with spastic quadriplegia cerebral palsy(CP)at Gross Motor Function Classification System(GMFCS)level II,en-gaging in a 6-wk video game-based therapy(VBT)program.This study aimed to offer essential insights regarding VBT’s impact on enhancing the physical function and improving the quality of life(QoL)of adolescents diagnosed with CP.This report provides a distinctive viewpoint that can inform and direct future clinical practices and research endeavors.CASE SUMMARY The boy presented with moderate mobility,balance,and overall well-being.He faced challenges with diminished lower limb strength,which affected his daily living and physical fitness capabilities.Our participant was diagnosed with spas-tic quadriplegic CP at GMFCS level II.He participated in a 6-wk program of VBT using a play station.This innovative approach incorporates warm-up exercises,interactive activities,and cool-down routines,targeting various movements,in-cluding single-leg stance,weight shifting,kicking,jumping,marching,and squatting.After VBT,the strength of the left hip extensor significantly increased from 199.3 N to 541.3 N.Distance covered as part of a 6-min walk test increased by 82 m.His Paediatric QoL Inventory score increased dramatically by 25.9%.CONCLUSION VBT is an innovative,individualized therapy that enhances physical function and QoL in CP,emphasizing its role in ambulatory patients.
基金AES and PTK are supported,in part,by the U54 GM104940 grant from the National Institute of General Medical Sciences of the US National Institutes of Health,which funds the Louisiana Clinical&Translational Science CenterPTK is supported,in part,by the Marie Edana Corcoran Endowed Chair in Pediatric Obesity and Diabetespartially supported by Nutrition Obesity Research Center Grant#P30DK072476 entitled“Nutritional Programming:Environmental and Molecular Interactions”
文摘Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.
基金funded by a grant from the National Institute of Child and Human Development(1R15HD071514-01A1)
文摘Background: Although emerging research is demonstrating the potential health impact of exergaming,investigations have primarily been conducted in laboratory settings among small samples with short-term interventions.Information on the effectiveness of exergaming in underserved children's objective physical activity(PA) in population-based settings is also scarce.Moreover,most empirical studies have only included 1 type of exergame in the intervention.Therefore,this study's purpose was to investigate the long-term impact of a multigame exergaming intervention among underserved children integrated within school curricula.Specifically,this study examined the effect of exergaming on children's accelerometer-determined sedentary behavior(SB),light PA,moderate-to-vigorous PA(MVPA),and energy expenditure(EE) over 2 years as compared with regular physical education(PE) classes.Methods: A total of 261 second-and third-grade children(134 girls,127 boys; mean age 8.27 years) were recruited from 2 Texas elementary schools.Children's pre-test 3-day SB,light PA,MVPA,and EE at school were assessed in the fall of 2012.Participants were assigned to 1 of 2groups:(1) exergaming/PE group(125 min weekly of exergaming-based PA program) and (2) comparison group(125 min weekly of PE).PA(SB,light PA,and MVPA) and EE outcome variables were assessed again in 2013(post-test) and 2014(follow-up).Results: Significant time effects were observed for SB(F(1,162)=25.0,p<0.01,η~2= 0.14),light PA(F(1,162)=9.6,p<0.01,η~2= 0.06),and MVPA(F(1,162)=6.2,p=0.01,η~2= 0.04) but not for EE(F(1,162)=0.63,p>0.05,η~2= 0.004).Subsequent pairwise comparisons revealed significant increases from pre-to post-test for light PA(p<0.01),MVPA(p<0.01),and EE(p=0.02) with no changes in SB(p>0.05).Conversely,significant decreases occurred in light PA(p<0.01) from post-test to follow-up with no differences seen in MVPA(p=0.08) and EE(p=0.06) over the same time period.A significant increase was seen,however,for SB from post-test to follow-up.Conclusion: Exergaming PE can have the same positive effect on children's light PA,MVPA,and EE as regular PE.More research is necessary to discern how to promote long-term PA participation after conclusion of the intervention.
文摘Training specificity is imperative for successful performance of the elite athlete.Virtual reality(VR)has been successfully applied to a broad range of training domains.However,to date there is little research investigating the use of VR for sport training.The purpose of this study was to address the question of whether virtual reality(VR)training can improve real world hockey shooting performance.Twenty four volunteers were recruited and randomly selected to complete the virtual training intervention or enter a control group with no training.Four primary types of data were collected:(1)participant’s experience with video games and hockey,(2)participant’s motivation toward video game use,(3)participant’s technical performance on real-world hockey,and(4)participant’s technical performance in virtual hockey.One-way multivariate analysis of variance(ANOVA)indicated that the intervention group demonstrated significantly more real-world hockey accuracy(F(1,24)=15.43,p<0.01,E.S.=0.56)while shooting on goal than their control group counterparts(intervention M accuracy=54.17%,SD=12.38,control M accuracy=46.76%,SD=13.45).One-way multivariate analysis of variance(MANOVA)repeated measures indicated significantly higher outcome scores on real-world accuracy(35.42%versus 54.17%;ES=1.52)and velocity(51.10 mph versus 65.50 mph;ES=0.86)of hockey shooting on goal.This research supports the idea that virtual training is an effective tool for increasing real-world hockey skill.
文摘The past two decades witnessed a broad-increase in web technology and on-line gaming.Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology.The immense utilization of web applications and games additionally prompted growth in the handled devices and moving the limited gaming experience from user devices to online cloud servers.As internet capabilities are enhanced new ways of gaming are being used to improve the gaming experience.In cloud-based video gaming,game engines are hosted in cloud gaming data centers,and compressed gaming scenes are rendered to the players over the internet with updated controls.In such systems,the task of transferring games and video compression imposes huge computational complexity is required on cloud servers.The basic problems in cloud gaming in particular are high encoding time,latency,and low frame rates which require a new methodology for a better solution.To improve the bandwidth issue in cloud games,the compression of video sequences requires an alternative mechanism to improve gaming adaption without input delay.In this paper,the proposed improved methodology is used for automatic unnecessary scene detection,scene removing and bit rate reduction using an adaptive algorithm for object detection in a game scene.As a result,simulations showed without much impact on the players’quality experience,the selective object encoding method and object adaption technique decrease the network latency issue,reduce the game streaming bitrate at a remarkable scale on different games.The proposed algorithm was evaluated for three video game scenes.In this paper,achieved 14.6%decrease in encoding and 45.6%decrease in bit rate for the first video game scene.
基金The authors wish to thankAttill Nagy MD for the statistical analysis.Also Christopher Whitfield for his many advices.Thank you for the contribution of the Department of Medical Rehabilitation and Physical Medicine University of Debrecen.
文摘VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii.
文摘Background The effects of active video game play on healthy individuals remain uncertain.A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning,Disability,and Health (ICF).The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF.Methods Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited.Over 2 weeks,each adult participated in six sessions of active video game play lasting 20 minutes each.Participants were assessed before and af^er the intervention.Variables were collected using sources related to the ICF components,including the Hospital Anxiety and Depression Scale,Multidimensional Fatigue Inventory,Biodex Stability System,chairrising time,Frenchay Activity Index,Rivermead Mobility Index,Chronic Pain Grade Questionnaire,Work Ability Index,and World Health Organization Quality of Life-Brief Version.Results Compared to baseline data,significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted.There was no significant change in the other variables measured.Conclusion Short-term,active video game play reduces fall risks and ameliorates disabilities in community adults.
文摘In Gameworld Interfaces,Kristine Jørgensen maintains that the best interfaces provide an optimal amount of useful information about a gameworld without becoming obtrusive.Video games are,however,complex objects,and sometimes they serve purposes other than entertaining users through facilitating immersive gameplay.They can,for instance,promote educational and aesthetic ends that are not inhibited but advanced by making an interface the focus of player attention.This essay offers one example of a game that cannot be fully appreciated by prioritizing efficient interface design.Sam Coster first conceived the broad outlines of Butterscotch Shenanigans’s Crashlands after being diagnosed with stage four lymphoma.The game,as finally released,is partially a statement about and in response to“all the bone pain,chemo nausea,anxiety,depression,stab wounds,tape rips and hair loss”that he endured.More specifically,by occasionally and obstructively spotlighting the physical,fleshly contact between a player,a screen,and an imagined landscape,it explores the problem of embodiment in video games.Crashlands teaches the phenomenological lesson that a body’s boundaries are not so easily transcended.As the philosopher Maurice Merleau-Ponty would put it,players’“flesh”necessarily provides the medium through which they gain access to and inhabit a gameworld.In other words,you take your body with you,sick or healthy,even when voyaging to another planet.