WorldWideScience

Sample records for playing nintendo wii

  1. Play to become a surgeon: impact of Nintendo Wii training on laparoscopic skills.

    Directory of Open Access Journals (Sweden)

    Domenico Giannotti

    Full Text Available BACKGROUND: Video-games have become an integral part of the new multimedia culture. Several studies assessed video-gaming enhancement of spatial attention and eye-hand coordination. Considering the technical difficulty of laparoscopic procedures, legal issues and time limitations, the validation of appropriate training even outside of the operating rooms is ongoing. We investigated the influence of a four-week structured Nintendo® Wii™ training on laparoscopic skills by analyzing performance metrics with a validated simulator (Lap Mentor™, Simbionix™. METHODOLOGY/PRINCIPAL FINDINGS: We performed a prospective randomized study on 42 post-graduate I-II year residents in General, Vascular and Endoscopic Surgery. All participants were tested on a validated laparoscopic simulator and then randomized to group 1 (Controls, no training with the Nintendo® Wii™, and group 2 (training with the Nintendo® Wii™ with 21 subjects in each group, according to a computer-generated list. After four weeks, all residents underwent a testing session on the laparoscopic simulator of the same tasks as in the first session. All 42 subjects in both groups improved significantly from session 1 to session 2. Compared to controls, the Wii group showed a significant improvement in performance (p<0.05 for 13 of the 16 considered performance metrics. CONCLUSIONS/SIGNIFICANCE: The Nintendo® Wii™ might be helpful, inexpensive and entertaining part of the training of young laparoscopists, in addition to a standard surgical education based on simulators and the operating room.

  2. A qualitative study exploring the usability of Nintendo Wii Fit among persons with multiple sclerosis.

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    Plow, Matthew; Finlayson, Marcia

    2014-03-01

    The purpose of this study was to examine the usability of Nintendo Wii Fit to promote physical activity in adults with multiple sclerosis. Qualitative interviews were conducted as part of a pilot study that examined the health outcomes of a 14-week Wii Fit home-exercise programme in 30 adults with multiple sclerosis. We found participants reported that Wii Fit helped build confidence in abilities, achieve goals related to engagement in leisure activities and remove barriers associated with going to a gym to exercise. However, Wii Fit induced initial reactions of intimidation and worries about falling, and feedback during game play reminded participants of their impairments. Wii Fit was limited in its customizability to accommodate different functional levels. Understanding how to improve the usability and customizability of commercially available exergaming technology could be of benefit to people with disabling conditions. Before conducting randomized controlled trials of commercially available exergaming technology in adults with disabling conditions, we recommend that strategies be identified to remove usability barriers so those with moderate impairments can be included in the trial. This will reduce the likelihood of ceiling effects and clinical irrelevance. In terms of clinical recommendations, rehabilitation professionals need to consider patients' functional level, surrounding environment and preferences when prescribing a Wii Fit-based exercise programme.

  3. The Heart Rate Response to Nintendo Wii Boxing in Young Adults

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    Bosch, Pamela R.; Poloni, Joseph; Thornton, Andrew; Lynskey, James V.

    2012-01-01

    Purpose To determine if 30 minutes of Nintendo Wii Sports boxing provides cardiorespiratory benefits and contributes to the daily exercise recommendations for healthy young adults. Methods Twenty healthy 23- to 27-year-olds participated in two sessions to measure maximum heart rate (HRmax) via a treadmill test and heart rate (HR) response to 30 minutes of Wii Sports boxing. Heart rate in beats per minute (bpm) was measured continuously, and exercise intensity during each minute of play was stratified as a percentage of HRmax. Mixed designs analysis of variance (ANOVA) and Pearson product moment correlations were used to analyze the data. Results Mean (SD) HR response to boxing was 143 (15) bpm or 77.5% (10.0%) of HRmax. The mean HR response for experienced participants was significantly lower than inexperienced participants, P = .007. The ANOVA revealed a significant interaction between experience and time spent at various intensities, P = .009. Experienced participants spent more time in light to vigorous intensities, inexperienced participants in moderate to very hard intensities. Fitness was not correlated with mean HR response to boxing, P = .49. Conclusion Thirty minutes of Nintendo Wii Sports boxing provides a moderate to vigorous aerobic response in healthy young adults and can contribute to daily recommendations for physical activity. PMID:22833705

  4. An in-depth, longitudinal examination of the daily physical activity of a patient with heart failure using a Nintendo Wii at home: a case report.

    Science.gov (United States)

    Klompstra, Leonie Verheijden; Jaarsma, Tiny; Strömberg, Anna

    2013-06-01

    To explore the influence of the Nintendo Wii on the daily physical activity of a patient with chronic heart failure at home. A 74-year-old Swedish patient with heart failure had access to a Nintendo Wii at home for 12 weeks. Exercise motivation, exercise self-efficacy and exercise capacity were assessed before and after the intervention. Data on perceived physical effort, global well-being and expended energy were collected every day during the intervention. During the 12 weeks of access to the Nintendo Wii, daily physical activity increased by 200% on weekdays and 57% on weekends, compared with baseline. The patient's exercise motivation and exercise self-efficacy increased during the study, whereas perceived physical effort and global well-being did not change. The patient had no difficulties in using the system and did not suffer any major harm. The results of this case study suggest that providing patients with heart failure access to a Nintendo Wii is a promising and safe intervention. The energy expended by the patient per day increased, as did exercise capacity. Playing the Nintendo Wii did not increase the perceived physical effort, but increased motivation to exercise and decreased barriers to exercising.

  5. Low Cost Interactive Electronic Whiteboard Using Nintendo Wii Remote

    Directory of Open Access Journals (Sweden)

    Dalbir Singh

    2010-01-01

    Full Text Available Problem statement: The application of interactive whiteboard offers extensive benefits in the learning and teaching process for classroom environment. The high cost associated with commercial interactive whiteboard may hinder its application in primary or secondary school, especially in developing countries. Thus, this study describes the methods used to create a low cost interactive and viable electronic whiteboard by using the capabilities of the Nintendo Wiimotes. It also looks at the possibility of whether this much cheaper technology can be fully utilized to create better tools for in-class learning. Approach: Several technical aspects of the Wii Remote are examined, how this technology can be used on a low cost interactive whiteboard and how the system can be connected to your computer and LCD projector/screen. Result: This system has a stand-alone architecture, consists of a PC. The input client was responsible for getting the input data and connecting the Wii Remotes using a Bluetooth connection. The PC handles the software engine and display module. The user sends the IR source light to Wiimote by pressing the IR Pens switch button and then the Wiimote sends data to the PC via a Bluetooth connection. Conclusion/Recommendations: The genre of the system makes it more suitable in learning environments such as schools or universities. The main target groups of the system are lecturers, teachers or students (during presentation or in class exercise. Therefore, it was necessary to simplify the software design and control mechanism in order to support these main target groups.

  6. Nintendo wii sports and wii fit game analysis, validation, and application to stroke rehabilitation.

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    Deutsch, Judith E; Brettler, Arielle; Smith, Caroline; Welsh, Jamie; John, Roshan; Guarrera-Bowlby, Phyllis; Kafri, Michal

    2011-01-01

    Interactive video gaming has become ubiquitous in the practice of rehabilitation. The Nintendo Wii is one such system. Interactive gaming can promote intensive task-based therapy in a manner that is motivating for the user. Widespread enthusiasm for consoles and their games prompted us to analyze the games for their rehabilitation elements related to improving balance and mobility for individuals poststroke. The purpose of this article is to provide a game analysis for clinical application and evaluation of the game elements for research on interactive video gaming. Using a team of game players and raters, 5 tables (1 for the Wii Sports and 4 for the Wii Fit) were developed and validated. The tables consist of 3 categories: game description, impairments targeted (strength, endurance, balance, and coordination), and feedback provided (knowledge of performance [KP] and knowledge of results [KR]). Two domain content experts established face validity. Construct validity was performed by 2 therapist-raters who had more than 15 years' clinical experience and postgraduate training in motor learning. Observations about the games including the fidelity of the interfaces, the nature of the feedback, and some of the challenges to adapting the games for rehabilitation are presented. An 80% agreement between raters set as the criterion for establishing the construct validity was met for feedback evaluation. There was 100% agreement on impairment ratings. Games provide a greater amount of KR compared with KP. Given the preponderance of KR, therapists will need to monitor motor performance. Adaptation of interactive video consoles for rehabilitation requires careful evaluation of the games' attributes using relevant rehabilitation construits.

  7. When Should Nintendo Launch its Wii? Insights From a Bivariate Successive Generation Model

    NARCIS (Netherlands)

    Ph.H.B.F. Franses (Philip Hans); C. Hernández-Mireles (Carlos)

    2006-01-01

    textabstractNovember 2006 most likely marks the launch of Sony’s PS3, the successor to PS2. Later, Nintendo is expected to launch the Wii, the successor to the GameCube. We answer the question in the title by analyzing the diffusion of the earlier generations of these consoles, and by using a new mo

  8. Kinematic effect of Nintendo WiiTM sports program exercise on obstacle gait in elderly women with falling risk

    OpenAIRE

    Jung, Dae-In; Ko, Dae-Sik; Jeong, Mi-ae

    2015-01-01

    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo WiiTM Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation...

  9. Efficacy of neurodevelopmental treatment combined with the Nintendo® Wii in patients with cerebral palsy

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    Acar, Gönül; Altun, Gamze Polen; Yurdalan, SaadetUfuk; Polat, Mine Gülden

    2016-01-01

    [Purpose] The aim of this study was to investigate the efficiency of Nintendo® Wii games in addition to neurodevelopmental treatment in patients with cerebral palsy. [Subjects and Methods] Thirty hemiparetic cerebral palsy patients (16 females, 14 males; mean age, 6–15 years) were included in the study and divided into two groups: a neurodevelopmental treatment+Nintendo Wii group (group 1, n=15) and a neurodevelopmental treatment group (group 2, n=15). Both groups received treatment in 45-minute sessions 2 days/week for six weeks. Use of the upper extremities, speed, disability and functional independence were evaluated using the Quality of Upper Extremity Skills Test, Jebsen Taylor Hand Function Test, ABILHAND-Kids test, and Pediatric Functional Independence Measure (self-care) before and after treatment. [Results] There were statistically significant improvements in all parameters for group 1 and group 2 (except quality of function) after six weeks of treatment. Intergroup analysis showed that group 1 was superior to group 2 in mean change differences in the Jebsen Taylor Hand Function Test. [Conclusion] Our results showed that neurodevelopmental treatment is effective for improving hand functions in hemiplegic cerebral palsy. To provide a enjoyable, motivational, safe, and effective rehabilitation program, the Nintendo® Wii may be used in addition to neurodevelopmental treatment. PMID:27134357

  10. Kinematic effect of Nintendo WiiTM sports program exercise on obstacle gait in elderly women with falling risk

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    Jung, Dae-In; Ko, Dae-Sik; Jeong, Mi-Ae

    2015-01-01

    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo WiiTM Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation function by crossing velocity and maximum vertical heel clearance. [Results] Both the lumbar stabilization exercise and Nintendo Wii Sports groups showed significant improvements in obstacle negotiation function after the exercise compared to the control group. Berg Balance Scale and functional reach test scores were greater in the lumbar stabilization exercise group, while the timed up-and-go test time was significantly better in the Nintendo Wii Sports groups. [Conclusion] Lumbar stabilization exercises and Nintendo Wii Sports improve falling related balance and obstacle negotiation function in elderly women at risk for falls. PMID:26157228

  11. Kinematic effect of Nintendo Wii(TM) sports program exercise on obstacle gait in elderly women with falling risk.

    Science.gov (United States)

    Jung, Dae-In; Ko, Dae-Sik; Jeong, Mi-Ae

    2015-05-01

    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo Wii(TM) Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation function by crossing velocity and maximum vertical heel clearance. [Results] Both the lumbar stabilization exercise and Nintendo Wii Sports groups showed significant improvements in obstacle negotiation function after the exercise compared to the control group. Berg Balance Scale and functional reach test scores were greater in the lumbar stabilization exercise group, while the timed up-and-go test time was significantly better in the Nintendo Wii Sports groups. [Conclusion] Lumbar stabilization exercises and Nintendo Wii Sports improve falling related balance and obstacle negotiation function in elderly women at risk for falls.

  12. Low Cost Interactive Electronic Whiteboard Using Nintendo Wii Remote

    OpenAIRE

    2010-01-01

    Problem statement: The application of interactive whiteboard offers extensive benefits in the learning and teaching process for classroom environment. The high cost associated with commercial interactive whiteboard may hinder its application in primary or secondary school, especially in developing countries. Thus, this study describes the methods used to create a low cost interactive and viable electronic whiteboard by using the capabilities of the Nintendo Wiimotes. It also looks at the poss...

  13. Brain activity in goal-directed movements in a real compared to a virtual environment using the Nintendo Wii.

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    Baumeister, Jochen; Reinecke, Kirsten; Cordes, Marjolijn; Lerch, Christiane; Weiss, Michael

    2010-08-30

    Low budget virtual environments like the Nintendo Wii increased in popularity and may play a role in motor learning related to sports and exercise. But nothing was known about the comparability of cortical activity of motor tasks in real and virtual environments. The aim of the study was to examine cortical differences between real and Wii based virtual sports performances using the golf putt as a model. Ten male golfers (26.0 +/- 0.7 years; 81.8 +/- 5.6 kg; 184.5 +/- 6.0 cm; handicap 30.0+/-10.0; 2.9+/-1.0 years of golf experience) were asked to putt for 3 min in random order in the real and the virtual Wii condition. A rest in sitting position (3 min) followed each performance. The score and cortical activity (EEG) were recorded continuously. The participants performed with a significant better score in the real condition (p memory where increased frontal Theta power indicated higher focused attention and higher Alpha-2 power was inversely related to the quantity of sensory information processing in the real putting compared to the virtual condition.

  14. Efficacy of Nintendo Wii training on mechanical leg muscle function and postural balance in community-dwelling older adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin; Læssøe, Uffe; Hendriksen, Carsten

    2013-01-01

    . METHODS: This randomized controlled trial examined postural balance and muscle strength in community-dwelling older adults (75±6 years) pre- and post-10 weeks of biofeedback-based Nintendo Wii training (WII, n = 28) or daily use of ethylene vinyl acetate copolymer insoles (controls [CON], n = 30). Primary......BACKGROUND: Older adults show increased risk of falling and major risk factors include impaired lower extremity muscle strength and postural balance. However, the potential positive effect of biofeedback-based Nintendo Wii training on muscle strength and postural balance in older adults is unknown...... strength (18%) than the control group at follow up (between-group difference = 269 N, 95% CI = 122; 416, and p = .001). In contrast, the center of pressure velocity moment did not differ (1%) between WII and CON at follow-up (between-group difference = 0.23mm(2)/s, 95% CI = -4.1; 4.6, and p = .92...

  15. When Should Nintendo Launch its Wii? Insights From a Bivariate Successive Generation Model

    OpenAIRE

    Franses, Philip Hans; Hernández-Mireles, Carlos

    2006-01-01

    textabstractNovember 2006 most likely marks the launch of Sony’s PS3, the successor to PS2. Later, Nintendo is expected to launch the Wii, the successor to the GameCube. We answer the question in the title by analyzing the diffusion of the earlier generations of these consoles, and by using a new model that extends the successive-generations model of Norton and Bass (1987) by introducing two market players. Based on interviews with consumers and with retailers, we calibrate part of this model...

  16. Intra-rater reproducibility and validity of Nintendo Wii Balance Tests in community-dwelling Older Adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin; Læssøe, Uffe; Hendriksen, C

    2014-01-01

    The aims of the current study were to examine the intrarater intersession reproducibility of the Nintendo Wii agility and stillness tests and explore the concurrent validity in relation to gold-standard force-plate analysis. Within-day intersession reproducibility was examined in 30 older adults......% of 17.9%. Likewise for the Wii agility test ICC was .73 (95% CI 0.50-0.86), CV 5.3%, LOA 1.8, and LOA% of 14.6%. Wii stillness scores correlated to force plate measures (r = .65-.82, p

  17. Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge

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    Amanda M. George

    2016-01-01

    Full Text Available Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination a child has to confidently participate in physical activity. Active video games (AVG, like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children’s (age 6–12, N = 15 physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week. Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching (p = 0.06. Manual dexterity significantly improved in males (p = 0.001, and females felt significantly less pressured to engage in PA (p = 0.008. Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy.

  18. Intra-Rater Reproducibility and Validity of Nintendo Wii Balance Testing in Community-Dwelling Older Adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech; Laessoe, Uffe; Hendriksen, Carsten

    2014-01-01

    The aims of the current study were to (1) examine the intra-rater inter-session reproducibility of the Nintendo Wii Agility and Stillness tests and (2) explore the concurrent validity in relation to 'gold-standard' force plate analysis. Within-day inter-session reproducibility was examined in 30...

  19. Intra-Rater Reproducibility and Validity of Nintendo Wii Balance Testing in Community-Dwelling Older Adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech; Laessoe, Uffe; Hendriksen, Carsten;

    2014-01-01

    The aims of the current study were to (1) examine the intra-rater inter-session reproducibility of the Nintendo Wii Agility and Stillness tests and (2) explore the concurrent validity in relation to 'gold-standard' force plate analysis. Within-day inter-session reproducibility was examined in 30...

  20. Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: A randomised clinical trial protocol

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    Valeska Gatica-Rojas

    2017-06-01

    Discussion: This is the first trial that measures and compares the effects of a Nintendo Wii Balance Board exercise programme on standing balance in children with cerebral palsy compared to conventional therapy.

  1. Acute cardiovascular responses in a virtual environment simulate by Nintendo Wii. http://dx.doi.org/10.5007/1980-0037.2013v15n1p60

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    Renato Aparecido de Souza

    2013-01-01

    Full Text Available It has recently been verified using the Nintendo Wii in the health context. The aim of this study was to analyze the acute cardiovascular responses monitored by the behavior of heart rate, systolic blood pressure, diastolic blood pressure and double product in an environment virtually simulated by Nintendo Wii. The sample was consisted of 18 health college students with mean age 22.07 ± 1.34 years. The variables were observed with use of delta analysis (post value – prior value after 25 basketball shoots in two experimental situations: (I seating and (II jumping vertically. The results suggest the physical activity in a virtual environment emulated by Nintendo Wii is able to change the acute cardiovascular responses, mainly when performed in association with vertical jumps. Thus, the results support the feasibility use of the Nintendo Wii in training programs and favor its indication more securely.

  2. Physical and psychosocial function in residential aged-care elders: effect of Nintendo Wii Sports games.

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    Keogh, Justin W L; Power, Nicola; Wooller, Leslie; Lucas, Patricia; Whatman, Chris

    2014-04-01

    This mixed-methods, quasi-experimental pilot study examined whether the Nintendo Wii Sports (NWS) active video game (exergame) system could significantly improve the functional ability, physical activity levels, and quality of life of 34 older adults (4 men and 30 women, 83 ± 8 yr) living in 2 residential aged-care (RAC) centers. Change score analyses indicated the intervention group had significantly greater increases in bicep curl muscular endurance, physical activity levels, and psychological quality of life than the control group (p < .05). Analysis of the quotes underlying the 3 themes (feeling silly, feeling good; having fun; and something to look forward to) suggested that intervention group participants developed a sense of empowerment and achievement after some initial reluctance and anxiousness. They felt that the games were fun and provided an avenue for greater socialization. These results add some further support to the utilization of NWS exergames in the RAC context.

  3. The efficacy of two task-orientated interventions for children with Developmental Coordination Disorder : Neuromotor Task Training and Nintendo Wii Fit training

    NARCIS (Netherlands)

    Ferguson, G. D.; Jelsma, D.; Jelsma, J.; Smits-Engelsman, B. C. M.

    Neuromotor Task Training (NTT) and Nintendo Wii Fit Training (Wii training) are both task-based interventions used to improve performance in children with motor coordination problems. The aim of this study was to compare the efficacy of these two interventions on the motor performance, isometric

  4. Enabling People with Developmental Disabilities to Actively Perform Designated Occupational Activities according to Simple Instructions with a Nintendo Wii Remote Controller by Controlling Environmental Stimulation

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    Shih, Ching-Hsiang; Wang, Shu-Hui; Chang, Man-Ling; Shih, Ching-Hsiang

    2012-01-01

    The latest researches have adopted software technology, turning the Nintendo Wii Remote Controller into a high performance three-dimensional object orientation detector. This study extended Wii Remote Controller functionality to assess whether two people with developmental disabilities would be able to actively perform designated simple…

  5. Assisting People with Multiple Disabilities by Actively Keeping the Head in an Upright Position with a Nintendo Wii Remote Controller through the Control of an Environmental Stimulation

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    Shih, Ching-Hsiang; Shih, Chia-Ju; Shih, Ching-Tien

    2011-01-01

    The latest researches have adopted software technology by applying the Nintendo Wii Remote Controller to the correction of hyperactive limb behavior. This study extended Wii Remote Controller functionality for improper head position (posture) correction (i.e. actively adjusting abnormal head posture) to assess whether two people with multiple…

  6. A Limb Action Detector Enabling People with Multiple Disabilities to Control Environmental Stimulation through Limb Action with a Nintendo Wii Remote Controller

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    Shih, Ching-Hsiang; Chang, Man-Ling; Shih, Ching-Tien

    2010-01-01

    This study assessed whether two persons with multiple disabilities would be able to control environmental stimulation using limb action with a Nintendo Wii Remote Controller and a newly developed limb action detection program (LADP, i.e., a new software program that turns a Wii Remote Controller into a precise limb action detector). This study was…

  7. Assisting People with Multiple Disabilities by Actively Keeping the Head in an Upright Position with a Nintendo Wii Remote Controller through the Control of an Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Shih, Chia-Ju; Shih, Ching-Tien

    2011-01-01

    The latest researches have adopted software technology by applying the Nintendo Wii Remote Controller to the correction of hyperactive limb behavior. This study extended Wii Remote Controller functionality for improper head position (posture) correction (i.e. actively adjusting abnormal head posture) to assess whether two people with multiple…

  8. The efficacy of two task-orientated interventions for children with Developmental Coordination Disorder : Neuromotor Task Training and Nintendo Wii Fit training

    NARCIS (Netherlands)

    Ferguson, G. D.; Jelsma, D.; Jelsma, J.; Smits-Engelsman, B. C. M.

    2013-01-01

    Neuromotor Task Training (NTT) and Nintendo Wii Fit Training (Wii training) are both task-based interventions used to improve performance in children with motor coordination problems. The aim of this study was to compare the efficacy of these two interventions on the motor performance, isometric str

  9. Effectiveness and safety of Nintendo Wii Fit Plus™ training in children with migraine without aura: a preliminary study.

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    Esposito, Maria; Ruberto, Maria; Gimigliano, Francesca; Marotta, Rosa; Gallai, Beatrice; Parisi, Lucia; Lavano, Serena Marianna; Roccella, Michele; Carotenuto, Marco

    2013-01-01

    Migraine without aura (MoA) is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination. The study population consisted of 71 patients affected by MoA (32 females, 39 males) (mean age: 9.13±1.94 years); the control group consisted of 93 normally developing children (44 females, 49 males) (mean age: 8.97±2.03 years) recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI) skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC). Children underwent training using the Wii-balance board and Nintendo Wii Fit Plus™ software (Nintendo Co, Ltd, Kyoto, Japan); training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home. The two starting populations (MoA and controls) were not significantly different for age (P=0.899) and sex (P=0.611). M-ABC and VMI performances at baseline (T0) were significantly different in dexterity, balance, and total score for M-ABC (PVMI. After 3 months of Wii training (T1), MoA children showed a significant improvement in M-ABC global performance (PVMI motor task (P<0.001). Our study reported the positive effects of the Nintendo Wii Fit Plus™ system as a rehabilitative device for the visuomotor and balance skills impairments among children affected by MoA, even if further research and longer follow-up are needed.

  10. Vestibular rehabilitation using the Nintendo® Wii Balance Board -- a user-friendly alternative for central nervous compensation.

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    Sparrer, Ingo; Duong Dinh, Thien An; Ilgner, Justus; Westhofen, Martin

    2013-03-01

    The Nintendo® Wii Balance Board is a cost-effective and user-friendly alternative to other popular frequently used systems that aid vestibular compensation, particularly in elderly patients. In addition, further treatment in the home environment is possible. This cohort study was designed to investigate the impact of the Nintendo® Wii Balance Board as a visual compensation device after acute vestibular neuritis. Subjects were randomly assigned to one of two treatment groups. Group A (n = 37) performed customized exercises with the Nintendo® Wii Balance Board. Group B (n = 34) performed only two elected exercises as a control group for comparison of the results. Both groups underwent additive therapy with steroids (intravenous) in decreasing doses (250 mg decreasing to 25 mg over 10 days). The Sensory Organization Test (SOT), Dizziness Handicap Inventory (DHI), Vertigo Symptom Scale (VSS), and Tinneti questionnaire were evaluated immediately before treatment (baseline), at the end of treatment, i.e. at day 5, and after 10 weeks. The early use of a visual feedback system in the context of the balance training supports the central nervous vestibular compensation after peripheral labyrinthine disorders. Patients in group B (without training) required a longer in-patient stay (average 2.4 days, SD 0.4) compared with patients following early Wii rehabilitation. The absence of nystagmus under Frenzel's goggles in group A was observed 2.1 days (SD 0.5) earlier than in group B. Group A showed significantly better results in the SOT, DHI, VSS, and Tinneti questionnaire at all time points measured (p < 0.05).

  11. Assessing the functional performance of post-call hospital doctors using a Nintendo Wii.

    LENUS (Irish Health Repository)

    Clancy, K

    2012-02-01

    Sleep deprivation is an established part of the working life for Non-Consultant Hospital Doctors (NCHDs) in Ireland. Concern exists about the effect of extended NCHD work hours. We utilised a Nintendo Wii to evaluate motor function of NCHDs both prior to their on-call shift and the day afterwards. Data was exported to SPSS ver. 15 for statistical analysis with p < 0.05 considered significant. A total of 72 NCHDs were invited to participate in this study. There was a 62.5% (45) rate of follow-up. Overall 27 (60%) NCHDs were on medical call, with 18 (40%) on surgical call. There was no statistically significant difference between NCHDs pre-and post-call motor assessment scores. The majority of study participants (75.5%, n = 34) had four or more hours sleep. On-call duty allows for a greater than anticipated amount of sleep per on-call shift and therefore has a negligible effect on the motor skills of medical staff.

  12. Reproducibility and validity of the Nintendo Wii Balance Board for measuring shoulder sensorimotor control in prone lying

    DEFF Research Database (Denmark)

    Eshøj, Henrik; Juul-Kristensen, Birgit; Gam Bender Jørgensen, René

    2017-01-01

    INTRODUCTION: For the lower limbs, the Nintendo Wii Balance Board (NWBB) has been widely used to measure postural control. However, this has not been performed for upper limb measurements. Further, the NWBB has shown to produce more background noise with decreasing loads, which may be of concern...... when used for upper limb testing. The aim was to investigate reproducibility and validity of the NWBB. METHODS: A test-retest design was performed with 68 subjects completing three different prone lying, upper limb weight-bearing balance tasks on a NWBB: two-arms, eyes closed (1) one-arm, non...

  13. Effectiveness and Limitations of Unsupervised Home-Based Balance Rehabilitation with Nintendo Wii in People with Multiple Sclerosis

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    Massimiliano Pau

    2015-01-01

    Full Text Available Balance training represents a critical part of the rehabilitation process of individuals living with multiple sclerosis (MS since impaired postural control is a distinctive symptom of the disease. In recent years, the use of the Nintendo Wii system has become widespread among rehabilitation specialists for this purpose, but few studies have verified the effectiveness of such an approach using quantitative measures of balance. In this study, we analyzed the postural sway features of a cohort of twenty-seven individuals with MS before and after 5 weeks of unsupervised home-based balance training with the Wii system. Center of pressure (COP time-series were recorded using a pressure platform and processed to calculate sway area, COP path length, displacements, and velocities in mediolateral (ML and anteroposterior (AP directions. Although the results show a significant reduction in sway area, COP displacements, and velocity, such improvements are essentially restricted to the ML direction, as the Wii platform appears to properly stimulate the postural control system in the frontal plane but not in the sagittal one. Available Wii games, although somewhat beneficial, appear not fully suitable for rehabilitation in MS owing to scarce flexibility and adaptability to MS needs and thus specific software should be developed.

  14. Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study

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    Stam Henk J

    2011-07-01

    Full Text Available Abstract Background Stroke is one of the leading causes of long-term disability in modern western countries. Stroke survivors often have functional limitations which might lead to a vicious circle of reduced physical activity, deconditioning and further physical deterioration. Current evidence suggests that routine moderate- or vigorous-intensity physical activity is essential for maintenance and improvement of health among stroke survivors. Nevertheless, long-term participation in physical activities is low among people with disabilities. Active video games, such as Nintendo Wii Sports, might maintain interest and improve long-term participation in physical activities; however, the intensity of physical activity among chronic stroke patients while playing Wii Sports is unknown. We investigated the energy expenditure of chronic stroke patients while playing Wii Sports tennis and boxing. Methods Ten chronic (≥ 6 months stroke patients comprising a convenience sample, who were able to walk independently on level ground, were recruited from a rehabilitation centre. They were instructed to play Wii Sports tennis and boxing in random order for 15 minutes each, with a 10-minute break between games. A portable gas analyzer was used to measure oxygen uptake (VO2 during sitting and during Wii Sports game play. Energy expenditure was expressed in metabolic equivalents (METs, calculated as VO2 during Wii Sports divided by VO2 during sitting. We classified physical activity as moderate (3-6 METs or vigorous (> 6 METs according to the American College of Sports Medicine and the American Heart Association Guidelines. Results Among the 10 chronic stroke patients, 3 were unable to play tennis because they had problems with timing of hitting the ball, and 2 were excluded from the boxing group because of a technical problem with the portable gas analyzer. The mean (± SD energy expenditure during Wii Sports game play was 3.7 (± 0.6 METs for tennis and 4.1 (

  15. The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy

    NARCIS (Netherlands)

    Jelsma, Jennifer; Pronk, Marieke; Ferguson, Gillian; Jelsma-Smit, Dorothee

    2013-01-01

    Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy. Methods: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given fo

  16. The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy

    NARCIS (Netherlands)

    Jelsma, Jennifer; Pronk, Marieke; Ferguson, Gillian; Jelsma-Smit, Dorothee

    2013-01-01

    Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy. Methods: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given

  17. A Three-Dimensional Object Orientation Detector Assisting People with Developmental Disabilities to Control Their Environmental Stimulation through Simple Occupational Activities with a Nintendo Wii Remote Controller

    Science.gov (United States)

    Shih, Ching-Hsiang; Chang, Man-Ling; Mohua, Zhang

    2012-01-01

    This study evaluated whether two people with developmental disabilities would be able to actively perform simple occupational activities to control their preferred environmental stimulation using a Nintendo Wii Remote Controller with a newly developed three-dimensional object orientation detection program (TDOODP, i.e. a new software program,…

  18. Feasibility of the Nintendo WiiFit™ for improving walking in individuals with a lower limb amputation

    Directory of Open Access Journals (Sweden)

    Bita Imam

    2013-08-01

    Full Text Available Objectives: To evaluate the feasibility of the Nintendo WiiFit™ as an adjunct to usual therapy in individuals with a lower limb amputation. Methods: The study was a Multiple Baseline (AB Single Subject Research Design. Subjects were ≥19 years old, had their first unilateral transtibial or transfemoral amputation  ≤12 months ago, and were participating in prosthetic training. WiiFit training was provided for 30 min, 5 times a week, for a minimum of 2 and a maximum of 6 weeks in addition to usual therapy. Feasibility indicators were safety, post-intervention fatigue and pain levels, adherence, and subject’s acceptability of the program as measured by the Short Feedback Questionnaire–modified (SFQ-M. The primary clinical outcome was walking capacity assessed by the 2 Minute Walk Test (2MWT. The secondary clinical outcomes were the Short Physical Performance Battery, L-test, and Activities-Specific Balance Confidence. Results: Subjects (4 transtibial; 2 transfemoral had a median age of 48.5 years (range = 45–59 years. No adverse events associated with the intervention occurred. Median pain and fatigue levels were 1.3 (range = 0.5–3.5 and 3.1 (range = 1.4–4.1, respectively. Median adherence was 80%. Subjects found the WiiFit enjoyable and acceptable (median SFQ-M = 35. Five subjects showed statistical improvement on the 2MWT and four on the secondary outcomes (p < 0.05. Conclusion: The WiiFit intervention was found to be feasible in individuals with unilateral lower limb amputation. This research provides the foundation for future clinical research investigating the use of the WiiFit as a viable adjunctive therapy to improve outcomes in individuals with unilateral lower limb amputation who are participating in prosthetic training.

  19. Assessment of postural balance in community-dwelling older adults - methodological aspects and effects of biofeedback-based Nintendo Wii training

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech

    The overall purpose of this thesis was to examine selected methodological aspects and novel approaches for measuring postural balance older adults, and to examine the effects of biofeedback-based Nintendo Wii training on selected physiological, psychological and functional outcome variables...... (familiarization) period is necessary for the Wii Agility test to avoid a systematic learning effect between successive test sessions. Study III investigated the effect of ten weeks of biofeedback-based Nintendo Wii training on static postural balance, mechanical lower limb muscle function, and functional...... performance in 58 community-dwelling older adults. Additionally, the study investigated the participant motivation for this type of training (Exergaming). Marked improvements in maximal leg muscle strength, rapid force capacity and functional performance were observed following the period of biofeedback...

  20. Assessment of postural balance in community-dwelling older adults - methodological aspects and effects of biofeedback-based Nintendo Wii training.

    Science.gov (United States)

    Jørgensen, Martin Grønbech

    2014-01-01

    The overall purpose of this thesis was to examine selected methodological aspects and novel approaches for measuring postural balance older adults, and to examine the effects of biofeedback-based Nintendo Wii training on selected physiological, psychological and functional outcome variables in community-dwelling older adults. In Study I balance control was investigated using force plate analysis of Centre of Pressure (COP) excursion during static bilateral standing in 32 community-dwelling older adults at three different time-points (09:00, 12:30, and 16:00) throughout the day. An overall significant time-of-day effect was observed for all selected COP variables. The greatest change in all COP variables was observed (on average ~15%) between midday (12:30) and the afternoon (16:00), indicating that a systematic time-of-day influence on static postural balance exists in community-dwelling older adults. Consequently, longitudinal (i.e. pre-to-post training) comparisons of postural balance in in older adults with repeated assessments should be conducted at the same time-of-day. In Study II a novel approach for measuring postural balance (using the Nintendo Wii Stillness and Agility tests) was examined for reproducibility and concurrent validity in 30 community-dwelling older adults. While the Nintendo Wii Stillness test showed a high reproducibility, a systematic learning effect between successive sessions was observed for the Agility test. Moderate-to-excellent concurrent validity was seen for the Stillness test. In contrast, the Agility test revealed a poor concurrent validity. In conclusion, the Wii Stillness test seems to represent a low-cost objective reproducible test of postural balance in community-dwelling older adults and appears feasible in various clinical settings. A habituation (familiarization) period is necessary for the Wii Agility test to avoid a systematic learning effect between successive test sessions. Study III investigated the effect of ten

  1. Effectiveness and safety of Nintendo Wii Fit PlusTM training in children with migraine without aura: a preliminary study

    Directory of Open Access Journals (Sweden)

    Esposito M

    2013-11-01

    Full Text Available Maria Esposito,1 Maria Ruberto,2 Francesca Gimigliano,1,2 Rosa Marotta,3 Beatrice Gallai,4 Lucia Parisi,5 Serena Marianna Lavano,3 Michele Roccella,5 Marco Carotenuto11Center for Childhood Headache, Child and Adolescent Neuropsychiatry Clinic, Department of Mental Health, Physical and Preventive Medicine, 2Department of Odonto-Stomathologic Disciplines, Pathology – Orthopedic Sciences, Second University of Naples, Naples, Italy; 3Department of Psychiatry, “Magna Graecia” University of Catanzaro, Catanzaro, Italy; 4Unit of Child and Adolescent Neuropsychiatry, University of Perugia, Perugia, Italy; 5Child Neuropsychiatry, Department of Psychology, University of Palermo, Palermo, ItalyBackground: Migraine without aura (MoA is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination.Materials and methods: The study population consisted of 71 patients affected by MoA (32 females, 39 males (mean age: 9.13±1.94 years; the control group consisted of 93 normally developing children (44 females, 49 males (mean age: 8.97±2.03 years recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC. Children underwent training using the Wii-balance board and Nintendo Wii Fit Plus™ software (Nintendo Co, Ltd, Kyoto, Japan; training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home.Results: The two starting populations (MoA and controls were not significantly different for age (P=0.899 and sex (P=0.611. M-ABC and VMI performances at baseline (T0 were significantly different in dexterity

  2. Assessment of postural balance in community-dwelling older adults - methodological aspects and effects of biofeedback-based Nintendo Wii training

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech

    citizens' centers and/or in the home of the elderly. The results presented in this thesis suggest that strict control of time-of-day is an important methodological aspect when evaluating postural balance in older adults, and an assessment protocol using the Nintendo Wii-Balance Board is reproducible......The overall purpose of this thesis was to examine selected methodological aspects and novel approaches for measuring postural balance older adults, and to examine the effects of biofeedback-based Nintendo Wii training on selected physiological, psychological and functional outcome variables...... in community-dwelling older adults. In Study I balance control was investigated using force plate analysis of Centre of Pressure (COP) excursion during static bilateral standing in 32 community-dwelling older adults at three different time-points (09:00, 12:30, and 16:00) throughout the day. An overall...

  3. Assessment of the postural control strategies used to play two Wii Fit™ videogames.

    Science.gov (United States)

    Michalski, A; Glazebrook, C M; Martin, A J; Wong, W W N; Kim, A J W; Moody, K D; Salbach, N M; Steinnagel, B; Andrysek, J; Torres-Moreno, R; Zabjek, K F

    2012-07-01

    The Nintendo Wii Fit™ may provide an affordable alternative to traditional biofeedback or virtual reality systems for retraining or improving motor function in populations with impaired balance. The purpose of this study was to evaluate postural control strategies healthy individuals use to play Wii Fit™ videogames. Sixteen young adults played 10 trials of Ski Slalom and Soccer Heading respectively. Centre of pressure (COP) excursion and three-dimensional movement data were acquired to determine variability in medial-lateral COP sway and shoulder-pelvic movement. While there was no difference in medial-lateral COP variability between games during trial 1, there was a significant difference after 10 trials. COP sway increased (59-75 mm) for Soccer Heading while it decreased (67-33 mm) for Ski Slalom from trial 1 to trial 10. During Ski Slalom participants demonstrated decreased shoulder and pelvic movement combined with increased pelvic-shoulder coupling. Conversely, participants demonstrated greater initial shoulder tilt when playing Soccer Heading, with no reduction in pelvic rotation and tilt. Participants decreased pelvic and trunk movements when skiing, suggesting a greater contribution of lower extremity control while they primarily used a trunk strategy to play Soccer Heading.

  4. Home-based Nintendo Wii training to improve upper-limb function in children ages 7 to 12 with spastic hemiplegic cerebral palsy.

    Science.gov (United States)

    Kassee, Caroline; Hunt, Carolyn; Holmes, Michael W R; Lloyd, Meghann

    2017-05-17

    This pilot study compared a Nintendo Wii intervention to single-joint resistance training for the upper limb in children ages 7 to 12 with spastic hemiplegic cerebral palsy (CP). Children were randomized to Wii training (n= 3), or resistance training (n= 3) and trained at home for 6 weeks. Pre, post and 4-week follow-up measures were collected. Outcome measures were the Melbourne Assessment (MA2), and ABILHAND-Kids, and grip strength. Compliance, motivation and feasibility of each intervention was explored using daily logbook responses and questionnaires. Descriptive statistics were used. Three children improved in the MA2, two of which were in the Wii training group. Improvements in the ABILHAND-Kids were minimal for all participants. Grip strength improvements were observed in 3 participants, two of which were in the resistance training group. The Wii training group reported higher compliance and more consistently positive responses to motivation and feasibility questions. Therefore, Wii training may be an effective home-based rehabilitation strategy, and is worth exploring in a larger trial. Implications of Wii training in the context of motivation theory are discussed.

  5. The Blue Ocean that disappeared – the case of Nintendo Wii

    DEFF Research Database (Denmark)

    Hollensen, Svend

    2013-01-01

    Purpose – The purpose with this article is to analyze the “Blue Ocean” phenomenon in depth. The goal is to better understand the underlying dynamic strategies in the form of interactions between theory and management practices. Design/methodology/approach – Single case study, Nintendo, which stra...

  6. Effects of a Nintendo Wii exercise program on spasticity and static standing balance in spastic cerebral palsy.

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Méndez-Rebolledo, Guillermo; Guzman-Muñoz, Eduardo; Lizama, L Eduardo Cofré

    2017-08-01

    This study sought to evaluate the effects of a Nintendo Wii Balance Board (NWBB) intervention on ankle spasticity and static standing balance in young people with spastic cerebral palsy (SCP). Ten children and adolescents (aged 72-204 months) with SCP participated in an exercise program with NWBB. The intervention lasted 6 weeks, 3 sessions per week, 25 minutes for each session. Ankle spasticity was assessed using the Modified Modified Ashworth Scale (MMAS), and static standing balance was quantified using posturographic measures (center-of-pressure [CoP] measures). Pre- and post-intervention measures were compared. Significant decreases of spasticity in the ankle plantar flexor muscles (p < 0.01). There was also a significant reduction in the CoP sway area (p = 0.04), CoP mediolateral velocity (p =0.03), and CoP anterior-posterior velocity (p = 0.03). A 6-session NWBB program reduces the spasticity at the ankle plantar flexors and improves the static standing balance in young people with SCP.

  7. Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients.

    Science.gov (United States)

    Bang, Yo-Soon; Son, Kyung Hyun; Kim, Hyun Jin

    2016-11-01

    [Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis.

  8. Experiência de treinamento com Nintendo Wii sobre a funcionalidade, equilíbrio e qualidade de vida de idosas

    Directory of Open Access Journals (Sweden)

    Letícia Aparecida Calderão Sposito

    2013-06-01

    Full Text Available O objetivo desse relato de experiência foi analisar a funcionalidade, equilíbrio e qualidade de vida em duas idosas não institucionalizadas, após serem submetidas a um protocolo de treinamento em Realidade Virtual composto por nove sessões com duração de 50 minutos cada e frequência de três vezes por semana. Para tanto, utilizou-se os jogos do software Wii Fit, bem como o acessório Balance Board do console Nintendo Wii, a partir de um programa de treinamento elaborado fundamentado em diretrizes gerais de agência de saúde, tais como o Colégio Americano de Medicina do Esporte (ASCM. A avaliação da funcionalidade foi realizada com o uso dos Testes de Aptidão Física para Idosos (TAFI, o equilíbrio foi avaliado com a Escala de Berg e a qualidade de vida foi mensurada com o questionário SF-36. Os resultados apontaram melhora nos valores absolutos de todos os testes analisados, permitindo concluir acerca do potencial do programa de treinamento elaborado para a melhora da independência funcional de idosos. Esperamos que este estudo auxilie pesquisadores a dar continuidade à pesquisa e às ações envolvendo o uso do Nintendo Wii como ferramenta assistiva a idosos.

  9. The effects of Nintendo Wii(TM)-based balance and upper extremity training on activities of daily living and quality of life in patients with sub-acute stroke: a randomized controlled study.

    Science.gov (United States)

    Şimşek, Tülay Tarsuslu; Çekok, Kübra

    2016-12-01

    The aim of this study was to investigate the effects of Nintendo Wii(TM)-based balance and upper extremity training on activities of daily living and quality of life in patients with subacute stroke. 42 adults with stroke (mean age (SD) = 58.04 (16.56) years and mean time since stroke (SD) = (55.2 ± 22.02 days (∼8 weeks)) were included in the study. Participants were enrolled from the rehabilitation department of a medical center (a single inpatient rehabilitation facility). Participants were randomly assigned to Nintendo Wii group (n = 20) or Bobath neurodevelopmental treatment (NDT) (n = 22). The treatments were applied for 10 weeks (45-60 minutes/day, 3 days/week) for both of two groups. Nintendo Wii group used five games selected from the Wii sports and Wii Fit packages for upper limb and balance training, respectively. The patients in Bobath NDT group were applied a therapy program included upper extremity activites, strength, balance gait and functional training. The functional independence in daily life activities and health-related quality of life was assessed with Functional Independence Measure (FIM) and Nottingham Health Profile (NHP), respectively. Participant's treatment satisfaction was recorded by using Visual Analogue Scale. A second evaluation (FIM and NHP) occurred after 10 weeks at the end of rehabilitative treatment (post-training). Treatment satisfaction was measured after 10 sessions. There were significant difference between FIM and NHP values in NDT and Nintendo Wii group (p 0.05). The patients in Nintendo Wii group were detected to be better satisfied from the therapy (p Bobath NDT on daily living functions and quality of life in subacute stroke patients.

  10. Simulated activity but real trauma: a systematic review on Nintendo Wii injuries based on a case report of an acute anterior cruciate ligament rupture.

    Science.gov (United States)

    Müller, Sebastian A; Vavken, Patrick; Pagenstert, Geert

    2015-03-01

    Video gaming injuries are classically regarded as eccentric accidents and novelty diagnoses. A case of an anterior cruciate ligament (ACL) tear sustained during Wii boxing spurned us to review the literature for other Wii-related injuries and Wii-based posttraumatic rehabilitation. The English literature listed in PubMed was systematically reviewed by searching for "Wii (trauma or injury or fracture)." Full-text articles were included after duplicate, blinded review. The type and treatment of injury as well as the Wii-based rehabilitation programs found were analyzed. Additionally, a new case of an acute ACL tear-sustained playing, Wii boxing, is additionally presented. After exclusion of irrelevant articles, 13 articles describing Wii-related injuries were included reporting on 3 fractures, 6 nonosseous, 2 overuse injuries, and 2 rehabilitation programs using Wii for posttraumatic rehabilitation. Among the presented Wii-related injuries, only 12.5% were treated conservatively, whereas 87.5% underwent either surgical or interventional treatment. Because of the reported case, the literature search was limited to Wii-related injuries excluding other video games. Another limitation of this article lies in the fact that mainly case reports but no controlled trials exist on the topic. Assumingly, primarily the more severe injuries are reported in the literature with an unknown number of possibly minor injuries. Motion-controlled video games, such as Wii, are becoming increasingly popular as a recreational entertainment. Because of their wide acceptance and entertaining nature, they are also increasingly recognized as a tool in rehabilitation. However, although the activity is simulated, injuries are real. Our systematic review shows that Wii gaming can lead to severe injuries, sometimes with lasting limitations.

  11. The efficacy of two task-orientated interventions for children with Developmental Coordination Disorder: Neuromotor Task Training and Nintendo Wii Fit Training.

    Science.gov (United States)

    Ferguson, G D; Jelsma, D; Jelsma, J; Smits-Engelsman, B C M

    2013-09-01

    Neuromotor Task Training (NTT) and Nintendo Wii Fit Training (Wii training) are both task-based interventions used to improve performance in children with motor coordination problems. The aim of this study was to compare the efficacy of these two interventions on the motor performance, isometric strength and cardiorespiratory fitness (aerobic and anaerobic capacity) of children with Developmental Coordination Disorder (DCD) attending mainstream schools in a low-income setting. A pragmatic, quasi-experimental study design was utilized. Children between the ages of 6-10 years, who scored at or below the 16th percentile on the Movement Assessment Battery for Children-2 (MABC-2) and whose teacher reported a functional motor problem, were allocated to either NTT (n=37) or Wii training (n=19) groups depending on school of attendance. The MABC-2, a hand-held dynamometer, the Functional Strength Measure, the Muscle Power Sprint Test and the 20m Shuttle Run Test were used to assess performance at baseline and after the intervention. The main findings show that the mean motor performance scores of both groups improved over the study period. However, significant differences in improvement were detected between groups, with the NTT group showing greater improvement in motor performance, functional strength and cardiorespiratory fitness. No improvements in isometric strength were seen in either group. The Wii training group showed significant improvement in anaerobic performance. This study provides evidence to support the use of both the Wii Training and NTT for children with DCD. However, in comparison to Wii training, the NTT approach yields superior results across measures of motor proficiency, cardiorespiratory fitness and functional strength. The decision to use either approach may be influenced by resources and time constraints. Copyright © 2013 Elsevier Ltd. All rights reserved.

  12. EXercising with Computers in Later Life (EXCELL - pilot and feasibility study of the acceptability of the Nintendo® WiiFit in community-dwelling fallers

    Directory of Open Access Journals (Sweden)

    Williams Marie A

    2010-09-01

    Full Text Available Abstract Background Falls management programmes have been instituted to attempt to reduce falls. This pilot study was undertaken to determine whether the Nintendo® WiiFit was a feasible and acceptable intervention in community-dwelling older fallers. Findings Community-dwelling fallers over 70 years were recruited and attended for computer-based exercises (n = 15 or standard care (n = 6. Balance and fear of falling were assessed at weeks 0, 4 and 12. Participants were interviewed on completion of the study to determine whether the intervention was acceptable. Eighty percent of participants attended 75% or more of the exercise sessions. An improvement in Berg Score was seen at four weeks (p = 0.02 and in Wii Age at 12 weeks (p = 0.03 in the intervention group. There was no improvement in balance scores in the standard care group. Conclusion WiiFit exercise is acceptable in self-referred older people with a history of falls. The WiiFit has the potential to improve balance but further work is required. Trial Registration ClinicalTrials.gov - NCT01082042

  13. A Telehealth Intervention Using Nintendo Wii Fit Balance Boards and iPads to Improve Walking in Older Adults With Lower Limb Amputation (Wii.n.Walk): Study Protocol for a Randomized Controlled Trial

    Science.gov (United States)

    Imam, Bita; Finlayson, Heather C; Eng, Janice J; Payne, Michael WC; Jarus, Tal; Goldsmith, Charles H; Mitchell, Ian M

    2014-01-01

    Background The number of older adults living with lower limb amputation (LLA) who require rehabilitation for improving their walking capacity and mobility is growing. Existing rehabilitation practices frequently fail to meet this demand. Nintendo Wii Fit may be a valuable tool to enable rehabilitation interventions. Based on pilot studies, we have developed “Wii.n.Walk”, an in-home telehealth Wii Fit intervention targeted to improve walking capacity in older adults with LLA. Objective The objective of this study is to determine whether the Wii.n.Walk intervention enhances walking capacity compared to an attention control group. Methods This project is a multi-site (Vancouver BC, London ON), parallel, evaluator-blind randomized controlled trial. Participants include community-dwelling older adults over the age of 50 years with unilateral transtibial or transfemoral amputation. Participants will be stratified by site and block randomized in triplets to either the Wii.n.Walk intervention or an attention control group employing the Wii Big Brain cognitive software. This trial will include both supervised and unsupervised phases. During the supervised phase, both groups will receive 40-minute sessions of supervised group training three times per week for a duration of 4 weeks. Participants will complete the first week of the intervention in groups of three at their local rehabilitation center with a trainer. The remaining 3 weeks will take place at participants’ homes using remote supervision by the trainer using Apple iPad technology. At the end of 4 weeks, the supervised period will end and the unsupervised period will begin. Participants will retain the Wii console and be encouraged to continue using the program for an additional 4 weeks’ duration. The primary outcome measure will be the “Two-Minute Walk Test” to measure walking capacity. Outcome measures will be evaluated for all participants at baseline, after the end of both the supervised and

  14. Evaluation of Nintendo Wii Balance Board as a Tool for Measuring Postural Stability After Sport-Related Concussion.

    Science.gov (United States)

    Merchant-Borna, Kian; Jones, Courtney Marie Cora; Janigro, Mattia; Wasserman, Erin B; Clark, Ross A; Bazarian, Jeffrey J

    2017-03-01

    Recent changes to postconcussion guidelines indicate that postural-stability assessment may augment traditional neurocognitive testing when making return-to-participation decisions. The Balance Error Scoring System (BESS) has been proposed as 1 measure of balance assessment. A new, freely available software program to accompany the Nintendo Wii Balance Board (WBB) system has recently been developed but has not been tested in concussed patients. To evaluate the feasibility of using the WBB to assess postural stability across 3 time points (baseline and postconcussion days 3 and 7) and to assess concurrent and convergent validity of the WBB with other traditional measures (BESS and Immediate Post-Concussion Assessment and Cognitive Test [ImPACT] battery) of assessing concussion recovery. Cohort study. Athletic training room and collegiate sports arena. We collected preseason baseline data from 403 National Collegiate Athletic Association Division I and III student-athletes participating in contact sports and studied 19 participants (age = 19.2 ± 1.2 years, height = 177.7 ± 8.0 cm, mass = 75.3 ± 16.6 kg, time from baseline to day 3 postconcussion = 27.1 ± 36.6 weeks) who sustained concussions. We assessed balance using single-legged and double-legged stances for both the BESS and WBB, focusing on the double-legged, eyes-closed stance for the WBB, and used ImPACT to assess neurocognition at 3 time points. Descriptive statistics were used to characterize the sample. Mean differences and Spearman rank correlation coefficients were used to determine differences within and between metrics over the 3 time points. Individual-level changes over time were also assessed graphically. The WBB demonstrated mean changes between baseline and day 3 postconcussion and between days 3 and 7 postconcussion. It was correlated with the BESS and ImPACT for several measures and identified 2 cases of abnormal balance postconcussion that would not have been identified via the BESS. When

  15. The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis

    Directory of Open Access Journals (Sweden)

    Julien Tripette

    2017-09-01

    Full Text Available Background Wii Fit was originally designed as a health and fitness interactive training experience for the general public. There are, however, many examples of Wii Fit being utilized in clinical settings. This article aims to identify the contribution of Wii Fit in the field of health promotion and rehabilitation by: (1 identifying the health-related domains for which the Wii Fit series has been tested, (2 clarifying the effect of Wii Fit in those identified health-related domains and (3 quantifying this effect. Method A systematic literature review was undertaken. The MEDLINE database and Games for Health Journal published content were explored using the search term “Wii-Fit.” Occurrences resulting from manual searches on Google and material suggested by experts in the field were also considered. Included articles were required to have measurements from Wii Fit activities for at least one relevant health indicator. The effect of Wii Fit interventions was assessed using meta-analyses for the following outcomes: activity-specific balance confidence score, Berg balance score (BBC and time-up-and-go test (TUG. Findings A total of 115 articles highlighted that the Wii Fit has been tested in numerous healthy and pathological populations. Out of these, only a few intervention studies have focused on the prevention of chronic diseases. A large proportion of the studies focus on balance training (N = 55. This systematic review highlights several potential benefits of Wii Fit interventions and these positive observations are supported by meta-analyses data (N = 25. For example, the BBC and the TUG respond to a similar extend to Wii Fit interventions compared with traditional training. Conclusion Wii Fit has the potential to be used as a rehabilitation tool in different clinical situations. However, the current literature includes relatively few randomized controlled trials in each population. Further research is therefore required.

  16. Feasibility and Efficacy of the Nintendo Wii Gaming System to Improve Balance Performance Post-Stroke: Protocol of a Phase II Randomized Controlled Trial in an Inpatient Rehabilitation Setting.

    Science.gov (United States)

    Bower, Kelly J; Clark, Ross A; McGinley, Jennifer L; Martin, Clarissa L; Miller, Kimberly J

    2013-04-01

    Balance deficits following stroke are common and debilitating. Commercially available gaming systems, such as the Nintendo(®) (Kyoto, Japan) Wii™, have been widely adopted clinically; however, there is limited evidence supporting their feasibility and efficacy for improving balance performance following stroke. The aim of this trial is to investigate the clinical feasibility and efficacy of using the Nintendo Wii gaming system as an adjunct to standard care to improve balance performance following stroke in an inpatient rehabilitation setting. Thirty participants undergoing inpatient stroke rehabilitation will be recruited into this Phase II, single-blind, randomized controlled trial. Participants will be allocated into a Balance or Upper Limb Group, and both groups will perform activities using the Nintendo Wii in addition to their standard care. Participants will attend three 45-minute sessions per week, for a minimum of 2 and a maximum of 4 weeks. The main focus of the study is to investigate the feasibility of the intervention protocol. This will be evaluated through recruitment, retention, adherence, acceptability, and safety. The Step Test and Functional Reach Test will be the primary efficacy outcomes. Secondary outcomes will include force platform, mobility, and upper limb measures. Assessments will occur at baseline, 2 weeks, and 4 weeks after study entry. To the authors' knowledge, this will be the largest randomized clinical trial to investigate the feasibility and efficacy of the Nintendo Wii gaming system for improving balance performance in a stroke population. The results will inform the design of a Phase III multicenter trial.

  17. Change in functional balance after an exercise program with Nintendo Wii in Latino patients with cerebral palsy: a case series.

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Méndez-Rebolledo, Guillermo; Olave-Godoy, Felipe; Villalobos-Rebolledo, David

    2016-08-01

    [Purpose] This study aimed to explore the possibility of improving functional balance using an exercise program with Nintendo and the Balance Board peripheral in subjects with cerebral palsy. [Subjects and Methods] This study included 4 male outpatients of a neurological center. All participants received an exercise program based on the use of Nintendo with the Balance Board peripheral. Training consisted of three 25-min sessions per week for 6 weeks. Each session was guided by a physical therapist. Timed up-and-go and one-leg standing tests were conducted before and after the intervention. [Results] All subjects showed significant improvements in the results of the timed up-and-go test. However, there were no significant changes in the results of the one-leg standing test. [Conclusion] The exercise protocol involving Nintendo with the Balance Board peripheral appears to improve functional dynamic balance in patients with cerebral palsy. However, static functional balance does not improve after 6 weeks of training.

  18. Wii i Trige

    DEFF Research Database (Denmark)

    Aarhus, Rikke; Cedergren, Anni; Grönvall, Erik

    2010-01-01

    Projekt Wii-i-Trige (feb.-juli 2009) blev igangsat i forbindelse med Konsortiet for Brugerdreven Sundhedsinnovations arbejde med ældre og teknologi. Undersøgelsen har haft fokus på ældres anvendelse af Nintendo Wii, samt på hvorvidt computerspil med fysisk interaktion kan motivere og bidrage til ...

  19. Change in functional balance after an exercise program with Nintendo Wii in Latino patients with cerebral palsy: a case series

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Méndez-Rebolledo, Guillermo; Olave-Godoy, Felipe; Villalobos-Rebolledo, David

    2016-01-01

    [Purpose] This study aimed to explore the possibility of improving functional balance using an exercise program with Nintendo and the Balance Board peripheral in subjects with cerebral palsy. [Subjects and Methods] This study included 4 male outpatients of a neurological center. All participants received an exercise program based on the use of Nintendo with the Balance Board peripheral. Training consisted of three 25-min sessions per week for 6 weeks. Each session was guided by a physical therapist. Timed up-and-go and one-leg standing tests were conducted before and after the intervention. [Results] All subjects showed significant improvements in the results of the timed up-and-go test. However, there were no significant changes in the results of the one-leg standing test. [Conclusion] The exercise protocol involving Nintendo with the Balance Board peripheral appears to improve functional dynamic balance in patients with cerebral palsy. However, static functional balance does not improve after 6 weeks of training. PMID:27630446

  20. Using the Nintendo® Wii Fit™ plus platform in the sensorimotor training of freezing of gait in Parkinson’s disease

    Directory of Open Access Journals (Sweden)

    Giovanna Barros Goncalves

    2013-10-01

    Full Text Available Gait disturbances are one of the main limiting factors for autonomy and quality of life in individuals with Parkinson’s disease (PD, and freezing of gait (FoG is a common phenomenon that affects one-third of this population. Thus the effect of the implementation of a therapeutic program in a sensorimotor virtual environment through the Nintendo® Wii Fit™ plus platform on the motor impairment caused by FoG in individuals with PD is analyzed. A sample of 30 volunteers with PD was subdivided into a control group (CG, consisting of participants without FoG, and the experimental group (EG, consisting of individuals with FoG. Those selected were assessed before and after the experiment through the motor segment of the Unified Parkinson’s Disease Rating Scale of daily activities by Schwab and England, the Quality of Life for PD, Time Up and Go Test, and the FoG identification questionnaire, the last one being only in the EG. The training was divided into three categories: aerobic (step and boxing, balance (ski slalom, ski jump, head shots and tightrope, and exercise plus (segway and cycling. Both groups improved gait performance, with significant improvement of the impairments originated by the FoG, as well as improvement in motor bouts, quality of life and independence in their daily activities.

  1. Novel Use of the Nintendo Wii Board for Measuring Isometric Lower Limb Strength: A Reproducible and Valid Method in Older Adults.

    Directory of Open Access Journals (Sweden)

    Martin Gronbech Jorgensen

    Full Text Available Portable, low-cost, objective and reproducible assessment of muscle strength in the lower limbs is important as it allows clinicians to precisly track progression of patients undergoing rehabilitation. The Nintendo Wii Balance Board (WBB is portable, inexpensive, durable, available worldwide, and may serve the above function.The purpose of the study was to evaluate (1 reproducibility and (2 concurrent validity of the WBB for measuring isometric muscle strength in the lower limb.A custom hardware and software was developed to utilize the WBB for assessment of isometric muscle strength. Thirty older adults (69.0 ± 4.2 years of age were studied on two separate occasions on both the WBB and a stationary isometric dynamometer (SID. On each occasion, three recordings were obtained from each device. For the first recording, means and maximum values were used for further analysis. The test-retest reproducibility was examined using intraclass correlation coefficients (ICC, Standard Error of Measurement (SEM, and limits of agreement (LOA. Bland-Altman plots (BAP and ICC's were used to explore concurrent validity.No systematic difference between test-retest was detected for the WBB. ICC within-device were between 0.90 and 0.96 and between-devices were from 0.80 to 0.84. SEM ranged for the WBB from 9.7 to 13.9%, and for the SID from 11.9 to 13.1%. LOA ranged for the WBB from 20.3 to 28.7% and for the SID from 24.2 to 26.6%. The BAP showed no relationship between the difference and the mean.A high relative and an acceptable absolute reproducibility combined with a good validity was found for the novel method using the WBB for measuring isometric lower limb strength in older adults. Further research using the WBB for assessing lower limb strength should be conducted in different study-populations.

  2. A Pilot Study on Neurofeedback Training for Enhancement of Balance Ability in Healthy People Measured by Nintendo Wii Balance Board%基于 Nintendo Wii Balance Board的平衡测量及神经反馈训练提高健康人平衡能力的初步研究

    Institute of Scientific and Technical Information of China (English)

    南文雅; 曲晓婷; 万峰; 韦孟宇; 胡勇; Rosa Agostiho

    2015-01-01

    神经反馈训练在提高认知能力及治疗精神疾病方面具有积极效果,但其在健康人平衡能力方面的作用还没有研究。本文对神经反馈训练用于提高健康人平衡能力进行了初步研究。为了经济有效地检测平衡能力及神经反馈后的平衡能力变化,首先研究了作为平衡测量系统的Nintendo Wii Balance Board(WBB),实验结果表明WBB具有良好的可靠性及灵敏度。对一位年轻健康的受试者做了连续5天的神经反馈训练,并在神经反馈训练前后用WBB测量了其平衡能力。神经反馈训练以后,该受试者左脚睁眼站立的平衡能力得到了改善。%Neurofeedback training has shown the benefits on the improvement of cognition and successful treatment of many mental disorders, but its effects on physical balance in healthy people have not been reported.This paper presents a pilot study on improving balance ability in healthy people by neurofeed-back training.To evaluate balance ability and its change after neurofeedback training in an economical and effective way, we first investigated the Nintendo Wii Balance Board ( WBB) as a balance measure-ment system and the experimental results showed good reliability and sensitivity of WBB in the test.Then one young healthy participant performed neurofeedback training over 5 consecutive days with his balance measured using a WBB before and after training.The participant’ s balance was found improved in the posture of left leg standing with eyes open after training.

  3. Does the use of Nintendo Wii Sports™ improve arm function and is it acceptable to patients after stroke? Publication of the Protocol of the Trial of Wii™ in Stroke – TWIST

    Directory of Open Access Journals (Sweden)

    Adie K

    2014-10-01

    Full Text Available Katja Adie,1 Christine Schofield,1 Margie Berrow,2 Jennifer Wingham,3 Janet Freeman,1 John Humfryes,1 Colin Pritchard3 1Royal Cornwall Hospital Trust, Cornwall, UK; 2Peninsula Clinical Trials Unit, Plymouth University Schools of Medicine and Dentistry, Plymouth, Devon, UK; 3Royal Cornwall Hospital, Truro, Cornwall, UKIntroduction: Many stroke patients experience loss of arm function requiring rehabilitation, which is expensive, repetitive, and does not always translate into “real life.” Nintendo Wii Sports™ (Wii™ may offer task-specific training that is repetitive and motivating. The Trial of Wii™ in Stroke (TWIST is designed to investigate feasibility, efficacy, and acceptability using Wii™ to improve affected arm function for patients after stroke.Method: This is a randomized controlled trial (RCT, incorporating a qualitative study and health economics analysis that compares playing Wii™ versus arm exercises in patients receiving standard rehabilitation in a home setting within 6 months of stroke with a motor deficit of less than 5 on the MRC (Medical Research Council scale (arm. In this study, we expect to randomize 240 participants.Outcome measures: Primary outcome is change in affected arm function at 6 weeks follow-up in intervention and control group using the Action Research Arm Test. Secondary outcomes include occupational performance using the Canadian Occupational Performance Measure, quality of life using the Stroke Impact Scale, cost effectiveness analysis, and a qualitative study investigating factors that influence use of Wii™ for patients and carers.Conclusion: TWIST is the first UK RCT assessing the feasibility, cost effectiveness, and acceptability of Wii™ in stroke rehabilitation. The trial has been registered with ISRCTN 06807619 and UK CRN 11030. Results of the study will be published after completion of study in August 2014.Keywords: virtual reality, rehabilitation

  4. Using Video Models to Teach Students with Disabilities to Play the Wii

    Science.gov (United States)

    Sherrow, Lauren A.; Spriggs, Amy D.; Knight, Victoria F.

    2016-01-01

    This study investigated effects of video modeling (VM) when teaching recreation and leisure skills to three high school students with moderate intellectual disabilities and autism spectrum disorder. Results, evaluated via a multiple probe across participants design, indicated that VM was effective for teaching all students to play the Wii.…

  5. Wii Fit balance board playing improves balance and gait in Parkinson disease.

    Science.gov (United States)

    Mhatre, Priya V; Vilares, Iris; Stibb, Stacy M; Albert, Mark V; Pickering, Laura; Marciniak, Christina M; Kording, Konrad; Toledo, Santiago

    2013-09-01

    To assess the effect of exercise training by using the Nintendo Wii Fit video game and balance board system on balance and gait in adults with Parkinson disease (PD). A prospective interventional cohort study. An outpatient group exercise class. Ten subjects with PD, Hoehn and Yahr stages 2.5 or 3, with a mean age of 67.1 years; 4 men, 6 women. The subjects participated in supervised group exercise sessions 3 times per week for 8 weeks by practicing 3 different Wii balance board games (marble tracking, skiing, and bubble rafting) adjusted for their individualized function level. The subjects trained for 10 minutes per game, a total of 30 minutes training per session. Pre-and postexercise training, a physical therapist evaluated subjects' function by using the Berg Balance Scale, Dynamic Gait Index, and Sharpened Romberg with eyes open and closed. Postural sway was assessed at rest and with tracking tasks by using the Wii balance board. The subjects rated their confidence in balance by using the Activities-specific Balance Confidence scale and depression on the Geriatric Depression Scale. Balance as measured by the Berg Balance Scale improved significantly, with an increase of 3.3 points (P = .016). The Dynamic Gait Index improved as well (mean increase, 2.8; P = .004), as did postural sway measured with the balance board (decreased variance in stance with eyes open by 31%; P = .049). Although the Sharpened Romberg with eyes closed increased by 6.85 points and with eyes opened by 3.3 points, improvements neared significance only for eyes closed (P = .07 versus P = .188). There were no significant changes on patient ratings for the Activities-specific Balance Confidence (mean decrease, -1%; P = .922) or the Geriatric Depression Scale (mean increase, 2.2; P = .188). An 8-week exercise training class by using the Wii Fit balance board improved selective measures of balance and gait in adults with PD. However, no significant changes were seen in mood or

  6. Motivations, Strategies, and Movement Patterns of Video Gamers Playing Nintendo Wii Boxing

    NARCIS (Netherlands)

    Pasch, Marco; Berthouze, Nadia; Dijk, van Betsy; Nijholt, Anton; Nijholt, A.; Poppe, R.W.

    2008-01-01

    Video game consoles that employ physical activity as an interaction mode can benefit from using the gamer’s movement as feedback and adapt to it. But to be able to design such systems we need to know how gamers actually move and what we can infer from this. This paper reports preliminary, qualitativ

  7. Motivations, Strategies, and Movement Patterns of Video Gamers Playing Nintendo Wii Boxing

    NARCIS (Netherlands)

    Pasch, Marco; Berthouze, Nadia; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Nijholt, A.; Poppe, R.W.; Poppe, Ronald Walter

    2008-01-01

    Video game consoles that employ physical activity as an interaction mode can benefit from using the gamer’s movement as feedback and adapt to it. But to be able to design such systems we need to know how gamers actually move and what we can infer from this. This paper reports preliminary,

  8. Assisting Children with Attention Deficit Hyperactivity Disorder Actively Reduces Limb Hyperactive Behavior with a Nintendo Wii Remote Controller through Controlling Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Yeh, Jui-Chi; Shih, Ching-Tien; Chang, Man-Ling

    2011-01-01

    The latest studies have adopted software technology which turns the Wii Remote Controller into a high-performance limb action detector, we assessed whether two persons with multiple disabilities would be able to control an environmental stimulus through limb action. This study extends the functionality of the Wii Remote Controller to the…

  9. Assisting Children with Attention Deficit Hyperactivity Disorder Actively Reduces Limb Hyperactive Behavior with a Nintendo Wii Remote Controller through Controlling Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Yeh, Jui-Chi; Shih, Ching-Tien; Chang, Man-Ling

    2011-01-01

    The latest studies have adopted software technology which turns the Wii Remote Controller into a high-performance limb action detector, we assessed whether two persons with multiple disabilities would be able to control an environmental stimulus through limb action. This study extends the functionality of the Wii Remote Controller to the…

  10. A Comparison of Energy Expenditure During "Wii Boxing" Versus Heavy Bag Boxing in Young Adults.

    Science.gov (United States)

    Perusek, Kristen; Sparks, Kenneth; Little, Kathleen; Motley, Mary; Patterson, Sheila; Wieand, Jennifer

    2014-02-01

    Traditional computer videogames are sedentary, whereas new computer videogames, such as the Nintendo(®) (Redmond, WA) "Wii™ Sports" games, allow users to physically interact while playing the sport. Energy expenditure (EE), heart rate (HR), and rating of perceived exertion (RPE) during heavy bag boxing versus the Nintendo "Wii Boxing" game were compared. Fifteen males and 14 females (mean age, 25.6 years; height, 171.3 cm; weight, 71.8 kg) randomly selected (by a coin toss) heavy bag boxing or "Wii Boxing" for their first test session and completed the other protocol at their second session at least 2 days later. Each session lasted for a total duration of 30 minutes and consisted of 10 3-minute exercise bouts with measurements of HR, RPE, and EE obtained from indirect calorimetry. A paired-samples t test was used to analyze the results. Significant differences were found for HR (bag, 156 beats per minute; Wii, 138 beats per minute; P=0.001) and RPE (bag, 13.8; Wii, 11.4; P=0.0001) but not for EE (bag, 8.0 kcal/minute; Wii, 7.1 kcal/minute; bag, 241 total kcal; Wii, 213 total kcal; P=0.078). The results suggest that computer active videogames, such as the Nintendo Wii, have the potential to provide similar EE as their traditional forms of exercise and may be a sufficient replacement for traditional target HR zone activities, especially in less fit individuals. Further research is needed to compare EE for different "Wii Sports" games with those for their traditional forms of exercise.

  11. Assisting children with attention deficit hyperactivity disorder to reduce the hyperactive behavior of arbitrary standing in class with a Nintendo Wii remote controller through an active reminder and preferred reward stimulation.

    Science.gov (United States)

    Shih, Ching-Hsiang; Wang, Shu-Hui; Wang, Yun-Ting

    2014-09-01

    Recent studies in the field of special education have shown that in combination with software technology, high-tech commercial products can be applied as useful assistive technology devices to help people with disabilities. This study extended this concept to turn a Nintendo Wii Remote Controller into a high-performance limb action detector, in order to evaluate whether two students with Attention Deficit Hyperactivity Disorder (ADHD) could reduce their hyperactive behavior through an active reminder and stimulation in the form of the participants' preferred rewards. This study focused on one particular hyperactive behavior common to both students: standing up arbitrarily during class. The active reminder was in the form of vibration feedback provided via the built-in function of the Wii Remote Controller, which was controlled and triggered by a control system to remind participants when they were engaging in standing behavior. This study was performed according to a multiple baseline design across participants. The results showed that both participants significantly improved their control over their hyperactive behavior during the intervention phase, and retained this effective performance in the maintenance phase. The practical and developmental implications of the findings are discussed.

  12. EXercising with

    omputers in
      L
    ater
      L
    ife (EXCELL) - pilot and feasibility study of the acceptability of the Nintendo® WiiFit in community-dwelling fallers

    OpenAIRE

    Williams Marie A; Soiza Roy L; Jenkinson Alison; Stewart Alison

    2010-01-01

    Abstract Background Falls management programmes have been instituted to attempt to reduce falls. This pilot study was undertaken to determine whether the Nintendo® WiiFit was a feasible and acceptable intervention in community-dwelling older fallers. Findings Community-dwelling fallers over 70 years were recruited and attended for computer-based exercises (n = 15) or standard care (n = 6). Balance and fear of falling were assessed at weeks 0, 4 and 12. Participants were interviewed on complet...

  13. Elderly people's perceptions of using Wii sports bowling - A qualitative study.

    Science.gov (United States)

    Glännfjord, Fredrik; Hemmingsson, Helena; Larsson Ranada, Åsa

    2016-12-14

    The Nintendo Wii is a gaming console with motion-sensitive controls that is making inroads into health care and rehabilitation. However, there is still limited knowledge on how elderly people perceive the use of such a product. The aim of this study was to examine how the use of the Wii Sports Bowling in an activity group was perceived by elderly people. The data consisted of observations and interviews with participants who used Wii Sports Bowling and was analysed with content analysis. The findings are described in three themes; 'The use of the Wii Sports game', 'Engagement in the game' and 'Social interaction around the activity'. Wii Sports Bowling was described as easier to play compared to real-life bowling and was enjoyable and a social activity. The opportunity to meet the group each week was important for the participants. Playing the game resulted in signs of immersion and a flow-like state. The Wii was perceived to be easy to use, to provide a way to socialize with peers and to give opportunities to participate in activities in a new way. More studies regarding elderly people's experiences and apprehensions regarding new technology such as gaming consoles and virtual reality are needed.

  14. Introductory Physics Experiments Using the Wii Balance Board

    Science.gov (United States)

    Starr, Julian; Sobczak, Robert; Iqbal, Zohaib; Ochoa, Romulo

    2010-02-01

    The Wii, a video game console by Nintendo, utilizes several different controllers, such as the Wii remote (Wiimote) and the balance board, for game-playing. The balance board was introduced in early 2008. It contains four strain gauges and has Bluetooth connectivity at a relatively low price. Thanks to available open source code, such as GlovePie, any PC with Bluetooth capability can detect the information sent out by the balance board. Based on the ease with which the forces measured by each strain gauge can be obtained, we have designed several experiments for introductory physics courses that make use of this device. We present experiments to measure the forces generated when students lift their arms with and without added weights, distribution of forces on an extended object when weights are repositioned, and other normal forces cases. The results of our experiments are compared with those predicted by Newtonian mechanics. )

  15. Lean on Wii: physical rehabilitation with virtual reality Wii peripherals.

    Science.gov (United States)

    Anderson, Fraser; Annett, Michelle; Bischof, Walter F

    2010-01-01

    In recent years, a growing number of occupational therapists have integrated video game technologies, such as the Nintendo Wii, into rehabilitation programs. 'Wiihabilitation', or the use of the Wii in rehabilitation, has been successful in increasing patients' motivation and encouraging full body movement. The non-rehabilitative focus of Wii applications, however, presents a number of problems: games are too difficult for patients, they mainly target upper-body gross motor functions, and they lack support for task customization, grading, and quantitative measurements. To overcome these problems, we have designed a low-cost, virtual-reality based system. Our system, Virtual Wiihab, records performance and behavioral measurements, allows for activity customization, and uses auditory, visual, and haptic elements to provide extrinsic feedback and motivation to patients.

  16. Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students.

    Science.gov (United States)

    Scheer, Krista S; Siebrant, Sarah M; Brown, Gregory A; Shaw, Brandon S; Shaw, Ina

    Nintendo Wii, Sony Playstation Move, and Microsoft XBOX Kinect are home video gaming systems that involve player movement to control on-screen game play. Numerous investigations have demonstrated that playing Wii is moderate physical activity at best, but Move and Kinect have not been as thoroughly investigated. The purpose of this study was to compare heart rate, oxygen consumption, and ventilation while playing the games Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat. Heart rate, oxygen consumption, and ventilation were measured at rest and during a graded exercise test in 10 males and 9 females (19.8 ± 0.33 y, 175.4 ± 2.0 cm, 80.2 ± 7.7 kg,). On another day, in a randomized order, the participants played Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat while heart rate, ventilation, and oxygen consumption were measured. There were no differences in heart rate (116.0 ± 18.3 vs. 119.3 ± 17.6 vs. 120.1 ± 17.6 beats/min), oxygen consumption (9.2 ± 3.0 vs. 10.6 ± 2.4 vs. 9.6 ± 2.4 ml/kg/min), or minute ventilation (18.9 ± 5.7 vs. 20.8 ± 8.0 vs. 19.7 ± 6.4 L/min) when playing Wii boxing, Kinect boxing, or Move Gladiatorial Combat (respectively). Playing Nintendo Wii Boxing, XBOX Kinect Boxing, and Sony PlayStation Move Gladiatorial Combat all increase heart rate, oxygen consumption, and ventilation above resting levels but there were no significant differences between gaming systems. Overall, playing a "physically active" home video game system does not meet the minimal threshold for moderate intensity physical activity, regardless of gaming system.

  17. Wii in Trige:A project about Wii, motivation and senior citizen's training

    OpenAIRE

    2010-01-01

    Projekt Wii-i-Trige (feb.-juli 2009) blev igangsat i forbindelse med Konsortiet for Brugerdreven Sundhedsinnovations arbejde med ældre og teknologi. Undersøgelsen har haft fokus på ældres anvendelse af Nintendo Wii, samt på hvorvidt computerspil med fysisk interaktion kan motivere og bidrage til vedligeholdelsestræning og genoptræning på et lokalcenter. Lokalcenter Bjørnshøj i Trige har haft en Wii til rådighed til træning med tre grupper borgere (i alt 13); de visiterede, de ikke-visiterede ...

  18. Comparison of the Wii Balance Board and the BESS tool measuring postural stability in collegiate athletes.

    Science.gov (United States)

    Guzman, Jill; Aktan, Nadine

    2016-02-01

    Concussions are a major health concern for athletes given the potential for these injuries in a wide range of sport activities. The leading concern for clinicians is that athletes are at risk for devastating consequences if they are not evaluated properly and cleared too early to return to play or competition. The evaluation of postural stability has been identified as an important aspect to the comprehensive management of such injuries. Clinicians are in need of a portable tool they can use in various settings to aid in decision making and health care delivery for concussed athletes. The Nintendo Wii Balance Board (Nintendo of America Inc., Redmond, Washington) is a portable, cost-effective tool that has the potential to aid in the evaluation of postural stability in concussed individuals. The purpose of this study was to evaluate the Wii Balance Board as an objective, user-friendly, cost effective, valid alternative tool for the measurement of postural stability in college athletes. This study questioned whether the Wii Balance Board, when compared to the Balance Error Scoring System (BESS), is an objective tool that can be used as an acceptable measurement of postural stability in college athletes.

  19. Determining Intensity Levels of Selected Wii Fit Activities in College Aged Individuals

    Science.gov (United States)

    Grieser, Joshua D.; Gao, Yong; Ransdell, Lynda; Simonson, Shawn

    2012-01-01

    The purpose of this study was to determine the intensity of Nintendo Wii Fit games using indirect calorimetry. Twenty-five college students completed Wii Fit activity sessions at two difficulty levels within aerobics, strength, and yoga categories. Resting metabolic rate and exercise oxygen uptake were measured, and metabolic equivalents were…

  20. Determining Intensity Levels of Selected Wii Fit Activities in College Aged Individuals

    Science.gov (United States)

    Grieser, Joshua D.; Gao, Yong; Ransdell, Lynda; Simonson, Shawn

    2012-01-01

    The purpose of this study was to determine the intensity of Nintendo Wii Fit games using indirect calorimetry. Twenty-five college students completed Wii Fit activity sessions at two difficulty levels within aerobics, strength, and yoga categories. Resting metabolic rate and exercise oxygen uptake were measured, and metabolic equivalents were…

  1. Turning training into play

    DEFF Research Database (Denmark)

    Aarhus, Rikke; Grönvall, Erik; Larsen, Simon Bo;

    2011-01-01

    Embodied gaming has been adopted and gained credibility in the field of physical rehabilitation. In this paper, we report on findings from a six-month-long study of three groups of senior citizens, and their use of Nintendo Wii Fit in a supervised physical training context. We argue that the study...... participants generally found physical training both fun and socially engaging, and experienced improved fitness. We also argue that embodied gaming motivates seniors to do more than they think themselves capable of, and allows seniors with different mental and physical capabilities to play together. However...

  2. Wii have a problem: a review of self-reported Wii related injuries

    Directory of Open Access Journals (Sweden)

    Dorothy Sparks

    2009-03-01

    Conclusions Injury associated with video game play is not unique to the Wii, nor is it a new phenomenon. However, the Wii console appears to have a higher rate of associated injuries than traditional game consoles because of its unique user interface. We review the literature and discuss some of the medical complications associated with the Wii and other video game consoles.

  3. Wii Social Skills Group and Inter-School Tournament

    Directory of Open Access Journals (Sweden)

    Julie Johnson

    2011-12-01

    Full Text Available Abstract: Two schools in separate cites used the Nintendo Wii gaming system to assist selected boys in developing social skills. Using Skype and Twitter, the two groups collaborated at different stages of the project. The pilot project investigated the benefits of incorporating video games into traditional social skills programming, as well as the benefits of online collaboration between teachers in different school boards and students from different communities.

  4. Wii balance board exercise improves balance and lower limb muscle strength of overweight young adults.

    Science.gov (United States)

    Siriphorn, Akkradate; Chamonchant, Dannaovarat

    2015-01-01

    [Purpose] The potential health benefits of the Nintendo Wii balance board exercise have been widely investigated. However, no study has been conducted to examine the benefits of Wii exercise for overweight young adults. The aim of this study was to investigate the effect of exercise performed on a Nintendo Wii balance board on the balance and lower limb muscle strength in overweight young adults. [Subjects and Methods] Within-subject repeated measures analysis was used. Sixteen young adults (aged 21.87±1.13 years, body mass index 24.15 ± 0.50 kg/m(2)) were recruited. All subjects performed an exercise program on a Wii balance board for 8 weeks (30 min/session, twice a week for 8 weeks). A NeuroCom Balance Master and a hand-held dynamometer were used to measure balance performance and lower limb muscle strength. [Results] According to the comparison of pre- and post-intervention measurements, the Wii balance board exercise program significantly improved the limit of stability parameters. There was also a significant increase in strength of four lower-limb muscle groups: the hip flexor, knee flexor, ankle dorsiflexor and ankle plantarflexor. [Conclusion] These findings suggest that a Wii balance board exercise program can be used to improve the balance and lower limb muscle strength of overweight young adults.

  5. Heart Rate and Liking During "Kinect Boxing" Versus "Wii Boxing": The Potential for Enjoyable Vigorous Physical Activity Videogames.

    Science.gov (United States)

    Sanders, Gabriel J; Peacock, Corey A; Barkley, Jacob E; Gish, Brian; Brock, Scott; Volpenhein, Josh

    2015-08-01

    Nintendo(®) (Kyoto, Japan) "Wii™ Sports Boxing" ("Wii Boxing") and Xbox(®) (Microsoft, Redmond, WA) "Kinect(®) Sports Boxing" ("Kinect Boxing") are both boxing simulation videogames that are available for two different active videogame (AVG) systems. Although these AVGs are similar, the style of gameplay required is different (i.e., upper body only versus total body movements) and may alter physical activity intensity and one's preference for playing one game over the other. AVGs that elicit the greatest physiologic challenge and are preferred by users should be identified in an effort to enhance the efficacy of physical activity interventions and programs that include AVGs. The mean heart rate (HRmean) and peak heart rate (HRpeak) for 27 adults (22.7±4.2 years old) were recorded during four 10-minute conditions: seated rest, treadmill walking at 3 miles/hour, "Wii Boxing," and "Kinect Boxing." Upon completion of all four conditions, participants indicated which condition they preferred, and HRmean and HRpeak were calculated as a percentage of age-predicted maximum heart rate to classify physical activity intensity for the three activity conditions (treadmill, "Wii Boxing," and "Kinect Boxing"). "Kinect Boxing" significantly (PBoxing" was great enough to be considered a vigorous-intensity physical activity. There was no difference (P=0.55) in percentage HRmean between "Wii Boxing" and treadmill walking. Participants also preferred "Kinect Boxing" (PBoxing," n=1; treadmill n=0). "Kinect Boxing" was the most preferred and the only condition that was physiologically challenging enough to be classified as a vigorous-intensity physical activity.

  6. Wii-Workouts on Chronic Pain, Physical Capabilities and Mood of Older Women: A Randomized Controlled Double Blind Trial.

    Science.gov (United States)

    Monteiro-Junior, Renato Sobral; de Souza, Cíntia Pereira; Lattari, Eduardo; Rocha, Nuno Barbosa Ferreira; Mura, Gioia; Machado, Sérgio; da Silva, Elirez Bezerra

    2015-01-01

    Chronic Low Back Pain (CLBP) is a public health problem and older women have higher incidence of this symptom, which affect body balance, functional capacity and behavior. The purpose of this study was to verifying the effect of exercises with Nintendo Wii on CLBP, functional capacity and mood of elderly. Thirty older women (68 ± 4 years; 68 ± 12 kg; 154 ± 5 cm) with CLBP participated in this study. Elderly individuals were divided into a Control Exercise Group (n = 14) and an Experimental Wii Group (n = 16). Control Exercise Group did strength exercises and core training, while Experimental Wii Group did ones additionally to exercises with Wii. CLBP, balance, functional capacity and mood were assessed pre and post training by the numeric pain scale, Wii Balance Board, sit to stand test and Profile of Mood States, respectively. Training lasted eight weeks and sessions were performed three times weekly. MANOVA 2 x 2 showed no interaction on pain, siting, stand-up and mood (P = 0.53). However, there was significant difference within groups (P = 0.0001). ANOVA 2 x 2 showed no interaction for each variable (P > 0.05). However, there were significant differences within groups in these variables (P 0.01). Capacity to Sit improved only in Experimental Wii Group (P = 0.04). In conclusion, physical exercises with Nintendo Wii Fit Plus additional to strength and core training were effective only for sitting capacity, but effect size was small.

  7. Nintendo Wii hjælper patienter i Esbjerg

    DEFF Research Database (Denmark)

    Lewis Brooks, Anthony (aka Tony)

    2010-01-01

    En forsker med fokus på leg og interaktive teknologier og en speciallæge, der vil hjælpe smerteramte fibromyalgi-patienter til en bedre hverdag – det er det makkerpar, der i disse dage søger nye deltagere til et projekt med spændende perspektiver. Deres indledende undersøgelser med tre forsøgsper...... og hans makker lektor Tony Brooks fra Aalborg Universitet Esbjerg, benytte sig af denne uges Health & Rehab-messe i Bella Center til at komme i kontakt med potentielle deltagere i næste del af projektet....

  8. An evaluation of the Wii Nunchuk as an alternative assistive device for people with intellectual and physical disabilities using switch controlled software

    OpenAIRE

    2011-01-01

    Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special needs can be expensive and the low unit turnover makes the prospect unattractive to potential manufacturers. One solution is to explore the potential of devices used in contemporary gaming technology, such as the Nintendo Wii. The Wii Nunchuk has the potential to replace joystick functions with the ad...

  9. Wii eye injury: self-inflicted globe rupture and vision loss in a 7-year-old boy from a video game accident.

    Science.gov (United States)

    Razavi, Hessom; Lam, Geoffrey

    2011-10-01

    The Nintendo Wii is a home video game console released in November 2006. It is distinguished by its Wii Remote, a wireless controller that can be used as a handheld pointing device. We report a self-inflicted penetrating eye injury, late retinal detachment, and vision loss in a 7-year-old boy resulting from the use of a Wii Remote. To our knowledge, this is the first reported case of severe ocular trauma from use of a wireless game controller. Crown Copyright © 2011. Published by Mosby, Inc. All rights reserved.

  10. Feasibility of Wii Fit training to improve clinical measures of balance in older adults

    Directory of Open Access Journals (Sweden)

    Bieryla KA

    2013-06-01

    Full Text Available Kathleen A Bieryla, Neil M DoldBiomedical Engineering Department, Bucknell University, Lewisburg, PA, USABackground and purpose: Numerous interventions have been proposed to improve balance in older adults with varying degrees of success. A novel approach may be to use an off-the-shelf video game system utilizing real-time force feedback to train older adults. The purpose of this study is to investigate the feasibility of using Nintendo's Wii Fit for training to improve clinical measures of balance in older adults and to retain the improvements after a period of time.Methods: Twelve healthy older adults (aged >70 years were randomly divided into two groups. The experimental group completed training using Nintendo's Wii Fit game three times a week for 3 weeks while the control group continued with normal activities. Four clinical measures of balance were assessed before training, 1 week after training, and 1 month after training: Berg Balance Scale (BBS, Fullerton Advanced Balance (FAB scale, Functional Reach (FR, and Timed Up and Go (TUG. Friedman two-way analysis of variance by ranks was conducted on the control and experimental group to determine if training using the Wii Balance Board with Wii Fit had an influence on clinical measures of balance.Results: Nine older adults completed the study (experimental group n = 4, control group n = 5. The experimental group significantly increased their BBS after training while the control group did not. There was no significant change for either group with FAB, FR, and TUG.Conclusion: Balance training with Nintendo's Wii Fit may be a novel way for older adults to improve balance as measured by the BBS.Keywords: older adults, balance, training

  11. Classic Nintendo Games are (NP-)Hard

    CERN Document Server

    Aloupis, Greg; Guo, Alan

    2012-01-01

    We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokemon. Our results apply to Super Mario Bros. 1, 3, Lost Levels, and Super Mario World; Donkey Kong Country 1-3; all Legend of Zelda games except Zelda II: The Adventure of Link; all Metroid games; and all Pokemon role-playing games. For Mario and Donkey Kong, we show NP-completeness. In addition, we observe that several games in the Zelda series are PSPACE-complete.

  12. A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis.

    Science.gov (United States)

    Bufton, Amy; Campbell, Amity; Howie, Erin; Straker, Leon

    2014-12-01

    Active virtual games (AVG) may facilitate gross motor skill development, depending on their fidelity. This study compared the movement patterns of nineteen 10-12 yr old children, while playing table tennis on three AVG consoles (Nintendo Wii, Xbox Kinect, Sony Move) and as a real world task. Wrist and elbow joint angles and hand path distance and speed were captured. Children playing real table tennis had significantly smaller (e.g. Wrist Angle Forehand Real-Kinect: Mean Difference (MD): -18.2°, 95% Confidence Interval (CI): -26.15 to -10.26) and slower (e.g. Average Speed Forehand Real-Kinect: MD: -1.98 ms(-1), 95% CI: -2.35 to -1.61) movements than when using all three AVGs. Hand path distance was smaller in forehand and backhand strokes (e.g. Kinect-Wii: MD: 0.46 m, 95% CI: 0.13-0.79) during playing with Kinect than Move and Wii. The movement patterns when playing real and virtual table tennis were different and this may impede the development of real world gross motor skills. Several elements, including display, input and task characteristics, may have contributed to the differences in movement patterns observed. Understanding the interface components for AVGs may help development of higher fidelity games to potentially enhance the development of gross motor skill and thus participation in PA.

  13. GAMING THE HEALTHY WAY: GLOBAL FITNESS GAMING WITH THE WII CONSOLE

    Directory of Open Access Journals (Sweden)

    Akshay Bhardwaj

    2015-10-01

    Full Text Available Over the past decade there has been a substantial revolution in the gaming industry. Add the word ―motion‖, and you are all set. This seems to be the age of motion gaming where you want to be part of the real action and not some bystander using the same old mouse pad, keypad or joystick to express your desires. The Wii console from Nintendo is the world‘s largest motion games player. This is due to the fact that it was the first to jump the bandwagon of true to life motion gaming. This paper focuses on the Wii ,however for another reason. as a tool to implementing fitness training using the console‘s capabilities.

  14. Wii Fit初体验

    Institute of Scientific and Technical Information of China (English)

    超纸马; 游宇(摄影)

    2008-01-01

    自从《Wii Fit》公布的那一天起,人们就对它充满了期待。我们已经知道Wii的游戏运动味十足,并且能锻炼身体,可能过Wii来锻炼还只停留在上半身,并不全面,而《Wii Fit》的出现,则让我们的全身都动起来了,在大汗淋漓中享受运动和健身的乐趣,可以说《Wii Fit》就是你的个人健身教练。那么《Wii Fit》到底神奇在那些地方呢?现在就和我一起来体验吧。

  15. Effects on the Treatments in Physical Therapy with the Wii Fit Plus Balance Board Concerning the Postural Changes on Children Suffering Spastics Hemiparesis. Case Report

    Directory of Open Access Journals (Sweden)

    Luisa Fernanda Córdoba Castillo

    2015-05-01

    Full Text Available Introduction: This study tried to determine the effects on the treatments in physical therapy with the Wii Balance Board and Wii Fit Plus __both of Wii, Nintendo Company Limited__ concerning the postural changes on children suffering spastics hemiparesis. Material and methods: Longitudinal cohort case studies done with two children, from the municipality of Popayán, suffering cerebral palsy type spastic hemiparesis. This children had a test on static posture with the software APIC v. 2.0, previously, It was executed an exercises program using Wii Fit plus Balance Board for 20 sessions. Results: Both of the patients had remarkable changes on lateralization of the center of gravity. This change can subserve the postural changes later. Conclusions: The application of the game with Wii Fit Plus with Wii Balance Board in physical therapy is a useful alternative in rehabilitation of hemi paretic patients related to a better distribution of the center of gravity. It is advisable to avoid weight overload and compensations.

  16. Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation

    Science.gov (United States)

    Saposnik, Gustavo; Teasell, Robert; Mamdani, Muhammad; Hall, Judith; McIlroy, William; Cheung, Donna; Thorpe, Kevin E.; Cohen, Leonardo G.; Bayley, Mark

    2016-01-01

    Background and Purpose Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation. Methods In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or “Jenga”) among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention. Results Overall, 22 of 110 (20%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95% CI, −14.5, −0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity. Conclusions VRWii gaming technology represents a safe, feasible, and potentially effective

  17. Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game play.

    Science.gov (United States)

    Rosa, Rita L; Ridgers, Nicola D; Barnett, Lisa M

    2013-12-01

    This article presents a direct observational tool for assessing children's body movements and movement skills during active video games. The Observation Tool of Active Gaming and Movement (OTGAM) was informed by the Test of Gross Motor Development-2. 18 elementary school children (12 boys, 6 girls; M age = 6.1 yr., SD = 0.9) were observed during Nintendo Wii game play. Using the OTAGM, researchers were able to capture and quantify the children's body movements and movement skills during active play of video games. Furthermore, the OTAGM captured specific components of object control skills: strike, throw, and roll. Game designers, health promotion practitioners, and researchers could use this information to enhance children's physical activity and movement skills.

  18. Wii Fit™ exercise therapy for the rehabilitation of ankle sprains: Its effect compared with physical therapy or no functional exercises at all.

    Science.gov (United States)

    Punt, I M; Ziltener, J-L; Monnin, D; Allet, L

    2016-07-01

    Lateral ankle sprains represent the most common sports-related injuries. The Nintendo Wii Fit™ could be useful in the treatment of ankle sprains. The aim of this study was to compare the effectiveness of exercise training using the Wii Fit™ in ankle sprain patients: (a) with physical therapy; and (b) a control group not receiving any treatment. Ninety lateral ankle sprain patients were randomized to a Wii Fit™, physical therapy, or control group. We assessed the following outcome measures before, and 6 weeks after starting the allocated treatment: Foot and Ankle Ability Measure, pain during rest and walking, delay before return to sport, patient satisfaction, and effectiveness of the allocated treatment. Six weeks after the baseline measures, foot and ankle ability scores had improved in all groups, and pain had decreased during walking (P  0.050). In conclusion, the Wii Fit™ could be used as an exercise therapy to treat ankle sprain patients. However, Wii Fit™ was not more effective than only physical therapy, or no exercise therapy at all. Patients who did not receive treatment showed similar results as people who got any kind of exercise therapy.

  19. Sony PlayStationi looja jätab ameti / Mariko Sanchanta ; tõlk. Erik Aru

    Index Scriptorium Estoniae

    Sanchanta, Mariko

    2007-01-01

    Insener Ken Kutaragi lahkumine Sonyst võib olla märk nihkest mõtteviisis, kui ettevõte muudab oma rõhuasetust nii, et praegune mängukonsoolide põlvkond jääb firma viimaseks riistvaratootjana. Vt. samas: Nintendo Wii müük kahekordseks

  20. Novel Use of the Nintendo Wii Board for Measuring Isometric Lower Limb Strength

    DEFF Research Database (Denmark)

    Gronbech Jorgensen, Martin; Andersen, Stig; Ryg, Jesper

    for further analysis. The test-retest reproducibility was examined using intraclass correlation coefficients (ICC), Standard Error of Measurement (SEM), and limits of agreement (LOA). Bland-Altman plots (BAP) and ICC's were used to explore concurrent validity. RESULTS: No systematic difference between test...... the difference and the mean. CONCLUSIONS: A high relative and an acceptable absolute reproducibility combined with a good validity was found for the novel method using the WBB for measuring isometric lower limb strength in older adults. Further research using the WBB for assessing lower limb strength should...... worldwide, and may serve the above function. OBJECTIVE: The purpose of the study was to evaluate (1) reproducibility and (2) concurrent validity of the WBB for measuring isometric muscle strength in the lower limb. METHODS: A custom hardware and software was developed to utilize the WBB for assessment...

  1. Construct and concurrent validity of a Nintendo Wii video game made for training basic laparoscopic skills

    NARCIS (Netherlands)

    Jalink, M. B.; Goris, J.; Heineman, E.; Pierie, J. P. E. N.; ten Cate Hoedemaker, H. O.

    2014-01-01

    Background Virtual reality (VR) laparoscopic simulators have been around for more than 10 years and have proven to be cost-and time-effective in laparoscopic skills training. However, most simulators are, in our experience, considered less interesting by residents and are often poorly accessible. Co

  2. Is the Wii Fit a new-generation tool for improving balance, health and well-being? A pilot study.

    Science.gov (United States)

    Nitz, J C; Kuys, S; Isles, R; Fu, S

    2010-10-01

    The Nintendo Wii Fit is a new product that is purported to improve balance, strength, flexibility, fitness and general well-being. Currently, there are no controlled trials published to support such claims. The aim of this research was to determine the feasibility of Wii Fit in improving balance, strength, flexibility and fitness for healthy women aged between 30 and 60 years. Ten women aged 30-58 years were recruited to the study. Intervention involved a 30-min session, twice weekly for 10 weeks. The manufacturer's pre-programmed Wii Fit regime determined for age and physical ability was followed. All women were assessed before and after the 10 weeks' intervention. Demographic information collected included age, weight, and self-reported information related to habitual physical activity, regular medication, hormone replacement therapy and well-being. Balance measures included the modified Clinical Test for Sensory Integration of Balance, reaction time and unilateral stance with velocity of sway recorded. Clinical measures of balance and mobility included the Step Test, the timed Up & Go test (TUG) and the TUG(cognitive). Somatosensory testing included touch, vibration and knee-joint re-positioning ability; ankle flexibility and the muscle strengths of quadriceps, hip abductors and adductors were also measured. Cardiovascular fitness was measured using a 6-min walk test. Balance (unilateral stance, eyes open (p balance and strength that needs confirmation by statistically powered studies.

  3. The impact of Wii Fit intervention on dynamic balance control in children with probable Developmental Coordination Disorder and balance problems.

    Science.gov (United States)

    Jelsma, Dorothee; Geuze, Reint H; Mombarg, Remo; Smits-Engelsman, Bouwien C M

    2014-02-01

    The aim of this study was to examine differences in the performance of children with probable Developmental Coordination Disorder (p-DCD) and balance problems (BP) and typical developing children (TD) on a Wii Fit task and to measure the effect on balance skills after a Wii Fit intervention. Twenty-eight children with BP and 20 TD-children participated in the study. Motor performance was assessed with the Movement Assessment Battery for Children (MABC2), three subtests of the Bruininks Oseretsky Test (BOT2): Bilateral Coordination, Balance and Running Speed & Agility, and a Wii Fit ski slalom test. The TD children and half of the children in the BP group were tested before and after a 6weeks non-intervention period. All children with BP received 6weeks of Wii Fit intervention (with games other than the ski game) and were tested before and afterwards. Children with BP were less proficient than TD children in playing the Wii Fit ski slalom game. Training with the Wii Fit improved their motor performance. The improvement was significantly larger after intervention than after a period of non-intervention. Therefore the change cannot solely be attributed to spontaneous development or test-retest effect. Nearly all children enjoyed participation during the 6weeks of intervention. Our study shows that Wii Fit intervention is effective and is potentially a method to support treatment of (dynamic) balance control problems in children.

  4. Metabolic responses to Wii Fit™ video games at different game levels.

    Science.gov (United States)

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  5. Nintendo Creators Purgatory: Why YouTubers should think twice before registering for the Nintendo Creators Program

    Directory of Open Access Journals (Sweden)

    Yvette Ann Walker

    2015-12-01

    Full Text Available Recently, Nintendo launched the Nintendo Creators Program, designed to share profits generated from YouTube advertising revenue with YouTube creators using copyrighted Nintendo content. While the program is an insightful response to the problems many content rights holders face in policing YouTube for copyright infringement and submitting take down notices, it as has several pitfalls for creators including exposure to censorship, bureaucracy and content use and abuse.

  6. Acute hernial strangulation following Wii Fit exercises.

    Science.gov (United States)

    Khan, O A; Parvaiz, A C; Vassallo, D J

    2013-01-01

    The Wii Fit is one the most popular fitness games on the market. Although this device has been linked to a number of injuries, the vast majority of these have been relatively minor musculo-skeletal complaints. We present a case of a patient who presented with an acute strangulation of a pre-existing asymptomatic paraumbilical hernia after completing a series of aerobic exercises on her Wii Fit. She required laparotomy and small bowel resection for infarcted bowel. Although a number of minor mechanical and orthopaedic injurieshave been reported with the Wii Fit, this represents the first case of a life-threatening complication associated with the use of this device.

  7. Validity of the MarkWiiR for kinematic analysis during walking and running gaits

    Directory of Open Access Journals (Sweden)

    Johnny Padulo

    2014-11-01

    Full Text Available The aim of this study was to validate the MarkWiiR (MW captured by the Nintendo Wii-Remote (100-Hz to assess active marker displacement by comparison with 2D video analysis. Ten participants were tested on a treadmill at different walking (1<6 km · h-1 and running (10<13 km · h-1 speeds. During the test, the active marker for MW and a passive marker for video analysis were recorded simultaneously with the two devices. The displacement of the marker on the two axes (x-y was computed using two different programs, Kinovea 0.8.15 and CoreMeter, for the camera and MW, respectively. Pearson correlation was acceptable (x-axis r≥0.734 and y-axis r≥0.684, and Bland–Altman plots of the walking speeds showed an average error of 0.24±0.52% and 1.5±0.91% for the x- and y-axis, respectively. The difference of running speeds showed average errors of 0.67±0.33% and 1.26±0.33% for the x- and y-axes, respectively. These results demonstrate that the two measures are similar from both the x- and the y-axis perspective. In conclusion, these findings suggest that the MarkWiiR is a valid and reliable tool to assess the kinematics of an active marker during walking and running gaits.

  8. Puzzlemote: Videojuego controlado con el mando de la WII para niños de 6 a 10 años

    Directory of Open Access Journals (Sweden)

    Marcelo Daniel Torres Vinueza

    2014-03-01

    Full Text Available Introduction: Educational video games help to create meaningful learning situations for discovery, which may bring problem-solving skills and decision making. This research presents the design, implementation and evaluation of a game-based educational software called "Puzzlemote" aimed at children from 6-10 years. Method: It was used the Hypermedia Design Methodology Object Oriented (OOHDM to create a fun and interactive environment, and Artificial Intelligence (AI that promotes logical thinking and complex problem solving. The algorithm used is based on reasoning techniques that implemented forward and backward features to scramble the puzzle so set it in order, which differs this approach from similar others, where it is common to use the A* algorithm . For its implementation it was employed the Wii Remote (Wiimote controls, bearing in mind that the user could have a richer experience with the software connected to this device during the game time. Results: The results show that this program improves the understanding and the logical reasoning demanded to problem solving, especially the puzzle known as n- puzzle, for children who were in the primary stage of education. Conclusions: It was found that the combination of reasoning techniques using the computer graph helps to disassemble and assemble the puzzle when valid moves were made, memorizing the initial movements and rebuilding these movements by reversing a linked list. As future work is proposed to develop this game for mobile devices and 3D platform gaming consoles such as Play Station, Nintendo and X -Box. It is also planned to go beyond with this kind of application, providing an approach for elderly people due to the memory training which could prevent the development of Alzheimer's Syndrome.

  9. Programa de ejercicio fïsico adaptado para personas con discapacidad intelectual usando la consola Nintendo Wii

    OpenAIRE

    Martín San Juan, Beatriz

    2013-01-01

    Las personas con discapacidad intelectual (DI) se caracterizan por tener limitaciones significativas en el funcionamiento intelectual, en las habilidades adaptativas, y que todo esto esté presente antes de los 18 años. Una de las peculiaridades de está población es la tendencia a la inactividad física y la presencia de niveles menos saludables de las variables de la condición física relacionadas con la salud, por ello obtienen numerosos beneficios derivados de la práctica de...

  10. Science education with handheld devices: A comparison of Nintendo WiiMote and iPod touch for kinematics learning

    Directory of Open Access Journals (Sweden)

    K. Hochberg

    2016-12-01

    Beyond the specific examples, this comparison of the advantages and disadvantages of two different “philosophies” of instructional technology with regard to their use in science learning experiments provides arguments for discussions and decisions related to such technology in other and future settings, which can be of interest to both researchers and practitioners in the field.

  11. Field assessment of balance in 10 to 14 year old children, reproducibility and validity of the Nintendo Wii board

    DEFF Research Database (Denmark)

    Larsen, Lisbeth Runge; Jørgensen, Martin Grønbech; Junge, Tina

    2014-01-01

    BACKGROUND: Because body proportions in childhood are different to those in adulthood, children have a relatively higher centre of mass location. This biomechanical difference and the fact that children's movements have not yet fully matured result in different sway performances in children......: bilateral stance with eyes open (1), unilateral stance on dominant (2) and non-dominant leg (3) with eyes open, and bilateral stance with eyes closed (4). Three rounds of the four tests were completed with the NWB and with a force platform (AMTI). To assess reproducibility, an intra-day test-retest design...

  12. CHRISTMAS 2014 : GOING TO EXTREMES Nintendo related injuries and other problems: review

    NARCIS (Netherlands)

    Jalink, Maarten B.; Heineman, Erik; Pierie, Jean-Pierre E. N.; Hoedemaker, Henk O. ten Cate

    2014-01-01

    Objective To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Design Review. Data sources and review methods Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Results M

  13. CHRISTMAS 2014 : GOING TO EXTREMES Nintendo related injuries and other problems: review

    NARCIS (Netherlands)

    Jalink, Maarten B.; Heineman, Erik; Pierie, Jean-Pierre E. N.; Hoedemaker, Henk O. ten Cate

    2014-01-01

    Objective To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Design Review. Data sources and review methods Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Results

  14. The process associated with motivation of a home-based Wii Fit exercise program among sedentary African American women with systemic lupus erythematosus

    Science.gov (United States)

    Yuen, Hon K.; Breland, Hazel L.; Vogtle, Laura K.; Holthaus, Katy; Kamen, Diane L.; Sword, David

    2012-01-01

    Objective To explore the process associated with the motivation for playing Wii Fit among patients with systemic lupus erythematosus (SLE). Methods Individual in-depth semi-structured telephone interviews were conducted with 14 sedentary African American women with SLE to explore their experiences and reflect on their motivation for playing Wii Fit after completing a 10-week home-based Wii Fit exercise program. Interviews were audio-recorded, transcribed verbatim, and analyzed using the constant comparative method to identify categories related to participants’ motivation. Three authors independently sorted, organized and coded transcript text into categories, then combined the categories into themes and subthemes. Results In addition to the two themes (Ethical principal of keeping a commitment, and Don’t want to let anyone down) generic to home-based exercise trials, we identified five themes (Enjoyment, Health Benefits, Sense of Accomplishment, Convenience, and Personalized) that revealed why the participants were motivated to play the Wii Fit. Enjoyment had three subthemes: Interactive, Challenging, and Competitive with an embedded social element. However, several participants commented they were not able to do many activities, master certain games, or figure out how to play some; as a result, they were bored with the limited selection of activities that they could do. Conclusions The motivational elements of the Wii Fit may contribute to improved exercise motivation and adherence in select sedentary African American women with SLE. Results provide a better understanding on the important elements to incorporate in the development of sustainable home-based exercise programs with interactive health video games for this population. PMID:23260612

  15. The process associated with motivation of a home-based Wii Fit exercise program among sedentary African American women with systemic lupus erythematosus.

    Science.gov (United States)

    Yuen, Hon K; Breland, Hazel L; Vogtle, Laura K; Holthaus, Katy; Kamen, Diane L; Sword, David

    2013-01-01

    To explore the process associated with the motivation for playing Wii Fit among patients with systemic lupus erythematosus (SLE). Individual in-depth semi-structured telephone interviews were conducted with 14 sedentary African American women with SLE to explore their experiences and reflect on their motivation for playing Wii Fit after completing a 10-week home-based Wii Fit exercise program. Interviews were audio-recorded, transcribed verbatim, and analyzed using the constant comparative method to identify categories related to participants' motivation. Three authors independently sorted, organized and coded transcript text into categories, then combined the categories into themes and subthemes. In addition to the two themes (Ethical principal of keeping a commitment, and Don't want to let anyone down) generic to home-based exercise trials, we identified five themes (Enjoyment, Health Benefits, Sense of Accomplishment, Convenience, and Personalized) that revealed why the participants were motivated to play the Wii Fit. Enjoyment had three subthemes: Interactive, Challenging, and Competitive with an embedded social element. However, several participants commented they were not able to do many activities, master certain games, or figure out how to play some; as a result, they were bored with the limited selection of activities that they could do. The motivational elements of the Wii Fit may contribute to improved exercise motivation and adherence in select sedentary African American women with SLE. Results provide a better understanding on the important elements to incorporate in the development of sustainable home-based exercise programs with interactive health video games for this population. Copyright © 2013 Elsevier Inc. All rights reserved.

  16. Exergaming Theories: A Literature Review

    Science.gov (United States)

    Kooiman, Brian; Sheehan, Dwayne D.

    2015-01-01

    Until recently exergaming was seldom a topic of research. The technology that makes exergaming possible was not available to consumers. In 2006, Nintendo released the Wii gaming system. This new system allowed for interactive physical movement beyond simple hand held play. The Wii system contained hardware and software that responded to movements…

  17. Realtime synthesized sword-sounds in Wii computer games

    DEFF Research Database (Denmark)

    Böttcher, Niels

    This paper presents the current work carried out on an interactive sword fighting game, developed for the Wii controller. The aim of the work is to develop highly interactive action-sound, which is closely mapped to the physical actions of the player. The interactive sword sound is developed usin...

  18. Stroke patient's experiences with Wii sports during inpatients rehabilitation

    DEFF Research Database (Denmark)

    Celinder, Dora Maria; Peoples, Hanne

    2012-01-01

    Introduktion: Virtual reality spil har været benyttet sammen med terapi i forbindelse med apopleksi rehabilitering, oftes efter udskrivelse fra hospital. Formålet med dette studie er at udforske apopleksiramtes oplevelse af Wii Sports som et supplement til almindelig ergoterapeutisk genoptræning ...

  19. Realtime synthesized sword-sounds in Wii computer games

    DEFF Research Database (Denmark)

    Böttcher, Niels

    This paper presents the current work carried out on an interactive sword fighting game, developed for the Wii controller. The aim of the work is to develop highly interactive action-sound, which is closely mapped to the physical actions of the player. The interactive sword sound is developed usin...

  20. Influência da prática virtual de yoga sobre o controle postural de mulheres idosas utilizando o Nintendo WII

    OpenAIRE

    Frederico Augusto Costa e Lima Soares

    2011-01-01

    A população mundial está envelhecendo e as mudanças no perfil, características e funcionalidade própria dos sujeitos idosos geram impacto no desenvolvimento de produtos, nos serviços de cuidados de saúde e assistência social. Durante o processo de envelhecimento o idoso é exposto a diversos tipos de processos transformadores que podem ter impacto na capacidade funcional de forma que interfiram na realização das atividades da vida diária e na participação social. O equilíbrio é uma das habilid...

  1. Acute wiiitis representing as thrombosis of the inferior vena cava and left pelvic veins.

    Science.gov (United States)

    Brodmann, M; Gary, T; Hafner, F; Eller, P; Deutschmann, H; Pilger, E; Seinost, G

    2015-08-01

    Deep venous thrombosis as a result of venous wall injury provoked by trauma is a common finding. It often occurs in patients with sportive overstraining, caused by over fatigue of the body structures. In 2007, the entity of "acute wiiitis" was first described in a letter to the New England Journal of Medicine. Acute wiiitis sums up all affections, mainly skeletal and muscle affections, provoked by playing Nintendo Wii, a very common and loved video-game system. Deep venous thrombosis as a consequence of Nintendo Wii has not been described so far. We present a patient with a massive free floating thrombus of the left pelvic veins originating from the gluteal veins and reaching into the inferior vena cava after playing Nintendo Wii.

  2. Stroke patient's experiences with Wii Sport® during inpatient rehabilitation

    DEFF Research Database (Denmark)

    Celinder, Dora; Peoples, Hanne

    2012-01-01

    INTRODUCTION: Commercial virtual reality games have been used as adjunct therapy for stroke rehabilitation, mainly after patients have been discharged. The aim of this study was to explore stroke patients' experiences with Wii Sports® as a supplement to conventional occupational therapy...... were confirmed by field notes that included observations of engagement and challenges. DISCUSSION: Stroke patients in hospital settings may experience Wii Sports® as a beneficial and challenging occupation for both rehabilitation and leisure. Incorporation of Wii Sports® into conventional occupational...... in a controlled hospital setting. MATERIALS AND METHODS: The study had a qualitative triangulation design that included semi-structured interviews and field notes. Nine Danish stroke patients participated, receiving between one and nine interventions with Wii Sports® during a three-week period. Responses were...

  3. The impact of Wii Fit intervention on dynamic balance control in children with probable Developmental Coordination Disorder and balance problems

    NARCIS (Netherlands)

    Jelsma, Dorothee; Geuze, Reint H; Mombarg, Remo; Smits-Engelsman, Bouwien C.M.

    2014-01-01

    The aim of this study was to examine differences in the performance of children with probable Developmental Coordination Disorder (p-DCD) and balance problems (BP) and typical developing children (TD) on a Wii Fit task and to measure the effect on balance skills after a Wii Fit intervention. Twenty-

  4. The impact of Wii Fit intervention on dynamic balance control in children with probable Developmental Coordination Disorder and balance problems

    NARCIS (Netherlands)

    Jelsma, Dorothee; Geuze, Reint H; Mombarg, Remo; Smits-Engelsman, Bouwien C.M.

    The aim of this study was to examine differences in the performance of children with probable Developmental Coordination Disorder (p-DCD) and balance problems (BP) and typical developing children (TD) on a Wii Fit task and to measure the effect on balance skills after a Wii Fit intervention.

  5. Energy expenditure in chronic stroke patients playing Wii Sports: A pilot study

    NARCIS (Netherlands)

    H.L.P. Hurkmans (Henri); G.M. Ribbers (Gerard); M.F. Streur-Kranenburg (Marjolein); H.J. Stam (Henk); R.J.G. van den Berg-Emons (Rita)

    2011-01-01

    textabstractBackground: Stroke is one of the leading causes of long-term disability in modern western countries. Stroke survivors often have functional limitations which might lead to a vicious circle of reduced physical activity, deconditioning and further physical deterioration. Current evidence s

  6. Energy expenditure in chronic stroke patients playing Wii Sports: A pilot study

    NARCIS (Netherlands)

    H.L.P. Hurkmans (Henri); G.M. Ribbers (Gerard); M.F. Streur-Kranenburg (Marjolein); H.J. Stam (Henk); R.J.G. van den Berg-Emons (Rita)

    2011-01-01

    textabstractBackground: Stroke is one of the leading causes of long-term disability in modern western countries. Stroke survivors often have functional limitations which might lead to a vicious circle of reduced physical activity, deconditioning and further physical deterioration. Current evidence

  7. Effectiveness of Virtual Reality Using Wii Gaming Technology in Children with Down Syndrome

    Science.gov (United States)

    Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung

    2011-01-01

    This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…

  8. Effect of Wii-intervention on balance of children with poor motor performance

    NARCIS (Netherlands)

    Mombarg, Remo; Jelsma, Dorothee; Hartman, Esther

    The purpose of this study was to investigate the effects of training with the Wii-balance board on balance and balance-related skills of children with poor motor performance. Twenty-nine children (23 boys, 6 girls; aged 7-12 years) participated in this study and were randomly assigned to an

  9. Effect of Wii-intervention on balance of children with poor motor performance

    NARCIS (Netherlands)

    Mombarg, Remo; Jelsma, Dorothee; Hartman, Esther

    2013-01-01

    The purpose of this study was to investigate the effects of training with the Wii-balance board on balance and balance-related skills of children with poor motor performance. Twenty-nine children (23 boys, 6 girls; aged 7-12 years) participated in this study and were randomly assigned to an experime

  10. Effectiveness of Virtual Reality Using Wii Gaming Technology in Children with Down Syndrome

    Science.gov (United States)

    Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung

    2011-01-01

    This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…

  11. Wii-Fit for Improving Gait and Balance in an Assisted Living Facility: A Pilot Study

    Directory of Open Access Journals (Sweden)

    Kalpana P. Padala

    2012-01-01

    Full Text Available Objectives. To determine the effects on balance and gait of a Wii-Fit program compared to a walking program in subjects with mild Alzheimer’s dementia (AD. Methods. A prospective randomized (1 : 1 pilot study with two intervention arms was conducted in an assisted living facility with twenty-two mild AD subjects. In both groups the intervention occurred under supervision for 30 minutes daily, five times a week for eight weeks. Repeated measures ANOVA and paired t-tests were used to analyze changes. Results. Both groups showed improvement in Berg Balance Scale (BBS, Tinetti Test (TT and Timed Up and Go (TUG over 8 weeks. However, there was no statistically significant difference between the groups over time. Intragroup analysis in the Wii-Fit group showed significant improvement on BBS (P=0.003, and TT (P=0.013. The walking group showed a trend towards improvement on BBS (P=0.06 and TUG (P=0.07 and significant improvement in TT (P=0.006. Conclusion. This pilot study demonstrates the safety and efficacy of Wii-Fit in an assisted living facility in subjects with mild AD. Use of Wii-Fit resulted in significant improvements in balance and gait comparable to those in the robust monitored walking program. These results need to be confirmed in a larger, methodologically sound study.

  12. Parasocial interaction with my avatar: effects of interdependent self-construal and the mediating role of self-presence in an avatar-based console game, Wii.

    Science.gov (United States)

    Jin, Seung-A Annie; Park, Namkee

    2009-12-01

    The "self" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.

  13. Wii Fit balance training or progressive balance training in patients with chronic stroke: a randomised controlled trial

    OpenAIRE

    Yatar, Gozde Iyigun; Yildirim, Sibel Aksu

    2015-01-01

    [Purpose] The aim of this study was to compare the effects of Wii Fit balance training (WBT) and progressive balance training (PBT) approaches on balance functions, balance confidence, and activities of daily living in chronic stroke patients. [Subjects] A total of 30 patients were randomized into the WBT (n=15) and PBT (n=15) groups. [Methods] All of the subjects received exercise training based on a neurodevelopemental approach in addition to either Wii Fit or progressive balance training f...

  14. Effects of Wii Fit(®) balance game training on the balance ability of students with intellectual disabilities.

    Science.gov (United States)

    Hsu, Tai-Yen

    2016-05-01

    [Purpose] The aim of this study was to assess the effects of 8 weeks of Wii Fit balance game training on the balance abilities of students with intellectual disabilities. [Subjects and Methods] Twenty-four students with intellectual disabilities were selected and randomly divided into Wii Fit balance game training, physical education, and sedentary activity groups. The Wii Fit balance game training group received two 40-minute Wii Fit balance game training sessions per week for a total of 8 weeks. Kruskal-Wallis one-way analysis of variance and the Wilcoxon signed rank test were used to compare differences. [Results] After eight weeks of training, the Wii Fit balance game training group showed significant differences between the pre- and post-training parameters, including the duration of standing on one leg with the eyes closed, average anteroposterior movement speed, swing area per unit time, and speed strength index. The physical education group showed significant differences between the pre- and post-training speed strength index values. The sedentary activity group did not show any significant differences between the pre- and post-training parameters. [Conclusion] Wii Fit balance game training can improve static balance and lower extremity muscle strength in students with intellectual disabilities.

  15. Effects of interactive games on motor performance in children with spastic cerebral palsy.

    Science.gov (United States)

    AlSaif, Amer A; Alsenany, Samira

    2015-06-01

    [Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy. [Subjects and Methods] Forty children with cerebral palsy spastic diplegia aged 6-10 years diagnosed with level-3 functional capabilities according to the Gross Motor Classification System (GMFCS) were enrolled. Participants were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training (control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to assess motor performance, because it mainly involves motor tasks very similar to those involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing, and jumping. [Results] There were significant improvements in the subscales of the motor performance test of those who practiced with the Nintendo Wii, while the control group showed no significant changes. [Conclusion] Using motion interactive games in home rehabilitation is feasible for children with cerebral palsy.

  16. Games for Rehabilitation: Wii-based Movement Therapy Improves Poststroke Movement Ability.

    Science.gov (United States)

    McNulty, Penelope A

    2012-10-01

    Stroke is the leading cause of adult-acquired motor disability. The greatest impediments to poststroke rehabilitation are access and patient compliance. Wii-based Movement Therapy was developed as an alternative to conventional and virtual reality therapies to overcome issues of rehabilitation access, cost, and patient compliance. Its success is evident by high levels of re-engagement in the community post-therapy.

  17. A New Standing Posture Detector to Enable People with Multiple Disabilities to Control Environmental Stimulation by Changing Their Standing Posture through a Commercial Wii Balance Board

    Science.gov (United States)

    Shih, Ching-Hsiang; Shih, Ching-Tien; Chiang, Ming-Shan

    2010-01-01

    This study assessed whether two persons with multiple disabilities would be able to control environmental stimulation using body swing (changing standing posture) and a Wii Balance Board with a newly developed standing posture detection program (i.e. a new software program turns a Wii Balance Board into a precise standing posture detector). The…

  18. Wii Fit is effective in women with bone loss condition associated with balance disorders: a randomized controlled trial.

    Science.gov (United States)

    Morone, Giovanni; Paolucci, Teresa; Luziatelli, Sara; Iosa, Marco; Piermattei, Cristina; Zangrando, Federico; Paolucci, Stefano; Vulpiani, Maria Chiara; Saraceni, Vincenzo Maria; Baldari, Carlo; Guidetti, Laura

    2016-12-01

    The use of exergame for balance competencies was recently explored in women affected by balance ability reduction with non-conclusive results. The aim of the study was to evaluate the efficacy of a supervised exergame performed with the Wii Fit(®) compared to conventional exercises on balance function, quality of life, fear of fall and well-being in women with bone loss. Thirty-eight female participants aged over 65 years, with a bone loss condition, were enrolled and random allocated in the Wii group or control group. Subject enrolled in Wii group performed a balance training with a Wii Fit supervised by a physiotherapist (1 h, 2 days per week, during 8 weeks) while in control subjects performed the same amount of conventional balance exercises. Subject enrolled in experimental group showed significantly higher scores in terms of Berg Balance Scale (p = 0.027). In SF-36 scores, a significant difference was reported for physical activity score after treatment (p = 0.031). Fear of falling and the psychological scales were not significantly different between the two groups. In women with bone loss condition, a supervised Wii Fit training has shown better efficacy in improving balance performance with respect to conventional balance exercises.

  19. Walking in a Virtual Town using Nintendo Wiimote and Balance Board

    Directory of Open Access Journals (Sweden)

    Lucio Tommaso De Paolis

    2011-12-01

    Full Text Available EnThe main goal of the Human-Computer Interaction technology is to improve the interactions between users and computers by making computers more usable and receptive to the user's needs. The end point in the interface design would then lead to a paradigm in which the interaction with computers becomes similar to the one between human beings. This paper focuses on an application of navigation and interaction in a virtual environment using the Nintendo Wiimote and the Balance Board. The idea is to have a system of navigation control in a virtual environment based on a locomotion interface in order to make the interaction easier for users without any experience of navigation in a virtual world and more efficient for trained users. The application has been developed for the navigation and interaction in the virtual town. We chose Otranto as an example town; Otranto is located in the easternmost tip of the Italian peninsula and, due to its geographical position, the town was like a bridge between East and West. The virtual environment is a loyal representation of the town of Otranto in the Middle Ages.ItL'obiettivo principale della Human-Computer Interaction technology è il miglioramento delle interazioni tra utenti e computer al fine di rendere tali sistemi più usabili e più adatti a soddisfare le diverse esigenze degli utenti. Il punto di arrivo nella progettazione di un’interfaccia sarebbe, quindi, quello rendere l'interazione con i computer simile quanto più possibile a quella tra esseri umani. Questo paper presenta un'applicazione che permette la navigazione e l’interazione in un ambiente virtuale facendo uso del Wiimote e della Balance Board della Nintendo. L'idea è di disporre di un sistema di controllo della navigazione in un ambiente virtuale basato su una semplice interfaccia di locomozione in grado di rendere più semplice l'interazione per gli utenti senza alcuna esperienza di navigazione in un mondo virtuale e più efficiente

  20. The effect of a peer on VO2 and game choice in 6-10 year old children

    Directory of Open Access Journals (Sweden)

    Lee Anne Siegmund

    2014-06-01

    Full Text Available Relative to sedentary video games (e.g., Playstation 2 (PS2, playing physically active video games (e.g., Nintendo Wii (Wii significantly increases caloric expenditure in children. Studies have demonstrated that the presence of a peer increases physical activity in children. We sought to determine if children would expend more energy and find playing Wii more motivating than PS2 when with a peer. Seventeen children (age 8.5 ± 0.4 years rested, played PS2 and Wii Sports Boxing for 10 minutes each, in two conditions: one in which the children rested/played the games alone (alone condition and another in which they played with a peer (peer condition. Oxygen consumption (VO2, and liking (visual analog scale was assessed for each 10-minute condition. After three 10-minute resting/gaming conditions, motivation was assessed using a relative reinforcing value task (RRV in which children performed computer mouse presses to gain additional access for either PS2 or Wii. VO2 was greater (p Conclusion: The presence of a peer increased VO2 during Wii play for boys but not girls. Surprisingly, the presence of a peer decreased children’s motivation to play Wii versus PS2.

  1. Nintendo® Wii Balance Board™ como instrumento de avaliação do equilíbrio estático para crianças e adolescentes com Síndrome de Down

    OpenAIRE

    Romano, Rosangela Guimarães

    2016-01-01

    O equilíbrio estático vem sendo estudado em pessoas com Síndrome de Down (SD) devido às características peculiares da síndrome que comprometem o desenvolvimento global e afetam o controle postural. O presente estudo teve como objetivo avaliar o equilíbrio estático de crianças e adolescentes com SD na faixa etária entre 7 e 14 anos nas condições de olhos abertos (OA) e olhos fechados (OF). Fizeram parte da pesquisa dois grupos com 80 participantes cada, sendo: Grupo com Síndrome de Down (GSD) ...

  2. Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression

    OpenAIRE

    Melzer, André; Derks, Ingmar; Heydekorn, Jens; Steffgen, Georges

    2010-01-01

    International audience; The motion detection technology used in innovative game controlling devices like the Nintendo Wii-Remote® provides experiences of realistic and immersive game play. In the present study (N=62) it was tested whether this technology may also provoke stronger aggression-related effects than standard forms of interaction (i.e., keyboard and mouse). With the aid of a gesture recognition algorithm, a violent action role-playing game was developed to compare different modes o...

  3. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    , but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty......, the aesthetics of play through action; political play -- from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well....

  4. Outcomes after vestibular rehabilitation and Wii® therapy in patients with chronic unilateral vestibular hypofunction.

    Science.gov (United States)

    Verdecchia, Daniel H; Mendoza, Marcela; Sanguineti, Florencia; Binetti, Ana C

    2014-01-01

    Vestibular rehabilitation therapy is an exercise-based programme designed to promote central nervous system compensation for inner ear deficit. The objective of the present study was to analyse the differences in the perception of handicap, the risk of falls, and gaze stability in patients diagnosed with chronic unilateral vestibular hypofunction before and after vestibular rehabilitation treatment with complementary Wii® therapy. A review was performed on the clinical histories of patients in the vestibular rehabilitation area of a university hospital between April 2009 and May 2011. The variables studied were the Dizziness Handicap Inventory, the Dynamic Gait Index and dynamic visual acuity. All subjects received complementary Wii® therapy. There were 69 cases (41 woman and 28 men), with a median age of 64 years. The initial median Dizziness Handicap Inventory score was 40 points (range 0-84, percentile 25-75=20-59) and the final, 24 points (range 0-76, percentile 25-75=10.40), P<.0001. The initial median for the Dynamic Gait Index score was 21 points (range 8-24, percentile 25-75=17.5-2.3) and the final, 23 (range 12-24, percentile 25-75=21-23), P<.0001. The initial median for dynamic visual acuity was 2 (range 0-6, percentile 25-75=1-4) and the final, 1 (range 0-3, percentile 25-75=0-2), P<.0001. A reduction was observed in the Dizziness Handicap Inventory Values. Values for the Dynamic Gait Index increased and dynamic visual acuity improved. All these variations were statistically significant. Copyright © 2013 Elsevier España, S.L.U. y Sociedad Española de Otorrinolaringología y Patología Cérvico-Facial. All rights reserved.

  5. Playful Gaming.

    Science.gov (United States)

    Makedon, Alexander

    A philosophical analysis of play and games is undertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of playful gaming to education is demonstrated through analyses of Plato's, Dewey's, Sartre's, and Marcuse's…

  6. Aesthetic Play

    DEFF Research Database (Denmark)

    Bang, Jytte Susanne

    2012-01-01

    to the children’s complex life-worlds. Further, this leads to an analysis of music-play activities as play with an art-form (music), which includes aesthetic dimensions and gives the music-play activities its character of being aesthetic play. Following Lev Vygotsky’s insight that art is a way of building life...

  7. INTRA-RATER RELIABILITY OF WII BALANCE BOARD (WBB IN ASSESSING STANDING BALANCE IN OLDER ADULTS

    Directory of Open Access Journals (Sweden)

    Shilpa Dugani Burji

    2014-06-01

    Full Text Available Background: WII Balance Board (WBB being one of the latest, advanced technologies of high sensitivity in monitoring change in balance over time and owing to, ease of use, and portability, it is being used in physical therapy clinics as a popular substitute for the expensive and complicated force plates to improve dynamic strength and balance. Despite its growing popularity, the WBB’s reliability as an intervention and assessment tool for balance is still being investigated. So this study aims in finding the accuracy of WBB. The objectives of the study are to find the Intraclass Correlation Coefficient and Standard Error Measurement on both day 1 and day 2 with eyes closed and eyes open in older adults. Method: 30 subjects over the age of 65 years were assessed for balance using WBB. Subjects were measured in double limb stance with eyes open and closed with feet comfortably distant apart on the board. The same procedure was repeated after 24 hours. Results: The study showed to be statistically significant for eyes open on day 1 and day 2, but was not statistically significant for eyes closed on day 1 and day 2. Conclusion: The study suggested that the WBB was reliable for eyes open and not reliable with eyes closed.

  8. Aesthetic Play

    DEFF Research Database (Denmark)

    Bang, Jytte Susanne

    2012-01-01

    The present article explores the role of music-related artefacts and technologies in children’s lives. More specifically, it analyzes how four 10- to 11-year old girls use CDs and DVD games in their music-play activities and which developmental themes and potentials may accrue from such activities...... to the children’s complex life-worlds. Further, this leads to an analysis of music-play activities as play with an art-form (music), which includes aesthetic dimensions and gives the music-play activities its character of being aesthetic play. Following Lev Vygotsky’s insight that art is a way of building life...

  9. Playful Membership

    DEFF Research Database (Denmark)

    Åkerstrøm Andersen, Niels; Pors, Justine Grønbæk

    2014-01-01

    This article studies the implications of current attempts by organizations to adapt to a world of constant change by introducing the notion of playful organizational membership. To this end we conduct a brief semantic history of organizational play and argue that when organizations play, employees...... are expected to engage in playful exploration of alternative selves. Drawing on Niklas Luhmann's theory of time and decision-making and Gregory Bateson's theory of play, the article analyses three empirical examples of how games play with conceptions of time. We explore how games represent an organizational...... desire to reach out - not just to the future - but to futures beyond the future presently imaginable. The article concludes that playful membership is membership through which employees are expected to develop a surplus of potential identities and continuously cross boundaries between real and virtual...

  10. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    2017-01-01

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... with tablets’ physical and digital affordances shape children’s digital play. This thesis presents how young children’s current practices when playing with tablets inform digital experiences in Denmark and Japan. Through an interdisciplinary lens and a grounded theory approach, I have identified and mapped...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  11. Pretend play.

    Science.gov (United States)

    Weisberg, Deena Skolnick

    2015-01-01

    Pretend play is a form of playful behavior that involves nonliteral action. Although on the surface this activity appears to be merely for fun, recent research has discovered that children's pretend play has connections to important cognitive and social skills, such as symbolic thinking, theory of mind, and counterfactual reasoning. The current article first defines pretend play and then reviews the arguments and evidence for these three connections. Pretend play has a nonliteral correspondence to reality, hence pretending may provide children with practice with navigating symbolic relationships, which may strengthen their language skills. Pretend play and theory of mind reasoning share a focus on others' mental states in order to correctly interpret their behavior, hence pretending and theory of mind may be mutually supportive in development. Pretend play and counterfactual reasoning both involve representing nonreal states of affairs, hence pretending may facilitate children's counterfactual abilities. These connections make pretend play an important phenomenon in cognitive science: Studying children's pretend play can provide insight into these other abilities and their developmental trajectories, and thereby into human cognitive architecture and its development.

  12. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  13. Mediatized play

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    Children’s play must nowadays be understood as a mediatized field in society and culture. Media – understood in a very broad sense - holds severe explanatory power in describing and understanding the practice of play, since play happens both with, through and inspired by media of different sorts....... In this presentation the case of ‘playing soccer’ will be outlined through its different mediated manifestations, including soccer games and programs on TV, computer games, magazines, books, YouTube videos and soccer trading cards....

  14. Play practices and play moods

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2013-01-01

    The aim of this article is to develop a view of play as a relation between play practices and play moods based on an empirical study of children's everyday life and by using Bateson's term of ‘framing’ [(1955/2001). In Steps to an ecology of mind (pp. 75–80). Chicago: University of Chicago Press......], Schmidt's notion of ‘commonness’ [(2005). Om respekten. København: Danmarks Pædagogiske Universitets Forlag; (2011). On respect. Copenhagen: Danish School of Education University Press] and Heidegger's term ‘mood’ [(1938/1996). Time and being. Cornwall: Wiley-Blackwell.]. Play mood is a state of being...... in which we are open and ready, both to others and their production of meaning and to new opportunities for producing meaning. This play mood is created when we engage with the world during play practices. The article points out four types of play moods – devotion, intensity, tension and euphorica – which...

  15. Playful Organizations

    DEFF Research Database (Denmark)

    Pors, Justine Grønbæk; Åkerstrøm Andersen, Niels

    2015-01-01

    and undecidability. With an empirical point of departure in Danish public school policy and two concrete examples of games utilised in school development, the article analyses how play is a way for organisations to simultaneously decide and also avoid making a decision, thus keeping flexibility and possibilities...... intact. In its final sections, the article discusses what happens to conditions of decision-making when organisations do not just see undecidability as a given condition, but as a limited resource indispensable for change and renewal. The article advances discussions of organisational play by exploring......This article explores how organisational play becomes a managerial tool to increase and benefit from undecidability. The article draws on Niklas Luhmann's concept of decision and on Gregory Bateson's theory of play to create a conceptual framework for analysing the relation between decision...

  16. INFLUÊNCIA DA WII REABILITAÇÃO NO EQUILÍBRIO ESTÁTICO DE ADOLESCENTE COM HEMIPARESIA: ESTUDO DE CASO

    Directory of Open Access Journals (Sweden)

    Camila Ribeiro Silva

    2012-06-01

    Full Text Available The objective of this study was to analyze the effects of the Wii Rehabilitation on the static balance of a teenager with hemiparesis. The 16-year-old girl was assessed using the functional kinetics test to classify the type of hemiparesis and muscle tone. The weight and height were checked to calculate the body mass index and later, the tests of static balance based on the Motor Development Scale by Rosa Neto were applied. The Wii Rehabilitation was based on three games that aimed training the balance, preceded by stretching and repeated after the execution of the games. Ten sessions were held, lasting thirty minutes each, three times a week. When the teenager was first evaluated, she hit 96 points on the scale and after the Wii Rehabilitation, she reached 120 points. This information shows the improvement in static balance of the teenager, after doing Wii Rehabilitation, indicating a new therapeutic resource which can be used to treat patients with hemiparesis.

  17. The Effects of VR-based Wii Fit Yoga on Physical Function in Middle-aged Female LBP Patients.

    Science.gov (United States)

    Kim, Seong-Sik; Min, Won-Kyu; Kim, Jung-Hee; Lee, Byoung-Hee

    2014-04-01

    [Purpose] The purpose of this research was to determine the effects of a virtual reality-based yoga program on middle-aged female low back pain patients. [Subjects and Methods] Thirty middle-aged female patients who suffered from low back pain were assigned to either a physical therapy program or a virtual reality-based yoga program for a period of four weeks. Participants could check their posture and weight bearing on a monitor as they shifted their weight or changed their postures on a Wii balance board. There were a total of seven exercise programs. A 30-minute, three times per week, virtual reality-based Wii Fit yoga program or trunk stabilizing exercise was performed, respectively. [Results] Repeated-measures analysis of covariance revealed significant differences in between pre- and post-training VAS, algometer, Oswestry low-back pain disability index (ODI), Roland Morris disability questionnaire (RMDQ), and fear avoidance beliefs questionnaire (FBQ) scores. The VAS, algometer, ODI, RMDQ, and FBQ scores showed significant differences in groups. Regarding the effect of time-by-group interaction, there were significant differences in VAS, ODI, ODI, and FBQ scores. [Conclusion] In conclusion, for middle-aged female patients who have low back pain, a virtual reality-based yoga program was shown to have positive effects on physical improvements, and this program can be employed as a therapeutic medium for prevention and cure of low back pain.

  18. Efficacy of Wii-Fit on Static and Dynamic Balance in Community Dwelling Older Veterans: A Randomized Controlled Pilot Trial

    Science.gov (United States)

    Dubbert, Patricia M.

    2017-01-01

    Background/Objectives. Balance problems are well-established modifiable risk factors for falls, which are common in older adults. The objective of this study was to establish the efficacy of a Wii-Fit interactive video-game-led physical exercise program to improve balance in older Veterans. Methods. A prospective randomized controlled parallel-group trial was conducted at Veterans Affairs Medical Center. Thirty community dwelling Veterans aged 68 (±6.7) years were randomized to either the exercise or control groups. The exercise group performed Wii-Fit program while the control group performed a computer-based cognitive program for 45 minutes, three days per week for 8-weeks. The primary (Berg Balance Scale (BBS)) and secondary outcomes (fear of falling, physical activity enjoyment, and quality of life) were measured at baseline, 4 weeks, and 8 weeks. Results. Of 30 randomized subjects, 27 completed all aspects of the study protocol. There were no study-related adverse events. Intent-to-treat analysis showed a significantly greater improvement in BBS in the exercise group (6.0; 95% CI, 5.1–6.9) compared to the control group (0.5; 95% CI, −0.3–1.3) at 8 weeks (average intergroup difference (95% CI), 5.5 (4.3–6.7), p balance in community dwelling older Veterans. This trial is registered with ClinicalTrials.gov Identifier NCT02190045. PMID:28261500

  19. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    of group dynamics, the influence of the fictional game characters and the comparative play experience between the two formats. The results indicate that group dynamics and the relationship between the players and their digital characters, are integral to the quality of the gaming experience in multiplayer......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...

  20. Postphenomenological Play

    DEFF Research Database (Denmark)

    Hammar, Emil

    This paper aims to identify an understanding of digital games in virtual environments by using Don Ihde’s (1990) postphenomenological approach to how technology mediates the world to human beings in conjunction with Hans-Georg Gadamer’s (1993) notion of play . Through this tentatively proposed...... amalgamation of theories I point towards an alternative understanding of the relationship between play and game as not only dialectic, but also as socially and ethically relevant qua the design and implementation of the game as technology....

  1. Clay Play

    Science.gov (United States)

    Rogers, Liz; Steffan, Dana

    2009-01-01

    This article describes how to use clay as a potential material for young children to explore. As teachers, the authors find that their dialogue about the potential of clay as a learning medium raises many questions: (1) What makes clay so enticing? (2) Why are teachers noticing different play and conversation around the clay table as compared to…

  2. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects of the v......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...... RPGs, with the first being of greater importance to digital games and the latter to the tabletop version....

  3. Playing Possum

    Directory of Open Access Journals (Sweden)

    Enrico Euli

    2016-07-01

    Full Text Available Our society is drenched in the catastrophe; where the growth of financial crisis, environmental cataclysm and militarization represents its gaudiest and mortifying phenomena. Humans struggle with depression, sense of impotence, anguish towards a future considered a threat.  A possibility to keep us alive can be represented by the enhancement of our ability in ‘playing Possum’, an exercise of desisting and renitence: to firmly say ‘no’. To say no to a world that proposes just one way of being and living free, that imposes as the only unavoidable possible destiny.

  4. Playful Technology

    DEFF Research Database (Denmark)

    Johansen, Stine Liv; Eriksson, Eva

    2013-01-01

    In this paper, the design of future services for children in Danish public libraries is discussed, in the light of new challenges and opportunities in relation to new media and technologies. The Danish government has over the last few years initiated and described a range of initiatives regarding...... in the library, the changing role of the librarians and the library space. We argue that intertwining traditional library services with new media forms and engaging play is the core challenge for future design in physical public libraries, but also that it is through new media and technology that new...

  5. Playful Technology

    DEFF Research Database (Denmark)

    Johansen, Stine Liv; Eriksson, Eva

    2013-01-01

    in the library, the changing role of the librarians and the library space. We argue that intertwining traditional library services with new media forms and engaging play is the core challenge for future design in physical public libraries, but also that it is through new media and technology that new......In this paper, the design of future services for children in Danish public libraries is discussed, in the light of new challenges and opportunities in relation to new media and technologies. The Danish government has over the last few years initiated and described a range of initiatives regarding...

  6. Playing cards.

    Science.gov (United States)

    1977-01-01

    Mrs. Zahia Marzouk, vice-president of the Alexandria Family Planning Association and a living legend of Egyptian family planning, does not believe in talking about problems. She is far too busy learning from people and teaching them. Her latest brainstorm is a set of playing cards designed to help girls and women to read and learn about family planning at the same time. The 5 packs of cards, representing familiar words and sounds, and each with a family planning joker, took Mrs. Marzouk 6 months to design and paint by hand. They have now been printed, packed into packets provided by UNICEF, and distributed to some 2000 literacy groups in factories and family planning clinics. Each woman who succeeds in learning to read is encouraged to teach 4 others. They then go to the family planning clinic to be examined and gain a certificate. For the teacher who has made them proficient there is a special prize. Girls at El Brinth village outside Alexandria are pictured playing cards at the family planning center where they are learning various skills including how to read.

  7. Only lower limb controlled interactive computer gaming enables an effective increase in energy expenditure.

    Science.gov (United States)

    Jordan, Mark; Donne, Bernard; Fletcher, David

    2011-07-01

    Limited research documents if new and existing interactive computer gaming "exergaming" increase energy expenditure and cardio-respiratory costs comparable to common exercise modalities. To address this, healthy male volunteers (n = 15) completed six by 12-min test elements: PlayStation2 (PS2(hand)), Nintendo Wii boxing, walk at 5.6 km h(-1), cycle at 120 W, playing an adapted lower limb controlled PS2 (PS2(limb)) and run at 9.6 km h(-1). In addition, they played PS2(limb) for 30 min and performed an incremental treadmill test to exhaustion. Data were analysed using repeated measures ANOVA with post hoc Tukey tests, P energy expenditure (EE) and post-exercise blood lactate (BLa) significantly higher (P met ACSM guidelines for cardiovascular fitness; however, current Wii technology failed. In conclusion, gaming interactive technology must be adapted or designed to include the lower limbs in order to provide a significant exercise stimulus.

  8. Is Enhanced Physical Activity Possible Using Active Videogames?

    Science.gov (United States)

    Baranowski, Tom; Baranowski, Janice; O'Connor, Teresia; Lu, Amy Shirong; Thompson, Debbe

    2012-06-01

    Our research indicated that 10-12-year-old children receiving two active Wii(™) (Nintendo(®); Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity.

  9. Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø

    DEFF Research Database (Denmark)

    Konge, Lars; Bitsch, Mikael

    2010-01-01

    INTRODUCTION: Simulation-based training provides obvious benefits for patients and doctors in education. Frequently, virtual reality simulators are expensive and evidence for their efficacy is poor, particularly as a result of studies with poor methodology and few test participants. In medical......-five test subjects played two rounds of bowling on a Nintendo Wii and 25 days later on a real bowling alley. Correlations of the scores in the first and second round (test-retest-reliability) and of the scores on the simulator and in reality (criterion validation) were studied and there was tested for any...

  10. Manglende sammenhaeng mellem praestationer i et virtuelt og i et virkeligt miljø

    DEFF Research Database (Denmark)

    Konge, Lars; Bitsch, Mikael

    2010-01-01

    INTRODUCTION: Simulation-based training provides obvious benefits for patients and doctors in education. Frequently, virtual reality simulators are expensive and evidence for their efficacy is poor, particularly as a result of studies with poor methodology and few test participants. In medical......-five test subjects played two rounds of bowling on a Nintendo Wii and 25 days later on a real bowling alley. Correlations of the scores in the first and second round (test-retest-reliability) and of the scores on the simulator and in reality (criterion validation) were studied and there was tested for any...

  11. Playing new music with old games: The chiptune subculture

    Directory of Open Access Journals (Sweden)

    Israel Márquez

    2014-03-01

    Full Text Available Although video games have been studied from a wide range of perspectives, from film to literature, little attention has been given to the role of music and sound in games. Not only to the role of music and sound within games, but also to the many different forms in which video games are influencing the development of popular music. One of these forms is the so-called “chiptune music”. Chiptune (also known as chip music or 8-bit music is electronic music that uses the microchip-based audio hardware of early home computers and gaming consoles and repurposes it for artistic expression. Chiptune artists reinvent the technology found in old computers such as Commodore 64, Amiga and ZX Spectrum as well as in outdated video game consoles such as Nintendo Game Boy or Mega Drive/Genesis in order to create new music. This paper is an attempt to document the chiptune phenomena and the subculture scene that has been created around it during the last years: a subculture that is resuscitating and redefining old and “dead” gaming devices to play new music at the periphery of mainstream culture.

  12. Face validity of a Wii U video game for training basic laparoscopic skills

    NARCIS (Netherlands)

    Jalink, Maarten B.; Goris, Jetse; Heineman, Erik; Pierie, Jean-Pierre E. N.; Hoedemaker, Henk O. ten Cate

    2015-01-01

    a BACKGROUND: Although the positive effects of playing video games on basic laparoscopic skills have been studied for several years, no games are actually used in surgical training. This article discusses the face validity of the first video game and custom-made hardware, which takes advantage of th

  13. PEMBANGUNAN GAME PC BERBASIS 3D DENGAN TEKNOLOGI XNA DAN WIIMOTE

    Directory of Open Access Journals (Sweden)

    Michael Yoseph Ricky

    2010-11-01

    Full Text Available The article explains about building a 3D based computer with XNA game engine and WiiMote technology as the controller or in other words, the input device. XNA is a game engine developed by Microsoft for building 2D or 3D game purposes in Xbox console. This engine licenses are free, but not for commercial purposes. WiiMote is Nintendo Wiis remote control. The remote can be connected to PC by Bluetooth connection.

  14. The feasibility of an intervention combining self-efficacy theory and Wii Fit exergames in assisted living residents: A pilot study.

    Science.gov (United States)

    Chao, Ying-Yu; Scherer, Yvonne K; Wu, Yow-Wu; Lucke, Kathleen T; Montgomery, Carolyn A

    2013-01-01

    The purpose of this study was to examine the feasibility of a self-efficacy based intervention using Wii exergames in assisted living residents. The study was a single-group pre- and post-test design. Seven older adults (aged 80-94 years) were instructed to engage in exergames twice a week for 8 weeks. Physical function (balance, mobility, and walking distance), fear of falling, self-efficacy for exercise, and outcome expectations for exercise were evaluated. All participants had enjoyable experiences and no serious adverse events were reported. Participants had significant improvement on balance. Although not significant, there were trends indicating that participants improved mobility, walking endurance, and decreased fear of falling. The use of Wii exergames was an acceptable, safe, and potentially effective approach to promote physical activity in older adults. Findings provide support for the applications of integrating self-efficacy theory into exergames as a mechanism to encourage older adults to engage in exercise.

  15. Children's Empowerment in Play

    Science.gov (United States)

    Canning, Natalie

    2007-01-01

    This article examines the level of empowerment and autonomy children can create in their play experiences. It examines the play discourses that children build and maintain and considers the importance of play contexts in supporting children's emotional and social development. These aspects of play are often unseen or misunderstood by the adult…

  16. The Play of Psychotherapy

    Science.gov (United States)

    Marks-Tarlow, Terry

    2012-01-01

    The author reviews the role of play within psychotherapy. She does not discuss the formal play therapy especially popular for young children, nor play from the Jungian perspective that encourages the use of the sand tray with adults. Instead, she focuses on the informal use of play during psychotherapy as it is orchestrated intuitively. Because…

  17. Two people playing together: some thoughts on play, playing, and playfulness in psychoanalytic work.

    Science.gov (United States)

    Vliegen, Nicole

    2009-01-01

    Children's play and the playfulness of adolescents and adults are important indicators of personal growth and development. When a child is not able to play, or an adolescent/adult is not able to be playful with thoughts and ideas, psychotherapy can help to find a more playful and creative stance. Elaborating Winnicott's (1968, p. 591) statement that "psychotherapy has to do with two people playing together," three perspectives on play in psychotherapy are discussed. In the first point of view, the child gets in touch with and can work through aspects of his or her inner world, while playing in the presence of the therapist. The power of play is then rooted in the playful communication with the self In a second perspective, in play the child is communicating aspects of his or her inner world to the therapist as a significant other. In a third view, in "playing together" child and therapist are coconstructing new meanings. These three perspectives on play are valid at different moments of a therapy process or for different children, depending on the complex vicissitudes of the child's constitution, life experiences, development, and psychic structure. Concerning these three perspectives, a parallel can be drawn between the therapist's attitude toward the child's play and the way the therapist responds to the verbal play of an adolescent or adult. We illustrate this with the case of Jacob, a late adolescent hardly able to play with ideas.

  18. Applying Play to Therapy.

    Science.gov (United States)

    Ritter, Patricia S.; Fokes, Joann

    The objectives of this paper are (1) to present the relationship of play to language and cognition, (2) to describe the stages of play and discuss recent literature about the characteristics of play, and (3) to describe the use of play with the multifaceted goals of cognition, pragmatics, semantics, syntax, and morphology as an intervention…

  19. Video Game Playing Effects on Obesity in an Adolescent with Autism Spectrum Disorder: A Case Study

    Directory of Open Access Journals (Sweden)

    Brandy E. Strahan

    2015-01-01

    Full Text Available Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD, may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks and active video games (6 weeks on the Wii console. Physiological data were evaluated weekly at home. Stress and anxiety were measured via the Stress Survey Schedule for Individuals with Autism and Other Pervasive Non-Developmental Disorders (SSS and the Behavior Assessment System for Children Second Edition (BASC-2 pre- and postintervention. The Therapy Attitude Inventory (TAI was used to determine parental perception of video game playing as a socially valid intervention to reduce stress and anxiety. Results demonstrated that active video game playing slowed and/or reduced weight and BMI with minimal changes to waist-to-hip ratios, triceps skinfolds, and stress and anxiety. This study demonstrates how alternative methods for physical activity may be used to improve health outcomes of overweight/obese adolescents with ASD and suggests directions for future research.

  20. The play grid

    DEFF Research Database (Denmark)

    Fogh, Rune; Johansen, Asger

    2013-01-01

    In this paper we propose The Play Grid, a model for systemizing different play types. The approach is psychological by nature and the actual Play Grid is based, therefore, on two pairs of fundamental and widely acknowledged distinguishing characteristics of the ego, namely: extraversion vs...... at the Play Grid. Thus, the model has four quadrants, each of them describing one of four play types: the Assembler, the Director, the Explorer, and the Improviser. It is our hope that the Play Grid can be a useful design tool for making entertainment products for children....

  1. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  2. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  3. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  4. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  5. Learning Through Play

    Science.gov (United States)

    ... play, such as using play dough, LEGOs, and board games. Toys such as puzzles, pegboards, beads, and lacing ... Building sets, books, bicycles, roller skates, ice skates, board games, checkers, beginning sports • Middle Schoolers and Adolescents: Athletics, ...

  6. Children, Time, and Play

    DEFF Research Database (Denmark)

    Elkind, David; Rinaldi, Carla; Flemmert Jensen, Anne;

    Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003.......Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003....

  7. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  8. Play at Work

    DEFF Research Database (Denmark)

    Meier Sørensen, Bent; Spoelstra, Sverre

    2012-01-01

    for business and the other insists that work and play are largely indistinguishable in the postindustrial organization. Our field study of a design and communications company in Denmark shows that organizational play can be much more than just functional to the organization. We identify three ways in which......The interest in organizational play is growing, both in popular business discourse and organization studies. As the presumption that play is dysfunctional for organizations is increasingly discarded, the existing positions may be divided into two camps; one proposes ‘serious play’ as an engine...... workplaces engage in play: play as a (serious) continuation of work, play as a (critical) intervention into work and play as an (uninvited) usurpation of work....

  9. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    This chapter offers support for Vygotsky’s claim that all play involves both an imagined situation as well as rules. Synthesising Schousboe’s comprehensive model of spheres of realities in playing (see Chapter 1, this volume) with Lev Vygotskys insight that all playing involve rules as well...

  10. Toddlers: Learning by Playing

    Science.gov (United States)

    ... Feeding Your 1- to 2-Year-Old Toddlers: Learning by Playing KidsHealth > For Parents > Toddlers: Learning by Playing Print A A A What's in ... child's play, but toddlers are hard at work learning important physical skills as they gain muscle control, ...

  11. Playing against the Game

    Science.gov (United States)

    Remmele, Bernd

    2017-01-01

    The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…

  12. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  13. (Steering) interactive play behavior

    NARCIS (Netherlands)

    Delden, van Robertus Wilhelmus

    2017-01-01

    Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills development. The introduction of technology brings new possibilities to provide engaging and entertaining whole-body play activities. Technology mediates the play activities and in this way changes how

  14. (Steering) interactive play behavior

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus

    2017-01-01

    Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills development. The introduction of technology brings new possibilities to provide engaging and entertaining whole-body play activities. Technology mediates the play activities and in this way changes how

  15. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    This chapter offers support for Vygotsky’s claim that all play involves both an imagined situation as well as rules. Synthesising Schousboe’s comprehensive model of spheres of realities in playing (see Chapter 1, this volume) with Lev Vygotskys insight that all playing involve rules as well...... as pretence, children’s play is understood as an activity involving rules of the social order (roles and positions) as well as identification processes (imagined situations). The theoretical argumentation builds on empirical examples obtained in two different Danish day-care centres. The chapter is informed...... by ethnographic observations and draws on illustrative examples with symbolic group play as well as game-play with rules (soccer) among 5 year old boys. Findings suggest that day-care children’s play, involves negotiation of roles, positioning and identification, and rules – and that these negotiations...

  16. Late Modern Play Culture

    DEFF Research Database (Denmark)

    Skovbjerg-Karoff, Helle

    2008-01-01

    Children's play and culture have changed over the recent years, and it is possible to understand the changes as a result of a more general change in society. We witness a large degree of changes connected to demographical aspects of children's lives. First of all it is a fact that large groups....... They are changing play arenas in order to find the identity, which suits them. In order to play children must know and be conscious of the cultural heritage, which contains knowledge of the way to organize in the playing session, the aesthetics, the techniques of playing, and this is something that is handed down...... from one generation to the next. Because older children are no longer present as younger children grow up, the traditional "cultural leaders" are gone. They have taken with them much of the inspiration for play as well as important knowledge about how to organise a game. In that sense we can say...

  17. Play, dreams, and creativity.

    Science.gov (United States)

    Oremland, J D

    1998-01-01

    Viewed ontogenetically, creating, dreaming, and playing are a variant of object relatedness. It is suggested that in recapitulating the ontogenetic sequence, creating, dreaming, and playing each as a process initiates by de-differentiation to primal union, evolves into transitional functioning, and consummates in tertiary cognitive discourse. The products of the triad--the created object, the dream, and play--are viewed as synergistic psychodynamic composites of topical, personal, and arche-typical imperatives. Creating, dreaming, and playing are easily overburdened by events, becoming stereotypical and repetitious. Nowhere is this more clearly seen than in the play of chronically ill, hospitalized children. It is suggested that with development generally, playing is replaced by formalized games; only dreaming continues as the vestige of early creative abilities.

  18. Play and virtuality

    Directory of Open Access Journals (Sweden)

    Svein Sando

    2010-07-01

    Full Text Available The similarities between virtuality and play are obvious, beginning with, for instance, the ubiquitous character of both. This paper deals with how insights from research on play can be used to enlighten our understanding of the ethical dimensions of activities in cyberspace, and vice versa. In particular, a central claim that play is beyond vice and virtue is debated and contested.http://dx.doi.org/10.5324/eip.v4i2.1762

  19. Why do Dolphins Play?

    Directory of Open Access Journals (Sweden)

    Stan A. Kuczaj

    2014-05-01

    Full Text Available Play is an important aspect of dolphin life, perhaps even an essential one. Play provides opportunities for dolphin calves to practice and perfect locomotor skills, including those involved in foraging and mating strategies and behaviors. Play also allows dolphin calves to learn important social skills and acquire information about the characteristics and predispositions of members of their social group, particularly their peers. In addition to helping dolphin calves learn how to behave, play also provides valuable opportunities for them to learn how to think. The ability to create and control play contexts enables dolphins to create novel experiences for themselves and their playmates under relatively safe conditions. The behavioral variability and individual creativity that characterize dolphin play yield ample opportunities for individual cognitive development as well as social learning, and sometimes result in innovations that are reproduced by other members of the group. Although adults sometimes produce innovative play, calves are the primary source of such innovations. Calves are also more likely to imitate novel play behaviors than are adults, and so calves contribute significantly to both the creation and transmission of novel play behaviors within a group. Not unexpectedly, then, the complexity of dolphin play increases with the involvement of peers. As a result, the opportunity to observe and/or interact with other dolphin calves enhances the effects of play on the acquisition and maintenance of flexible problem solving skills, the emergence and strengthening of social and communicative competencies, and the establishment of social relationships. It seems that play may have evolved to help young dolphins learn to adapt to novel situations in both their physical and social worlds, the beneficial result being a set of abilities that increases the likelihood that an individual survives and reproduces.

  20. PlayBook三人行

    Institute of Scientific and Technical Information of China (English)

    黑莓时光

    2011-01-01

    PlayBook,来自非苹果的另外一个水果——黑莓,它不是iPad,却也是平板。PBer,这个并不完美的平板——PlayBook的用户,他们开朗、认真、执着。热爱PlayBook的三人,拥有各自的人生轨迹,却挂着同样的嘴角上扬。

  1. Play your part

    CERN Document Server

    Ramsey, Gaynor

    1978-01-01

    Play your part is a collection of then situations in which students have to take on the roles of particular people and express their opinions, feelings or arguments about the situation. Play your part is intended for use with advanced students of English.

  2. Role Playing and Skits

    Science.gov (United States)

    Letwin, Robert, Ed.

    1975-01-01

    Explores non-scripted role playing, dialogue role playing, sociodrama, and skits as variations of simulation techniques. Provides step-by-step guidelines for conducting such sessions. Successful Meetings, Bill Communications, Inc., 1422 Chestnut Street, Philadelphia, Pa. 19102. Subscription Rates: yearly (US, Canada, Mexico) $14.00; elsewhere,…

  3. The Play's the Thing

    Science.gov (United States)

    Bateman, Barbara

    2005-01-01

    The modern special education theater in the United States has hosted many plays, none with a larger or more diverse cast than the learning disabilities (LD) play. During the prologue, the children with LD were waiting in the wings, not yet identified as LD but there, nonetheless. With the advent of compulsory education in this country, awareness…

  4. Playfulness and Openness

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Petersson, Eva

    2011-01-01

    What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children. ...

  5. Play as Experience

    Science.gov (United States)

    Henricks, Thomas S.

    2015-01-01

    The author investigates what he believes one of the more important aspects of play--the experience it generates in its participants. He considers the quality of this experience in relation to five ways of viewing play--as action, interaction, activity, disposition, and within a context. He treats broadly the different forms of affect, including…

  6. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In thi...

  7. Family Play Therapy.

    Science.gov (United States)

    Ariel, Shlomo

    This paper examines a case study of family play therapy in Israel. The unique contributions of play therapy are evaluated including the therapy's accessibility to young children, its richness and flexibility, its exposure of covert patterns, its wealth of therapeutic means, and its therapeutic economy. The systematization of the therapy attempts…

  8. Return to Play

    Science.gov (United States)

    Mangan, Marianne

    2013-01-01

    Call it physical activity, call it games, or call it play. Whatever its name, it's a place we all need to return to. In the physical education, recreation, and dance professions, we need to redesign programs to address the need for and want of play that is inherent in all of us.

  9. Playful Collaboration (Or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

    This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international...... imply several opportunities and challenges within education and beyond....

  10. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In thi...

  11. Play framework cookbook

    CERN Document Server

    Reelsen, Alexander

    2015-01-01

    This book is aimed at advanced developers who are looking to harness the power of Play 2.x. This book will also be useful for professionals looking to dive deeper into web development. Play 2 .x is an excellent framework to accelerate your learning of advanced topics.

  12. Let's Just Play

    Science.gov (United States)

    Schmidt, Janet

    2003-01-01

    Children have a right to play. The idea is so simple it seems self-evident. But a stroll through any toy superstore, or any half-hour of so-called "children's" programming on commercial TV, makes it clear that violence, not play, dominates what's being sold. In this article, the author discusses how teachers and parents share the responsibility in…

  13. Play vs. Procedures

    DEFF Research Database (Denmark)

    Hammar, Emil

    Through the theories of play by Gadamer (2004) and Henricks (2006), I will show how the relationship between play and game can be understood as dialectic and disruptive, thus challenging understandings of how the procedures of games determine player activity and vice versa. As such, I posit some...... analytical consequences for understandings of digital games as procedurally fixed (Boghost, 2006; Flannagan, 2009; Bathwaite & Sharp, 2010). That is, if digital games are argued to be procedurally fixed and if play is an appropriative and dialectic activity, then it could be argued that the latter affects...

  14. Web Server Benchmark Application WiiBench using Erlang/OTP R11 and Fedora-Core Linux 5.0

    CERN Document Server

    Mutiara, A B

    2007-01-01

    As the web grows and the amount of traffics on the web server increase, problems related to performance begin to appear. Some of the problems, such as the number of users that can access the server simultaneously, the number of requests that can be handled by the server per second (requests per second) to bandwidth consumption and hardware utilization like memories and CPU. To give better quality of service (\\textbf{\\textit{QoS}}), web hosting providers and also the system administrators and network administrators who manage the server need a benchmark application to measure the capabilities of their servers. Later, the application intends to work under Linux/Unix -- like platforms and built using Erlang/OTP R11 as a concurrent oriented language under Fedora Core Linux 5.0. \\textbf{\\textit{WiiBench}} is divided into two main parts, the controller section and the launcher section. Controller is the core of the application. It has several duties, such as read the benchmark scenario file, configure the program b...

  15. Play and Power

    DEFF Research Database (Denmark)

    The power of play, so central to psychoanalytic theory and practice, is conjoined to the social psychological or socio-politically coloured concept of power, giving rise to many fruitful discussions of how these concepts manifest themselves in clinical work with children, groups and adults....... The inspiration for this book was the 3-section EFPP conference in Copenhagen in May 2007 with the main theme "Play and Power". At the conference and in the book, this theme is presented both inside and outside the therapeutic space. It is amply illustrated in clinical cases from individual psychotherapies....... Play and power are also explored in the broader context of the community, however. In relation to society at large, psychoanalytic psychotherapy has important contributions to offer society, and we need playful creativity and power to bring forward our knowledge about it....

  16. Can play be defined?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Can play be defined? There is reason to raise critical questions about the established academic demand that at phenomenon – also in humanist studies – should first of all be defined, i.e. de-lineated and by neat lines limited to a “little box” that can be handled. The following chapter develops t....... Human beings can very well understand play – or whatever phenomenon in human life – without defining it........ The academic imperative of definition seems to be linked to the positivistic attempts – and produces sometimes monstrous definitions. Have they any philosophical value for our knowledge of what play is? Definition is not a universal instrument of knowledge-building, but a culturally specific construction...

  17. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  18. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  19. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  20. Playful Collaboration (or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2011-01-01

    also be conducive to deep learning. As such, a game can engage different dimensions of learning and embed elements of active, collaborative, cooperative and problem-based learning. Building on this logic, we present an exploratory case study of the use of a particular board game in a class of a course......This paper explores how games and play, which are deeply rooted in human beings as a way to learn and interact, can be used to teach certain concepts and practices related to open collaborative innovation. We discuss how playing games can be a source of creativity, imagination and fun, while it can...

  1. Five recent play dates

    DEFF Research Database (Denmark)

    Abildgaard, Mette Simonsen; Birkbak, Andreas; Jensen, Torben Elgaard

    2017-01-01

    An advantage of the playground metaphor is that it comes with the activity of going out on ‘play dates’ and developing friendships. In such playful relationships, there is always something at stake, but the interaction is also fun and inherently exploratory. In the following, we take a tour of five...... recent collaborative projects that the TANTlab has participated in. The projects differ widely and testify to different experiences with collaboration and intervention – from a data print on obesity with other researchers to a Facebook-driven intervention in Aalborg municipality’s primary school reform...

  2. The Activity of Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin

    2016-01-01

    This paper presents Activity Theory as a framework for understanding the action of playing games with the intention of building a foundation for the creation of new game design tools and methods. Activity Theory, an epistemological framework rooted in Soviet psychology of the first half of the 20...

  3. Playing the Role

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    The G20 London summit made history. While applauding the summit’s productive communique, Ni Xiaoling, senior financial observer with Xinhua News Agency, warns of the gap between the greater responsibilities the International Monetary Fund shoulders and its limited capabilities to play the role of coordinator in economic globalization.

  4. Abstraction through Game Play

    Science.gov (United States)

    Avraamidou, Antri; Monaghan, John; Walker, Aisha

    2012-01-01

    This paper examines the computer game play of an 11-year-old boy. In the course of building a virtual house he developed and used, without assistance, an artefact and an accompanying strategy to ensure that his house was symmetric. We argue that the creation and use of this artefact-strategy is a mathematical abstraction. The discussion…

  5. Mobilities at Play

    DEFF Research Database (Denmark)

    Ungruhe, Christian

    2017-01-01

    -level perspective there is still an analytical gap between the ambitions and experiences of migrating players and economic power relations at play on the one hand and the socio-cultural embedding of the transnational connections in football migration on the other. In order to understand why and how football...

  6. Play's Importance in School

    Science.gov (United States)

    Sandberg, Anette; Heden, Rebecca

    2011-01-01

    The purpose of this study is to contribute knowledge on and gain an understanding of elementary school teachers' perspectives on the function of play in children's learning processes. The study is qualitative with a hermeneutical approach and has George Herbert Mead as a theoretical frame of reference. Interviews have been carried out with seven…

  7. Play framework essentials

    CERN Document Server

    Richard-Foy, Julien

    2014-01-01

    This book targets Java and Scala developers who already have some experience in web development and who want to master Play framework quickly and efficiently. This book assumes you have a good level of knowledge and understanding of efficient Java and Scala code.

  8. A Significant Play

    Institute of Scientific and Technical Information of China (English)

    梁海光; 陈明

    2002-01-01

    Yesterday evening, I went to see a play. It was really significant. It was about Zheng Xiaoyue, a very clever and diligent middle school student. Unfortunately, her mother died when she and her brother were very young. Her father was out of work and,

  9. Play or science?

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...... correlational and grounded theory analysis. This essay presents the core ideas of crowdscience games as learning opportunities, and reports how a group of players used “game”, “science” and “conceptual” frames to interpret their experience. Our results suggest that oscillating between the frames instead...

  10. Understanding Games as Played

    DEFF Research Database (Denmark)

    Leino, Olli Tapio

    2009-01-01

    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player......’s experience leans toward the empirical-scientific, in the forms (neuro)psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer...... game play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests...

  11. Ravens at Play

    Directory of Open Access Journals (Sweden)

    Deborah Bird Rose

    2011-09-01

    Full Text Available ‘We were driving through Death Valley, an American-Australian and two Aussies, taking the scenic route from Las Vegas to Santa Cruz.’ This multi-voiced account of multispecies encounters along a highway takes up the challenge of playful and humorous writing that is as well deeply serious and theoretically provocative. Our travels brought us into what Donna Haraway calls the contact zone: a region of recognition and response. The contact zone is a place of significant questions: ‘Who are you, and so who are we? Here we are, and so what are we to become?’ Events were everything in this ecology of play, in which the movements of all the actors involved the material field in its entirety. We were brought into dances of approach and withdrawal, dances emerging directly, to paraphrase Brian Massumi, from the dynamic relation between a myriad of charged particles.

  12. Public Computation & Boundary Play

    CERN Document Server

    Sengupta, Pratim

    2016-01-01

    In this paper, we introduce 'public computation' as a genre of learning environments that can be used to radically broaden public participation in authentic, computation-enabled STEM disciplinary practices. Our paradigmatic approach utilizes open source software designed for professional scientists, engineers and digital artists, and situates them in an undiluted form, alongside live and archived expert support, in a public space. We present a case study of DigiPlay, a prototypical public computation space we designed at the University of Calgary, where users can interact directly with scientific simulations as well as the underlying open source code using an array of massive multi- touch screens. We argue that in such a space, public interactions with the code can be thought of as boundary work and play, through which public participation becomes legitimate scientific act, as the public engages in scientific creation through truly open-ended explorations with the code.

  13. Play. Learn. Innovate

    DEFF Research Database (Denmark)

    Sproedt, Henrik

    evidence that play and games could be interesting perspectives to take in order to understand complex social interaction. I come to the conclusion that – in innovation settings – the social dynamics that affect the process are essentially about transformation of knowledge across boundaries. I propose......„Play. Learn. Innovate. – Grasping the Social Dynamics of Participatory Innovation“ the title of this thesis describes how the complex interplay of unexpected events led to some burning questions and eventually to this thesis, which one could call an innovation*1*. During several years...... study were to better understand the theoretical foundations and practical implications of complex social interaction in organizational innovation settings. As I did not find any existing models or hypotheses that I was interested in testing I set out to discover how I could grasp complex social...

  14. "Playing" with our users

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2014-01-01

    was from the amazing Dr Anthony Lewis Brooks (aka Tony) who has conceived the concepts GameAbilitation, ArtAbilitation, and Ludic Engagement Designs for All. While presenting some of his work on GameAbilitation and ArtAbilitation he brought up the subject of conducting research with users with disabilities......, about what happens to our users when research is over, funds are gone and the curtain of experiments has fallen. Dr Brooks presented the case of a young user who while unable to move and communicate had to part with the test device that provided him with interactive playful experience. We’ve all been...... confined in a house. For researchers that work with people with disabilities and in my case with playful interactions and positive immersive experience, we might have to think harder when we write project proposals or sketch our methodology. Devices, software and experience should be available to the users...

  15. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during f...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  16. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during f...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  17. Celadon Figurines Play Instruments

    Institute of Scientific and Technical Information of China (English)

    1995-01-01

    This group of figurines, each 0.15m tall, were unearthed from a Tang Dynasty tomb in Changsha in 1977. Music was very developed in the Tang Dynasty. Colorful musical instruments and dances were popular both among the people and in the palace. These vivid-looking figurines wear pleated skirts with small sleeves and open chest, a style influenced by the non-Han nationalities living in the north and west of China. Some of the musical instruments were brought from the Western Regions. The figurines are playing the xiao (a vertical bamboo flute), the konghou (an

  18. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...... groups of children, including children with severe physical/multi disabilities. The sourced capture of the human data is from enhanced virtual interactive space created from sensors. The data is constituted of the situated multimodal communication and forms of expression. The ‘VIS’ is considered...

  19. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...... groups of children, including children with severe physical/multi disabilities. The sourced capture of the human data is from enhanced virtual interactive space created from sensors. The data is constituted of the situated multimodal communication and forms of expression. The ‘VIS’ is considered...

  20. "Playing" with our users

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2014-01-01

    . Unfortunately if donated in the school they are rarely being used by the students. In the case of virtual reality or artistic installations it is extremely difficult to provide such equipment to users. Last but not least we are not sure how the software will be used and if the experience will continue...... after the conduct of the research. If not due to restrictions, user should at least continue to be part of the research’s debrief and next steps. While I was in Nottingham I realised that sometimes our research, our playful educational experience, our DIY VR helmet, our beta, glitchy, research-only game...

  1. Play and playfulness, basic features of early childhood education

    NARCIS (Netherlands)

    Singer, E.

    2013-01-01

    This article argues that play and playfulness are basic features in early childhood education, but that play curricula can have serious drawbacks. The starting point is the play theory of the Dutch historian Johan Huizinga, a radical critic of the focus on the educational benefits of play. According

  2. Play and playfulness, basic features of early childhood education

    NARCIS (Netherlands)

    Singer, E.

    2013-01-01

    This article argues that play and playfulness are basic features in early childhood education, but that play curricula can have serious drawbacks. The starting point is the play theory of the Dutch historian Johan Huizinga, a radical critic of the focus on the educational benefits of play. According

  3. Playing The Lobby

    DEFF Research Database (Denmark)

    2014-01-01

    Playing a game can be defined as, in a fun way, to reach a goal by means of helpers and challenged by obstacles and opponents. In this workshop we will gain a new understanding of the lobby by making it into a game. The lobby of the museum can be understood as a game in which the players (the....... The object is surprisingly not to play the games, but to design them. Through the design process we are forced to discuss: What are the challenges of a particular lobby (e.g. ticketing, queueing, other visitors, guards, getting lost)? Which properties do the players have (e.g. patience, expectations, need...... of a toilet)? what boosters may they obtain in the lobby (e.g. coffee, help, souvenirs, signs)? And how can we make this an enjoyable experience? The object of the games is to understand the lobby in a new way to identify problems, and think of ways to improve the functions, flow, and services of the lobby....

  4. Playing it Real

    DEFF Research Database (Denmark)

    Grubert, Jens; Morrison, Ann; Munz, Helmut

    2012-01-01

    Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving...... spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces. We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report...... on the reactions of the public audience to participants’ interactions. Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa...

  5. Playful Learning and Montessori Education

    National Research Council Canada - National Science Library

    Angeline S Lillard

    2013-01-01

      Although Montessori education is often considered a form of playful learning, Maria Montessori herself spoke negatively about a major component of playful learning-pretend play, or fantasy-for young children...

  6. Imagination, Playfulness, and Creativity in Children's Play with Different Toys

    Science.gov (United States)

    Mo????ller, Signe?? Juhl?

    2015-01-01

    Based on a four-month experimental study of preschool children's play with creative-construction and social-fantasy toys, the author examines the in?uence of both types of toys on the play of preschool children. Her comparative analysis considers the impact of transformative play on the development of imagination during play activities and…

  7. Playful Learning and Montessori Education

    Science.gov (United States)

    Lillard, Angeline S.

    2013-01-01

    Although Montessori education is often considered a form of playful learning, Maria Montessori herself spoke negatively about a major component of playful learning--pretend play, or fantasy--for young children. In this essay, the author discusses this apparent contradiction: how and why Montessori education includes elements of playful learning…

  8. Play and Positive Group Dynamics

    Science.gov (United States)

    Thompson, Pam; White, Samantha

    2010-01-01

    Play is an important part of a child's life and essential to learning and development (Vygotsky, 1978). It is vital that students participate in play and that play be conducted in a restorative manner. Play allows a variety of group dynamics to emerge. Irvin Yalom (1995) identifies 11 curative factors of the group experience. These factors include…

  9. Play and playfulness in early childhood education and care.

    Directory of Open Access Journals (Sweden)

    Singer E.

    2015-06-01

    Full Text Available Play and playfulness are basic features in early childhood education. The elements of play are pleasure, a sense of freedom, and the co-construction of shared meaning through the use of rules or rhythms. Play and learning are closely related in early childhood. But when the focus on the educational benefits of play becomes too strong, the most essential feature of play is lost: children’s pleasure. Young children in group settings often have to adapt to the teachers’ demands related to security, hygiene, and social norms and values. But the playfulness of the teachers helps to overcome differences in power in the caregiver-child relationship and prevents young children from becoming overburdened with strict rules and group discipline. Play and playfulness are a resource of shared pleasure and creativity in learning processes.

  10. Ouroboros - Playing A Biochemical

    Directory of Open Access Journals (Sweden)

    D. T. Rodrigues

    2014-08-01

    Full Text Available Ouroboros: Playing A Biochemical RODRIGUES,D.T.1,2;GAYER, M.C.1,2; ESCOTO, D.F.1; DENARDIN, E.L.G.2, ROEHRS, R.1,2 1Interdisciplinary Research Group on Teaching Practice, Graduate Program in Biochemistry, Unipampa, RS, Brazil 2Laboratory of Physicochemical Studies and Natural Products, Post Graduate Program in Biochemistry, Unipampa, RS, Brazil Introduction: Currently, teachers seek different alternatives to enhance the teaching-learning process. Innovative teaching methodologies are increasingly common tools in educational routine. The use of games, electronic or conventional, is an effective tool to assist in learning and also to raise the social interaction between students. Objective: In this sense our work aims to evaluate the card game and "Ouroboros" board as a teaching and learning tool in biochemistry for a graduating class in Natural Sciences. Materials and methods: The class gathered 22 students of BSc in Natural Sciences. Each letter contained a question across the board that was drawn to a group to answer within the allotted time. The questions related concepts of metabolism, organic and inorganic chemical reactions, bioenergetics, etc.. Before the game application, students underwent a pre-test with four issues involving the content that was being developed. Soon after, the game was applied. Then again questions were asked. Data analysis was performed from the ratio of the number of correct pre-test and post-test answers. Results and discussion: In the pre-test 18.1% of the students knew all issues, 18.1% got 3 correct answers, 40.9% answered only 2 questions correctly and 22.7% did not hit any. In post-test 45.4% answered all the questions right, 31.8% got 3 questions and 22.7% got 2 correct answers. The results show a significant improvement of the students about the field of content taught through the game. Conclusion: Generally, traditional approaches of chemistry and biochemistry are abstract and complex. Thus, through games

  11. A tool for balance control training using muscle synergies and multimodal interfaces.

    Science.gov (United States)

    Galeano, D; Brunetti, F; Torricelli, D; Piazza, S; Pons, J L

    2014-01-01

    Balance control plays a key role in neuromotor rehabilitation after stroke or spinal cord injuries. Computerized dynamic posturography (CDP) is a classic technological tool to assess the status of balance control and to identify potential disorders. Despite the more accurate diagnosis generated by these tools, the current strategies to promote rehabilitation are still limited and do not take full advantage of the technologies available. This paper presents a novel balance training platform which combines a CDP device made from low-cost interfaces, such as the Nintendo Wii Balance Board and the Microsoft Kinect. In addition, it integrates a custom electrical stimulator that uses the concept of muscle synergies to promote natural interaction. The aim of the platform is to support the exploration of innovative multimodal therapies. Results include the technical validation of the platform using mediolateral and anteroposterior sways as basic balance training therapies.

  12. A Tool for Balance Control Training Using Muscle Synergies and Multimodal Interfaces

    Directory of Open Access Journals (Sweden)

    D. Galeano

    2014-01-01

    Full Text Available Balance control plays a key role in neuromotor rehabilitation after stroke or spinal cord injuries. Computerized dynamic posturography (CDP is a classic technological tool to assess the status of balance control and to identify potential disorders. Despite the more accurate diagnosis generated by these tools, the current strategies to promote rehabilitation are still limited and do not take full advantage of the technologies available. This paper presents a novel balance training platform which combines a CDP device made from low-cost interfaces, such as the Nintendo Wii Balance Board and the Microsoft Kinect. In addition, it integrates a custom electrical stimulator that uses the concept of muscle synergies to promote natural interaction. The aim of the platform is to support the exploration of innovative multimodal therapies. Results include the technical validation of the platform using mediolateral and anteroposterior sways as basic balance training therapies.

  13. Kinect based physiotherapy system for home use

    Directory of Open Access Journals (Sweden)

    Haas Dominik

    2015-09-01

    Full Text Available In physiotherapy, rehabilitation outcome is majorly dependent on the patient continuing exercises at home. To support a continuous and correct execution of exercises composed by the physiotherapist it is important that the patient stays motivated. With the emergence of game consoles such as Nintendo Wii, Sony PlayStation or Microsoft Xbox360 that employ special controllers or camera based motion recognition as means of user input those technologies have also been found to be interesting for other real-life applications. We present a concept to employ the Microsoft Kinect system as means to support patients during physiotherapy exercises at home. The system is intended to allow a physiotherapist to compose an individual set of exercises and to control the correct execution of those exercises through tracking the patient’s motions.

  14. Motivations for play in computer role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple constructs......, but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located......, with mechanistic/tactical play and character-based/social play being the two overall motivational factors. Copyright 2008 ACM....

  15. Video Gaming Increases Physical Activity

    Science.gov (United States)

    Wittman, Grace

    2010-01-01

    The "2005 Dietary Guidelines for Americans" and "Mypramid" recommend that children get 60 minutes of moderate level exercise each day. Obesity has become a serious health concern for children and adolescents. Idaho currently has an obesity rate of 10.1% for children ages 10-17. As a response to this, the Nintendo Wii was…

  16. Perceptual Game Controllers and Fibromyalgia studies

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis; Petersson, Eva

    2012-01-01

    D Medialogy student. Control was treatment-as-usual (TAU) patients via the patient’s doctor who conducted pre- and post- interviews, tests, and VAS registrations of pain, disturbed sleep, lack of energy, and depression. Included was patient-reported global subjective improvement or otherwise. A Nintendo Wii...

  17. Wiimote Experiments: Circular Motion

    Science.gov (United States)

    Kouh, Minjoon; Holz, Danielle; Kawam, Alae; Lamont, Mary

    2013-01-01

    The advent of new sensor technologies can provide new ways of exploring fundamental physics. In this paper, we show how a Wiimote, which is a handheld remote controller for the Nintendo Wii video game system with an accelerometer, can be used to study the dynamics of circular motion with a very simple setup such as an old record player or a…

  18. Brain/neuronal computer games interfaces and interaction : guest editorial

    NARCIS (Netherlands)

    Coyle, D.; Principe, J.; Lotte, F.; Nijholt, A.; Coyle, D.; Principe, J.; Lotte, F.; Nijholt, A.

    2013-01-01

    Nowadays brainwave or electroencephalogram (EEG) controlled games controllers are adding new options to satisfy the continual demand for new ways to interact with games, following trends such as the Nintendo® Wii, Microsoft® Kinect and Playstation® Move which are based on accelerometers and motion c

  19. Solar Power at Play

    Science.gov (United States)

    2007-03-01

    For the very first time, astronomers have witnessed the speeding up of an asteroid's rotation, and have shown that it is due to a theoretical effect predicted but never seen before. The international team of scientists used an armada of telescopes to discover that the asteroid's rotation period currently decreases by 1 millisecond every year, as a consequence of the heating of the asteroid's surface by the Sun. Eventually it may spin faster than any known asteroid in the solar system and even break apart. ESO PR Photo 11a/07 ESO PR Photo 11a/07 Asteroid 2000 PH5 "The Yarkovsky-O'Keefe-Radzievskii-Paddack (YORP) effect is believed to alter the way small bodies in the Solar System rotate," said Stephen Lowry (Queens University Belfast, UK), lead-author of one of the two companion papers in which this work is reported [1, 2]. "The warming caused by sunlight hitting the surfaces of asteroids and meteoroids leads to a gentle recoil effect as the heat is released," he added. "By analogy, if one were to shine light on a propeller over a long enough period, it would start spinning." Although this is an almost immeasurably weak force, its effect over millions of years is far from negligible. Astronomers believe the YORP effect may be responsible for spinning some asteroids up so fast that they break apart, perhaps leading to the formation of double asteroids. Others may be slowed down so that they take many days to complete a full turn. The YORP effect also plays an important role in changing the orbits of asteroids between Mars and Jupiter, including their delivery to planet-crossing orbits, such as those of near-Earth asteroids. Despite its importance, the effect has never been seen acting on a solar system body, until now. Using extensive optical and radar imaging from powerful Earth-based observatories, astronomers have directly observed the YORP effect in action on a small near-Earth asteroid, known as (54509) 2000 PH5. Shortly after its discovery in 2000, it was

  20. Play technique in psychodynamic psychotherapy.

    Science.gov (United States)

    Yanof, Judith A

    2013-04-01

    Imaginary play is often a child's best way of communicating affects, fantasies, and internal states. In play children are freer to express their forbidden and conflicted thoughts. Consequently, one of the best ways for the therapist to enter the child's world is to do so from within the displacement of the play process. For children who cannot play, the therapist's goal is to teach the child to use play as a means of communication and to create meaning. This article present clinical examples to illustrate how the author uses play in the clinical situation.

  1. Learning, Play, and Your Newborn

    Science.gov (United States)

    ... Old Feeding Your 1- to 2-Year-Old Learning, Play, and Your Newborn KidsHealth > For Parents > Learning, ... juega su recién nacido What Is My Newborn Learning? Play is the chief way that infants learn ...

  2. Problematic Game Play: The Diagnostic Value of Playing Motives, Passion, and Playing Time in Men

    Directory of Open Access Journals (Sweden)

    Julia Kneer

    2015-04-01

    Full Text Available Internet gaming disorder is currently listed in the DSM—not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1 analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2 testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81 that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  3. The Importance of Being Playful.

    Science.gov (United States)

    Bodrova, Elena; Leong, Deborah J.

    2003-01-01

    Recent research provides evidence of the strong connections between quality of play in preschool years and children's readiness for school instruction. Mature play, characterized by imaginary situations, multiple roles, clearly defined rules, flexible themes, language development, length of play, helps students' cognitive development. (Contains 12…

  4. Play in Evolution and Development

    Science.gov (United States)

    Pellegrini, Anthony D.; Dupuis, Danielle; Smith, Peter K.

    2007-01-01

    In this paper we examine the role of play in human ontogeny and phylogeny, following Surplus Resource Theory. We consider how juveniles use play to sample their environment in order to develop adaptive behaviors. We speculate about how innovative behaviors developed in play in response to environmental novelty may influence subsequent evolutionary…

  5. Pretend Play and Creative Processes

    Science.gov (United States)

    Russ, Sandra W.; Wallace, Claire E.

    2013-01-01

    The authors contend that many cognitive abilities and affective processes important in creativity also occur in pretend play and that pretend play in childhood affects the development of creativity in adulthood. They discuss a variety of theories and observations that attempt to explain the importance of pretend play to creativity. They argue that…

  6. Motivations for play in computer role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple constructs......, but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located...

  7. Behavioral approaches to promoting play.

    Science.gov (United States)

    Stahmer, Aubyn C; Ingersoll, Brooke; Carter, Cynthia

    2003-12-01

    A variety of techniques grounded in behavioral psychology, and more specifically in applied behavior analysis, have been established to increase and improve play skills in children with autistic spectrum disorders. This article introduces a set of efficacious methods, which range from highly structured techniques to more naturalistic strategies. It focuses on object play as other authors in the issue discuss social play in greater depth. Behavioral techniques that are reviewed include: discrete trial training, use of stereotyped behaviors to increase play skills, pivotal response training, reciprocal imitation training, differential reinforcement of appropriate behavior, in vivo modeling and play scripts, and video modeling. A discussion of expanding behavior techniques to teach more complex play as well as training in varied environments is also presented. References are provided to allow the reader to obtain more in-depth information about each technique.

  8. Playing with the Multiple Intelligences: How Play Helps Them Grow

    Science.gov (United States)

    Eberle, Scott G.

    2011-01-01

    Howard Gardner first posited a list of "multiple intelligences" as a liberating alternative to the assumptions underlying traditional IQ testing in his widely read study "Frames of Mind" (1983). Play has appeared only in passing in Gardner's thinking about intelligence, however, even though play instructs and trains the verbal, interpersonal,…

  9. Let's Play: Teaching Play Skills to Young Children with Autism

    Science.gov (United States)

    Boutot, E. Amanda; Guenther, Tracee; Crozier, Shannon

    2005-01-01

    Watch any young child and you will likely see him or her engaged in some form of play. Play is an integral part of early childhood development in which typically developing children learn social and language skills, as well as appropriate behaviors, problem solving, and a variety of other cognitive skills. By its very definition, autism is a…

  10. PlayFit: Designing playful activity interventions for teenagers

    NARCIS (Netherlands)

    M. M. Deen; Rob Tieben; Dr. Tilde Bekker; Dr. Janienke Sturm; B.A.M. Ben Schouten

    2011-01-01

    Young people spend a large part of their day sedentary, both at school and at home. The aim of the PlayFit project is to persuade teenagers to lead a more active lifestyle by using digital as well as non-digital games and play. In this position paper, we describe in detail the three key principles o

  11. The Internet of Playful Things

    DEFF Research Database (Denmark)

    Wyeth, Peta; Brereton, Margot; Roe, Paul;

    2015-01-01

    This one-day workshop brings together researchers and practitioners to share knowledge and practices on how people can connect and interact with the Internet of Things in a playful way. Open to participants with a diverse range of interests and expertise, and by exploring novel ways to playfully...... will be a road map to support the development of a Model of Playful Connectedness, focusing on how best to design and make playful networks of things, identifying the challenges that need to be addressed in order to do so....

  12. Symbolic play and language development.

    Science.gov (United States)

    Orr, Edna; Geva, Ronny

    2015-02-01

    Symbolic play and language are known to be highly interrelated, but the developmental process involved in this relationship is not clear. Three hypothetical paths were postulated to explore how play and language drive each other: (1) direct paths, whereby initiation of basic forms in symbolic action or babbling, will be directly related to all later emerging language and motor outputs; (2) an indirect interactive path, whereby basic forms in symbolic action will be associated with more complex forms in symbolic play, as well as with babbling, and babbling mediates the relationship between symbolic play and speech; and (3) a dual path, whereby basic forms in symbolic play will be associated with basic forms of language, and complex forms of symbolic play will be associated with complex forms of language. We micro-coded 288 symbolic vignettes gathered during a yearlong prospective bi-weekly examination (N=14; from 6 to 18 months of age). Results showed that the age of initiation of single-object symbolic play correlates strongly with the age of initiation of later-emerging symbolic and vocal outputs; its frequency at initiation is correlated with frequency at initiation of babbling, later-emerging speech, and multi-object play in initiation. Results support the notion that a single-object play relates to the development of other symbolic forms via a direct relationship and an indirect relationship, rather than a dual-path hypothesis.

  13. Multispecies methods, technologies for play

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff; Wirman, Hanna

    2016-01-01

    reveals limitations of designers’ knowledge of prospected users. The article explores how to approach participants who cannot express themselves verbally and how to recognise play that may not look familiar to the designer. The article finally presents a participatory design method that allows for non......-human contributions in design. This method applies play as an interspecies co-creative act and can be used as a starting point for addressing questions of difference in play and designing games that allow for ambiguous play....

  14. Seductive play in digital games

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    seduction is meaningless because it is nothing but appearances – a sign without reference. In his conceptualization of seduction Baudrillard draws heavily upon Huizinga’s (1950) and Callois’ (1961) theory of play. To Baudrillard play is the mode of the seductive. But in contrast to both Callois and Huizinga...

  15. Making Play Work for Education

    Science.gov (United States)

    Weisberg, Deena Skolnick; Kittredge, Audrey K.; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick; Klahr, David

    2015-01-01

    Children, especially in the preschool years, learn a tremendous amount through play. Research on guided play demonstrates how schools can couple a curriculum-centered preschool program with a developmentally appropriate pedagogical approach to classroom teaching. However, to fully test this claim, we need a clear definition of the term…

  16. Transmedia Play: Literacy across Media

    Science.gov (United States)

    Alper, Meryl; Herr-Stephenson, Rebecca

    2013-01-01

    Transmedia play is a new way to understand how children develop critical media literacy and new media literacies through their interactions with contemporary media that links stories and structures across platforms. This essay highlights five characteristics of transmedia play that make it particularly useful for learning:…

  17. Sand and Water Table Play

    Science.gov (United States)

    Wallace, Ann H.; White, Mary J.; Stone, Ryan

    2010-01-01

    The authors observed preschoolers engaged at the sand and water table to determine if math could be found within their play. Wanting to understand how children interact with provided materials and what kinds of math ideas they explore during these interactions, the authors offer practical examples of how such play can promote mathematical…

  18. Playful Interfaces: Introduction and History

    NARCIS (Netherlands)

    Nijholt, Anton; Nijholt, Anton

    2014-01-01

    In this short survey we have some historical notes about human-computer interface development with an emphasis on interface technology that has allowed us to design playful interactions with applications. The applications do not necessarily have to be entertainment applications. We can have playful

  19. Young Children and War Play.

    Science.gov (United States)

    Carlsson-Paige, Nancy; Levin, Diane E.

    1988-01-01

    In a recent survey of parents and early childhood professionals the prevalence of war play among children and an increase in the amount of violence in children's play was noted. Outlines how the deregulation of children's television during the Reagan administration has affected children's exposure to violence in children's television programming.…

  20. Sand and Water Table Play

    Science.gov (United States)

    Wallace, Ann H.; White, Mary J.; Stone, Ryan

    2010-01-01

    The authors observed preschoolers engaged at the sand and water table to determine if math could be found within their play. Wanting to understand how children interact with provided materials and what kinds of math ideas they explore during these interactions, the authors offer practical examples of how such play can promote mathematical…

  1. The Fractal Self at Play

    Science.gov (United States)

    Marks-Tarlow, Terry

    2010-01-01

    In this article, the author draws on contemporary science to illuminate the relationship between early play experiences, processes of self-development, and the later emergence of the fractal self. She argues that orientation within social space is a primary function of early play and developmentally a two-step process. With other people and with…

  2. The Play of Socratic Dialogue

    Science.gov (United States)

    Smith, Richard

    2011-01-01

    Proponents of philosophy for children generally see themselves as heirs to the "Socratic" tradition. They often claim too that children's aptitude for play leads them naturally to play with abstract, philosophical ideas. However in Plato's dialogues we find in the mouth of "Socrates" many warnings against philosophising with the young. Those…

  3. Empowering Groups that Enable Play

    Science.gov (United States)

    Wilson, David Sloan; Marshall, Danielle; Iserhott, Hindi

    2011-01-01

    Creating play environments for children usually requires groups of adults working together. An extensive scientific literature describes how groups function to achieve shared goals in general terms, and groups attempting to empower play may find this literature useful. Design principles for managing natural resources, identified by Elinor Ostrom…

  4. Let's Play Three on Three!

    Science.gov (United States)

    Kern, Jack; Calleja, Paul

    2008-01-01

    Over the course of nine years as a supervisor of intern teachers, the first author collected observations of game play during lessons taught by intern teachers or their mentors. In general, the observations indicated that the majority of students got limited practice opportunities during game play. A close look at the data revealed an interesting…

  5. On the Fair Play Spirit%论Fair Play

    Institute of Scientific and Technical Information of China (English)

    张维; 林琳

    2011-01-01

    采用文献资料法,历史分析了"Fair Play"精神的起源,并结合Fair Play精神面临的时代压力,探讨现代体育生命力延续的议题,提出"人"才是体育及其"Fair Play"精神继续生存或走向毁灭的主宰者.

  6. Playful biometrics: controversial technology through the lens of play.

    Science.gov (United States)

    Ellerbrok, Ariane

    2011-01-01

    This article considers the role of play in the context of technological emergence and expansion, particularly as it relates to recently emerging surveillance technologies. As a case study, I consider the trajectory of automated face recognition—a biometric technology of numerous applications, from its more controversial manifestations under the rubric of national security to a clearly emerging orientation toward play. This shift toward “playful” biometrics—or from a technology traditionally coded as “hard” to one now increasingly coded as “soft”—is critical insofar as it renders problematic the traditional modes of critique that have, up until this point, challenged the expansion of biometric systems into increasingly ubiquitous realms of everyday life. In response to this dynamic, I propose theorizing the expansion of face recognition specifically in relation to “play,” a step that allows us to broaden the critical space around newly emerging playful biometrics, as well as playful surveillance more generally. In addition, play may also have relevance for theorizing other forms of controversial technology, particularly given its potential role in processes of obfuscation, normalization, and marginalization.

  7. The use of commercial video games in rehabilitation: a systematic review.

    Science.gov (United States)

    Bonnechère, Bruno; Jansen, Bart; Omelina, Lubos; Van Sint Jan, Serge

    2016-12-01

    The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015. Only randomized controlled trial, cohort, and observational studies evaluating the effect of VGs on physical rehabilitation were included in the review. A total of 4728 abstracts were screened, 275 were fully reviewed, and 126 papers were eventually included. The following information was extracted from the selected studies: device type, number and type of patients, intervention, and main outcomes. The integration of VGs into physical rehabilitation has been tested for various pathological conditions, including stroke, cerebral palsy, Parkinson's disease, balance training, weight loss, and aging. There was large variability in the protocols used (e.g. number of sessions, intervention duration, outcome measures, and sample size). The results of this review show that in most cases, the introduction of VG training in physical rehabilitation offered similar results as conventional therapy. Therefore, VGs could be added as an adjunct treatment in rehabilitation for various pathologies to stimulate patient motivation. VGs could also be used at home to maintain rehabilitation benefits.

  8. Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception

    Directory of Open Access Journals (Sweden)

    Niels Böttcher

    2013-01-01

    Full Text Available A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1 players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2 the use of procedural audio affects their motor-behavior, and (3 procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.

  9. A multiverse play divides opinion

    Science.gov (United States)

    Crease, Robert P.

    2015-03-01

    The stage lights rise. A man and woman meet in a cute way - "Do you know why it's impossible to lick the tips of your elbows?" she asks - they chat momentarily, and separate. The play is Constellations by Nick Payne.

  10. Play the Blood Typing Game

    Science.gov (United States)

    ... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game About this game Embed the Blood Typing ...

  11. Discussion of "interpretation and play".

    Science.gov (United States)

    Pick, Irma Brenman

    2011-01-01

    This discussion addresses the conflict in technique between play versus interpretation. It further considers how the nature of the interpretation may be affected by a consideration of what is being projected into the analyst.

  12. THE VALUE OF ROLE PLAY

    Institute of Scientific and Technical Information of China (English)

    1996-01-01

    IntroductionIn China,the English as a foreign language (EFL) class for non-English majors at college levelprovides little opportunity for oral interaction among students.One solution to this problem is toadopt a series of communicative teaching techniques.Role play is one such technique.This paperattempts to assess the value of role play by analysing our experience of using it as a communicationactivity.

  13. Digital Play: A New Classification

    Science.gov (United States)

    Marsh, Jackie; Plowman, Lydia; Yamada-Rice, Dylan; Bishop, Julia; Scott, Fiona

    2016-01-01

    This paper draws on an ESRC-funded study of play and creativity in preschool-aged children's use of apps in the UK. The main objectives of the study were to collect information about access to and use of apps in the home, establish the most popular apps and identify the features of those apps that are successful in promoting play and creativity. A…

  14. Play and Space - Towards a Formal Definition of Play

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2015-01-01

    The aim of this article is to present a formal definition of the aspect of play generally known as ‘make-believe’. ‘Make-believe’ is defined in relation to theory of place and Dasein’s being- in-the-world as presented by Martin Heidegger in Being and time. From this point of view ‘make-believe’ can...... be defined as a uniform and situational spatial dyad where being is doubled, characterized by the presence of the physically absent. I will apply this definition after a survey of central and influential aspects of the history of the theory of play to demonstrate its relevance for a formal definition of play....

  15. Adaptive Forgetting Factor Fictitious Play

    CERN Document Server

    Smyrnakis, Michalis

    2011-01-01

    It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious play. However fictitious play is founded on an implicit assumption that opponents' strategies are stationary. We present a novel variation of fictitious play that allows the use of a more realistic model of opponent strategy. It uses a heuristic approach, from the online streaming data literature, to adaptively update the weights assigned to recently observed actions. We compare the results of the proposed algorithm with those of stochastic and geometric fictitious play in a simple strategic form game, a vehicle target assignment game and a disaster management problem. In all the tests the rate of convergence of the proposed algorithm was similar or better than the variations of fictitious play we compared it with. The new algorithm therefore improves the performance of game-t...

  16. Why Play Outside? Problematising Outdoor Play as a Biopedagogical Task

    Science.gov (United States)

    Robinson, Daniel B.; Barrett, Joe

    2017-01-01

    Although outdoor play has been widely recognised for the many benefits it affords children, some have rationalised the need for it based on goals related to physical health. More specifically, these instrumental goals have been closely related to obesity, overweight, and/or physical (in)activity. Adhering to obesity discourses and the notion of a…

  17. Parent-Child Play across Cultures: Advancing Play Research

    Science.gov (United States)

    Roopnarine, Jaipaul L.; Davidson, Kimberly L.

    2015-01-01

    In this article, the authors argue for a greater understanding of children's play across cultures through better integration of scientific thinking about the developed and developing societies, through consideration of socialization beliefs and goals, and, finally, through the use of more complex models in research investigations. They draw on…

  18. Modular robotics for playful physiotherapy

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop

    2009-01-01

    We developed modular robotic tiles to be used for playful physiotherapy, which is supposed to motivate patients to engage in and perform physical rehabilitation exercises. We tested the modular robotic tiles for an extensive period of time (3 years) in daily use in a hospital rehabilitation unit e.......g. for cardiac patients. Also, the tiles were tested for performing physical rehabilitation of stroke patients in their private home. In all pilot test cases qualitative feedback indicate that the patients find the playful use of modular robotic tiles engaging and motivating for them to perform...... the rehabilitation. Also, initial pilot test data suggest that some playful exercises on the tiles demand an average heart rate of 75% and 86% of the maximum heart rate....

  19. Rapport. Play and Learn Innovation

    DEFF Research Database (Denmark)

    Larsen, Maria Neumann; Søgaard, Karoline

    Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet.......Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet....

  20. Let's 'play' with molecular pharmacology.

    Science.gov (United States)

    Choudhury, Supriyo; Pradhan, Richeek; Sengupta, Gairik; Das, Manisha; Chatterjee, Manojit; Roy, Ranendra Kumar; Chatterjee, Suparna

    2015-01-01

    Understanding concepts of molecular mechanisms of drug action involves sequential visualization of physiological processes and drug effects, a task that can be difficult at an undergraduate level. Role-play is a teaching-learning methodology whereby active participation of students as well as clear visualization of the phenomenon is used to convey complex physiological concepts. However, its use in teaching drug action, a process that demands understanding of a second level of complexity over the physiological process, has not been investigated. We hypothesized that role-play can be an effective and well accepted method for teaching molecular pharmacology. In an observational study, students were guided to perform a role-play on a selected topic involving drug activity. Students' gain in knowledge was assessed comparing validated pre- and post-test questionnaires as well as class average normalized gain. The acceptance of role-play among undergraduate medical students was evaluated by Likert scale analysis and thematic analysis of their open-ended written responses. Significant improvement in knowledge (P pharmacology in undergraduate medical curricula.

  1. Playing with Protons CREATIONS Demonstrator

    CERN Document Server

    Alexopoulos, Angelos

    2017-01-01

    This document describes Playing with Protons, a CMS education initiative that seeks to enhance teachers’ pedagogical practice with creative, hands-on methodologies through which 10-12 year old students can, in turn, get engaged effectively with science, technology and innovation.

  2. For the Phenomenology of Play

    Directory of Open Access Journals (Sweden)

    Roberto Farné

    2016-10-01

    Full Text Available The success of phenomenology in contemporary culture is due above all to the new approach to knowledge that has been proposed, breaking with the traditional objectivism of scientific knowledge and placing the “phenomenon” at the centre of the relationship between the subject and the world. Everyday reality, the language of concrete things, have become fully-fledged targets of philosophical thought. While Eugen Fink, student of Husserl, elects the phenomenon of play as the “symbol of the world”, the original interpretation of man’s relation to the world, in Italy Piero Bertolini redefines the scientific basis of pedagogy according to phenomenological categories and places play among the fundamental fields of experience of education. On one hand overcoming the traditional educational instrumentalisation of play, on the other its sterile reduction to a consumer experience, Bertolini brings play back to its authentic dimension in which risk, error, adventure are constituent parts, the “active ingredients” of his pedagogy.

  3. Electronic Instruments -- Played or Used?

    Science.gov (United States)

    Ulveland, Randall Dana

    1998-01-01

    Compares the experience of playing an acoustic instrument to an electronic instrument by analyzing the constant structures and relationships between the experiences. Concludes that students' understanding of the physical experience of making music increases when experiences with acoustic instruments precede their exposure to electronic…

  4. Moral Education through Play Therapy

    Science.gov (United States)

    Mahalle, Salwa; Zakaria, Gamal Abdul Nasir; Nawi, Aliff

    2014-01-01

    This paper will discuss on how sand therapy (as one type of play therapies) can be applied as an additional technique or approach in counseling. The research questions for this study are to see what are the development, challenges faced by the therapist during the sessions given and how sand therapy can aid to the progress of the client. It is a…

  5. Obama Plays Cheerleader for STEM

    Science.gov (United States)

    Robelen, Erik W.

    2010-01-01

    Amid a struggling economy, a raft of foreign-policy headaches, and the tail end of a heated campaign season, President Barack Obama carved out time in his schedule last month to watch students in the State Dining Room demonstrate a solar-powered model car, a water-purification system, and a soccer-playing robot. The science fair was the fifth…

  6. Playing with a digital swing

    DEFF Research Database (Denmark)

    Skovbjerg, Helle Marie

    2017-01-01

    Based on a field study in a kindergarten among children in Denmark, this paper explores playing activities on a digital swing, the SON-X Octavia (SON-X) and its Applause application. SON-X is an interactive sound unit that can be attached to any swing chain. Here, I explore the relationship betwe...

  7. Play for learning and learning for play: Children’s play in a toddler group

    Directory of Open Access Journals (Sweden)

    Anne Greve

    2013-10-01

    Full Text Available There is a concern that children’s right to play is restricted as a result of the governments’ narrow focus on school preparatory activities and learning. Play and learning are rights embodied in the United Nations convention on the rights of the child. This article discusses how play and learning are organized in the everyday life of a Norwegian toddler group. Critical voices claim that there is not enough structure and that there should be more teaching and mapping to facilitate early intervention in Norwegian kindergartens. The article suggests that the critics’ claim can be countered by asking if there are too few teachers with adequate education and too large groups of children.

  8. Agents Play Mix-game

    CERN Document Server

    Gou, C

    2005-01-01

    In mix-game which is an extension of minority game, there are two groups of agents; group1 plays the majority game, but the group2 plays the minority game. This paper studies the change of the average winnings of agents and volatilities vs. the change of mixture of agents in mix-game model. It finds that the correlations between the average winnings of agents and the mean of local volatilities are different with different combinations of agent memory length when the proportion of agents in group 1 increases. This study result suggests that memory length of agents in group1 be smaller than that of agent in group2 when mix-game model is used to simulate the financial markets.

  9. Playing Business "Ball" with Cuba

    Institute of Scientific and Technical Information of China (English)

    Yang Wei; Gong Liming

    2007-01-01

    @@ If you were lucky enough to have seen the World Volleyball Tournament,you must have seen the Cuban Women's volleyball team take on China in the championship game,a game of which Cuba has become the world champion for 10 times.The great determination and strong tenacity of these young Cuban girls' has been an encouragement to everyone that watches them play.

  10. Playing Moderately Hard to Get

    Directory of Open Access Journals (Sweden)

    Stephen Reysen

    2013-12-01

    Full Text Available In two studies, we examined the effect of different degrees of attraction reciprocation on ratings of attraction toward a potential romantic partner. Undergraduate college student participants imagined a potential romantic partner who reciprocated a low (reciprocating attraction one day a week, moderate (reciprocating attraction three days a week, high (reciprocating attraction five days a week, or unspecified degree of attraction (no mention of reciprocation. Participants then rated their degree of attraction toward the potential partner. The results of Study 1 provided only partial support for Brehm’s emotion intensity theory. However, after revising the high reciprocation condition vignette in Study 2, supporting Brehm’s emotion intensity theory, results show that a potential partners’ display of reciprocation of attraction acted as a deterrent to participants’ intensity of experienced attraction to the potential partner. The results support the notion that playing moderately hard to get elicits more intense feelings of attraction from potential suitors than playing too easy or too hard to get. Discussion of previous research examining playing hard to get is also re-examined through an emotion intensity theory theoretical lens.

  11. Jakob Kelemina on Shakespeare's plays

    Directory of Open Access Journals (Sweden)

    Mirko Jurak

    2007-12-01

    Full Text Available Among Slovene scholars in English and German studies Jakob Kelemina (19 July 1882- 14 May 1957 has a very important  place. Janez Stanonik justly places him among the founding fathers of the University of Ljubljana (Stanonik 1966: 332. From 1920 Kelemina was professor of Germanic philology and between 1920 and 1957 he was also the Chair of the Deparment ofGermanic Languages and Literatures at the Faculty of Arts of this university. The major part of Kelemina's research was devoted to German and Austrian literatures,  German  philology, German-Slovene cultural relations, and literary theory; his work in these fields has already been discussed  by severa! Slovene scholars. However, in the first two decades of the twentieth century Kelemina also wrote severa! book reviews of Slovene and Croatian translations of Shakespeare's plays as well as three introductory essays to Slovene translations  of Shakespeare's plays. They are considered  as the first serious studies on Shakespeare in Slovenia (Moravec 1974: 437, and have not been analysed yet. Therefore this topic presents the core of my study, together with an evaluation  of Kelemina's contribution  to Slovene translations  of Shakespeare's plays done by Oton Župančič (1878-1949 during the first half of the twentieth century. Župančič's translations  became the criterion  for all further translations  of Shakespeare's dramatic works in Slovene. Župančič is stili one of our most important  poets and translators of this time and Kelemina's advice and criticism undoubtedly  also helped him to achieve such a high standard in his translations. In the central part of my study I also include some new material (e.g. Kelernina's letters, which is relevant for our understanding  of his co-operation with Oton Župančič  and other Slovene authors and critics. In order to put Kelemina's work into a historical perspective I present at the beginning of my study a brief survey of the

  12. Playing Children Adorn Ancient Porcelain

    Institute of Scientific and Technical Information of China (English)

    1995-01-01

    Porcelain is one of China’s greatest achievernents. It appeared during the Eastern Han Dynasty (25-220) and developed into three types of blue porcelain, white porcelain and colored porcelain between the Tang and Song dynasties. From the time of the Ming Dynasty (1368-1644), porcelain-making evolved, glazes and colors improved and porcelain was sold overseas. The quaint shapes and colorfully deslgned porcelain of the Ming Dynasty showed the appeal of folklife, but it was mainly used in the palace. Shown here are some pieces decorated with children at play. From these artifacts we can get an idea of the hairstyles, dress and architecture of that time.

  13. How to play Reverse Hex

    DEFF Research Database (Denmark)

    Toft, Bjarne; Hayward, Ryan B.; Henderson, Philip

    2012-01-01

    We present new results on how to play Reverse Hex, also known as Rex, or Misère Hex, on n × n boards. We give new proofs – and strengthened versions – of Lagarias and Sleator’s theorem (for n × n boards, each player can prolong the game until the board is full, so the first/second player can always......, we find second-player winning replies. Finally, in response to comments by Martin Gardner, for each n ≤ 5, we give a simple winning strategy for the n × n board....

  14. Supervising the uncanny: the play within the play.

    Science.gov (United States)

    Leader, Carol

    2015-11-01

    The writer offers a combined experience in analysis and the performing arts to explore uncanny aspects of the unconscious subtext of the patient's inner drama; subtext which can remain hidden from view in supervision. Freud and Jung's understanding of uncanny experience is considered together with a painting from medieval alchemy and Matte Blanco's conceptions concerning the symmetrical nature of unconscious process. Theatre and the work of the theatre director and actor in approaching the multidimensional aspects of a play are then introduced. Finally clinical case material from group supervision demonstrates how the 'theatre of therapy' and the work of the supervisory couple and group promote the emergence of a more authentic conscious asymmetrical response to the patient's 'script' that can break the 'spell' of the transference/countertransference relationship. This in turn brings meaning to the underlying and implicit 'stage directions' that the patient has been unconsciously communicating. © 2015, The Society of Analytical Psychology.

  15. Erratum.

    Science.gov (United States)

    2016-10-01

    In the article The use of gaming technology for rehabilitation in people with multiple sclerosis, DOI: 10.1177/1352458514563593, published in Multiple Sclerosis Volume 21 Issue 4, Table 1 was printed incorrectly. The corrected Table 1 is below:spmsj;22/12/NP9/TABLE11352458515585718T1table1-1352458515585718Table 1.Exergaming studies.Ref.PlatformParticipants and interventionOutcomesPlow and Finlayson(31)WiiPre-test vs. post-test repeated measures home-based Wii training. N=30, age 43.2 ± 9.3 years, 9 ± 6.8 years since diagnosis. 3 x per week programme consisting of yoga, balance, strength, and aerobic training in each session. Wii playing minutes ranged from 10-30 minutes based on participants' RPE when playing the "Basic Run" game. No therapist monitored training in the home. Participants were telephoned every other week (a total of four times) for the first seven weeks after receiving Wii-Fit to monitor adverse events and to encourage increases in the duration or frequency of using Wii-Fit. By the end of the seven weeks, all participants were encouraged to play Wii-Fit three to five times a week for 20 to 30 mins.TUG/TUG dual task; Maximum number of push-ups; timed number of sit-ups in 60s; Maximum number of steps in three mins onto a six-inch platform; Single/double leg balance with eyes open/closed on a soft/firm surface; Physical Activity and Disability Survey; SF-36; MFIS; The barrier self-efficacy scale.Improvements pre- vs. post-test: Number of steps and push-ups; Eyes/open closed, single leg balance on firm surface.Post-test vs. follow-up (14 weeks): measures returned to baseline.Kalron et al.(29)WiiPilot intervention. No control group. N=32, age 43.6 ± 1.9 years, 6.9 ± 0.8 years since diagnosis, EDSS 3.1 ± 0.2. Wii Tennis played for one session of 30 mins (3x10 mins).FRT and FSST taken pre- and post-intervention. FRT and FSST both significantly improved by 9.1% and 17.5% respectively.Prosperini et al.(28)WiiRandomized Crossover Trial - Home-Based. N=36

  16. Playing Games with Quantum Mechanics

    CERN Document Server

    Phoenix, Simon J D

    2012-01-01

    We present a perspective on quantum games that focuses on the physical aspects of the quantities that are used to implement a game. If a game is to be played, it has to be played with objects and actions that have some physical existence. We call such games playable. By focusing on the notion of playability for games we can more clearly see the distinction between classical and quantum games and tackle the thorny issue of what it means to quantize a game. The approach we take can more properly be thought of as gaming the quantum rather than quantizing a game and we find that in this perspective we can think of a complete quantum game, for a given set of preferences, as representing a single family of quantum games with many different playable versions. The versions of Quantum Prisoners Dilemma presented in the literature can therefore be thought of specific instances of the single family of Quantum Prisoner's Dilemma with respect to a particular measurement. The conditions for equilibrium are given for playab...

  17. Study protocol of a randomized clinical trial evaluating the effectiveness of a primary care intervention using the Nintendo™ Wii console to improve balance and decrease falls in the elderly.

    Science.gov (United States)

    Montero-Alía, Pilar; Muñoz-Ortiz, Laura; Jiménez-González, Mercè; Benedicto-Pañell, Carla; Altimir-Losada, Salvador; López-Colomer, Yolanda; Prat-Rovira, Josep; Amargant-Rubio, Joan Francesc; Jastes, Sheila Mendes; Moreno-Buitrago, Ana; Rodríguez-Pérez, M Carmen; Teixidó-Vargas, Cristina; Albarrán-Sánchez, José Luís; Candel-Gil, Anna; Serra-Serra, Domènec; Martí-Cervantes, Juan José; Sánchez-Pérez, Carlos Andrés; Sañudo-Blanco, Lidia; Dolader-Olivé, Sònia; Torán-Monserrat, Pere

    2016-01-12

    Balance alteration is a risk factor for falls in elderly individuals that has physical, psychological and economic consequences. The objectives of this study are to evaluate the usefulness of an intervention utilizing the Nintendo™ Wii console in order to improve balance, thereby decreasing both the fear of falling as well as the number of falls, and to evaluate the correlation between balance as determined by the console and the value obtained in the Tinetti tests and the one foot stationary test. This is a controlled, randomized clinical trial of individual assignment, carried out on patients over 70 years in age, from five primary care centers in the city of Mataró (Barcelona). 380 patients were necessary for the intervention group that carried out the balance board exercises in 2 sessions per week for a 3 month period, and 380 patients in the control group who carried out their usual habits. Balance was evaluated using the Tinetti test, the one foot stationary test and with the console, at the start of the study, at the end of the intervention (3 months) and one year later. Quarterly telephone follow-up was also conducted to keep track of falls and their consequences. The study aimed to connect the community with a technology that may be an easy and fun way to assist the elderly in improving their balance without the need to leave home or join rehabilitation groups, offering greater comfort for this population and decreasing healthcare costs since there is no need for specialized personnel. Current Control Trial NCT02570178.

  18. Play behaviours and play object preferences of young children with autistic disorder in a clinical play environment.

    Science.gov (United States)

    Dominguez, Anna; Ziviani, Jenny; Rodger, Sylvia

    2006-01-01

    Play is the primary occupation of childhood and provides a potentially powerful means of assessing and treating children with autistic disorder. This study utilized a cross-sectional comparison design to investigate the nature of play engagement in children with AD (n = 24), relative to typically developing children (n = 34) matched for chronological age. Play behaviours were recorded in a clinical play environment. Videotapes comprising 15 minutes of the children's spontaneous play behaviour were analysed using time-interval analysis. The particular play behaviours observed and play objects used were coded. Differences in play behaviours (p motivation.

  19. Hand kinematics of piano playing.

    Science.gov (United States)

    Furuya, Shinichi; Flanders, Martha; Soechting, John F

    2011-12-01

    Dexterous use of the hand represents a sophisticated sensorimotor function. In behaviors such as playing the piano, it can involve strong temporal and spatial constraints. The purpose of this study was to determine fundamental patterns of covariation of motion across joints and digits of the human hand. Joint motion was recorded while 5 expert pianists played 30 excerpts from musical pieces, which featured ∼50 different tone sequences and fingering. Principal component analysis and cluster analysis using an expectation-maximization algorithm revealed that joint velocities could be categorized into several patterns, which help to simplify the description of the movements of the multiple degrees of freedom of the hand. For the thumb keystroke, two distinct patterns of joint movement covariation emerged and they depended on the spatiotemporal patterns of the task. For example, the thumb-under maneuver was clearly separated into two clusters based on the direction of hand translation along the keyboard. While the pattern of the thumb joint velocities differed between these clusters, the motions at the metacarpo-phalangeal and proximal-phalangeal joints of the four fingers were more consistent. For a keystroke executed with one of the fingers, there were three distinct patterns of joint rotations, across which motion at the striking finger was fairly consistent, but motion of the other fingers was more variable. Furthermore, the amount of movement spillover of the striking finger to the adjacent fingers was small irrespective of the finger used for the keystroke. These findings describe an unparalleled amount of independent motion of the fingers.

  20. Play and Community in the Classroom.

    Science.gov (United States)

    King, Nechie R.

    1997-01-01

    Children recognize two kinds of classroom play: instrumental play organized by teachers for academic purposes; and illicit play stressing surreptitious, unsanctioned activities like whispering and clowning around. Each is associated with a particular form of classroom community. This article considers how the nature of classroom play influences…

  1. Teatro! Hispanic Plays for Young People.

    Science.gov (United States)

    Vigil, Angel

    This collection of 14 folk drama scripts is drawn from the Hispanic culture and traditions of the American Southwest and designed for use in educational settings. The plays are short, simple, and easy to produce. A single play can fill a class period, while several plays grouped together would make a school assembly. Six plays, intended for grades…

  2. The development of early sociodramatic play

    NARCIS (Netherlands)

    Deunk, M.I.; Berenst, J.; de Glopper, C.M.

    2008-01-01

    In this article we study the beginnings of sociodramatic play. We examine the pretend play interactions of a Dutch girl, Peggy, and focus on her transition into sociodramatic play. Initially, Peggy interprets only some elements of her play interactions at the pretend level. At age 2;9, Peggy shows s

  3. Teatro! Hispanic Plays for Young People.

    Science.gov (United States)

    Vigil, Angel

    This collection of 14 folk drama scripts is drawn from the Hispanic culture and traditions of the American Southwest and designed for use in educational settings. The plays are short, simple, and easy to produce. A single play can fill a class period, while several plays grouped together would make a school assembly. Six plays, intended for grades…

  4. Evaluative Intervention Research in Child's Play.

    Science.gov (United States)

    Yawkey, Thomas Daniels; Fox, Franklin Daniel

    1981-01-01

    Evaluative intervention research studies in pretend play are investigations that examine the potential of imaginative play in young children to demonstrate a relationship between play and cognitive, social, and emotional growth. A review of the research indicates that children who engage in imaginative play yield higher test scores than those in…

  5. Superman Comes to Preschool: Superhero TV Play.

    Science.gov (United States)

    Ritchie, Kathleen E.; Johnson, Zita M.

    Systematic efforts at the Arizona State Child Study Laboratory were successful in replacing children's undesirable superhero play with other types of sociodramatic play. Teachers found superhero play undesirable because it was aggressive and noisy and was accompanied by an increase in random activity. Observations indicated that superhero play had…

  6. Conceptualizing the Play Policies in Preschool Curriculums

    Science.gov (United States)

    Sener, Tulin

    2013-01-01

    This research attempted to describe the play policies in preschool institutions in Ankara, Turkey. The aim of this study is to determine the approaches of the preschools to the children's play. "Play Policy Questionnaire" administered to all directors and teachers of 20 public preschools and 20 private preschools. Play policy of…

  7. Introduction to Plays, English: 5112.44.

    Science.gov (United States)

    Ozan, Ruth S.

    Several plays are studied to introduce students to theatrical terms and to the elements of a play in this quinmester course for Dade County High Schools. Several approaches to the study of the play are suggested such as individual and a large group production of a play, the use of a unified theme such as Youth vs. Tradition, or the line of…

  8. Strategies for Family Facilitation of Play Dates

    Science.gov (United States)

    Chambers, Cynthia R.; Horn, Eva M.

    2010-01-01

    Play dates can serve several functions for young children, including children with social difficulties, such as developmental delays, behavioral disorders, autism spectrum disorders, and shyness. Play dates provide children with additional opportunities to be around peers and to practice skills associated with peer play interactions. Play dates…

  9. Psychiatrists' Perceptions of Role-Playing Games.

    Science.gov (United States)

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  10. Finger Forces in Clarinet Playing

    Directory of Open Access Journals (Sweden)

    Alex Hofmann

    2016-08-01

    Full Text Available Clarinettists close and open multiple tone holes to alter the pitch of the tones. Their fingering technique must be fast, precise, and coordinated with the tongue articulation. In this empirical study, finger force profiles and tongue techniques of clarinet students (N = 17 and professional clarinettists (N = 6 were investigated under controlled performance conditions. First, in an expressive-performance task, eight selected excerpts from the first Weber Concerto were performed. These excerpts were chosen to fit in a 2 x 2 x 2 design (register: low--high; tempo: slow--fast, dynamics: soft--loud. There was an additional condition controlled by the experimenter, which determined the expression levels (low--high of the performers. Second, a technical-exercise task, an isochronous 23-tone melody was designed that required different effectors to produce the sequence (finger-only, tongue-only, combined tongue-finger actions. The melody was performed in three tempo conditions (slow, medium, fast in a synchronization-continuation paradigm. Participants played on a sensor-equipped Viennese clarinet, which tracked finger forces and reed oscillations simultaneously. From the data, average finger force (Fmean and peak force (Fmax were calculated. The overall finger forces were low (Fmean = 1.17 N, Fmax = 3.05 N compared to those on other musical instruments (e.g. guitar. Participants applied the largest finger forces during the high expression level performance conditions (Fmean = 1.21 N.For the technical exercise task, timing and articulation information were extracted from the reed signal. Here, the timing precision of the fingers deteriorated the timing precision of the tongue for combined tongue-finger actions, especially for faster tempi. Although individual finger force profiles were overlapping, the group of professional players applied less finger force overall (Fmean = 0.54 N. Such sensor instruments provide useful insights into player

  11. Finger Forces in Clarinet Playing.

    Science.gov (United States)

    Hofmann, Alex; Goebl, Werner

    2016-01-01

    Clarinettists close and open multiple tone holes to alter the pitch of the tones. Their fingering technique must be fast, precise, and coordinated with the tongue articulation. In this empirical study, finger force profiles and tongue techniques of clarinet students (N = 17) and professional clarinettists (N = 6) were investigated under controlled performance conditions. First, in an expressive-performance task, eight selected excerpts from the first Weber Concerto were performed. These excerpts were chosen to fit in a 2 × 2 × 2 design (register: low-high; tempo: slow-fast, dynamics: soft-loud). There was an additional condition controlled by the experimenter, which determined the expression levels (low-high) of the performers. Second, a technical-exercise task, an isochronous 23-tone melody was designed that required different effectors to produce the sequence (finger-only, tongue-only, combined tongue-finger actions). The melody was performed in three tempo conditions (slow, medium, fast) in a synchronization-continuation paradigm. Participants played on a sensor-equipped Viennese clarinet, which tracked finger forces and reed oscillations simultaneously. From the data, average finger force (F mean ) and peak force (F max ) were calculated. The overall finger forces were low (F mean = 1.17 N, F max = 3.05 N) compared to those on other musical instruments (e.g., guitar). Participants applied the largest finger forces during the high expression level performance conditions (F mean = 1.21 N). For the technical exercise task, timing and articulation information were extracted from the reed signal. Here, the timing precision of the fingers deteriorated the timing precision of the tongue for combined tongue-finger actions, especially for faster tempi. Although individual finger force profiles were overlapping, the group of professional players applied less finger force overall (F mean = 0.54 N). Such sensor instruments provide useful insights into player

  12. Play in adulthood. A developmental consideration.

    Science.gov (United States)

    Colarusso, C A

    1993-01-01

    This paper is about normal development, addressing the basic characteristics and evolution of play throughout life, with particular emphasis on the nature of play in adulthood. Although the psychoanalytic literature on play in childhood is extensive, undoubtedly because of its relevance to child analysis, very little has been written on the subject of adult play or on the relationship between adult play and its childhood antecedents.

  13. Ashtanga-Based Yoga Therapy Increases the Sensory Contribution to Postural Stability in Visually-Impaired Persons at Risk for Falls as Measured by the Wii Balance Board: A Pilot Randomized Controlled Trial.

    Science.gov (United States)

    Jeter, Pamela E; Haaz Moonaz, Steffany; Bittner, Ava K; Dagnelie, Gislin

    2015-01-01

    Persons with visual impairment (VI) are at greater risk for falls due to irreparable damage to visual sensory input contributing to balance. Targeted training may significantly improve postural stability by strengthening the remaining sensory systems. Here, we evaluate the Ashtanga-based Yoga Therapy (AYT) program as a multi-sensory behavioral intervention to develop postural stability in VI. A randomized, waitlist-controlled, single-blind clinical trial. The trial was conducted between October 2012 and December 2013. Twenty-one legally blind participants were randomized to an 8-week AYT program (n = 11, mean (SD) age = 55(17)) or waitlist control (n=10, mean (SD) age = 55(10)). AYT subjects convened for one group session at a local yoga studio with an instructor and two individual home-based practice sessions per week for a total of 8 weeks. Subjects completed outcome measures at baseline and post-8 weeks of AYT. The primary outcome, absolute Center of Pressure (COP), was derived from the Wii Balance Board (WBB), a standalone posturography device, in 4 sensory conditions: firm surface, eyes open (EO); firm surface, eyes closed (EC); foam surface, EO; and foam surface, EC. Stabilization Indices (SI) were computed from COP measures to determine the relative visual (SIfirm, SIfoam), somatosensory (SIEO, SIEC) and vestibular (SIV, i.e., FoamEC vs. FirmEO) contributions to balance. This study was not powered to detect between group differences, so significance of pre-post changes was assessed by paired samples t-tests within each group. Groups were equivalent at baseline (all p > 0.05). In the AYT group, absolute COP significantly increased in the FoamEO (t(8) = -3.66, p = 0.01) and FoamEC (t(8) = -3.90, p = 0.01) conditions. Relative somatosensory SIEO (t(8) = -2.42, p = 0.04) and SIEC (t(8) = -3.96, p = 0.01), and vestibular SIV (t(8) = -2.47, p = 0.04) contributions to balance increased significantly. As expected, no significant changes from EO to EC conditions were

  14. Ashtanga-Based Yoga Therapy Increases the Sensory Contribution to Postural Stability in Visually-Impaired Persons at Risk for Falls as Measured by the Wii Balance Board: A Pilot Randomized Controlled Trial.

    Directory of Open Access Journals (Sweden)

    Pamela E Jeter

    Full Text Available Persons with visual impairment (VI are at greater risk for falls due to irreparable damage to visual sensory input contributing to balance. Targeted training may significantly improve postural stability by strengthening the remaining sensory systems. Here, we evaluate the Ashtanga-based Yoga Therapy (AYT program as a multi-sensory behavioral intervention to develop postural stability in VI.A randomized, waitlist-controlled, single-blind clinical trial.The trial was conducted between October 2012 and December 2013. Twenty-one legally blind participants were randomized to an 8-week AYT program (n = 11, mean (SD age = 55(17 or waitlist control (n=10, mean (SD age = 55(10. AYT subjects convened for one group session at a local yoga studio with an instructor and two individual home-based practice sessions per week for a total of 8 weeks. Subjects completed outcome measures at baseline and post-8 weeks of AYT. The primary outcome, absolute Center of Pressure (COP, was derived from the Wii Balance Board (WBB, a standalone posturography device, in 4 sensory conditions: firm surface, eyes open (EO; firm surface, eyes closed (EC; foam surface, EO; and foam surface, EC. Stabilization Indices (SI were computed from COP measures to determine the relative visual (SIfirm, SIfoam, somatosensory (SIEO, SIEC and vestibular (SIV, i.e., FoamEC vs. FirmEO contributions to balance. This study was not powered to detect between group differences, so significance of pre-post changes was assessed by paired samples t-tests within each group.Groups were equivalent at baseline (all p > 0.05. In the AYT group, absolute COP significantly increased in the FoamEO (t(8 = -3.66, p = 0.01 and FoamEC (t(8 = -3.90, p = 0.01 conditions. Relative somatosensory SIEO (t(8 = -2.42, p = 0.04 and SIEC (t(8 = -3.96, p = 0.01, and vestibular SIV (t(8 = -2.47, p = 0.04 contributions to balance increased significantly. As expected, no significant changes from EO to EC conditions were found

  15. Gender differences in preschool children's play

    OpenAIRE

    Tarman Starc, Ana

    2015-01-01

    The goal of the final thesis is to shed some light on gender-based differences which can be observed in the way preschool children (aged 3 to 6) play, focusing on differences in the type of play, the size of play groups of boys and girls as well as differences in their playing behaviour with special focus on prosocial and aggressive behaviour. Moreover, the educators' attitude towards play is examined, i.e. how they intervene in the play of boy and girls. In the theoretical part the key c...

  16. Play as production – production as game?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    “play” and “game” are, and of their social as well as political significance. At the municipal level, the city of Odense – “city of Hans Christian Andersen” – is branding itself as “city of play”. On the international level, Danish play-related products have expanded on the world market. In the field....... In contrast to the established understanding of play as per definition being “unproductive”, play also shows a productive power. Modernity has dissociated play and production, defining play as unproductive, and work as not-playful, and giving competitive sport priority as the ritual of industrial modernity...

  17. Effects of interactive games on motor performance in children with spastic cerebral palsy

    OpenAIRE

    AlSaif,Amer A.; Alsenany, Samira

    2015-01-01

    [Purpose] Motor control and muscle strength impairments are the prime reasons for motor behavior disorders in children with spastic cerebral palsy. These impairments lead to histological changes in muscle growth and the learning of motor skills. Therefore, such children experience reduced muscle force generation and decreased muscle flexibility. We investigated the effect of training with Nintendo Wii Fit games on motor performance in children with spastic cerebral palsy. [Subjects and Method...

  18. Forms of vitality play in infancy.

    Science.gov (United States)

    Español, Silvia; Martínez, Mauricio; Bordoni, Mariana; Camarasa, Rosario; Carretero, Soledad

    2014-12-01

    In this paper we report a qualitative study based on the constant comparative method to initiate the systematic study of forms of vitality play. This is an unnoticed non-figurative play frame linked to early social play and temporal arts in which child and adult elaborate the dynamics of their own movements and sounds in a repetition-variation form. In the introduction we present the theoretical underpinnings and the sporadic observations we have done in previous studies. Then, by the iterative observations of the recorded material of a longitudinal case study on play during the third year of life, we generated the general category of forms of vitality play and four subcategories of display modes of forms of vitality play (improvised forms of vitality play, ritualized forms of vitality play, forms of vitality play combined with pretend play, and forms of vitality play combined with role playing) which are illustrated with descriptive narratives. We discuss the properties of the developed categories, the limits of the present study, and the need to continue systematizing the research on this playful activity.

  19. Happy Festivus! Parody as playful consumer resistance

    DEFF Research Database (Denmark)

    Mikkonen, Ilona; Bajde, Domen

    2013-01-01

    Drawing upon literary theory, play and consumer resistance literature, we conceptualize consumer parodic resistance – a resistant form of play that critically refunctions dominant consumption discourses and marketplace ideologies. We explore parodic resistance empirically by analyzing Festivus...

  20. Sports Fair Play and Critical Perspective

    Institute of Scientific and Technical Information of China (English)

    许晓峰

    2014-01-01

    Here, this paper suggests that CIFP tamp the ideal of fair play, re-establish the fair play value system, and conduct effective reform of organization and cause correspondingly instead of becoming agent of European centralism and American hegemonism.

  1. Play the Immune System Defender Game

    Science.gov (United States)

    ... Questionnaire The Immune System Play the Immune System Game About the game Granulocytes, macrophages and dendritic cells are immune cells ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  2. DigiFys : The interactive play landscape

    OpenAIRE

    Waern, Annika; Back, Jon; Sallnäs Pysander, Eva-Lotta; Heefer, Jasper; Rau, Andreas; Paget, Susan; Petterson, Linda

    2015-01-01

    The DigiFys project explores the design of interactive landscapes for children's outdoor play. The project combines landscape architecture with design of interactive technology, working towards designs that support children in their everyday play activity, close to home. In the creative lab session, we want to co-design the play landscape together with local children. The focus is on acquiring a perspective on similarities and differences between the children’s play culture in Sweden where th...

  3. Creative interactive play for disabled children

    DEFF Research Database (Denmark)

    Marti, Patrizia; Pollini, Alessandro; Rullo, Alessia

    2009-01-01

    The workshop addresses the emerging field of research on robotics, assistive technologies and interaction design promoting play for physically, visually, and hearing impaired children and for emotionally and mentally handicapped children. Interactive devices including toys, pets and educational...... tools as well as interactive collaborative environments may represent a unique opportunity for disable children to full engage in play and have fun. The Creative Interactive Play workshop presents a collection of innovative interactive technologies and case studies for inclusive play and discusses...

  4. Large Acrobatic Play Pilgrimage to the West

    Institute of Scientific and Technical Information of China (English)

    马洁

    2006-01-01

    Hosted by Ministry of Culture and Guangzhou Municipal People's Government,Guangzhou Bureau of Culture organized a list of first-class singing and dancing and acrobatic plays in Guangzhou in September 2006. Among these plays, large original acrobatic play Pilgrimage to the West of Guangzhou Acrobatic Troupe went on the stage during October 12th and November 5th.

  5. Pretend Play of Children with Cerebral Palsy

    Science.gov (United States)

    Pfeifer, Luzia Iara; Pacciulio, Amanda Mota; dos Santos, Camila Abrao; dos Santos, Jair Licio; Stagnitti, Karen Ellen

    2011-01-01

    Background and Purpose: Evaluate self-initiated pretend play of children with cerebral palsy. Method: Twenty preschool children participated in the study. Pretend play ability was measured by using the child-initiated pretend play assessment culturally adapted to Brazil. Results: There were significant negative correlations between the children's…

  6. Game Playing: Negotiating Rules and Identities

    Science.gov (United States)

    Winther-Lindqvist, Ditte

    2009-01-01

    Beginning with Lev Vygotsky's long-established assertion that the play of children always involves both imaginary play and rules of behavior, this article argues for a theoretical framework that connects such play with the construction of social identities in kindergarten peer groups. It begins with a discussion of Ivy Schousboe's model of the…

  7. Content Analysis of Block Play Literature.

    Science.gov (United States)

    Conrad, Annabel

    This study examined research on children's block play, using content analysis to review 75 documents that focused on such play. Each document was coded by type (empirical study or nonempirical article) and by 15 topics and 76 subtopics grouped into 4 broad categories: (1) environment/ecology; (2) block play and the school curriculum; (3) block…

  8. Curious Play: Children's Exploration of Nature

    Science.gov (United States)

    Gurholt, Kirsti Pedersen; Sanderud, Jostein Rønning

    2016-01-01

    This article explores the concept of "curious play" as a theoretical framework to understand and communicate children's experiences of free play in nature. The concept emerged interactively from three sources of inspiration: an ethnographically inspired study of children playing in nature; as a critique of the concept of "risky…

  9. Pretend Play of Children with Cerebral Palsy

    Science.gov (United States)

    Pfeifer, Luzia Iara; Pacciulio, Amanda Mota; dos Santos, Camila Abrao; dos Santos, Jair Licio; Stagnitti, Karen Ellen

    2011-01-01

    Background and Purpose: Evaluate self-initiated pretend play of children with cerebral palsy. Method: Twenty preschool children participated in the study. Pretend play ability was measured by using the child-initiated pretend play assessment culturally adapted to Brazil. Results: There were significant negative correlations between the children's…

  10. Playing Fair: An Essential Element in Contracting

    Science.gov (United States)

    Peeler, Tom

    2012-01-01

    Playing fair has a value with which people are all familiar. From the sandboxes of childhood and the competitive sports of youth to the business transactions of adulthood, people have been told how important it is to play fair. Playing fair in contracting is not only essential, it's the legal and ethical thing to do. In this article, the author…

  11. Play as Education in the School Curriculum.

    Science.gov (United States)

    Ediger, Marlow

    Friedrich Froebel, an early advocate of the use of play in kindergarten teaching, argued that the ultimate goal of education was developing the creative person. According to Froebel, teachers could promote creativity through play by using gifts, occupations, and mother play songs. By contrast, Johann Herbart called for a subject centered…

  12. Play under Siege: A Historical Overview

    Science.gov (United States)

    Zigler, Edward F.; Bishop-Josef, Sandra J.

    2009-01-01

    In this updated version of their chapter from "Children's Play: The Roots of Reading" (published by ZERO TO THREE in 2004), the authors describe the recent attack on play, in both early childhood and elementary education. They provide a historical overview of the contentious relationship between play and cognitive development. The authors stress…

  13. Plays Plays

    Directory of Open Access Journals (Sweden)

    Maria Jandyra Cunha

    2008-04-01

    Full Text Available In spite of presenting his drama in a completely inovating way, Richard Morris writes about the same Universal themes that have been worrying his companion playwriters:life and death, love and war. He uses archetypes which are very well known in Literature such as "Time's winged chariot", the ostrich, the drunkard, the dog, and many others. Morris dresses his plot with a modern gown by hinting fairly new issues (doping, John Lennon - Ioko Ono television, Volkswagen, poor people's rights, women's rights and yet he expresses a longing for bygone days or, at least, he is a eulo gizer of the past "our time".

  14. The Richness of Open-ended Play - Rules, feedback and adaptation mechanisms in intelligent play environments

    Directory of Open Access Journals (Sweden)

    Pepijn Rijnbout

    2015-11-01

    Full Text Available How can we design intelligent play environments for open-ended play that support richness in play? Rich play can be described as ongoing play that changes over time in character, form and nature. This paper elaborates on our initial insights on how rules and goals develop from interaction opportunities of the system, based on two pilot studies with an interactive play environment for open-ended play. Furthermore we will discuss the roles of feedback and adaptation mechanisms in the environment. Those system properties will change the interaction opportunities to match with the current situation in the play environment and to support richness in play.

  15. Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy?

    Science.gov (United States)

    Deutsch, Judith E; Guarrera-Bowlby, Phyllis; Myslinski, Mary Jane; Kafri, Michal

    2015-02-01

    This article asked and answered the question of whether there was evidence to support the use of videogames for promotion of wellness and fitness for people poststroke and those with cerebral palsy (CP). A literature search of PubMed, CINAHL, and PEDro using a population, intervention, and outcome (PIO) approach and the key words "stroke (or CP) AND video games (and synonyms) AND energy expenditure (EE) (and synonyms)" was conducted. It yielded two relevant references for people poststroke and five references for people with CP. The literature extraction and synthesis by the categories of the PIO indicated that most studies used only the population of interest, except two that compared the EE with that of healthy controls. The main finding is that both people poststroke (moderate severity) and people with CP (mild severity) can achieve moderate EE playing Wii(™) (Nintendo, Kyoto, Japan), PlayStation(®) (Sony, Tokyo, Japan), and Kinect(™) (Microsoft, Redmond, WA) games. Adults with CP of mild severity played the videogames at vigorous levels, whereas those with severe CP played them at low levels. There appears to be an interaction between development and severity that influences the exercise intensity measured by EE. The findings suggests that videogames are a gateway for wellness promotion.

  16. I Play Roles, Therefore I Am

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne Marit

    2007-01-01

    -reflecting activity is getting an increasingly growing attention from the media, and the fact that educators, teachers, and development consultants have discovered the potential inherent in role-playing, both as an idea and a strategy. In this essay, we place leisure role-playing in a broader perspective, not only...... in relation to actual phenomena in mediatized popular culture (such as computer games) or to storytelling in organizations, but also in relation to role-playing as a tradition and theoretical consideration within education, theatre, and the social sciences. The points and discussions are based on our book......The attention paid to live-action role-playing and other forms of leisure role-playing has exploded over the past few years, both due to the fact that the role-playing community continues to attract a lot of new members, the fact that role-playing as a creative, self-organizing and self...

  17. Learning by Playing with Digital Technology

    DEFF Research Database (Denmark)

    Benjaminsen, Nana

    2006-01-01

    This paper presupposes the notion that there is potential for the integration of play into primary and secondary school activities, because it can stimulate and support the formal as well as informal learning that takes place in school. Digital technology could be a driver for this integration...... Construction Games in Schools. The project is an exploration of how elements of play can be integrated in a technology-based learning environment. I will use examples of empirical data gathered during spring 2006 to demonstrate that play can function as a useful learning strategy, and also point out barriers...... for the integration of play in schools, because play activities conflict with the existing school structure on a fundamental level. The paper will end with a discussion where I question what type of learning environment the play oriented product Lego Robolab generates, and explore how play as a part of a learning...

  18. Communities of Play - a collective unfolding

    DEFF Research Database (Denmark)

    Thorsted, Ann Charlotte

    2016-01-01

    support organizations in solving present day challenges, such as learning, communication, innovation and collaboration. But before talking about solving anything, this paper argues – primarily through the perspective of Gadamer – that it is equally intriguing to look into what play as a universal life......This paper discusses the role of play in organizations and its ability to create a community of play regarded as a group of people deeply engaged in play. The elaboration is based on an empirical study of adults playing in the Danish international toy company LEGO. The study confirms that play can....... By introducing the new term ‘community of play’ into the discussion of play among adults in organizational contexts, the paper tries to spark an existential inquiry into the more intangible and human aspects of organizations....

  19. Assessment of the influence of composts on microbiological and biochemical parameters of substrates and the morphological traits of scarlet sage / Ocena wpływu kompostów na parametry mikrobiologiczne i biochemiczne podłoży oraz cechy morfologiczne szałwii błysz czącej

    Directory of Open Access Journals (Sweden)

    Wolna-Maruwka Agnieszka

    2015-09-01

    Full Text Available Celem badań była ocena stanu mikrobiologicznego (liczba bakterii heterotrofi cznych, promieniowców, pleśni i biochemicznego (aktywność ureazy i fosfatazy kwaśnej torfu z domieszką kompostów wytworzonych na bazie osadu ściekowego. Ponadto celem badań było wykazanie wpływu niniejszych podłoży na cechy morfologiczne szałwii błyszczącej (wysokość, liczba i długości pędów, liczba pąków i kwiatostanów, indeks zazielenienia (SPAD. Komposty wyprodukowane z osadu ściekowego, słomy pszennej, kukurydzianej i łubinowej zmieszano z torfem w różnym udziale procentowym, od 25% do 75%.

  20. Evaluation of the Frails' Fall Efficacy by Comparing Treatments (EFFECT on reducing fall and fear of fall in moderately frail older adults: study protocol for a randomised control trial

    Directory of Open Access Journals (Sweden)

    Chandran Manju

    2011-06-01

    Full Text Available Abstract Background Falls are common in frail older adults and often result in injuries and hospitalisation. The Nintendo® Wii™ is an easily available exercise modality in the community which has been shown to improve lower limb strength and balance. However, not much is known on the effectiveness of the Nintendo® Wii™ to improve fall efficacy and reduce falls in a moderately frail older adult. Fall efficacy is the measure of fear of falling in performing various daily activities. Fear contributes to avoidance of activities and functional decline. Methods This randomised active-control trial is a comparison between the Nintendo WiiActive programme against standard gym-based rehabilitation of the older population. Eighty subjects aged above 60, fallers and non-fallers, will be recruited from the hospital outpatient clinic. The primary outcome measure is the Modified Falls Efficacy Scale and the secondary outcome measures are self-reported falls, quadriceps strength, walking agility, dynamic balance and quality of life assessments. Discussions The study is the first randomised control trial using the Nintendo Wii as a rehabilitation modality investigating a change in fall efficacy and self-reported falls. Longitudinally, the study will investigate if the interventions can successfully reduce falls and analyse the cost-effectiveness of the programme. Trial registration Australia and New Zealand Clinical Trials Register (ANZCTR: ACTRN12610000576022

  1. The Art of Playful Mobility in Museums

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2012-01-01

    Many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful and mobile activities for museum learning is mostly undeveloped. In this chapter we explore play as a structure to support visitor learning, drawing from international...... research in museums and interaction design. We argue that play and mobility provide museums with ready-made structures and concepts which help them plan for visitor learning....

  2. A GENERALIZED VERSION OF PLAY FAIR CIPHER

    Directory of Open Access Journals (Sweden)

    Jitendra Choudhary

    2013-06-01

    Full Text Available In this paper, we have generalized and modified the play fair cipher. We have introduced confusion and diffusion. The cryptanalysis carried out in this analysis has shown that the proposed play fair cipher is a strong one. The role of cryptography in today’s world is increasing day by day. Information is flowing from are place to another on the network. One most common cryptography technique is substitution cipher. Play fair is most common substitution cipher. In this paper, we present a generalized version of play fair ciphers. Encryption/decryption is a very popular task. We also explain the fundamentals of sequential cryptography.

  3. FAIR PLAY I N TURKISH SOCIAL LIFE

    Directory of Open Access Journals (Sweden)

    Mikail TEL

    2014-07-01

    Full Text Available We can say that we start hearing term of fair play since last 30 years in our country. While it is a sportive term it also represents respectfulness toward all mutual rights, symbol of being just and honest also we can determine it as basic moral values wh ich needs to be practise. Expression and teaching of Fair play fact starts with family and it needs to be thought as a life discipline which should appear in society. Term of Fair play isn‟t only an organizing term for sportive interrelations it also ne eds to be taken as a cultural fact. It is a way of life. Term of Fair play is a way of thinking and acting so it is is above all of sport branches. It is behaviors and emotions which are accepted as conditions of being a perfect human being by Turkish society. Purpose of this study is to investigate perspective of Turkish society toward Fair play and find lived / real fair play events to set as sample. Term of Fair play, cultural values among Turkish society and real Fair play events had been studied carefully within the theorical scope. This research is a theorical study. Screening the resources used as method for this study. Tried to investigate works, articles and researches had been done about this field and interpret the facts which can be acc epted as sample for Fair play.

  4. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  5. Play and Adversity: How the Playful Mammalian Brain Withstands Threats and Anxieties

    Science.gov (United States)

    Siviy, Stephen M.

    2010-01-01

    Most mammals play, but they do so in a dangerous world. The dynamic relationship between the stresses created by their world and the activity of play helps to explain the evolution of play in mammals, as the author demonstrates in evidence garnered from experiments that introduce elements of fear to rats at play. The author describes the resulting…

  6. Playing with Technology: Is It All Bad?

    Science.gov (United States)

    Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M.

    2014-01-01

    Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…

  7. Playing by Ear: Foundation or Frill?

    Science.gov (United States)

    Woody, Robert H.

    2012-01-01

    Many people divide musicians into two types: those who can read music and those who play by ear. Formal music education tends to place great emphasis on producing musically literate performers but devotes much less attention to teaching students to make music without notation. Some would suggest that playing by ear is a specialized skill that is…

  8. Executive Functions Development and Playing Games

    Science.gov (United States)

    Petty, Ana Lucia; de Souza, Maria Thereza C. Coelho

    2012-01-01

    The aim of this paper is to discuss executive functions and playing games, considering Piaget's work (1967) and the neuropsychological framework (Barkley, 1997, 2000; Cypel, 2007). Two questions guide the discussion: What are the intersections between playing games and the development of executive functions? Can we stimulate children with learning…

  9. Playing with Technology: Is It All Bad?

    Science.gov (United States)

    Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M.

    2014-01-01

    Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…

  10. Play Therapy with Emotionally Damaged Adolescents.

    Science.gov (United States)

    Wilson, Kate; Ryan, Virginia

    2002-01-01

    This article argues that non-directive play therapy offers an approach that is well suited to addressing adolescent concerns. The argument is illustrated by two accounts of therapy that show how a more traditional non-directive counseling approach was combined with play therapy by the adolescents themselves, allowing exploration of emotional…

  11. Play: Dormant Issues and New Perspectives.

    Science.gov (United States)

    Vandenberg, Brian

    1981-01-01

    Discusses the role of play in development from both cultural-evolutionary and ontogenetic-historical perspectives. These perspectives illuminate how play and imitation are important for the developing individual who is seen as influencing a changing cultural environment. (Author/RH)

  12. Using Role Play to Debate Animal Testing

    Science.gov (United States)

    Agell, Laia; Soria, Vanessa; Carrió, Mar

    2015-01-01

    The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…

  13. Indoor and Outdoor Play in Preschool Programs

    Science.gov (United States)

    Kroeker, Julia

    2017-01-01

    The purpose of this study was to explain children's indoor and outdoor play in preschool programs in terms of teacher interaction, peer interaction and task orientation. Children's indoor and outdoor play behaviors were compared using the Individualized Classroom Assessment Scoring System (inCLASS). Findings included significant differences on…

  14. Developing a virtual piano playing environment

    NARCIS (Netherlands)

    Broersen, Alexander; Nijholt, Anton; Petrushin, V.; Kommers, P.A.M.; Kinshuk, X.; Galeev, I.

    2002-01-01

    In this paper the framework for a multimedia platform called ADRI is described which aids in playing the piano. A 3D-piano with visualisation of notes was built in a virtual environment and connected with a real synthesizer using Midi to interact with a user. Multiple users can play together on the

  15. From online to offline game/play

    DEFF Research Database (Denmark)

    Clausen, Thea Juhl Roloff

    2014-01-01

    Children love to play digital games. But how should we relate to children's use of digital games. When children play they use signs from online games into offline games. There will in the paper be pointed out, media pedagogy weaknesses and strengths. And the media didactic challenges that pedagog...

  16. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  17. Believable bots can computers play like people?

    CERN Document Server

    2012-01-01

    This book shows how to create believable bots that play computer games and discusses the implications of making them appear human. It examines significant issues in AI: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious?

  18. Developing a virtual piano playing environment

    NARCIS (Netherlands)

    Petrushin, V.; Broersen, Alexander; Kommers, Petrus A.M.; Nijholt, Antinus; Kinshuk, X.; Galeev, I.

    2002-01-01

    In this paper the framework for a multimedia platform called ADRI is described which aids in playing the piano. A 3D-piano with visualisation of notes was built in a virtual environment and connected with a real synthesizer using Midi to interact with a user. Multiple users can play together on the

  19. The Thing's the Play: Doing "Hamlet."

    Science.gov (United States)

    Sowder, Wilbur H., Jr.

    1993-01-01

    Argues for the use of film in the teaching of William Shakespeare's "Hamlet" because the play was meant to be seen and heard and not just read. Outlines a method of teaching the play by which students select a scene and perform it. Gives an example of a successful student performance. (HB)

  20. Using Role Play to Debate Animal Testing

    Science.gov (United States)

    Agell, Laia; Soria, Vanessa; Carrió, Mar

    2015-01-01

    The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…

  1. Role Playing Research before Dungeons and Dragons

    DEFF Research Database (Denmark)

    Lieberoth, Andreas

    of Dungeons and Dragons the hobby community quickly took up this more serious mantle as well. Looking to a few unfortunate cases, and the obvious psychological power of role playing experience, many came to believe that role playing can have a profound psychological impact, but few evidence based studies have...... the effects of roleplaying – long before LARP and Dungeons and Dragons....

  2. Restaurant Role-Play in Psychology

    Science.gov (United States)

    Borya, Anthony

    2013-01-01

    Research methods is perceived as a technical and difficult topic by some students. Using role-play to teach it can make it more accessible, meaningful and engaging. Role-playing the familiar roles of customer and waiting staff at a restaurant and discussing the variables that may affect the size of tips can help students to learn some of the key…

  3. The Thing's the Play: Doing "Hamlet."

    Science.gov (United States)

    Sowder, Wilbur H., Jr.

    1993-01-01

    Argues for the use of film in the teaching of William Shakespeare's "Hamlet" because the play was meant to be seen and heard and not just read. Outlines a method of teaching the play by which students select a scene and perform it. Gives an example of a successful student performance. (HB)

  4. Participatory Republics: Play and the Political

    DEFF Research Database (Denmark)

    Sicart, Miguel Angel

    2015-01-01

    In this paper we propose a critical reading of Sicart’s concept of political play, and we suggest an alternative framework that expands his work. We will apply Chantal Mouffe’s political theory to the core ideas in Play Matters, with the purpose of focusing and further developing the understanding...

  5. Playing extensive form games in parallel

    NARCIS (Netherlands)

    S. Ghosh; R. Ramanujam; S. Simon

    2010-01-01

    Consider a player playing against different opponents in two extensive form games simultaneously. Can she then have a strategy in one game using information from the other? The famous example of playing chess against two grandmasters simultaneously illustrates such reasoning. We consider a simple dy

  6. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  7. Cognitive and Social Play of Australian Preschoolers.

    Science.gov (United States)

    Wyver, Shirley R.; Spence, Susan H.

    1995-01-01

    Observed behaviors of 37 female and 23 male Australian preschoolers. Found that only 20% engaged in thematic pretend play (linked to perspective taking, language development, impulse control, divergent problem solving) whereas 24% used cooperative social play (linked to divergent problem solving). Results suggest need for assistance in the…

  8. Agentive and Communitarian Play in Early Childhood

    Science.gov (United States)

    Dmytro, Dana; Kubiliene, Neringa; Cameron, Catherine Ann

    2014-01-01

    Play has long been recognised as a vehicle by which significant developmental advances occur during early childhood. Children use play to explore their relationships, their psychosocial skills, and their environment, and through their experiences, they begin to adopt specific capacities and values that have an impact on future socio-emotional and…

  9. Playful expressions in one-year-old chimpanzee infants in social and solitary play contexts

    Directory of Open Access Journals (Sweden)

    Kirsty Mhairi Ross

    2014-07-01

    Full Text Available Knowledge of the context and development of playful expressions in chimpanzees is limited because research has tended to focus on social play, on older subjects, and on the communicative signaling function of expressions. Here we explore the rate of playful facial and body expressions in solitary and social play, changes from 12- to 15-months of age, and the extent to which social partners match expressions, which may illuminate a route through which context influences expression. Naturalistic observations of seven chimpanzee infants (Pan troglodytes were conducted at Chester Zoo, UK (n = 4, and Primate Research Institute, Japan (n = 3, and at two ages, 12 months and 15 months. No group or age differences were found in the rate of infant playful expressions. However, modalities of playful expression varied with type of play: in social play, the rate of play faces was high, whereas in solitary play, the rate of body expressions was high. Among the most frequent types of play, mild contact social play had the highest rates of play faces and multi-modal expressions (often play faces with hitting. Social partners matched both infant play faces and infant body expressions, but play faces were matched at a significantly higher rate that increased with age. Matched expression rates were highest when playing with peers despite infant expressiveness being highest when playing with older chimpanzees. Given that playful expressions emerge early in life and continue to occur in solitary contexts through the second year of life, we suggest that the play face and certain body behaviors are emotional expressions of joy, and that such expressions develop additional social functions through interactions with peers and older social partners.

  10. The TViews Table Role-Playing Game

    Directory of Open Access Journals (Sweden)

    Dana Van Devender

    2008-08-01

    Full Text Available The TViews Table Role-Playing Game (TTRPG is a digital tabletop role-playing game that runs on the TViews table, bridging the separate worlds of traditional role-playing games with the growing area of massively multiplayer online role-playing games. The TViews table is an interactive tabletop media platform that can track the location of multiple tagged objects in real-time as they are moved around its surface, providing a simultaneous and coincident graphical display. In this paper we present the implementation of the first version of TTRPG, with a content set based on the traditional Dungeons & Dragons rule-set. We also discuss the results of a user study that used TTRPG to explore the possible social context of digital tabletop role-playing games.

  11. Forms of vitality play and symbolic play during the third year of life.

    Science.gov (United States)

    Español, Silvia; Bordoni, Mariana; Martínez, Mauricio; Camarasa, Rosario; Carretero, Soledad

    2015-08-01

    This article focuses on the development of forms of vitality play, a recently described type of play, and links it to the development of symbolic play, one of the most studied types of play in developmental psychology. Two adult-infant dyads were videotaped longitudinally during in-house free play meetings every 15 days during the third year of life. Convergence technique was applied in order to accelerate the longitudinal study. A total of 17h 48min were registered in 28 sessions. An observational code with categories of forms of vitality play (a non-figurative play frame in which child and adult play together with the dynamics of their own movements and sounds in a repetition-variation form), symbolic play, and categories of combined patterns of both types of play was applied. The rate of each play was calculated for different age periods. Forms of vitality play is present at a constant rate during the third year of life. Symbolic play flourishes during this period. Combined play patterns are not the most frequent but are present from the beginning to the end of the third year. We suggest that FoVP favours intimate and intersubjective experiences essential to the understanding and the development of the interpersonal world; that it can be thought of as a good runway for the development of symbolic play; and that it prepares the child to participate in the temporal arts that belong to his culture.

  12. How Wii Teach Physical Education and Health

    Directory of Open Access Journals (Sweden)

    Jonas Almqvist

    2016-12-01

    Full Text Available The use of educational computer games in physical education (PE has become more popular in recent years and has attracted research interest. The aim of the article is to investigate how physical activities and images of the human body are offered by the game. The results show how the “teacher” constituted in the games is one who instructs and encourages the players to exercise and think about their bodies, but not a “teacher” who can help students to investigate, argue, or discuss images of health and the human body. We argue that the use of a wide range and variety of ways of teaching would make the teaching richer and offer a deeper understanding about the body and health.

  13. Design of Piano -playing Robotic Hand

    Directory of Open Access Journals (Sweden)

    Lin Jen-Chang

    2013-09-01

    Full Text Available Unlike the market slowdown of industrial robots, service & entertainment robots have been highly regarded by most robotics reseach and market research agencies. In this study we developed a music playing robot (which can also work as a service robot for public performance. The research is mainly focused on the mechanical and electrical control of piano-playing robot, the exploration of correlations among music theory, rhythm and piano keys, and eventually the research on playing skill of keyboard instrument. The piano-playing robot is capable of control linear motor, servo-motor and pneumatic devices in accordance with the notes and rhythm in order to drive the mechanical structure to proper positions for pressing the keys and generating music. The devices used for this robot are mainly crucial components produced by HIWIN Technology Corp. The design of robotic hand is based on the direction of anthropomorphic hand such that five fingers will be used for playing piano. The finger actuations include actions of finger rotation, finger pressing, and finger lifting; time required for these 3 stages must meet the requirement of rhythm. The purpose of entertainment robot can be achieved by playing electric piano with robotic hand, and we hope this research can contribute to the development of domestic entertainment music playing robots.

  14. I Play Roles, Therefore I Am

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne Marit

    2007-01-01

    -reflecting activity is getting an increasingly growing attention from the media, and the fact that educators, teachers, and development consultants have discovered the potential inherent in role-playing, both as an idea and a strategy. In this essay, we place leisure role-playing in a broader perspective, not only...... in relation to actual phenomena in mediatized popular culture (such as computer games) or to storytelling in organizations, but also in relation to role-playing as a tradition and theoretical consideration within education, theatre, and the social sciences. The points and discussions are based on our book...

  15. 黑莓PlayBook 4G

    Institute of Scientific and Technical Information of China (English)

    2011-01-01

    黑莓的PlayBook平板电脑之前已经有过介绍.在CES2011展会上.RIM公司公布了支持4G技术的PlayBook平板。该产品为Sprint定制.预计将于今夏上市。PlayBook4G采用1GHz主频双核处理器,搭配1GB内存和黑莓平板系统.支持AdobeFlashPlayer101、AdobeMobile AIR和HTML5技术。

  16. Playing for health? Revisiting health promotion to examine the emerging public health position on children's play.

    Science.gov (United States)

    Alexander, Stephanie A; Frohlich, Katherine L; Fusco, Caroline

    2014-03-01

    Concerns over dwindling play opportunities for children have recently become a preoccupation for health promotion in western industrialized countries. The emerging discussions of play seem to be shaped by the urgency to address the children's obesity epidemic and by societal concerns around risk. Accordingly, the promotion of play from within the field appears to have adopted the following principles: (i) particular forms of play are critical for increasing children's levels of physical activity; and (ii) play should be limited to activities that are not risky. In this article, we argue that these emerging principles may begin to re-shape children's play: play is predominantly instrumentalized as a means to promote children's physical health, which may result in a reduction of possibilities for children to play freely and a restriction of the kinds of play designated as appropriate for physical health. We argue that within this context some of the social and emotional elements of health and well-being that children gain through diverse forms of playing are neglected. This has implications for health promotion because it suggests a narrowing of the conception of health that was originally advocated for within the field. Additionally, this reveals a curious paradox; despite the urgency to promote physical activity through play, this position may limit the range of opportunities for children to freely engage in play, in effect reducing their activity levels. We propose an example that promotes play for children and better aligns with the conception of health as outlined in the Ottawa Charter.

  17. A Brief Introduction to Competition and Play

    Directory of Open Access Journals (Sweden)

    Sean Scanlan

    2014-05-01

    Full Text Available This introduction sets the stage for a NANO special issue on how competition and play revolutionized Victorian work, how these ideas operate in endurance sports, and how they might get remade in digital spaces.

  18. Developmental trends in children's pretend play.

    Science.gov (United States)

    Lyytinen, P

    1991-01-01

    The developmental trends in pretend play were investigated in children 2-6 years of age (18 in each of five age groups) by examining changes in pretend action and speech separately. Play behaviour was assessed by using a selected set of Duplo Lego toys. Interest focused on occurrence of decentration, decontextualization and integration at different age levels. The proportions of decentred and decontextualized acts, action integrations and play themes, increased linearly with age. Changes in substitutive and inventive actions were, however, more minor than expected. Single-scheme combinations did not reveal any essential aspect of the development of children's symbolic competence. In this sense, multischeme combinations were more important in revealing the children's way of organizing toy material. Linear age trends were not found for language measures. The use of decentred utterances, language integrations and linguistically expressed themes were individual-specific rather than age-related. Issues for studying pretend play in language-impaired groups are also suggested.

  19. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  20. Modular, Plug and Play, Distributed Avionics Project

    Data.gov (United States)

    National Aeronautics and Space Administration — The objective of this SBIR effort was to prove the viability of an Ethernet version of the MicroSat Systems, Inc. (MSI) modular, plug and play (PnP) spacecraft...

  1. Aguas!: An Introduction to Hispanic Plays.

    Science.gov (United States)

    Saldana, Johnny

    1996-01-01

    Notes that the number of Hispanic children in schools is growing. Presents an annotated bibliography of 46 Hispanic plays, sources of information, and organizations dealing with Hispanic themes and ideas. (PA)

  2. Position Statement on Active Outdoor Play

    National Research Council Canada - National Science Library

    Tremblay, Mark S; Gray, Casey; Babcock, Shawna; Barnes, Joel; Bradstreet, Christa Costas; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William; Power, Marlene; Sandseter, Ellen Beate Hansen; Simon, Brenda; Brussoni, Mariana

    2015-01-01

    .... The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play...

  3. Solving the Plagiary Puzzle with Role Plays.

    Science.gov (United States)

    Moder, Carol Lynn; Halleck, Gene B.

    1995-01-01

    Presents exercises and role plays designed to help English-as-a-Second-Language (ESL) students enrolled in or bound for American universities understand plagiarism and the need to properly document essays and term papers. (five references) (MDM)

  4. Resistance Measurements on Play-Doh.

    Science.gov (United States)

    Jones, Brian

    1993-01-01

    Presents a laboratory exercise to reinforce the concepts of conductivity and resistance. Students measure resistance over rolled out Play-Doh of differing lengths and widths using the four-point resistance measurement method. (MDH)

  5. Population Genetics Simulated with Playing Cards

    Science.gov (United States)

    Oliver, P. T. P.

    1975-01-01

    Describes how to use playing cards as simulators to demonstrate several aspects of allelism and allele frequency in a gene pool. They provide an "unexpected" result, promote group discussion and may stimulate students to devise variations for comparison. (BR)

  6. INTERACTIVE VIDEO-GAMING AND THE NEW POSSIBILITIES FOR BODILY ACTION AND IMAGINATION

    Directory of Open Access Journals (Sweden)

    Nino Ferrin

    2015-09-01

    Full Text Available Video games can open possibilities for bodily action and imagination of the youths, especially the newer forms of video games. We will discuss it through two case studies of media sporting activities with the game “Nintendo Wii”, in which the game is handled by corporal movements. The performative use of new media enables the actor-actant to recognize or misrecognize his/her abilities, since the media changes radically one’s world- and self-views. In order to deal with these basic assumptions a symmetrical anthropology of “human” and “things” is proposed as consequence of the concept of technography as field research is introduced. The examples of two young contenders playing the Wii-Sports game “boxing” and a 40-year old man playing bowling reveal the interconnectedness between player and avatar, body and image of the body as well as between image and imagination. http://dx.doi.org/10.14572/nuances.v26i1.3823

  7. SOLVING LARGE GAMES WITH SIMULATED FICTITIOUS PLAY

    OpenAIRE

    Seale, Darryl A.; JOHN E. BURNETT

    2006-01-01

    A computational procedure, Simulated Fictitious Play (SFP), is introduced to approximate equilibrium solutions for n-person, non-cooperative games with large strategy spaces. A variant of the iterative solution process fictitious play (FP), SFP is first demonstrated on several small n-person games with known solutions. In each case, SFP solutions are compared to those obtained through analytical methods. Sensitivity analyses are presented that examine the effects of iterations (repetitions of...

  8. Negotiation Games: Acquiring Skills by Playing

    OpenAIRE

    Pacios Alvarez, Antonia; Cobo Benita, José Ramón; Ortiz Marcos, Isabel; Vargas Funes, Jose María

    2011-01-01

    This paper shows the research done at the School of Industrial Engineers (ETSII) of the Technical University of Madrid (UPM), in two consecutive academic courses. In this negotiation game each team is formed by three students playing different roles, with a different degree of complexity. The game is played three different times changing the conditions and doing the Zones of Possible Agreement (ZOPA) smaller so the negotiation is going “harder” and it was more difficult for the team to achiev...

  9. Golden Jubilee Photos: Theorists at play

    CERN Multimedia

    2004-01-01

    Alvaro De Rújula and John Ellis, two of the best-known theorists at CERN, on stage for the 1983 Theory Division play. The stereotype of theoretical physicists has them with their heads in the clouds. But CERN theorists have turned this notion on its head with their annual satirical plays. The first, in 1978, poked fun at the conflict between two competing groups who wanted the chance to perform the second experiment with the then-new Super Proton Synchrotron (SPS). Theorist John Ellis, who has been involved with most of the plays over the years, says the theorists "came up with the idea of defusing the tension by having the play." Each year, they base the play on a theme or symbol that will resonate with people from any culture. This first play was loosely based on l'Escalade, Geneva's annual celebration of having repelled the Duke of Savoy's attack in 1602. In the 1980s they staged "CERN lake," inspired by the ballet "Swan Lake"-and by the problems in digging the Large Electron Positron (LEP) collider's tu...

  10. Position Statement on Active Outdoor Play

    Directory of Open Access Journals (Sweden)

    Mark S. Tremblay

    2015-06-01

    Full Text Available A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N = 9 and cross-sectorial individuals/organizations (N = 17, and an extensive stakeholder consultation process (N = 1908. More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: “Access to active play in nature and outdoors—with its risks— is essential for healthy child development. We recommend increasing children’s opportunities for self-directed play outdoors in all settings—at home, at school, in child care, the community and nature.” The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development.

  11. Adult Playfulness, Humor Styles, and Subjective Happiness.

    Science.gov (United States)

    Yue, Xiao D; Leung, Chun-Lok; Hiranandani, Neelam A

    2016-12-01

    Playfulness has been referred to as a disposition that involves reframing a situation to amuse others and to make the situation more stimulating and enjoyable. It may serve to shift one's perspective when dealing with environmental threats. Despite all the benefits of playfulness towards psychological well-being, it remains a largely understudied subject in psychology, particularly in Chinese societies. Hence, this study examined the association between adult playfulness, humor styles, and subjective happiness among a sample of 166 university students in Hong Kong and 159 students in Guangzhou, who completed a self-administered questionnaire, including the Short Measure for Adult Playfulness, the Chinese Humor Styles Questionnaire, and the Subjective Happiness Scale. Results showed that adult playfulness was positively correlated with affiliative humor, self-enhancing humor, and subjective happiness in both Hong Kong and Guangzhou samples. By its implication, highly playful Chinese students preferred using affiliative and self-enhancing humor to amuse themselves and others. © The Author(s) 2016.

  12. Doing play: competency, control, and expression.

    Science.gov (United States)

    Miller, Stacey; Reid, Denise

    2003-12-01

    This qualitative study investigated the personal experiences of children with cerebral palsy engaging in a virtual reality play intervention program. The study involved in-depth, focused interviews that were conducted with 19 participants aged 8-13 who had a diagnosis of cerebral palsy. A constant comparative inductive method of analysis was used, and several themes emerged. Findings were interpreted using the theory of flow, the theory of self-efficacy, and the model of playfulness in virtual reality computer interactions. The three themes uncovered in the data include (a) doing play, (b) it's my way that matters, and (c) how I see me. The sub-theme safety also emerged. Findings from this study showed that children with physical disabilities are often limited in their play experience compared to their peers without physical disabilities. Children perceived engagement in a virtual reality play intervention program as an enjoyable experience which increased their self-competence and self-efficacy. Participants experienced a sense of control and mastery over the virtual environment and were provided a safe way to explore and challenge their abilities. Participants perceived experiencing flow and reported perceived physical changes and increased social acceptance from both peers and family. These findings provide evidence that virtual reality continues to show promise as a pediatric rehabilitation play intervention tool.

  13. Position Statement on Active Outdoor Play.

    Science.gov (United States)

    Tremblay, Mark S; Gray, Casey; Babcock, Shawna; Barnes, Joel; Bradstreet, Christa Costas; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William; Power, Marlene; Sandseter, Ellen Beate Hansen; Simon, Brenda; Brussoni, Mariana

    2015-06-08

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3-12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N=9) and cross-sectorial individuals/organizations (N=17), and an extensive stakeholder consultation process (N=1908). More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: "Access to active play in nature and outdoors--with its risks--is essential for healthy child development. We recommend increasing children's opportunities for self-directed play outdoors in all settings--at home, at school, in child care, the community and nature." The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development.

  14. Children's Imaginative and Social Play in Relation to Family Structure, Maternal Stress, and Attitudes about Play.

    Science.gov (United States)

    Cornelius, Georgianna

    1988-01-01

    Examines the level of imaginative and social play of children in relation to family structure (single parent household versus dual parent household), maternal level of stress, and mothers' beliefs and attitudes about play. (BB)

  15. Concepts of Play and Play Culture for the 21st Century

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft, Herdis; Karoff, Helle Skovbjerg

    2014-01-01

    . For several centuries western theorists, for instance Baumgarten, Schiller, Huizinga, Caillois, Sutton Smith, Vygotsky, Bateson, Salen & Zimmerman, Flemming Mouritsen and later on the panel participants, have discussed the concept of play and play culture. They have presented their own theoretical...

  16. Categorising Risky Play--How Can We Identify Risk-Taking in Children's Play?

    Science.gov (United States)

    Sandseter, Ellen Beate Hansen

    2007-01-01

    There is a growing debate on the balance between making sure our children are safe versus letting the children play in physically and emotionally stimulating and challenging environments. The focus is now on children's right to do risky play. There are no studies categorising risky play. The present study has aimed to do this. Qualitative…

  17. When play is a family business: adult play, hierarchy, and possible stress reduction in common marmosets.

    Science.gov (United States)

    Norscia, Ivan; Palagi, Elisabetta

    2011-04-01

    Easy to recognize but not easy to define, animal play is a baffling behavior because it has no obvious immediate benefits for the performers. However, the absence of immediate advantages, if true, would leave adult play (costly but maintained by evolution, spanning lemurs to Homo sapiens) unexplained. Although a commonly held view maintains that play is limited by stress, an emergent hypothesis states that play can regulate stress in the short term. Here we explored this hypothesis in a captive family group of New World monkeys, Callithrix jacchus (common marmoset). We observed six subjects and gathered data on aggressive, play, and scratching behavior via focal (6 h/individual) and all occurrences sampling (115 h). We found that play levels were highest during pre-feeding, the period of maximum anxiety due to the forthcoming competition over food. Scratching (the most reliable indicator of stress in primates) and play showed opposite trends along hierarchy, with dominants scratching more and playing less than subordinates. Finally, scratching decreased after play, whereas play appeared to be unrelated to previous scratching events, symptoms of a potential stressful state. In conclusion, both play timing and hierarchical distribution indicate that play limits stress, more than vice versa, at least in the short term.

  18. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    Science.gov (United States)

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  19. Including Children with Autism in Social and Imaginary Play with Typical Peers: Integrated Play Groups Model

    Science.gov (United States)

    Wolfberg, Pamela; Bottema-Beutel, Kristen; DeWitt, Mila

    2012-01-01

    Peer-play experiences are a vital part of children's socialization, development, and culture. Children with autism face distinct challenges in social and imaginary play, which place them at high risk for being excluded by peers. Without explicit support, they are likely to remain isolated from peers and the consistent interactive play that…

  20. Towards a playful organization ideal-type: Values of a playful organizational culture

    NARCIS (Netherlands)

    Warmelink, H.J.G.

    2011-01-01

    Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with a learning/training purpose) and ‘gamification’ (applying game technology and principles to make existing practices more game-like). One could consequently theorize about the dawn of playful or aniza

  1. Self-Play and Using an Expert to Learn to Play Backgammon with Temporal Difference Learning

    NARCIS (Netherlands)

    Wiering, Marco

    2010-01-01

    A promising approach to learn to play board games is to use reinforcement learning algorithms that can learn a game position evaluation function. In this paper we examine and compare three different methods for generating training games: 1) Learning by self-play, 2) Learning by playing against an

  2. Playing with Technology: Mother-Toddler Interaction Scores Lower during Play with Electronic Toys

    Science.gov (United States)

    Wooldridge, Michaela B.; Shapka, Jennifer

    2012-01-01

    To investigate play with electronic toys (battery-operated or digital), 25 mother-toddler (16-24 months old) dyads were videotaped in their homes playing with sets of age-appropriate electronic and non-electronic toys for approximately 10 min each. Parent-child interactions were coded from recorded segments of both of the play conditions using the…

  3. Responsive Play: Exploring Play as Reader Response in a First Grade Classroom

    Science.gov (United States)

    Flint, Tori K.

    2016-01-01

    Play in the school setting is a highly contested issue in today's restrictive academic environment. Although many early childhood educators advocate the use of play in their classrooms and emphasize the importance of play for children's learning and development, children beyond the preschool and kindergarten years are not often afforded…

  4. Pigs, Planes, and Play-Doh: Children's Perspectives on Play as Revealed through Their Drawings

    Science.gov (United States)

    Duncan, Pauline Agnieszka

    2015-01-01

    Play, an elusive concept despite the extensive literature on the subject, remains especially problematic for research focused on the perspective of children. The author discusses her study on children's perspectives about play, exploring drawing as a method for learning how young children conceptualize play within a social-semiotic framework. Her…

  5. Expressivity in Open-ended Constructive Play: Building and Playing Musical Lego Instruments

    DEFF Research Database (Denmark)

    Jakobsen, Kasper; Petersen, Marianne Graves; Stougaard, Jeppe;

    2016-01-01

    This paper presents the findings from a case study in designing for open-ended constructive play for children. The study is based on a workshop where more that 150 children in ages 3-13 built and played their own musical instruments from Lego. The children used different sensors for playing...

  6. Assessing Preschool Children's Pretend Play: Preliminary Validation of the Affect in Play Scale-Preschool Version

    Science.gov (United States)

    Kaugars, Astrida Seja; Russ, Sandra W.

    2009-01-01

    Research Findings: A description of the development and preliminary validation of the Affect in Play Scale-Preschool version (APS-P) is presented by demonstrating associations among preschool children's play, creativity, and daily behavior using multiple methodologies. Thirty-three preschool-age children completed a standardized 5-minute play task…

  7. A Staged Reading of the Play: Reykjavik

    Science.gov (United States)

    2017-01-01

    Reykjavik is the capital of Iceland, an island country located about 500 miles northwest of Scotland in the North Atlantic. In 1986 Mikhail Gorbachev, the Chairman of the Politburo of the Soviet Union and General Secretary of the Soviet Communist Party, invited Ronald Reagan, the President of the United States, to meet with him. The play Reykjavik is a dramatic reconstruction of the two-day summit meeting during which the world leaders almost reached agreement on the total abolition of their countries' nuclear weapons. The play uses the actual transcripts of the Reykjavik meeting as well as the memoirs of both Reagan and Gorbachev. Join us for a dramatic staged reading of Reykjavik and find out how close the two superpowers, the Soviet Union and the United States, came to eliminating their nuclear weapons. He playwright is Richard Rhodes, the Pulitzer Prize-winning author of 24 books. He has written his first play, and it spins off of his research into the history of nuclear weapons. The staged reading is performed by the Washington based Tonic Theater Company: http://www.tonictheater.org/[tonictheater.org]. After the performance, the play director and actors as well as experts on nuclear disarmament will be available for a talk-back discussion of the play with the audience. Produced by Brian Schwartz, Brooklyn College and the Graduate Center of the City University of New York and Gregory Mack of the APS Washington office.

  8. Bluetooth as a Playful Public Art Interface

    Science.gov (United States)

    Stukoff, Maria N.

    This chapter investigates how the application of emergent communication technologies assisted in the design of playful art experience in a public place. Every Passing Moment (EPM), was a mobile public artwork that tracked and recorded any discoverable Bluetooth device to automatically seed a flower in a virtual garden projected onto an urban screen. The EPM was the first public art work to run blu_box, a custom-designed Bluetooth system for mobile telephony. The aim of blu_box was to build a system that supported playful interactions between the public and an urban screen, openly accessible to anyone with a Bluetooth-enabled mobile phone. This participatory engagement was observed in EPM on three levels, namely; unconscious, conscious, and dynamic play. Furthermore, this chapter highlights how sound and face-to-face communication proved imperative in the play dynamics of EPM. In conclusion, this chapter proposes ways in which the use of emergent communication technologies in public places, especially when interfaced with urban screening platforms, can construct playful city spaces for the public at large.

  9. [Play therapy in social work with children].

    Science.gov (United States)

    Dvarionas, Dziugas

    2002-01-01

    This article introduces the results of scientific research performed in 1995-1997 in Kaunas primary school with 1st and 2nd grade children exhibiting behavioral disorders. Play therapy, a quite novel method in the country, seeks better improvement and an achievement of a better relationship for disadvantaged children in educational process. Play group counseling, or play media counseling, is shown as an important method in working with early primary grade children, especially those who present behavioral problems in the classroom. Another important aspect of group play therapy is the concentrated relationship with the counselor. Primary school children, especially those who are disadvantaged respond more to warmth than to praise for being right and doing well. Data analysis allow us to assume that behavioral difficulties of primary school children are connected with a low rate of self-esteem and dissatisfaction with their vital activities. Main conclusions to correspond with hypothesis held for the research are: a) children exhibiting behavioral problems are less active in educational process; b) by means of systematic use of play group counseling method in school, problematic children are able to solve their difficulties and to optimize their academic improvement; c) there is a complementary relationship between child's self-esteem and his/her satisfaction with his/her vital activity.

  10. Play Golf with the CERN Golf Club

    CERN Multimedia

    Golf Club

    2014-01-01

    The snow has gone, the grass is getting greener and the golf courses open up to hibernating golfers; The CERN golf club committee has been busy organising the program for the coming golf season, with many attractive outings to nearby courses. Are you new to CERN? And you play golf? or would like to learn ? then join us, playing golf and having fun. You can find all you need to know on our web-page; don’t hesitate to contact any of the committee members who will answer your questions.  Take a look at the provisional schedule below, sign-up and take part!  Besides these regular outings, as a CERN Golf Club member, you have also the opportunity to play in our “Corpo” team, in the competitions organised by the Golf Entreprise Rhone-Alpes. You can also play in our match play-tournament, and for new to the game, we organise some group–lessons with a local Pro. See:  http://club-golf.web.cern.ch/club-golf/index.php

  11. The relationship between creativity and variety of play material in the context of symbolic play

    Directory of Open Access Journals (Sweden)

    Jelka Fric Jekovec

    2015-07-01

    Full Text Available During children's symbolic play many cognitive, emotional and social processes take place. A child develops her potential through symbolic play, and creativity is one such potential. Our research focused on investigating the relationship between creativity in early childhood and physical representation of play material in the context of symbolic play. 59 children were included in the study, aged from five to six years. We assessed their creativity before and after ten play-sessions using the Test for Creative Thinking TCT-DP. Each child played individually with one of six types of play material that varied with respect to three characteristics: structure, realism, and complexity. We hypothesized that creativity would increase for all types of play material but that it would not increase evenly across play materials. Due to statistically insignificant differences in creativity measures over time, we could not validate these hypotheses. We did however find a small increase in creativity for a group that played with low-structured, low-realism and low-complexity play material. This result is consistent with other similar research in the field.

  12. Relationships between symbolic play, functional play, verbal and non-verbal ability in young children.

    Science.gov (United States)

    Lewis, V; Boucher, J; Lupton, L; Watson, S

    2000-01-01

    It is well established that certain aspects of play in young children are related to their emerging linguistic skills. The present study examined the relationships between functional play, symbolic play, non-verbal ability, and expressive and receptive language in normally developing children aged between 1 and 6 years using standardized assessment procedures, including a recently developed Test of Pretend Play (ToPP). When effects of chronological age were partialled out, symbolic play remained significantly correlated with both expressive and receptive language, but not with functional play or non-verbal ability; and functional play was only correlated significantly with expressive language. It is concluded that ToPP will provide practitioners with a useful way of assessing symbolic ability in children between the ages of 1 and 6 years, and will contribute to the assessment and diagnosis of a number of communication difficulties, and have implications for intervention.

  13. MAJOR PLAYS IN UTAH AND VICINITY

    Energy Technology Data Exchange (ETDEWEB)

    Craig D. Morgan; Thomas C. Chidsey

    2003-11-01

    Utah oil fields have produced over 1.2 billion barrels (191 million m{sup 3}). However, the 13.7 million barrels (2.2 million m{sup 3}) of production in 2002 was the lowest level in over 40 years and continued the steady decline that began in the mid-1980s. The Utah Geological Survey believes this trend can be reversed by providing play portfolios for the major oil-producing provinces (Paradox Basin, Uinta Basin, and thrust belt) in Utah and adjacent areas in Colorado and Wyoming. Oil plays are geographic areas with petroleum potential caused by favorable combinations of source rock, migration paths, reservoir rock characteristics, and other factors. The play portfolios will include: descriptions and maps of the major oil plays by reservoir; production and reservoir data; case-study field evaluations; summaries of the state-of-the-art drilling, completion, and secondary/tertiary techniques for each play; locations of major oil pipelines; descriptions of reservoir outcrop analogs; and identification and discussion of land-use constraints. All play maps, reports, databases, and so forth, produced for the project will be published in interactive, menu-driven digital (web-based and compact disc) and hard-copy formats. This report covers research activities for the first quarter of the second project year (July 1 through September 30, 2003). This work included (1) describing the Conventional Southern Uinta Basin Play, subplays, and outcrop reservoir analogs of the Uinta Green River Conventional Oil and Gas Assessment Unit (Eocene Green River Formation), and (2) technology transfer activities. The Conventional Oil and Gas Assessment Unit can be divided into plays having a dominantly southern sediment source (Conventional Southern Uinta Basin Play) and plays having a dominantly northern sediment source (Conventional Northern Uinta Basin Play). The Conventional Southern Uinta Basin Play is divided into six subplays: (1) conventional Uteland Butte interval, (2) conventional

  14. Magical arts: the poetics of play.

    Science.gov (United States)

    Jacobus, Mary

    2005-01-01

    The paper argues that links between play and magic in British Object Relations point to the persistence of aesthetic concerns within psychoanalysis. Magical thinking is present in British Object Relations psychoanalysis from its beginnings in Klein's play technique and early aesthetic writings, surfacing elsewhere in Susan Isaac's educational experiments and her theories of metaphor. Marion Milner's clinical account of the overlapping areas of illusion and symbol-formation in a boy's war-games link the primitive rituals of Frazer's "The Golden Bough" with her patient's creativity. In Winnicott's concept of the transitional object, the theory of play achieves its apotheosis as a diffusive theory of culture or "private madness," and as a paradigm for psychoanalysis itself. Tracing the non-positivistic, mystical, and poetical elements in British Object Relations underlines the extent to which aesthetics is not just entangled with psychoanalysis, but constitutive of it in its mid-twentieth century manifestations.

  15. Learning by Playing with Digital Technology

    DEFF Research Database (Denmark)

    Benjaminsen, Nana

    2006-01-01

    Construction Games in Schools. The project is an exploration of how elements of play can be integrated in a technology-based learning environment. I will use examples of empirical data gathered during spring 2006 to demonstrate that play can function as a useful learning strategy, and also point out barriers...... strategy might lead to changes on three interrelated levels: the teaching material, the educational context (i.e. teaching style, use of the physical facilities and schools organisational structure) and the cultural-historical way schools function within Danish in society.......This paper presupposes the notion that there is potential for the integration of play into primary and secondary school activities, because it can stimulate and support the formal as well as informal learning that takes place in school. Digital technology could be a driver for this integration...

  16. MOVING EDUCATIONAL ROLE-PLAY BEYOND ENTERTAINMENT

    Directory of Open Access Journals (Sweden)

    Thomas Duus Henriksen

    2010-11-01

    Full Text Available Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning games more gamish seems to have an inhibiting effect on designing and thinking games beyond mere skill acquisition. By emphasising the role-play based process as a conflictual negotiation between distinctive categories of knowledge, this paper presents the explorative application of knowledge, while framing the facilitation of reflective processes as the key for transcending knowledge from the game’s context to that of the participants. While pointing towards the compatibility issues between current conceptions of learning games and the facilitation of reflective processes, the paper emphasises the need for thinking the learning game as a part of a didactic design, rather than something beneficial in itself.

  17. Play-ING人气美女Show

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    Play-ING自举办以来,已成功打造了多次线上、线下活动。以各种形式参与到Play-ING里的明星、玩家、帅哥美女也是数量众多。本期杂志上,Play-ING就为大家精选了四位热辣的美女,展示给广大读者。其中有专业的演员、模特,也有网络红人和套气Showgirl。另外,还首次曝光了她们专门为Play—ING栏目精心准备的自拍照喔!敬请欣赏!

  18. Recent Advances in General Game Playing

    Directory of Open Access Journals (Sweden)

    Maciej Świechowski

    2015-01-01

    Full Text Available The goal of General Game Playing (GGP has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014 in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI related to universal game playing.

  19. Recent Advances in General Game Playing.

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  20. Freud on play, games, and sports fanaticism.

    Science.gov (United States)

    Holowchak, M Andrew

    2011-01-01

    Much has been written in the secondary literature on Freud's aggression-release perspective vis-à-vis competitive sports. Very little has been written, however, on Freud's own explicit contribution to play, games, and sport. That is likely the result of Freud's reluctance to take up them--especially from the gamesman's and sportsman's points of view. One can, however, tease out the development of Freud's thoughts on games, play, and sport through a careful examination of his corpus over time. In doing so, one finds an early view of play and games, where the drives behind those activities are self- and other-preservative, and a later view, where Freud introduces his death drive. The article ends with some notions on what Freud might have said on the fanaticism that accompanies competitive sport, had he expressly taken up the issue.

  1. Cracking Bank PINs by Playing Mastermind

    Science.gov (United States)

    Focardi, Riccardo; Luccio, Flaminia L.

    The bank director was pretty upset noticing Joe, the system administrator, spending his spare time playing Mastermind, an old useless game of the 70ies. He had fought the instinct of telling him how to better spend his life, just limiting to look at him in disgust long enough to be certain to be noticed. No wonder when the next day the director fell on his chair astonished while reading, on the newspaper, about a huge digital fraud on the ATMs of his bank, with millions of Euros stolen by a team of hackers all around the world. The article mentioned how the hackers had 'played with the bank computers just like playing Mastermind', being able to disclose thousands of user PINs during the one-hour lunch break. That precise moment, a second before falling senseless, he understood the subtle smile on Joe's face the day before, while training at his preferred game, Mastermind.

  2. Hospital Clowning as Play Stimulus in Healthcare

    OpenAIRE

    Laura Anes; Marianne Obi

    2014-01-01

    A serious illness, a chronic medical condition or a hospital bed should not deny any child her/his basic right to play, a right essential for children’s development and general wellbeing. In fact, it is in these frightening and anxious moments that play and the stimulus that it provides can help the most. This article will focus on the impacts and benefits of professional hospital clowning for the wellbeing and recovery process of ill and hospitalized children. Our experience has shown that t...

  3. Playing Muller Games in a Hurry

    Directory of Open Access Journals (Sweden)

    John Fearnley

    2010-06-01

    Full Text Available This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  4. On the playful use of digital media

    DEFF Research Database (Denmark)

    Cermak, Daniel

    2016-01-01

    Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html.......Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html....

  5. Finnish Play Becomes Chinese Local Opera

    Institute of Scientific and Technical Information of China (English)

    1993-01-01

    IN the fall of 1992 an unusualpremiere took place in Xi′an:Totisesti totisesti,adapted from aFinnish stage play,was performed asan opera in Chinese by the HuaOpera Troupe,a part of the ShaanxiOpera Research Institute.Ms.InkeriKilpinen,the playwright,and Ms.Leena Laulajainen,vice-chairman ofFinland Writers′Association,cameto see the performance.Hua opera,also known as“Wanwan Opera,”is one of the localforms of opera in Shaanxi Province.It was originally performed in theform of shadow play,and was for-

  6. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  7. On the playful use of digital media

    DEFF Research Database (Denmark)

    Cermak, Daniel

    2016-01-01

    Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html.......Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html....

  8. On the significance of adult play: what does social play tell us about adult horse welfare?

    Science.gov (United States)

    Hausberger, Martine; Fureix, Carole; Bourjade, Marie; Wessel-Robert, Sabine; Richard-Yris, Marie-Annick

    2012-04-01

    Play remains a mystery and adult play even more so. More typical of young stages in healthy individuals, it occurs rarely at adult stages but then more often in captive/domestic animals, which can imply spatial, social and/or feeding deprivations or restrictions that are challenging to welfare, than in animals living in natural conditions. Here, we tested the hypothesis that adult play may reflect altered welfare states and chronic stress in horses, in which, as in several species, play rarely occurs at adult stages in natural conditions. We observed the behaviour (in particular, social play) of riding school horses during occasional outings in a paddock and measured several stress indicators when these horses were in their individual home boxes. Our results revealed that (1) the number of horses and rates of adult play appeared very high compared to field report data and (2) most stress indicators measured differed between `players' and `non-players', revealing that most `playful' animals were suffering from more chronic stress than `non-playful' horses. Frequency of play behaviour correlated with a score of chronic stress. This first discovery of a relationship between adult play and altered welfare opens new lines of research that certainly deserves comparative studies in a variety of species.

  9. Fictitious play in extensive form games

    DEFF Research Database (Denmark)

    Hendon, Ebbe; Whitta-Jacobsen, Hans Jørgen; Sloth, Birgitte

    1996-01-01

    This article analyzes the fictitious play process originally proposed for strategic form games by Brown (1951) and Robinson (1951). We interpret the process as a model of preplay thinking performed by players before acting in a one-shot game. This model is one of bounded rationality. We discuss how...

  10. Hospital Clowning as Play Stimulus in Healthcare.

    Science.gov (United States)

    Anes, Laura; Obi, Marianne

    2014-10-30

    A serious illness, a chronic medical condition or a hospital bed should not deny any child her/his basic right to play, a right essential for children's development and general wellbeing. In fact, it is in these frightening and anxious moments that play and the stimulus that it provides can help the most. This article will focus on the impacts and benefits of professional hospital clowning for the wellbeing and recovery process of ill and hospitalized children. Our experience has shown that through interactive play and humor, "clowndoctors" can create an enabling and supportive environment that facilitates children's adaptation to the hospital setting and improves their acceptance of medical procedures and staff. While moving from bedside to bedside, RED NOSES clowndoctors encourage children's active participation and support their natural instinct to play, fully including them in the interaction, if the children wish to do so. Therefore, clowndoctor performances offer ill children much needed stimulus, self-confidence and courage, elements fundamental to reducing their vulnerability. In this piece, a special emphasis will be put on the various approaches used by RED NOSES clowndoctors to bond and reach out to children suffering from different medical conditions.

  11. Odaminodaa Ojibwemong!! = Let's Play in Ojibwe!!

    Science.gov (United States)

    White, James L.

    The booklet contains directions for designing six word games to provide motivation, reinforcement, and review for students of all ages, from children to adults, as they learn the Ojibwe language. Step-by-step instructions are provided for making and playing Quiz Board, Tic-Tac-Toe, Concentration, Lottery, Lingo (Bingo), and Incocomp. Suggestions…

  12. Gaming: Eat Breakfast, Drink Milk, Play Xbox

    Science.gov (United States)

    O'Hanlon, Charlene

    2007-01-01

    Plagued by one of the most overweight populaces in the country, the state of West Virginia was looking for a solution to its obesity problem that would appeal to the school-age crowd. It turned to Linda Carson, a professor at West Virginia University's School of Physical Education. Carson recalled witnessing kids lining up in an arcade to play a…

  13. The Playful and Reflective Game Designer

    Science.gov (United States)

    Majgaard, Gunver

    2014-01-01

    A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…

  14. Patriotic and Historical Plays for Young People.

    Science.gov (United States)

    Kamerman, Sylvia E., Ed.

    The one-act, royalty-free plays in this book dramatize notable events in United States history. Historical selections include dramatizations of the Declaration of Independence, the Boston Tea Party, the Continental Army at Valley Forge, the birth of the Constitution, and George Washington crossing the Delaware and feature such historic figures as…

  15. Scaffolding Productive Language Skills through Sociodramatic Play

    Science.gov (United States)

    Galeano, Rebecca

    2011-01-01

    This article reviews how a receptive, bilingual four-year-old increased her Spanish productive-language skills over five weeks as she engaged in Spanish-language play sessions with bilingual peers. The data show her growing participation in group verbal interactions along with her growing production of her weaker language. In addition, a…

  16. Assembling and Dissembling: Policy as Productive Play

    Science.gov (United States)

    Koyama, Jill P.; Varenne, Herve

    2012-01-01

    In this piece, the authors examine educational policy by focusing on the ways in which actors "play" or selectively follow, negotiate, and appropriate cultural instructions and rules. They outline a framework that situates assemblage, a notion utilized in actor-network theory, within the critical cultural study of policy. Treating policy…

  17. Problem Solvers: Solutions--Playing Basketball

    Science.gov (United States)

    Smith, Jeffrey

    2014-01-01

    In this article, fourth grade Upper Allen Elementary School (Mechanicsburg, Pennsylvania) teacher Jeffrey Smith describes his exploration of the Playing Basketball activity. Herein he describes how he found the problem to be an effective way to review concepts associated with the measurement of elapsed time with his students. Additionally, it…

  18. Jumping Rope at Day of Play

    Science.gov (United States)

    2005-01-01

    Sarah Dastugue, 11, leaps in the air as Libby Knox, 9, swings a jump rope. The children were participants in Nickelodeon's Worldwide Day of Play celebration at Stennis Space Center (SSC) on Oct. 1. On the day of the event, children all over the world participate in physical activities as part of the celebration.

  19. HARPERS FERRY, A PLAY ABOUT JOHN BROWN.

    Science.gov (United States)

    STAVIS, BARRIE

    THIS PLAY IS A DRAMATIC RENDERING OF JOHN BROWN'S ATTACK ON THE ARMORY AT HARPERS FERRY AND HIS SUBSEQUENT TRIAL FOR TREASON. ALTHOUGH IT ADHERES TO THE FACTS OF HISTORY, THEY ARE NOT TREATED REALISTICALLY. "HARPERS FERRY" PORTRAYS BROWN AS POSSESSING A PURE IDEALISM UNTAINTED IN THE SLIGHTEST DEGREE BY MATERIALISM OR SELF-SEEKING, WHICH…

  20. More playful user interfaces: an introduction

    NARCIS (Netherlands)

    Unknown, [Unknown; Nijholt, A.; Nijholt, Antinus

    2015-01-01

    In this chapter we embed recent research advances in creating playful user interfaces in a historical context. We have observations on spending leisure time, in particular predictions from previous decades and views expressed in Science Fiction novels. We confront these views and predictions with

  1. More playful user interfaces: an introduction

    NARCIS (Netherlands)

    Nijholt, Anton; Nijholt, Anton

    2015-01-01

    In this chapter we embed recent research advances in creating playful user interfaces in a historical context. We have observations on spending leisure time, in particular predictions from previous decades and views expressed in Science Fiction novels. We confront these views and predictions with wh

  2. Compassionate Play in The Ludic Century

    Directory of Open Access Journals (Sweden)

    James Dyer

    2014-11-01

    Full Text Available In 2013 game designer Eric Zimmerman wrote a provocative manifesto entitled ‘Manifesto for a Ludic Century’ (2013a, in which Zimmerman declares the 21st Century’s dominant cultural form to be games. Consequently, Zimmerman proposes that the individual occupant of the century is therefore in a continuous state of game engagement. As such, this re-contextualisation of game space and play, indefinitely articulates the individual as a constant player and character, and thusly challenges the notions of selfhood. Importantly it should be noted, the state of a ludic century is explicitly assumed as a truth, however superficial it may appear. Accordingly, this paper is then afforded to be an extended hypothesis of the proposed ludic century, rather than a critical dissection and response to Zimmerman’s manifesto. This enables a hermeneutic framing of the questions: ‘What does it mean to live in a ludic century?’and ‘in what capacity may the self exist in the ludic century?’ These questions will attempt to distinguish play as an inherent cultural logic that extends beyond the limitations of explicit ‘gamification’ or instrumental play (Stenros et al., 2009; Zichermann, 2010. Concluding, it is claimed that the ludic century elicits a sustained delusion of self, as the player is confined to the designed game structure, which inhibits authentic engagement and interaction with environment and self. It is proposed that this evokes a form of suffering, the compassionate play within the ludic century.

  3. Creating Classroom Plays from Adolescent Novels.

    Science.gov (United States)

    Kennedy, Michael

    1987-01-01

    Describes a classroom program in which students adapted and then produced a play based on the adolescent novel "The Chocolate War." Notes group improvisation strategies for adapting internal monologue to dialogue. Argues the advantages of such a project over class discussion and book reports. (JG)

  4. Fieldwork Game Play: Masterminding Evidentiality in Desano

    Science.gov (United States)

    Silva, Wilson; AnderBois, Scott

    2016-01-01

    In this paper, we propose a methodology for collecting naturally occurring data on evidentials and epistemic modals. We use Desano (Eastern Tukanoan) as a case study. This language has a complex evidential system with six evidential forms. The methodology in question consists of having Desano speakers to play a logic game, "Mastermind".…

  5. Superman play and pediatric blunt abdominal trauma.

    Science.gov (United States)

    Machi, J M; Gyuro, J; Losek, J D

    1996-01-01

    Two pediatric patients with life-threatening intra-abdominal injuries associated with Superman play are presented. The cases illustrate the importance of knowing the mechanism of injury in the assessment of children with blunt abdominal trauma. The diagnostic value of liver enzymes and the controversies surrounding the radiographic assessment of pediatric blunt abdominal trauma are presented.

  6. Happy Festivus! Parody as playful consumer resistance

    DEFF Research Database (Denmark)

    Mikkonen, Ilona; Bajde, Domen

    2013-01-01

    , a parody of Christmas. Festivus is found to be primarily constructed as a playful rejection of the established grand narratives and conventions of Christmas. In contrast to dominant Christmas ideology, Festivus promotes a grand narrative of “meaningful nothingness,” wherein Festivus celebration...

  7. Odaminodaa Ojibwemong!! = Let's Play in Ojibwe!!

    Science.gov (United States)

    White, James L.

    The booklet contains directions for designing six word games to provide motivation, reinforcement, and review for students of all ages, from children to adults, as they learn the Ojibwe language. Step-by-step instructions are provided for making and playing Quiz Board, Tic-Tac-Toe, Concentration, Lottery, Lingo (Bingo), and Incocomp. Suggestions…

  8. A Simulation of Coevolution Using Playing Cards

    Science.gov (United States)

    Tatina, Robert

    2007-01-01

    In this article, the author describes a simulation of a coevolutionary "arms race" and introduce a way of teaching it that lets students use the theory of natural selection to explain the outcomes of the simulation. The simulation uses the numerical cards from an UNO[R] playing card deck to represent the speeds of individuals in populations of…

  9. The benefits of playing video games

    NARCIS (Netherlands)

    Granic, I.; Lobel, A.M.; Engels, R.C.M.E.

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of 'gaming' has been on its negative impact: the potential harm related to violence,

  10. [Death by erotic asphyxiation (breath control play)].

    Science.gov (United States)

    Madea, Burkhard; Hagemeier, Lars

    2013-01-01

    Most cases of sexual asphyxia are due to autoerotic activity. Asphyxia due to oronasal occlusion is mostly seen in very old or very young victims. Oronasal occlusion is also used in sadomasochistic sexual practices like "breath control play" or "erotic asphyxiation". If life saving time limitations of oronasal occlusion are not observed, conviction for homicide caused by negligence is possible.

  11. Games To Play with Babies. Third Edition.

    Science.gov (United States)

    Silberg, Jackie

    Intended for parents with infants, this book is a collection of 230 simple, fun-filled games that can be played with infants from birth to age 1 year. The book begins with guidelines for growth in motor, auditory, visual, language, cognitive, and self-concept skills from birth to 6 months and from 6 to 12 months. The remainder of the book presents…

  12. The benefits of playing video games.

    Science.gov (United States)

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.

  13. The benefits of playing video games

    NARCIS (Netherlands)

    Granic, I.; Lobel, A.M.; Engels, R.C.M.E.

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of 'gaming' has been on its negative impact: the potential harm related to violence, a

  14. Microblogging Activities: Language Play and Tool Transformation

    Science.gov (United States)

    Hattem, David

    2014-01-01

    The following is a qualitative case study presenting three vignettes exploring the use of language play while microblogging during an academically sanctioned task. Ten students and one teacher used "Twitter" in an intensive, English as a second language advanced grammar course to practice writing sentences with complex grammatical…

  15. A Child's Power in Game-Play

    Science.gov (United States)

    McLeod, Julie; Lin, Lin

    2010-01-01

    This paper is the first of its series that studies the power children have in game-play and examines its implications for teaching and learning. As a start, the paper describes a framework of power based on a synthesis of various types of power underlined in literature. The paper then looks into the power issue through observation and interviews…

  16. Children's Thinking Styles, Play, and Academic Performance

    Science.gov (United States)

    Holmes, Robyn M.; Liden, Sharon; Shin, Lisa

    2013-01-01

    Based on the study of seventy-four middle school children of mostly Filipino and part Hawaiian heritages, this article explores the relationships of children's thinking styles, play preferences, and school performance. Using the Group Embedded Figures Test, the Articulation of the Body Scale, and written responses to three questions, the authors…

  17. Predicting return to play after hamstring injuries

    NARCIS (Netherlands)

    M.H. Moen (Maaike); G. Reurink (Gustaaf); A. Weir (Adam); J.L. Tol (Johannes); M. Maas (Mario); G.J. Goudswaard (Gert Jan)

    2014-01-01

    markdownabstract__Abstract__ Background Previous studies on the prognostic value of clinical and MRI parameters for the time to return to play (TTRTP) in acute hamstring injuries showed only limited to moderate evidence for the various investigated parameters. Some studies had multiple methodologic

  18. Problem Solvers: Solutions--Playing Basketball

    Science.gov (United States)

    Smith, Jeffrey

    2014-01-01

    In this article, fourth grade Upper Allen Elementary School (Mechanicsburg, Pennsylvania) teacher Jeffrey Smith describes his exploration of the Playing Basketball activity. Herein he describes how he found the problem to be an effective way to review concepts associated with the measurement of elapsed time with his students. Additionally, it…

  19. Role Playing, Issue Importance, and Attitude Change.

    Science.gov (United States)

    Sarup, Gian

    1981-01-01

    Contrasted three major theories on attitude change: cognitive dissonance, incentive, and social judgment. Results from student questionnaires provided little support for cognitive dissonance. Also provided credible, though overlapping, evidence for incentive and social judgment theories. Improvised role playing produced more change than did…

  20. A Role-Play Rorschach Procedure

    Science.gov (United States)

    Bricklin, Barry

    1975-01-01

    Three subjects were used in a role playing study based on the subject's own Rorschach responses. The results proved to be valuable as an aspect of therapeutic involvement. Results also help to expand and clarify the psychological meaning of Rorschach images. (Author/DEP)

  1. Melting Metal on a Playing Card

    Science.gov (United States)

    Greenslade, Thomas B., Jr.

    2016-01-01

    Many of us are familiar with the demonstration of boiling water in a paper cup held over a candle or a Bunsen burner; the ignition temperature of paper is above the temperature of 100°C at which water boils under standard conditions. A more dramatic demonstration is melting tin held in a playing card. This illustration is from Tissandier's book on…

  2. Role Playing: Rehearsal for Language Change

    Science.gov (United States)

    Salisbury, Lee

    1970-01-01

    Argues that in teaching standard English to groups which, like Eskimos and speakers of Hawaiian Pidgin, are quite removed from mainstream American culture, role playing, as natural human behavior, can provide the bridge between classroom drill and real-life utilization of new language patterns. (FB)

  3. Competitive Sports: Helping Kids Play it Cool

    Science.gov (United States)

    ... handle mistakes? Is he or she a good sport or do emotions get out of control? Of course, some of ... that a game is just a game. Playing sports can teach many wonderful life lessons — valuing teamwork, overcoming challenges, controlling emotions, taking pride in accomplishments — but only if you ...

  4. Epoxy adhesive plays crucial role at CERN

    CERN Multimedia

    2006-01-01

    "Epoxy adhesives are set to play a vital role in Europe's biggest-ever scientific experiment at the European Centre for Nuclear Research (CERN) in Geneva, Switzerland, thereby helping scientists gain a better understanding of the origins of the universe." (1 page)

  5. Hospital Clowning as Play Stimulus in Healthcare

    Directory of Open Access Journals (Sweden)

    Laura Anes

    2014-10-01

    Full Text Available A serious illness, a chronic medical condition or a hospital bed should not deny any child her/his basic right to play, a right essential for children’s development and general wellbeing. In fact, it is in these frightening and anxious moments that play and the stimulus that it provides can help the most. This article will focus on the impacts and benefits of professional hospital clowning for the wellbeing and recovery process of ill and hospitalized children. Our experience has shown that through interactive play and humor, “clowndoctors” can create an enabling and supportive environment that facilitates children’s adaptation to the hospital setting and improves their acceptance of medical procedures and staff. While moving from bedside to bedside, RED NOSES clowndoctors encourage children’s active participation and support their natural instinct to play, fully including them in the interaction, if the children wish to do so. Therefore, clowndoctor performances offer ill children much needed stimulus, self-confidence and courage, elements fundamental to reducing their vulnerability. In this piece, a special emphasis will be put on the various approaches used by RED NOSES clowndoctors to bond and reach out to children suffering from different medical conditions.

  6. Epoxy adhesive plays crucial role at CERN

    CERN Multimedia

    2007-01-01

    "Epoxy adhesives are set to play a vital role in Europe's biggest-ever scientific experiment at the European Centrefor Nuclear Research (CERN) in Geneva, Switzerland, thereby helping scientists gain a better understanding of the origins of the universe." (1/2 page)

  7. Concepts of Play and Play Culture for the 21st Century

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft, Herdis; Karoff, Helle Skovbjerg

    2014-01-01

    BIN Norden conference 2014 Accepted panel ________________________________________ Concepts of Play and Play Culture for the 21st Century Participants in the panel are: Associate professor Herdis Toft, University of Southern Denmark (organizer), Professor Beth Juncker, University of Copenhagen, A...... and gender? • How do you conceive the concept of play in relation to concepts of ‘the magic circle’ and of atmosphere (mood) and aesthetics (mode)?...

  8. Play Behavior in Wolves: Using the '50:50' Rule to Test for Egalitarian Play Styles.

    Directory of Open Access Journals (Sweden)

    Jennifer L Essler

    Full Text Available Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals' play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized '50:50' rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the '50:50' rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages.

  9. Play Behavior in Wolves: Using the '50:50' Rule to Test for Egalitarian Play Styles.

    Science.gov (United States)

    Essler, Jennifer L; Cafazzo, Simona; Marshall-Pescini, Sarah; Virányi, Zsófia; Kotrschal, Kurt; Range, Friederike

    2016-01-01

    Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals' play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized '50:50' rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the '50:50' rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages.

  10. Validation of the Balance Board for Clinical Evaluation of Balance During Serious Gaming Rehabilitation Exercises.

    Science.gov (United States)

    Bonnechère, Bruno; Jansen, Bart; Omelina, Lubos; Sholukha, Victor; Van Sint Jan, Serge

    2016-09-01

    Balance and posture can be affected in various conditions or become decreased with aging. A diminution of balance control induces an increase of fall's risk. The Nintendo Wii Balance Board™ (WBB) is used in rehabilitation to perform balance exercises (using commercial video games). The WBB has also been validated to assess balance and posture in static conditions. However, there is currently no study investigating the use of WBB to assess balance during the realization of balance exercises using this device. The aim of this study was to validate the use of WBB, coupled with specially developed serious games, to assess dynamic balance during rehabilitation exercises. Thirty five subjects participated in this study. Subjects were asked to play two specially developed serious games. Center of pressure (CP) displacements were simultaneously recorded with a WBB and a gold standard force plate (FP). Nine parameters were derived from CP displacement. Bland and Altman plots, paired-sample t tests, intraclass correlation coefficient's, and Pearson's coefficient correlations were computed. Excellent correlation between both devices was found for each parameter for the two games (R = 0.95 and 0.96). Unlike previous work on the WBB, these excellent results were obtained without using any calibration procedure. Despite this, results were highly correlated between the WBB and the FP. The WBB could be used in clinics to assess balance during rehabilitation exercises and, thus, allows a more regular patient follow-up.

  11. Functional near-infrared spectroscopy (fNIRS) of brain function during active balancing using a video game system.

    Science.gov (United States)

    Karim, Helmet; Schmidt, Benjamin; Dart, Dwight; Beluk, Nancy; Huppert, Theodore

    2012-03-01

    Functional near-infrared spectroscopy (fNIRS) is a portable, non-invasive, brain imaging technology that uses low levels of non-ionizing light to record changes in cerebral blood flow in the brain through optical sensors placed on the surface of the scalp. These signals are recorded via flexible fiber optic cables, which allow neuroimaging experiments to be conducted on participants while performing tasks such as standing or walking. FNIRS has the potential to provide new insights into the evolution of brain activation during ambulatory motor learning tasks and standing tasks to probe balance and vestibular function. In this study, a 32 channel fNIRS system was used to record blood flow changes in the frontal, motor, sensory, and temporal cortices during active balancing associated with playing a video game simulating downhill skiing (Nintendo Wii™; Wii-fit™). Using fNIRS, we found activation of superior temporal gyrus, which was modulated by the difficulty of the balance task. This region had been previously implicated in vestibular function from other animal and human studies. Copyright © 2011 Elsevier B.V. All rights reserved.

  12. MAJOR OIL PLAYS IN UTAH AND VICINITY

    Energy Technology Data Exchange (ETDEWEB)

    Thomas C. Chidsey Jr; Craig D. Morgan; Roger L. Bon

    2003-07-01

    Utah oil fields have produced over 1.2 billion barrels (191 million m{sup 3}). However, the 13.7 million barrels (2.2 million m{sup 3}) of production in 2002 was the lowest level in over 40 years and continued the steady decline that began in the mid-1980s. The Utah Geological Survey believes this trend can be reversed by providing play portfolios for the major oil producing provinces (Paradox Basin, Uinta Basin, and thrust belt) in Utah and adjacent areas in Colorado and Wyoming. Oil plays are geographic areas with petroleum potential caused by favorable combinations of source rock, migration paths, reservoir rock characteristics, and other factors. The play portfolios will include: descriptions and maps of the major oil plays by reservoir; production and reservoir data; case-study field evaluations; summaries of the state-of-the-art drilling, completion, and secondary/tertiary techniques for each play; locations of major oil pipelines; descriptions of reservoir outcrop analogs; and identification and discussion of land use constraints. All play maps, reports, databases, and so forth, produced for the project will be published in interactive, menu-driven digital (web-based and compact disc) and hard-copy formats. This report covers research activities for the third quarter of the first project year (January 1 through March 31, 2003). This work included gathering field data and analyzing best practices in the eastern Uinta Basin, Utah, and the Colorado portion of the Paradox Basin. Best practices used in oil fields of the eastern Uinta Basin consist of conversion of all geophysical well logs into digital form, running small fracture treatments, fingerprinting oil samples from each producing zone, running spinner surveys biannually, mapping each producing zone, and drilling on 80-acre (32 ha) spacing. These practices ensure that induced fractures do not extend vertically out of the intended zone, determine the percentage each zone contributes to the overall

  13. "Bam! We Just Started to Play!"

    DEFF Research Database (Denmark)

    Nortvig, Anne-Mette

    2017-01-01

    their homework. However, in music, the learning outcome in ensemble lessons depends very much on the music skills of all the pupils, and the pupils learn more if everybody has done their homework and is ready to play together. This paper uses empirical data created as a part of a bigger project funded...... and teachers at a lower secondary school. The research question is: how can a digital learning platform contribute to skills and creativity in ensemble lessons in music? Data for answering that question were generated from observations of platform-based lessons in music and from interviews with the teachers...... used again to help the pupils remember the rhythm before they were asked to play all together. On the basis of new platform videos of other rhythms, the pupils were to mix and create rhythms themselves in small groups. Finally, they were to video record, evaluate and upload their video to the platform...

  14. Domain-specific knowledge as playful interaction

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2015-01-01

    Starting from reflections on designing games for learning, aimed at providing a tangible grounding to abstract knowledge, we designed Prime Slaughter, a game to support learning of factorisation and prime numbers, targeted to primary and early secondary school children. This new study draws upon ...... on activity theory, aimed at facilitating the transposition of abstract knowledge into playful interactions, so to develop new learning games of this kind, also keeping into account children’s individual needs regarding play....... the design process of Prime Slaughter, to move further in developing a general approach in developing games, aimed at effectively conveying knowledge from a specific domain. Hence this paper will discuss the past design process, as a concrete case, and then formulate a theoretical framework, based...

  15. Shale Gas Play Screening and Evaluation Criteria

    Institute of Scientific and Technical Information of China (English)

    Michael D. Burnaman; Wenwu Xia; John Shelton

    2009-01-01

    The uniqueness of shale gas plays is contrasted with conventional oil and gas exploration. Based on our ten year history in shale gas exploration, a practical 17 point list of criteria to use for screening shale gas projects and ranking that encompasses geoscience, geochemistry, reservoir engineering, drilling, completions and production operations is developed and explained. Other considerations that will impact shale gas development are identified and discussed. Some key methodologies to incorporate in the evaluation process are also proposed. The outcome of this proposed screening process, if rigorously applied,should quickly identify the projects that have the most likely chance for success for recommendation to management. Examples from active shale gas plays in the United States are used to support these criteria and references to relevant recent publications and presentations are provided.

  16. Exploring the enjoyment of playing browser games.

    Science.gov (United States)

    Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia

    2009-04-01

    Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.

  17. A role-play Rorschach procedure.

    Science.gov (United States)

    Bricklin, B

    1975-10-01

    Rorschach responses of three subjects were used to stimulate the type of role-playing popularized by Fritz Perls' Gestalt therapy. The standard Rorschachs were given first. Afterwards, each subject was presented with certain of his or her own images as a stimulus for the role-playing. The subjects consisted of a 19-year-old female with severe anxiety attacks, an 11-year-old lad diagnosed as having minimal cerebral dysfunction, and a 46-year-old man who had undergone two years of successful psychotherapy. It is proposed that the resulting data are valuable in expanding and clarifying the psychological meaning of the Rorschach images. Further, the procedure can be utilized, if desired, as a spur to therapeutic involvement.

  18. Domain-specific knowledge as playful interaction

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2015-01-01

    Starting from reflections on designing games for learning, aimed at providing a tangible grounding to abstract knowledge, we designed Prime Slaughter, a game to support learning of factorisation and prime numbers, targeted to primary and early secondary school children. This new study draws upon...... the design process of Prime Slaughter, to move further in developing a general approach in developing games, aimed at effectively conveying knowledge from a specific domain. Hence this paper will discuss the past design process, as a concrete case, and then formulate a theoretical framework, based...... on activity theory, aimed at facilitating the transposition of abstract knowledge into playful interactions, so to develop new learning games of this kind, also keeping into account children’s individual needs regarding play....

  19. An Ever-More Unequal Playing Field?

    DEFF Research Database (Denmark)

    Nielsen, Rasmus Kleis; Vaccari, Cristian

    In this study, we analyze patterns of digital media, earned media, and paid media performance among major-party candidates in competitive U.S. Congressional districts in the 2010 (N=112) and 2012 (N=120) election cycles. Based on standard concentration indices, we analyze the distribution of (1...... for the House of Representatives. We show that most of these forms of campaign communication are highly concentrated. A minority of candidates draw far more supporters, more news coverage, and raise more money than the rest. Contrary to the view that the internet may help “level the playing field”, we find...... occasionally benefit challengers and outsiders in US major-party politics, the overall competitive environment on the web is far from a level playing field and may in some ways exacerbate inequalities between resource-rich and resource-poor candidates. As digital media become more important parts...

  20. Teachers and Children Playing with Factorization

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2013-01-01

    adventure game and a logic puzzle game. The game design was informed by the results obtained in a 1 year field study exploring and assessing techniques for transposing dynamic and complex domain-specific knowledge into games. Empirical results suggest that children may prefer different forms of play, mainly...... based upon the work conducted by Rogoff (1990) and Säljö (2010). Rogoff (1990) proposes the notion of apprenticeship in thinking, discussing how children learn new skills engaging into goal-directed activities with adults, who support them when reaching their zone of proximal development, defined...... is that we show how a computer game can effectively turn an abstract concept into a virtual artefact, that learners can then probe in a playful way, as well as study empirically, to explore alternative hypothesis circa its workings and verify them through experiments. This allows the learners to move from...