WorldWideScience

Sample records for tv video games

  1. Healthy Habits for TV, Video Games, and the Internet

    Science.gov (United States)

    ... Healthy Habits for TV, Video Games, and the Internet KidsHealth > For Parents > Healthy Habits for TV, Video ... negative effects that violent video games can have. Internet Safety Become computer literate. Learn how to block ...

  2. Television, video game and social media use among children with ASD and typically developing siblings.

    Science.gov (United States)

    Mazurek, Micah O; Wenstrup, Colleen

    2013-06-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children with ASD spent approximately 62% more time watching television and playing video games than in all non-screen activities combined. Compared with TD siblings, children with ASD spent more hours per day playing video games (2.4 vs. 1.6 for boys, and 1.8 vs. 0.8 for girls), and had higher levels of problematic video game use. In contrast, children with ASD spent little time using social media or socially interactive video games.

  3. The influence of television, video games, and the internet on children's creativity

    NARCIS (Netherlands)

    Calvert, S.L.; Valkenburg, P.M.; Taylor, M.

    2013-01-01

    For many children, substantial amounts of time are devoted almost every day to screen media, including television viewing, video game play, and online Internet activities. This chapter discusses exposure to these types of media activities and some of the ways they influence creativity. In particular

  4. Television, Video Game and Social Media Use among Children with ASD and Typically Developing Siblings

    Science.gov (United States)

    Mazurek, Micah O.; Wenstrup, Colleen

    2013-01-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…

  5. Aggression in children with behavioural/emotional difficulties : seeing aggression on television and video games

    OpenAIRE

    Mitrofan, Oana; Paul, Moli; Weich, Scott; Spencer, Nick

    2014-01-01

    Background:\\ud Mental health professionals are often asked to give advice about managing children’s aggression. Good quality evidence on contributory environmental factors such as seeing aggression on television and in video games is relatively lacking, although societal and professional concerns are high. This study investigated possible associations between seeing aggression in such media and the aggressive behaviour of children attending specialist outpatient child and adolescent mental he...

  6. Aggression in children with behavioural/emotional difficulties: seeing aggression on television and video games

    OpenAIRE

    Mitrofan, Oana; Paul, Moli; Weich, Scott; Spencer, Nicholas

    2014-01-01

    Background Mental health professionals are often asked to give advice about managing children’s aggression. Good quality evidence on contributory environmental factors such as seeing aggression on television and in video games is relatively lacking, although societal and professional concerns are high. This study investigated possible associations between seeing aggression in such media and the aggressive behaviour of children attending specialist outpatient child and adolescent mental health...

  7. A validity test of movie, television, and video-game ratings.

    Science.gov (United States)

    Walsh, D A; Gentile, D A

    2001-06-01

    Numerous studies have documented the potential effects on young audiences of violent content in media products, including movies, television programs, and computer and video games. Similar studies have evaluated the effects associated with sexual content and messages. Cumulatively, these effects represent a significant public health risk for increased aggressive and violent behavior, spread of sexually transmitted diseases, and pediatric pregnancy. In partial response to these risks and to public and legislative pressure, the movie, television, and gaming industries have implemented ratings systems intended to provide information about the content and appropriate audiences for different films, shows, and games. To test the validity of the current movie-, television-, and video game-rating systems. Panel study. Participants used the KidScore media evaluation tool, which evaluates films, television shows, and video games on 10 aspects, including the appropriateness of the media product for children based on age. When an entertainment industry rates a product as inappropriate for children, parent raters agree that it is inappropriate for children. However, parent raters disagree with industry usage of many of the ratings designating material suitable for children of different ages. Products rated as appropriate for adolescents are of the greatest concern. The level of disagreement varies from industry to industry and even from rating to rating. Analysis indicates that the amount of violent content and portrayals of violence are the primary markers for disagreement between parent raters and industry ratings. As 1 part of a solution to the complex public health problems posed by violent and sexually explicit media products, ratings can have value if used with caution. Parents and caregivers relying on the ratings systems to guide their children's use of media products should continue to monitor content independently. Industry ratings systems should be revised with input

  8. Parents rate the ratings: a test of the validity of the American movie, television, and video game ratings.

    Science.gov (United States)

    Walsh, D A; Gentile, D A; Van Brederode, T M

    2002-02-01

    Numerous studies have documented the potential effects on young audiences of violent content in media products, including movies, television programs, and computer and video games. Similar studies have evaluated the effects associated with sexual content and messages. Cumulatively, these effects represent a significant public health risk for increased aggressive and violent behavior, spread of sexually transmitted diseases, and pediatric pregnancy. In partial response to these risks and to public and legislative pressure, the movie, television, and gaming industries have implemented ratings systems intended to provide information about the content and appropriate audiences for different films, shows, and games. We conducted a panel study to test the validity of the current movie, television, and video game rating systems. Participants used the KidScore media evaluation tool, which evaluates films, television shows, and video and computer games on 10 aspects, including the appropriateness of the media product for children on the basis of age. Results revealed that when an entertainment industry rates a product as inappropriate for children, parent raters agree that it is inappropriate for children. However, parent raters disagree with industry usage of many of the ratings designating material suitable for children of different ages. Products rated as appropriate for adolescents are of the greatest concern. The level of disagreement varies from industry to industry and even from rating to rating. Analysis indicates that the amount of violent content and portrayals of violence are the primary markers for disagreement between parent raters and industry ratings. Short-term and long-term recommendations are suggested.

  9. Is aggression in children with behavioural and emotional difficulties associated with television viewing and video game playing? A systematic review.

    Science.gov (United States)

    Mitrofan, O; Paul, M; Spencer, N

    2009-01-01

    Possible associations between television viewing and video game playing and children's aggression have become public health concerns. We did a systematic review of studies that examined such associations, focussing on children and young people with behavioural and emotional difficulties, who are thought to be more susceptible. We did computer-assisted searches of health and social science databases, gateways, publications from relevant organizations and for grey literature; scanned bibliographies; hand-searched key journals; and corresponded with authors. We critically appraised all studies. A total of 12 studies: three experiments with children with behavioural and emotional difficulties found increased aggression after watching aggressive as opposed to low-aggressive content television programmes, one found the opposite and two no clear effect, one found such children no more likely than controls to imitate aggressive television characters. One case-control study and one survey found that children and young people with behavioural and emotional difficulties watched more television than controls; another did not. Two studies found that children and young people with behavioural and emotional difficulties viewed more hours of aggressive television programmes than controls. One study on video game use found that young people with behavioural and emotional difficulties viewed more minutes of violence and played longer than controls. In a qualitative study children with behavioural and emotional difficulties, but not their parents, did not associate watching television with aggression. All studies had significant methodological flaws. None was based on power calculations. This systematic review found insufficient, contradictory and methodologically flawed evidence on the association between television viewing and video game playing and aggression in children and young people with behavioural and emotional difficulties. If public health advice is to be evidence

  10. Association of obesity with physical activity, television viewing, video /computer gaming among school children in Mangalore

    Directory of Open Access Journals (Sweden)

    Sanjay Kini

    2015-01-01

    Full Text Available Introduction: There is an increasing prevalence of obesity worldwide in children which can be attributed to changes in lifestyle such as sedentary habits, television (TV viewing, playing computer games, and consumption of snacks while watching television. The present study was done to find the association between obesity and TV viewing, computer game playing, sedentary lifestyle in children and also with a secondary objective to assess the association between blood pressure and TV/computer game viewing, sedentary lifestyle in children.Materials and methods: A cross sectional study was conducted at 4 high schools and Pre University Colleges (PUC’S in and around Mangalore during the study period of 4 days from 6 -12 august 2014. 509 students were enrolled. Information was gathered by asking the subjects to fill up a structured questionnaire. Nutritional status was assessed based on Body mass index (BMI and waist-hip ratio, waist-height ratio for all subjects. Blood pressure was measured for all the subjects.Results: It was found that among males 2.7% of students were obese and in females it was 2.3%. There was a significant association between blood pressure and consumption of snacks while watching TV and also between blood pressure and their habit of consumption / buying of snacks/ fast-food advertised in TV. A significant association was found between central obesity (Waist-hip ratio and Waist-height ratio and the number of hours of physical activity per week in schools.Conclusion: There is a need to develop preventive intervention like reducing snack consumption while watching TV and increasing the time dedicated to physical activity.

  11. Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?

    Science.gov (United States)

    Funk, Jeanne B; Baldacci, Heidi Bechtoldt; Pasold, Tracie; Baumgardner, Jennifer

    2004-02-01

    It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related characteristics. One hundred fifty fourth and fifth graders completed measures of real-life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger proviolence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain negative impact, though causality was not investigated in the present design. The samples' relatively low exposure to real-life violence may have limited the identification of relationships. Although difficult to quantify, desensitization to violence should be further studied using related characteristics as in the present study. Individual differences and causal relationships should also be examined.

  12. Sound and Music in Narrative Multimedia : A macroscopic discussion of audiovisual relations and auditory narrative functions in film, television and video games

    OpenAIRE

    Lund, Are Valen

    2012-01-01

    This thesis examines how we perceive an audiovisual narrative - here defined as film, television and video games - and seeks to establish a descriptive framework for auditory stimuli and their narrative functions in this regard. I initially adopt the viewpoint of cognitive psychology an account for basic information processing operations. I then discuss audiovisual perception in terms of the effects of sensory integration between the visual and auditory modalities on the construction of meani...

  13. Body mass index, new modes of TV viewing and active video games.

    Science.gov (United States)

    Falbe, J; Willett, W C; Rosner, B; Field, A E

    2017-10-01

    Recent technologies have changed screen time. TV can be viewed anywhere, anytime. Content can be collected via digital recorders and online streaming and viewed on smartphones. Video games are no longer strictly sedentary. We sought to assess the unknown relations between new modes of TV viewing - recorded, online, downloaded and on hand-held devices - and active video games with body mass index (BMI). Cross-sectional analysis of the 2011 wave of the Growing Up Today Study 2 cohort. We used gender-specific generalized estimating equations to examine screen time and BMI among 3071 women and 2050 men aged 16-24 years. Among women, each hour/day of online TV (0.47; confidence interval [CI]: 0.12, 0.82) and total non-broadcast TV (0.37; CI: 0.14, 0.61) was associated with higher BMI, as was watching ≥ 1/2 h week(-1) of TV on hand-held devices (1.04; CI: 0.32-1.77). Active video games were associated with BMI among women, but not after restricting to those not trying to lose/maintain weight. Broadcast TV was associated with higher BMI (kg m(-2) ) among women and men (P < 0.05). Among women, online TV, TV viewed on hand-held devices and the sum of non-broadcast TV time were associated with higher BMI. Broadcast TV was also associated with BMI in women and men. © 2016 World Obesity Federation.

  14. Healthy Habits for TV, Video Games, and the Internet

    Science.gov (United States)

    ... Teaching Kids to Be Smart About Social Media Cyberbullying Are My Kids Watching Too Much TV? How ... the Move Technology: 5 Ways To Reboot Yourself Cyberbullying Online Safety Contact Us Print Resources Send to ...

  15. The Olympic Games broadcasted as Interactive Television - New Media new Games?

    DEFF Research Database (Denmark)

    Bjørner, Thomas

    could change how the viewers watch the Olympic Games. New media initiatives will increase significantly, not only in the broadcast of television but also with broadband Internet coverage of the Olympic Games. In addition, mobile phone subscribers in some territories already have been able to watch live...... or delayed video coverage of the Olympic Games. The Torino Olympic Broadcasting was the first to be filmed entirely in High Definition Television. In the future the use of digital video processing, computer vision, 3D-visualisation and animation techniques allow viewers to watch sports events almost...

  16. Tracking of TV and video gaming during childhood: Iowa Bone Development Study

    Directory of Open Access Journals (Sweden)

    Broffitt Barbara

    2011-09-01

    Full Text Available Abstract Background Tracking studies determine the stability and predictability of specific phenomena. This study examined tracking of TV viewing (TV and video game use (VG from middle childhood through early adolescence after adjusting for moderate and vigorous physical activity (MVPA, percentage of body fat (% BF, and maturity. Methods TV viewing and VG use were measured at ages 5, 8, 11, and 13 (n = 434 via parental- and self-report. MVPA was measured using the Actigraph, % BF using dual-energy x-ray absorptiometry, and maturity via Mirwald predictive equations. Generalized Estimating Equations (GEE were used to assess stability and logistic regression was used to predict children "at risk" for maintaining sedentary behaviors. Additional models examined tracking only in overfat children (boys ≥ 25% BF; girls ≥ 32% BF. Data were collected from 1998 to 2007 and analyzed in 2010. Results The adjusted stability coefficients (GEE for TV viewing were 0.35 (95% CI = 0.26, 0.44 for boys, 0.32 (0.23, 0.40 for girls, and 0.45 (0.27, 0.64 for overfat. For VG use, the adjusted stability coefficients were 0.14 (0.05, 0.24 for boys, 0.24 (0.10, 0.38 for girls, and 0.29 (0.08, 0.50 for overfat. The adjusted odds ratios (OR for TV viewing were 3.2 (2.0, 5.2 for boys, 2.9 (1.9, 4.6 for girls, and 6.2 (2.2, 17.2 for overfat. For VG use, the OR were 1.8 (1.1, 3.1 for boys, 3.5 (2.1, 5.8 for girls, and 1.9 (0.6, 6.1 for overfat. Conclusions TV viewing and VG use are moderately stable throughout childhood and predictive of later behavior. TV viewing appears to be more stable in younger children than VG use and more predictive of later behavior. Since habitual patterns of sedentarism in young children tend to continue to adolescence, early intervention strategies, particularly to reduce TV viewing, are warranted.

  17. Tv & video engineer's reference book

    CERN Document Server

    Jackson, K G

    1991-01-01

    TV & Video Engineer's Reference Book presents an extensive examination of the basic television standards and broadcasting spectrum. It discusses the fundamental concepts in analogue and digital circuit theory. It addresses studies in the engineering mathematics, formulas, and calculations. Some of the topics covered in the book are the conductors and insulators, passive components, alternating current circuits; broadcast transmission; radio frequency propagation; electron optics in cathode ray tube; color encoding and decoding systems; television transmitters; and remote supervision of unatten

  18. Video game epilepsy.

    Directory of Open Access Journals (Sweden)

    Singh R

    2001-10-01

    Full Text Available Reflex epilepsy is the commonest form of epilepsy in which seizures are provoked by specific external stimulus. Photosensitive reflex epilepsy is provoked by environmental flicker stimuli. Video game epilepsy is considered to be its variant or a pattern sensitive epilepsy. The mean age of onset is around puberty and boys suffer more commonly as they are more inclined to play video games. Television set or computer screen is the commonest precipitants. The treatment remains the removal of the offending stimulus along with drug therapy. Long term prognosis in these patients is better as photosensitivity gradually declines with increasing age. We present two such case of epilepsy induced by video game.

  19. The economics of television and online video markets

    OpenAIRE

    Crawford, Gregory S

    2015-01-01

    Television is the dominant entertainment medium for hundreds of millions. This chapter surveys the economic forces that determine the production and consumption of this content. It presents recent trends in television and online video markets, both in the US and internationally, and describes the state of theoretical and empirical research on these industries. A number of distinct themes emerge, including the growing importance of the pay-television sector, the role played by content provider...

  20. Television and music video exposure and adolescent 'alcopop' use.

    Science.gov (United States)

    Van den Bulck, Jan; Beullens, Kathleen; Mulder, Joost

    2006-01-01

    Alcohol abuse among adolescents is a cause for concern. Around 1995 alcopops (sweetened alcoholic drinks) entered the scene and caused even more concern. Many fear that the sweet taste makes is easier to start drinking for those not yet used to drinking alcohol and the marketing appears aimed at adolescents. Because alcohol use has been linked to television viewing in general and music video viewing in particular this article examined whether a relationship existed between television and music video exposure and the consumption of alcopops. Data were collected with a questionnaire focused on television exposure and alcohol behavior. Respondents were a random sample of 2,546 first- and fourth year schoolchildren of Flanders, the Dutch speaking region of Belgium (60% of the Belgian population). Self reported general TV viewing, music video exposure and drinking of alcopops at home and/or while going out were measured. 68.4% of the respondents watched music videos at least several times a week. The odds of being an alcopop drinker at home increased by 196% for those, who watched music videos at least several times a week (OR = 1.961). For each additional hour of TV viewed per day, the respondents were 17% more likely to be drinkers of altopops at home (OR = 1.169). The odds of being an alcopop drinker, when going out increased by 239% for those who watched music videos at least several times a week (OR = 2.394). For each additional hour of TV viewed per day, the respondents were 19% more likely to be drinkers of alcopops when going out (OR = 1.186). These findings suggest that there is an association between music video exposure and use of alcopops not explained by overall exposure to television. This relationship merits further attention as it is a better predictor of alcopop use, than the control variables and overall TV viewing.

  1. 75 FR 7370 - Closed Captioning of Video Programming; Closed Captioning Requirements for Digital Television...

    Science.gov (United States)

    2010-02-19

    ... Television Receivers AGENCY: Federal Communications Commission. ACTION: Final rule; announcement of effective... Closed Captioning of Video Programming; Closed Captioning Requirements for Digital Television...

  2. Comparative effects of TV watching, recreational computer use, and sedentary video game play on spontaneous energy intake in male children. A randomised crossover trial.

    Science.gov (United States)

    Marsh, Samantha; Ni Mhurchu, Cliona; Jiang, Yannan; Maddison, Ralph

    2014-06-01

    To compare the effects of three screen-based sedentary behaviours on acute energy intake (EI) in children. Normal-weight males aged 9-13 years participated in a randomised crossover trial conducted in a laboratory setting between November 2012 and February 2013 in Auckland, New Zealand. EI during an ad libitum meal was compared for three 1-hour conditions: (1) television (TV) watching, (2) sedentary video game (VG) play, and (3) recreational computer use. The primary endpoint was total EI from food and drink. Mixed regression models were used to evaluate the treatment conditions adjusting for age, BMI, and appetite at baseline. A total of 20 participants were randomised and all completed the three conditions. Total EI from food and drink in the TV, computer, and VG conditions was estimated at 820 (SE 73.15), 685 (SE 73.33), and 696 (SE 73.16) kcal, respectively, with EI being significantly greater in the TV versus computer condition (+135; P = 0.04), a trend towards greater intake in the TV versus VG condition (+124; P = 0.06), but not significantly different between the computer and VG conditions (-10; P = 0.87). TV watching was associated with greater EI compared with computer use, and a trend towards greater EI compared with VG play.

  3. Induced Recall of Jane Austen's Novels: Films, Television, Videos.

    Science.gov (United States)

    Diaz de Chumaceiro, Cora L.

    2000-01-01

    Notes that the popularity of Jane Austen adaptations in theaters, television, and videos increases the probability that patients and therapists may recall these movies in treatment. Underscores excerpts from a comparison of an Austen novel with the psychoanalytic process and highlights available film adaptations in video format. (SC)

  4. Induced Recall of Jane Austen's Novels: Films, Television, Videos.

    Science.gov (United States)

    Diaz de Chumaceiro, Cora L.

    2000-01-01

    Notes that the popularity of Jane Austen adaptations in theaters, television, and videos increases the probability that patients and therapists may recall these movies in treatment. Underscores excerpts from a comparison of an Austen novel with the psychoanalytic process and highlights available film adaptations in video format. (SC)

  5. Interactive Experiences for Television and Online Video

    NARCIS (Netherlands)

    Obrist, M.; Cesar Garcia, P.S.; Basapur, S.

    2015-01-01

    The last few years have seen a substantial change on the way media is produced, distributed, and consumed. Within this theme issue on ‘interactive experiences for television and online video’ we revisit some of the most pressing topics in this fascinating research area, which is increasingly interes

  6. Data from the Television Game Show "Friend or Foe?"

    Science.gov (United States)

    Kalist, David E.

    2004-01-01

    The data discussed in this paper are from the television game show "Friend or Foe", and can be used to examine whether age, gender, race, and the amount of prize money affect contestants' strategies. The data are suitable for a variety of statistical analyses, such as descriptive statistics, testing for differences in means or proportions, and…

  7. Quantitative analysis of Internet television and video (WebTV: A study of formats, content, and source

    Directory of Open Access Journals (Sweden)

    José Borja ARJONA MARTÍN

    2014-07-01

    Full Text Available Due to the significant increase in the last five years of audiovisual content distribution over the web, this paper is focused on a study aimed at the description and classification of a wide sample of audiovisual initiatives whose access is carried out by means of the World Wide Web. The purpose of this study is to promote the debate concerning the different names of these incipient media, as well as their categorization and description so that an organised universe of the WebTV phenomenon could be provided. An analysis of formats and content is carried out on the basis of quantitative techniques in order to propose a categorization typology. These formats and content will be studied under three key variables: "Content", "Origin" and "Domain .tv". "Content" will help us define the programmatic lines of our study sample; “Source” refers to the source of a particular item of study (“Native WebTV or WebTV representative of a conventional media and "Domain.tv" will specify the proportion of case studies hosted with domain .tv. The results obtained in this study will offer the researchers and the professionals a comprehensive description of the models currently adopted in the field of video and television on the net.

  8. Playing a violent television game affects heart rate variability.

    Science.gov (United States)

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer

  9. Scratch's Third Body: Video Talks Back to Television

    Directory of Open Access Journals (Sweden)

    Leo Goldsmith

    2015-12-01

    Full Text Available Emerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video technologies, artists like George Barber, The Gorilla Tapes, and Sandra Goldbacher and Kim Flitcroft deployed a style characterized by the rapid sampling and manipulation of dissociated images drawn from broadcast television. Inspired by the cut-up methods of William Burroughs and the audio sampling practiced by contemporary black American musicians, these artists developed strategies for intervening in the audiovisual archive of television and disseminating its images in new contexts: in galleries and nightclubs, and on home video. Reconceptualizing video's “body,” Scratch's appropriation of televisual images of the human form imagined a new hybrid image of the post-industrial body, a “third body” representing a new convergence of human and machine.

  10. Using Television Commercials as Video Illustrations: Examples from a Money and Banking Economics Class

    Science.gov (United States)

    Bowes, David R.

    2014-01-01

    Video clips are an excellent way to enhance lecture material. Television commercials are a source of video examples that should not be overlooked and they are readily available on the internet. They are familiar, short, self-contained, constantly being created, and often funny. This paper describes several examples of television commercials that…

  11. Energy use of televisions and video cassette recorders in the U.S.

    Energy Technology Data Exchange (ETDEWEB)

    Meier, Alan; Rosen, Karen

    1999-03-01

    In an effort to more accurately determine nationwide energy consumption, the U.S. Department of Energy has recently commissioned studies with the goal of improving its understanding of the energy use of appliances in the miscellaneous end-use category. This study presents an estimate of the residential energy consumption of two of the most common domestic appliances in the miscellaneous end-use category: color televisions (TVs) and video cassette recorders (VCRs). The authors used a bottom-up approach in estimating national TV and VCR energy consumption. First, they obtained estimates of stock and usage from national surveys, while TV and VCR power measurements and other data were recorded at repair and retail shops. Industry-supplied shipment and sales distributions were then used to minimize bias in the power measurement samples. To estimate national TV and VCR energy consumption values, ranges of power draw and mode usage were created to represent situations in homes with more than one unit. Average energy use values for homes with one unit, two units, etc. were calculated and summed to provide estimates of total national TV and VCR energy consumption.

  12. Game of Thrones : Quality Television and the Cultural Logic of Gentrification

    NARCIS (Netherlands)

    Hassler-Forest, Dan|info:eu-repo/dai/nl/304354368

    2015-01-01

    The success of the television adaptation of Game of Thrones marks a crucial transitional moment in the relationship between cult audiences and the global élite associated with ‘quality television’. By looking not only at the specific changes made to the novels as they were adapted for television,

  13. Game of Thrones : Quality Television and the Cultural Logic of Gentrification

    NARCIS (Netherlands)

    Hassler-Forest, Dan

    2015-01-01

    The success of the television adaptation of Game of Thrones marks a crucial transitional moment in the relationship between cult audiences and the global élite associated with ‘quality television’. By looking not only at the specific changes made to the novels as they were adapted for television, bu

  14. Game of Thrones : Quality Television and the Cultural Logic of Gentrification

    NARCIS (Netherlands)

    Hassler-Forest, Dan

    2015-01-01

    The success of the television adaptation of Game of Thrones marks a crucial transitional moment in the relationship between cult audiences and the global élite associated with ‘quality television’. By looking not only at the specific changes made to the novels as they were adapted for television, bu

  15. Video Games and the Ideology of War

    OpenAIRE

    Proctor, David

    2011-01-01

    Video games have become a central part of Western popular culture, and while the academic study of the medium has progressed greatly in the past decade, analysis of games is still profoundly underdeveloped in comparison to analysis of other popular media such as film and television. Moreover, in the context of a highly mediated society characterized by volunteer-based militaries, direct experience with the reality of warfare is rare, and for the majority of citizens, war is something that is ...

  16. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...

  17. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer;

    2016-01-01

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...

  18. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...

  19. Integral three-dimensional television with video system using pixel-offset method.

    Science.gov (United States)

    Arai, Jun; Kawakita, Masahiro; Yamashita, Takayuki; Sasaki, Hisayuki; Miura, Masato; Hiura, Hitoshi; Okui, Makoto; Okano, Fumio

    2013-02-11

    Integral three-dimensional (3D) television based on integral imaging requires huge amounts of information. Previously, we constructed an Integral 3D television using Super Hi-Vision (SHV) technology, with 7680 pixels horizontally and 4320 pixels vertically. We report on improved image quality through the development of video system with an equivalent of 8000 scan lines for use with Integral 3D television. We conducted experiments to evaluate the resolution of 3D images using an experimental setup and were able to show that by using the pixel-offset method we have eliminated aliasing produced by full-resolution SHV video equipment. We confirmed that the application of the pixel-offset method to integral 3D television is effective in increasing the resolution of reconstructed images.

  20. Privacy-Preserving Television Audience Measurement Using Smart TVs

    OpenAIRE

    Drosatos, George; Tasidou, Aimilia; Efraimidis, Pavlos,

    2012-01-01

    Part 6: Privacy Attitudes and Properties; International audience; Internet-enabled television systems, often referred to as Smart TVs, are a new development in television and home entertainment technologies. In this work, we propose a new, privacy-preserving, approach for Television Audience Measurement (TAM), utilizing the capabilities of the Smart TV technologies. We propose a novel application to calculate aggregate audience measurements using Smart TV computation capabilities and permanen...

  1. Television entertainment in 2013

    OpenAIRE

    Jadrný, Petr

    2014-01-01

    Bachelor's thesis called "Television entertainment in 2013" deals with trends, basic signs and kinds of TV shows belonging to the genre of television entertainment (TV fun) broadcasted in Czech republic. The first and theoretical chapter's goal is to outline some essential terms related to the genre and television entertainment. The rest of the work has been devoted to the actual analysis of individual programs. The work is divided into Czech and foreign series, Czech and foreign game shows, ...

  2. Random Acts of Senseless Video: An Organizational Psychology Perspective on the "Identity Crises" of Corporate Television.

    Science.gov (United States)

    Gutenko, Gregory

    Corporate television suffers from at least two "identity crises": departmental isolation, and the lack of a legitimate identity for the corporate video product itself. Video departments are not usually viewed and accepted by the organizational whole as natural evolutions of a historically defined and behaviorally integrated system. The…

  3. Researches in Brief: The Management of Television and Video by Parents of Children with Autism.

    Science.gov (United States)

    Nally, Brenda; Houlton, Bob; Ralph, Sue; Mudford, Oliver

    2000-01-01

    A study of six parents of children with autism examined overall management of television and video usage in their homes. Findings indicate the children's need for repetitive video viewing caused problems inside and outside the home and that parents managed usage largely on a situation-by-situation basis without any long-term strategy. (Contains…

  4. Influence of video compression on the measurement error of the television system

    Science.gov (United States)

    Sotnik, A. V.; Yarishev, S. N.; Korotaev, V. V.

    2015-05-01

    Video data require a very large memory capacity. Optimal ratio quality / volume video encoding method is one of the most actual problem due to the urgent need to transfer large amounts of video over various networks. The technology of digital TV signal compression reduces the amount of data used for video stream representation. Video compression allows effective reduce the stream required for transmission and storage. It is important to take into account the uncertainties caused by compression of the video signal in the case of television measuring systems using. There are a lot digital compression methods. The aim of proposed work is research of video compression influence on the measurement error in television systems. Measurement error of the object parameter is the main characteristic of television measuring systems. Accuracy characterizes the difference between the measured value abd the actual parameter value. Errors caused by the optical system can be selected as a source of error in the television systems measurements. Method of the received video signal processing is also a source of error. Presence of error leads to large distortions in case of compression with constant data stream rate. Presence of errors increases the amount of data required to transmit or record an image frame in case of constant quality. The purpose of the intra-coding is reducing of the spatial redundancy within a frame (or field) of television image. This redundancy caused by the strong correlation between the elements of the image. It is possible to convert an array of image samples into a matrix of coefficients that are not correlated with each other, if one can find corresponding orthogonal transformation. It is possible to apply entropy coding to these uncorrelated coefficients and achieve a reduction in the digital stream. One can select such transformation that most of the matrix coefficients will be almost zero for typical images . Excluding these zero coefficients also

  5. The association of television and video viewing with fast food intake by preschool-age children.

    Science.gov (United States)

    Taveras, Elsie M; Sandora, Thomas J; Shih, Mei-Chiung; Ross-Degnan, Dennis; Goldmann, Donald A; Gillman, Matthew W

    2006-11-01

    To examine the extent to which television (TV) and video viewing is associated with consumption of fast food by preschool-age children. In a cross-sectional study of 240 parents of children ages 2.0 to 5.9 years, parents reported the number of hours their child watched TV/videos on an average weekday and weekend day in the past month; a daily, weighted average of TV/video viewing was then calculated. The main outcome was parents' report of their children's fast food intake, using the question, "How many times a week does your child eat at fast food restaurants such as McDonald's, Burger King, or Kentucky Fried Chicken?" dichotomized to (never/ or =1 time/wk). The association of TV/video viewing with fast food intake was evaluated by multiple logistic regression before and after adjusting for several potential confounders. Twenty-two percent of parents reported that their child ate at fast food restaurants at least once per week. After adjusting for parents' age, race/ethnicity, and household income as well as child's age and sex, for each 1-hour increase of TV/video watched per day, the odds ratio (OR) for consuming fast food > or =1 time per week was 1.60 (95% confidence interval, 1.03 to 2.49). After further adjustment for socio-environmental factors that might serve as proxies for the availability of healthy food options, such as parental time constraints and the availability and high cost of fresh fruits and vegetables in their neighborhoods, the OR for consuming fast food > or =1 time per week was minimally attenuated (OR, 1.55; 95% confidence interval, 1.04 to 2.31). TV/video viewing was correlated with fast food consumption among preschool children in this study. Our findings raise the possibility that greater exposure to TV and videos may influence preschool children's consumption of unhealthful foods.

  6. Association of sleep quality with watching TV, computer games and caffeine intake in adolescents of Minoodar district, Qazvin

    Directory of Open Access Journals (Sweden)

    A. Avani

    2015-12-01

    Full Text Available Background: Insufficient sleep or poor sleep quality affect learning, memory and performance and cause behavioral disorders. Watching television (TV, using computer and internet, playing computer games, and caffeine intake are of factors affecting sleep quality. Objective: The aim of this study was to determine the association of sleep quality with watching TV, computer games and caffeine intake in adolescents of Minoodar district, Qazvin41T. Methods: This cross sectional study was conducted in 319 adolescents (10 to 18 years old that were selected by multistage cluster random sampling method during 2010-2011. Demographic data and data on duration of playing computer games and watching TV were collected. Food frequency questionnaire and BEARS questionnaire were completed. Data were analyzed using Chi-square test, logistic regression analysis and ANOVA. Findings:Mean age was15±2.43 years41T. Of 319 adolescents, 162 (50.8% were female41T. The duration of watching TV or video41T was not significantly different41T between boys and girls. The duration of playing computer or video games41T was statistically different41T between boys and girls. There was no correlation between sleep quality and duration of watching TV or videos in a day, duration of playing computer or video games in a day, and caffeine intake in adolescents. Conclusions: With regards to the results, it seems that there is no association between sleep quality and watching TV, playing computer games and caffeine intake.

  7. Television Production.

    Science.gov (United States)

    Hird, John R.; Balzarini, Steven

    This document is a course of study to provide high school students with an introduction to television production skills and techniques and to provide a framework for developing critical television viewing skills. The nine units of the course introduce students to storyboards, camera operations, lighting, audio, video recording, graphics,…

  8. Waisda?: video labeling game

    NARCIS (Netherlands)

    Hildebrand, M.; Brinkerink, M.; Gligorov, R.; Steenbergen, M. van; Huijkman, J.; Oomen, J.

    2013-01-01

    The Waisda? video labeling game is a crowsourcing tool to collect user-generated metadata for video clips. It follows the paradigm of games-with-a-purpose, where two or more users play against each other by entering tags that describe the content of the video. Players score points by entering the sa

  9. Institutional Brand Personality and Advertisements during Televised Games

    Science.gov (United States)

    Harris, Michael S.

    2009-01-01

    Little empirical research exists in terms of how colleges and universities create their institutional image and brand. In this chapter, the author explores the notion of branding within the context of higher education--and how intercollegiate athletics contributes to it--analyzing the messages universities conveyed during nationally televised bowl…

  10. Institutional Brand Personality and Advertisements during Televised Games

    Science.gov (United States)

    Harris, Michael S.

    2009-01-01

    Little empirical research exists in terms of how colleges and universities create their institutional image and brand. In this chapter, the author explores the notion of branding within the context of higher education--and how intercollegiate athletics contributes to it--analyzing the messages universities conveyed during nationally televised bowl…

  11. Cable Television and Video Recorders. Preliminary Empirical Findings for the Debate on Complementation or Substitution.

    Science.gov (United States)

    Schulz, Rudiger

    This paper addresses the question of whether video recorders and cable television, which are both primarily entertainment media, are in functional competition with one another. Some initial answers are provided based on the results of an extensive two-year research project conducted in the Federal Republic of Germany. This study found that: (1)…

  12. Measuring risk attitudes in a natural experiment: Data from the television game show Lingo

    NARCIS (Netherlands)

    Beetsma, R.M.W.J.; Schotman, P.C.

    2001-01-01

    We use data from a television game show involving elementary lotteries as a natural experiment to measure risk attitudes. Unique features of our data set are the substantial monetary stakes and the large sample size. CRRA and CARA utility specifications perform approximately equally well. We find ro

  13. Measuring risk attitudes in a natural experiment: Data from the television game show LINGO

    NARCIS (Netherlands)

    Beetsma, R.M.W.J.; Schotman, P.C.

    1998-01-01

    We use data from a television game show, involving elementary lotteries and substantial prize money, as a natural experiment to measure risk attitudes. We find robust evidence of substantial risk aversion. As an extension, we estimate the various models using transformations of the 'true' probabilit

  14. Assessing the reliability and validity of television and game violence exposure measures

    NARCIS (Netherlands)

    Fikkers, K.M.; Taylor Piotrowski, J.; Valkenburg, P.M.

    2017-01-01

    This study evaluated whether common self-report measures of television and game violence exposure represent reliable and valid measurement tools. Three self-report measures—direct estimates, user-rated favorites, and agency-rated favorites—were assessed in terms of test-retest reliability, criterion

  15. TV Talk: Instant Classroom Celebrities With TV Game Shows

    Science.gov (United States)

    Sheppard, Marti

    1977-01-01

    Suggests some learning activities that can be used to capitalize on the popularity of TV game shows so that students can build their learning skills. These game show formats can also strengthen and reinforce many areas of the elementary curriculum. (Author/RK)

  16. The Student with a Thousand Faces: From the Ethics in Video Games to Becoming a Citizen

    Science.gov (United States)

    Munoz, Yupanqui J.; El-Hani, Charbel N.

    2012-01-01

    Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and…

  17. The Effects of Violent Video Games on Aggression: A Meta-Analysis.

    Science.gov (United States)

    Sherry, John L.

    2001-01-01

    Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)

  18. The Effects of Violent Video Games on Aggression: A Meta-Analysis.

    Science.gov (United States)

    Sherry, John L.

    2001-01-01

    Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)

  19. Scratch's Third Body: Video Talks Back to Television

    NARCIS (Netherlands)

    Goldsmith, Leo

    2015-01-01

    abstractEmerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video t

  20. Scratch's Third Body: Video Talks Back to Television

    NARCIS (Netherlands)

    Goldsmith, Leo

    2015-01-01

    abstractEmerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video t

  1. Advertising product improvement opportunities using segmentation in Video-on-Demand services : A case study of MTG’s opportunities in the shift from television to streaming video

    OpenAIRE

    Kohlberg, Marcus; Westman, Lars-Peter

    2014-01-01

    More and more people choose to watch television online through online video-on- demand services. For media corporations, such as the Modern Times Group (MTG), this means that video-on-demand will become an increasingly important source of revenue. Because video-on-demand is an online service, advertising products offered therein are in competition with other online advertising products. Currently, MTG’s video-on-demand advertising products are the same as on regular television, meaning they h...

  2. Playing Video Games Can Make You a Better Person

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    @@ Video games get a bad press. Many are unquestionably violent and, as has been the way with new media from nov-els to comic books to television, they have been accused of corrupting the moral fabric of youth. Nor are such ccu-sations without merit. There is a body of research suggesting that violent games can lead to aggressive thoughts, if not to violence itself.

  3. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  4. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  5. Scratch's Third Body: Video Talks Back to Television

    OpenAIRE

    Leo Goldsmith

    2015-01-01

    Emerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video technologies, artists like George Barber, The Gorilla Tapes, and Sandra Goldbacher and Kim Flitcroft deployed a style characterized by the rapid sampling and manipulation of dissociated images drawn from br...

  6. Violence and Sex in Music Videos: TV and Rock n' Roll.

    Science.gov (United States)

    Sherman, Barry L.; Dominick, Joseph R.

    1986-01-01

    Describes a study measuring the amount and kind of violence and sex presented in prime time music videos during a seven-week period. Compares sex and violence on music television to known data on conventional TV. (MS)

  7. Violence and Sex in Music Videos: TV and Rock n' Roll.

    Science.gov (United States)

    Sherman, Barry L.; Dominick, Joseph R.

    1986-01-01

    Describes a study measuring the amount and kind of violence and sex presented in prime time music videos during a seven-week period. Compares sex and violence on music television to known data on conventional TV. (MS)

  8. 75 FR 59645 - Radio Broadcast Services and Multichannel Video and Cable Television Service; Clarification...

    Science.gov (United States)

    2010-09-28

    ...The Federal Communications Commission has published a number of requirements related to Radio Broadcast Services and Multichannel Video and Cable Television Service, which were determined to contain information collection requirements that were subject to OMB review. After further review, we have found OMB approval is not required. This document intends to provide clarification that these rules are effective and that it has been determined that these provisions are not subject to OMB review.

  9. Television viewing and physical activity among Latino children

    Science.gov (United States)

    Watching television and using other forms of media such as video games, computers, print, music and movies takes up a surprisingly large amount of our children’s time. U.S. children spend more time watching television than any other activity except sleep. According to a recent nationwide report on c...

  10. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how they ...

  11. Brains on video games.

    Science.gov (United States)

    Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A

    2011-11-18

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.

  12. Video Games Exposure and Sexism in a Representative Sample of Adolescents

    Science.gov (United States)

    Bègue, Laurent; Sarda, Elisa; Gentile, Douglas A.; Bry, Clementine; Roché, Sebastian

    2017-01-01

    Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11–19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women. Controlling for gender and socioeconomic level, results showed that video game exposure and religiosity were both related to sexism. Implications of these results for future research on sexism in video games are discussed.

  13. Televised Television Literacy.

    Science.gov (United States)

    Dorr, Aimee; And Others

    Ninety-four children, aged 5 to 12 years, were subjects of a study of recall of television literacy messages (drop-ins). The 30-second "How To Watch TV" (HTWTV) segments were designed for broadcast on Saturday mornings by the National Broadcasting Company (NBC) to convey to children some information and values about television (e.g., animals do…

  14. [Smoking initiation and watching television, video, DVD among adolescents in Poland].

    Science.gov (United States)

    Kowalewska, Anna; Mazur, Joanna

    2012-01-01

    The aim of the study was to analyse the relationship between smoking initiation and the time spent watching TV, video, DVD by adolescents 11, 13, and 15-year-old in Poland. The research was conducted in 2010 as a part of Health Behaviour in School-aged Children: A WHO Collaborative Cross-national Study (HBSC) in a sample of 4751 students, using a standard, international HBSC questionnaire. It was found that there is a relationship between smoking attempts made by the young people and time spent watching TV during weekdays. In the analyzes using logistic regression combined variable relating to the time to watch TV on weekdays and weekends was used. Nearly a quarter of respondents (24.3%) were qualified to the group of adolescents spending too much time in front of the screen. Age was the strongest predictor of smoking onset. Between 11 and 13 years of age the risk of taking the first cigarette increased three times, and between 11 and 15 years of age more than seven times. Relative risk of smoking attempts related to gender and frequency of watching television, video or DVD was both equal to 1.5. In smoking prevention focused on adolescents it is should be better to pay more attention on constructive leisure time activities, and the role of parents in shaping pro-health attitudes. This is particularly important in the initial stages of schooling, when to develop and enhance the psychosocial competences as a the protective factor of risk taking behaviors among adolescents.

  15. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  16. Video Games and Digital Literacies

    Science.gov (United States)

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  17. Video Games and Digital Literacies

    Science.gov (United States)

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  18. Distribution of Video-on-Demand Service over Cable Television Networks

    Directory of Open Access Journals (Sweden)

    L. T. Jordanova

    2009-06-01

    Full Text Available The paper deals with investigations carried out to increase the effectiveness of video-on-demand (VoD systems when cable television networks are used. A comparative analysis of the existing VoD architectures is made with respect to the equipment cost and the traffic load over the central transport network. Through statistical studies the main characteristics of a particular hybrid VoD are determined (such as twenty-four-hour distribution of the video traffic, average inter-arrival time of the VoD requests, average duration of video streams demanded, movies distribution according to the subscribers’ preferences. An algorithm for the videocontent flexible distribution among the distribution hubs is suggested. Thus a higher effectiveness of the system is achieved without significantly increasing the equipment cost.

  19. Video Game Playing and Academic Performance in College Students

    Science.gov (United States)

    Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.

    2012-01-01

    The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…

  20. Video Game Controversies.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

    Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…

  1. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  2. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  3. Canadian Content in Video Games

    OpenAIRE

    Paul, Leonard

    2005-01-01

    THEME: Internationalism: Worlds at Play Topics: Internationalism, Identity in Gaming and Learning to Play Abstract: How does Canada fit into the global cultural context of video games? This paper investigates the culture being reflected in video games being produced in Canada as Canada is one of the world's leading producers of video games. It examines the how Canadian culture is represented in current new media artistic output against the culture, or lack of culture, being represented in vid...

  4. Video Game Vision Syndrome: A New Clinical Picture in Children?

    Science.gov (United States)

    Rechichi, Caterina; De Mojà, Gilda; Aragona, Pasquale

    2017-08-29

    To examine a possible relationship between exposure to video games/electronic screens and visual issues in children between 3 and 10 years of age. An observational, cross-sectional study of a population of children using video games was employed. All patients between 3 and 10 years of age were recruited at an outpatient unit accredited by the Italian Regional Health Service. Three hundred twenty children (159 boys and 161 girls; mean age = 6.9 ± 2 years) were observed. Ophthalmological examination included assessment of stereoscopic vision on Lang-Stereotests I and II (LANG-STEREOTEST AG, Küsnacht, Switzerland) and identification of the dominant eye using the Dolman method. Furthermore, a questionnaire was used to record asthenopic symptoms and daily exposure to video games and electronic screens. Two groups of children were examined according to the average amount of time spent playing video games daily: children who played video games for less than 30 minutes per day and not every day (control group) and children who played video games for 30 minutes or more every day (video game group). Both groups were then divided into two subgroups: children using other types of electronic screens (eg, televisions, computers, tablets, and smartphones) for less than 3 hours daily (low electronic use subgroup) and children using other types of electronic screens for 3 hours or more per day (high electronic use subgroup). Asthenopia (especially headache, eyelid tic, transient diplopia, and dizziness), absence of fine stereopsis, and refractive errors were statistically more frequent (mainly in the dominant eye) of children in the video game group. These symptoms were frequent and peculiar in the video game group and might be part of a video game vision syndrome that has not been defined yet. It is important to recognize these signs as possible functional disorders to avoid erroneous diagnostic and therapeutic interventions. [J Pediatr Ophthalmol Strabismus. 201X

  5. Negotiation for Strategic Video Games

    OpenAIRE

    Afiouni, Einar Nour; Ovrelid, Leif Julian

    2013-01-01

    This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.

  6. Some Opportunity Costs of Television Viewing.

    Science.gov (United States)

    Selnow, Gary W.; Reynolds, Hal

    1984-01-01

    This study explored patterns of pastime activities that stand as alternatives to television viewing among middle school children. Findings are compared with those of Robinson's study (1981) for alternative media, video games, and sleeping variables, as well as dichotomous measures for group membership, playing a musical instrument, and hobbies.…

  7. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  8. Video Data Link Provides Television Pictures In Near Real Time Via Tactical Radio And Satellite Channels

    Science.gov (United States)

    Hartman, Richard V.

    1987-02-01

    takes less time for the picture to be transmitted. This process of reducing the amount of data that must be transmitted to represent a picture is called compression, truncation, or most typically, video compression. Keep in mind that the pictures you see on your home TV are nothing more than a series of still pictures displayed at a rate of 30 frames per second. If you grabbed one of those frames, digitized it, stored it in memory, and then transmitted it at the most rapid rate the bandwidth of your communications channel would allow, you would be using the so-called slow scan techniques.

  9. Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior.

    Science.gov (United States)

    Polman, Hanneke; de Castro, Bram Orobio; van Aken, Marcel A G

    2008-01-01

    There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.

  10. Watermarking textures in video games

    Science.gov (United States)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  11. Live Video and IP-TV

    Science.gov (United States)

    Merani, Maria Luisa; Saladino, Daniela

    This Chapter aims at providing a comprehensive insight into the most recent advances in the field of P2P architectures for video broadcasting, focusing on live video streaming P2P live video streaming . After introducing a classification of P2P video solutions, the first part of the Chapter provides an overview of the most interesting P2P IP-TV P2P IP-TV systems currently available over the Internet. It also concentrates on the process of data diffusion within the P2P overlay and complements this view with some measurements that highlight the most salient features of P2P architectures. The second part of the Chapter completes the view, bringing up the modeling efforts to capture the main characteristics and limits of P2P streaming systems, both analytically and numerically. The Chapter is closed by a pristine look at some challenging, open questions, with a specific emphasis on the adoption of network coding in P2P streaming solutions.

  12. Video Games and Adolescent Fighting

    OpenAIRE

    Ward, Michael R

    2010-01-01

    Psychologists have found positive correlations between playing violent video games and violent and antisocial attitudes. However, these studies typically do not control for other covariates, particularly sex, that are known to be associated with both video game play and aggression. This study exploits the Youth Risk Behavior Survey, which includes questions on video game play and fighting as well as basic demographic information. With both parametric and nonparametric estimators, as there is ...

  13. Video game access, parental rules, and problem behavior: a study of boys with autism spectrum disorder.

    Science.gov (United States)

    Engelhardt, Christopher R; Mazurek, Micah O

    2014-07-01

    Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to 18 years of age). Parents of these children reported on (1) whether they had specific rules regulating their child's video game use, (2) whether their child had in-room access to a variety of screen-based media devices (television, computer, and video game console), and (3) their child's oppositional behaviors. Multivariate regression models showed that in-room access to a video game console predicted oppositional behavior while controlling for in-room access to other media devices (computer and television) and relevant variables (e.g. average number of video game hours played per day). Additionally, the association between in-room access to a video game console and oppositional behavior was particularly large when parents reported no rules on their child's video game use. The current findings indicate that both access and parental rules regarding video games warrant future experimental and longitudinal research as they relate to problem behavior in boys with autism spectrum disorder.

  14. Highlighting media modifications: can a television commercial mitigate the effects of music videos on female appearance satisfaction?

    Science.gov (United States)

    Quigg, Stephanie L; Want, Stephen C

    2011-03-01

    Exposure to idealized media portrayals of women induces appearance dissatisfaction in females, in the short term. Interventions that highlight the artificial nature of media portrayals can mitigate this effect. The present research investigated whether a 75 second television commercial, that demonstrates behind-the-scenes techniques used to artificially enhance media models, could be similarly effective. Eighty-seven Caucasian female undergraduates were randomly assigned to one of three conditions. The first group viewed music videos and ordinary television commercials. A second group viewed the same music videos and the "intervention" commercial. A final, control, group viewed television and commercials featuring no people. Viewing music videos resulted in significantly lower levels of self-reported appearance satisfaction compared to viewing control television, p<.05, d=-.67. However, exposure to the intervention commercial counter-acted this effect. Demonstrating the extent to which media portrayals of women are artificially enhanced can mitigate detrimental effects on female appearance satisfaction. Copyright © 2010 Elsevier Ltd. All rights reserved.

  15. Reflections of Girls in the Media: A Content Analysis. A Study of Television Shows and Commercials, Movies, Music Videos, and Teen Magazine Articles and Ads. An Executive Summary.

    Science.gov (United States)

    Signorielli, Nancy

    This document presents an executive summary of a study that examined messages sent to adolescent girls (ages 10 to 17) across 6 types of media most heavily used by adolescent girls: television, movies, magazines, music videos, television commercials, and magazine advertisements. The study asked what messages are sent about gender roles--primarily…

  16. Video games and violence

    OpenAIRE

    Moebus José Retondar; Elisabeth Rose Assumpção Harris

    2013-01-01

    http://dx.doi.org/10.5007/2175-8042.2013v25n40p183O objetivo do estudo é refletir sobre a possível relação entre jogos eletrônicos e violência à luz da resignificação das aulas de Educação Física Escolar, considerando novas subjetividades formadas pela realidade virtual. The aim is to reflect on the appropriation of video games and violence. Also, think ofthe physical education classes, considering the universe of virtual reality.

  17. Video Games as Moral Educators?

    Science.gov (United States)

    Khoo, Angeline

    2012-01-01

    The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…

  18. The Art of Video Games

    Science.gov (United States)

    Johnson, Mark M.

    2012-01-01

    The Smithsonian American Art Museum has created and will tour an exhibition on a most unusual but extremely popular art form--"The Art of Video Games." As one of the largest and first of its type, this exhibition will document and explore a 40-year evolution of video games as an artistic medium, with a focus on striking visual effects and the…

  19. Video Games as Moral Educators?

    Science.gov (United States)

    Khoo, Angeline

    2012-01-01

    The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…

  20. About Television.

    Science.gov (United States)

    Mayer, Martin

    The entire broadcast television industry is the subject of this book. An attempt is made to present history, theory, and anecdotes about television programing, television advertising, television and politics, and network news, focusing all the while on American television, but with consideration given to alternative structures and methods.…

  1. Television and children's executive function.

    Science.gov (United States)

    Lillard, Angeline S; Li, Hui; Boguszewski, Katie

    2015-01-01

    Children spend a lot of time watching television on its many platforms: directly, online, and via videos and DVDs. Many researchers are concerned that some types of television content appear to negatively influence children's executive function. Because (1) executive function predicts key developmental outcomes, (2) executive function appears to be influenced by some television content, and (3) American children watch large quantities of television (including the content of concern), the issues discussed here comprise a crucial public health issue. Further research is needed to reveal exactly what television content is implicated, what underlies television's effect on executive function, how long the effect lasts, and who is affected.

  2. Reevaluating the Impact of Video Games.

    Science.gov (United States)

    Funk, Jeanne B.

    1993-01-01

    Surveyed 357 seventh and eighth graders about video game play and preference. Found that approximately 64% of boys and 56% of girls played one to two hours of video games per week at home; and that, among five categories of video games, those most preferred by the students were games that involved fantasy violence and sports games. (BC)

  3. Video games: good, bad, or other?

    Science.gov (United States)

    Prot, Sara; McDonald, Katelyn A; Anderson, Craig A; Gentile, Douglas A

    2012-06-01

    Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games.

  4. Medan Video Game Center (High Tech Architecture)

    OpenAIRE

    Roni

    2014-01-01

    Medan Video Game Center construction is intended to facilitate the people who are enthusiast about video game in Medan. This building also can be a place for organized event – event that is related to video game such as video game exhibition, or video game competition. Besides that, Medan Video Game Center construction also as education place which there is contain a video game academy and vehicle simulator room. The building design use double skin façade concept that highlights the supportin...

  5. The Fun Families Study: intervention to reduce children's TV viewing.

    Science.gov (United States)

    Escobar-Chaves, Soledad Liliana; Markham, Christine M; Addy, Robert C; Greisinger, Anthony; Murray, Nancy G; Brehm, Brenda

    2010-02-01

    Media consumption may contribute to childhood obesity. This study developed and evaluated a theory-based, parent-focused intervention to reduce television and other media consumption to prevent and reduce childhood obesity. Families (n = 202) with children ages 6-9 were recruited from a large, urban multiethnic population into a randomized controlled trial (101 families into the intervention group and 101 into the control group), and were followed for 6 months. The intervention consisted of a 2-hour workshop and six bimonthly newsletters. Behavioral objectives included: (i) reduce TV watching; (ii) turn off TV when nobody is watching; (iii) no TV with meals; (iv) no TV in the child's bedroom; and (v) engage in fun non-media related activities. Parents were 89% female, 44% white, 28% African American, 17% Latino, and 11% Asian, mean age 40 years (s.d. = 7.5); 72% were married. Children were 49% female, mean age 8 years (s.d. = 0.95). Sixty-five percent of households had three or more TVs and video game players; 37% had at least one handheld video game, and 53% had three or more computers. Average children's weekday media exposure was 6.1 hours. At 6 months follow-up, the intervention group was less likely to report the TV being on when nobody was watching (adjusted odds ratio (AOR) = 0.23, P TV (AOR = 0.47, P TV in the child's bedroom (AOR = 0.23, P TV viewing were identified.

  6. 78 FR 40421 - Inquiry Regarding Video Description in Video Programming Distributed on Television and on the...

    Science.gov (United States)

    2013-07-05

    ... Century Communications and Video Accessibility Act of 2010, Report and Order, 26 FCC Rcd 11847 (2011... Order, 15 FCC Rcd 15230 (2000) (``2000 Video Description Order''). The D.C. Circuit vacated the rules... Description Order, 26 FCC Rcd at 11864, para. 34. Thus, the inquiries must be commenced no later than July 1...

  7. Handheld CAT Video Game Project

    Data.gov (United States)

    National Aeronautics and Space Administration — The proposed project is to design, develop and fabricate a handheld video game console for astronauts during long space flight. This portable hardware runs...

  8. [Photosensitive epilepsy and television epilepsy].

    Science.gov (United States)

    Parain, D; Blondeau, C

    2000-01-01

    Photosensitivity is defined by the appearance of occipital or more diffuse electroencephalographic spikes and waves induced by intermittent light stimulation (ILS), particular patterns, TV-watching, and video games. Photosensitivity is a genetic characteristic. Only the diffuse spikes and waves induced by ILS are correlated with epilepsy. Pure photogenic epilepsy is characterized by seizures which are only visually induced, usually by watching TV. Video games sometimes add a trigger effect due to slowly moving patterns or intense brightness. Several epileptic syndromes are associated with a photosensitivity with or without visually-induced seizures, mainly generalized idiopathic epilepsy.

  9. The effect of video games on development and health among children and youth - Psychological and somatic aspects

    OpenAIRE

    Rykkvin, Rikard

    2005-01-01

    Video games are one of the most popular pasttimes of children and youth alike. The research on effects of playing video games reaches back only two decades, and is marred by suboptimal methodologies and conflicting evidence. Still, some cautious conclusions can be drawn from current research. Violent video games increase aggression, but the effect is significantly lower than with tv violence. More recent studies show a larger effect than older ones, suggesting that newer video games with ...

  10. La lectura por placer: su incidencia en el rendimiento académico, las horas de televisión y las horas de videojuegos. The pleasure of reading: its impact on academic achievement, on TV-watching hours and video games-playing hours

    Directory of Open Access Journals (Sweden)

    Teresa Dezcallar

    2014-11-01

    Full Text Available En el presente trabajo se ha relacionado el gusto y la afición por la lectura y el tiempo que pasan los alumnos viendo la televisión o jugando a videojuegos en los ratos de ocio, y cómo estas variables correlacionan con el rendimiento académico, medido a través de las notas escolares. La muestra ha sido compuesta por un total de 510 alumnos de los tres ciclos de educación primaria de escuelas públicas y privadas españolas. Los datos se obtuvieron mediante cuestionarios dirigidos a los padres. Los resultados han revelado que la lectura por placer correlaciona de forma positiva con las notas académicas y de forma negativa con las horas de visionado de televisión. This paper relates the pleasure and the fondness for reading to the time students spend watching TV or playing video games in their leisure time, and how these correlate with academic performance, measured by school marks. The sample comprised a total of 510 Spanish Primary School students from public and private schools. Data were obtained through questionnaires administered to parents. The results showed that the pleasure of reading mantained significant and positive relationships with academic marks and correlate negatively with television watching hours.

  11. Computational Thinking in Constructionist Video Games

    Science.gov (United States)

    Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri

    2016-01-01

    Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…

  12. Games, civil war and mutiny: metaphors of conflict for the nurse-doctor relationship in medical television programmes.

    Science.gov (United States)

    Weaver, Roslyn

    2013-12-01

    Metaphors of medicine are common, such as war, which is evident in much of our language about health-care where patients and healthcare professionals fight disease, or the game, which is one way to frame the nurse-doctor professional relationship. This study analyses six pilot episodes of American (Grey's Anatomy, Hawthorne, Mercy, Nurse Jackie) and Australian (All Saints, RAN) medical television programmes premiering between 1998 and 2009 to assess one way that our contemporary culture understands and constructs professional relationships between nurses and doctors. Analysis shows that these popular television programmes frequently depict conflict, with games, civil war and mutiny between nurses and doctors over patient safety rather than professionals working collaboratively in teams to deliver health-care. Although the benefit of this televised conflict is the implication that nurses are knowledgeable, skilled professionals, the negative connotations include a dysfunctional and dangerous healthcare system, and also ongoing power struggles. Given that popular culture can sometimes influence the public's understanding of real-life nursing practice, it is important to explore what these metaphors of conflict are communicating about the nurse-doctor relationship.

  13. Igniting GameZombie TV: A Longitudinal Autoethnography of a Student-Fueled Game Media Studio

    Science.gov (United States)

    Striker, Spencer

    2012-01-01

    "Igniting GameZombie TV" utilizes an accessible, energetic, postmodern style to recall how Spencer Striker founded GameZombie TV at Indiana University in the fall of 2006, built the project into an award-winning game media studio, and then expanded the initiative to the University of Wisconsin in the fall of 2009. Through grit and a…

  14. A content analysis of the portrayal of alcohol in televised music videos in New Zealand: changes over time.

    Science.gov (United States)

    Sloane, Kate; Wilson, Nick; Imlach Gunasekara, Fiona

    2013-01-01

    We aimed to: (i) document the extent and nature of alcohol portrayal in televised music videos in New Zealand in 2010; and (ii) assess trends over time by comparing with a similar 2005 sample. We undertook a content analysis for references to alcohol in 861 music videos shown on a youth-orientated television channel in New Zealand. This was compared with a sample in 2005 (564 music videos on the same channel plus sampling from two other channels). The proportion of alcohol content in the music videos was slightly higher in 2010 than for the same channel in the 2005 sample (19.5% vs. 15.7%) but this difference was not statistically significant. Only in the genre 'Rhythm and Blues' was the increase over time significant (P = 0.015). In both studies, the portrayal of alcohol was significantly more common in music videos where the main artist was international (not from New Zealand). Furthermore, in the music videos with alcohol content, at least a third of the time, alcohol was shown being consumed and the main artist was involved with alcohol. In only 2% (in 2005) and 4% (in 2010) of these videos was the tone explicitly negative towards alcohol. In both these studies, the portrayal of alcohol was relatively common in music videos. Nevertheless, there are various ways that policy makers can denormalise alcohol in youth-orientated media such as music videos or to compensate via other alcohol control measures such as higher alcohol taxes. © 2012 Australasian Professional Society on Alcohol and other Drugs.

  15. Glossary of television terms

    Science.gov (United States)

    1982-09-01

    This glossary was compiled by the members and associate members of the Range Commanders Council (RCC) Optical Systems Group (OSG). The OSG recognizes that the utilization of television for data gathering purposes has increased drastically in the last decade. Because many of the personnel involved in range operations and maintenance have a limited background in television, the OSG membership felt that a glossary containing selected television terminology would contribute to understanding the theoretical, engineering, operational, and maintenance applications of television. Since the term 'television' covers a broad spectrum, many of the words and phrases that apply solely to broadcast and Community Antenna Television (CATV) have not been included here. Also it has been assumed that the user of this publication will not be applying any television technology aside from periodic video tape editing. Furthermore, it is assumed that most of the video tape editing which takes place will be confined to tape-to-tape editing utilizing the built-in features characteristic of video recorders currently available.

  16. Video game addiction: Impact on teenagers' lifestyle.

    Science.gov (United States)

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

    Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers.

  17. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial.

    Science.gov (United States)

    Siervo, M; Sabatini, S; Fewtrell, M S; Wells, J C K

    2013-12-01

    Watching television and playing video game being seated represent sedentary behaviours and increase the risk of weight gain and hypertension. We investigated the acute effects of violent and non-violent video-game playing on blood pressure (BP), appetite perception and food preferences. Forty-eight young, normal-weight men (age: 23.1±1.9 years; body mass index: 22.5±1.9 kg/m(2)) participated in a three-arm, randomized trial. Subjects played a violent video game, a competitive, non-violent video game or watched TV for 1 h. Measurements of BP, stress and appetite perception were recorded before a standardized meal (∼300 kcal) and then repeated every 15 min throughout the intervention. Violent video-game playing was associated with a significant increase in diastolic BP (Δ±s.d.=+7.5±5.8 mm Hg; P=0.04) compared with the other two groups. Subjects playing violent video games felt less full (P=0.02) and reported a tendency towards sweet food consumption. Video games involving violence appear to be associated with significant effects on BP and appetite perceptions compared with non-violent gaming or watching TV.

  18. Games Children Play: The Effects of Media Violence on Young Children.

    Science.gov (United States)

    Wellisch, Mimi

    2000-01-01

    Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…

  19. Games Children Play: The Effects of Media Violence on Young Children.

    Science.gov (United States)

    Wellisch, Mimi

    2000-01-01

    Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…

  20. Making the Most of Television: Tips for Parents of Young Viewers = Aproveche al maximo la television: Ideas para padres de ninos jovenes.

    Science.gov (United States)

    Moss, Jeanette

    With the help of parents, television can expand a child's world and be a springboard to reading. This brochure discusses things parents and caregivers can do to make television a partner in helping children grow and learn. It suggests: make a "TV plan"; getting involved while children watch television; using the VCR and videos; and turning TV time…

  1. Digital Media Platforms and the Use of TV Content: Binge Watching and Video-on-Demand in Germany

    Directory of Open Access Journals (Sweden)

    Lothar Mikos

    2016-07-01

    Full Text Available The advancing digitalization and media convergence demands TV broadcasting companies to adjust their content to various platforms and distribution channels. The internet, as convergent carrier medium, is increasingly taking on a central role for additional media. Classical linear TV is still important, but for some audiences it has been developing from a primary medium to a secondary medium. Owing to the growing melding of classical-linear TV contents with online offerings (e.g. video-on-demand platforms or Web–TV, a great dynamic can be seen which has triggered numerous discussions about the future of TV for some time now. This article will summarize the results of two different audience studies. Film and television shows are meanwhile distributed online via Video-on-Demand platforms such as Netflix or Amazon Prime Video. The first audience study has dealt with the use of VoD-platforms in Germany investigating user rituals, user motivation to watch films and TV shows on these platforms, and the meaning of VoD in everyday life. Most of the participants in this study reported that they mainly watch TV drama series at Netflix or Amazon Prime. Therefore, the second audience study focused the online use of television drama series of individuals and couples elaborating the phenomenon of binge watching. In relating the audience practice to the new structures of the television market the article will shed light on the future of television.

  2. Digital Media Platforms and the Use of TV Content: Binge Watching and Video-on-Demand in Germany

    Directory of Open Access Journals (Sweden)

    Lothar Mikos

    2016-07-01

    Full Text Available The advancing digitalization and media convergence demands TV broadcasting companies to adjust their content to various platforms and distribution channels. The internet, as convergent carrier medium, is increasingly taking on a central role for additional media. Classical linear TV is still important, but for some audiences it has been developing from a primary medium to a secondary medium. Owing to the growing melding of classical-linear TV contents with online offerings (e.g. video-on-demand platforms or Web–TV, a great dynamic can be seen which has triggered numerous discussions about the future of TV for some time now. This article will summarize the results of two different audience studies. Film and television shows are meanwhile distributed online via Video-on-Demand platforms such as Netflix or Amazon Prime Video. The first audience study has dealt with the use of VoD-platforms in Germany investigating user rituals, user motivation to watch films and TV shows on these platforms, and the meaning of VoD in everyday life. Most of the participants in this study reported that they mainly watch TV drama series at Netflix or Amazon Prime. Therefore, the second audience study focused the online use of television drama series of individuals and couples elaborating the phenomenon of binge watching. In relating the audience practice to the new structures of the television market the article will shed light on the future of television.

  3. Video Games and Children. ERIC Digest.

    Science.gov (United States)

    Cesarone, Bernard

    This digest examines data on video game use by children, explains ratings of video game violence, and reviews research on the effects of video games on children and adolescents. A recent study of seventh and eighth graders found that 65% of males and 57% of females played 1 to 6 hours of video games at home per week, and 38% of males and 16% of…

  4. Incorporating Video Games into Physical Education

    Science.gov (United States)

    Hayes, Elizabeth; Silberman, Lauren

    2007-01-01

    Contrary to common belief, several studies have found no relationship between video gaming and obesity or physical inactivity. In fact, video gaming is an untapped resource for enhancing young people's motivation and ability to participate in sports and other movement-based activities. Many popular video games offer sophisticated and engaging…

  5. Do Video Games Promote Positive Youth Development?

    Science.gov (United States)

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…

  6. Do Video Games Promote Positive Youth Development?

    Science.gov (United States)

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…

  7. Video Game Based Learning in English Grammar

    Science.gov (United States)

    Singaravelu, G.

    2008-01-01

    The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…

  8. Active Video Games and Energy Expenditure in Overweight Children.

    Science.gov (United States)

    Haddock, Bryan L; Brandt, Andrea M; Siegel, Shannon R; Wilkin, Linda D; Han, Joung-Kyue

    2008-07-01

    The prevalence of overweight in children has increased significantly in recent years. Frequent television viewing and the playing of video games have often been linked to the high prevalence of overweight. The purpose of this study was to determine if overweight children, given access to active video games, will play them at an intensity that will significantly increase energy expenditure. Twenty-three children, classified as "at risk for overweight" or "overweight," participated in this study. After a 10-minute baseline period in which the children watched a cartoon, the participants played the Jackie Chan Fitness Studio® (Xavix, Hong Kong) games for 30 minutes while rotating through the games as desired and resting whenever needed. Energy expenditure significantly increased from a mean at baseline of 1.15 ± 0.32 kcal/min to 4.08±1.18 kcal/min during the 30-minutes that the participants were given access to the games (p <.001). The total energy expenditure during the 30-minute time frame was 122.30 ± 35.40 kcal. The energy expenditure varied between individuals, with a low value of 75.00 kcal to a high of 205.86 kcal. Although a modest level of energy expenditure, this level of exertion could contribute to an overall weight control program in children.

  9. Smart TVs: the new age of television and advertising

    OpenAIRE

    Ceriz, João Miguel Costa

    2012-01-01

    Mestrado em Marketing A televisão teve, ao longo de toda a sua história, um papel preponderante na cultura e economia mundiais. A sua importância reside no seu potencial enquanto veículo de informação e entretenimento, mas também de promoção para as marcas, que foi, aliás, a sua principal fonte de receita ao longo dos anos. Com o lançamento das Smart TVs, a publicidade na televisão sofrerá uma grande revolução graças à união entre TV e internet, criando um novo mundo de inovação e tecnolog...

  10. Association of sleep quality with watching TV, computer games and caffeine intake in adolescents of Minoodar district, Qazvin

    OpenAIRE

    A. Avani; Sh. Jalilolghadr; A. Barikani; A Javadi; S. Shabbidar; Javadi, M

    2015-01-01

    Background: Insufficient sleep or poor sleep quality affect learning, memory and performance and cause behavioral disorders. Watching television (TV), using computer and internet, playing computer games, and caffeine intake are of factors affecting sleep quality. Objective: The aim of this study was to determine the association of sleep quality with watching TV, computer games and caffeine intake in adolescents of Minoodar district, Qazvin41T. Methods: This cross sectional study was con...

  11. Video Games as Psychological Tests.

    Science.gov (United States)

    Jones, Marshall B.

    1984-01-01

    Briefly describes the characteristics of video games and discusses some advantages and disadvantages of their use to measure individual abilities. Relevant research is cited in the areas of stabilization with practice, predictive testing, performance testing, testing under extreme conditions, testing brain-injured persons, and differential…

  12. Teaching science through video games

    Science.gov (United States)

    Smaldone, Ronald A.; Thompson, Christina M.; Evans, Monica; Voit, Walter

    2017-02-01

    Imagine a class without lessons, tests and homework, but with missions, quests and teamwork. Video games offer an attractive educational platform because they are designed to be fun and engaging, as opposed to traditional approaches to teaching through lectures and assignments.

  13. Streaming Video Games: Copyright Infringement or Protected Speech?

    Directory of Open Access Journals (Sweden)

    Eirik Evert Elias Jungar

    2016-12-01

    Full Text Available Streaming video games, that is, live broadcasting playing video games on the internet, is incredibly popular. Millions tune into twitch.tv daily to watch eSport tournaments, their favourite streamer, and chat with other viewers. But all is not rosy in the world of streaming games. Recently, some game developers have aggressively exercised their copyright to, firstly, claim part of the streamers’ revenue, and secondly, control the context in which their game is shown. The article analyzes whether game developers have, and should have, such rights under EU copyright law. Reaching the conclusion that video game streams infringe the game developer’s right to communicate their works to the public, I argue that freedom of expression can and should be used to rein in their rights in certain cases. Subjecting the lawfulness of streams to game developers’ good will risks stifling the expressions of streamers. The streamers, their audience, and even the copyright holders, would be worse off for it.

  14. An Initial Study on Video Game Localization

    Institute of Scientific and Technical Information of China (English)

    言明乐

    2009-01-01

    Rapid expanding of video games around the globe brings the prosperity of localization industry. As one of the largest markets, China has become a popular arena for foreign game publishers,that is why studies on video game trans-lation are urgent and important. Focusing on the translation activity in video game localization, this paper describes the process of translation and summarizes the contents need to be translated.

  15. Video Game Packaging Design

    Science.gov (United States)

    Osterer, Irv

    2012-01-01

    High-school students are a dominant force in the gaming industry, accounting for annual sales in the millions. Retailers devote large areas of commercial space to keep pace with this lucrative part of the entertainment business. Recognizing the popularity of this phenomenon with the younger generation, it proved an ideal vehicle to explore…

  16. Video Game Packaging Design

    Science.gov (United States)

    Osterer, Irv

    2012-01-01

    High-school students are a dominant force in the gaming industry, accounting for annual sales in the millions. Retailers devote large areas of commercial space to keep pace with this lucrative part of the entertainment business. Recognizing the popularity of this phenomenon with the younger generation, it proved an ideal vehicle to explore…

  17. Video games and mobile learning: A Spanish developers approach

    OpenAIRE

    Fernández Gómez, Carlos; Martí Parreño, José

    2016-01-01

    This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...

  18. Video games and mobile learning: A Spanish developers approach

    OpenAIRE

    Fernández Gómez, Carlos; Martí Parreño, José

    2016-01-01

    This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...

  19. "Television" Artists

    Science.gov (United States)

    Szekely, George

    2010-01-01

    In an art class, children browse through space-age knobs, robot antennas and gyroscopic signal searchers. They extend space needle antennas before turning on an old TV. They discover the sights and sounds of televisions past, hearing the hiss, the gathering power, and seeing the blinking eye, the black-and-white light and blurry images projected…

  20. Reflections of Girls in the Media: A Content Analysis. A Study of Television Shows and Commercials, Movies, Music Videos, and Teen Magazine Articles and Ads.

    Science.gov (United States)

    Signorielli, Nancy

    A study examined kinds of messages prevalent in the media used by preteen and teenage girls, asking what messages are sent about goals, dating, careers, behavior, and appearance and its relationship to well being. Four media were the subject of the study, which comprised 12 samples from television programs, theatrical films, music videos, and teen…

  1. Video game training and the reward system.

    Science.gov (United States)

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  2. Video Game Training and the Reward System

    Directory of Open Access Journals (Sweden)

    Robert C. Lorenz

    2015-02-01

    Full Text Available Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual towards playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training.Fifty healthy participants were randomly assigned to a video game training (TG or control group (CG. Before and after training/control period, functional magnetic resonance imaging (fMRI was conducted using a non-video game related reward task.At pretest, both groups showed strongest activation in ventral striatum (VS during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated.This longitudinal study revealed that video game training may preserve reward responsiveness in the ventral striatum in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  3. Internet and Video Game Use in Relation to Overweight in Young Adults. : Video games use and overweight

    OpenAIRE

    Melchior, Maria; Chollet, Aude; Fombonne, Eric; Surkan, Pamela; Dray-Spira, Rosemary

    2014-01-01

    International audience; Abstract Purpose . To examine the relationship between interactive media use (Internet and video games) and overweight risk in young adults. Design . Prospective cohort study. Setting . France (TEMPO study). Subjects . Community sample of 674 young adults aged 22 to 35 in 2009 (response rate to the original mail out: 44.3%). Measures . Data were collected through mail-based questionnaires from study participants in 1999 (juvenile overweight, juvenile TV use) and 2009 (...

  4. TV Recommendation and Personalization Systems: Integrating Broadcast and Video On demand Services

    Directory of Open Access Journals (Sweden)

    SOARES, M.

    2014-02-01

    Full Text Available The expansion of Digital Television and the convergence between conventional broadcasting and television over IP contributed to the gradual increase of the number of available channels and on demand video content. Moreover, the dissemination of the use of mobile devices like laptops, smartphones and tablets on everyday activities resulted in a shift of the traditional television viewing paradigm from the couch to everywhere, anytime from any device. Although this new scenario enables a great improvement in viewing experiences, it also brings new challenges given the overload of information that the viewer faces. Recommendation systems stand out as a possible solution to help a watcher on the selection of the content that best fits his/her preferences. This paper describes a web based system that helps the user navigating on broadcasted and online television content by implementing recommendations based on collaborative and content based filtering. The algorithms developed estimate the similarity between items and users and predict the rating that a user would assign to a particular item (television program, movie, etc.. To enable interoperability between different systems, programs? characteristics (title, genre, actors, etc. are stored according to the TV-Anytime standard. The set of recommendations produced are presented through a Web Application that allows the user to interact with the system based on the obtained recommendations.

  5. The student with a thousand faces: from the ethics in video games to becoming a citizen

    Science.gov (United States)

    Muñoz, Yupanqui J.; El-Hani, Charbel N.

    2012-12-01

    Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying `Ourselves', we create and marginalize `Others'. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players' citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom ( phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.

  6. Interactive Digital Narratives for iTV and Online Video

    NARCIS (Netherlands)

    Koenitz, H.; Knoller, N.; Nakatsu, R.; Rauterberg, M.; Ciancarini, P.

    2015-01-01

    In iTV and online video, narrative interaction has long been a Holy Grail for both audiences and creators of these digital audiovisual works. On the one hand, interactive digital narrative promises interactors some exciting opportunities: to enter the world of the story, to affect the story and perh

  7. Interactive Digital Narratives for iTV and Online Video

    NARCIS (Netherlands)

    Koenitz, H.; Knoller, N.; Nakatsu, R.; Rauterberg, M.; Ciancarini, P.

    2015-01-01

    In iTV and online video, narrative interaction has long been a Holy Grail for both audiences and creators of these digital audiovisual works. On the one hand, interactive digital narrative promises interactors some exciting opportunities: to enter the world of the story, to affect the story and perh

  8. Reviewing Games of Empire: Global Capitalism and Video Games

    Directory of Open Access Journals (Sweden)

    Simon Ferrari

    2013-07-01

    Full Text Available Wherein Ian Bogost and Simon Ferrari review Nick Dyer-Witheford and Greig de Peuter's 2009 title, Games of Empire: Global Capitalism and Video Games (University of Minnesota Press.

  9. Learning computer science by watching video games

    OpenAIRE

    Nagataki, Hiroyuki

    2014-01-01

    This paper proposes a teaching method that utilizes video games in computer science education. The primary characteristic of this approach is that it utilizes video games as observational materials. The underlying idea is that by observing the computational behavior of a wide variety of video games, learners will easily grasp the fundamental architecture, theory, and technology of computers. The results of a case study conducted indicate that the method enhances the motivation of students for...

  10. Six degrees of video game narrative: a classification for narrative in video games

    OpenAIRE

    Şengün, Sercan

    2013-01-01

    158 pages This study aims to construct a systematical approach to classification of narrative usage in video games. The most recent dominant approaches of reading a video game text – narratology and ludology - are discussed. By inquiring the place of interactivity and autonomy inside the discourse of video game narrative, a classification is proposed. Consequently six groups of video games are determined, depending on the levels of combination of narration and ludic context. These Six Degr...

  11. Gender and video games: How is female gender generally represented in various genres of video games?

    OpenAIRE

    Xeniya Kondrat

    2015-01-01

    Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008). Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in vi...

  12. Potential hazards of viewing 3-D stereoscopic television, cinema and computer games: a review.

    Science.gov (United States)

    Howarth, Peter A

    2011-03-01

    The visual stimulus provided by a 3-D stereoscopic display differs from that of the real world because the image provided to each eye is produced on a flat surface. The distance from the screen to the eye remains fixed, providing a single focal distance, but the introduction of disparity between the images allows objects to be located geometrically in front of, or behind, the screen. Unlike in the real world, the stimulus to accommodation and the stimulus to convergence do not match. Although this mismatch is used positively in some forms of Orthoptic treatment, a number of authors have suggested that it could negatively lead to the development of asthenopic symptoms. From knowledge of the zone of clear, comfortable, single binocular vision one can predict that, for people with normal binocular vision, adverse symptoms will not be present if the discrepancy is small, but are likely if it is large, and that what constitutes 'large' and 'small' are idiosyncratic to the individual. The accommodation-convergence mismatch is not, however, the only difference between the natural and the artificial stimuli. In the former case, an object located in front of, or behind, a fixated object will not only be perceived as double if the images fall outside Panum's fusional areas, but it will also be defocused and blurred. In the latter case, however, it is usual for the producers of cinema, TV or computer game content to provide an image that is in focus over the whole of the display, and as a consequence diplopic images will be sharply in focus. The size of Panum's fusional area is spatial frequency-dependent, and because of this the high spatial frequencies present in the diplopic 3-D image will provide a different stimulus to the fusion system from that found naturally. © 2011 The College of Optometrists.

  13. Subcorneal hematomas in excessive video game play.

    Science.gov (United States)

    Lennox, Maria; Rizzo, Jason; Lennox, Luke; Rothman, Ilene

    2016-01-01

    We report a case of subcorneal hematomas caused by excessive video game play in a 19-year-old man. The hematomas occurred in a setting of thrombocytopenia secondary to induction chemotherapy for acute myeloid leukemia. It was concluded that thrombocytopenia subsequent to prior friction from heavy use of a video game controller allowed for traumatic subcorneal hemorrhage of the hands. Using our case as a springboard, we summarize other reports with video game associated pathologies in the medical literature. Overall, cognizance of the popularity of video games and related pathologies can be an asset for dermatologists who evaluate pediatric patients.

  14. Television Viewing and Its Association with Sedentary Behaviors, Self-Rated Heath and Academic Performance among Secondary School Students in Peru.

    Science.gov (United States)

    Sharma, Bimala; Cosme Chavez, Rosemary; Jeong, Ae Suk; Nam, Eun Woo

    2017-04-05

    The study assessed television viewing >2 h a day and its association with sedentary behaviors, self-rated health, and academic performance among secondary school adolescents. A cross-sectional survey was conducted among randomly selected students in Lima in 2015. We measured self-reported responses of students using a standard questionnaire, and conducted in-depth interviews with 10 parents and 10 teachers. Chi-square test, correlation and multivariate logistic regression analysis were performed among 1234 students, and thematic analysis technique was used for qualitative information. A total of 23.1% adolescents reported watching television >2 h a day. Qualitative findings also show that adolescents spend most of their leisure time watching television, playing video games or using the Internet. Television viewing had a significant positive correlation with video game use in males and older adolescents, with Internet use in both sexes, and a negative correlation with self-rated health and academic performance in females. Multivariate logistic regression analysis shows that television viewing >2 h a day, independent of physical activity was associated with video games use >2 h a day, Internet use >2 h a day, poor/fair self-rated health and poor self-reported academic performance. Television viewing time and sex had a significant interaction effect on both video game use >2 h a day and Internet use >2 h a day. Reducing television viewing time may be an effective strategy for improving health and academic performance in adolescents.

  15. Television Viewing and Its Association with Sedentary Behaviors, Self-Rated Health and Academic Performance among Secondary School Students in Peru

    Directory of Open Access Journals (Sweden)

    Bimala Sharma

    2017-04-01

    Full Text Available The study assessed television viewing >2 h a day and its association with sedentary behaviors, self-rated health, and academic performance among secondary school adolescents. A cross-sectional survey was conducted among randomly selected students in Lima in 2015. We measured self-reported responses of students using a standard questionnaire, and conducted in-depth interviews with 10 parents and 10 teachers. Chi-square test, correlation and multivariate logistic regression analysis were performed among 1234 students, and thematic analysis technique was used for qualitative information. A total of 23.1% adolescents reported watching television >2 h a day. Qualitative findings also show that adolescents spend most of their leisure time watching television, playing video games or using the Internet. Television viewing had a significant positive correlation with video game use in males and older adolescents, with Internet use in both sexes, and a negative correlation with self-rated health and academic performance in females. Multivariate logistic regression analysis shows that television viewing >2 h a day, independent of physical activity was associated with video games use >2 h a day, Internet use >2 h a day, poor/fair self-rated health and poor self-reported academic performance. Television viewing time and sex had a significant interaction effect on both video game use >2 h a day and Internet use >2 h a day. Reducing television viewing time may be an effective strategy for improving health and academic performance in adolescents.

  16. A Model for Video Quality Assessment Considering Packet Loss for Broadcast Digital Television Coded in H.264

    Directory of Open Access Journals (Sweden)

    Jose Joskowicz

    2014-01-01

    Full Text Available This paper presents a model to predict video quality perceived by the broadcast digital television (DTV viewer. We present how noise on DTV can introduce individual transport stream (TS packet losses at the receiver. The type of these errors is different than the produced on IP networks. Different scenarios of TS packet loss are analyzed, including uniform and burst distributions. The results show that there is a high variability on the perceived quality for a given percentage of packet loss and type of error. This implies that there is practically no correlation between the type of error or the percentage of packets loss and the perceived degradation. A new metric is introduced, the weighted percentage of slice loss, which takes into account the affected slice type in each lost TS packet. We show that this metric is correlated with the video quality degradation. A novel parametric model for video quality estimation is proposed, designed, and verified based on the results of subjective tests in SD and HD. The results were compared to a standard model used in IP transmission scenarios. The proposed model improves Pearson Correlation and root mean square error between the subjective and the predicted MOS.

  17. Stretching Capabilities: Children with Disabilities Playing TV and Computer Games

    Science.gov (United States)

    Wasterfors, David

    2011-01-01

    Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in…

  18. Helping Video Games Rewire "Our Minds"

    Science.gov (United States)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  19. Electricity savings from implementation of minimum energy efficiency standard for TVs in Malaysia

    Energy Technology Data Exchange (ETDEWEB)

    Varman, M.; Masjuki, H.H.; Mahlia, T.M.I. [University of Malaya, Kuala Lumpur (Malaysia). Department of Mechanical Engineering

    2005-06-01

    The popularization of 24 h pay-TV, interactive video games, web-TV, VCD and DVD in Malaysia are poised to have a large impact on overall TV electricity consumption in the country. With the increasing of overall TV energy consumption, energy efficiency standards are one of highly effective policies for decreasing electricity consumption in the residential sector. Energy efficiency standards are also capable of reducing consumer's electricity bill and contribute towards positive environmental impacts. This paper attempts to predict the amount of energy that can be saved in the residential sector by implementing minimum energy efficiency standard for television sets in Malaysia. Over the past 30 years, television ownership in Malaysian residents has increased from 186,036 units in 1970 to 2,741,640 units in 1991. This figure is expected to reach 6,201,316 units in the year 2010. Hence, efficiency improvement for this appliance will have a significant impact on the future of electricity consumption in this country. (author)

  20. 47 CFR 76.614 - Cable television system regular monitoring.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Cable television system regular monitoring. 76.614 Section 76.614 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Technical Standards § 76.614 Cable television system regular monitoring. Cable television...

  1. 47 CFR 76.59 - Modification of television markets.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Modification of television markets. 76.59... MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Carriage of Television Broadcast Signals § 76.59 Modification of television markets. (a) The Commission, following a written request from a broadcast station or...

  2. 立体电视视频质量影响因素分析%Analysis of Influence Factors of Stereoscopic Television Video Quality

    Institute of Scientific and Technical Information of China (English)

    成于庆; 姜秀华

    2011-01-01

    From the perspective of 3D technology chain, after pointing out that binocular parallax and TV electro-optic image-forming principle are two foundations of 3DTV, the impact of five parts of stereoscopic television video quality are selected and analyzed which are collection & production, coding, transmission, decoding and displaying respectively. Finally, a prospect is presented for the improvement of stereoscopic television video quality and some latest technologies are briefly introduced.%从立体电视技术链的角度出发,首先分析了立体电视双目视差基本原理,然后分析了立体电视在视频采集制作、发端压缩编码、信道传输、收端解码和立体显示这5大环节中,现行技术对立体视频质量分别造成的影响以及已有的改进措施,最后展望了最新立体电视技术对于立体视频质量的提升.

  3. Fiction series and video games: Transmedia and gamification in Contemporary Audiovisual discourses

    Directory of Open Access Journals (Sweden)

    Francisco Julián Martínez Cano

    2016-05-01

    Full Text Available The connection between fiction series and video games is evident, and this relationship drives to new strategies to generate narratives within transmedia context. In this article we try to revise the connection between the two media through current productions, with the intention of identifying the contributions of the video game in the serial narrative universes. Within the context of the transmedia narrative discourses, strategies usually have emerged from the TV series to the video game. Currently this tendency is turning around, giving birth titles that have been fed from the video game as the primary source to draw up their storyline. Identifying the contributions of the video game to the transmedia ecosystem of contemporary audiovisual entertainment products, offers the chance to generate more attractive and innovative designs for the audience.

  4. Video Game Discourses and Implications for Game-Based Education

    Science.gov (United States)

    Whitton, Nicola; Maclure, Maggie

    2017-01-01

    Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…

  5. Video Games: A Potential New World.

    Science.gov (United States)

    Matsushita, Yuriko; Matsushita, Koji

    The paper states that there are negative physical and psychological effects from video games. The physical effects include asthenopia and weight gain. The psychological effects include confusion between reality and fiction, and immature relationships with others. However, video games can also have a therapeutic effect in some cases. Four positive…

  6. Video Games as Tillers of Soil

    Science.gov (United States)

    Arena, Dylan

    2015-01-01

    Video games are pervasive in today's culture, and the time kids spend playing them may seem, from a teacher's perspective, as time that is lost to education. Sometimes, sadly, this is true. But many good video games, although not explicitly educational in focus, provide powerful experiences that are rich fodder for subsequent instruction. Looking…

  7. Commercial Video Games in the Science Classroom

    Science.gov (United States)

    Angelone, Lauren

    2010-01-01

    There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…

  8. Teaching Social Studies with Video Games

    Science.gov (United States)

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  9. An Analysis of a Video Game

    Science.gov (United States)

    Allain, Rhett; Williams, Richard

    2009-01-01

    Suppose we had a brand new world to study--a world that possibly works with a different set of principles, a non-Newtonian world. Maybe this world is Newtonian, maybe it isn't. This world exists in video games, and it is open for exploration. Most video games try to incorporate realistic physics, but sometimes this does not happen. The obvious…

  10. Using Video Games to Understand Thermoregulation

    Science.gov (United States)

    Dibley, Jeremiah; Parish, Jamie

    2007-01-01

    Funded by the U.S. Department of Education, a research project was conducted to evaluate the effectiveness of video games as inquiry-based learning experiences for the science classroom. As a result, the video game, "Creature Control: The Quest for Homeostasis" was developed and field-tested in select middle schools in the United States.…

  11. A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents

    Directory of Open Access Journals (Sweden)

    Rabinowitz Terry

    2006-10-01

    Full Text Available Abstract Background Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD, but the relationship between video games and ADHD symptoms in adolescents is unknown. Method A survey of adolescents and parents (n = 72 adolescents, 72 parents was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, and their association with academic and social functioning. Subjects were high school students in the ninth and tenth grade. Students were administered a modified Young's Internet Addiction Scale (YIAS and asked questions about exercise, grades, work, and school detentions. Parents were asked to complete the Conners' Parent Rating Scale (CPRS and answer questions regarding medical/psychiatric conditions in their child. Results There was a significant association between time spent playing games for more than one hour a day and YIAS (p Conclusion Adolescents who play more than one hour of console or Internet video games may have more or more intense symptoms of ADHD or inattention than those who do not. Given the possible negative effects these conditions may have on scholastic performance, the added consequences of more time spent on video games may also place these individuals at increased risk for problems in school.

  12. Enhancing cognition with video games: a multiple game training study.

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    Full Text Available BACKGROUND: Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. METHODOLOGY/PRINCIPAL FINDINGS: We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch for one hour a day/five days a week over four weeks (20 hours. Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. CONCLUSION/SIGNIFICANCE: Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to

  13. 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.

  14. Game usability in North American video game industry

    OpenAIRE

    Tapani, J. (Juho)

    2016-01-01

    Competition is so fierce in the video game industry that the companies need to find different angles to make their games stand out from the crowd. Game usability provides one such angle which can result in a better overall user experience. The goals of this research were to find out what usability methods are used in North American video game companies, how the companies define the term “game usability”, and are they utilizing heuristic evaluation. The data was gathered by collecting surv...

  15. "School Shooter" Web Video Game Raises Concerns

    Science.gov (United States)

    Rhen, Brad

    2011-01-01

    A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…

  16. When Video Games Tell Stories: A Model of Video Game Narrative Architectures

    OpenAIRE

    Marcello Arnaldo Picucci

    2014-01-01

    In the present study a model is proposed offering a comprehensive categorization of video game narrative structures intended as the methods and techniques used by game designers and allowed by the medium to deliver the story content throughout the gameplay in collaboration with the players. A case is first made for the presence of narrative in video games and its growth of importance as a central component in game design. An in-depth analysis ensues focusing on how games tell stories, guided ...

  17. Changing History, Changing practices : An Instance of Confrontation Between Video Art and Television

    NARCIS (Netherlands)

    Turco, M.|info:eu-repo/dai/nl/304842710

    2004-01-01

    Video art as a ‘movement’ within fine arts played an important role in the development of contemporary aesthetics. First, it provided artists with a conceptual frame and a space for ‘free experimentation’ in new technologies and their socio-cultural implications. Second, because video artists and

  18. Playing Action Video Games Improves Visuomotor Control.

    Science.gov (United States)

    Li, Li; Chen, Rongrong; Chen, Jing

    2016-08-01

    Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving.

  19. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-08-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

  20. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

  1. Improving physics instruction by analyzing video games

    Science.gov (United States)

    Beatty, Ian D.

    2013-01-01

    Video games can be very powerful teaching systems, and game designers have become adept at optimizing player engagement while scaffolding development of complex skills and situated knowledge. One implication is that we might create games to teach physics. Another, which I explore here, is that we might learn to improve classroom physics instruction by studying effective games. James Gee, in his book What Video Games Have to Teach Us About Learning and Literacy (2007), articulates 36 principles that make good video games highly effective as learning environments. In this theoretical work, I identify 16 themes running through Gee's principles, and explore how these themes and Gee's principles could be applied to the design of an on-campus physics course. I argue that the process pushes us to confront aspects of learning that physics instructors and even physics education researchers generally neglect, and suggest some novel ideas for course design.

  2. Video Game Structural Characteristics: A New Psychological Taxonomy

    Science.gov (United States)

    King, Daniel; Delfabbro, Paul; Griffiths, Mark

    2010-01-01

    Excessive video game playing behaviour may be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent within the video game itself that may facilitate initiation, development and maintenance of video game playing over time. Numerous structural…

  3. Fair Play? Violence, Gender and Race in Video Games.

    Science.gov (United States)

    Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen

    Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…

  4. Automatic Story Segmentation for TV News Video Using Multiple Modalities

    Directory of Open Access Journals (Sweden)

    Émilie Dumont

    2012-01-01

    Full Text Available While video content is often stored in rather large files or broadcasted in continuous streams, users are often interested in retrieving only a particular passage on a topic of interest to them. It is, therefore, necessary to split video documents or streams into shorter segments corresponding to appropriate retrieval units. We propose here a method for the automatic segmentation of TV news videos into stories. A-multiple-descriptor based segmentation approach is proposed. The selected multimodal features are complementary and give good insights about story boundaries. Once extracted, these features are expanded with a local temporal context and combined by an early fusion process. The story boundaries are then predicted using machine learning techniques. We investigate the system by experiments conducted using TRECVID 2003 data and protocol of the story boundary detection task, and we show that the proposed approach outperforms the state-of-the-art methods while requiring a very small amount of manual annotation.

  5. Parental Mediation of Television Viewing and Videogaming of Adolescents with Autism Spectrum Disorder and Their Siblings

    Science.gov (United States)

    Kuo, Melissa H.; Magill-Evans, Joyce; Zwaigenbaum, Lonnie

    2015-01-01

    Adolescents with autism spectrum disorder spend considerable time in media activities. Parents play an important role in shaping adolescents' responses to media. This study explored the mediation strategies that parents of adolescents with autism spectrum disorder used to manage television and video game use, factors associated with their use of…

  6. Business Plan: Video Game Rental Store

    OpenAIRE

    Kemppi, Tuomas

    2013-01-01

    The purpose of this report is to create a business plan for a video game rental store. It includes research on similar companies in other countries, and it determines if the concept would work in Finland. In addition to this, the report also includes research on what steps need to be taken in order to start and run a video game rental business in Finland. The report also goes over the current trends in the video game industry, and takes a look at where the industry is heading. Based...

  7. Online Gaming as a Virtual Forum

    OpenAIRE

    2005-01-01

    Due to concerns over its perceived ills, especially to children, most social science research on video gaming has focused on behavioral effects and content analysis. Meanwhile, surprisingly little qualitative research has been conducted on the social aspects of videogame culture. In their article, "Television as a Cultural Forum," Horace Newcomb and Paul Hirsch argue that television raises more questions than its narratives’ conclusions answer. In doing so, television becomes a cultural site ...

  8. Internet Protocol Television (IPTV

    Directory of Open Access Journals (Sweden)

    Lokesh Mittal

    2012-09-01

    Full Text Available IPTV is one of the mostly used technology of Internet and IP application. IPTV is a service for the delivery of broadcast TV, movies on demand and other interactive multimedia services over a secure, end-to-end operator managed broadband IP data network with desired QoS to the public with a broadband Internet connection. IPTV system may also include Internet services such as Web access and VoIP where it may be called Triple Play and is typically supplied by a broadband operator using the same infrastructure. IPTV is not the Internet Video that simply allows users to watch videos, like movie previews and web-cams, over the Internet in a best effort fashion. IPTV technology offers revenue-generating opportunities for the telecom and cable service providers. For traditional telephone service providers, Triple Play is delivered using a combination of optical fiber and Digital Subscriber Line (DSL technologies to its residential base. IPTV is a system where a digital television service is delivered by using Internet Protocol over a network infrastructure, which may include delivery by a broadband connection. A general definition of IPTV is television content that, instead of being delivered through traditional broadcast and cable formats, is received by the viewer through the technologies used for computer networks. In this paper I am trying to discuss this topic as my knowledge, including what is IPTV, how it works, its advantages and its applications

  9. Augmenting a TV Broadcast with Synchronised User Generated Video and Relevant Social Network Content

    NARCIS (Netherlands)

    Stokking, H.M.; Veenhuizen, A.T.; Kaptein, A.M.; Niamut, O.A.

    2014-01-01

    As TNO, we have developed an Augmented Live Broadcast use case, using components from the FP7 STEER project. In this use case, a television broadcast of a live event is augmented with user generated content. This user generated content consists of videos made by users at the event, and also of relev

  10. Evaluating user preferences for video transfer methods from a mobile device to a TV screen

    DEFF Research Database (Denmark)

    Fleury, Alexandre; Pedersen, Jakob Schou; Larsen, Lars Bo

    2013-01-01

    This article reports on the evaluation of four methods for transferring video content from a mobile device to a fixed television. The methods have been investigated in a Wizard-of-Oz approach through two consecutive studies. The first experiment aimed at collecting general opinions toward such a ...

  11. Evaluating user preferences for video transfer methods from a mobile device to a TV screen

    DEFF Research Database (Denmark)

    Fleury, Alexandre; Pedersen, Jakob Schou; Larsen, Lars Bo

    2013-01-01

    This article reports on the evaluation of four methods for transferring video content from a mobile device to a fixed television. The methods have been investigated in a Wizard-of-Oz approach through two consecutive studies. The first experiment aimed at collecting general opinions toward such a ...

  12. Proceedings of the 2014 ACM international conference on Interactive experiences for TV and online video

    NARCIS (Netherlands)

    Olivier, P.; Wright, P.; Bartindale, T.; Obrist, M.; Cesar Garcia, P.S.; Basapur, S.

    2014-01-01

    It is our great pleasure to introduce the 2014 ACM International Conference on Interactive Experiences for Television and Online Video -- ACM TVX 2014. ACM TVX is a leading annual conference that brings together international researchers and practitioners from a wide range of disciplines. We provid

  13. Automatic Measurement of Play-out Differences for Social TV, Interactive TV, Gaming and Inter-destination Synchronization,

    NARCIS (Netherlands)

    Mekuria, R.N.; Stokking, H.M.; Deventer, M.O. van

    2011-01-01

    Inter-destination media (play-out) synchronization for social TV has gained attention from research and industry in recent years. Applications include social TV and interactive game shows. To motivate further research of inter-destination synchronization technologies, pilot measurements of play-out

  14. Automatic Measurement of Play-out Differences for Social TV, Interactive TV, Gaming and Inter-destination Synchronization,

    NARCIS (Netherlands)

    Mekuria, R.N.; Stokking, H.M.; Deventer, M.O. van

    2011-01-01

    Inter-destination media (play-out) synchronization for social TV has gained attention from research and industry in recent years. Applications include social TV and interactive game shows. To motivate further research of inter-destination synchronization technologies, pilot measurements of play-out

  15. [Video games, a therapeutic mediator for teens].

    Science.gov (United States)

    Nickler, Christophe

    2015-10-01

    Teenagers love video games and other multimedia tools. Sometimes they love them too much, leading to addictive use. A child psychiatry team in Nancy has developed a therapeutic multimedia workshop to contribute to treating teens.

  16. THE EDUCATIONAL POTENTIAL OF VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Ruxandra Claudia CHIRCA (NEACȘU

    2015-11-01

    Full Text Available In nowadays' world, technological assistance is no longer confined to its primary purpose of communication or informational support and the boundaries between real and virtual world are becoming increasingly harder to be defined. This is the world of digital natives, today's children, who grow up in a technology-brimming environment and who spend most of their time playing video games. Are these video games constructive in any way? Scientific studies state they are. Video games help children in setting their goals, provide constant feedback and offer immediate rewards, along with the opportunity to collaborate with other players. Furthermore, video games can generate strong emotional reactions, such as joy or fear, and they have a captivating story line, which reveals itself within a realm of elaborate graphics.

  17. Storytelling in video game : creating a narrative for management game

    OpenAIRE

    Hurme, Jarkko

    2016-01-01

    This thesis deals with storytelling in video games. The frame of reference as well as theoretical basis for the report is based on Interactive Storytelling-course offered by University of Turku as well as ICIDS-research papers International Conference on Interactive Digital Storytelling). This study focuses on the importance of storytelling and narrative immersion in video games. It first covers the principals and narrative structure of storytelling in a way that the reader gains a clear o...

  18. Video games as equipment for living

    OpenAIRE

    Soetaert, Ronald; Bourgonjon, Jeroen; Rutten, Kris

    2011-01-01

    In their article "Video Games as Equipment for Living" Ronald Soetaert, Jeroen Bourgonjon, and Kris Rutten postulate that with the emergence of new media there is need of a re-evaluation of all modes of communication and the ways in which literacy is conceptualized. Drawing on the concept of multi-literacy they suggest a rhetorical/ anthropological meta-perspective to describe human beings as symbol using animals and focus on particular symbol systems: narrative, drama, and video games. Speci...

  19. 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,

  20. 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.

  1. 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

  2. Video Game Genre Affordances for Physics Education

    Science.gov (United States)

    Anagnostou, Kostas; Pappa, Anastasia

    2011-01-01

    In this work, the authors analyze the video game genres' features and investigate potential mappings to specific didactic approaches in the context of Physics education. To guide the analysis, the authors briefly review the main didactic approaches for Physics and identify qualities that can be projected into game features. Based on the…

  3. Violent Video Games Recruit American Youth

    Science.gov (United States)

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  4. Video Game Adapts To Brain Waves

    Science.gov (United States)

    Pope, Alan T.; Bogart, Edward H.

    1994-01-01

    Electronic training system based on video game developed to help children afflicted with attention-deficit disorder (ADD) learn to prolong their attention spans. Uses combination of electroencephalography (EEG) and adaptive control to encourage attentiveness. Monitors trainee's brain-wave activity: if EEG signal indicates attention is waning, system increases difficulty of game, forcing trainee to devote more attention to it. Game designed to make trainees want to win and, in so doing, learn to pay attention for longer times.

  5. Video games playing: A substitute for cultural consumptions?

    DEFF Research Database (Denmark)

    Borowiecki, Karol Jan; Prieto-Rodriguez, Juan

    2015-01-01

    cultural goods (e.g. listening to music or watching television) or active involvement in artistic activities (e.g. writing or visual arts production). Game playing is in general an urban phenomenon, it is positively associated with the ownership of home equipment and access to new technologies...

  6. Video game narrative and criticism playing the story

    CERN Document Server

    Thabet, T

    2015-01-01

    The book provides a comprehensive application of narrative theory to video games, and presents the player-response paradigm of game criticism. Video Game Narrative and Criticism explains the nature of gameplay - a psychological experience and a meaning-making process in the fictional world of video games.

  7. Ethical considerations when using video games as therapeutic tools

    OpenAIRE

    Colman, Jason; Gnanayutham, Paul

    2010-01-01

    Video games have been used in a variety of therapeutic and rehabilitative contexts. However, there are health risks associated with playing video games, including the risk of epileptic seizure. Additionally, video games have been criticised for reasons including their portrayal of women and minorities. For games to be accepted as an ethically valid therapeutic tool, these concerns must be addressed. The authors believe that video games can be used as therapeutic tools when used responsibly

  8. Work for Play: Careers in Video Game Development

    Science.gov (United States)

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  9. Integration of Active Video Games in Extracurricular Activity at Schools

    Science.gov (United States)

    Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan

    2015-01-01

    Active video games require players to be physically active. Dance Dance Revolution (DDR) is an interactive dancing game that requires fast-foot movement coordinated with energetic music and visuals. The Wii and Xbox Kinect games have also become good active video games for the promotion of physical activity participation. These games are much more…

  10. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  11. An Overview of Structural Characteristics in Problematic Video Game Playing.

    Science.gov (United States)

    Griffiths, Mark D; Nuyens, Filip

    2017-01-01

    There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.

  12. Predicting US Infants' and Toddlers' TV/Video Viewing Rates: Mothers' Cognitions and Structural Life Circumstances.

    Science.gov (United States)

    Vaala, Sarah E; Hornik, Robert C

    2014-04-01

    There has been rising international concern over media use with children under two. As little is known about the factors associated with more or less viewing among very young children, this study examines maternal factors predictive of TV/video viewing rates among American infants and toddlers. Guided by the Integrative Model of Behavioral Prediction, this survey study examines relationships between children's rates of TV/video viewing and their mothers' structural life circumstances (e.g., number of children in the home; mother's screen use), and cognitions (e.g., attitudes; norms). Results suggest that mothers' structural circumstances and cognitions respectively contribute independent explanatory power to the prediction of children's TV/video viewing. Influence of structural circumstances is partially mediated through cognitions. Mothers' attitudes as well as their own TV/video viewing behavior were particularly predictive of children's viewing. Implications of these findings for international efforts to understand and reduce infant/toddler TV/video exposure are discussed.

  13. Biomechanical analysis of ankle ligamentous sprain injury cases from televised basketball games: Understanding when, how and why ligament failure occurs.

    Science.gov (United States)

    Panagiotakis, Emmanouil; Mok, Kam-Ming; Fong, Daniel Tik-Pui; Bull, Anthony M J

    2017-05-25

    Ankle sprains due to landing on an opponent's foot are common in basketball. There is no analysis to date that provides a quantification of this injury mechanism. The aim of this study was to quantify the kinematics of this specific injury mechanism and relate this to lateral ankle ligament biomechanics. Case series. The model-based image-matching technique was used to quantify calcaneo-fibular-talar kinematics during four ankle inversion sprain injury incidents in televised NBA basketball games. The four incidents follow the same injury pattern in which the players of interest step onto an opponent's foot with significant inversion and a diagnosed ankle injury. A geometric analysis was performed to calculate the in vivo ligament strains and strain rates for the anterior talofibular ligament (ATFL) and the calcaneofibular ligament (CFL). Despite the controlled selection of cases, the results show that there are two distinct injury mechanisms: sudden inversion and internal rotation with low levels of plantarflexion; and a similar mechanism without internal rotation. The first of these mechanisms results in high ATFL and CFL strains, whereas the second of these strains the CFL in isolation. The injury mechanism combined with measures of the ligament injury in terms of percentage of strain to failure correlate directly with the severity of the injury quantified by return-to-sport. The opportunity to control excessive internal rotation through proprioceptive training and/or prophylactic footwear or bracing could be utilised to reduce the severity of common ankle injuries in basketball. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  14. Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.

    Science.gov (United States)

    King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H

    2012-09-01

    There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.

  15. Gender and video games: How is female gender generally represented in various genres of video games?

    Directory of Open Access Journals (Sweden)

    Xeniya Kondrat

    2015-06-01

    Full Text Available Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008. Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in video games and how they are represented, stereotyped and used as characters in games. Results show that there is a difference between portraying women in the past and present. This research paper is based on previous academic research and results which were achieved with online questionnaire among game players and two interviews with professionals in the field of game design. The results show that there is still negative stereotyping of female gender. However, at the same time, the answers of the respondents show that the target audience of video games desires improvements in presentation of female gender as well as male.

  16. Teaching Game Programming using Video Tutorials

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    Background. What are the learning potentials of using online video tutorials as educational tools in game programming of Mixed Reality? The paper reports on the first experiences of teaching third semester engineering students design of Mixed Reality using online step-by-step programming video...... tutorials. Mixed Reality covers in this case both Augmented and Virtual Reality. Until recently, most of the instructional support for the software and game development came from paper tutorials (van der Meij et al, 2016:332). YouTube’s rapid growth in popularity and easy to use programs for video...... and emerging topics such as Mixed Reality. Students tend to use video tutorial on their own initiative as supplementary tutorials for new and hard topics. This motivated me to use existing video tutorials as teaching materials in the course titled Mixed Reality for third semester engineering students...

  17. The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    A nationally representative online survey (n = 3,380) was used to assess the contribution of patterns of video game play to problem video game play (PVGP) symptomatology. Game genre, enjoyment, consumer involvement, time spent gaming (gaming days in the past month and hours on days used), and demographic variables were all examined. The study…

  18. [New Developments in Video Games for Psychotherapy].

    Science.gov (United States)

    Brezinka, Veronika

    2016-01-01

    A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run.

  19. Delivering Extension to the Living Room Using Internet TV

    Science.gov (United States)

    Rice, Grant G., III

    2014-01-01

    Television is a widely adopted source for viewing educational information. Unfortunately, producing a television show on network television can be costly and time consuming. Internet TV offers Extension video content producers the opportunity to create a niche topic channel quickly and at low cost. Internet TV offers viewers a low-cost and…

  20. Product placement on UK television: Is the expenditure worth the outcome?

    OpenAIRE

    Joyce, Lydia

    2013-01-01

    In recent years the size of the product placement industry has been growing, incorporating different types of media including film, television, video games and music videos. This presents a significant opportunity for marketers to promote their products in front of the increasingly technology savvy consumers who aim to ignore traditional advertising techniques. The product placement literature to date has mainly concerned films with the majority of studies having been conducted in the US...

  1. Television and Children's Fantasy.

    Science.gov (United States)

    Singer, Dorothy; Kelly, Helen Bryman

    1985-01-01

    Television can be a source of knowledge and information or it can cause negative behavior. Parents can help their children understand the difference between fantasy and reality on television and help make television viewing a positive event. (DF)

  2. 47 CFR 76.1506 - Carriage of television broadcast signals.

    Science.gov (United States)

    2010-10-01

    ... television markets. Any provision of § 76.59 that refers to a “cable system” shall apply to an open video... open video system commencing new operations shall notify all local commercial and noncommercial... SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Open Video Systems § 76.1506 Carriage...

  3. The Impact of Television on Science Education

    Science.gov (United States)

    Cohen, David

    1970-01-01

    Reviews literature on effectiveness of educational television (ETV) and reports trends in ETV utilization by Victorian secondary school science teachers. Discusses potential improvements in ETV utilization using electronic video recording devices, feedback to the television teachers, and identification of effective ETV techniques. (AL)

  4. Teaching Television: A Curriculum for Young Children.

    Science.gov (United States)

    Rapaczynski, Wanda; And Others

    1982-01-01

    Describes the adaptation and testing of a curriculum designed to mediate the effects of television. Curriculum included lessons on special effects, violence, commercials, audio and video aspects. Results of the testing indicate that children in kindergarten through second grade made significant gains in their knowledge of how television works. (PD)

  5. Teaching Television: A Curriculum for Young Children.

    Science.gov (United States)

    Rapaczynski, Wanda; And Others

    1982-01-01

    Describes the adaptation and testing of a curriculum designed to mediate the effects of television. Curriculum included lessons on special effects, violence, commercials, audio and video aspects. Results of the testing indicate that children in kindergarten through second grade made significant gains in their knowledge of how television works. (PD)

  6. American Television

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    2008-01-01

    En analyse af forholdet mellem amerikansk og europæisk tv med inddragelse af eksempler fra både Vest- og Østeuropa.......En analyse af forholdet mellem amerikansk og europæisk tv med inddragelse af eksempler fra både Vest- og Østeuropa....

  7. How musical are music video game players?

    Science.gov (United States)

    Pasinski, Amanda C; Hannon, Erin E; Snyder, Joel S

    2016-10-01

    Numerous studies have shown that formal musical training is associated with sensory, motor, and cognitive advantages in individuals of various ages. However, the nature of the observed differences between musicians and nonmusicians is poorly understood, and little is known about the listening skills of individuals who engage in alternative types of everyday musical activities. Here, we show that people who have frequently played music video games outperform nonmusicians controls on a battery of music perception tests. These findings reveal that enhanced musical aptitude can be found among individuals who play music video games, raising the possibility that music video games could potentially enhance music perception skills in individuals across a broad spectrum of society who are otherwise unable to invest the time and/or money required to learn a musical instrument.

  8. Direction Oriented Pathfinding In Video Games

    Directory of Open Access Journals (Sweden)

    Xiao Cui

    2011-11-01

    Full Text Available Pathfinding has been one of major research areas in video games for many years. It is a key problem that most video games are confronted with. Search algorithm such as Dijkstra’s algorithm and A* algorithm are representing only half of the picture. The underlying map representations such as regular grid, visibility graph and navigation mesh also have significant impact on the performance. This paper reviews the current widely used solutions for pathfinding and proposes a new method which is expected to generate a higher quality path using less time and memory than other existing solutions. The deployment of methodology and techniques is described in detail. The aim and significance of the proposed method in future video games is addressed and the conclusion is given at the end.

  9. Neural Basis of Video Gaming: A Systematic Review

    National Research Council Canada - National Science Library

    Marc Palaus; Elena M. Marron; Raquel Viejo-Sobera; Diego Redolar-Ripoll

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study...

  10. Perceptual learning during action video game playing.

    Science.gov (United States)

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  11. 47 CFR 76.612 - Cable television frequency separation standards.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Cable television frequency separation standards. 76.612 Section 76.612 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Technical Standards § 76.612 Cable television frequency separation standards. All cable...

  12. 47 CFR 76.403 - Cable television system reports.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Cable television system reports. 76.403 Section 76.403 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Forms and Reports § 76.403 Cable television system reports. The operator of every operational cable...

  13. Video game playing is independently associated with blood pressure and lipids in overweight and obese adolescents.

    Directory of Open Access Journals (Sweden)

    Gary S Goldfield

    Full Text Available OBJECTIVE: To examine the association between duration and type of screen time (TV, video games, computer time and blood pressure (BP and lipids in overweight and obese adolescents. DESIGN: This is a cross-sectional study of 282 overweight or obese adolescents aged 14-18 years (86 males, 196 females assessed at baseline prior to beginning a lifestyle intervention study for weight control. Sedentary behaviours, defined as hours per day spent watching TV, playing video games, recreational computer use and total screen time were measured by self-report. We examined the associations between sedentary behaviours and BP and lipids using multiple linear regression. RESULTS: Seated video gaming was the only sedentary behaviour associated with elevated BP and lipids before and after adjustment for age, sex, pubertal stage, parental education, body mass index (BMI, caloric intake, percent intake in dietary fat, physical activity (PA duration, and PA intensity. Specifically, video gaming remained positively associated with systolic BP (adjusted r = 0.13, β = 1.1, p<0.05 and total cholesterol/HDL ratio (adjusted r = 0.12, β = 0.14, p<0.05. CONCLUSIONS: Playing video games was the only form of sedentary behaviour that was independently associated with increased BP and lipids. Our findings provide support for reducing time spent playing seated video games as a possible means to promote health and prevent the incidence of cardiovascular disease (CVD risk factors in this high risk group of overweight and obese adolescents. Future research is needed to first replicate these findings and subsequently aim to elucidate the mechanisms linking seated video gaming and elevated BP and lipids in this high risk population. TRIAL REGISTRATION: Clinicaltrials.gov NCT00195858.

  14. The correlation between playing violent video games and bullying among adolescents in Serbia

    Directory of Open Access Journals (Sweden)

    Jevtić Ana

    2013-01-01

    Full Text Available The aim of this study was to determine the frequency of playing video games among Serbian adolescents, the video game violence and the quality of parental control. We wanted to relate the frequency of playing, the video game violence, the bullying behaviour in schools, and GPA. The study involved boys and girls (N = 578 from four age groups (12, 14, 16, 18 years. Research results have shown that most participants play video games (75.1%. There are significantly more boys than girls among them, as well as more older than younger participants. Parental control is weak; a very small percentage of the sample (4.4% reported that their parents had forbidden them to play a game because of its content. The parents mostly never check which games their children play (50.2 %, and the majority (40.6 % do not even talk with the children about the games they play. GPA is negatively correlated with the frequency of playing (r = -0.228, p<.01 and the frequency remains a significant predictor of GPA even when controlling for age and gender. Those who play more violent games display more bullying behaviour (r=0.403, p<.01. This effect remains significant even when controlling for gender, age, the amount of TV violence and frequency of watching TV. The amount of violence in video games as a predictor has a unique contribution to the explanation of individual differences in bullying; the factor has a small but significant contribution to the explanation of this form of aggressive behaviour.

  15. Video Games and Youth Violence: A Prospective Analysis in Adolescents

    Science.gov (United States)

    Ferguson, Christopher J.

    2011-01-01

    The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in…

  16. Pleasure, Learning, Video Games, and Life: The Projective Stance

    Science.gov (United States)

    Gee, James Paul

    2005-01-01

    This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound…

  17. Problem Video Game Use and Dimensions of Psychopathology

    Science.gov (United States)

    Starcevic, Vladan; Berle, David; Porter, Guy; Fenech, Pauline

    2011-01-01

    The objective of this study was to examine associations between problem video game use and psychopathology. The Video Game Use Questionnaire (VGUQ) and the Symptom Checklist 90 (SCL-90) were administered in an international anonymous online survey. The VGUQ was used to identify problem video game users and SCL-90 assessed dimensions of…

  18. Video Games and Youth Violence: A Prospective Analysis in Adolescents

    Science.gov (United States)

    Ferguson, Christopher J.

    2011-01-01

    The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in…

  19. Problem Video Game Use and Dimensions of Psychopathology

    Science.gov (United States)

    Starcevic, Vladan; Berle, David; Porter, Guy; Fenech, Pauline

    2011-01-01

    The objective of this study was to examine associations between problem video game use and psychopathology. The Video Game Use Questionnaire (VGUQ) and the Symptom Checklist 90 (SCL-90) were administered in an international anonymous online survey. The VGUQ was used to identify problem video game users and SCL-90 assessed dimensions of…

  20. Investigating MCTS Modifications in General Video Game Playing

    DEFF Research Database (Denmark)

    Frydenberg, Frederik; Andersen, Kasper; Risi, Sebastian

    2015-01-01

    -style video games. This paper investigates of how well these modifications perform in general video game playing using the general video game AI (GVG-AI) framework and introduces a new MCTS modification called UCT reverse penalty that penalizes the MCTS controller for exploring recently visited children...

  1. Toward an Analysis of Video Games for Mathematics Education

    Science.gov (United States)

    Offenholley, Kathleen

    2011-01-01

    Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…

  2. TV Trouble-Shooting Manual. Volumes 5-6. Part 2: Video Signal Processing Circuit. Student and Instructor's Manuals.

    Science.gov (United States)

    Mukai, Masaaki; Kobayashi, Ryozo

    These volumes are, respectively, the self-instructional student manual and the teacher manual that cover the second set of training topics in this course for television repair technicians. Both contain identical explanations of the structure and function of the elements of the video signal processing circuit (the tuner, video intermediate…

  3. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study

    OpenAIRE

    Hull, Damien C.; Williams, Glenn A.; Griffiths, Mark D.

    2013-01-01

    Aims: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game...

  4. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

    OpenAIRE

    Hull, DC; Williams, GA; Griffiths, MD

    2013-01-01

    AIMS: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game...

  5. Linear and non-linear video and TV applications using IPv6 and IPv6 multicast

    CERN Document Server

    Minoli, Daniel

    2012-01-01

    Provides options for implementing IPv6 and IPv6 multicast in service provider networks New technologies, viewing paradigms, and content distribution approaches are taking the TV/video services industry by storm. Linear and Nonlinear Video and TV Applications: Using IPv6 and IPv6 Multicast identifies five emerging trends in next-generation delivery of entertainment-quality video. These trends are observable and can be capitalized upon by progressive service providers, telcos, cable operators, and ISPs. This comprehensive guide explores these evolving directions in the TV/v

  6. Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches

    Directory of Open Access Journals (Sweden)

    James D. Ivory

    2013-01-01

    Full Text Available Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.

  7. Gaming in the Game of Love: Effects of Video Games on Conflict in Couples

    Science.gov (United States)

    Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura

    2012-01-01

    The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…

  8. Prisoner's Dilemma Applied and in the Classroom: The TV Game Show "Friend or Foe"

    Science.gov (United States)

    Coe, Paul R.; Alonzi, Loreto Peter; Condon, Daniel; Butterworth, William T.

    2007-01-01

    Prisoner's Dilemma is a common game theory scenario in which two players must choose between acting cooperatively or out of pure self-interest. What a player decides affects not only his own outcome but also that of the other player. "Friend or Foe," a TV game show that has appeared on the cable Game Show Network (GSN), places pairs of contestants…

  9. Video Games for Neuro-Cognitive Optimization.

    Science.gov (United States)

    Mishra, Jyoti; Anguera, Joaquin A; Gazzaley, Adam

    2016-04-20

    Sophisticated video games that integrate engaging cognitive training with real-time biosensing and neurostimulation have the potential to optimize cognitive performance in health and disease. We argue that technology development must be paired with rigorous scientific validation and discuss academic and industry opportunities in this field.

  10. Childhood Violence Prevention Education Using Video Games

    Science.gov (United States)

    Fontana, Leonard; Beckerman, Adela

    2004-01-01

    This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…

  11. [Deficiency, disability, neurology and television series].

    Science.gov (United States)

    Collado-Vázquez, Susana; Martínez-Martínez, Ariadna; Cano-de-la-Cuerda, Roberto

    2015-06-01

    The portrayal of neurological disability and deficiency on television has not always been approached in the same way, but has instead tended to reflect the standpoint taken by society with regard to these issues and how they are dealt with according to the prevailing conceptions and values at each particular time. To address the appearance of neurological pathologies in television series and to ponder on the image they have in such contexts. Deficiency and disability of neurological origin have often been depicted on television in series, telefilms and documentaries, and in a wide variety of ways. Here we examine different television series and how they have dealt with neurological pathology, its diagnosis and its treatment, as well as the figure of the healthcare professional and social-familial adaptation. Examples cited include series such as House MD, Glee, American Horror Story, Homeland or Game of Thrones. Television series are a useful tool for making some neurological pathologies better known to the public and for dispelling the myths surrounding others, provided that the pathologies are dealt with in a realistic manner, which is not always the case. More care should be taken with regard to the way in which health professionals are portrayed in television series, as it is not always done correctly and may mislead viewers, who take what they see on the TV as being real.

  12. Television and the New Technologies.

    Science.gov (United States)

    Silverman, Fred

    In this speech the president of the National Broadcasting Company offers some views on the impact of new and developing home video services and technologies such as cassette recorders and cable and pay television. He also outlines his views on the competition superstations and "occasional networks" provide the commercial networks and concludes…

  13. Video game addiction in children and teenagers in Taiwan.

    Science.gov (United States)

    Chiu, Shao-I; Lee, Jie-Zhi; Huang, Der-Hsiang

    2004-10-01

    Video game addiction in children and teenagers in Taiwan is associated with levels of animosity, social skills, and academic achievement. This study suggests that video game addiction can be statistically predicted on measures of hostility, and a group with high video game addiction has more hostility than others. Both gender and video game addiction are negatively associated with academic achievement. Family function, sensation seeking, gender, and boredom have statistically positive relationships with levels of social skills. Current models of video game addiction do not seem to fit the findings of this study.

  14. When Video Games Tell Stories: A Model of Video Game Narrative Architectures

    Directory of Open Access Journals (Sweden)

    Marcello Arnaldo Picucci

    2014-11-01

    Full Text Available In the present study a model is proposed offering a comprehensive categorization of video game narrative structures intended as the methods and techniques used by game designers and allowed by the medium to deliver the story content throughout the gameplay in collaboration with the players. A case is first made for the presence of narrative in video games and its growth of importance as a central component in game design. An in-depth analysis ensues focusing on how games tell stories, guided by the criteria of linearity/nonlinearity, interactivity and randomness. Light is shed upon the fundamental architectures through which stories are told as well as the essential boundaries posed by the close link between narrative and game AI.

  15. Does playing video games improve laparoscopic skills?

    Science.gov (United States)

    Ou, Yanwen; McGlone, Emma Rose; Camm, Christian Fielder; Khan, Omar A

    2013-01-01

    A best evidence topic in surgery was written according to a structured protocol. The question addressed was whether playing video games improves surgical performance in laparoscopic procedures. Altogether 142 papers were found using the reported search, of which seven represented the best evidence to answer the clinical question. The details of the papers were tabulated including relevant outcomes and study weaknesses. We conclude that medical students and experienced laparoscopic surgeons with ongoing video game experience have superior laparoscopic skills for simulated tasks in terms of time to completion, improved efficiency and fewer errors when compared to non-gaming counterparts. There is some evidence that this may be due to better psycho-motor skills in gamers, however further research would be useful to demonstrate whether there is a direct transfer of skills from laparoscopic simulators to the operating table.

  16. Teaching Television Watchers.

    Science.gov (United States)

    Dunn, Judy Lee

    1994-01-01

    Presents activities to help teachers address the needs and behaviors of students raised on television; includes resources to help teachers use television productively in the classroom, a send-home reproducible on children and television violence, and notes on an interview with Shari Lewis and television tips for primary students. (SM)

  17. Design-Based Research and Video Game Based Learning: Developing the Educational Video Game "Citizen Science"

    Science.gov (United States)

    Gaydos, Matthew J.

    2013-01-01

    This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…

  18. Effects of prosocial video games on prosocial behavior.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2010-02-01

    Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well.

  19. 有线网络游戏业务研究与战略规划%Some Reflections about the Broadcast Television Networks to Carry Game Business

    Institute of Scientific and Technical Information of China (English)

    李永忠; 张锋; 赵晶

    2014-01-01

    网络游戏正在受到运营商与互联网企业的高度关注,广电网络在数字化和双向化后尚缺乏有吸引力的业务,而开展游戏业务将大幅度提升用户的ARUP值。通过对国内游戏行业现状(包括市场、产品、用户、盈利模式和运营模式)的研究,对游戏产业的发展趋势进行深入分析,提出了有线网络开展游戏业务的策略。%The online game is gaining attention from the operators and Internet companies , the broadcast televi-sion networks lack the attractive businesses after the transformation in digital and two -way, carrying game busi-ness will enhance the value of the user ARUP greatly .In this paper , the writers propose some useful strategies about Cable networks to carry game business after the study of the domestic game industry ( including markets , products, customers, profits and operating models ) and a thorough analysis on the development trend of the game industry .

  20. Virtual environment design and storytelling in video games

    OpenAIRE

    Ulaş, Ekber Servet; Ulas, Ekber Servet

    2013-01-01

    Video games have been the focus of discussion by researchers of gaming and narratology regarding their narrative capabilities for quite some time. While some researchers argue that interactive media such as video games can not contain narratives due to their inherent nature, others suggest that when analyzing video games as a narrative medium a different approach may also be considered. Given that the sequence of events that are presented to the user are not as ordered as they are in traditio...

  1. PROBLEM PENDIDIKAN VIDEO GAMES DALAM PERSPEKTIF TEORI SIMULACRA JEAN BAUDRILLARD

    Directory of Open Access Journals (Sweden)

    Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin

    2013-05-01

    Full Text Available Abstract: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and affective processes. Referring to hermeneutical approach, the present library research seeks to answer the question whether video games create a real identity or simply forge false consciousness in children. In the first step, the data were collected from bibliographi­cal sources that related to data. In the second step, the data were analyzed to examine the pedagogical-philosophical properties of the video games. The results indicate that video games change the way children view the world. Video games present the world as hiper-reality. Bu putting aside the negative values and maximizing the positive ones, the understanding of hiper-reality allows for the inculcation of children. Abstrak: Problem Pendidikan Video Games dalam Perspectif Teori Simulacra Jean Baudrillard. Permainan video games diyakini berdampak positif sekaligus negatif pada proses kognitif dan afektif anak.-anak. Terutama, video games berpengaruh pada proses internalisasi nilai-nilai dan pembentukan identitas mereka. Teknologi virtual yang disajikan oleh video games, seperti didekati oleh teori simulacra Jean Baudrillard, menyuguhkan jebakan akan realitas palsu. Melalui riset pustaka dengan metode "filsafat her­meneutis", dianalisis data untuk membangun refleksi filsafat pendidikan atas permainan video games itu. Hasil penelitian ini menyatakan video games menyuguhkan sebuah hiper-realitas dari simulasi realitas, atau simulacra dalam teori Jean Baudrillard. Simulacra adalah dunia yang terbentuk dari salinan realitas, yang menjadi acuan melebihi realitas asli. Disimpulkan bahwa video games menjadi semacam “ruang konseptual”, yang dibentuk oleh simulacra. Dengan mengenali hakikat hiper-realitas, video games dapat

  2. Games people play: How video games improve probabilistic learning.

    Science.gov (United States)

    Schenk, Sabrina; Lech, Robert K; Suchan, Boris

    2017-09-29

    Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition. Copyright © 2017 Elsevier B.V. All rights reserved.

  3. LCA of Television

    DEFF Research Database (Denmark)

    Huulgaard, Rikke Dorothea

    2011-01-01

    The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Bang & Olufsen. The paper was handed to the manufacturer in december 2011....

  4. LCA of Television

    DEFF Research Database (Denmark)

    Huulgaard, Rikke Dorothea

    2011-01-01

    The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Philips. The paper was handed to the manufacturer in december 2011....

  5. Video game use and cognitive performance: does it vary with the presence of problematic video game use?

    Science.gov (United States)

    Collins, Emily; Freeman, Jonathan

    2014-03-01

    Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.

  6. Children and TV Violence

    Science.gov (United States)

    ... and War: How to Talk to Children Movies, Media, and Children Internet Use in Children WatchingTV/Screen Time and Children Child and Adolescent Psychiatrists Video Games and Children: Playing with Violence Music and Music Videos Violent Behavior in Children ...

  7. Telecourses: Using Broadcast Television, Cable Television, and Off-Campus Sites for Viewing.

    Science.gov (United States)

    Brey, Ron

    The advantages and disadvantages of presenting telecourse video programs are discussed with respect to three basic delivery modes used by Austin Community College (ACC): broadcast television, cable television, and videotapes in libraries and other public facilities. First, background information is presented about Austin, the local availability of…

  8. LCA of Television

    DEFF Research Database (Denmark)

    Huulgaard, Rikke Dorothea

    2011-01-01

    The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Philips. The paper was handed to the manufacturer in december 2011.......The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Philips. The paper was handed to the manufacturer in december 2011....

  9. LCA of Television

    DEFF Research Database (Denmark)

    Huulgaard, Rikke Dorothea

    2011-01-01

    The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Bang & Olufsen. The paper was handed to the manufacturer in december 2011.......The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Bang & Olufsen. The paper was handed to the manufacturer in december 2011....

  10. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts, Cody; Sharlin, Ehud; Woytiuk, Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  11. 76 FR 72849 - Digital Low Power Television, Television Translator, and Television Booster Stations and To Amend...

    Science.gov (United States)

    2011-11-28

    ... COMMISSION 47 CFR Parts 73 and 74 Digital Low Power Television, Television Translator, and Television Booster... Rules to Establish Rules for Digital Low Power Television, Television Translator, and Television Booster Stations and to Amend Rules for Digital Class A Television Stations, MB Docket No. 03-185; FCC 11-110,...

  12. Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

    OpenAIRE

    Mark Guttenbrunner; Christoph Becker; Andreas Rauber

    2010-01-01

    Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development o...

  13. TV and Teens: Television In Adolescent Social Development.

    Science.gov (United States)

    Luker, Richard; Johnston, Jerome

    1988-01-01

    Presents television as an instrument through which adolescents can gain social experience and strengthen social development. Examines the link between watching television and social relationships, discussing how television viewing can provide "blueprints" for behavior in social situations. Lists four steps for using television as a learning tool.…

  14. Digital TV: structures of feeling in the television of becoming

    Directory of Open Access Journals (Sweden)

    Carlos Eduardo Marquioni

    2013-06-01

    Full Text Available The objective of this text is to present some reflections on theinsertion of a new model of television in Brazil (interactive digital TV,adopting the concept of culture as the center to think of the television system.The notion for structure of feeling, by Raymond Williams, opens up atype of new window that helps to understand this new television whichis being implanted.

  15. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study

    OpenAIRE

    Hull, DC; Williams, GA; Griffiths, MD

    2013-01-01

    Aims:\\ud Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video g...

  16. Ecodesign requirements for televisions

    DEFF Research Database (Denmark)

    Huulgaard, Rikke Dorothea; Dalgaard, Randi; Merciai, Stefano

    2013-01-01

    to analyse if other environmental hotspots and life cycle phases should be included in the requirements in the IM of the Ecodesign Directive besides energy consumption in the use phase analysis. Methods The consequential approach is used. The data for the LCA have been gathered from two manufacturers of TVs......Purpose This paper concerns the Ecodesign Directive (2009/125/EC) and the implementing measures (IM) in which ecodesign requirements are set up for energy-using and energy-related products. Previous studies have found that the requirements have a unilateral focus on energy consumption and the use...... phase. This is not in line with the scientific understanding of ecodesign, where attention should be put on all life cycle phases and all relevant environmental impact categories. This study focuses on the requirements for televisions (TV). A life cycle assessment (LCA) is carried out on two TVs...

  17. Efficiency analysis on platform over the top (OTT) to deploy content and applications (edutainment) in digital television on optical network link

    Science.gov (United States)

    Puche, William S.; Sierra, Javier E.; Moreno, Gustavo A.

    2014-08-01

    The convergence of new technologies in the digital world has made devices with internet connectivity such as televisions, smatphone, Tablet, Blu-ray, game consoles, among others, to increase more and more. Therefore the major research centers are in the task of improving the network performance to mitigate the bottle neck phenomenon regarding capacity and high transmission rates in information and data. The implementation of standard HbbTV (Hybrid Broadcast Broadband TV), and technological platforms OTT (Over the Top), capable of distributing video, audio, TV, and other Internet services via devices connected directly to the cloud. Therefore a model to improve the transmission capacity required by content distribution networks (CDN) for online TV, with high-capacity optical networks is proposed.

  18. The Hopelessly Compromised: Independent Games as a Movement against Mainstream AAA Video Games

    DEFF Research Database (Denmark)

    Juul, Jesper

    2016-01-01

    The last 10-15 years have seen the rise of a loosely defined independent games movement, often promoted as a more authentic type of video game than mainstream big budget video games (Juul 2014). For example, developer Dan Cook claims that “Indie games let me be a fan who is cheering on someone au...

  19. The Development of Attention Skills in Action Video Game Players

    Science.gov (United States)

    Dye, M. W. G.; Green, C. S.; Bavelier, D.

    2009-01-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…

  20. Cats and Portals: Video Games, Learning, and Play

    Science.gov (United States)

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  1. Design of a video system providing optimal visual information for controlling payload and experiment operations with television

    Science.gov (United States)

    1975-01-01

    A program was conducted which included the design of a set of simplified simulation tasks, design of apparatus and breadboard TV equipment for task performance, and the implementation of a number of simulation tests. Performance measurements were made under controlled conditions and the results analyzed to permit evaluation of the relative merits (effectivity) of various TV systems. Burden factors were subsequently generated for each TV system to permit tradeoff evaluation of system characteristics against performance. For the general remote operation mission, the 2-view system is recommended. This system is characterized and the corresponding equipment specifications were generated.

  2. Stochastic Frontier Estimation of Efficient Learning in Video Games

    Science.gov (United States)

    Hamlen, Karla R.

    2012-01-01

    Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are associated with the minimization of time required to achieve proficiency in video games among students in grades four and five. Students self-reported their video game play habits, including strategies and skills used to become good at the video games…

  3. Stochastic Frontier Estimation of Efficient Learning in Video Games

    Science.gov (United States)

    Hamlen, Karla R.

    2012-01-01

    Stochastic Frontier Regression Analysis was used to investigate strategies and skills that are associated with the minimization of time required to achieve proficiency in video games among students in grades four and five. Students self-reported their video game play habits, including strategies and skills used to become good at the video games…

  4. Exposure to Violent Video Games Increases Automatic Aggressiveness

    Science.gov (United States)

    Uhlmann, Eric; Swanson, Jane

    2004-01-01

    The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games…

  5. Taking a Look at Television.

    Science.gov (United States)

    King, William, Comp.

    1981-01-01

    A collection of quotations drawn from research and opinion papers dealing with the impact of television viewing on children. Subtopics addressed are: television viewing statistics, effects of television violence, and the relationship of television to education. (JJD)

  6. Taking a Look at Television.

    Science.gov (United States)

    King, William, Comp.

    1981-01-01

    A collection of quotations drawn from research and opinion papers dealing with the impact of television viewing on children. Subtopics addressed are: television viewing statistics, effects of television violence, and the relationship of television to education. (JJD)

  7. The Educational Efficacy of Distinct Information Delivery Systems in Modified Video Games

    Science.gov (United States)

    Moshirnia, Andrew; Israel, Maya

    2010-01-01

    Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…

  8. Thematic Unity Across a Video Game Series.

    Directory of Open Access Journals (Sweden)

    Jason Brame

    2011-07-01

    Full Text Available Koji Kondo’s music is among the most recognized video game music ever written. As the composer for both Super Mario Bros. (Nintendo, 1984 and The Legend of Zelda (Nintendo, 1986, he has received international fame and recognition for his game compositions. With The Legend of Zelda series, Kondo has managed to create new music for each iteration of the series while maintaining a sense of unity across the series as a whole. Through the use of motivic and prolongational analysis, this article demonstrates how Kondo created this unity across the entire Zelda franchise, while making each game’s score unique by examining one musical element, the overworld theme, from each of the main entries in the Zelda series. A Schenkerian-like analysis is used to identify structural and motivic relationships between the various themes. This essay concludes with an examination of semiotic implications of this analysis and its impact on other aspects of the Zelda series and game music analysis as a whole. Using concepts from Barthes Elements of Semiology, I discuss the implication of the musical analysis to show how this approach can provide the basis for an in-depth look at musical signs in video games. In this discussion of thematic unity, I’m exploring both musical theme and a semiological theme.

  9. Neural Basis of Video Gaming: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Marc Palaus

    2017-05-01

    Full Text Available Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games.Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass.Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games.Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence.Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  10. Neural Basis of Video Gaming: A Systematic Review.

    Science.gov (United States)

    Palaus, Marc; Marron, Elena M; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  11. The development of video game enjoyment in a role playing game.

    Science.gov (United States)

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  12. Video Games as Mass Art

    Directory of Open Access Journals (Sweden)

    Grant Tavinor

    2011-01-01

    Full Text Available Videogames are one of the most significant developments in the mass arts of recent times. In commercial terms, they are now among the most prominent of the mass arts worldwide. This commercial and cultural success does not exhaust the interest in videogames as a mass art phenomenon because games such as Grand Theft Auto IV and Fallout 3 are structurally radically different from previous forms of mass art. In particular, the ontology of videogames, the nature and identity of their works, and how they are instanced and evaluated is a departure from the familiar mass arts of film and popular music. This paper explores these differences in an attempt to fit videogames into a theory of mass art, but also to provide guidance on the issues of criticism and evaluation that surely follow from their ontological distinctiveness.

  13. Designing stereoscopic information visualization for 3D-TV: What can we can learn from S3D gaming?

    Science.gov (United States)

    Schild, Jonas; Masuch, Maic

    2012-03-01

    This paper explores graphical design and spatial alignment of visual information and graphical elements into stereoscopically filmed content, e.g. captions, subtitles, and especially more complex elements in 3D-TV productions. The method used is a descriptive analysis of existing computer- and video games that have been adapted for stereoscopic display using semi-automatic rendering techniques (e.g. Nvidia 3D Vision) or games which have been specifically designed for stereoscopic vision. Digital games often feature compelling visual interfaces that combine high usability with creative visual design. We explore selected examples of game interfaces in stereoscopic vision regarding their stereoscopic characteristics, how they draw attention, how we judge effect and comfort and where the interfaces fail. As a result, we propose a list of five aspects which should be considered when designing stereoscopic visual information: explicit information, implicit information, spatial reference, drawing attention, and vertical alignment. We discuss possible consequences, opportunities and challenges for integrating visual information elements into 3D-TV content. This work shall further help to improve current editing systems and identifies a need for future editing systems for 3DTV, e.g., live editing and real-time alignment of visual information into 3D footage.

  14. Video Games in Volcanic Hazard Communications: Methods & Issues

    Science.gov (United States)

    Mani, Lara; Cole, Paul; Stewart, Iain

    2016-04-01

    Educational outreach plays a vital role in improving the resilience of vulnerable populations at risk from natural disasters. Currently, that activity is undertaken in many guises including the distribution of leaflets and posters, maps, presentations, education sessions and through radio and TV broadcasts. Such tried-and-tested communication modes generally target traditional stakeholder groups, but it is becoming increasingly important to engage with the new generation of learners who, due to advancements in technology, obtain information in ways different to their predecessors. That new generation is defined by a technological way of life and it remains a challenge to keep them motivated. On the eastern Caribbean island of St. Vincent, the La Soufriere Volcano lies in quiescence since the last eruption in 1979. Since then, an entire generation - over 56% of the population (Worldbank, 2015) - has little or no direct experience of a volcanic eruption. The island experiences, more frequently, other hazards (hurricanes, flooding, earthquakes landsliding), such that disaster preparedness measures give less priority to volcanic threats, which are deemed to pose less of a risk. With no accurate predictions to warn of the next eruption, it is especially important to educate residents about the potential of future volcanic hazards on the island, and to motivate them to prepare to mitigate their risk. This research critically examines the application of video games in supporting and enhancing existing public education and outreach programmes for volcanic hazards. St. Vincent's Volcano is a computer game designed to improve awareness and knowledge of the eruptive phenomena from La Soufriere that could pose a threat to residents. Within an interactive and immersive environment, players become acquainted with a 3D model of St. Vincent together with an overlay of the established volcanic hazard map (Robertson, 2005). Players are able to view visualisations of two historical

  15. Towards an affordable alternative educational video game input device

    CSIR Research Space (South Africa)

    Smith, Adrew C

    2008-05-01

    Full Text Available The authors present the prototype design results of an alternative physical educational video gaming input device. The device elicits increased physical activity from the players as compared to the compact gaming controller. Complicated...

  16. The active video games' narrative impact on children's physical activities

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...

  17. FCJ-177 Television Assemblages

    Directory of Open Access Journals (Sweden)

    Teresa Rizzo

    2015-06-01

    Full Text Available Television has become a multiplatform medium that houses content on a number of different sites and devices that encourage new forms of engagement. This new digital environment has transformed television from a closed system, where programmes are transmitted to a television set for viewers to tune into, to an open system that produces new television connections and configurations. Drawing on the work of Deleuze and Guattari, Latour and current media theorists, this essay turns to the concept of assemblages for theorising this new interactive multiplatform television environment. Thinking about multiplatform television through the concept of assemblages offers a means of exploring how television devices, texts and media are reconfigured or modified so as to display new functionalities and capacities. It also enables us to consider the way television culture can be deterritorialised and reterritorialised through new connections and in doing so introduce new qualities such as interactivity and reciprocal determination.

  18. Artificial Intelligence in Video Games: Towards a Unified Framework

    OpenAIRE

    Safadi, Firas

    2015-01-01

    The work presented in this dissertation revolves around the problem of designing artificial intelligence (AI) for video games. This problem becomes increasingly challenging as video games grow in complexity. With modern video games frequently featuring sophisticated and realistic environments, the need for smart and comprehensive agents that understand the various aspects of these environments is pressing. Although machine learning techniques are being successfully applied in a multitude of d...

  19. PROBLEM PENDIDIKAN VIDEO GAMES DALAM PERSPEKTIF TEORI SIMULACRA JEAN BAUDRILLARD

    OpenAIRE

    Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin

    2013-01-01

    Abstract: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and affective processes. Referring to hermeneutical approach, the present library research seeks to answer the question whether video games create a real identity or simply forge false consciousness in children. In the first step, the data...

  20. Daily Violent Video Game Playing and Depression in Preadolescent Youth

    OpenAIRE

    Tortolero, Susan R.; Peskin, Melissa F.; Baumler, Elizabeth R.; Cuccaro, Paula M.; Elliott, Marc N; Davies, Susan L.; Lewis, Terri H.; Banspach, Stephen W.; Kanouse, David E.; Schuster, Mark A.

    2014-01-01

    Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among y...

  1. 石家庄广电网络“1家乐”互动游戏业务系统介绍%Shijiazhuang Radio and Television Networks,“Yijiale”Interactive Game Business System Introduction

    Institute of Scientific and Technical Information of China (English)

    李和君

    2015-01-01

    The current development of digital TV technology has the overall presentation of high-definition,in-teractive fusion trend.To a substantial increase in high-definition audio-visual quality as the goal,to provide personalized interactive applications targeted integration emphasizes the integration of television and the Inter-net,television and telecommunications networks,television and the Internet of Things.Cable television net-works to carry out interactive game business,is the triple play background broadcasting technology and inte-gration of interactive try and explore,for radio and television networks to carry out personalized service has opened up new avenues.Shijiazhuang interactive gaming platform system uses the concept of cloud services to meet the needs of the triple play situation broadcasting network service diversity.This article describes the sys-tem structure and characteristics of Shijiazhuang broadcasting interactive gaming business platform.%当前数字电视的发展呈现高清化、互动化、融合化的趋势,高清化以大幅提高视听品质为目标,互动化以提供个性化应用为目标,融合化则强调电视与互联网、电视与电信网、电视与物联网的融合。有线电视开展互动游戏业务是三网融合背景下技术互动和融合的尝试和探索,为开展个性化服务开辟了新途径。石家庄“1家乐”互动游戏平台系统采用云服务理念,满足了广电网络业务多样性的需求,介绍石家庄广电网络“1家乐”互动游戏业务平台的系统构成和特点。

  2. Cable Television Service; Cable Television Relay Service.

    Science.gov (United States)

    Federal Register, 1972

    1972-01-01

    The rules and regulations of the Federal Communications Commission (FCC) concerning cable television service and cable relay service are presented along with the comments of the National Cable Television Association, the National Association of Broadcasters, the Association of Maximum Service Telecasters, and a major group of program suppliers.…

  3. Outreach, Collaboration, Collegiality: Evolving Approaches to Library Video Game Services

    National Research Council Canada - National Science Library

    Carolyn Bishoff; Shannon L Farrell; Amy E Neeser

    2015-01-01

    .... This paper discusses the early exploration of video game collections and undergraduate events, the challenges encountered, and the resulting outreach strategies, including programs and activities...

  4. Do Action Video Games Improve Perception and Cognition?

    Directory of Open Access Journals (Sweden)

    Walter Richard Boot

    2011-09-01

    Full Text Available Frequent action video game players often outperform non-gamers on measures of perception and cognition, and some studies find that video game practice enhances those abilities. The possibility that video game training transfers broadly to other aspects of cognition is exciting because training on one task rarely improves performance on others. At first glance, the cumulative evidence suggests a strong relationship between gaming experience and other cognitive abilities, but methodological shortcomings call that conclusion into question. We discuss these pitfalls, identify how existing studies succeed or fail in overcoming them, and provide guidelines for more definitive tests of the effects of gaming on cognition.

  5. [Children, television and violence].

    Science.gov (United States)

    Zann, M

    2000-03-01

    The relationships between children and television are a source of heated debate. Several studies, mainly conducted in North America, have found a correlation between television violence viewing and aggressive behavior, preadolescents appearing as the most vulnerable. However, in France opinions are more nuanced and one generally considers that television-induced violence in children mainly depends upon individual and educative socio-familial factors.

  6. 47 CFR 73.3521 - Mutually exclusive applications for low power television, television translators and television...

    Science.gov (United States)

    2010-10-01

    ... television, television translators and television booster stations. 73.3521 Section 73.3521 Telecommunication... Applicable to All Broadcast Stations § 73.3521 Mutually exclusive applications for low power television, television translators and television booster stations. When there is a pending application for a new...

  7. Evaluating Existing Strategies to Limit Video Game Playing Time.

    Science.gov (United States)

    Davies, Bryan; Blake, Edwin

    2016-01-01

    Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers in China and South Korea have even mandated systems that limit the amount of time players spend in game. The authors present an experiment that evaluates the effectiveness of such policies. They show that forcibly removing players from the game environment causes distress, potentially removing some of the benefits that games provide and producing a desire for more game time. They also show that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.

  8. Violent Video Games and Children’s Aggressive Behaviors

    Directory of Open Access Journals (Sweden)

    Luca Milani

    2015-08-01

    Full Text Available The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Northern Italy. Variables measured were externalization, quality of interpersonal relationships, aggression, quality of coping strategies, and parental stress. Participants who preferred violent games showed higher scores for externalization and aggression. The use of violent video games and age were linked to higher levels of aggression, coping strategies, and the habitual video game weekly consumption of participants. Our data confirm the role of violent video games as risk factors for problems of aggressive behavior and of externalization in childhood and early adolescence.

  9. VIDEO GAMES ARE AN INTERESTING OBJECT TO THE COGNITION STUDIES

    Directory of Open Access Journals (Sweden)

    Cleci Maraschin

    2013-12-01

    Full Text Available Video games create a virtual space that can be inhabited in various ways by the players. Despite the controversies in which they are constantly included, electronic games bear witness to the modus operandi in our contemporary cognition permeated by technical objects. By focusing the know-how instead of a declarative experience the games open questions in the field of new literacies and problematize the use of technology in teaching practices. From the development of a locative game at the Botanical Garden of Porto Alegre, this article discussed some, methodological, political and theoretical implications arising from the research with video games in the field of cognitive studies. We discuss, finally, three theoretical / methodological implications the practice with video games forces us to think: research the video game through the process of its operation, questioning cognitive policies that organize our everyday and map the complex web of practices that supports the use of technical objects.

  10. Towards a typology of video game trailers: Between the ludic and the cinematic

    OpenAIRE

    Jan Švelch

    2015-01-01

    This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology r...

  11. Vertical Integration, Exclusivity and Game Sales Performance in the U.S. Video Game Industry

    DEFF Research Database (Denmark)

    Gil, Richard; Warzynski, Frederic

    This paper empirically investigates the relation between vertical integration and video game performance in the U.S. video game industry. For this purpose, we use a widely used data set from NPD on video game montly sales from October 2000 to October 2007. We complement these data with handly...... collected information on video game developers for all games in the sample and the timing of all mergers and acquisitions during that period. By doing this, we are able to separate vertically integrated games from those that are just exclusive to a platform. First, we show that vertically integrated games...... that soften competition. By default, vertical integration does not seem to have an effect on the quality of video game production. We also find that exclusivity is associated with lower demand....

  12. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-01-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…

  13. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-01-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…

  14. Serious video games for health: How behavioral science guided the development of a serious video game

    Science.gov (United States)

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specifi...

  15. PotuGame: A video game for learning about university

    Directory of Open Access Journals (Sweden)

    Antoni Guillem

    2013-11-01

    Full Text Available The aim of the PotuGame proposal to give a step more on strategies already developed in previous Potu Program (Programa d’Orientació i Transició a la Universitat-UIB. For that we add a new multidisciplinary component that enables high school students, teachers and researchers from UIB to share knowledge of the research conducted using a common language or a common world. Therefore it is considered very appropriate to use the technologies related to the creation of virtual worlds, especially those aimed in online video games as a means to allow vehicle for the transmission of knowledge in an interactive and fun way increasing mass participation of all components of the teaching environment at all levels. Several experiments have been developed and that have been implemented in several virtual worlds. The final tool used was the Unreal SDK.

  16. Strategy Video Games: Some Principles for Teaching

    Directory of Open Access Journals (Sweden)

    José Miguel Garrido Miranda

    2013-04-01

    Full Text Available In order to investigate the reasons that motivate students to play with strategy video games, an analysis of the observed discourse and practices of fifteen Chilean high school students during collective gaming sessions was conducted. By means of an ethno-methodological analysis, we preceded to identify and saturate emerging categories to determine the interests that impel these students to play. The findings, seen from a pedagogical perspective, suggest that the feeling of being part of a scene, solving increasingly complex situations and positively assessing the uncertainty produced by interaction with this type of environment, can become guiding elements for improving the design of teaching situations supported by the use of digital technologies in the classroom.

  17. Frequent video game players resist perceptual interference.

    Directory of Open Access Journals (Sweden)

    Aaron V Berard

    Full Text Available Playing certain types of video games for a long time can improve a wide range of mental processes, from visual acuity to cognitive control. Frequent gamers have also displayed generalized improvements in perceptual learning. In the Texture Discrimination Task (TDT, a widely used perceptual learning paradigm, participants report the orientation of a target embedded in a field of lines and demonstrate robust over-night improvement. However, changing the orientation of the background lines midway through TDT training interferes with overnight improvements in overall performance on TDT. Interestingly, prior research has suggested that this effect will not occur if a one-hour break is allowed in between the changes. These results have suggested that after training is over, it may take some time for learning to become stabilized and resilient against interference. Here, we tested whether frequent gamers have faster stabilization of perceptual learning compared to non-gamers and examined the effect of daily video game playing on interference of training of TDT with one background orientation on perceptual learning of TDT with a different background orientation. As a result, we found that non-gamers showed overnight performance improvement only on one background orientation, replicating previous results with the interference in TDT. In contrast, frequent gamers demonstrated overnight improvements in performance with both background orientations, suggesting that they are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.

  18. Gaming the gamer? – The ethics of exploiting psychological research in video games

    NARCIS (Netherlands)

    Søraker, Johnny Hartz

    2016-01-01

    Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problemat

  19. Towards a typology of video game trailers: Between the ludic and the cinematic

    Directory of Open Access Journals (Sweden)

    Jan Švelch

    2015-09-01

    Full Text Available This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology reflects the historical evolution of a video game trailer and also takes into account current trends in the audiovisual paratexts of video games.

  20. The Role of Books, Television, Computers and Video Games in Children's Day to Day Lives.

    Science.gov (United States)

    Welch, Alicia J.

    A study assessed the role of various mass media in the day-to-day lives of school-aged children. Research questions dealt with the nature of children's media experiences at home, how use of media impacts school activities, the social context of media use, interior responses to different media, and whether gender or socioeconomic differences among…

  1. Violence Exposure in Real-Life, Video Games, Television, Movies, and the Internet: Is There Desensitization?

    Science.gov (United States)

    Funk, Jeanne B.; Baldacci, Heidi Bechtoldt; Pasold; Tracie; Baumgardner, Jennifer

    2004-01-01

    It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related…

  2. Juegos de videos: Investigacion, puntajes y recomendaciones (Video Games: Research, Ratings and Recommendations). ERIC Digest.

    Science.gov (United States)

    Cesarone, Bernard

    This Spanish-language digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders…

  3. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex

  4. Video gaming in school children: How much is enough?

    Science.gov (United States)

    Pujol, Jesus; Fenoll, Raquel; Forns, Joan; Harrison, Ben J; Martínez-Vilavella, Gerard; Macià, Dídac; Alvarez-Pedrerol, Mar; Blanco-Hinojo, Laura; González-Ortiz, Sofía; Deus, Joan; Sunyer, Jordi

    2016-09-01

    Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433. © 2016 American Neurological Association.

  5. Playing violent video games and desensitization to violence.

    Science.gov (United States)

    Brockmyer, Jeanne Funk

    2015-01-01

    This article examines current research linking exposure to violent video games and desensitization to violence. Data from questionnaire, behavioral, and psychophysiologic research are reviewed to determine if exposure to violent video games is a risk factor for desensitization to violence. Real-world implications of desensitization are discussed. Copyright © 2015 Elsevier Inc. All rights reserved.

  6. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    Science.gov (United States)

    Barko, Timothy; Sadler, Troy D.

    2013-01-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…

  7. Online Video Gaming: What Should Educational Psychologists Know?

    Science.gov (United States)

    Griffiths, Mark

    2010-01-01

    Based on a significant increase in correspondence to the author from parents, teachers and psychologists concerning "addiction" to online video games like "World of Warcraft", this paper provides a brief overview of the main issues surrounding excessive video game playing among adolescents. As an aid to educational psychologists, and based on two…

  8. Active video games for youth: A systematic review

    Science.gov (United States)

    Whether a population level increase in physical activity (PA) is critical to reduce obesity in youth. Video games are highly popular and active video games (AVGs) have the potential to play a role in promoting youth PA. Studies on AVG play energy expenditure (EE) and maintenance of play in youth wer...

  9. Star Wars in Psychotherapy: Video Games in the Office

    Science.gov (United States)

    Ceranoglu, Tolga Atilla

    2010-01-01

    Objective: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with…

  10. Exploring Preservice Teacher Perspectives on Video Games as Learning Tools

    Science.gov (United States)

    Ray, Beverly B.; Powell, Angiline; Jacobsen, Brenda

    2014-01-01

    Despite their popularity with learners, many K-12 teachers are reluctant to use video games as learning tools. Addressing issues surrounding this reluctance is important since the educational use of video games is supported by learning theory and an emerging research base. Specifically, this study adopts exploratory research as a means to examine…

  11. Motivational Engagement and Video Gaming: A Mixed Methods Study

    Science.gov (United States)

    Hoffman, Bobby; Nadelson, Louis

    2010-01-01

    A mixed methods design was used to identify factors associated with motivational engagement in video gaming. Self-report instruments were administered to 189 video game players to assess goal orientations, affect, need for cognition, and perceptions of engagement and flow. Simultaneously, a sub-set of 25 participants were interviewed and results…

  12. Some Video Games Can Increase the Player's Creativity

    Science.gov (United States)

    Moffat, David C.; Crombie, William; Shabalina, Olga

    2017-01-01

    It is said that playing video games might make people more creative. There is some evidence of an association, but no so far general theory about any psychological causes, or other key factors. In this study, we test the possibility that different sorts of video games may have different effects, on different types of creativity; or none at all.…

  13. Star Wars in Psychotherapy: Video Games in the Office

    Science.gov (United States)

    Ceranoglu, Tolga Atilla

    2010-01-01

    Objective: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with…

  14. Gamers are readers: capitalize on the popularity of video games

    National Research Council Canada - National Science Library

    Easterwood, Lori; Wesson, Lindsey Patrick

    2009-01-01

    ... programs that attract so many teens. However, librarians are failing to capitalize on the popularity of video games by using the most fundamental of all librarian skills: reader's advisory. If a gamer came to you 30 years ago raving about Pong, you may have been hard pressed to find a corollary in literature. Today's video games, on the other hand, are ...

  15. Factors underlying male and female use of violent video games

    NARCIS (Netherlands)

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less

  16. Video games: a route to large-scale STEM education?

    Science.gov (United States)

    Mayo, Merrilea J

    2009-01-02

    Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.

  17. Online Video Gaming: What Should Educational Psychologists Know?

    Science.gov (United States)

    Griffiths, Mark

    2010-01-01

    Based on a significant increase in correspondence to the author from parents, teachers and psychologists concerning "addiction" to online video games like "World of Warcraft", this paper provides a brief overview of the main issues surrounding excessive video game playing among adolescents. As an aid to educational psychologists, and based on two…

  18. Incorporating behavioral techniques into a serious video game for children

    Science.gov (United States)

    Little is known about how to design serious video games for children. The purpose of this paper is to describe how behavior change techniques promoting self-regulation were incorporated into a serious video game to help children consume more fruit and vegetables, and the extent to which these techn...

  19. Video Games Related to Young Adults: Mapping Research Interest

    Science.gov (United States)

    Piotrowski, Chris

    2015-01-01

    This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…

  20. Factors underlying male and female use of violent video games

    NARCIS (Netherlands)

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guil

  1. An Update on the Effects of Playing Violent Video Games

    Science.gov (United States)

    Anderson, Craig, A.

    2004-01-01

    This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…

  2. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    Science.gov (United States)

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

  3. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking

    Science.gov (United States)

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C. Shawn; Bavelier, Daphne

    2015-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control. PMID:26474982

  4. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    OpenAIRE

    Beatty, Ian D.

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level...

  5. Prevalence of video games among Thai children: impact evaluation.

    Science.gov (United States)

    Jirasatmathakul, P; Poovorawan, Y

    2000-12-01

    The present study was performed in order to determine prevalence and favored types of video games among altogether 679 primary and secondary school children in Thailand. To that end, the authors distributed questionnaires comprising detailed questions as to demographic data, playing frequency, available location and preferred type of video games among the parents of the children and adolescents to be investigated. Consistent with the literature, our results showed an early onset of video game playing (7.6 years), a higher prevalence among boys compared with girls, and a predilection for games invoking some aggressive behavior. In conclusion, although health hazards created by video game playing have remained beyond proof we still recommend parents and teachers to play a more active part as to the choice of games and the time spent playing.

  6. The Effects of Background Television on the Toy Play Behavior of Very Young Children

    Science.gov (United States)

    Schmidt, Marie Evans; Pempek, Tiffany A.; Kirkorian, Heather L.; Lund, Anne Frankenfield; Anderson, Daniel R.

    2008-01-01

    This experiment tests the hypothesis that background, adult television is a disruptive influence on very young children's behavior. Fifty 12-, 24-, and 36-month-olds played with a variety of toys for 1 hr. For half of the hour, a game show played in the background on a monaural TV set. During the other half hour, the TV was off. The children…

  7. Consumo e produção de subjetividade nas TVs comunitárias Consumption and the production of subjectivity in communitarian television

    Directory of Open Access Journals (Sweden)

    Luciana Lobo Miranda

    2007-01-01

    Full Text Available Este artigo discute a produção de subjetividade em duas TVs comunitárias: TV Maxambomba e TV Pinel. Mediante uma pesquisa qualitativa, buscou-se analisar os processos subjetivos engendrados em jovens da periferia ou usuários do sistema de saúde mental quando eles passam de simples espectadores a criadores de produtos audiovisuais. Procurou-se enfatizar diferenças e semelhanças entre a TV de massa e as TVs comunitárias. Pôde-se com isso perceber a apropriação de signos da TV de massa na programação das TVs comunitárias, bem como a diferenciação no processo de produção e de consumo na relação com o espectador.The present article discusses the production of subjectivity in two communitarian TV networks: TV Maxambomba and TV Pinel. Based on a qualitative research, we analyzed the subjective processes that took place in youngsters from peripheric areas or users of the mental health system when they stop being just spectators and begin to create audiovisual products. Special emphasis was given to the differences and resemblances between mass television and communitarian television. Therefore we could notice the appropriation of mass television signs in the communitarian TV networks as well as the difference in the process of production and consumption regarding the spectators.

  8. Cable Television for Librarians. Cable Television Primer

    Science.gov (United States)

    Briscoe, Wallace C.

    1973-01-01

    The development of cable television, its present state, and future prospects, including a possible role for libraries, are discussed. (Other conference materials are LI 503071 and 503073 through 503084.) (SJ)

  9. Video Games, Identity, and the Constellation of Information

    Science.gov (United States)

    Martin, Crystle

    2012-01-01

    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…

  10. Learning by Design: Good Video Games as Learning Machines

    Science.gov (United States)

    Gee, James Paul

    2005-01-01

    This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of…

  11. Video game addiction test: validity and psychometric characteristics.

    NARCIS (Netherlands)

    Rooij, A.J. van; Schoenmakers, T.M.; Eijnden, R.J.J.M. van den; Vermulst, A.A.; Mheen, D. van de

    2012-01-01

    The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet addiction. The study

  12. Video Game Addiction Test: Validity and Psychometric Characteristics

    NARCIS (Netherlands)

    Rooij, A.J. van; Schoenmakers, T.M.; Eijnden, R.J.J.M. van den; Vermulst, A.A.; Mheen, H. van de

    2012-01-01

    The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet addiction. The study

  13. Video Games: Play That Can Do Serious Good

    Science.gov (United States)

    Eichenbaum, Adam; Bavelier, Daphne; Green, C. Shawn

    2014-01-01

    The authors review recent research that reveals how today's video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been…

  14. Using Data Mining Results to Improve Educational Video Game Design

    Science.gov (United States)

    Kerr, Deirdre

    2015-01-01

    This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…

  15. Video-Games: Do They Require General Intelligence?

    Science.gov (United States)

    Quiroga, M. A.; Herranz, M.; Gomez-Abad, M.; Kebir, M.; Ruiz, J.; Colom, Roberto

    2009-01-01

    Here we test if playing video-games require intelligence. Twenty-seven university undergraduate students were trained on three games from Big Brain Academy (Wii): Calculus, Backward Memory and Train. Participants did not have any previous experience with these games. General intelligence was measured by five ability tests before the training…

  16. Video Games, Identity, and the Constellation of Information

    Science.gov (United States)

    Martin, Crystle

    2012-01-01

    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…

  17. Video game addiction test: validity and psychometric characteristics.

    NARCIS (Netherlands)

    Rooij, A.J. van; Schoenmakers, T.M.; Eijnden, R.J.J.M. van den; Vermulst, A.A.; Mheen, D. van de

    2012-01-01

    The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet addiction. The study

  18. Video Game Addiction Test: Validity and Psychometric Characteristics

    NARCIS (Netherlands)

    Rooij, A.J. van; Schoenmakers, T.M.; Eijnden, R.J.J.M. van den; Vermulst, A.A.; Mheen, H. van de

    2012-01-01

    The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet addiction. The study

  19. Teaching introductory undergraduate Physics using commercial video games

    CERN Document Server

    Mohanty, Soumya D

    2011-01-01

    Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate physics. The examples are selected from a course taught predominantly through the medium of commercial video games.

  20. Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

    Full Text Available Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work

  1. Transnational European Television Drama

    DEFF Research Database (Denmark)

    Bondebjerg, Ib; Astrupgaard, Cecilie; Helles, Rasmus

    This book deals with the role of television drama in Europe as enabler of transnational, cultural encounters for audiences and the creative community. It demonstrates that the diversity of national cultures is a challenge for European TV drama but also a potential richness and source of creative...

  2. Infants' Background Television Exposure during Play: Negative Relations to the Quantity and Quality of Mothers' Speech and Infants' Vocabulary Acquisition

    Science.gov (United States)

    Masur, Elise Frank; Flynn, Valerie; Olson, Janet

    2016-01-01

    Research on immediate effects of background television during mother-infant toy play shows that an operating television in the room disrupts maternal communicative behaviors crucial for infants' vocabulary acquisition. This study is the first to examine associations between frequent background TV/video exposure during mother-infant toy play at…

  3. Energy Efficient Televisions

    DEFF Research Database (Denmark)

    Andersen, Rikke Dorothea; Remmen, Arne

    The EuP Directive sets the frame for implementing ecodesign requirements for energy-using and energy-related products. The aim of the Directive is to achieve a high level of protection for the environment by reducing the potential environmental impact of energy-related products. The focus of this....... Furthermore, a comparative analysis of best available technology and conventional technologies implies that the standard for the environmental performance of TVs has been driven by technology push rather than a regulatory pull....... of this paper is on the Implementing Measures (IM) for televisions. The ambition level of the IM for televisions is investigated and it is argued that the IM have not succeeded in setting up sufficient ecodesign requirements, as only one life cycle phase and one environmental impact category is addressed...

  4. TV 1.9: A experiência das webTVs universitárias

    OpenAIRE

    Beatriz Becker; Lara Mateus

    2011-01-01

    The experience of image culture and convergence era effects on every field of social life, reconfigures the means and its mediations and provokes aesthetics and contents innovations. The webTVs are born as singular environments, characterized by a new way to see and make television. This work points possibilities of use of universities’ webTVs as relevant environments to the vocational training, once they are constituted, potentially, by spaces of experimentation of audiovisual language and m...

  5. What's on TV Tonight?

    Science.gov (United States)

    Locke, Robert

    1980-01-01

    Provides instruction for a game for the ESL classroom in which students work in pairs, playing a husband and wife who want to sort out their TV viewing schedule. The exercise gives students practice in telling time, asking about programs, making suggestions, asking about preferences, and learning about English television programs. (PJM)

  6. What's on TV Tonight?

    Science.gov (United States)

    Locke, Robert

    1980-01-01

    Provides instruction for a game for the ESL classroom in which students work in pairs, playing a husband and wife who want to sort out their TV viewing schedule. The exercise gives students practice in telling time, asking about programs, making suggestions, asking about preferences, and learning about English television programs. (PJM)

  7. Maps in video games – range of applications

    Directory of Open Access Journals (Sweden)

    Chądzyńska Dominika

    2015-09-01

    Full Text Available The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.

  8. Video Games as Reconstructionist Sites of Learning in Art Education

    Science.gov (United States)

    Parks, Nancy S.

    2008-01-01

    Art education has been in the midst of a transformation shaped by several factors, including changes in contemporary art theories, political and economic factors, and technological developments. Film, music videos, advertisements, video games and other forms of popular culture are shaping how students learn today. Discussions about video gaming…

  9. Non-supervised macro segmentation of large-scale TV videos

    Science.gov (United States)

    Bai, Hongliang; Dong, Chengyu; Wang, Lezi; Qin, Gang; Tao, Kun; Chang, Xiaofu; Dong, Yuan

    2011-02-01

    In this paper, a novel non-supervised macro segmentation algorithm is presented by detecting duplicate sequences of large-scale TV videos. Motivated by the fact that "Inter-Programs" are repeatedly inserted into the TV videos, the macro structure of the videos can be effectively and automatically generated by identifying the special sequences. There are four sections in the algorithm, namely, keyframe extraction, discrete cosine transformbased feature generation(a fixed-size 64D signature), Locality-Sensitive Hashing (LSH)-based frame retrieval and macro segmentation through the duplicated sequence detection and the dynamic programming. The main contributions are: (1) supply one effective and efficient algorithm for the macro segmentation in the large-scale TV videos, (2) LSH can quickly query the similar frames, and (3) the non-supervised learned duplicate sequence models are used to find the lost duplicate sequences by the dynamic programming. The algorithm has been tested in 15-day different-type TV streams. The F-measure of the system is greater than 96%. The experiments show that it is efficient and effective for the macro segmentation.

  10. Social Media Usage Combined with TV/Video Watching: Opportunities and Associated Challenges

    NARCIS (Netherlands)

    Montagud Climent, M.A.; Cesar Garcia, P.S.; Boronat, F.; Marfil, D.

    2015-01-01

    This paper provides an overview of the impact and opportunities provided by Social Media and other social interaction tools when watching TV/video content. The analysis has been conducted from the viewpoints of both individual and shared media experiences between remote users. On the one hand, many

  11. Spatial Pyramid Covariance based Compact Video Code for Robust Face Retrieval in TV-series.

    Science.gov (United States)

    Li, Yan; Wang, Ruiping; Cui, Zhen; Shan, Shiguang; Chen, Xilin

    2016-10-10

    We address the problem of face video retrieval in TV-series which searches video clips based on the presence of specific character, given one face track of his/her. This is tremendously challenging because on one hand, faces in TV-series are captured in largely uncontrolled conditions with complex appearance variations, and on the other hand retrieval task typically needs efficient representation with low time and space complexity. To handle this problem, we propose a compact and discriminative representation for the huge body of video data, named Compact Video Code (CVC). Our method first models the face track by its sample (i.e., frame) covariance matrix to capture the video data variations in a statistical manner. To incorporate discriminative information and obtain more compact video signature suitable for retrieval, the high-dimensional covariance representation is further encoded as a much lower-dimensional binary vector, which finally yields the proposed CVC. Specifically, each bit of the code, i.e., each dimension of the binary vector, is produced via supervised learning in a max margin framework, which aims to make a balance between the discriminability and stability of the code. Besides, we further extend the descriptive granularity of covariance matrix from traditional pixel-level to more general patchlevel, and proceed to propose a novel hierarchical video representation named Spatial Pyramid Covariance (SPC) along with a fast calculation method. Face retrieval experiments on two challenging TV-series video databases, i.e., the Big Bang Theory and Prison Break, demonstrate the competitiveness of the proposed CVC over state-of-the-art retrieval methods. In addition, as a general video matching algorithm, CVC is also evaluated in traditional video face recognition task on a standard Internet database, i.e., YouTube Celebrities, showing its quite promising performance by using an extremely compact code with only 128 bits.

  12. Children's Impressions of Television Families.

    Science.gov (United States)

    Wartella, Ellen

    This research study examines the types of social behaviors portrayed by families in various television series and explores children's impressions of the TV family members. Content analysis of nine family-oriented TV series was employed to describe the ranges of behaviors of fathers, mothers and children on television. Eleven shows from each series…

  13. Interactive Television and Consumer Markets

    DEFF Research Database (Denmark)

    Khajeheian, Datis; Friedrichsen, Mike

    This chapter focuses on the problem of how television can keep its position to at-tract users’ attention and earn income from advertisers. When television is evolv-ing and passing from digital TV toward interactive TV, media consumer market is changing too, under influence of web 2.0 and always...... in consumer markets....

  14. 75 FR 63766 - Digital Low Power Television, Television Translator, and Television Booster Stations and Digital...

    Science.gov (United States)

    2010-10-18

    ... COMMISSION 47 CFR Parts 73 and 74 Digital Low Power Television, Television Translator, and Television Booster Stations and Digital Class A Television Stations AGENCY: Federal Communications Commission. ACTION... that need to be resolved to complete the low power television station digital transition....

  15. 76 FR 11680 - Digital Low Power Television, Television Translator, and Television Booster Stations and Digital...

    Science.gov (United States)

    2011-03-03

    ... COMMISSION 47 CFR Parts 73 and 74 Digital Low Power Television, Television Translator, and Television Booster Stations and Digital Class A Television Stations AGENCY: Federal Communications Commission. ACTION: Final... 73 and 74 of the Commission's Rules to Establish Rules for Digital Low Power, Television...

  16. MASTER TELEVISION ANTENNA SYSTEM.

    Science.gov (United States)

    Rhode Island State Dept. of Education, Providence.

    SPECIFICATIONS FOR THE FURNISHING AND INSTALLATION OF TELEVISION MASTER ANTENNA SYSTEMS FOR SECONDARY AND ELEMENTARY SCHOOLS ARE GIVEN. CONTRACTOR REQUIREMENTS, EQUIPMENT, PERFORMANCE STANDARDS, AND FUNCTIONS ARE DESCRIBED. (MS)

  17. Analytical and ethical complexities in video game research

    DEFF Research Database (Denmark)

    Andersen, Mads Lund; Chimiri, Niklas Alexander; Søndergaard, Dorte Marie

    Session: Sociomaterial complexities in digital-analog spaces Abstract: Analytical and ethical complexities in video game research A central issue that video game research seldom explicitly articulates is the ethical complexities involved in its empirical and analytical work. The presentation...... explores common research questions posed and analytical foci chosen by video game researchers subscribing to either the media effects tradition, represented by (ref.) or to interdisciplinary Game Studies. Both fields, which tend to depict themselves as polar-opposites, build on ethical assumptions...... of theoretical or analytical arrogance. The relevance of acknowledging and situating ethical complexity becomes pertinent when alternatively taking a sociomaterial perspective on doing empirical and analytical work on video gaming. From an agential realist point of view, for instance, a researcher...

  18. [The effects of video games on cognitive aging].

    Science.gov (United States)

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-03-01

    Advancing age is associated with cognitive decline, which, however, remains a very heterogeneous phenomenon. Indeed, several extrinsic factors seem to modulate the effect of aging on cognition. Recently, several studies have provided evidence that the practice of video games could engender many benefits by favoring the maintenance of cognitive vitality in the elderly. This review of the literature aims to establish a precise inventory of the relations between the various types of video games and cognitive aging, including both sedentary video games (i.e., classics as well as brain training) and active video games (i.e., exergames). The largest benefits seem to be provided by exergames which combine game play with significant physical exercise. This article also tries to define the determinants of the training programs which could be responsible for the observed improvements.

  19. Effects of playing video games on perceptions of one's humanity.

    Science.gov (United States)

    Greitemeyer, Tobias

    2013-01-01

    According to self-perception theory, individuals infer their characteristics by observing their own behavior. In the present research, the hypothesis is examined whether helping behavior increases perceptions of one's own humanity even when help is given that does not benefit a real person. In fact, two studies revealed that playing a prosocial video game (where the goal is to help and care for other game characters) led to increased perceptions of the player's own humanity (in particular, for positive humanity traits). Results also revealed that playing a violent, relative to a neutral, video game decreased perceptions of humanity on positive humanity traits and increased perceptions of humanity on negative humanity traits. Taken together, it appears that being helpful while playing video games leads to the perception of being more human, whereas being harmful while playing video games leads players to perceive themselves negatively.

  20. Effects of action video game training on visual working memory.

    Science.gov (United States)

    Blacker, Kara J; Curby, Kim M; Klobusicky, Elizabeth; Chein, Jason M

    2014-10-01

    The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VWM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work suggest that action video game play may influence VWM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VWM. The results suggest that VWM capacity, as measured by a change detection task, is increased after action video game training, as compared with training on a control game, and that some improvement to VWM precision occurs with action game training as well. However, these findings do not appear to extend to a complex span measure of VWM, which is often thought to tap into higher-order executive skills. The VWM improvements seen in individuals trained on an action video game cannot be accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared with the control group used. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VWM system might be enhanced.

  1. Daily violent video game playing and depression in preadolescent youth.

    Science.gov (United States)

    Tortolero, Susan R; Peskin, Melissa F; Baumler, Elizabeth R; Cuccaro, Paula M; Elliott, Marc N; Davies, Susan L; Lewis, Terri H; Banspach, Stephen W; Kanouse, David E; Schuster, Mark A

    2014-09-01

    Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.

  2. The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance

    Science.gov (United States)

    Gentile, Douglas, A.; Lynch, Paul, J.; Linder, Jennifer Ruh; Walsh, David, A.

    2004-01-01

    Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The…

  3. Preliminary Validation of a New Clinical Tool for Identifying Problem Video Game Playing

    Science.gov (United States)

    King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T.

    2011-01-01

    Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game Playing…

  4. The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study

    Science.gov (United States)

    King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D.

    2011-01-01

    The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…

  5. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  6. Reenactment of televised content by 2-year olds: toddlers use language learned from television to solve a difficult imitation problem.

    Science.gov (United States)

    Barr, Rachel; Wyss, Nancy

    2008-12-01

    Parents commonly label objects on television and for some programs, verbal labels are also provided directly via voice-over. The present study investigated whether toddlers' imitation performance from television would be facilitated if verbal labels were presented on television via voice-over or if they were presented by parents who were co-viewing with their toddlers. Sixty-one 2-year olds were randomly assigned to one of four experimental groups (voice-over video, parent video, parent video no label, parent live) or to a baseline control condition. Toddlers were tested with novel objects after a 24h delay. Although, all experimental groups imitated significantly more target actions than the baseline control group, imitation was facilitated by novel labels regardless of whether those labels were provided by parents or by voice-over on television. These findings have important implications for toddler learning from television.

  7. Video Game Literacy - Exploring new paradigms and new educational activities

    Directory of Open Access Journals (Sweden)

    Damiano Felini

    2010-12-01

    Full Text Available Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game with teens and conceptual aspects towards a "video game literacy" are discussed.

  8. Legitimacy of video games as a form of art

    OpenAIRE

    Paaso-Rantala, Juho

    2016-01-01

    Video games’ status in the field of communication has long been a subject of debate. Some wish video games to be classified as a form of art, others only as an extension of the long tradition of games and toys. The purpose of this essay was to collect, in one place, what has already been said regarding this debate, and to clarify the vocabulary and set a basis for critical discussion on video games’ placement in the field of communication. The literature includes articles from several game de...

  9. VIDEO GAMES CONTRIBUTION TO STUDENTS’ ENTREPRENEURIAL TRAITS AND INTENT

    Directory of Open Access Journals (Sweden)

    Alexandra PERJU-MITRAN

    2014-12-01

    Full Text Available Given the popularity of video games and the influences they may pose on individuals’ psychology and behavior, the present study analyses whether video game playing among university students can be correlated with traits associated with an entrepreneur’s profile, which may, in turn, lead to an entrepreneurial intent. The results of the study reveal that students who do play video games show a higher entrepreneurial intent, this relationship being mediated by several psychological and cognitive characteristics. With regards to the psychological and cognitive factors studied, the results also suggest that a favorable attitude towards playing videogames fosters students’ entrepreneurial potential and has a positive effect on the entrepreneurial intent.

  10. Level up! the guide to great video game design

    CERN Document Server

    Rogers, Scott

    2014-01-01

    Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to

  11. Association of television violence exposure with executive functioning and white matter volume in young adult males.

    Science.gov (United States)

    Hummer, Tom A; Kronenberger, William G; Wang, Yang; Anderson, Caitlin C; Mathews, Vincent P

    2014-07-01

    Prior research has indicated that self-reported violent media exposure is associated with poorer performance on some neuropsychological tests in adolescents. This study aimed to examine the relationship of executive functioning to violent television viewing in healthy young adult males and examine how brain structure is associated with media exposure measures. Sixty-five healthy adult males (ages 18-29) with minimal video game experience estimated their television viewing habits over the past year and, during the subsequent week, recorded television viewing time and characteristics in a daily media diary. Participants then completed a battery of neuropsychological laboratory tests quantifying executive functions and underwent a magnetic resonance imaging (MRI) scan. Aggregate measures of executive functioning were not associated with measures of overall television viewing (any content type) during the past week or year. However, the amount of television viewing of violent content only, as indicated by both past-year and daily diary measures, was associated with poorer scores on an aggregate score of inhibition, interference control and attention, with no relationship to a composite working memory score. In addition, violent television exposure, as measured with daily media diaries, was associated with reduced frontoparietal white matter volume. Future longitudinal work is necessary to resolve whether individuals with poor executive function and slower white matter growth are more drawn to violent programming, or if extensive media violence exposure modifies cognitive control mechanisms mediated primarily via prefrontal cortex. Impaired inhibitory mechanisms may be related to reported increases in aggression with higher media violence exposure. Copyright © 2014 Elsevier Inc. All rights reserved.

  12. Designing and remotely testing mobile diabetes video games.

    Science.gov (United States)

    DeShazo, Jonathan; Harris, Lynne; Turner, Anne; Pratt, Wanda

    2010-01-01

    We have investigated game design and usability for three mobile phone video games designed to deliver diabetes education. The games were refined using focus groups. Six people with diabetes participated in the first focus group and five in the second. Following the focus groups, we incorporated the new findings into the game design, and then conducted a field test to evaluate the games in the context in which they would actually be used. Data were collected remotely about game usage by eight people with diabetes. The testers averaged 45 seconds per question and answered an average of 50 total nutrition questions each. They self-reported playing the game for 10-30 min, which coincided with the measured metrics of the game. Mobile games may represent a promising new way to engage the user and deliver relevant educational content.

  13. Playing the Tune: Video Game Music, Gamers, and Genre

    Directory of Open Access Journals (Sweden)

    Tim Summers

    2011-07-01

    Full Text Available This article proposes a particular approach to video game music, advocating the usefulness of genre-based enquiry. Two generic levels are active in video game music: ‘interactive genre’ (the type of game/interactive mechanism and ‘environmental genre’ (the ‘setting’ of the game. The interaction between these levels produces the game’s music. By examining games within the same interactive genre, even if the environmental genre is markedly different, we can begin to uncover similar concerns, functions and methodologies of game music. Ultimately, such ‘roles’ of game music are significant in their relevance for the player, to whom such strategies are directed. The player reads, interprets and learns from the music as well as being emotionally affected by the scores. Three interactive genres are briefly examined (survival horror games, strategy games, fighting games, in order to demonstrate how musical-strategic similarities can be seen to weave through game genres, as dictated by the interactive demands of each interactive genre. Survival horror games borrow many tropes and strategies from horror film. Close reading of a level from Alone in the Dark reveals the creative unsettling and manipulation of the player by the score. Strategy games (here primarily represented by Dune II and Rome: Total War, prize musical communication and player engagement with the game-universe, while fighting games, such as Street Fighter II and Super Smash Bros. Brawl, prioritize character-individualization in order to facilitate virtuosic playing. Future detailed research might hope to further reveal the nature of player interaction with music in the video game.

  14. 47 CFR 76.611 - Cable television basic signal leakage performance criteria.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Cable television basic signal leakage performance criteria. 76.611 Section 76.611 Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) BROADCAST RADIO SERVICES MULTICHANNEL VIDEO AND CABLE TELEVISION SERVICE Technical Standards § 76.611 Cable television basic signal leakage performanc...

  15. The Racing-Game Effect : Why Do Video Racing Games Increase Risk-Taking Inclinations?

    NARCIS (Netherlands)

    Fischer, Peter; Greitemeyer, Tobias; Morton, Thomas; Kastenmueller, Andreas; Postmes, Tom; Frey, Dieter; Kubitzki, Joerg; Odenwaelder, Joerg; Kastenmüller, A.; Odenwälder, J.

    2009-01-01

    The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation

  16. The Racing-Game Effect : Why Do Video Racing Games Increase Risk-Taking Inclinations?

    NARCIS (Netherlands)

    Fischer, Peter; Greitemeyer, Tobias; Morton, Thomas; Kastenmueller, Andreas; Postmes, Tom; Frey, Dieter; Kubitzki, Joerg; Odenwaelder, Joerg; Kastenmüller, A.; Odenwälder, J.

    2009-01-01

    The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation

  17. Cable Television: Franchising Considerations.

    Science.gov (United States)

    Baer, Walter S.; And Others

    This volume is a comprehensive reference guide to cable television technology and issues of planning, franchising, and regulating a cable system. It is intended for local government officials and citizens concerned with the development of cable television systems in their communities, as well as for college and university classes in…

  18. Glossary of Television Terms

    Science.gov (United States)

    1987-11-01

    used for television production equipment designed to be portable and weatherized for outdoor use. The EFP systems are supposed to be of better quality...normal polarity. The result is a picture in which the white and black areas are reversed. NEMO --The term for a remote television program that origi

  19. Science on Television

    Science.gov (United States)

    Stringer, John

    2011-01-01

    Television is frequently blamed for the problems adults face with some young people. Does television affect their understanding and behaviour? Of course it does. "Sesame Street", the most researched educational programme in the world, gave its pre-school viewers a head start in literacy that was still measurable ten years later. BBC…

  20. Children's television in Indonesia

    NARCIS (Netherlands)

    Hendriyani, H.; Hollander, E.H.; d'Haenens, L.S.J.; Beentjes, J.W.J.

    2011-01-01

    This article describes the structure, conduct, and performance of children's television in Indonesia during the last four decades, reflecting on its interaction with the government, the market, and civil society. A striking trend in Indonesia's children's television is undoubtedly its exponential gr

  1. Cable Television: Franchising Considerations.

    Science.gov (United States)

    Baer, Walter S.; And Others

    This volume is a comprehensive reference guide to cable television technology and issues of planning, franchising, and regulating a cable system. It is intended for local government officials and citizens concerned with the development of cable television systems in their communities, as well as for college and university classes in…

  2. Children and Television Violence.

    Science.gov (United States)

    Meyer, Timothy P.

    1973-01-01

    The question of whether violence depicted on television causes viewers to act aggressively is meaningless because it implies a simple "yes" or "no" response. Effects of mass media depend on the types of viewers and content as well as the conditions of message reception. Television violence can affect the behavior of children on some occasions.…

  3. Science on Television

    Science.gov (United States)

    Stringer, John

    2011-01-01

    Television is frequently blamed for the problems adults face with some young people. Does television affect their understanding and behaviour? Of course it does. "Sesame Street", the most researched educational programme in the world, gave its pre-school viewers a head start in literacy that was still measurable ten years later. BBC…

  4. Children And Television

    Institute of Scientific and Technical Information of China (English)

    王良华

    2007-01-01

    With television we can sit in our home and watch the things happen far away from us. Television helps us to know about the latest news and increase our knowledge. With the telecasting many countries are able to understand and help each other better and keep touching more with their own country and the world.

  5. Television: Alcohol's Vast Adland.

    Science.gov (United States)

    2002

    Concern about how much television alcohol advertising reaches underage youth and how the advertising influences their attitudes and decisions about alcohol use has been widespread for many years. Lacking in the policy debate has been solid, reliable information about the extent of youth exposure to television alcohol advertising. To address this…

  6. Children and Television Violence.

    Science.gov (United States)

    Meyer, Timothy P.

    1973-01-01

    The question of whether violence depicted on television causes viewers to act aggressively is meaningless because it implies a simple "yes" or "no" response. Effects of mass media depend on the types of viewers and content as well as the conditions of message reception. Television violence can affect the behavior of children on some occasions.…

  7. Interpreting television news

    NARCIS (Netherlands)

    Schaap, G.J.

    2009-01-01

    Television news range among the most extensively investigated topics in communication studies. The book contributes to television news research by focusing on whether and how news viewers who watch the same news program form similar or different interpretations. The author develops a novel concept o

  8. Community Antenna Television (CATV).

    Science.gov (United States)

    Federal Communications Commission, Washington, DC.

    The number of households hooked up to cable television or community antenna television (CATV) is expanding rapidly, and Federal Communications Commission (FCC) has been developing regulations since 1962 to guide the growth of the industry. By 1965 the FCC had claimed jurisdiction over all CATV systems in the U. S. This jurisdiction was challenged…

  9. Video game genre as a predictor of problem use.

    Science.gov (United States)

    Elliott, Luther; Golub, Andrew; Ream, Geoffrey; Dunlap, Eloise

    2012-03-01

    This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem.

  10. New Directions for Academic Video Game Collections: Strategies for Acquiring, Supporting, and Managing Online Materials

    Science.gov (United States)

    Robson, Diane; Durkee, Patrick

    2012-01-01

    The work of collection development in academic video game collections is at a crucial point of transformation--gaming librarians are ready to expand beyond console games collected in disc and cartridge format to the world of Internet games. At the same time, forms and genres of video games such as serious and independent games are increasingly…

  11. An intervention to reduce television viewing by preschool children.

    Science.gov (United States)

    Dennison, Barbara A; Russo, Theresa J; Burdick, Patrick A; Jenkins, Paul L

    2004-02-01

    Television viewing has been associated with increased violence in play and higher rates of obesity. Although there are interventions to reduce television viewing by school-aged children, there are none for younger children. To develop and evaluate an intervention to reduce television viewing by preschool children. Randomized controlled trial conducted in 16 preschool and/or day care centers in rural upstate New York. Children aged 2.6 through 5.5 years. Children attending intervention centers received a 7-session program designed to reduce television viewing as part of a health promotion curriculum, whereas children attending the control centers received a safety and injury prevention program. Change in parent-reported child television/video viewing and measured growth variables. Before the intervention, the intervention and control groups viewed 11.9 and 14.0 h/wk of television/videos, respectively. Afterward, children in the intervention group decreased their television/video viewing 3.1 h/wk, whereas children in the control group increased their viewing by 1.6 h/wk, for an adjusted difference between the groups of -4.7 h/wk (95% confidence interval, -8.4 to -1.0 h/wk; P =.02). The percentage of children watching television/videos more than 2 h/d also decreased significantly from 33% to 18% among the intervention group, compared with an increase of 41% to 47% among the control group, for a difference of -21.5% (95% confidence interval, -42.5% to -0.5%; P =.046). There were no statistically significant differences in children's growth between groups. This study is the first to show that a preschool-based intervention can lead to reductions in young children's television/video viewing. Further research is needed to determine the long-term effects associated with reductions in young children's television viewing.

  12. The effect of online violent video games on levels of aggression.

    Directory of Open Access Journals (Sweden)

    Jack Hollingdale

    Full Text Available BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS. Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM, has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. METHODS/PRINCIPAL FINDINGS: Participants (N = 101 were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. CONCLUSIONS/SIGNIFICANCE: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  13. Energy expenditure and enjoyment during video game play: differences by game type.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  14. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play.

    Science.gov (United States)

    Greitemeyer, Tobias; Mügge, Dirk O

    2014-05-01

    Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.

  15. Powerful elderly characters in video games: Flemeth of Dragon Age

    Directory of Open Access Journals (Sweden)

    Elisabeta Toma

    2015-12-01

    Full Text Available As games are becoming an increasingly popular medium in various demographic and professional strata, scholars are discussing their content and how they shape society. However, despite an increase in gender analysis of video games, little has been written about orienting games towards an elderly audience, or game representations of aging and older persons. Games specifically designed for older persons are focused on improving cognitive functions, starting from the assumption that the elderly are in need of special games in order to repair age-related deficits. This repair-focused design philosophy comes at the expense of pursuing a broader understanding of quality of life and non-programmatic entertainment. Games-for-fun that also explicitly target the elderly as an audience are almost invisible. In this article we turn our attention to a powerful elderly feminine character in an AAA game designed for entertainment without a serious mission, namely Flemeth from Dragon Age. We discuss how the game depicts and models older characters: What repertoire of portraits has Flemeth as an old woman, in the Dragon Age games? How does Flemeth contribute to an enlarged repertoire of portrayals of old women in video games? We conclude that Flemeth’s gender and age displays in Dragon Age do not impoverish her portrayal but, on the contrary, turn her into a powerful and complex character, thus offering a model for game design to represent and invite older players.

  16. Do Older Adults Hate Video Games until they Play them? A Proof-of-Concept Study

    DEFF Research Database (Denmark)

    Ferguson, Chris; Nielsen, Rune Kristian Lundedal; Maguire, Ryan

    2016-01-01

    The issue of negative video game influences on youth remains contentious in public debate, the scholarly community and among policy makers. Recent research has indicated that negative attitudes toward video games are, in part, generational in nature with older adults more inclined to endorse...... negative beliefs about video games. The current mixed design study examined the impact of exposure to games on beliefs about video games in a small (n = 34) sample of older adults. Results indicated that older adults were more concerned about video games as an abstract concept but when exposed...... to a particular video game, even an M-rated violent game, expressed fewer concerns about that specific video game. Results support the hypothesis that negative attitudes toward video games exists mainly in the abstract and do not survive direct exposure to individual games. Further, older adults were not uniform...

  17. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  18. Healthy GamingVideo Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  19. Video games and problem solving effectiveness of primary school children

    OpenAIRE

    Jakoš, Andrej

    2012-01-01

    The purpose is to find out whether video games can have positive effects on children and whether we can use those effects for educational purposes at school. The thesis contains theories of the leading authors of developmental psychology in the field of cognitive development as well as an insight into the processes of learning and using problem solving skills. In the second half of the theoretical part, the essential information on video games, their effects researched until now and the means...

  20. Video Game Device Haptic Interface for Robotic Arc Welding

    Energy Technology Data Exchange (ETDEWEB)

    Corrie I. Nichol; Milos Manic

    2009-05-01

    Recent advances in technology for video games have made a broad array of haptic feedback devices available at low cost. This paper presents a bi-manual haptic system to enable an operator to weld remotely using the a commercially available haptic feedback video game device for the user interface. The system showed good performance in initial tests, demonstrating the utility of low cost input devices for remote haptic operations.

  1. Brain Training with Video Games in Covert Hepatic Encephalopathy.

    Science.gov (United States)

    Bajaj, Jasmohan S; Ahluwalia, Vishwadeep; Thacker, Leroy R; Fagan, Andrew; Gavis, Edith A; Lennon, Michael; Heuman, Douglas M; Fuchs, Michael; Wade, James B

    2017-02-01

    Despite the associated adverse outcomes, pharmacologic intervention for covert hepatic encephalopathy (CHE) is not the standard of care. We hypothesized that a video game-based rehabilitation program would improve white matter integrity and brain connectivity in the visuospatial network on brain magnetic resonance imaging (MRI), resulting in improved cognitive function in CHE subjects on measures consistent with the cognitive skill set emphasized by the two video games (e.g., IQ Boost-visual working memory, and Aim and Fire Challenge-psychomotor speed), but also generalize to thinking skills beyond the focus of the cognitive training (Hopkins verbal learning test (HVLT)-verbal learning/memory) and improve their health-related quality of life (HRQOL). The trial included three phases over 8 weeks; during the learning phase (cognitive tests administered twice over 2 weeks without intervening intervention), training phase (daily video game training for 4 weeks), and post-training phase (testing 2 weeks after the video game training ended). Thirty CHE patients completed all visits with significant daily achievement on the video games. In a subset of 13 subjects that underwent brain MRI, there was a significant decrease in fractional anisotropy, and increased radial diffusivity (suggesting axonal sprouting or increased cross-fiber formation) involving similar brain regions (i.e., corpus callosum, internal capsule, and sections of the corticospinal tract) and improvement in the visuospatial resting-state connectivity corresponding to the video game training domains. No significant corresponding improvement in HRQOL or HVLT performance was noted, but cognitive performance did transiently improve on cognitive tests similar to the video games during training. Although multimodal brain imaging changes suggest reductions in tract edema and improved neural network connectivity, this trial of video game brain training did not improve the HRQOL or produce lasting improvement in

  2. Factors underlying male and female use of violent video games

    OpenAIRE

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression ...

  3. Personal, social and game-related correlates of active and non-active video gaming among Dutch gaming adolescents

    NARCIS (Netherlands)

    Simons, M.; Vet, de E.W.M.L.; Chinapaw, M.; Boer, de M.R.; Seidell, J.C.; Brug, J.

    2014-01-01

    Background: Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of

  4. Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms

    Science.gov (United States)

    Turkay, Selen; Hoffman, Daniel; Kinzer, Charles K.; Chantes, Pantiphar; Vicari, Christopher

    2014-01-01

    Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge…

  5. Toxicologic study of electromagnetic radiation emitted by television and video display screens and cellular telephones on chickens and mice

    Energy Technology Data Exchange (ETDEWEB)

    Bastide, M.; Youbicier-Simo, B.J.; Lebecq, J.C.; Giaimis, J. [Laboratoire d' Immunologie et Parasitologie, Faculte de Pharmacie, Universite de Montpellier, Montpellier (France); Youbicier-Simo, B.J. [Tecnolab, Chateau de l' Orbize, Dracy-le-Fort (France)

    2001-07-01

    The effects of continuous exposure of chick embryos and young chickens to the electromagnetic fields (EMFs) emitted by video display units (VDUs) and GSM cell phone radiation, either the whole spectrum emitted or attenuated by a copper gauze, were investigated. Permanent exposure to the EMFs radiated by a VDU was associated with significantly increased fetal loss (47-68%) and markedly depressed levels of circulating specific antibodies (lgG), corticosterone and melatonin. We have also shown that under chronic exposure conditions, GSM cell phone radiation was harmful to chick embryos, stressful for healthy mice and, in this species, synergistic with cancer insofar as it depleted stress hormones. The same pathological results were observed after substantial reduction of the microwaves radiated from the cell phone by attenuating them with a copper gauze. (author)

  6. A practical implementation of free viewpoint video system for soccer games

    Science.gov (United States)

    Suenaga, Ryo; Suzuki, Kazuyoshi; Tezuka, Tomoyuki; Panahpour Tehrani, Mehrdad; Takahashi, Keita; Fujii, Toshiaki

    2015-03-01

    In this paper, we present a free viewpoint video generation system with billboard representation for soccer games. Free viewpoint video generation is a technology that enables users to watch 3-D objects from their desired viewpoints. Practical implementation of free viewpoint video for sports events is highly demanded. However, a commercially acceptable system has not yet been developed. The main obstacles are insufficient user-end quality of the synthesized images and highly complex procedures that sometimes require manual operations. In this work, we aim to develop a commercially acceptable free viewpoint video system with a billboard representation. A supposed scenario is that soccer games during the day can be broadcasted in 3-D, even in the evening of the same day. Our work is still ongoing. However, we have already developed several techniques to support our goal. First, we captured an actual soccer game at an official stadium where we used 20 full-HD professional cameras. Second, we have implemented several tools for free viewpoint video generation as follow. In order to facilitate free viewpoint video generation, all cameras should be calibrated. We calibrated all cameras using checker board images and feature points on the field (cross points of the soccer field lines). We extract each player region from captured images manually. The background region is estimated by observing chrominance changes of each pixel in temporal domain (automatically). Additionally, we have developed a user interface for visualizing free viewpoint video generation using a graphic library (OpenGL), which is suitable for not only commercialized TV sets but also devices such as smartphones. However, practical system has not yet been completed and our study is still ongoing.

  7. Dance Video Games Hit the Floor in Schools

    Science.gov (United States)

    Borja, Rhea R.

    2006-01-01

    In an age of rising obesity rates, more students are getting fit in school with the help of the video game series Dance Dance Revolution (DDR) and similar games. Some educators caution that while the trend is positive overall, technology should only supplement--not replace--traditional physical activity, such as running, aerobics, and other…

  8. Interactive Music Video Games and Children's Musical Development

    Science.gov (United States)

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  9. Online Video Game Addiction: Exploring a New Phenomenon

    NARCIS (Netherlands)

    A.J. van Rooij (Antonius)

    2011-01-01

    textabstractOver a period of thirty years, video games have evolved from Pac Man to photorealistic, massively populated, three-dimensional environments. Adolescents become involved with online virtual communities (tribes, guilds, groups) and play games on a daily basis with people they have never se

  10. Video Game-Based Learning: An Emerging Paradigm for Instruction

    Science.gov (United States)

    Squire, Kurt D.

    2013-01-01

    Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…

  11. Empirical Taxonomies of Gameplay Enjoyment: Personality and Video Game Preference

    Science.gov (United States)

    Quick, John M.; Atkinson, Robert K.; Lin, Lijia

    2012-01-01

    A survey study was conducted to better understand how gameplay enjoyment relates to players' personality traits and video game preferences. This study demonstrated that the core design elements of games that lead to enjoyment can be empirically identified. Similarly, it showed that considering personality, an individual characteristic, can produce…

  12. Online Video Game Addiction: Exploring a New Phenomenon

    NARCIS (Netherlands)

    A.J. van Rooij (Antonius)

    2011-01-01

    textabstractOver a period of thirty years, video games have evolved from Pac Man to photorealistic, massively populated, three-dimensional environments. Adolescents become involved with online virtual communities (tribes, guilds, groups) and play games on a daily basis with people they have never

  13. Online Video Game Addiction: Exploring a New Phenomenon

    NARCIS (Netherlands)

    A.J. van Rooij (Antonius)

    2011-01-01

    textabstractOver a period of thirty years, video games have evolved from Pac Man to photorealistic, massively populated, three-dimensional environments. Adolescents become involved with online virtual communities (tribes, guilds, groups) and play games on a daily basis with people they have never se

  14. Singing Video Games May Help Improve Pitch-Matching Accuracy

    Science.gov (United States)

    Paney, Andrew S.

    2015-01-01

    The purpose of this study was to investigate the effect of singing video games on the pitch-matching skills of undergraduate students. Popular games like "Rock Band" and "Karaoke Revolutions" rate players' singing based on the correctness of the frequency of their sung response. Players are motivated to improve their…

  15. Teaching Introductory Undergraduate Physics Using Commercial Video Games

    Science.gov (United States)

    Mohanty, Soumya D.; Cantu, Sergio

    2011-01-01

    Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate…

  16. Singing Video Games May Help Improve Pitch-Matching Accuracy

    Science.gov (United States)

    Paney, Andrew S.

    2015-01-01

    The purpose of this study was to investigate the effect of singing video games on the pitch-matching skills of undergraduate students. Popular games like "Rock Band" and "Karaoke Revolutions" rate players' singing based on the correctness of the frequency of their sung response. Players are motivated to improve their…

  17. Prevalence of Problematic Video Gaming among Ontario Adolescents

    Science.gov (United States)

    Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E.

    2012-01-01

    Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…

  18. The Effects of an Educational Video Game on Mathematical Engagement

    Science.gov (United States)

    Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz

    2016-01-01

    In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…

  19. EPIC: A Framework for Using Video Games in Ethics Education

    Science.gov (United States)

    Schrier, Karen

    2015-01-01

    Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework (Ethics Practice and Implementation Categorization [EPIC] Framework), which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development,…

  20. EPIC: A Framework for Using Video Games in Ethics Education

    Science.gov (United States)

    Schrier, Karen

    2015-01-01

    Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework (Ethics Practice and Implementation Categorization [EPIC] Framework), which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development,…

  1. The Effects of an Educational Video Game on Mathematical Engagement

    Science.gov (United States)

    Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz

    2016-01-01

    In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…

  2. Locations in Television Drama Series (special issue)

    DEFF Research Database (Denmark)

    Waade, Anne Marit

    2017-01-01

    as setting and as part of a wider audience engagement driven by social media and marketing. Popular television series and brands as for example Game of Thrones, Sex and the city, Nordic Noir, The Fall, Cities and The Wire illustrate how location has become a significant production value. This emerging field...... of research defined here as ‘location studies’ represents an interdisciplinary approach to the study of television series. It is pertinent at this point to bring together examples of work from a range of scholars and to usefully mark out potential lines of development within the subject. Location has so far...

  3. Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education

    National Research Council Canada - National Science Library

    Héctor Alejandro Galvis Guerrero

    2011-01-01

    This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead...

  4. Cable Television; A Bibliographic Review.

    Science.gov (United States)

    Schoenung, James

    This bibliographic review of publications in the field of cable television begins with an introduction to cable television and an outline of the history and development of cable television. Particular attention is given to the regulatory activities of the Federal Communications Commission and the unfulfilled potential of cable television. The…

  5. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    Science.gov (United States)

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  6. Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

    OpenAIRE

    Brunborg, Geir Scott; Mentzoni, Rune Aune; Frøyland, Lars Roar

    2014-01-01

    Background and aims: While the relationships between video game use and negative consequences are debated, the relationships between video game addiction and negative consequences are fairly well established. However, previous studies suffer from methodological weaknesses that may have caused biased results. There is need for further investigation that benefits from the use of methods that avoid omitted variable bias. Methods: Two wave panel data was used from two surveys of 1,928 Norwegian a...

  7. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

    OpenAIRE

    Engelhardt, Christopher R.; Bartholow, Bruce D.; Kerr, Geoffrey T.; Brad J Bushman

    2011-01-01

    International audience; Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game ...

  8. Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior

    OpenAIRE

    Fischer, Peter; Kastenmüller, Andreas; Greitemeyer, Tobias

    2009-01-01

    Abstract A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game...

  9. Video Games Promote Saudi Children's English Vocabulary Retention

    Science.gov (United States)

    AlShaiji, Ohoud Abdullatif

    2015-01-01

    The objective of this study was to investigate the impact of Video Games and their role on promoting Saudi Kids' English vocabulary retention. The study attempted to answer whether there was a statistically significant difference (a = 0.05) between the Saudi children's subjects' mean score on the English vocabulary test due to using Video Games…

  10. Lending Video Game Consoles in an Academic Library

    Science.gov (United States)

    Buller, Ryan

    2017-01-01

    This paper will outline the process and discussions undertaken at the University of Denver's University Libraries to implement a lending service providing video game consoles. Faculty and staff at the University Libraries decided to pursue the new lending service, though not a traditional library offering, to support the needs of a video game…

  11. 基于 NPTB 模型的影视网站影片推广组合预测%Adaptive Combined Forecasting for Promotion of Television Website On-line Video Based on NPTB Model

    Institute of Scientific and Technical Information of China (English)

    杨帅; 马少辉

    2014-01-01

    Under the premise of combination film and television audiences basic information , targeted at the film website new type of on-line charges videos , this paper proposes integration into the combination forecasting model on the basis of NPTB model .The model is used to predict the probability of a television audience watching which videos next , and to choose the highest probability of this type of movie viewers for movie promotion .So the purpose of film and television website ’ s earning is achieved .The exam-ple shows that this study is superior to the other prediction audience watch videos probability model .%在结合影视观众基本信息的前提下,针对影视网站新上线收费影片的类型,本文提出在NPTB ( Next-Product-to-Buy)模型的基础上融入组合预测模型,用来预测影视观众下一部可能接受观看的影片概率,在此基础上选择观看此类型影片概率最高的观众进行影片推广,以期达到影视网站盈利的目的。实验表明,本研究所用模型明显优于其它预测观众观看影片概率的模型。

  12. Video games as a tool to train visual skills.

    Science.gov (United States)

    Achtman, R L; Green, C S; Bavelier, D

    2008-01-01

    Adult brain plasticity, although possible, is often difficult to elicit. Training regimens in adults can produce specific improvements on the trained task without leading to general enhancements that would improve quality of life. This paper considers the case of playing action video games as a way to induce widespread enhancement in vision. We review the range of visual skills altered by action video game playing as well as the game components important in promoting visual plasticity. Further, we discuss what these results might mean in terms of rehabilitation for different patient populations.

  13. Marketing and Launching a Video Game: Demon Core

    OpenAIRE

    Lopez Perez, Luis Gerardo

    2013-01-01

    The main focus of this thesis project revolves around the marketing and launching of a new video game, as indicated in the thesis title. In cooperation with Apex Games Ltd. the aims of this thesis are to determine the main strategic marketing decisions for the company’s new product, Demon Core. In order to define Demon Core’s strategic marketing needs a proposed strategic marketing model has been designed. Furthermore, to determine an efficient way of launching the video game, the new product...

  14. Differences in TV Viewing and Computer Game Playing's Relationships with Physical Activity and Eating Behaviors among Adolescents: An NHANES Study

    Science.gov (United States)

    Jashinsky, Jared; Gay, Jennifer; Hansen, Nathan; Muilenburg, Jessica

    2017-01-01

    Background: TV viewing and computer game use may both limit physical activity, but only TV viewing may promote a poorer diet due to exposure to food advertising and availability of the hands for snacking. Purpose: The purpose of this study was to investigate relationships between the different screen times and type 2 diabetes markers among youth.…

  15. Superman vs. BAD man? The effects of empathy and game character in violent video games.

    Science.gov (United States)

    Happ, Christian; Melzer, André; Steffgen, Georges

    2013-10-01

    Recent findings indicate that events in video games, as well as players' perceptions of game characters, moderate well-established video game effects. This includes the level of identification with game characters, and players' interpretation of whether or not the actions of the characters are conceived as moral. In the present study, it was tested whether manipulating empathy for well-known game characters influences video game effects in a violent beat-'em-up game. As was expected, playing the comic hero Superman led to more prosocial behavior (i.e., returning a lost letter) than playing the evil villain Joker. A similar positive effect was observed for inducing game characters as warm and empathic before playing. Compared to a neutral text, participants in the empathy text condition judged the violence in the game as less justified, irrespective of game character. When looking at hostile perception, an interaction was found between empathy and game character. For Superman, empathy led participants to interpret neutral faces as less aggressive. When playing the evil Joker, however, empathy even increased hostile perception. This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.

  16. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  17. Constructible Authentic Representations: Designing Video Games That Enable Players to Utilize Knowledge Developed In-Game to Reason about Science

    Science.gov (United States)

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

    While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…

  18. Preliminary Validation of a New Clinical Tool for Identifying Problem Video Game Playing

    Science.gov (United States)

    King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T.

    2011-01-01

    Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…

  19. Spatial data processing for the purpose of video games

    Directory of Open Access Journals (Sweden)

    Chądzyńska Dominika

    2016-03-01

    Full Text Available Advanced terrain models are currently commonly used in many video/computers games. Professional GIS technologies, existing spatial datasets and cartographic methodology are more widely used in their development. This allows for achieving a realistic model of the world. On the other hand, the so-called game engines have very high capability of spatial data visualization. Preparing terrain models for the purpose of video games requires knowledge and experience of GIS specialists and cartographers, although it is also accessible for non-professionals. The authors point out commonness and variety of use of terrain models in video games and the existence of a series of ready, advanced tools and procedures of terrain model creating. Finally the authors describe the experiment of performing the process of data modeling for “Condor Soar Simulator”.

  20. Searching for Concurrent Design Patterns in Video Games

    Science.gov (United States)

    Best, Micah J.; Fedorova, Alexandra; Dickie, Ryan; Tagliasacchi, Andrea; Couture-Beil, Alex; Mustard, Craig; Mottishaw, Shane; Brown, Aron; Huang, Zhi Feng; Xu, Xiaoyuan; Ghazali, Nasser; Brownsword, Andrew

    The transition to multicore architectures has dramatically underscored the necessity for parallelism in software. In particular, while new gaming consoles are by and large multicore, most existing video game engines are essentially sequential and thus cannot easily take advantage of this hardware. In this paper we describe techniques derived from our experience parallelizing an open-source video game Cube 2. We analyze the structure and unique requirements of this complex application domain, drawing conclusions about parallelization tools and techniques applicable therein. Our experience and analysis convinced us that while existing tools and techniques can be used to solve parts of this problem, none of them constitutes a comprehensive solution. As a result we were inspired to design a new parallel programming environment (PPE) targeted specifically at video game engines and other complex soft real-time systems. The initial implementation of this PPE, Cascade, and its performance analysis are also presented.

  1. Graphic Depictions: Portrayals of Mental Illness in Video Games.

    Science.gov (United States)

    Shapiro, Samuel; Rotter, Merrill

    2016-11-01

    Although studies have examined portrayals of mental illness in the mass media, little attention has been paid to such portrayals in video games. In this descriptive study, the fifty highest-selling video games in each year from 2011 to 2013 were surveyed through application of search terms to the Wikia search engine, with subsequent review of relevant footage on YouTube. Depiction categories were then assigned based on the extent of portrayal and qualitative characteristics compared against mental illness stereotypes in cinema. Twenty-three of the 96 surveyed games depicted at least one character with mental illness. Forty-two characters were identified as portraying mental illness, with most characters classified under a "homicidal maniac" stereotype, although many characters did not clearly reflect cinema stereotypes and were subcategorized based on the shared traits. Video games contain frequent and varied portrayals of mental illness, with depictions most commonly linking mental illness to dangerous and violent behaviors.

  2. Analytical and ethical complexities in video game research

    DEFF Research Database (Denmark)

    Andersen, Mads Lund; Chimirri, Niklas Alexander; Søndergaard, Dorte Marie

    2016-01-01

    A central issue that video game research seldom explicitly articulates are the ethical complexities involved in its empirical and analytical work. The presentation explores common research questions posed and analytical foci chosen by video game researchers subscribing to either the media effects...... tradition or to interdisciplinary Game Studies. Both fields, which tend to depict themselves as standing in opposition to one another, build on ethical assumptions that are deeply engrained in their respective research questions, analytical concepts and methodological tools. However, these ethical...... presumptions are little addressed in their respective discussions. The relevance of acknowledging and situating ethical complexity becomes pertinent when alternatively taking a sociomaterial perspective on doing empirical and analytical work on video gaming. From an agential realist point of view, for instance...

  3. Television: Education's Prometheus.

    Science.gov (United States)

    Sinclair, Dorothy

    1982-01-01

    Educational television offers a number of effective options for instruction. The development of several exemplary programs which have provided educational alternatives for schools, colleges, and other organizations are described. (Author/PP)

  4. Television: Education's Prometheus.

    Science.gov (United States)

    Sinclair, Dorothy

    1982-01-01

    Educational television offers a number of effective options for instruction. The development of several exemplary programs which have provided educational alternatives for schools, colleges, and other organizations are described. (Author/PP)

  5. Prevalence and Correlates of Video and Internet Gaming Addiction among Hong Kong Adolescents: A Pilot Study

    OpenAIRE

    Chong-Wen Wang; Chan, Cecilia L. W.; Kwok-Kei Mak; Sai-Yin Ho; Wong, Paul W. C.; Ho, Rainbow T. H.

    2014-01-01

    This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in ...

  6. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    OpenAIRE

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, ...

  7. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES)

    OpenAIRE

    Joseph eHilgard; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization,...

  8. “There Will Still Be Television but I Don’t Know What It Will Be Called!”: Narrating the End of Television in Australia and New Zealand

    Directory of Open Access Journals (Sweden)

    Jock Given

    2016-07-01

    Full Text Available Australia and New Zealand, like other countries, have unique TV systems and practices that shape the possibilities enabled by emerging technologies, enterprises, behaviors and ideas. This article explores two recent articulations of the concept of television that have motivated ‘end of television’ narratives in the two countries. One is future-oriented – the introduction of online subscription video services from local providers like Fetch TV, Presto, Stan and from March 2015, the international giant Netflix. It draws on a survey of senior people in TV, technology, advertising, production, audience measurement and social media conducted in late 2014 and early 2015. The other is recent history – the switchover from analogue to digital terrestrial television, completed in both countries in December 2013. Digital TV switchover was a global policy implemented in markedly different ways. Television was transformed, though not in the precise ways anticipated. Rather than being in the center of the digital revolution, as the digital TV industry and policy pioneers enthused, broadcast television was, to some extent, overrun by it. The most successful online subscription video service in Australia and New Zealand so far, Netflix, talks up the end of television but serves up a very specific form of it. The article poses a slightly different question to whether or not television is ending: that is, whether, in the post-broadcast, digital era, distinctions between unique TV systems and practices will endure, narrow, dissolve, or morph into new forms of difference.

  9. “There Will Still Be Television but I Don’t Know What It Will Be Called!”: Narrating the End of Television in Australia and New Zealand

    Directory of Open Access Journals (Sweden)

    Jock Given

    2016-07-01

    Full Text Available Australia and New Zealand, like other countries, have unique TV systems and practices that shape the possibilities enabled by emerging technologies, enterprises, behaviors and ideas. This article explores two recent articulations of the concept of television that have motivated ‘end of television’ narratives in the two countries. One is future-oriented – the introduction of online subscription video services from local providers like Fetch TV, Presto, Stan and from March 2015, the international giant Netflix. It draws on a survey of senior people in TV, technology, advertising, production, audience measurement and social media conducted in late 2014 and early 2015. The other is recent history – the switchover from analogue to digital terrestrial television, completed in both countries in December 2013. Digital TV switchover was a global policy implemented in markedly different ways. Television was transformed, though not in the precise ways anticipated. Rather than being in the center of the digital revolution, as the digital TV industry and policy pioneers enthused, broadcast television was, to some extent, overrun by it. The most successful online subscription video service in Australia and New Zealand so far, Netflix, talks up the end of television but serves up a very specific form of it. The article poses a slightly different question to whether or not television is ending: that is, whether, in the post-broadcast, digital era, distinctions between unique TV systems and practices will endure, narrow, dissolve, or morph into new forms of difference.

  10. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    CERN Document Server

    Beatty, Ian D

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level games focused on building or modifying the game and on social interactions around it. Each layer casts gameplay as a co-construction of the game and the player, and contains three dynamical feedback loops: an exploratory learning loop, an intrinsic motivation loop, and an identity loop.

  11. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  12. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  13. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

    Full Text Available A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction. This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty. Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes towards the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players’ evaluations of different games and risk factors for pathological video game use.

  14. Research on the Safe Broadcasting of Television Program

    Directory of Open Access Journals (Sweden)

    Song Jin Bao

    2016-01-01

    Full Text Available The existing way of broadcasting and television monitoring has a lot of problems in China. On the basis of the signal technical indicators monitoring in the present broadcasting and television monitoring system, this paper further extends the function of the monitoring network in order to broaden the services of monitoring business and improve the effect and efficiency of monitoring work. The problem of identifying video content and channel in television and related electronic media is conquered at a low cost implementation way and the flexible technology mechanism. The coverage for video content and identification of the channel is expanded. The informative broadcast entries are generated after a series of video processing. The value of the numerous broadcast data is deeply excavated by using big data processing in order to realize a comprehensive, objective and accurate information monitoring for the safe broadcasting of television program.

  15. Local communities on-line: mapping local Web-TVs in Italy

    OpenAIRE

    Giacomo Andreucci

    2013-01-01

    A wider spreading of broadband in Italy in recent years has led to the birth of many web-TVs originating from a variety of actors (educational institutions, public administrations, informal groups, etc.). A specific role is being played by local communities (neighborhoods, social centers, parishes, etc.) which, thanks to the on-line spreading of video content, can have their own TV channel to reach their members and promote themselves in global networks. This essay will map the distribution o...

  16. Video Game Title Translation Functional Translation Theory Perspective

    Institute of Scientific and Technical Information of China (English)

    ZHANG Xiao-rong

    2016-01-01

    The video game plays an important role in inter-cultural communication studies. However, few have ventured the field of E-C translation of video game titles. Within the frame of Skopostheorie, this paper focuses on the three translation strategies brought up by the functions and features of video game titles. When preserving the structure and meaning of the original title is possible, literal translation should be used. However, the fact that some translators ignore the context of the title causes rigid translation. Transliteration is recommended when the title is the name of a person or place because the meaning of the title is hard to be preserved by the other two strategies. Since there are cultural differences between China and western world, when lit-eral translation and transliteration cannot present the meaning of the title, free translation should be used. Translators should bear the content and game play of the game in mind in order to free themselves from the formal equivalence for a properly translated title. Free translation does not mean translators can do the translation as whatever they want in the name of Skopos, they should avoid arbitrary translation. The aim of this paper is to help people to understand more about the E-C translation of video game ti-tle as well as the practical translation strategies and Sino-western inter-cultural communication.

  17. Action video games make dyslexic children read better.

    Science.gov (United States)

    Franceschini, Sandro; Gori, Simone; Ruffino, Milena; Viola, Simona; Molteni, Massimo; Facoetti, Andrea

    2013-03-18

    Learning to read is extremely difficult for about 10% of children; they are affected by a neurodevelopmental disorder called dyslexia [1, 2]. The neurocognitive causes of dyslexia are still hotly debated [3-12]. Dyslexia remediation is far from being fully achieved [13], and the current treatments demand high levels of resources [1]. Here, we demonstrate that only 12 hr of playing action video games-not involving any direct phonological or orthographic training-drastically improve the reading abilities of children with dyslexia. We tested reading, phonological, and attentional skills in two matched groups of children with dyslexia before and after they played action or nonaction video games for nine sessions of 80 min per day. We found that only playing action video games improved children's reading speed, without any cost in accuracy, more so than 1 year of spontaneous reading development and more than or equal to highly demanding traditional reading treatments. Attentional skills also improved during action video game training. It has been demonstrated that action video games efficiently improve attention abilities [14, 15]; our results showed that this attention improvement can directly translate into better reading abilities, providing a new, fast, fun remediation of dyslexia that has theoretical relevance in unveiling the causal role of attention in reading acquisition.

  18. Computer Game Use and Television Viewing Increased Risk for Overweight among Low Activity Girls: Fourth Thai National Health Examination Survey 2008-2009

    Directory of Open Access Journals (Sweden)

    Ladda Mo-suwan

    2014-01-01

    Full Text Available Studies of the relationship between sedentary behaviors and overweight among children and adolescents show mixed results. The fourth Thai National Health Examination Survey data collected between 2008 and 2009 were used to explore this association in 5,999 children aged 6 to 14 years. The prevalence of overweight defined by the age- and gender-specific body mass index cut-points of the International Obesity Task Force was 16%. Using multiple logistic regression, computer game use for more than 1 hour a day was found to be associated with an increased risk of overweight (adjusted odds ratio (AOR = 1.4; 95% confidence interval: 1.02–1.93. The effect of computer game use and TV viewing on the risk for overweight was significantly pronounced among girls who spent ≤3 days/week in 60 minutes of moderate-intensity physical activity (AOR = 1.99 and 1.72, resp.. On the contrary, these sedentary behaviors did not exert significant risk for overweight among boys. The moderating effect on risk of overweight by physical inactivity and media use should be taken into consideration in designing the interventions for overweight control in children and adolescents. Tracking societal changes is essential for identification of potential areas for targeted interventions.

  19. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    Science.gov (United States)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  20. Social TV how marketers can reach and engage audiences by connecting television to the web, social media, and mobile

    CERN Document Server

    Proulx, Mike

    2012-01-01

    The Internet didn't kill TV! It has become its best friend. Americans are watching more television than ever before, and we're engaging online at the same time we're tuning in. Social media has created a new and powerful "backchannel", fueling the renaissance of live broadcasts. Mobile and tablet devices allow us to watch and experience television whenever and wherever we want. And "connected TVs" blend web and television content into a unified big screen experience bringing us back into our living rooms. Social TV examines the changing (and complex) television landscape and helps brands navig

  1. Video Games and Aggression: the effects of violent game play on self-reported and peer-observed anger

    OpenAIRE

    Nelson, Andrew R

    2009-01-01

    The continued upsurge in the popularity of video games has lead to persistent debate over the effects of play, particularly the use of violent video games. The present experimental study aimed to replicate the results of numerous research groups who found that playing violent video games lead to an increase in aggression and to examine peer-observer perceptions of violent game play. Two experiments were carried out; the first used 24 participants in a within-subjects design being filmed while...

  2. Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education

    Directory of Open Access Journals (Sweden)

    Héctor Alejandro Galvis Guerrero

    2011-09-01

    Full Text Available This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the possibility of enhancing EFL instruction by means of simulating and augmenting the target language context. The researcher’s belief is that video games offer a learning environment closely related to students’ experiences and preferences. Results from this study suggest that students were more entertained and attentive and demonstrated more engagement and disposition towards their English classes. Students also learned about matters related to the target language and culture, and were not only circumscribed to linguistic ones. Similarly, results from this study shed some light on the importance of offering access to technology to students before they advance to higher education that support video-gaming practices in the classroom.

  3. Effects of video games on adolescents and adults.

    Science.gov (United States)

    Hart, Gordon M; Johnson, Bryan; Stamm, Brian; Angers, Nick; Robinson, Adam; Lally, Tara; Fagley, William H

    2009-02-01

    The present study compared a sample of American adolescents with a Spanish sample on a measure of video game addiction, the Problem Video Game Playing (PVP) survey developed in Spain. In addition, the study examined excessive video game playing and reported distress in social life, occupational activities, and school among high school students, college students, and adults. Samples taken from a large Eastern university, two suburban high schools, and an Internet survey were surveyed with an instrument developed by the authors and the PVP. Results show support for the PVP and a similarity between the Spanish and American samples but not for relationships between the PVP and assessments of distress in areas of daily functioning.

  4. De-framing video games from the light of cinema

    Directory of Open Access Journals (Sweden)

    Bernard Perron

    2015-09-01

    Full Text Available In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limitations, and to reflect on the interpretive communities that have relied on film (communities we are part of, due to our film studies background to position video games as an important cultural phenomenon as well as an object worthy of scholarly attention. Using Gaudreault and Marion’s notion of cultural series and wishing to spread a French theoretical approach we find very relevant to the discussion, we will question the bases on which we frame video games as cinema. This inquiry will focus on the audiovisual nature of both media and highlight their differing technical and aesthetic aspects, which will lead us to consider video games as being closer to other forms of audiovisual media.

  5. Hypersexualism in video games as determinant or deterrent of game play

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.

    A long held, and research supported, contention about video and computer games purports that men play more games, more often, and of a wider variety, than women. Reasons for this gendered gap range from socialization to cognitive capacity. The hypothesized reason explored in this study focuses...

  6. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Pasch, Marco; Bianchi-Berthouze, Nadia; Nijholt, A.; Nijholt, Antinus; van Dijk, Elisabeth M.A.G.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the relat

  7. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Pasch, Marco; Bianchi-Berthouze, Nadia; Dijk, van Betsy; Nijholt, Anton; Reidsma, D.; Nijholt, A.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the relat

  8. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Pasch, Marco; Bianchi-Berthouze, Nadia; Nijholt, A.; Nijholt, Antinus; van Dijk, Elisabeth M.A.G.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the

  9. An Evaluation of an Educational Video Game on Mathematics Achievement in First Grade Students

    National Research Council Canada - National Science Library

    Kimberly Hieftje; Tyra Pendergrass; Tassos C Kyriakides; Walter Gilliam; Lynn Fiellin

    2017-01-01

    .... Educational video games have been shown to promote academic achievement; however, few rigorous studies have evaluated the use of educational video games in supporting math development, especially in early primary education...

  10. Action video game training reduces the Simon Effect.

    Science.gov (United States)

    Hutchinson, Claire V; Barrett, Doug J K; Nitka, Aleksander; Raynes, Kerry

    2016-04-01

    A number of studies have shown that training on action video games improves various aspects of visual cognition including selective attention and inhibitory control. Here, we demonstrate that action video game play can also reduce the Simon Effect, and, hence, may have the potential to improve response selection during the planning and execution of goal-directed action. Non-game-players were randomly assigned to one of four groups; two trained on a first-person-shooter game (Call of Duty) on either Microsoft Xbox or Nintendo DS, one trained on a visual training game for Nintendo DS, and a control group who received no training. Response times were used to contrast performance before and after training on a behavioral assay designed to manipulate stimulus-response compatibility (the Simon Task). The results revealed significantly faster response times and a reduced cost of stimulus-response incompatibility in the groups trained on the first-person-shooter game. No benefit of training was observed in the control group or the group trained on the visual training game. These findings are consistent with previous evidence that action game play elicits plastic changes in the neural circuits that serve attentional control, and suggest training may facilitate goal-directed action by improving players' ability to resolve conflict during response selection and execution.

  11. Evaluation of high-definition television for remote task performance

    Energy Technology Data Exchange (ETDEWEB)

    Draper, J.V.; Fujita, Y.; Herndon, J.N.

    1987-04-01

    High-definition television (HDTV) transmits a video image with more than twice the number (1125 for HDTV to 525 for standard-resolution TV) of horizontal scan lines that standard-resolution TV provides. The improvement in picture quality (compared to standard-resolution TV) that the extra scan lines provide is impressive. Objects in the HDTV picture have more sharply defined edges, better contrast, and more accurate reproduction of shading and color patterns than do those in the standard-resolution TV picture. Because the TV viewing system is a key component for teleoperator performance, an improvement in TV picture quality could mean an improvement in the speed and accuracy with which teleoperators perform tasks. This report describes three experiments designed to evaluate the impact of HDTV on the performance of typical remote tasks. The performance of HDTV was compared to that of standard-resolution, monochromatic TV and standard-resolution, stereoscopic, monochromatic TV in the context of judgment of depth in a televised scene, visual inspection of an object, and performance of a typical remote handling task. The results of the three experiments show that in some areas HDTV can lead to improvement in teleoperator performance. Observers inspecting a small object for a flaw were more accurate with HDTV than with either of the standard-resolution systems. High resolution is critical for detection of small-scale flaws of the type in the experiment (a scratch on a glass bottle). These experiments provided an evaluation of HDTV television for use in tasks that must be routinely performed to remotely maintain a nuclear fuel reprocessing facility. 5 refs., 7 figs., 9 tabs.

  12. Children's exposure to violent video games and desensitization to violence.

    Science.gov (United States)

    Funk, Jeanne B

    2005-07-01

    Desensitization to violence is cited frequently as being an outcome of exposure to media violence and a condition that contributes to increased aggression. This article initiates the development of a conceptual model for describing possible relationships among violent video games, brain function, and desensitization by using empathy and attitudes toward violence as proxy measures of desensitization. More work is needed to understand how specific game content may affect brain activity, how brain development may be affected by heavy play at young ages, and how personality and lifestyle variables may moderate game influence. Given the current state of knowledge, recommendations are made for clinicians to help parents monitor and limit exposure to violent video games and encourage critical thinking about media violence.

  13. Video games and collaborative learning. Experiences related to Primary Education

    Directory of Open Access Journals (Sweden)

    Marta MARTÍN DEL POZO

    2015-07-01

    Full Text Available Video games are not only a way of entertainment, but also they can be used for learning as an educational resource. In that sense, the aim of this article is to perform a systematic review about experiences and research about the use of video games in the stage of Primary Education (that is to say, with children between 6 and 12 years old, but, in particularly, experiences with a collaborative learning approach and, also, with a pre and post achievement or learning test to show if students made learning gains. In order to fulfill the main objective, the article will be divided in five key sections showing the main aspects related to this topic: video games in education, collaborative learning, the methodology for the systematic review, results and conclusions about the results.  As a result, a total of 8 studies met the inclusion criteria and they were selected for the analysis. In that sense, we show that video games can be used in a collaborative learning approach, in contrast to the common idea that video games generate isolate persons, above all children and, furthermore, in general, students improve their learning achievement. In conclusion, video games can be a good resource for learning process and, for example, they can be used in a collaborative learning approach but it is necessary more information about that because of the limits we show at the end of the article, like, for example, more studies are required with pre and post achievement tests and using experimental and control groups.

  14. Countermeasures of Stimulated-Raman-Scattering-Induced Video Distortion in 1.65 μm Optical Time-domain Reflectometer On-line Monitoring 1.55 μm Cable Television System

    Science.gov (United States)

    Tsai, Szu-Chi; Tu, Yuan-Kuang; Chen, Yung-Kuang

    2003-07-01

    The countermeasures of stimulated-Raman-scattering (SRS)-induced baseband video distortion in the 1.65 μm optical time-domain reflectometer (OTDR) on-line monitoring 1.55 μm amplitude modulation with vestigial sideband (AM-VSB) cable television (CATV) transmission system are investigated theoretically and experimentally. The countermeasures entail the reduction in the optical modulation index (OMI) of the AM transmitter, OTDR peak power and/or pulse width. The results of numerical simulations and experimental measurements are in good agreement. Moreover, the countermeasure for eliminating the SRS-induced baseband video distortion by the 1.31 μm OTDR on-line monitoring technique is investigated and demonstrated.

  15. Men's harassment behavior in online video games: Personality traits and game factors.

    Science.gov (United States)

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc.

  16. Correlates of video games playing among adolescents in an Islamic country

    OpenAIRE

    Moeini Babak; Farhadinasab Abdollah; Bazargan Mohsen; Allahverdipour Hamid

    2010-01-01

    Abstract Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study w...

  17. Can video games affect children's cognitive and non-cognitive skills?

    OpenAIRE

    Agne Suziedelyte

    2012-01-01

    The aim of this paper is to investigate whether there is a causal relationship between video game playing and children's cognitive and non-cognitive skills. According to the literature, video games have a potential to improve children's cognitive abilities. Video games may also positively a ect such non-cognitive skills as the ability to sustain attention and pro-social behavior. On the other hand, there are concerns that video games can teach children to behave aggressively. The Child Develo...

  18. Video Game Use in the Treatment of Amblyopia: Weighing the Risks of Addiction

    OpenAIRE

    Xu, Chaoying S.; Chen, Jessica S.; Adelman, Ron A.

    2015-01-01

    Video games have surged in popularity due to their entertainment factor and, with recent innovation, their use in health care. This review explores the dual facets of video games in treating vision impairment in amblyopia as well as their potential for overuse and addiction. Specifically, this review examines video game addiction from a biopsychosocial perspective and relates the addictive qualities of video games with their use as a therapeutic treatment for amblyopia. Current literature sup...

  19. The production of subject and space in video games

    Directory of Open Access Journals (Sweden)

    Altuğ Işığan

    2013-03-01

    Full Text Available Despite the dominant view that distinguishes video game space from other spatial representations as navigable space, someone who engages with the screen space of a video game must first and foremost rest at an ideal viewing spot in physical space, which is in accord with the requirements of a proper screening. In other words, one’s illusory experience of navigable space becomes possible only if one’s body in physical space occupies the visual center on which the scenographic arrangement relies in order to function.

  20. Violent video game play impacts facial emotion recognition.

    Science.gov (United States)

    Kirsh, Steven J; Mounts, Jeffrey R W

    2007-01-01

    This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior.