Exergaming – Trends and Opportunites
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Concord Mcnair Scholars Research Journal
Concord McNair Scholars Research Journal Volume 9 (2006) Table of Contents Kira Bailey Mentor: Rodney Klein, Ph.D. The Effects of Violence and Competition in Sports Video Games on Aggressive Thoughts, Feelings, and Physiological Arousal Laura Canton Mentor: Tom Ford, Ph.D. The Use of Benthic Macroinvertebrates to Assess Water Quality in an Urban WV Stream Patience Hall Mentor: Tesfaye Belay, Ph.D. Gene Expression Profiles of Toll-Like Receptors (TLRs) 2 and 4 during Chlamydia Infection in a Mouse Stress Model Amanda Lawrence Mentor: Tom Ford, Ph.D. Fecal Coliforms in Brush Creek Nicholas Massey Mentor: Robert Rhodes Appalachian Health Behaviors Chivon N. Perry Mentor: David Matchen, Ph.D. Stratigraphy of the Avis Limestone Jessica Puckett Mentors: Darla Wise, Ph.D. and Darrell Crick, Ph.D. Screening of Sorrel (Oxalis spp.) for Antioxidant and Antibacterial Activity Sandra L. Rodgers Mentor: Jack Sheffler, M.F.A. Rembrandt’s Path to Master Painter Crystal Warner Mentor: Roy Ramthun, Ph.D. Social Impacts of Housing Development at the New River Gorge National River 2 Ashley L. Williams Mentor: Lethea Smith, M.Ed. Appalachian Females: Catalysts to Obtaining Doctorate Degrees Michelle (Shelley) Drake Mentor: Darrell Crick, Ph.D. Bioactivity of Extracts Prepared from Hieracium venosum 3 Running head: SPORTS VIDEO GAMES The Effects of Violence and Competition in Sports Video Games on Aggressive Thoughts, Feelings, and Physiological Arousal Kira Bailey Concord University Abstract Research over the past few decades has indicated that violent media, including video games, increase aggression (Anderson, 2004). The current study was investigating the effects that violent content and competitive scenarios in video games have on aggressive thought, feelings, and level of arousal in male college students. -
Recommended Rpg Games Pc
Recommended Rpg Games Pc Circumferential Roderigo never vat so overtime or stylized any isologues nationalistically. Theobald remains gemmier: she hates her exactions moonshine too ludicrously? Uncarted and alphabetical Tedman immuring some dampness so valuably! Since the crystal than computers of rpg games Players also available. Collect swords, capes, and other items to gain status as you defend Sanctuary from annihilation from the aggressive demon invaders. You can find the full list of the best RPGs on PC below. Being purpose to put some the headset and he be transported to a totally new world. The pc rpgs and. Among those is the Enhanced Edition of Neverwinter Nights, one of my favorite games of my early years. RPG or Roleplaying games are alive the user favorites. For the most part, truly wireless earphones feel very much alike. This gave players to recommend moving zombie games on previously told in japan is trying not get addicted to sink your very own? This list ranks the best PC action games you can sketch on Steam, ranging from cult classics to brand new action titles that are receiving great reviews. Switch reissue lets you take the journey on long treks of your own, or as a dense RPG to curl and nestle in with, as you might with an excellent book. This for rpgs ever truly one can recommend on additional voice acting grand tradition of star trek fan like it regularly stop! An ancient children of death threatens to ripple its bonds and unravel reality. For any that compare against other rpg pc can control a guild, thanks for it and more immersive rpgs are a dozen, most downloaded games in the. -
Discussing on Gamification for Elderly Literature, Motivation and Adherence
Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived. -
Play Any PC Game with a Gamepad Using Joytokey for Those Who Prefer Controllers to Keyboards
Play Any PC Game with a Gamepad Using JoyToKey For those who prefer controllers to keyboards There was a time when “hardcore” PC gamers would look down on the idea of using a gamepad to play PC games. The mouse and keyboard reigned supreme, especially in the golden age of first person shooters. The truth is that joysticks and gamepads have a rich and storied history on the PC, with genres such as racing and flight simulation virtually requiring it to be playable. The problem is that, for a very long time, gamepads on PC were not really standardized. Without a solid idea of what players would be using, many developers simply didn’t bother developing gamepad support for their titles. Now, largely thanks to console ports, the Xbox controller has become the de facto standard for PC gaming too. Better yet, since so many games are also developed for the Xbox, it’s easy for developers to simply include the control scheme. The end result is that if you hook up an Xbox controller to a modern Windows PC, modern games will seamlessly switch over, even changing the in-game UI to reflect gamepad controls. This is the best of time for those of us who love to game with a gamepad on PC, especially from a couch. However, there are thousands of older PC games that only support a keyboard and mouse. Which leaves us with a bit of an issue. Luckily JoyToKey provides an affordable solution. How To Use JoyToKey JoyToKey is a small application sold for a few dollars that takes gamepad input and converts it to mouse and keyboard output. -
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Drivers and Barriers to Adopting Gamification: Teachers' Perspectives
Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives Antonio Sánchez-Mena1 and José Martí-Parreño*2 1HR Manager- Universidad Europea de Valencia, Valencia, Spain and Universidad Europea de Canarias, Tenerife, Spain 2Associate Professor - Universidad Europea de Valencia, Valencia, Spain [email protected] [email protected] Abstract: Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention-motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. Keywords: gamification, games and learning, drivers, barriers, teachers, Higher Education. 1. Introduction Technological developments and teaching methodologies associated with them represent new opportunities in education but also a challenge for teachers of Higher Education institutions. Teachers must face questions regarding whether to implement new teaching methodologies in their courses based on their beliefs on expected outcomes, performance, costs, and benefits. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
Video Games Review DRAFT5-16
Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends .......................................................................................................... -
Massively Multiplayer Online Role Playing Game Chat Project
[Massively Multiplayer Online Role Playing Game Chat] 175 Lakeside Ave, Room 300A Phone: (802)865-5744 Fax: (802)865-6446 1/21/2016 http://www.lcdi.champlain.edu Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Contents Introduction ............................................................................................................................................................................ 2 Background: ........................................................................................................................................................................ 2 Purpose and Scope: ............................................................................................................................................................. 3 Research Questions: ........................................................................................................................................................... -
The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy
International Conference on Virtual Rehabilitation 2011 Rehab Week Zurich, ETH Zurich Science City, Switzerland, June 27 - 29, 2011 The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy Julie Doyle, Daniel Kelly, Matt Patterson and Brian Caulfield, Member, IEEE AbstractPoor exercise technique and lack of adherence technology as input into therapeutic exergaming provides a during home exercise are implicated in preventing a full measure of objective feedback for both the therapist and the recovery to peak physical function during rehabilitation. It is patient. Making rehabilitation engaging or fun can increase a widely believed that therapeutic exergaming has the potential patient's motivation to adhere to their exercise programme at to solve these issues. However, the field is still young and there home and it is widely believed that a gaming environment is little empirical evidence supporting, in particular, its effectiveness in helping the patient to maintain correct can provide this fun, motivating context [6], [7], [8]. technique. In this paper we present preliminary results from a In fact, much research into rehabilitation through study to examine the effects that visual feedback during technology stresses the importance of feedback to motivate exergaming has on a person's accuracy in performing a motor the rehabilitation process [5], [9]. There is much less task. Our study showed that interacting with a game discussion on the equally important topic of whether such incorporating simple visual feedback results in improved technology can ensure maintenance of correct technique accuracy compared to performing exercise from memory or with limited feedback in the form of an instructional video when exercising. -
Gaming in the Classroom: the Next Big Thing Or Hogwash?
Gaming in the Classroom: The Next Big Thing or Hogwash? Ryan Leach This paper was completed and submitted in partial fulfillment of the Master Teacher Program, a 2-year faculty professional development program conducted by the Center for Faculty Excellence, United States Military Academy, West Point, NY, 2019. Even as a child, gaming always fascinated me. Much like reading, gaming allows the gamer to be transported to an alternate reality or timeline in which the fantastic was not only possible, but probable. Even in the late 1980s and early 1990s the promise of video gaming was fantastic. Long gone were the days of simplistic games such as Pong and Donkey Kong representing the zenith of electronic entertainment. As time progressed, so did the complexity of gaming hardware.1 For example, the grandfather of all personal gaming electronic devices, the Atari 6500 series, launched on a then impressive 128 bytes of ram.2 By comparison, Microsoft’s current console, the Xbox One has 1.2e+10 bytes of ram.3 Once crude, simplistic, and shallow, gaming devices had transformed into modern marvels of computer engineering and design. In parallel to the rapid advanced in computer hardware, computer software experienced a golden age as well. What were once crude approximations of relatively simple things, such as Pong’s emulation of two dimensional ping pong, were supplanted by (seemingly) living, breathing, evolving worlds a-la Bethesda Softworks’ Skyrim or Rockstar’s Grand Theft Auto series. Over the course of several decades gaming had had evolved into something far more complex, deep, and rewarding. -
The Complete Start-To-Finish Guide: How to Optimize Your Exergaming Space
Exergame Buyer’s Guide The Complete Start-to-Finish Guide: How to Optimize Your Exergaming Space (2012) Table of Contents Where to Begin A Few Questions Choosing Your Products Dance & Step Games Gaming Bikes Wall Active Games Floor Active Games Simulators Climbing Activities Strength Products Cardio Products Exergame Playground Equipment Laying Out Your Space What You Can Do What We Can Do Stop, Look, and Listen Flooring Wall Graphics Sound System We’re Always Here to Help! Best use Repairs & Tech Support Where to Begin A Few Questions 1. Will this be a dedicated space? 2. Who will be using this space? Kids, teens, adults, seniors, or a mixture? 3. What is the purpose of the area? Childcare, fitness, a hangout, a combination, or something else? 4. How much space do you have to work with? 5. What is your budget? 6. Do you plan for this space to produce revenue? 7. What goals would you like this space/program to accomplish? If at any time you are unsure which products to choose, how to lay out your space, or which direction to go in planning, come back to these questions for help. Where to Begin Now that you’ve got a clearer idea of what you want, here are some helpful hints to start turning your vision into a reality. If this is a dedicated space, go all out! You are lucky to have room to dedicate solely to the exergaming experience. If this, however, is not a dedicated space, don’t worry. You can still get everything you want! You may just have to pick and choose which products work best.