Xbox Kinect Gaming Systems As a Supplemental Tool Within a Physical Education Setting: Third and Fourth Grade Students’ Perspectives Cole J
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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. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Moral Disengagement Strategies in Videogame Players and Sports Players
International Journal of Cyber Behavior, Psychology and Learning Volume 8 • Issue 4 • October-December 2018 Moral Disengagement Strategies in Videogame Players and Sports Players Lavinia McLean, Technological University Dublin, Dublin, Ireland Mark D. Griffiths, Nottingham Trent University, Nottingham, UK https://orcid.org/0000-0001-8880-6524 ABSTRACT Researchintheareaofvideogameplayandsportspsychologyhassuggestedthat specificstrategiesareoftenemployedbyplayerstojustifyaggressivebehaviourused duringgameplay.Thepresentstudyinvestigatestherelationshipbetweengameplayand moraldisengagementstrategiesinagroupof605adultswhoplayedviolentvideogames orregularlyplayedcompetitivesports.Theresultssuggestthatsportsplayerswere morelikelythanviolentgameplayerstoendorsemoraldisengagementstrategies.The videogamersweremorelikelytouseaspecificsetofmoraldisengagementstrategies i.e.,cognitiverestructuring)thantheothergroupsandthismayberelatedtothe) structuralcharacteristicsofvideogames.Thefindingsaddtorecentresearchexploring themechanismsbywhichindividualsengageinaggressiveactsbothvirtuallyandin real-lifesituations.Theresultsarediscussedinrelationtosimilarrelevantresearch .inthearea,alongwithrecommendationsforfutureresearch Keywords Aggression, Competitive Sports, Moral Disengagement, Sports, Video Game Play INTRoDUCTIoN Therehasbeenmuchresearchexploringtheimpactofviolentcontentinvideogames ,onyoungpeopleintermsofaggressivecognition,behaviour,andaffect(forreviews -
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
Ludology with Dr. Jane Mcgonigal Ologies Podcast March 12, 2019
Ludology with Dr. Jane McGonigal Ologies Podcast March 12, 2019 Ohaaay, it’s the lady sitting in the middle seat, who has to get up to pee, but you’re in the window seat and you’re so relieved she does, because that means you don’t have to ask the guy in the aisle to get up, Alie Ward, back with another episode of Ologies. Oh, video games! [Mario coin-collecting noise] Video games, what’s their deal? How do they affect our brains? Have we got an ology for y’all! First, I do have some thanks. Thanks to everyone who’s pledging some of your latte money or tossing me a quarter a week on Patreon for making it possible for me to get my physical butt in the same space as the ologists, or in this case, pay a recording studio to do our first ever remote interview. Very exciting. Thanks to everyone sporting Ologies merch out in the wild – that’s at OlogiesMerch.com. T-shirts, hats, pins, all of that. Thank you to everyone who rates, and subscribes, and reviews. You leave such nice notes! For example, Namon says: I love this podcast so much. I found it when searching for podcasts to sleep! Sadly, I found a podcast to binge and stay up even later. Thank you, Alie Ward, for the podcast that has everything from biology to beauty. I never did solve my sleeping problem, but I don’t really mind anymore, so thank you for the podcast. Well, thanks for the review! Try the Fancy Nancy. -
A Sense of Presence: Mediating an American Apocalypse
religions Article A Sense of Presence: Mediating an American Apocalypse Rachel Wagner Department of Philosophy and Religion, Ithaca College, Ithaca, NY 14850, USA; [email protected] Abstract: Here I build upon Robert Orsi’s work by arguing that we can see presence—and the longing for it—at work beyond the obvious spaces of religious practice. Presence, I propose, is alive and well in mediated apocalypticism, in the intense imagination of the future that preoccupies those who consume its narratives in film, games, and role plays. Presence is a way of bringing worlds beyond into tangible form, of touching them and letting them touch you. It is, in this sense, that Michael Hoelzl and Graham Ward observe the “re-emergence” of religion with a “new visibility” that is much more than “simple re-emergence of something that has been in decline in the past but is now manifesting itself once more.” I propose that the “new awareness of religion” they posit includes the mediated worlds that enchant and empower us via deeply immersive fandoms. Whereas religious institutions today may be suspicious of presence, it lives on in the thick of media fandoms and their material manifestations, especially those forms that make ultimate promises about the world to come. Keywords: apocalypticism; Orsi; enchantment; fandom; video games; pervasive games; cowboy; larp; West 1. Introduction Michael Hoelzl and Graham Ward observe the “re-emergence” of religion today with a “new visibility” that is “far more complex and nuanced than simple re-emergence of something that has been in decline in the past but is now manifesting itself once more” (Hoelzl and Ward 2008, p. -
How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses
Loyola of Los Angeles Entertainment Law Review Volume 21 Number 2 Article 1 1-1-2001 Gettin' Played: How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses Matthew G. Matzkin Follow this and additional works at: https://digitalcommons.lmu.edu/elr Part of the Law Commons Recommended Citation Matthew G. Matzkin, Gettin' Played: How the Video Game Industry Violates College Athletes' Rights of Publicity by Not Paying for Their Likenesses, 21 Loy. L.A. Ent. L. Rev. 227 (2001). Available at: https://digitalcommons.lmu.edu/elr/vol21/iss2/1 This Article is brought to you for free and open access by the Law Reviews at Digital Commons @ Loyola Marymount University and Loyola Law School. It has been accepted for inclusion in Loyola of Los Angeles Entertainment Law Review by an authorized administrator of Digital Commons@Loyola Marymount University and Loyola Law School. For more information, please contact [email protected]. GETTIN' PLAYED: HOW THE VIDEO GAME INDUSTRY VIOLATES COLLEGE ATHLETES' RIGHTS OF PUBLICITY BY NOT PAYING FOR THEIR LIKENESSES Matthew G. Matzkin* I. INTRODUCTION Envision all of the action and spirit of college athletics completely packaged and available on demand. For many fans, this dream is realized annually when video game producers release the latest college sports video game titles. Not surprisingly, producing these games is a lucrative enterprise, particularly as the games' graphics, sound and playability continue to improve with advances in technology.' The combination of video games and college sports translates into revenue for both video game producers and the collegiate institutions licensing their names and logos.2 However, the video game industry relies * B.A., University of California San Diego 1997; J.D., University of Southern California, 2000. -
ISSUE #163 February 2021 February CONTENTS 2021 163
The VOICE of the FAMILY in GAMING TM Final Fantasy XVI, Monster Hunter Rise, Slide Stars, and more this is- sue. Survey Says: “Fam- ily Feud Video Game for Fami- lies!” ISSUE #163 February 2021 February CONTENTS 2021 163 Links: Home Page Section Page(s) Editor’s Desk 4 Female Side 5 Comics 7 Sound Off 8 - 10 Look Back 12 Quiz 13 Devotional 14 In The News 16 - 23 We Would Play That! 24 Reviews 25 - 37 Sports 38 - 41 Developing Games 42 - 67 Now Playing 68 - 83 Last Minute Tidbits 84 - 106 “Family Friendly Gaming” is trademarked. Contents of Family Friendly Gaming is the copyright of Paul Bury, and Yolanda Bury with the exception of trademarks and related indicia (example Digital Praise); which are prop- erty of their individual owners. Use of anything in Family Friendly Gaming that Paul and Yolanda Bury claims copyright to is a violation of federal copyright law. Contact the editor at the business address of: Family Friendly Gaming 7910 Autumn Creek Drive Cordova, TN 38018 [email protected] Trademark Notice Nintendo, Sony, Microsoft all have trademarks on their respective machines, and games. The current seal of approval, and boy/girl pics were drawn by Elijah Hughes thanks to a wonderful donation from Tim Emmerich. Peter and Noah are inspiration to their parents. Family Friendly Gaming Page 2 Page 3 Family Friendly Gaming Editor’s Desk FEMALE SIDE million that got infected with it. That was one propaganda artist trying to do damage con- Ups and Downs third of the human population at the time. -
Year 3 Home Learning Activities W/C 22Nd February 2021
Year 3 Home Learning Pack week commencing 22/02/2021 Welcome back Year 3! We hope you had a lovely relaxing half- term break and are ready for a new term of learning. This term we will be starting some new topics in science, RE, computing, French, topic and English. In maths, we have one final week of fractions to learn this term before we move on to shape and time; in English, this week we are looking at various skills we have been learning since we started year 3 and you will have various worksheets to complete; in topic, we are looking at Anglo- Saxons and Vikings; in science, we are learning about Rocks this term; in RE this week, we will be having a brief look at Humanism. We also have handwriting, computing, 60-second reading comprehensions and PE available for you too. Just print out any pages you need from this booklet if you are able. If you don’t have a printer, don’t worry, just copy any questions onto paper and write the answers alongside. • English – we have included a variety of different activities. • Maths – fractions. We have provided learning at year 3 and year 2 levels so children can access at the appropriate level. • Reading is our focus this term, so it is really important that you are reading for at least 20 minutes every day. Read when you get home and are having a snack, read whilst dinner is cooking, read before bedtime – it doesn’t matter when you read, just fit it into your daily routine and make sure your reading record is signed. -
Getting Started with Gamification Aaron Sumner SIDLIT 2011
Getting Started with Gamification Aaron Sumner SIDLIT 2011 Share this list with others: bit.ly/gamification-sidlit Jane McGonigal at TED (2010, video) http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html A 20-minute summary of McGonigal’s thesis that games teach the critical skills we need to solve the world’s largest problems. Reality is Broken: Why Games Make Us Better and How They Can Change the World (McGonigal, 2011) http://realityisbroken.org/ McGonigal’s book goes more in-depth on her thesis and showcases a number of examples of real games that have been developed to solve real problems. Gabe Zichermann: Gamification Master Class (2011, video) http://oreilly.com/catalog/0636920017622 A three-hour video workshop on putting game mechanics to use. Targeted toward marketers, but contains good information for education and other fields. Includes activities to help you develop the right experience for your “players.” Gamestorming (Gray, Brown, and Macanufo, 2010) http://oreilly.com/catalog/9780596804183 Not quite what I was looking for for my needs, but might be of interest to you if you’re looking for new ways to promote collaboration within a group. The games from this book are non- technological in nature. Gamification by Design (Zichermann and Cunningham, 2011) http://oreilly.com/catalog/0636920014614 A book version of the Gamification Master Class videos. I have not read this book yet. Flow: The Psychology of Optimal Experience (Csikszentmihalyi, 2008) http://www.amazon.com/gp/product/0061339202/ Referred to as many experts in game design and gamification as a must-read book (which, unfortunately, I haven’t gotten to yet). -
Jjmorrisonrightofpublicitylawsuit
\\server05\productn\V\VLS\15-2\VLS202.txt unknown Seq: 1 29-MAY-08 10:49 “J.J. MORRISON” AND HIS RIGHT OF PUBLICITY LAWSUIT AGAINST THE NCAA Student-athletes shall be amateurs . motivated primarily by education . [and] should be protected from exploitation by professional and commercial enterprises.1 BY SEAN HANLON AND RAY YASSER2 I. INTRODUCTION College sports are big business. The concomitant demand for college sports merchandise has not gone unnoticed by the National Collegiate Athletic Association (“NCAA”), the NCAA member insti- tutions, licensees of those institutions, or black market enterprises.3 Today’s market for licensed collegiate merchandise is nearly three billion dollars per year.4 Revenue derived from licensed collegiate 1. NCAA, 2006-07 NCAA DIVISION I MANUAL, art. 2.9, at 5 (2006), available at http://www.ncaa.org/library/membership/division_i_manual/2006-07/2006-07_ d1_manual.pdf [hereinafter NCAA DIVISION I MANUAL]. 2. Sean Hanlon received a basketball scholarship to Northwestern University. He graduated from the University of Tulsa College of Law in 2006 with the Highest Honors. After clerking for Magistrate Judge Sam Joyner in the Northern District of Oklahoma, he joined the law firm of GableGotwals in Tulsa, Oklahoma. Mr. Hanlon is currently with the law firm of Holland & Hart in Denver, Colorado. Ray Yasser is a Professor of Law at the University of Tulsa College of Law. He has published extensively in the field of sports law and is a co-author of one of the nation’s most widely used sports law casebooks. He was a “walk on” basketball player at the University of Delaware in 1967 and 1968. -
Digital Game Studies
MMC 6936-1E88 Digital Game Studies Course Info When: Monday 9:35am-12:35pm Where: Weimer Hall 3020 Instructor: Dr. Yu-Hao Lee E-mail: [email protected] Phone: (352)392-3951 Office hours: Monday 1:00pm-3:00pm or by appointment Office: 3051 Weimer Hall Course Objectives Games and play are fundamental to humans and many animal species. Through play, we learn to think, to solve problems, and to socialize with others. Digital games harness the affordances of human play and the computational capabilities of modern technology, to create designed experiences that motivate and engage players. Today, digital gaming is one of the fastest growing communication industries, surpassing the movie and music industry in terms of annual sales. Over 59% of American households play digital games. However, as a young technology, it has only recently became a field of serious study. This class will focus on the theories and applications of digital games for behavior change, also known as serious games or persuasive games. The focus is in understanding questions such as: Why do people play digital games? How can we make games more engaging? What are the theories that can be applied to designing and using games for behavior change? In this class, students will: Play a number of digital games that are designed for behavior change in the fields of education, health, corporate training, etc. Understand the principles of digital game motivations and engagement. Understand the theories that has been applied to digital games for behavior change. Analyze digital games using scientific methods. Readings There are no required textbooks for this class, all the readings will be posted on the Canvas course site (https://lss.at.ufl.edu) select “e-Learning in Canvas,” and log in using your Gatorlink ID Requirements Moderate discussions: You will work in groups to present the key concepts of each reading, background/theory, research questions/hypotheses, methods, results, conclusions.