Sedentary Gaming Gets a Shot in the Arm with Move 16 September 2010, by RON HARRIS , Associated Press Writer
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Towards Balancing Fun and Exertion in Exergames
Towards Balancing Fun and Exertion in Exergames Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings Zur Erlangung des Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) genehmigte Dissertation von Anna Lisa Martin-Niedecken (geb. Martin) aus Hadamar Tag der Einreichung: 05.11.2020, Tag der Prüfung: 11.02.2021 1. Gutachten: Prof. Dr. rer. medic. Josef Wiemeyer 2. Gutachten: Prof. Dr. rer. nat. Frank Hänsel Darmstadt – D 17 Department of Human Sciences Institute of Sport Science Towards Balancing Fun and Exertion in Exergames: Exploring the Impact of Movement-Based Controller Devices, Exercise Concepts, Game Adaptivity and Player Modes on Player Experience and Training Intensity in Different Exergame Settings Zur Erlangung des Grades eines Doktors der Naturwissenschaften (Dr. rer. nat.) genehmigte Dissertation von Anna Lisa Martin-Niedecken (geb. Martin) aus Hadamar am Fachbereich Humanwissenschaften der Technischen Universität Darmstadt 1. Gutachten: Prof. Dr. rer. medic. Josef Wiemeyer 2. Gutachten: Prof. Dr. rer. nat. Frank Hänsel Tag der Einreichung: 05.11.2020 Tag der Prüfung: 11.02.2021 Darmstadt, Technische Universität Darmstadt Darmstadt — D 17 Bitte zitieren Sie dieses Dokument als: URN: urn:nbn:de:tuda-tuprints-141864 URL: https://tuprints.ulb.tu-darmstadt.de/id/eprint/14186 Dieses Dokument wird bereitgestellt von tuprints, E-Publishing-Service der TU Darmstadt http://tuprints.ulb.tu-darmstadt.de [email protected] Jahr der Veröffentlichung der Dissertation auf TUprints: 2021 Die Veröffentlichung steht unter folgender Creative Commons Lizenz: Namensnennung – Share Alike 4.0 International (CC BY-SA 4.0) Attribution – Share Alike 4.0 International (CC BY-SA 4.0) https://creativecommons.org/licenses/by-sa/4.0/ Erklärungen laut Promotionsordnung §8 Abs. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Exergames Experience in Physical Education: a Review
PHYSICAL CULTURE AND SPORT. STUDIES AND RESEARCH DOI: 10.2478/pcssr-2018-0010 Exergames Experience in Physical Education: A Review Authors’ contribution: Cesar Augusto Otero Vaghetti1A-E, Renato Sobral A) conception and design 2A-E 1A-E of the study Monteiro-Junior , Mateus David Finco , Eliseo B) acquisition of data Reategui3A-E, Silvia Silva da Costa Botelho 4A-E C) analysis and interpretation of data D) manuscript preparation 1Federal University of Pelotas, Brazil E) obtaining funding 2State University of Montes Carlos, Brazil 3Federal University of Rio Grande do Sul, Brazil 4Federal University of Rio Grande, USA ABSTRACT Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool. -
(10134; [email protected]) 282 Maxine Circle
Case 1:15-cv-00036-PMW Document 14 Filed 03/16/15 Page 1 of 5 ANDREW S HANSEN (9819; [email protected]) DAVID A JONES (10134; [email protected]) WHITE KNUCKLE IP, LLC 282 Maxine Circle, Bountiful, Utah 84010 Telephone: (801) 671-3621 Company Counsel for Plaintiff WHITE KNUCKLE IP, LLC IN THE UNITED STATES DISTRICT COURT DISTRICT OF UTAH, NORTHERN DIVISION White Knuckle IP, LLC, a Utah limited Civil Action No. 1:15-cv-00036-PMW liability company, FIRST AMENDED COMPLAINT FOR Plaintiff, PATENT INFRINGEMENT v. Electronic Arts, Inc., a Delaware corporation Defendant. Plaintiff White Knuckle IP, LLC (“White Knuckle”) hereby complains against defendant Electronic Arts, Inc. (“Defendant” or “EA”) and for claims of relief alleges as follows: PARTIES 1. White Knuckle is a Utah limited liability company with its principal executive offices located at 282 Maxine Circle, Bountiful, Utah 84010. 2. Upon information and belief, Defendant is a corporation organized and existing under the laws of the State of Delaware, with its principal place of business located at 209 Redwood Shores Parkway, Redwood City, California 94065. Case 1:15-cv-00036-PMW Document 14 Filed 03/16/15 Page 2 of 5 3. Upon information and belief, Defendant may be served through its designated agent for service of process, National Corporate Research, LTD. Corp., 2005 East 2700 South, Suite 200, Salt Lake City, Utah 84109. JURISDICTION AND VENUE 4. This is a civil action for patent infringement brought by White Knuckle for acts committed by Defendant arising under the patent laws of the United States, and more specifically under 35 U.S.C. -
Playstation Move Controller Oem + Sports Champions
wygenerowano 28/09/2021 10:39 PlayStation Move Controller oem + Sports Champions cena 208 zł dostępność Oczekujemy platforma PlayStation 3 odnośnik robson.pl/produkt,11668,playstation_move_controller_oem___sports_champions.html Adres ul.Powstańców Śląskich 106D/200 01-466 Warszawa Godziny otwarcia poniedziałek-piątek w godz. 9-17 sobota w godz. 10-15 Nr konta 25 1140 2004 0000 3702 4553 9550 Adres e-mail Oferta sklepu : [email protected] Pytania techniczne : [email protected] Nr telefonów tel. 224096600 Serwis : [email protected] tel. 224361966 Zamówienia : [email protected] Wymiana gier : [email protected] Zestaw zawiera: ● Grę Sports Champions ● controller PLAYSTATION MOVE PlayStation Move to unikatowy controller przeznaczony wyłącznie do konsoli PlayStation 3. Jak sama nazwa wskazuje, urządzenie skupia się na grach, w których gracz musi pozostawać w ruchu. Co ważne, wyświetlany na ekranie obraz dostępny jest w jakości High Definition. Kontroler został wyposażony w zaawansowane czujniki ruchu i powstał po to, by zapewnić graczom niespotykaną dotąd precyzję w sterowaniu. Urządzenia pozwala na zwiększenie swojej skuteczności w grach, dzięki możliwości precyzyjnego wykrywania ruchów, kąta i pozycji w trójwymiarowej przestrzeni. Bez problemu odczytuje ono zarówno dynamiczne, jak i subtelne ruchy gracza (uderzenia rakietą tenisową czy też pociągnięcie pędzlem). PlayStation Move świetnie współpracuje z kamerą PlayStation Eye, która zajmuje się rejestrowaniem głosu i sylwetki gracza. Co ważne, PlayStation Move jest bezprzewodowy. Posiada on wbudowany akumulator litowo-jonowy oraz technologię Bluetooth. W Sports Champions uczestniczymy w wielu różnorodnych konkurencjach sportowych, gdzie musimy wykazać się sporą zręcznością i umiejętnościami manualnymi. Należy mieć na uwadze, że gra jest przeznaczona z myślą o kontrolerach PlayStation Move, a więc nie zagramy w nią przy użyciu standardowego pada. -
Playstation Games
The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure -
(10134; [email protected]) 282 Maxine Circle, Bountiful
Case 1:15-cv-00036-PMW Document 2 Filed 02/24/15 Page 1 of 5 ANDREW S HANSEN (9819; [email protected]) DAVID A JONES (10134; [email protected]) WHITE KNUCKLE IP, LLC 282 Maxine Circle, Bountiful, Utah 84010 Telephone: (801) 671-3621 Company Counsel for Plaintiff WHITE KNUCKLE IP, LLC IN THE UNITED STATES DISTRICT COURT DISTRICT OF UTAH, NORTHERN DIVISION White Knuckle IP, LLC, a Utah limited Civil Action No. 1:15-cv-00036-PMW liability company, COMPLAINT FOR PATENT Plaintiff, INFRINGEMENT v. Electronic Arts, Inc., a Delaware corporation Defendant. Plaintiff White Knuckle IP, LLC (“White Knuckle”) hereby complains against defendant Electronic Arts, Inc. (“Defendant” or “EA”) and for claims of relief alleges as follows: PARTIES 1. White Knuckle is a Utah limited liability company with its principal executive offices located at 282 Maxine Circle, Bountiful, Utah 84010. 2. Upon information and belief, Defendant is a corporation organized and existing under the laws of the State of Delaware, with its principal place of business located at 209 Redwood Shores Parkway, Redwood City, California 94065. Case 1:15-cv-00036-PMW Document 2 Filed 02/24/15 Page 2 of 5 3. Upon information and belief, Defendant may be served through its designated agent for service of process, National Corporate Research, LTD. Corp., 2005 East 2700 South, Suite 200, Salt Lake City, Utah 84109. JURISDICTION AND VENUE 4. This is a civil action for patent infringement brought by White Knuckle for acts committed by Defendant arising under the patent laws of the United States, and more specifically under 35 U.S.C. -
Our Fourth Quarter Fiscal 2008 Earnings Call
Electronic Arts Third Quarter Fiscal Year 2010 Earnings Call Prepared Comments February 8, 2010 Mary Vegh: Thank you all for joining us this afternoon. Welcome to our third quarter fiscal 2010 earnings call. Today on the call we have: • John Riccitiello, our Chief Executive Officer • Eric Brown, our Chief Financial Officer and • John Schappert, Chief Operating Officer Before we begin, I’d like to remind you that you may find copies of our SEC filings, our earnings release and a replay of this webcast on our web site at investor.ea.com. Shortly after the call we will post a copy of our prepared remarks on our website. Throughout this call, we will present both GAAP and non-GAAP financial measures. Our earnings release provides a reconciliation of our GAAP to non- GAAP measures. These non-GAAP measures are not intended to be considered in isolation from – a substitute for – or superior to – our GAAP results – and we encourage investors to consider all measures before making an investment decision. All comparisons made in the course of this call are against the same period for the prior year – unless otherwise stated. Please see the supplemental information on our website for our trailing twelve month segment shares, additional GAAP to non-GAAP reconciliations, a summary of our financial guidance, and our title slate. During the course of this call – we may make forward-looking statements regarding future events and the future financial performance of the Company. We caution you that actual events and results may differ materially. We refer you to our most recent Form 10-Q for a discussion of risk factors that could cause our actual results to differ materially from those discussed today. -
Gaming’ Gets Tossed Around 5 the Games of May a Lot These Days
CONTENTS 4 In The News FOREWORD The latest and biggest news from the games industry. The word ‘gaming’ gets tossed around 5 The Games of May a lot these days. Whenever I tell people We highlight some of the biggest releases of the month. what I do for a living, they assume I play Farmville. While I personally have nothing against farming virtual animals, the TOP 10 fact that people use the word “gaming” without actually realizing what it entails 6 Ten Must-buy Multi-platform Games irks me no end. And then you also have Great games available on various platforms. parents, who feel that playing games will turn their children into homicidal maniacs. 10 Ten Must-buy Xbox 360 Games The aim of this month’s All About is 20 Motion Controlled Gaming Explained A selection of games best enjoyed on Microsoft’s box. to clear such misconceptions. To do so, We give you the low down on the Nintendo Wii, we’ve covered a myriad of topics, from PlayStation Move and Microsoft’s Project Natal. 14 Ten Must-buy PS3 Games platform-specifi c must-buy games to our The best PlayStation 3 exclusives you can buy. cover story that delves into the realm of motion-controlled gaming. 18 Ten Must-buy PC Games Whenever I tell We understand that buying games for We’ve picked ten PC games you absolutely must own. your kids can be diffi cult, so we’ve broken people what I do down the age classifi cation ratings for 26 Ten Must-buy PSP Games you, so you can choose the right games Game on the go with these great titles for the PSP. -
Emerging Leaders 2011 Team G Core Genres to Collect
Emerging Leaders 2011 Team G Core Genres to Collect The fluid nature of the videogame industry renders any core genre list outdated very quickly, thus making any list extremely difficult to compile. As a result, we concentrate on offering a genre-level list of core games, with the caution to always remain flexible in offerings. We focus on the following five genres: Social, Narrative, Action, Knowledge, and Strategy. Social : Games that require some degree of socialization. o Party games: Games that require two or more players. • Wii: Mario Party, Super Monkey Balls, Rayman Raving Ribbids • PS3: Little Big Planet, Lemmings, • XBOX 360: Portal o Strategy games: Games with an emphasis on problem solving. • Wii: Battalion Wars 2, Pikmin 2 • PS3: Record of Agarest War • XBOX 360: Command and Conquer, Civilization Revolution Narrative: Games that have a storyline and requires a player to embody a character in context. o Role-Playing Games (RPGs): Games that uses character development as the main part of the game. It can be turned based or real-time action based combat. A key part of the RPG is for the character to increase the inventory, wealth, or statistics of the character during the progression of the game. • Wii: Tales of Symphonia • PS3: Final Fantasy, Fallout, Dragon Age, Elder Scroll • XBOX 360: Fable III, Dungeon Siege, Mass Effect Action: Games that require movement, quick thinking, and reflexes. o Rhythm games: Game play uses music as timing. • Guitar Hero, Rock Band, Dance Dance Revolution o Wii, Kinect, Move games: Games that are especially designed to use the new system. -
Playing Computer Games Int
DARC — Digital Aesthetics Research Center www.digital-aestetik.dk Playing Computer Games: Somatic Experience and Experience of the Somatic Copyright © 2012 Henrik Smed Nielsen Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". www. gnu.org/licenses Layout, illustration and cover design: Ida Knudsen Publisher: Digital Aesthetics Research Center A copy of the book can be found at www.digital-aestetik.dk ISBN 978-87-91810-21-3 EAN 9788791810213 Table of Contents Preface 10 Introduction Addressing Lived Experience 13 Forgetting the Soma 17 A Disembodied Discipline? 17 Thinking Too Much About Rules ... 19 An Aesthetics of Mind 20 The Physical Corpus 22 The Living, Feeling, Sentient, Purposive Body 25 The Moving Body 26 The Technological Body 26 The Fictional Body 27 Between Somatic Experience and Experience of the Somatic 28 Defining Computer Games: A Human–Machine Relationship 31 The Automatic and the Proto-interactive 33 The Somatic Dimension of Human–Machine Relationship 35 An Overview of the Dissertation 38 Chapter 1 A (Post-)Phenomenological Foundation 43 The Phenomenological Movement 44 A Return to ‘Essence’? 47 The Phenomenological Reduction 49 The Intentional Soma 52 A Phenomenology of Computer Games? 56 The Patron Saint -
Exergames Experience in Physical Education: a Review
PHYSICAL CULTURE AND SPORT. STUDIES AND RESEARCH DOI: 10.2478/pcssr-2018-0010 Exergames Experience in Physical Education: A Review Authors’ contribution: Cesar Augusto Otero Vaghetti1A-E, Renato Sobral A) conception and design 2A-E 1A-E of the study Monteiro-Junior , Mateus David Finco , Eliseo B) acquisition of data Reategui3A-E, Silvia Silva da Costa Botelho 4A-E C) analysis and interpretation of data D) manuscript preparation 1Federal University of Pelotas, Brazil E) obtaining funding 2State University of Montes Carlos, Brazil 3Federal University of Rio Grande do Sul, Brazil 4Federal University of Rio Grande, USA ABSTRACT Exergames are consoles that require a higher physical effort to play when compared to traditional video games. Active video games, active gaming, interactive games, movement-controlled video games, exertion games, and exergaming are terms used to define the kinds of video games in which the exertion interface enables a new experience. Exergames have added a component of physical activity to the otherwise motionless video game environment and have the potential to contribute to physical education classes by supplementing the current activity options and increasing student enjoyment. The use of exergames in schools has already shown positive results in the past through their potential to fight obesity. As for the pedagogical aspects of exergames, they have attracted educators’ attention due to the large number of games and activities that can be incorporated into the curriculum. In this way, the school must consider the development of a new physical education curriculum in which the key to promoting healthy physical activity in children and youth is enjoyment, using video games as a tool.