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Showing 1 to 20 of 521 for “"Gaming"”.

  1. Cooperative learning in educational gaming

    This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation …

    mit Repository record for Cooperative learning in educational gaming (opens in a new tab)

  2. Differential gaming models of oligopoly

    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Economics, 1987.

    mit Repository record for Differential gaming models of oligopoly (opens in a new tab)

  3. Gaming as a Literacy Practice

    … the study are to provide information regarding gaming as a literacy practice and to explore other vernacular technological literacy practices. The study sheds light on the merits of gaming and other new literacies by examining the literacy development of a select group of adult males. This …

    vt Repository record for Gaming as a Literacy Practice (opens in a new tab)

  4. Video Game Engagement And Pathology: Relationships Between Gaming Habits And Gaming Experience, Psychopathology, And Personality Variables

    … game play may serve as a critical predictor of gaming pathology and that flow should be included whenever trying to study and characterize gaming pathology. Results also indicate that no single factor predicts gaming pathology. Rather, an individual's gaming history, gaming experience, …

    nodak Repository record for Video Game Engagement And Pathology: Relationships Between Gaming Habits And Gaming Experience, Psychopathology, And Personality Variables (opens in a new tab)

  5. Mood Detection in IGT Gaming Machines

    The Mood Detection in IGT Gaming Machines System is a piece of software that takes facial inputs in the form of image data and sorts those inputs into a set of moods, all in a manner that allows it to be integrated into gaming machines built by International Game Technology (IGT). To expand on the …

    unr Repository record for Mood Detection in IGT Gaming Machines (opens in a new tab)

  6. Adaptive Video Gaming in the Classroom

    … resources exist to support adaptive gaming in school programming using Microsoft® Xbox Adaptive Controller for children. On the other hand, there is abundant evidence supporting motor, cognitive, and social benefits to gaming in rehabilitation.</p> <p><strong>Objectives: </strong>The …

    dominican Repository record for Adaptive Video Gaming in the Classroom (opens in a new tab)

  7. The social context of LAN gaming

    Playing video games at a Local Area Network (LAN) has become a complex social activity. Engaging with these games requires more than simply accomplishing the games’ objectives: it is also a process of socialisation within a community of gamers. Through my observation of players' activities at a …

    cape-town Repository record for The social context of LAN gaming (opens in a new tab)

  8. Gaming narratives : Chinese culture in digital mediums

    This study asks how recent Chinese video games present Chinese culture while operating under state regulation and pursuing global markets. To address this question, it conducts close textual analysis of three landmark titles: Genshin Impact (2020), Naraka: Bladepoint (2021), and Black Myth: Wukong …

    malta Repository record for Gaming narratives : Chinese culture in digital mediums (opens in a new tab)

  9. Exploring problematic online gaming: A qualitative approach

    <p>Online gaming, specifically Massively Multiplayer Online Role-Playing Games (MMORPGs), has become a very popular pastime and often is the subject of scrutiny in the literature regarding problematic play. This study aimed to develop a better understanding of problematic online gaming by …

    purdue-thes Repository record for Exploring problematic online gaming: A qualitative approach (opens in a new tab)

  10. Immune responses to next generation computer gaming

    The purpose of this study was to investigate stress (as measured by cortisol) and immune response (s-IgA was used as a marker) to step aerobics on the Nintendo Wii between people with varying degrees of cardiorespiratory fitness (fair and good). Measures were taken at baseline and then after …

    cent-lancashire Repository record for Immune responses to next generation computer gaming (opens in a new tab)

  11. A comparative study between gaming and non-gaming food and beverage operations using Management by Values as an analytical tool

    This thesis analyzes gaming and non-gaming hotel restaurants to determine whether there is a need to reevaluate food and beverage operations in gaming hotel restaurants due to the changing trends in the economy and changing consumer demands; Management by Values is used as an analytical tool to …

    unlv Repository record for A comparative study between gaming and non-gaming food and beverage operations using Management by Values as an analytical tool (opens in a new tab)

  12. An Analysis of the Gaming Industry in Illinois

    … 2012, Illinois passed legislation allowing Video Gaming Terminals (VGTs) outside of casinos. This legislation was passed in order to increase tax revenues from gambling in a market that had seen decreases in revenues and admissions over the past 8 years. Many mature gambling markets have also seen …

    unr Repository record for An Analysis of the Gaming Industry in Illinois (opens in a new tab)

  13. The relationship between anger, aggression and video gaming

    … show that the relationship between video gaming and both anger and aggression, is mediated by sleep and mental health status. Keywords: Video games, anger, aggression, sleep, physical and mental health, leisure and social activities

    reykjavik Repository record for The relationship between anger, aggression and video gaming (opens in a new tab)

  14. Spatial analytics in competitive gaming and e-sports

    Tämän tutkielman aihe on spatiaalinen analytiikka kilpapelaamisessa ja e-urheilussa. Olemassaoleva tutkimus on puutteellista liittyen pelaajien tapoihin analysoida pelaamisen spatiaalisia puolia. Tutkin erityisesti, kuinka eri pelit, genret ja pelaajan taitotaso vaikuttavat spatiaalisen analyysiin. …

    helsinki Repository record for Spatial analytics in competitive gaming and e-sports (opens in a new tab)

  15. Developing a Theory of Subjectivity for Video Gaming

    … understand the subjective experience of video gaming, there is a need to develop a theory of subjectivity that can explain why and how immersion happens in the experience of playing video games. To develop this theory, I compare the experience of playing video games to the experience of …

    york Repository record for Developing a Theory of Subjectivity for Video Gaming (opens in a new tab)

  16. Breaking the Walls: Exploring Inclusion Through Video Gaming

    … were recruited and grouped together according to gaming skill level and matched by self-identification as abled or disabled. During the tournaments, video recordings were collected of the participants playing the game. Once the tournaments were concluded, video recordings were transcribed into …

    brock Repository record for Breaking the Walls: Exploring Inclusion Through Video Gaming (opens in a new tab)

  17. Effects of Competition in Computer-Based Mathematics Gaming

    Made available in DSpace on 2014-12-10T18:48:08Z (GMT). No. of bitstreams: 1 7511648.pdf: 7910751 bytes, checksum: dcb45dd555f94235cbc49533496476ee (MD5) Previous issue date: 1974

    uiuc Repository record for Effects of Competition in Computer-Based Mathematics Gaming (opens in a new tab)

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