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Author(s):  
Sarah da Glória Teles Bredt ◽  
Daniel de Souza Camargo ◽  
Bernardo Vidigal Borges Mortoza ◽  
André Gustavo Pereira de Andrade ◽  
Leopoldo Augusto Paolucci ◽  
...  

Small-sided games are used to improve tactical-technical and physical performances in team sports. This study compared the physical, physiological, and tactical-technical responses during 3 versus 3 basketball small-sided games performed in full and half-court: numerical equality (3 vs. 3), numerical superiority (4 vs. 3), and with a non-scorer floater (3 vs. 3  +  1). A total of 45 U-14 and U-15 male athletes participated in the study. They were divided into three-player teams and played one 4-minute bout of each small-sided game type. Heart rate and the time spent in four acceleration zones (0.0–0.5, 0.5–1.0, 1.0–1.5, and 1.5–2.0 g) were recorded using heart rate monitors and triaxial accelerometers. Small-sided games were filmed for the analysis of tactical-technical behavior. Results showed a higher frequency of space creation without the ball, and a mean number of passes per offense in the formats 4 versus 3 and 3 versus 3  +  1, and a lower frequency of space creation with the ball dribbled in 3 versus 3  +  1 compared with 3 versus 3. Physical and physiological responses were higher in the full-court regardless of format and in numerical equality regardless of court area; only the time spent in the highest acceleration zone was higher in half-court small-sided games. We concluded that additional players increase group tactical actions and decrease physical and physiological responses in 3 versus 3 basketball small-sided games.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-28
Author(s):  
Dominic Kao ◽  
Alejandra J. Magana ◽  
Christos Mousas

Virtual reality (VR) has disrupted the gaming market and is rapidly becoming ubiquitous. Yet differences between VR and traditional mediums, such as controllers that are visible in the virtual world, enable entirely new approaches to instruction. In this paper, we present four studies, each using a different VR game. Within each study, we compared three different modalities of tutorials: Text (text-only), Text+Diagram (text with controller diagrams), and Text+Spatial (text with controller tooltips appearing on top of the player's virtual controllers). Data from our studies show that the importance of tutorial modality depends greatly on game type. In a third-person shooter, Text+Spatial led to significantly higher controls learnability than Text and Text+Diagram, and also led to significantly higher performance, player experience, and intrinsic motivation than Text. In a puzzle game, Text+Spatial led to significantly higher controls learnability and performance than Text. Additionally, Text+Diagram led to significantly higher controls learnability than Text. However, in a wave shooter and a rhythm game, differences between conditions were negligible on all measures. Our studies show that game type is an important factor to consider when designing tutorial modality.


2021 ◽  
Author(s):  
Junhui Wu ◽  
Szabolcs Számadó ◽  
Pat Barclay ◽  
Bianca Beersma ◽  
Terence Daniel Dores Cruz ◽  
...  

Gossip, which involves sharing information about absent others, has been identified as an effective solution to free rider problems in situations with conflicting interests between self and others. Yet, the information transmitted via gossip can be biased, because gossipers may send dishonest information about others for personal gains. Such dishonest gossip makes reputation-based cooperation more difficult to evolve. In which situations are people likely to share honest or dishonest gossip? In this theoretical review, we use formal models to provide the theoretical foundation for individuals’ gossip strategies in situations where the gossiper has varying levels of fitness interdependence with the target and/or the recipient. Our models across four different games (i.e., stag-hunt game, snowdrift game, helping game, and punishment game) illustrate that the gossiper’s action will be determined by (a) the gossiper’s fitness interdependence with the recipient and the target, and (b) the marginal cost/benefit in terms of payoff differences between two possible game actions for the recipient and the target (i.e., game type). Our models suggest a simple rule that gossipers can use to make optimal decisions even under noise. We discuss empirical examples that support the predictions of our model and potential extensions.


2021 ◽  
Vol 2 (1) ◽  
pp. 76-86
Author(s):  
Tara Hahmann ◽  
Eva Monson

Erroneous gambling-related beliefs are well researched in light of their association with problem gambling, with some research suggesting these beliefs also serve as justifications for gambling behaviour. The process of justification (i.e., rationalization) can provide insights into how those who gamble resolve dissonance resulting from persistent loss in the gambling context. Using in-depth interviews of 43 participants who identified electronic gambling machines as their preferred game type and were either experiencing gambling problems or were at risk of developing a problem, this study details how dissonance is managed through rationalizations in line with the Dawson (1999) framework. This framework is based on research of religious groups surviving prophetic disconfirmation and is employed here to highlight the contextual and socio-cultural underpinnings of rationalizations along with their supernatural and pseudo-religious qualities. Rationalizations reflect broader socio-cultural beliefs around morality, work, speculation, perseverance, and the supernatural. Implications for treatment are discussed.


2021 ◽  
Vol 6 (1) ◽  
pp. 97
Author(s):  
Agung Riyadi ◽  
Riwinoto Riwinoto

This research aimed to find out what games are currently being played and how many contents purchased in them. Information regarding the interest in purchasing the game contents is crucial for the game developers to determine the game type to be developed. The research used a survey method conducted on 455 respondents aged 18-30 years from Indonesia. The survey results stated that most Indonesian game players were in the Regular Player category who played Action games with a population of 71%. The amount of interest in purchasing the contents from the Frequent Players towards Action and RPG games was 92%. As for games in the Puzzle category, the amount of interest in purchasing the contents was very small. 96% of puzzle game players certainly had no interest in purchasing the contents.


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