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http://dx.doi.org/10.1007/s10339-009-0295-6 | DOI Listing |
Games Health J
January 2025
Department of Physical Education and Sport, University of Madeira, Funchal, Portugal.
Due to the exponential growth in technology, exergames emerged as a potential tool to foster physical activity (PA) levels. This study provides an overall view of the literature on the effects of exergaming on physical fitness components among overweight and obese children and adolescents. A systematic review and meta-analysis following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines was performed in the PubMed, Web of Science, and Scopus databases.
View Article and Find Full Text PDFData Brief
February 2025
Facultad de Educación, Universidad Indoamérica, Quito, Ecuador.
This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica from October 2022 to August 2024. The data were collected using an adapted version of Pacman through the ClassTools.net platform, where traditional quiz questions were integrated into gameplay mechanics.
View Article and Find Full Text PDFNeurocomputing (Amst)
January 2025
Department of Electrical and Computer Engineering, University of Maryland at College Park, 8223 Paint Branch Dr, College Park, MD, 20740, USA.
Inference using deep neural networks on mobile devices has been an active area of research in recent years. The design of a deep learning inference framework targeted for mobile devices needs to consider various factors, such as the limited computational capacity of the devices, low power budget, varied memory access methods, and I/O bus bandwidth governed by the underlying processor's architecture. Furthermore, integrating an inference framework with time-sensitive applications - such as games and video-based software to perform tasks like ray tracing denoising and video processing - introduces the need to minimize data movement between processors and increase data locality in the target processor.
View Article and Find Full Text PDFSci Data
January 2025
Department of Psychology, Stanford University, Stanford, USA.
Esports refers to competitive video gaming where individuals compete against each other in organized tournaments for prize money. Here, we present the Competitive Esports Physiological, Affective, and Video (CEPAV) dataset, in which 300 male Counter Strike: Global Offensive gamers participated in a study aimed at optimizing affect during esports tournament. The CEPAV dataset includes (1) physiological data, capturing the player's cardiovascular responses from before, during, and after over 3000 CS: GO matches; (2) self-reported affective data, detailing the affective states experienced before gameplay; and (3) video data, providing a visual record of 552 in-laboratory gaming sessions.
View Article and Find Full Text PDFJ Clin Med
December 2024
Clinical Department 9, Faculty of Medicine, University of Medicine and Pharmacy "Carol Davila", 050474 Bucharest, Romania.
: The increasing prevalence of video gaming has raised concerns about its potential impact on musculoskeletal health, particularly temporomandibular disorders (TMDs). This study aims to compare TMD symptoms, mandibular function, and dental wear between gamers and non-gamers among university students. : An observational study included 108 students aged 20 to 23 years, divided into gamers (n = 48) and non-gamers (n = 60).
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