Computer Games

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 71640 Experts worldwide ranked by ideXlab platform

Nigel T Cable - One of the best experts on this subject based on the ideXlab platform.

  • energy expenditure in adolescents playing new generation Computer Games
    British Journal of Sports Medicine, 2008
    Co-Authors: Lee E F Graves, Gareth Stratton, Nicola D Ridgers, Nigel T Cable
    Abstract:

    Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active Computer Games. Design Cross sectional comparison of four Computer Games. Setting Research laboratories. Participants Six boys and fi ve girls aged 13-15 years. Procedure Participants were fi tted with a monitoring device validated to predict energy expenditure. They played four Computer Games for 15 minutes each. One of the Games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was signifi cantly greater than when playing sedentary Games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confi dence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary Games. Conclusions Playing new generation active Computer Games uses signifi cantly more energy than playing sedentary Computer Games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports Games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  • comparison of energy expenditure in adolescents when playing new generation and sedentary Computer Games cross sectional study
    BMJ, 2007
    Co-Authors: Lee E F Graves, Gareth Stratton, Nicola D Ridgers, Nigel T Cable
    Abstract:

    Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active Computer Games. Design Cross sectional comparison of four Computer Games. Setting Research laboratories. Participants Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four Computer Games for 15 minutes each. One of the Games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary Games (125.5 (13.7) kJ/kg/min) (P Conclusions Playing new generation active Computer Games uses significantly more energy than playing sedentary Computer Games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports Games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  • comparison of energy expenditure in adolescents when playing new generation and sedentary Computer Games cross sectional study
    BMJ, 2007
    Co-Authors: Lee E F Graves, Nicola D Ridgers, Gareth Stratto, Nigel T Cable
    Abstract:

    OBJECTIVE: To compare the energy expenditure of adolescents when playing sedentary and new generation active Computer Games. DESIGN: Cross sectional comparison of four Computer Games. SETTING: Research laboratories. PARTICIPANTS: Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four Computer Games for 15 minutes each. One of the Games was sedentary (XBOX 360) and the other three were active (Wii Sports). MAIN OUTCOME MEASURE: Predicted energy expenditure, compared using repeated measures analysis of variance. RESULTS: Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary Games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary Games. CONCLUSIONS: Playing new generation active Computer Games uses significantly more energy than playing sedentary Computer Games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports Games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

Jan Bogg - One of the best experts on this subject based on the ideXlab platform.

  • career attitudes of men and women working in the Computer Games industry
    Eludamos. Journal for Computer Game Culture, 2011
    Co-Authors: Julie Prescott, Jan Bogg
    Abstract:

    There is a paucity of research on game workers attitudes of working in the male domain of Computer Games. The overall objective of this article is to look at both female and male attitudes towards work-life balance issues, women’s career barriers within the industry and their attitudes towards their own career progression. The study gained quantitative, international data from 454 women and 93 men working in the industry. Analysis revealed some surprising similarities and interesting differences. Results and implications are discussed.

  • segregation in a male dominated industry women working in the Computer Games industry
    International Journal of Gender Science and Technology, 2011
    Co-Authors: Julie Prescott, Jan Bogg
    Abstract:

    This paper focuses on occupational segregation within the Games industry in terms of gender role identity and differences between female game workers in relation to their attitudes towards women’s career barriers and their own career progression and promotion. Women are both underrepresented in the Games industry workforce as a whole and in certain roles within the industry. Women in the industry tend to be concentrated in more traditionally ‘feminine’ roles such as marketing and administration. Women are underrepresented in core creation and development roles, such as coders, designers and artists; roles that tend to require technical skill and knowledge. Using data extracted from a large study of female game workers, this study adds to the scarcity of research into the area of women working in the Computer Games industry. It would appear occupational segregation still persists in this relatively new, male dominated industry. Findings suggest gender role identity and attitudes are important issues when looking at segregation within the industry. Implications for future research and the Games industry are discussed.

  • the Computer Games industry women s experiences of work role in a male dominated environment
    2010
    Co-Authors: Julie Prescott, Jan Bogg
    Abstract:

    This chapter focuses on the current position and experiences of women working within the Computer Games industry, the Information and Communication Technology (ICT) sector and the wider context of the Science, Engineering and Technology industry (SET). Global data collected as part of a larger quantitative study on women who are currently working in the male dominated Computer Games industry is reviewed, in relation to the long hour’s culture associated with the sector. In addition, the lack of females, especially females with families in the gaming industry, skills shortages, work life balance and flexible working will be discussed in the Games industry context. The research discussed will be related to the question of attracting and retaining women, in the Games development workforce of the future. The issues discussed will be of relevance to employers, professional bodies, policy makers and researchers of the Games industry and the wider ICT and SET industries. Recommendations from the findings and future research directions are provided.

J. Rosenberg - One of the best experts on this subject based on the ideXlab platform.

  • Impact of hand dominance, gender, and experience with Computer Games on performance in virtual reality laparoscopy
    Surgical Endoscopy and Other Interventional Techniques, 2003
    Co-Authors: Teodor P Grantcharov, Linda Bardram, Peter Funch-jensen, J. Rosenberg
    Abstract:

    BACKGROUND: The impact of gender and hand dominance on operative performance may be a subject of prejudice among surgeons, reportedly leading to discrimination and lack of professional promotion. However, very little objective evidence is available yet on the matter. This study was conducted to identify factors that influence surgeons' performance, as measured by a virtual reality Computer simulator for laparoscopic surgery. METHODS: This study included 25 surgical residents who had limited experience with laparoscopic surgery, having performed fewer than 10 laparoscopic cholecystectomies. The participants were registered according to their gender, hand dominance, and experience with Computer Games. All of the participants performed 10 repetitions of the six tasks on the Minimally Invasive Surgical Trainer-Virtual Reality (MIST-VR) within 1 month. Assessment of laparoscopic skills was based on three parameters measured by the simulator: time, errors, and economy of hand movement. RESULTS: Differences in performance existed between the compared groups. Men completed the tasks in less time than women ( p = 0.01, Mann-Whitney test), but there was no statistical difference between the genders in the number of errors and unnecessary movements. Individuals with right hand dominance performed fewer unnecessary movements ( p = 0.045, Mann-Whitney test), and there was a trend toward better results in terms of time and errors among the residence with right hand dominance than among those with left dominance. Users of Computer Games made fewer errors than nonusers ( p = 0.035, Mann-Whitney test). CONCLUSIONS: The study provides objective evidence of a difference in laparoscopic skills between surgeons differing gender, hand dominance, and Computer experience. These results may influence the future development of training program for laparoscopic surgery. They also pose a challenge to individuals responsible for the selection and training of the residents.

Lee E F Graves - One of the best experts on this subject based on the ideXlab platform.

  • energy expenditure in adolescents playing new generation Computer Games
    British Journal of Sports Medicine, 2008
    Co-Authors: Lee E F Graves, Gareth Stratton, Nicola D Ridgers, Nigel T Cable
    Abstract:

    Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active Computer Games. Design Cross sectional comparison of four Computer Games. Setting Research laboratories. Participants Six boys and fi ve girls aged 13-15 years. Procedure Participants were fi tted with a monitoring device validated to predict energy expenditure. They played four Computer Games for 15 minutes each. One of the Games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was signifi cantly greater than when playing sedentary Games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confi dence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary Games. Conclusions Playing new generation active Computer Games uses signifi cantly more energy than playing sedentary Computer Games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports Games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  • comparison of energy expenditure in adolescents when playing new generation and sedentary Computer Games cross sectional study
    BMJ, 2007
    Co-Authors: Lee E F Graves, Gareth Stratton, Nicola D Ridgers, Nigel T Cable
    Abstract:

    Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active Computer Games. Design Cross sectional comparison of four Computer Games. Setting Research laboratories. Participants Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four Computer Games for 15 minutes each. One of the Games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary Games (125.5 (13.7) kJ/kg/min) (P Conclusions Playing new generation active Computer Games uses significantly more energy than playing sedentary Computer Games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports Games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  • comparison of energy expenditure in adolescents when playing new generation and sedentary Computer Games cross sectional study
    BMJ, 2007
    Co-Authors: Lee E F Graves, Nicola D Ridgers, Gareth Stratto, Nigel T Cable
    Abstract:

    OBJECTIVE: To compare the energy expenditure of adolescents when playing sedentary and new generation active Computer Games. DESIGN: Cross sectional comparison of four Computer Games. SETTING: Research laboratories. PARTICIPANTS: Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four Computer Games for 15 minutes each. One of the Games was sedentary (XBOX 360) and the other three were active (Wii Sports). MAIN OUTCOME MEASURE: Predicted energy expenditure, compared using repeated measures analysis of variance. RESULTS: Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary Games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary Games. CONCLUSIONS: Playing new generation active Computer Games uses significantly more energy than playing sedentary Computer Games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports Games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

Imogen Dancaster - One of the best experts on this subject based on the ideXlab platform.

  • the effect of type a personality on physiological arousal while playing Computer Games
    Addictive Behaviors, 1995
    Co-Authors: Mark D Griffiths, Imogen Dancaster
    Abstract:

    Abstract Despite the widespread use of Computer Games, there is a lack of systematic research in the area—particularly on their “addictiveness” potential. Anecdotal evidence suggests that Computer game addiction may be due to arousal properties of Computer Games, although other factors may be important. This study examined the relationship between Type A personality and arousal in Computer-game play. It was hypothesised that, during Computer-game play, Type A and Type B subjects would have significantly higher heart rates as compared with baseline levels and that Type A subjects would experience a significantly greater increase in arousal when playing a Computer game than Type B subjects. These hypotheses were both supported and the results are discussed in relation to arousal, personality, and addiction.