AIMC Topic: Video Games

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A dual recurrent neural network model of human-like motion for artificial agents and its evaluation in a VR mirror game turing test.

Scientific reports
Action-oriented approaches to cognition which emphasize the constitutive role of sensorimotor patterns for perception are gaining importance for the study of cognitive processes in the human brain as well as for endowing artificial agents with cognit...

Identifying EEG-based neurobehavioral risk markers of gaming addiction using machine learning and iowa gambling task.

Biomedical physics & engineering express
Internet Gaming Disorder (IGD), Gaming Disorder (GD), and Internet Addiction represent behavioral patterns with significant psychological and neurological consequences. Affected individuals often disengage from routine activities and exhibit distress...

Effect of mahjong, a Chinese tiled-based game, combined with upper limb robot training on upper limb function and rehabilitation participation in Chinese stroke patients: a clinical trial protocol.

BMJ open
INTRODUCTION: Stroke is the second leading cause of death and disability creating a huge economic burden annually. Robot-assisted training (RT) is a promising therapy in stroke rehabilitation, but for the elderly, traditional 'reaching objects'" task...

Creative experiences and brain clocks.

Nature communications
Creative experiences may enhance brain health, yet metrics and mechanisms remain elusive. We characterized brain health using brain clocks, which capture deviations from chronological age (i.e., accelerated or delayed brain aging). We combined M/EEG ...

Video Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review.

JMIR mental health
BACKGROUND: Early assessment of mild cognitive impairment (MCI) in older adults is crucial, as it enables timely interventions and decision-making. In recent years, researchers have been exploring the potential of gamified interactive systems (GISs) ...

AMuCS: Affective multimodal Counter-Strike video game dataset.

Scientific data
Video games are a versatile and multi-faceted stimulus which can elicit complex player experiences. As a consequence, several datasets have been curated or created for studying human cognition, behaviours, and physiological responses where video game...

Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial.

PloS one
BACKGROUND: During adolescence, individuals face various challenges that require adequate psychosocial and emotional adjustment. Additionally, the presence of a chronic illness during this stage, such as Type 1 Diabetes Mellitus (T1DM), introduces ad...

Ambivalent User Needs as a Challenge and Chance for the Design of a Web-Based Intervention for Gaming Disorder: Qualitative Interview Study With Adolescents and Young Adults.

JMIR formative research
BACKGROUND: In Germany, there are still many young people with gaming disorder (GD) who do not use or cannot access existing treatment services. Given the increasing prevalence of internet use disorders and GD, especially among young people in German...

Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.

JMIR mental health
BACKGROUND: The effects of traditional health-promoting and preventive interventions in mental health and mental health literacy are often attenuated by low adherence and user engagement. Gamified approaches such as serious games (SGs) may be useful ...

Development and Validation of the Novel Exergame-Integrated Robotic Stepper Device for Seated Lower Limb Rehabilitation.

IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society
Seated rehabilitation is essential in early-stage recovery for patients who can sit but cannot stand or walk. Robotic-based lower limb rehabilitation provides precise, task-specific training for recovery, but its application in seated exercises remai...