Gamers who buy ‘loot boxes’ are up to two times more likely to gamble, shows new research published today in the peer-reviewed journal Addiction Research & Theory.
To keep abreast with the world of modern communication, the Faculty of Communication Arts, Chulalongkorn University (Comm Arts Chula) is offering 2 brand new courses on creative media in the form of games through a cross-disciplinary approach alongside Chula Engineering and College of Public Health Sciences to create a media that’s accessible and appealing to the digital-age audience.
A study of nearly 2,000 children found that those who reported playing video games for three hours per day or more performed better on cognitive skills tests involving impulse control and working memory compared to children who had never played video games.
New York Institute of Technology's Center for Esports Medicine announces a research collaboration with GE Healthcare that seeks to analyze the lean body mass of competitive esport athletes and help establish the sport’s first body composition benchmarks.
An odor machine, so-called olfactometer, makes it possible to smell in VR environments. First up is a “wine tasting game” where the user smells wine in a virtual wine cellar and gets points if the guess on aromas in each wine is correct.
Electronic gaming can precipitate life-threatening cardiac arrhythmias in susceptible children whose predisposition may have been previously unrecognized, according to a new report in Heart Rhythm, the official journal of the Heart Rhythm Society, the Cardiac Electrophysiology Society, and the Pediatric & Congenital Electrophysiology Society, published by Elsevier.
Archaeologists from the University of Bristol have suggested that mysterious stone spheres found at various ancient settlements across the Aegean and Mediterranean could be playing pieces from one of the earliest ever board games.
According to the Fantasy Sports & Gaming Association, over 30 million Americans play daily fantasy sports (DFS). With the National Football League season starting, and Major League Baseball still in full swing, the Government Law Center (GLC) at Albany Law School explores, “White v. Cuomo: What Comes Next After Daily Fantasy Sports Gambling in New York?” in its latest explainer.
Online gaming and other types of online social interaction have become increasingly popular during the pandemic, and increased remote working and investments in social technology will likely see this trend continue.
Irvine, Calif., July 25, 2022 – The University of California, Irvine will expand its 5-year-old esports program this fall by adding a Valorant team to its existing Overwatch and League of Legends teams. Valorant is a first-person hero shooter video game developed and published by Riot Games that was originally released in June 2020.
Two Chula architectural graduates have developed Squeezium and Rehabit innovations to provide an incentive for the elderly to get up and move to strengthen their bodies. As a nod to their creativity, the innovations received Gold Medal and Special Award at the 7th World Invention Innovation Contest, Korea Invention Academy (KIA).
Lips are famously sensual but, together with the gums and tongue, they are also surprisingly sensitive, second only to the fingertips in nerve density.
It’s the phenomenon that’s taken over the world, but while Wordle continues to absorb the attention of the masses, a new medical word game – Meddle – is now challenging health professionals in a bid to boost wellbeing among health workers
Working out isn’t known for being fun. But new active video and virtual reality games may help change that. Exergaming, or active video gaming, may be the perfect introduction to helping people be more active, according to new research from the University of Georgia.
Irvine, Calif., Feb. 17, 2022 — The University of California, Irvine has become a founding member of Voice of Intercollegiate Esports to take an active role in shaping the higher education esports ecosystem. As a member of VOICE, UCI will join other collegiate esports leaders in conversations about issues in the esports environment.
UNC doctoral students are going on all researching the sports betting industry. The goal is to find out what motivates people to make a bet and if the exchange is financially sound
Participation in virtual sports gaming has grown exponentially in the last couple of years as young athletes looked for an escape after their physical sports were sidelined during the pandemic. Henry Ford family and sports medicine physician Nithin Natwa talks about risks and benefits from E-sports and video gaming.
Videogame research and development experts at the University of California, Irvine are inviting the world’s gaming community to the Games + Learning + Society Conference to be held June 15 to 17, 2022, on the UCI campus.
Eco Resilience Games from Rensselaer Polytechnic Institute has released the first augmented reality (AR) game focusing on the growing issue of harmful algae blooms.
With slot machines producing the bulk of profits in most of the world’s casinos, gaming managers make it their business to keep slot players happy. So how do they prevent customers who are losing from walking away? A common strategy is to lower what’s called the “house edge,” which is the casino’s advantage when looking at the long-term difference between how much was wagered versus how much was paid out.
Knowing how tech-reliant the world is becoming, Matthew Farber wanted to host a ‘Game Jam’ to give students, particularly those studying education, a chance to learn how to navigate systems.
While very little is known on the effects of immersive VR on adults, there is next to no knowledge on the impact of such systems on the sensorimotor abilities of young children.
Expert Q&A: Do breakthrough cases mean we will soon need COVID boosters? The extremely contagious Delta variant continues to spread, prompting mask mandates, proof of vaccination, and other measures. Media invited to ask the experts about these and related topics.
Advances in artificial intelligence, specifically reinforcement learning, are proving beneficial to accelerating the pace of data-intensive challenges. The methods used by researchers with RL are techniques often used in video games, and by applying gamification to scientific processes, RL agents can learn as they are used in experiments, in effect, leveling up their rates of discovery as they work. Researchers are using trained RL agents at NSLS-II to accelerate the analysis of data-heavy measurements.
During the COVID-19 pandemic, Johns Hopkins Medicine Media Relations is focused on disseminating current, accurate and useful information to the public via the media. As part of that effort, we are distributing our “COVID-19 Tip Sheet: Story Ideas from Johns Hopkins” every other Wednesday.
Prior studies have investigated alternative approaches to pain reduction in burn injury patients that focus on distraction, such as music, hypnosis, toys, and virtual reality (VR). In a study published today in JAMA Network Open, Henry Xiang, MD, MPH, PhD, MBA, and his research team reported the use of smartphone-based VR games during dressing changes in pediatric patients with burn injuries.
Popular video games have the potential to provide low-cost, easy access, effective and stigma-free support for some mental health issues, researchers at Lero, the Science Foundation Ireland Research Centre for Software, have found.
New technologies allow users to do things like race their real bikes against other real people in a virtual world, and a new study outlines what motivates people to use these online platforms. The findings offer insights for future iterations of these technologies – and how to market them.
Irvine, Calif., May 28, 2021 — The University of California, Irvine’s esports program has announced a partnership with Oakley, a leader in sport performance and optical innovation. During the yearlong partnership, Oakley will provide UCI esports student athletes with eyewear equipped with Prizm™ Gaming Lens Technology.
Middle-school aged children who use the internet, social media or video games recreationally for more than an hour each day during the school week have significantly lower grades and test scores, according to a study from the Center for Gambling Studies at Rutgers University-New Brunswick.
Harrisburg University of Science and Technology pleased to announce a new journal for Esports, the Annals of Esports Research (AER). AER is the first North American Esports journal and is an international, peer-reviewed journal dedicated to expanding the scientific basis and qualitative and quantitative knowledge of Esports by publishing quality articles concerning the field.
Video games offer students obvious respite from the stresses of studies and, now, a study from a University of Ottawa medical student has found they could benefit surgical skills training.
Virtual ‘exergaming’ has become a popular way to exercise - especially among younger people - since the release of virtual reality (VR) fitness games on consoles such as Nintendo and Playstation.
But while VR is undoubtedly raising fitness games to a whole new level, researchers at the University of South Australia are cautioning players about the potential side effects of VR, particularly in the first hour after playing.
HU is the 2019-2020 Collegiate National Overwatch Champions as well as the 2019 & 2020 Best College Esports Program (Tempest Awards). Now HU has launched an esports research center.
Cornell College’s esports team is currently ranked in the top five teams in the Midwest after only dropping one game in the CSL League of Legends preseason, and now it’s gearing up for the spring competition season.