14,908 research outputs found

    Integrating the Nintendo Wii into Therapy: Resources for Occupational Therapy Practitioners

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    Therapists have the challenge of identifying a variety of interesting, meaningful, and purposeful intervention activities for individuals needing rehabilitation services (Weiss, Rand, Katz, & Kizony, 2004). The purpose of this project was to develop educational resources for occupational therapists on the integration of the Nintendo Wii as an intervention. An extensive literature review was conducted using PubMed, SCOPUS, CINAHL, professional journals, and news articles to investigate the health related effects of utilizing virtual reality and video games in the rehabilitation process. Currently, there is minimal research identifying the benefits of video games in occupational therapy practice and no protocols were found to assist occupational therapists with implementing the Nintendo Wii into occupational therapy practice. Resources were developed to educate occupational therapy practitioners on integrating the Nintendo Wii as an occupational therapy intervention. Resources include an educational in-service, a system set-up guide, instructions for creating a Mii character, an activity analysis of the Nintendo Wii Sports games, suggested intervention chart for select performance skills, and case scenario application activities. The educational inservice provides information on the role of virtual reality in rehabilitation, benefits and precautions/contraindications of virtual reality, identification of Nintendo Wii equipment, and system set-up instructions. The Adult Learning Theory and the Model of Human Occupation were utilized in the development of the product. This educational in-service provides occupational therapists with information on the integration of the Nintendo Wii. It provides foundational knowledge allowing therapists to adapt and modify the use of the Nintendo Wii to facilitate occupational performance and client-centered practice. The authors of this scholarly project recommend that the Nintendo Wii be used as an adjunct to occupation-based intervention. It is also recommended that more research be conducted regarding the use of video games, specifically the Nintendo Wii, in occupational therapy to determine the efficacy of this type of approach

    Activity-promoting gaming systems in exercise and rehabilitation

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    Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation

    NBC Peacock North Fall 2014

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    Highlights include: Marilyn\u27s Page -- NBC Sports Reunion -- WNBC-TV Courtroom Sketch Artist Exhibition -- Don Blair Recalls NASA Recovery Mission -- Silent Microphoneshttps://digitalcommons.sacredheart.edu/media-nbcpeacock/1019/thumbnail.jp

    Was Anyone Out There Watching Last Night? : The Creation and Early History of New England Sport Network, 1980-1989

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    In the United States, regional sports networks broadcast games of home teams to audiences in specific communities, or geographical areas. Ownership of regional sports network by sports teams presents a unique type of vertical integration. Regional sports networks use distinctive programming to connect to local sports culture. This dissertation explores the historical significance of New England Sports Network (NESN), a team created, owned and operated regional sports network, which broadcasts Boston Red Sox baseball games and Boston Bruins hockey games throughout the New England region. Using elements of cultural studies, specifically political economy and textual analysis, this dissertation examines the impact of the ownership structure of NESN on NESN programming and how NESN uses programming to connect to local sports culture. This dissertation employs the theoretical frameworks of the sports/media complex and the base and superstructure model to support the argument that regional sports networks function not only on an economic level, but on a political economic and cultural level as well. Historically, NESN is the first successful team created, owned and operated regional sports network. NESN\u27s creation established a new form of sports media ownership where sports team owners could essentially form private media corporations to increase earnings and extend operations across industries. NESN utilizes specific visual and aural techniques to differentiate NESN programming from other national and regional sports broadcasters. NESN also uses the same techniques to connect to local sports culture and to the everyday lives of sports consumers. The televised sports text offers NESN a space where the network can function on both a political economic and cultural level. Additionally, NESN presents a real world example of how the sports/media complex has become a more intricate theoretical framework

    v. 72, issue 4, October 1, 2004 [publication says v. 74]

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    Loss Aversion, Upset Preference, and Sports Television Viewing Audience Size

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    A growing body of research examines the effect of loss aversion (LA) on consumers’ decisions to watch or attend sporting events. Much of this research focuses on live game attendance. In contrast to the predictions of uncertainty of outcome hypothesis (UOH), loss-averse consumers prefer watching either potential upsets, or dominant performances by strong favorites, to events with uncertain outcomes. We test for LA vs. UOH effects in television viewing audience data for free over-the-air broadcasts of 304 Spanish football matches from 2008/09 to 2015/16. This setting generates substantial variation home team win probabilities because of the presence of Real Madrid CF and FC Barcelona. The results support the importance of LA/upset preferences: audience size for matches when home teams are large underdogs and when heavily favored are larger than for matches with uncertain outcomes, even when controlling for observable and unobservable factors affecting the number of viewers

    Enhancing fan experience during live sports broadcasts through second screen applications

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    When sports fans attend live sports events, they usually engage in social experiences with friends, family members and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the athletes and other fans as they would if they were watching it live, together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present a set of second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of future second screen applications for live broadcasted events

    Spartan Daily, April 6, 1994

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    Volume 102, Issue 42https://scholarworks.sjsu.edu/spartandaily/8542/thumbnail.jp

    New Media and the Quality of Life

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    We are currently in the middle of a revolution. This revolution, sometimes called the digital revolution, is the revolutionary transformation brought about in the information and communication structure of society by the advent of the digital computer, with most of the major transformations having taken place in the past thirty years. Digital computing technology has generated the mainframe and personal computer, the multimedia computer, and computer networks. It has also transformed the telephone system and the monetary system, it is transforming all kinds of conventional products ranging from washing machines to automobiles, and it is on its way to change television as well. More than ever, contemporary society is an Information Society, in which the importance of information and communication is much greater than in past societies, and of which technologies that facilitate information and communication processes are a central societal feature. In this paper, I want to evaluate the implications of contemporary information and communication media for the quality of life, including both the new media from the digital revolution and the older media that still remain in use. My evaluation of contemporary media will proceed in three parts. In the section to follow, the benefits of contemporary media will be discussed, with special emphasis given to their immediate functional benefits. The section thereafter is devoted to a discussion of four potential threats posed by contemporary media. In a final major section, I look at the future of digital media and the possibilities available to us in shaping that future. A short concluding section ends the paper

    Spartan Daily April 23, 2013

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    Volume 140, Issue 42https://scholarworks.sjsu.edu/spartandaily/1409/thumbnail.jp
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