A form of interactive entertainment in which the player controls electronically generated images that appear on a video display screen. This includes video games played in the home on special machines or home computers, and those played in arcades.
Sequential operating programs and data which instruct the functioning of a digital computer.
Theoretical construct used in applied mathematics to analyze certain situations in which there is an interplay between parties that may have similar, opposed, or mixed interests. In a typical game, decision-making "players," who each have their own goals, try to gain advantage over the other parties by anticipating each other's decisions; the game is finally resolved as a consequence of the players' decisions.
Games designed to provide information on hypotheses, policies, procedures, or strategies.
The transmission and reproduction of transient images of fixed or moving objects. An electronic system of transmitting such images together with sound over a wire or through space by apparatus that converts light and sound into electrical waves and reconverts them into visible light rays and audible sound. (From Webster, 3rd ed)
The use of technology-based interventions to improve functional capacities rather than to treat disease.
Spontaneous or voluntary recreational activities pursued for enjoyment and accessories or equipment used in the activities; includes games, toys, etc.
A game in which a round inflated ball is advanced by kicking or propelling with any part of the body except the hands or arms. The object of the game is to place the ball in opposite goals.
A competitive team sport played on a rectangular field. This is the American or Canadian version of the game and also includes the form known as rugby. It does not include non-North American football (= SOCCER).
The adopting or performing the role of another significant individual in order to gain insight into the behavior of that person.
Factors associated with the definitive onset of a disease, illness, accident, behavioral response, or course of action. Usually one factor is more important or more obviously recognizable than others, if several are involved, and one may often be regarded as "necessary". Examples include exposure to specific disease; amount or level of an infectious organism, drug, or noxious agent, etc.
Usual level of physical activity that is less than 30 minutes of moderate-intensity activity on most days of the week.
Recording of visual and sometimes sound signals on magnetic tape.
A game played by two or four players with rackets and an elastic ball on a level court divided by a low net.
The ability to acquire general or special types of knowledge or skill.
The observable, measurable, and often pathological activity of an organism that portrays its inability to overcome a habit resulting in an insatiable craving for a substance or for performing certain acts. The addictive behavior includes the emotional and physical overdependence on the object of habit in increasing amount or frequency.
Behavior which may be manifested by destructive and attacking action which is verbal or physical, by covert attitudes of hostility or by obstructionism.
Microscopy in which television cameras are used to brighten magnified images that are otherwise too dark to be seen with the naked eye. It is used frequently in TELEPATHOLOGY.
Portable electronics device for storing and playing audio and or media files. MP3 for MPEG-1 audio layer 3, is a digital coding format.
A subspecialty of internal medicine concerned with the metabolism, physiology, and disorders of the ENDOCRINE SYSTEM.
Foods eaten between MEALTIMES.
The World Health Organization's classification categories of health and health-related domains. The International Classification of Functioning, Disability and Health (ICF) consists of two lists: a list of body functions and structure, and a list of domains of activity and participation. The ICF also includes a list of environmental factors.
A competitive team sport played on a rectangular court having a raised basket at each end.
Individual or group aggressive behavior which is socially non-acceptable, turbulent, and often destructive. It is precipitated by frustrations, hostility, prejudices, etc.
A game in which two parties of players provided with curved or hooked sticks seek to drive a ball or puck through opposite goals. This applies to either ice hockey or field hockey.
Systematic identification, development, organization, or utilization of educational resources and the management of these processes. It is occasionally used also in a more limited sense to describe the use of equipment-oriented techniques or audiovisual aids in educational settings. (Thesaurus of ERIC Descriptors, December 1993, p132)