Video Games
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.
Game Theory
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, Experimental
Play and Playthings
Cooperative Behavior
Anniversaries and Special Events
Sports
Football
Soccer
Television
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)
Punishment
The application of an unpleasant stimulus or penalty for the purpose of eliminating or correcting undesirable behavior.
Social Behavior
Any behavior caused by or affecting another individual, usually of the same species.
Biomedical Enhancement
Biological Evolution
Athletic Injuries
Injuries incurred during participation in competitive or non-competitive sports.
Hockey
Role Playing
The adopting or performing the role of another significant individual in order to gain insight into the behavior of that person.
Basketball
Models, Theoretical
Models, Psychological
Theoretical representations that simulate psychological processes and/or social processes. These include the use of mathematical equations, computers, and other electronic equipment.
Rejection (Psychology)
Tennis
Choice Behavior
Decision Making
Aspirations (Psychology)
Economics, Behavioral
The combined discipline of psychology and economics that investigates what happens in markets in which some of the agents display human limitations and complications.
Electrical Equipment and Supplies
Gambling
Practice Valuation and Purchase
Aggression
Virtual Reality Exposure Therapy
Treatment technique in a virtual environment which allows the participant to experience a sense of presence in an immersive, computer-generated, three-dimensional, interactive environment that minimizes avoidance behavior and facilitates emotional involvement. (from Curr Psychiatry Rep (2010) 12:298)
Learning
Relatively permanent change in behavior that is the result of past experience or practice. The concept includes the acquisition of knowledge.
Population Dynamics
Sports Equipment
Equipment required for engaging in a sport (such as balls, bats, rackets, skis, skates, ropes, weights) and devices for the protection of athletes during their performance (such as masks, gloves, mouth pieces).
Epilepsy, Reflex
A subtype of epilepsy characterized by seizures that are consistently provoked by a certain specific stimulus. Auditory, visual, and somatosensory stimuli as well as the acts of writing, reading, eating, and decision making are examples of events or activities that may induce seizure activity in affected individuals. (From Neurol Clin 1994 Feb;12(1):57-8)
Behavior, Addictive
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.
Motivation
Athletes
Individuals who have developed skills, physical stamina and strength or participants in SPORTS or other physical activities.
User-Computer Interface
Group Processes
Crowdsourcing
Kinesiology, Applied
The study of muscles and the movement of the human body. In holistic medicine it is the balance of movement and the interaction of a person's energy systems. Applied kinesiology is the name given by its inventor, Dr. George Goodheart, to the system of applying muscle testing diagnostically and therapeutically to different aspects of health care. (Thorsons Introductory Guide to Kinesiology, 1992, p13)
Reward
Educational Technology
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)
Precipitating Factors
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.
Sedentary Lifestyle
Computer Simulation
Child, Gifted
Doping in Sports
Illegitimate use of substances for a desired effect in competitive sports. It includes humans and animals.
Child Behavior
Any observable response or action of a child from 24 months through 12 years of age. For neonates or children younger than 24 months, INFANT BEHAVIOR is available.
Assertiveness
Strongly insistent, self-assured, and demanding behavior.
Social Values
Stochastic Processes
Theory of Mind
The ability to attribute mental states (e.g., beliefs, desires, feelings, intentions, thoughts, etc.) to self and to others, allowing an individual to understand and infer behavior on the basis of the mental states. Difference or deficit in theory of mind is associated with ASPERGER SYNDROME; AUTISTIC DISORDER; and SCHIZOPHRENIA, etc.
Models, Biological
Psychomotor Performance
The coordination of a sensory or ideational (cognitive) process and a motor activity.
Animals, Wild
Computer-Assisted Instruction
Violence
Individual or group aggressive behavior which is socially non-acceptable, turbulent, and often destructive. It is precipitated by frustrations, hostility, prejudices, etc.