Introduction
Graphic design is the art of communication, stylizing, and problem-solving through the use of type, space and image. Graphic designers use various methods to create and combine words, symbols, and images to create a visual representation of ideas and messages. This topic is so important for me so close and sensitive since I was a video game addict and it lasts 6 years until I finally realized that I am destroying myself so i wanted the people who are in love with such games to know how much gaming is dangerous Computer and video games have come a long way since Space Invaders and Pac Man. Video games are becoming increasingly complex, detailed, and compelling to a growing international audience of players. Today's games are much more interesting, and the technology has advanced to the point where a player can become immersed in a multimedia-enabled 'virtual reality' or 'alternate world'. With better graphics, more realistic characters, and greater strategic challenges, it’s not surprising that some teens would rather play the latest video game than hang out with friends, play sports, or even watch television. Some games, especially online role playing games, can become a substitute for 'real life', and players can become immersed in the experience of living in an imaginary world. Some competitors report that they play games to forget family or personal problems. Similarly, people use drugs or alcohol to stop thinking about their problems. Although gaming addiction is not yet officially recognized as a diagnosable disorder by the American Medical Association, there is increasing evidence that people of all ages, especially teens and pre-teens, are facing very real, sometimes severe consequences associated with compulsive use of video and computer games .
Chapter One
Historical Background
Computer addiction can have a variety of negative effects on a person. The most immediate are social. The user withdraws from friends and family as he spends more and more time on the computer. Relationships begin to wither as the user stops attending social gatherings, skips meetings with friends and avoids family members to get more computer time. Even when they do interact with their friends, users may become irritable when away from the computer, causing further social harm.
The history of video games goes as far back as the early 1950s, when academics began designing simple games, simulations, and artificial intelligence programs as part of their computer science research. Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. As of 2014, there are eight generations of video game consoles. Video Game Addiction is an excessive or compulsive use of computer games or video games, which interferes with a person's everyday life. Video game addiction may present as compulsive game-playing; social isolation; mood swings; diminished imagination; and hyper-focus on in-game achievements, to the exclusion of other events in life. In May 2013, video game addiction was added to the Diagnostic and Statistical Manual of Mental Disorders in the Conditions for Further Study section as "Internet Gaming Disorder", and in January 2014 a diagnosis of internet gaming disorder was included. Online game addiction has a negative image and is becoming a public concern.
Game Evolution
The topic of how video games have evolved over the years is massive. There have been millions of games created in the 50 years since creation of 1962’s Spacewar!, the first true video game. So the best way to approach this topic briefly is to select a genre and survey the main trends. This essay will focus on games in the adventure/roleplaying genre in which players take the role of one or more heroes on a quest of some sort.
The earliest adventure video games were, in a sense, not video at all. Instead they used text to create worlds for the player to explore. The first of these was Adventure, designed by Will Crowther and enhanced by Don Woods. The player read text descriptions of a cave and typed in simple noun-verb commands (“go north” “take lantern”, etc.) to navigate through the cave and interact with its denizens. Text-based games worked around the limited RAM (random-access memory) in early computers by focusing on story and setting at the expense of graphics.
A major evolution in the adventure genre (or step back, as text-game purists might claim) was the translation of the text-adventure to a visual format. In 1980 the Atari 2600 released its own Adventure.Adventure included the exploration, loot gathering, and simple monster fighting of the early text adventures. Given the limitations on computer processing power, however, the main character had to be represented as a colored square. Objects and monsters, swords and dragons, were all represented by crude pixelated graphics. Still, the use of a joystick and a visual environment gave players the ability to explore more widely and in real time rather than in the turn-based format of text adventures.
With the advent of computers and consoles that could render video, adventure games, and all other video games, began to develop in similar ways. First, they took advantage of gaming hardware’s increasing capabilities. The Atari 2600 had no hard drive to store programs, virtually no RAM, and ROM (read-only memory) game cartridges with only two to four kilobytes of memory. Graphics could only be displayed at a resolution of approximately 160 by 228 pixels in 128 colors. Modern PCs have hard drives measuring in gigabytes, onboard RAM averaging four gigabytes (one gigabyte is approximately a trillion kilobytes). Perhaps more important, modern gaming PCs have dedicated chips for rendering video, allowing for graphics verging on photorealism.
Second, controllers gradually developed into the modern forms. The classic Atari joystick had a directional control and a single button. The NES (Nintendo Entertainment System) controller had a four-way directional pad and two buttons: more inputs meant potentially more actions one could take in a game. Current consoles such as the Xbox 360 and Playstation 3 have controllers with a directional pad, one or more thumb-sized joysticks, and a series of triggers and buttons that can be combined to create a large number of different player inputs. In the PC gaming realm, the development of the mouse and keyboard combination allowed for an even greater number of player inputs.
One of the better-known games to focus on moral elements was Bioware’s Star Wars-based roleplaying game (or RPG, a hybrid of adventure and combat games)Knights of the Old Republic. In this game players could choose to follow the “light” or “dark” side by making choices that helped or hurt in-game characters. In contrast, Bethesda’s popular Elder Scrolls RPG series, the most recent of which is Skyrim, focused on consequences to actions rather than an overarching morality system. The game’s designers created a sandbox-like environment where players could even avoid the main story altogether and focus instead on exploring the simulated world.
However, video game history has not been a straight line towards larger, more complicated, more graphics-heavy games. Text-based adventure games have not disappeared. For instance, the company Infocom developed and released text-based adventures throughout the 1980s. They actively compared their games to the crude graphics available on consoles and computers at the time: “We draw our graphics from the limitless imagery of your imagination—a technology so powerful that it makes any picture that’s ever come out of a screen look like graffiti in comparison.” When commercial sales of text-based adventures trailed off in the 1990s, fans of the format began developing text-based games themselves and distributing them for free.
Timeline
1940 Edward U. Condon designs a computer for the Westinghouse display at the World’s Fair that plays the traditional game Nim in which players try to avoid picking up the last match. Tens of thousands of people play it, and the computer wins at least 90% of the games.
1947 Thomas T. Goldsmith Jr. and Estle Ray Mann file a patent for a "cathode ray tube amusement device." Their game, which uses a cathode ray tube hooked to an oscilloscope display, challenges players to fire a gun at a target.
1950Claude Shannon lays out the basic guidelines for programming a chess-playing computer in an article, "Programming a Computer for Playing Chess." That same year both he and Englishman Alan Turing create chess programs.
1952 A. S. Douglass creates OXO (a game known as noughts and crosses in the United Kingdom and tic-tac-toe in the United States) on Cambridge's EDSAC computer as part of his research on human-computer interactions.
1954 Programmers at New Mexico's Los Alamos laboratories, the birthplace of the atomic bomb, develop the first blackjack program on an IBM-701 computer.
1956 Arthur Samuel demonstrates his computer checkers program, written on an IBM-701, on national television. Six years later the program defeats a checkers master.
1963Everyone is a programmer. That's the creed of Dartmouth's John Kemeny who creates the computer time-share system and BASIC programming language at Dartmouth. Both make it easy for students to write computer games. Soon, countless games are being created.
1973 Nolan Bushnell and Al Alcorn of Atari develop an arcade table tennis game. When they test it in Andy Capps Tavern in Sunnyvale, California, it stops working. Why? Because people played it so much it jammed with quarters. Pong, an arcade legend, is born.
1977 Atari releases the Video Computer System, more commonly known as Atari 2600. Featuring a joystick, interchangeable cartridges, games in color, and switches for selecting games and setting difficulty levels, it makes millions of Americans home video game players.
1981 Video game fans go ape over Nintendo's Donkey Kong, featuring a character that would become world-famous: Jumpman. Never heard of him? That's because he's better known as Mario—the name he took when his creator, Shigeru Miyamoto, makes him the star of a later game by Nintendo.
1994 Blizzard releases Warcraft: Orcs and Humans, a real-time strategy game that introduces millions of players to the legendary world of Azeroth.
1995 Sony releases PlayStation in the United States, selling for $100 less than Sega Saturn. The lower price point, along with the arrival of Nintendo 64 in 1996, weakens Sega's home console business. When Sony PlayStation 2 debuts in 2000, it becomes the dominant home console and Sega exits the home console business.
2001 Microsoft enters the video game market with Xbox and hit games like Halo: Combat Evolved. Four years later, Xbox 360 gains millions of fans with its advanced graphics and seamless online play.
2005 Microsoft's Xbox 360 brings high-definition realism to the game market, as well as even better multiplayer competitions on Xbox Live and popular titles such as Alan Wake.
2008 More than 10 million worldwide subscribers make World of Warcraft the most popular massively multiplayer online (MMO) game. MMOs create entire virtual universes for players and redefine how we play, learn, and relate to each other.
2011 Elder Scrolls V: Skyrim showcases the beauty, majesty, and massiveness of video games as players explore a seemingly endless, beautifully rendered fantasy world.
Similar Projects
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Reasons for Addiction
Most adolescents like to spend at least part of their free time playing video games. But for some, what starts out as innocent recreation can become an addiction. Soon, friends, family, school, and even personal hygiene are neglected as nearly every spare moment is spent playing the game.
As with any addiction, video game or "gaming" addiction is usually a multi-faceted issue. For starters, video games are designedto be addictive. Not "addictive" in the clinical sense of the word, but game designers are always looking for ways to make their games more interesting and increase the amount of time people will spend playing them. There are Web sites devoted to gaming design where gamers try to answer the question, "What makes a video game addictive?" They want you - once you log in or pick up that controller - to never want to stop playing.
Consequently, games are designed to be just difficult enough to be truly challenging, while allowing players to achieve small accomplishments that compel them to keep playing. In that respect, the design of video games is similar to the design of gambling casinos, which will allow players to have small "wins" that keep them playing. There are several "hooks" that are built into games with the intent of making them "addictive":
The High Score
Whether you've tried out the latest edition of Grand Theft Auto or haven't played a video game since PacMan, the high score is one of the most easily recognizable hooks. Trying to beat the high score (even if the player is trying to beat his own score) can keep a player playing for hours.
Beating the Game
This "hook" isn't used in online role-playing games, but is found in nearly every gaming system. The desire to beat the game is fed as a player "levels up," or finds the next hidden clue.
Role-Playing
Role-playing games allow players to do more than just play - they get to actually create the characters in the game and embark on an adventure that's somewhat unique to that character. Consequently, there's an emotional attachment to the character, and the story makes it much harder to stop playing.
Discovery
The exploration or discovery tactic is most often used in role-playing games. One of the most popular online games currently is World of Warcraft, and a good portion of the game is spent exploring imaginary worlds. This thrill of discovery (even of places that don't really exist) can be extremely compelling.
Relationships
Again, this is primarily an online "hook." Online role-playing games allow people to build relationships with other players. For some kids, this online community becomes the place where they're most accepted, which draws them back again and again.
Massive Multiplayer Online Role-Playing Games (MMORPGs) can be especially addictive because there's no ending. Unlike standard games like Super Mario Brothers, where you win when you save the princess, you can't rescue the princess in an MMORPG.
Another consideration is that some people are more prone to addiction of any kind than others, gaming or otherwise. Kids who are easily bored, have poor relationships with family members, feel like outcasts at school, or tend toward sensation-seeking are more easily drawn into video game addiction because it fills a void and satisfies needs that aren't met elsewhere.
In addition to the psychological addiction, it's now believed that there may be a physiological element to addictive game playing. Researchers at Hammersmith Hospital in London conducted a study in 2005 which found that dopamine levels in players' brains doubled while they were playing. Dopamine is a mood-regulating hormone associated with feelings of pleasure. The findings of this study indicate that gaming could actually be chemically addictive.
Though the debate rages on as to whether gaming addiction is a diagnosable disorder, the behavior undeniably exists. The combination of intentional programming by designers and the predisposition some teens have to addictive behavior means this is a real issue that parents, teachers, and friends should be aware of and take action to prevent.
Chapter Two
Problem Analysis
Physical problems: Physical consequences of gaming addiction include carpal tunnel, migraines, sleep disturbances, backaches, eating irregularities, and poor personal hygiene.
Carpal Tunnel Syndrome
Carpal tunnel syndrome has long been associated with computer use, so it's no surprise that it's a physical symptom of gaming addiction. Carpal tunnel syndrome is caused when the main nerve between the forearm and hand is squeezed or pressed. This occurs when the carpal tunnel - the area of the wrist that houses the main nerve and tendons - becomes irritated or swollen. Overuse of a computer mouse can cause such irritation and swelling, as can excessive use of a video game controller.
Migraines
Migraine headaches typically start in one spot and slowly spread, getting more painful as they progress. In severe cases, the pain can be so extreme that it causes the sufferer to vomit. Light and noise can cause excruciating pain. Someone who plays video games for extended periods of time is more prone to migraines because of the intense concentration required and the strain put on the eyes.
Sleep Disturbances
The term "sleep disturbances" covers several sleep-related disorders, including insomnia, narcolepsy, sleep apnea, nocturnal myoclonus (periodic leg or arms jerks during sleep), and parasomnia (i.e., night terrors, sleepwalking or talking, and nightmares). Sleep disturbances are caused, in part, by overstimulation of the brain. However, some people can't get a good night's sleep simply because they think obsessively about the game they're playing.
Backaches
Backaches are a common physical symptom of gaming addiction because most gamers stay seated in the same position for hours on end. The lack of movement causes stiffness and soreness, but could deteriorate into chronic back problems.
Eating Irregularities
Eating irregularities are caused by gaming addiction simply because most addicted gamers don't want to take the time to eat properly. Rather than eating healthy, balanced meals, they eat food that is quick and usually unhealthy. In extreme cases, the gamer may choose not to eat at all.
Poor Personal Hygiene
An addicted gamer is not going to take the time to properly care for himself. Showers, face-washing, and brushing hair and teeth all get put on the back burner. It simply becomes less of a priority, if it's a priority at all.
These physical consequences will occur in varying degrees from one gamer to another. Though the severity of physical consequences is often tied to the severity of the addiction, this is not always the case. A gamer that is already in poor physical condition will be more susceptible to these effects early on.
Sociological Problems: People who are addicted to gaming encounter situations like this all the time; situations in which they have to choose whether to interact with the real world or continue living in their virtual one. Sadly, the real world rarely wins.
Social consequences are a very real part of gaming addiction. Addicted gamers spend so much time playing that their personal relationships get neglected and sometimes disappear altogether. Among addicted gamers who are married, up to 50 percent report a strain in their marriage as a result of their addiction.
A quick search online for information about video game addiction yields multiple stories about detrimental, and potentially harmful, social decisions people have made because gaming takes priority above all else. One such story was about a man who installed an online gaming program onto his laptop so he could play at work, even though he knew that getting caught would mean getting fired.1Yet another told of a wife whose husband had begun playing "all the time” because he said it took his mind off his problems.2
It's not just neglect that costs addicted gamers their relationships. Some of them talk so much about their game of choice – to the exclusion of everything else – that people no longer want to be around them. They can't, or won't, engage in real world conversations or be a source of support or encouragement to friends and family. Because their friends talk about other things, they begin to feel left out, which in turn causes them to feel irritated or offended. It doesn't occur to them that they've chosen to be left out by devoting all their time to gaming.
Some of the physical consequences of video game addiction can lead to social consequences as well. For instance, an addicted gamer who loses sleep because he's playing so much simply doesn't have the energy to invest in relationships. Lack of sleep may also make him irritable and difficult to be around.
The lack of social interaction that results from obsessive gaming can have long-term social consequences. An addicted teenager won't develop effective social skills, which will hinder his ability to develop and maintain healthy relationships in college and beyond. Suddenly, he's 21 but has the social skills of a 15-year-old. He doesn't know how to make friends, talk to girls, or just "hang out” and enjoy people's company. The social awkwardness created by the isolationism of gaming addiction, unfortunately, feeds the addiction. The gaming addict will likely retreat back to his online world where relationships are easier and already waiting for him.
Gaming addiction is serious. Though there still is much debate about whether it is a diagnosable disorder, there is clearly a segment of our society for whom gaming is more than just a casual pastime. These people need friends and family members who care enough to intervene and try to help them break the addictive cycle.
Psychological Problems : One of the primary concerns with violence in video games is that gaming is not passive. In order to play and win, the player has to be the aggressor. Rather than watching violence, as he might do on television, he's committing the violent acts. Most researchers acknowledge that this kind of active participation affects a person's thought patterns, at least in the short term.
Another factor that concerns both researchers and parents is that violence in video games is often rewarded rather than punished. In army and sniper games, players "level up" based in part on how many people they kill. If played frequently enough, games like this can skew a young person's perception of violence and its consequences.
In 2002, researchers Anderson and Bushman developed the General Aggression Model (GAM). Often considered one of the greatest contributions to the study of violence and video games, the GAM helps explain the complex relationship between violent video games and aggressive gamers. The GAM takes some (though not all) of the heat off video games by acknowledging that a gamer's personality plays into how he is affected by violence. Anderson and Bushman refer to three internal facets - thoughts, feelings, and physiological responses - that determine how a person interprets aggressive behavior. Some people's responses are naturally more hostile, making them predisposed to respond more aggressively to violent video games.
Short-term effects were easily identified in the GAM; the most prominent being that violent games change the way gamers interpret and respond to aggressive acts. Even those who aren't predisposed to aggression respond with increased hostility after playing a violent video game. The game becomes what's called a "situational variable" which changes the perception of and reaction to aggressive behavior.
Long-term effects of violent video games are still uncertain and are fiercely debated. No long-term studies have been conducted to date, so there are only hypotheses. Anderson and Bushman theorized that excessive exposure to violent video games causes the formation of aggressive beliefs and attitudes, while also desensitizing gamers to violent behaviors.
Though long-term effects haven't been clinically documented, one need only look at the way video game violence has progressively increased over the past two decades to get a sense of potential long-term effects. Parents would be wise to monitor the amount of time their kids spend gaming and watch closely for any negative effects.
Addiction Signs
The problem of video game addiction isn’t as simple as playing too much or really enjoying video games. Addicted gamers played video games twice as much as casual gamers (24 hours a week), are more than twice as likely to have ADD/ADHD, get into more physical fights, and have health problems caused by long hours of game play (e.g, hand and wrist pain, poor hygiene, irregular eating habits). Many need treatment to improve their academic performance and return to normal functioning.
"It's not that the games are bad," said Gentile. "It's not that the games are addictive. It's that some kids use them in a way that is out of balance and harms various other areas of their lives."
It is estimated that 88 percent of young people in the U.S. play video games, indicating that up to three million could be showing signs of addiction. The gamers in the study showed addiction-like symptoms ranging from lying to family and friends about how much they play games and using the games to escape their problems to becoming restless or irritable when they stop playing. For some, video game play affected their academic performance and commitment to spending time with family and friends.
Other symptoms of video game addiction include spending more time and money on video games to feel the same “high,” skipping out on responsibilities like household chores or homework to play games, excessive thinking about game play, trying to play less and failing, and stealing games or money to play.
"While video games can be fun and entertaining, some kids are getting into trouble. I continue to hear from families who are concerned about their child's gaming habits. Not only do we need to focus on identifying the problem, but we need to find ways to help families prevent and treat it," said Dr. David Walsh, the president of the National Institute on Media and the Family.
Finding Help for Video Game Addiction
Dubbed by some experts as a “wake-up call” for parents, this research will likely spark greater awareness of the problem of video game addiction. But what is a concerned parent to do? Ban video games from the home? Seek professional help?
The American Academy of Pediatrics currently recommends that children should limit “screen time” (time spent playing video games, using the computer, or watching television and movies) to one or two hours a day of “quality programming.” If your child is playing significantly more than this, or if video or computer games are negatively affecting his school or personal life, professional help may be in order.
Although the U.S. is lagging behind countries like South Korea, which boasts more than 100 clinics to treat video game addiction, there are a growing number of treatment options available to American youth. Video games feed the brain’s reward centers in a similar way that drugs or alcohol produce an appealing “high.” As such, treatment for video game addiction often centers on the same principles as treatment for drug or alcohol addiction.
Video game addiction is often a symptom of an underlying emotional or psychological issue such as depression or anxiety, and sometimes goes hand in hand with defiance, ADHD, and other conditions. In these cases, the child needs a treatment program that will address both video game addiction and any co-occurring emotional or behavioral issues.
Wilderness therapy programs and therapeutic boarding schools have proven effective in helping teens with video game addiction find joy and excitement in healthier ways. With guidance from therapists and teachers, teens work to achieve balance in their lives, finding academic success, emotional fulfillment, and plenty of opportunities for friends and healthy fun.
CHAPTER THREE
The PRODUCT
The product of the application is a bracelet, the bracelet is made of rubber and of several colors the player can chose that's how they will always notice it. The bracelet has sensors , these sensors count the pulse of the human being and it keeps him updated always on what is happening with his blood pressure and his heartbeats whenever his blood pressure has an unstable level this means he should do movement to regular it and when his heart beat drops down so this means that he is doing nothing at all so he should do exercise to move his body maybe outside the doors in the garden or even inside the house. The player can put the bracelet on the charge mode, the charge mode is made to charge energy in your spare time and it let you play how much long you charged it's kind of exciting and beneficial at the same.
Blood pressure can change from minute to minute, so continuous monitoring offers a much broader picture of cardiovascular health. The new monitor, which loops around the wrist and the index finger, is just as accurate as traditional cuff devices but much less cumbersome, allowing it to be worn for hours or days at a time.(mitnews.com)
"The human body is so complex, but the cuff gives only snapshot data," says Harry Asada, an MIT mechanical engineer who led the development of the new monitor. "If you get signals all of the time you can see the trends and capture the physical condition quite well."
Such devices could be used to keep tabs on hypertension as well as sleep apnea, which causes sufferers to stop breathing many times throughout the night. Eventually, doctors may be able to use data gathered from continuous monitoring to predict when a heart attack may occur, says Asada, the Ford Professor of Engineering and director of MIT's d'Arbeloff Laboratory for Information Systems and Technology.
AND is packed and preserved in its whole package where the bracelet is placed in the big circle and the menu or pamphlet is written on the side of the package
CHAPTER FOUR
THE GAME
The game has levels each level the player learns something or gets a hint to his final level where he should kill the evil witch when finishing, he must buy the other version of the game. in this process we are not preventing the player or the addicted person from playing at all but to play he must consume energy or calories to be accurate or at least to make an action that action makes him move his body and not sitting on his ass all day/night long and doing nothing except clicking the button .
what I am going to do is drawing the backgrounds , the hero ,the sub heroes and then purify them on Photoshop then enter them into flash and make the game started hope I can do all this work alone and get an excellent grade.....
The characters had finished and so do the backgrounds and started animating the I want to finish before the jury starts judging.
Thankfulness: I would like to thank all the Dr who helped me especially Dr Marie Matta who was a huge support for me and my project.
CONCLUSION
The paper has discussed the issue of games addiction that many players may be suffering from. Such a phenomenon has recently been bubbling up to the surface and becoming the concern of not only parents but also the society. The paper presented the symptoms that may appear on people who may be addicted to games or are becoming ones, as well as the possible injuries. The paper then drives the readers towards discussing possible solutions to avoid such a problem. It then focuses on one of these possible solutions by presenting the available tools and devices that could be used within the solution category. After discussing the drawback of them, it proposes one that is believed to have overcome most of these drawbacks, except one. The proposal of this paper suffers from the same problem that most of the other pieces of gaming exercise equipment have suffered: its size. With the advent of more family friendly consoles, like the 360, that problem would grow. However, self or parental control would then be necessary to offer such a proposal as a way to allow players to play without imposing any time control, yet with the confidence that such a setup will lead to no addiction.
RESOURCES
[1] http://www.video-game-addiction.org/
[2] http://listverse.com/2010/11/07/top-10-cases-of-extreme-game-addiction/
[3] “999? My son won't go to bed: Police reveal the ridiculous calls people make to emergency number” MailOnline Newsletter, Wednesday, Dec 26 2012
[4] Mandala Gesture Xtreme (GX) System [Hardware] (1996) Vivid Group Toronto, Canada
[5] Intel® Play™ Me2Cam* Virtual Game System [Software] (2001) Intel, St Clara, CA, USA
[6] Eyetoy [Hardware] (2005) Sony Corporation In: Eyetoy. Available at www.eyetoy.com, Accessed 20 Sep 2008
[7] Nintendo Wii [Hardware] (2007) Nintendo In: Nintendo. Available at www.nintendo.co.uk/NOE/en_GB/systems/about_wii_1069.html. Accessed 20 Sep 2008
[8] D'Hooge H, Goldsmith M (2001) Game Design Principles for the Intel® Play™ Me2Cam* Virtual Game System. Intel Technology Journal 2001/4. pp. 1-9.
[9] Warren J (2003) Unencumbered Full Body Interaction in Video Games. In: Parsons School of Design. Available at http://a.parsons.edu/~jonah/jonah_thesis.pdf. Accessed 2 Nov 2009
[10] Loke L, Larssen AT, Robertson T, Edwards J (2007) Understanding movement for interaction design: frameworks and approaches. Pers Ubiquit Comput, 11/8. pp 691-701. doi:10.1007/s00779-006-0132-1
[11] QuiQui's Giant Bounce [Software] (2003). Höysniemi J, Hämäläinen P In: University of Tampere. Available at www.cs.uta.fi/kukakumma. Accessed 2 Nov 2009