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210 results for “video game”

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zenodo48/100

Data for: What's in a game: Video game visual-spatial demand location exhibits a double dissociation with reading speed

<p>The aggregate data in these datasets were used in analyses for &quot;What&rsquo;s in a game: Video game visual-spatial demand location exhibits a double dissociation with reading speed&quot;.</p>

opencc-by-4.0Mar 2022View details →
zenodo48/100

Player Experience in Video Game Character Analysis: A Study of Female Characters

<h3><span>Overview</span></h3> <p><span>This dataset is part of the study titled "Player Experience in Video Game Character Analysis: A Study of Female Characters", conducted at </span>Map&uacute;a University. The research aims to integrate player experience into an existing framework for video game character analysis.&nbsp;</p> <h3><span>Content</span></h3> <p><span>The dataset includes:</span></p> <ul> <li><span>A partial transcript of 5 semi-structured interviews with the key informants. Originally, 8 interviews were conducted, but the audio/video recordings for 3 interviews were lost and thus their transcripts are not available.</span></li> <li><span>Significant codes presented in tabulated form.</span></li> </ul> <h3><span>Data Collection Method</span></h3> <p><span>Data were collected through in-depth interviews conducted via Facebook Messenger and Discord from March to April 2024. Participants were various video game players from different backgrounds and age groups, ranging from 20 to 40 years old. Due to technical issues, the recordings of 3 interviews were lost, resulting in only 5 available transcripts.&nbsp;</span></p> <h3><span>Data Processing and Analysis</span></h3> <p><span>The 5 available interviews were transcribed verbatim. Data were analyzed&nbsp;</span><span>using thematic analysis, involving initial coding, theme development, and refinement.</span></p> <h3><span>Usage data</span></h3> <p><span>The dataset is organized into several sections within a single Word document (.docx). This word document has headings for navigation and a definition of terms.</span></p> <h3><span>Limitations</span></h3> <p><span>The dataset only includes 5 out of 8 due to technical difficulties encountered after the recording of the interview. This may impact the comprehensiveness of the findings.</span></p> <h3><span>Contextual Reference</span></h3> <p><span>The manuscript associated with this dataset heavily references the works "<span>A Structural Model for Player-Characters as Semiotic Constructs." (DOI: https://doi.org/10.26503/TODIGRA.V2I2.37) and "Object, me, symbiote, other: A social typology of player-avatar relationships." (DOI:https://doi.org/10.5210/FM.V20I2.5433) which explore the foundational frameworks on video game character analysis.</span></span></p> <p><span>&nbsp;For any further information or clarifications, please contact wbdg2000@gmail.com</span></p>

opencc-by-4.0Jun 2024View details →
OpenNeuro44/100

EEG: Continuous gameplay of an 8-bit style video game

Open the record for dataset details and reuse information.

openCC0Jan 2021View details →
zenodo44/100

Data from: Grand Theft Empathy? Evidence for the absence of effects of violent video games on empathy for pain and emotional reactivity to violence

<p><strong>Abstract:</strong></p><p>Influential accounts claim that violent video games (VVG) decrease players' emotional empathy by desensitizing them to both virtual and real-life violence. However, scientific evidence for this claim is inconclusive and controversially debated. To assess the causal effect of VVGs on the behavioral and neural correlates of empathy and emotional reactivity to violence, we conducted a prospective experimental study using functional magnetic resonance imaging (fMRI). We recruited eighty-nine male participants without prior VVG experience. Over the course of two weeks, participants played either a highly violent video game, or a non-violent version of the same game. Before and after this period, participants completed an fMRI experiment with paradigms measuring their empathy for pain and emotional reactivity to violent images. Applying a Bayesian analysis approach throughout enabled us to find substantial evidence for the absence of an effect of VVGs on the behavioral and neural correlates of empathy. Moreover, participants in the VVG group were not desensitized to images of real-world violence. These results imply that short and controlled exposure to VVGs does not numb empathy nor the responses to real-world violence. We discuss the implications of our findings regarding the potential and limitations of experimental research on the causal effects of VVGs. While VVGs might not have a discernible effect on the investigated subpopulation within our carefully controlled experimental setting, our results cannot preclude that effects could be found in special vulnerable subpopulations, or in settings with higher ecological validity.<br>&nbsp;</p><p><strong>Dataset:</strong><br>This dataset contains the fMRI data collected for the study in the BIDS-format (https://bids.neuroimaging.io/)</p><ul><li>functional neuroimaging (*_bold.nii.gz) data of 89 human participants, collected during two tasks:<ul><li>Empathy-for-Pain paradigm (Session 1 &amp; 2)</li><li>Emotional Reactivity paradigm (Session 2)</li></ul></li><li>associated event files (*_events.tsv) containing event onsets, durations, and behavioral covariates</li><li>metadata</li></ul><p>FMRI bold timeseries are fully preprocessed, as described in the manuscript.</p><p>Additional data, such as behavioral data in a simpler format, can be accessed on https://osf.io/yx423/</p><p>&nbsp;</p>

opencc-by-4.0Oct 2023View details →
zenodo40/100

Interlinking dataset of the video game databases Mobygames and MediaArt Database

<p>The goal of the DFG (German Research Foundation) funded project diggr (Databased Infrastructure for Global Games Culture Research) is the integration of information from various heterogeneous, fragmentary online resources of the video game domain with the aim of creating robust research datasets.</p> <p>This dataset provides automatically generated links between the video game databases Mobygames (http://www.mobygames.com) and Media Art DB (https://mediaarts-db.bunka.go.jp/gm/) and additional metadata for each game entry.</p> <p>A full description of the dataset is provided in <em>Dataset Description.md.</em></p>

opencc-zeroJul 2019View details →
zenodo40/100

Long document similarity datasets, Wikipedia excerptions for movies, video games and wine collections

<p>Three&nbsp;corpora in different domains extracted from Wikipedia.</p> <p>For all datasets, the figures and tables have been filtered out, as well as the categories and &quot;see also&quot; sections.</p> <p>The article structure, and&nbsp;particularly the sub-titles and paragraphs are kept in these datasets</p> <p>&nbsp;</p> <p><strong>Wines</strong></p> <p>Wikipedia wines dataset consists of 1635 articles from the wine domain. The extracted dataset consists of a non-trivial mixture of articles, including different wine categories, brands, wineries, grape types, and more. The ground-truth recommendations were crafted by a human sommelier, which annotated 92 source articles with ~10 ground-truth recommendations for each sample. Examples for ground-truth expert-based recommendations are&nbsp;</p> <ul> <li>Dom P&eacute;rignon - Mo&euml;t &amp; Chandon</li> <li>Pinot Meunier - Chardonnay</li> </ul> <p><strong>Movies</strong></p> <p>The Wikipedia movies dataset consists of 100385 articles describing different movies. The movies&#39; articles may consist of text passages describing the plot, cast, production, reception, soundtrack, and more.<br> For this dataset, we have extracted a test set of ground truth annotations for 50 source articles using the &quot;<a href="https://bestsimilar.com/">BestSimilar</a>&quot;&nbsp;database. Each source articles is associated with a list of ${\scriptsize \sim}12$ most similar movies.<br> Examples for ground-truth expert-based recommendations are&nbsp;</p> <ul> <li>Schindler&#39;s List - The Pianist</li> <li>Lion King - The Jungle Book</li> </ul> <p><strong>Video games</strong></p> <p>The Wikipedia video games dataset consists of 21,935 articles reviewing video games from all genres and consoles. Each article may consist of a different combination of sections, including summary, gameplay, plot, production, etc. Examples for ground-truth expert-based recommendations are:</p> <ul> <li>Grand Theft Auto - Mafia</li> <li>Burnout Paradise - Forza Horizon 3</li> </ul>

opencc-by-4.0Jan 2021View details →
zenodo40/100

Video Games Sales

<p>This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of <a href="http://www.vgchartz.com/">vgchartz.com</a>.</p> <p>Fields include</p> <ul> <li> <p>Rank - Ranking of overall sales</p> </li> <li> <p>Name - The games name</p> </li> <li> <p>Platform - Platform of the games release (i.e. PC,PS4, etc.)</p> </li> <li> <p>Year - Year of the game&#39;s release</p> </li> <li> <p>Genre - Genre of the game</p> </li> <li> <p>Publisher - Publisher of the game</p> </li> <li> <p>NA_Sales - Sales in North America (in millions)</p> </li> <li> <p>EU_Sales - Sales in Europe (in millions)</p> </li> <li> <p>JP_Sales - Sales in Japan (in millions)</p> </li> <li> <p>Other_Sales - Sales in the rest of the world (in millions)</p> </li> <li> <p>Global_Sales - Total worldwide sales.</p> </li> </ul> <p>The script to scrape the data is available at <a href="https://github.com/GregorUT/vgchartzScrape">https://github.com/GregorUT/vgchartzScrape</a>.<br> It is based on BeautifulSoup using Python.<br> There are 16,598 records. 2 records were dropped due to incomplete information.</p>

opencc-by-4.0Jan 2022View details →
zenodo40/100

Wikipedia video games similarity dataset with expert annotations

<p>A video games NLP dataset extracted from Wikipedia.</p> <p>For all articles, the figures and tables have been filtered out, as well as the categories and &quot;see also&quot; sections.</p> <p>The article structure, and&nbsp;particularly the sub-titles and paragraphs are kept in these picese.</p> <p>Provided as well are 90 seeds with recommended articles, annotated by human experts.</p>

opencc-by-4.0Feb 2022View details →
zenodo40/100

Dataset: Roundhill Video Games ETF (NERD) Stock Performance

This dataset provides historical stock market performance data for specific companies. It enables users to analyze and understand the past trends and fluctuations in stock prices over time. This information can be utilized for various purposes such as investment analysis, financial research, and market trend forecasting.

opencc-zeroJun 2024View details →
zenodo40/100

Dataset: Global X Video Games & Esports ETF (HERO) Stock Performance

This dataset provides historical stock market performance data for specific companies. It enables users to analyze and understand the past trends and fluctuations in stock prices over time. This information can be utilized for various purposes such as investment analysis, financial research, and market trend forecasting.

opencc-zeroJun 2024View details →
zenodo40/100

Video Game Platform Mapping

<p>The diggr platform mapping provides a mapping, reference and grouping for platform strings of various video game databases. It is meant to ease mapping and matching of releases, local releases or games in general which are to be found in these databases.</p> <p>This is meant as a first step towards unification of platform identification.</p> <p>&nbsp;</p>

opencc-by-4.0Jun 2019View details →
zenodo40/100

Ressources - Video games as a tool for ecological learning : the case of Animal Crossing - COROLLER & FLINOIS - 2023

<p>The present repository includes :&nbsp;</p> <ol> <li>Survey answers - 200 people, anonymized. Quizz about animals and vegetals that are and are not present in the game ANIMAL CROSSING NEW HORIZONS. Personal questions (age,, gender, location). Self&nbsp; assesment of &quot;Naturalistic Fiber&quot;. At the end, question about the video game Animal CROSSING, and then free space</li> <li>Translated R code, based on the present dataset. Runs figures and&nbsp;tests used in our paper &quot;Video games as a tool for ecological learning : the case of &quot;Animal Crossing : New Horizons&quot; during Covid-19 quarantine&quot;</li> <li>The survey itself is available (in french unfortunately) at the following link :&nbsp;<a href="https://forms.gle/GgwULMcg8KnBqDt26">https://forms.gle/GgwULMcg8KnBqDt26</a>,<br> if the link is broken, please don&#39;t hesitate to contact me</li> <li>Nintendo Game Content guide at the following link :&nbsp;<a href="https://www.nintendo.co.jp/networkservice_guideline/en/index.html">https://www.nintendo.co.jp/networkservice_guideline/en/index.html</a></li> <li>Appendix (S1 : table of raw datas ; S2 : Normal and QQ plots)</li> <li>Approval of Ethical Research Committee of Universit&eacute; de Sherbrooke (Canada, QC)<br> &nbsp;</li> </ol> <blockquote> <p><em>&quot; [...]&nbsp;furthermore, after reviewing the application for review, no ethical issues were identified by the committee.The committee notes that:The data were collected from a population of individuals who do not a priori present the characteristics of a vulnerable population; The risks associated with participation in the research are minimal; The data collected are anonymous; Individuals have been informed that the data may be used for scientific purposes; However, we remind you that in the future, any research project, as defined in the policy, must be approved by the research ethics committee before proceeding with the collection of data. Therefore, please accept this letter in lieu of an ethics certificate from the&nbsp;</em><em>Research Ethics Board - Education and Social Sciences of the Universit&eacute; de Sherbrooke. This letter may be used when submitting for publication or presentation of the results of this study or for any results of this study or for any other request related to the ethical approval of this project. &quot;</em></p> <p><em>Mme Ariane Tessier<br> Coordonnatrice &agrave; l&#39;&eacute;thique de la recherche - Universit&eacute; de Sherbrooke, CA QC</em></p> </blockquote> <p>If you have any problem with the present ressources, or if you want to work and publish works containing these datas, please contact&nbsp;me at :&nbsp;<br> simoncoroller.biologie@gmail.com&nbsp; CC : Simon.Coroller@usherbrooke.ca</p> <p>I would gladly discuss with you !&nbsp;</p> <p>Best wishes.<br> <br> COROLLER &amp; FLINOIS</p> <p>&nbsp;</p>

opencc-by-4.0Jan 2023View details →
zenodo40/100

Dataset: Assessing Power in Punching Sounds from Mainstream Films and Video Games

<p>Dataset accompanying the article published at ICAD 2023:&nbsp;</p> <p>Assessing Power in Punching Sounds from Mainstream Films and Video Games</p> <p>This repository contains:&nbsp;</p> <ul> <li>28 sound stimuli (.wav)</li> <li>Dataset from the experiment as described in the paper (.RData)</li> <li>Dataset containing audio features as described in the paper (.RData)</li> <li>Analysis code in R (.pdf)</li> </ul> <p>&nbsp;</p>

opencc-by-4.0Jun 2023View details →
zenodo40/100

Video Tutorial for the FAIR Game

<p>A video tutorial about the FAIR Game</p>

opencc-by-4.0Sep 2022View details →
zenodo40/100

Dataset of UAI 2021 Paper "An Unsupervised Video Game Playstyle Metric via State Discretization"

<p>This is a part of dataset of the paper published in UAI 2021 (37th Conference on Uncertainty in Artificial Intelligence).</p> <p>Including training datasets, testing datasets, and HSD models of three game platforms used in the paper: TORCS, RGSK, and Atari.</p> <p>The example program for using this file will be put on the author&#39;s github repo branch: <a href="https://github.com/DSobscure/cgi_drl_platform/tree/playstyle_uai2021">https://github.com/DSobscure/cgi_drl_platform/tree/playstyle_uai2021</a></p>

opencc-by-4.0Jul 2023View details →
ClinicalTrials.gov40/100

EFFICACY: Hopewell Hospitalist: A Video Game Intervention to Increase Advance Care Planning by Hospitalists

ClinicalTrials.gov study NCT04557930. IPD Sharing: YES. Countries: 1. Publications: 3.

controlledIPD-YESFeb 2026View details →
ClinicalTrials.gov40/100

Exposure to Gun Violence in Video Games Increases Interest in Real Guns

ClinicalTrials.gov study NCT03259139. IPD Sharing: UNDECIDED. Countries: 1. Publications: 1.

restrictedIPD-UNDECIDEDFeb 2026View details →
zenodo36/100

Video Game Bad Smells: What they are and how Developers Perceive Them - Online dataset

<p>This artifact contains the online replication package of the manuscript &quot;Video Game&nbsp;Bad Smells: What they are and how Developers Perceive Them&quot;</p>

opencc-by-4.0Mar 2022View details →
zenodo36/100

Dam Break Videos and Outputs of the Paper "Increasing flood awareness through dam-break serious games"

<p>This is the repository of the Dam-Break output results of the dams simulated in the paper "Increasing flood awareness through dam-break serious games".</p> <p>&nbsp;</p> <p>This repository contains .csv of modeling results of the dams simulated in the paper. In addition, it contains videos showing the evolution of the simulated states (e.g., flood depths, velocities, and forces) for all dams.&nbsp;</p> <p>&nbsp;</p> <p>For the Brumadinho analysis, we show the cross-section data used to simulate the dam.</p> <p>&nbsp;</p> <p>If you have any questions, please reach em out in marcusnobrega.engcivil@gmail.com.</p>

opencc-by-4.0May 2024View details →
zenodo36/100

The Apocalypse Within: Portraying Psychological Resilience and Anti-Fragility Through Games Like Hellblade (video essay)

<p>Video essay on the idea of "inner apocalypses" as exemplified by the game Hellblade: Senua's Sacrifice, presented during the Future and Reality of Gaming (FROG) Conference, Vienna, October 11&ndash;13, 2024.</p> <p>This presentation explores the concept of apocalyptic individuality in video games, with a particular focus on Hellblade: Senua's Sacrifice. It examines how games are redefining apocalyptic narratives by shifting from external, world-ending scenarios to deeply personal, psyche-shattering experiences. The talk delves into the portrayal of mental health in gaming, the concept of inner apocalypses, and how interactive media can create shared experiences of personal crises. It discusses the potential of games to foster empathy and understanding of complex psychological states. The presentation concludes by reflecting on how this new approach to apocalyptic narratives in gaming might influence our broader understanding of individual struggle, collective empathy, and the nature of reality itself.</p> <p>-------</p> <p>Voice-over by "Anabelle, The Ghost" created with typecast.ai.<br>Music by Guilherme Bernardes William from Pixabay.</p>

opencc-by-4.0Oct 2024View details →

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Allen Brain Atlas

Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.

allen-brain-atlas
neuroscienceopenDocumentation, web resources, and API references are available online.
Last verified 2026-04-30Open record

Annotated Behaviour and Observability Dataset (ABODe)

ABODe is a University of Edinburgh DataShare dataset for behavior classification in group-housed mice using home-cage video, identities, bounding boxes, ground-plate positions, and annotator labels.

abode-home-cage
behavioral-neuroscienceopenThe DataShare record exposes download links for annotations, documentation, license text, and the zipped per-snippet data directory.
Last verified 2026-04-30Open record

DANDI Archive for NWB datasets

DANDI is a BRAIN Initiative archive for publishing and sharing neurophysiology data, including electrophysiology, optophysiology, and behavioral data packaged as NWB and related standards.

dandi-nwb
electrophysiologyopenPublished Dandiset metadata and archive endpoints are available through the production DANDI API.
Last verified 2026-04-30Open record

International Brain Laboratory public data

The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.

ibl
behavioral-neuroscienceopenPublic sessions can be searched and loaded from the IBL public data server through ONE.
Last verified 2026-04-29Open record

OpenNeuro

OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.

openneuro
neuroscienceopenPublished datasets are available on demand over the internet.
Last verified 2026-04-29Open record