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  2. Stimulus–response compatibility - Wikipedia

    en.wikipedia.org/wiki/Stimulus–response...

    A high level of S–R compatibility is typically associated with a shorter reaction time, whereas a low level of S-R compatibility tends to result in a longer reaction time, a phenomenon known as the Simon effect. The term "stimulus-response compatibility" was first coined by Arnold Small in a presentation in 1951. [1]

  3. Twitch gameplay - Wikipedia

    en.wikipedia.org/wiki/Twitch_gameplay

    Fast chess, chess played with short time limits between moves, is an example of adding a twitch gameplay element to a turn-based game. Conversely, checkpoints and extra lives are common game mechanics in twitch gaming that attempt to reduce the penalty for errors in play, adding an element of turn-based gameplay.

  4. Mental chronometry - Wikipedia

    en.wikipedia.org/wiki/Mental_chronometry

    Nevertheless, the study of conscious accompaniments in the context of reaction time was an important historical development in the late 1800s and early 1900s. For example, Wundt and his associate Oswald Külpe often studied reaction time by asking participants to describe the conscious process that occurred during performance on such tasks. [8]

  5. Video game–related health problems - Wikipedia

    en.wikipedia.org/wiki/Video_game–related_health...

    Video game play is frequently associated with obesity. Many studies have been conducted on the link between television & video games and increased BMI (Body Mass Index). Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. [30]

  6. Action game - Wikipedia

    en.wikipedia.org/wiki/Action_game

    An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time.The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and platform games.

  7. Hick's law - Wikipedia

    en.wikipedia.org/wiki/Hick's_law

    Hick's law, or the Hick–Hyman law, named after British and American psychologists William Edmund Hick and Ray Hyman, describes the time it takes for a person to make a decision as a result of the possible choices: increasing the number of choices will increase the decision time logarithmically. The Hick–Hyman law assesses cognitive ...

  8. Performance-enhancing substance - Wikipedia

    en.wikipedia.org/wiki/Performance-enhancing...

    The classifications of substances as performance-enhancing substances are not entirely clear-cut and objective. As in other types of categorization, certain prototype performance enhancers are universally classified as such (like anabolic steroids), whereas other substances (like vitamins and protein supplements) are virtually never classified as performance enhancers despite their effects on ...

  9. Latency (engineering) - Wikipedia

    en.wikipedia.org/wiki/Latency_(engineering)

    Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games.