Results 191 to 200 of about 25,469 (289)
The Effects of Open-World and Fun, Accessible Games on Perceived Loneliness and Stoicism in Adults: Cross-Sectional Survey Study. [PDF]
Hou C +4 more
europepmc +1 more source
ChatGPT in Educational Research: A Case Study of Graduate Students' Use and Ethical Perceptions
ABSTRACT The rise of generative AI, particularly ChatGPT, has transformed academic research, raising both opportunities and ethical concerns. This study examines how graduate students in the education field utilize ChatGPT and their ethical perceptions regarding its use.
Eunseon Lim, Hyunwoong Lee, Yeoran Choi
wiley +1 more source
Video games as stimuli in neuroimaging studies: a minireview. [PDF]
Blank IB, Klucharev V, Shestakova A.
europepmc +1 more source
ABSTRACT Despite the increasing application of digital technology in management practices, its implications for employee involvement and high involvement work systems (HIWSs) remain largely unexplored. Based on an in‐depth qualitative case study of Tencent—one of China's largest information technology companies—this article explores whether and in what
Wei Wei, Xiaolan Fu
wiley +1 more source
Abstract Background Non‐pharmacological and complementary therapeutic, notably immersive virtual reality‐based interventions (IVR), could alleviate pain and anxiety associated with gynecologic procedures. Objective To evaluate the effectiveness of IVR in reducing peri‐ and post‐procedural pain and anxiety in gynecologic procedures.
Cristina González‐Lara +4 more
wiley +1 more source
Orchestrating gameplay in Dutch physical education: how and why teachers regulate task difficulty. [PDF]
Burger JE +3 more
europepmc +1 more source
ABSTRACT This study analyzed whether religious or spiritual affiliation and therapy enrollment protect against symptoms meeting Major Depressive Disorder criteria beyond demographic, Internet addiction, and described therapy enrollment. Findings illustrated one risk factor and one protective factor associated with experiencing symptoms that meet Major ...
Lindsay A. Lundeen, John R. McCall
wiley +1 more source
Active Video Gaming and Obesity in Children 6-12 Years Old: A Systematic Review. [PDF]
Sklavou DP +5 more
europepmc +1 more source
Ameliorating Linguistic Anchors of Oppression
ABSTRACT The words we use to represent the world shape how we interpret and respond to it; language frames what it represents. In some cases, these frames can have prejudicial effects; for example, ‘workplace flirting’ versus ‘sexual harassment’. This article examines how specific words and phrases (i.e.
Emilia L. Wilson
wiley +1 more source
Online Communication Attitudes and Video Game Co-Play in Older Adults: Cross-Sectional Mediation Study. [PDF]
Tseng JT.
europepmc +1 more source

