Results 241 to 250 of about 27,501 (289)

Beyond Visible Differences: An Experimental Investigation Into the Role of Cognitive Diversity Awareness in Shaping Team Dynamics

open access: yesStrategic Change, EarlyView.
ABSTRACT The relationship between team composition and organizational outcomes is a critical topic in many managerial and business contexts. In this study, we utilize an experimental research method to examine the impact of cognitive diversity on team dynamics.
Jantunen Ari   +5 more
wiley   +1 more source

An Interactive Preoperative Virtual Reality Intervention for Breast Cancer Patients Undergoing Oncological Surgery: A Feasibility and Pilot Randomized Clinical Trial

open access: yesJournal of Surgical Oncology, EarlyView.
ABSTRACT Background and Objectives Preoperative anxiety is common before surgery and is associated with adverse outcomes, yet access to mental health support remains limited. We evaluated the feasibility and acceptability of a novel preoperative virtual reality (VR) prototype designed to reduce anxiety in patients undergoing cancer surgery.
Renée El‐Gabalawy   +12 more
wiley   +1 more source

Bridging Fragmentation in Digital Transformation Research: Building an Interface Between Operations Management and Information Systems

open access: yes
Journal of Operations Management, EarlyView.
Sunil Tiwari   +7 more
wiley   +1 more source
Some of the next articles are maybe not open access.

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Activity and Energy Expenditure in Older People Playing Active Video Games

Archives of Physical Medicine and Rehabilitation, 2012
TaylTo quantify energy expenditure in older adults playing interactive video games while standing and seated, and secondarily to determine whether participants' balance status influenced the energy cost associated with active video game play.Cross-sectional study.University research center.Community-dwelling adults (N=19) aged 70.7±6.4 years ...
Ralph Maddison   +2 more
exaly   +3 more sources

Horror Video Games and the “Active-Passive” Debate

Games and Culture, 2022
In Perron’s edited compendium of essays regarding horror video games subtitled Essays on the Fusion of Fear and Play (2009), much of the argumentation orbits debate regarding the definition and creation of the experience of horror compared between an ostensibly passive cinema reception (from whence the games take most of their conventions) and the ...
David Christopher, Aidan Leuszler
openaire   +1 more source

Linking physical activities and video games

Proceedings of the 16th International Conference on Computer Systems and Technologies, 2015
This study presents a concept for linking individual physical activities and video games together to build an ecosystem to motivate players to exercise. We used a systematic mapping study to establish current state of art and a user questionnaire to understand how players feel about digital rewards from physical exercises.
Jouni Ikonen   +3 more
openaire   +1 more source

Player guiding in an active video game

2011 IEEE International Games Innovation Conference (IGIC), 2011
The unique challenges in guiding players in an active video game (or exergame) using physical input devices are explored. The solutions discovered through the process of iterative design and multiple rounds of playtesting are discussed.
Brian M. Winn   +2 more
openaire   +1 more source

The motivation of children to play an active video game

Journal of Science and Medicine in Sport, 2008
The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer ...
Chin A Paw, M.J.M.   +4 more
openaire   +4 more sources

Active and Sedentary Video Game Time

Journal of Media Psychology, 2014
This study used survey methodology to measure opinions of 13- to 15-year-olds (N = 176) about sedentary and active video games and the relative amount of time spent with those games, and evaluated correlations between time spent with those two types of games and the body mass index (BMI) of the respondent. Results showed no evidence of any correlation
Erica Scharrer, Adam Zeller
openaire   +2 more sources

Active Video Games

2012
Concerns over rising obesity rates and increased sedentary lifestyles are fueling interest in ways to increase physical activity, including video games. Videogames that encourage physical activity, called active video games or exergames, have the potential to increase daily physical activity and provide recommended vigorous activity.
Barbara Chamberlin   +3 more
openaire   +1 more source

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