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Effect of digital game intervention on cognitive functions in older adults: a multiple baseline single case experimental design study. [PDF]
Yorozuya K +7 more
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Tracing Tomorrow: young people's preferences and values related to use of personal sensing to predict mental health, using a digital game methodology. [PDF]
Pavarini G +8 more
europepmc +1 more source
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Games and Culture, 2010
Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games
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Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games
openaire +1 more source
Computer, 2008
Designers typically create digital games for either a specific audience, such as fans of the first-person shooter genre, or for mass appeal, such as Will Wright's The Sims (http://thesims.ea.com/us). These games encapsulate the designer's hypothesis for what a particular and ideally large population would enjoy playing.
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Designers typically create digital games for either a specific audience, such as fans of the first-person shooter genre, or for mass appeal, such as Will Wright's The Sims (http://thesims.ea.com/us). These games encapsulate the designer's hypothesis for what a particular and ideally large population would enjoy playing.
openaire +1 more source
Ageing Positively with Digital Games
2016Active ageing is the process of optimizing health, social participation and security in order to enhance the quality of life of older individuals. Building on the paradigm of Positive Technology, we argue that new advanced technologies may offer interesting solutions to enhance well-being in the elderly.
Daniela Villani +3 more
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Abstract This chapter provides an overview of research methods commonly employed in studies using digital games played both online and offline as tools to support second language (L2) learning and development. Researchers and practitioners have praised online games as rich sources of meaningful and engaging L2 input ...
Frederick J. Poole, Daniel H. Dixon
+4 more sources
Frederick J. Poole, Daniel H. Dixon
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2017
Digital games were once considered the domain of a small, clearly defined demographic of young men. Today, however, they are a mainstream pastime for young and old, male and female. Why do we play digital games? What makes them deeply attractive and, for some, seriously addictive? How have games managed to occupy such a significant share of our leisure
Patti M. Valkenburg +1 more
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Digital games were once considered the domain of a small, clearly defined demographic of young men. Today, however, they are a mainstream pastime for young and old, male and female. Why do we play digital games? What makes them deeply attractive and, for some, seriously addictive? How have games managed to occupy such a significant share of our leisure
Patti M. Valkenburg +1 more
openaire +1 more source

