Results 331 to 340 of about 4,324,517 (401)
Some of the next articles are maybe not open access.
The impact of digital game addiction on musculoskeletal system of secondary school children
Nigerian Journal of Clinical Practice, 2022Background: The widespread use of digital devices causes adolescents to spend long periods of time in front of the screen. Aims: This study aimed to analyze the impacts of digital game addiction on the musculoskeletal system of secondary school children ...
F. Cankurtaran +8 more
semanticscholar +1 more source
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
openaire +1 more source
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
Interactive Learning Environments, 2021
Many studies have confirmed that digital game-based learning can effectively improve students’ learning motivation and that properly integrating learning strategies into digital games can effectively improve students’ learning achievement.
Kai-Hsiang Yang, Hsiao-Hua Chen
semanticscholar +1 more source
Many studies have confirmed that digital game-based learning can effectively improve students’ learning motivation and that properly integrating learning strategies into digital games can effectively improve students’ learning achievement.
Kai-Hsiang Yang, Hsiao-Hua Chen
semanticscholar +1 more source
Journal of educational computing research, 2022
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students’ learning achievement and engagement in environmental ...
Xiao-Ming Wang +4 more
semanticscholar +1 more source
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students’ learning achievement and engagement in environmental ...
Xiao-Ming Wang +4 more
semanticscholar +1 more source
2023
The internet and the use of digital technologies are more and more generalized for everyday tasks such as school activities—communication but also entertainment. Its use is cross-sectional at various ages, starting earlier and earlier. Thus, this chapter aims to clarify the meaning of digital game addiction and its implication to the child/adolescent ...
Inês Relva +3 more
openaire +1 more source
The internet and the use of digital technologies are more and more generalized for everyday tasks such as school activities—communication but also entertainment. Its use is cross-sectional at various ages, starting earlier and earlier. Thus, this chapter aims to clarify the meaning of digital game addiction and its implication to the child/adolescent ...
Inês Relva +3 more
openaire +1 more source
Humour and Comedy in Digital Game Live Streaming
New Media & Society, 2022This article considers the nature and functions of humour in digital game live streaming on Twitch. Most streamers and viewers seem uncomfortable with ‘serious’ in-game narrative content, resulting in weighty or emotional moments in games becoming ...
Mark Johnson
semanticscholar +1 more source
Journal of Advertising Research, 2014
The article examines the impact of the dramatic increase in use of mobile computing on advertising media planning. A disparity between the audience for mobile advertising and spending on it by marketers is examined, and attributed to an historic pattern in which advertisers are reluctant to invest in new media.
Gian Fulgoni, Andrew Lipsman
openaire +1 more source
The article examines the impact of the dramatic increase in use of mobile computing on advertising media planning. A disparity between the audience for mobile advertising and spending on it by marketers is examined, and attributed to an historic pattern in which advertisers are reluctant to invest in new media.
Gian Fulgoni, Andrew Lipsman
openaire +1 more source
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces, 2011
In this paper the authors argue that the affordance of peripheral activities in multi-modal tabletop interfaces for digital board games increase the user experience of passive players compared to WIMP interfaces. The authors have made a prototype implementation of Carcassonne with a multi-modal, direct manipulation interface and conducted a user study ...
Aleksander Krzywinski +2 more
openaire +1 more source
In this paper the authors argue that the affordance of peripheral activities in multi-modal tabletop interfaces for digital board games increase the user experience of passive players compared to WIMP interfaces. The authors have made a prototype implementation of Carcassonne with a multi-modal, direct manipulation interface and conducted a user study ...
Aleksander Krzywinski +2 more
openaire +1 more source
A Study on Digital Game Addictions of Adolescents in the Covid-19 Pandemic
Journal of Education in Science Environment and Health, 2022The concept of digital game addiction has become an important issue that needs to be studied, depending on the increase in the time spent on the internet today, where technology and internet usage times are increasing rapidly. In this context, this study
Vahit Çiriş +3 more
semanticscholar +1 more source
2019
The chapter aims at socializing the results of the investigation that the Gamebook Guardiões da Floresta (Gamebook Guardians of the Forest) had as an interactive, ludic, and mediator environment for stimulation of executive functions for children 8-12 years of age.
openaire +1 more source
The chapter aims at socializing the results of the investigation that the Gamebook Guardiões da Floresta (Gamebook Guardians of the Forest) had as an interactive, ludic, and mediator environment for stimulation of executive functions for children 8-12 years of age.
openaire +1 more source

