Results 211 to 220 of about 41,428 (264)
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
Effectiveness of different digital interventions on symptoms for children and adolescents with attention-deficit/hyperactivity disorder: a network meta-analysis. [PDF]
Mei J, Zhang W, Bin J.
europepmc +1 more source
Editorial: The dark and the light side of gaming, volume II. [PDF]
de la Hera T, Reer F, Siitonen M.
europepmc +1 more source
Portrayals of Mental Health in Video Games: Protocol for a Scoping Review. [PDF]
Isfold Sigurdardottir HD +4 more
europepmc +1 more source
Effectiveness of Digital Serious Games on Knowledge and Attitudes in Public Health Education: Systematic Review and Bayesian Network Meta-Analysis of Randomized Controlled Trials. [PDF]
Huang D +5 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
Technology trees in digital gaming
Proceeding of the 16th International Academic MindTrek Conference, 2012Technology trees have been used in the digital game industry for over two decades. They are in very common use at least in strategy and role-playing games. However, the academic interest towards the matter seems to be almost nonexistent. Although the basic concept may be rather simple and well-understood as far as the industrial points of view are ...
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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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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

