Results 251 to 260 of about 695,889 (286)
Exploring Serious Games in Supporting Postnatal Depression: Narrative Review.
Wang W, Penney E, Gay V, Garcia J.
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International Journal of Game-Based Learning, 2011
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks.
Paul Pivec, Maja Pivec
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Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks.
Paul Pivec, Maja Pivec
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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
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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
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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
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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
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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
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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
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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
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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.
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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.
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2023
This chapter reflects on the challenges that arise when it is intended that all students can experience an Education 5.0 and proposes a set of practical actions that may support teachers' educational practice. It analyses and discusses a study involving 18 primary teachers and their 358 students (ages 6-10), which informed specific adjustments in some ...
Catarina Delgado +3 more
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This chapter reflects on the challenges that arise when it is intended that all students can experience an Education 5.0 and proposes a set of practical actions that may support teachers' educational practice. It analyses and discusses a study involving 18 primary teachers and their 358 students (ages 6-10), which informed specific adjustments in some ...
Catarina Delgado +3 more
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ACM Transactions on Computer-Human Interaction, 2018
Our main research question is how the choice of game type influences the success of digital educational games (DEGs), where success is defined as significant domain-specific knowledge gain (learning outcome) with positive player experience. We propose a methodological framework to address this question.
Stephanie Heintz, Effie L.-C. Law
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Our main research question is how the choice of game type influences the success of digital educational games (DEGs), where success is defined as significant domain-specific knowledge gain (learning outcome) with positive player experience. We propose a methodological framework to address this question.
Stephanie Heintz, Effie L.-C. Law
openaire +1 more source

