Results 151 to 160 of about 24,936 (309)

The social context of LAN gaming

open access: yes, 2011
Includes abstract.Includes bibliographical references (leaves 58-61).Playing video games at a Local Area Network (LAN) has become a complex social activity.
Salie, Rushdi
core  

Effectiveness of immersive virtual reality‐based interventions for alleviating peri‐ and post‐procedural pain and anxiety in gynecologic settings: A systematic review and meta‐analysis of randomized controlled trials

open access: yesInternational Journal of Gynecology &Obstetrics, EarlyView.
Abstract Background Non‐pharmacological and complementary therapeutic, notably immersive virtual reality‐based interventions (IVR), could alleviate pain and anxiety associated with gynecologic procedures. Objective To evaluate the effectiveness of IVR in reducing peri‐ and post‐procedural pain and anxiety in gynecologic procedures.
Cristina González‐Lara   +4 more
wiley   +1 more source

deGendering Games: Towards A Gender-Inclusive Framework For Games

open access: yes, 2010
Despite the dramatic growth of gender and games research, many challenges remain in designing a more gender-inclusive game. This article addresses the problem of differences in gender preferences in gameplay, conflict resolution, response to stimulation,
Gilbert, Lester   +2 more
core  

Predicting Major Depression Among Diverse Online Gamers: The Role of Internet Addiction and Spirituality

open access: yesJournal of Addictions &Offender Counseling, EarlyView.
ABSTRACT This study analyzed whether religious or spiritual affiliation and therapy enrollment protect against symptoms meeting Major Depressive Disorder criteria beyond demographic, Internet addiction, and described therapy enrollment. Findings illustrated one risk factor and one protective factor associated with experiencing symptoms that meet Major ...
Lindsay A. Lundeen, John R. McCall
wiley   +1 more source

On the core elements of the experience of playing video games

open access: yes, 2009
This dissertation presents a multi-method approach to study the user experience of playing video games. The motivation is to devise an objective assessment of the concept of user experience.
Calvillo Gamez, E.H.
core  

Video games and free time

open access: yes, 2020
Video igre su sve proširenije i postaju dio skoro svakog djetinjstva i slobodnog vremena današnje djece. Djeca su kompetentnija u korištenju informacijske i komunikacijske tehnologije više nego njihovi roditelji, a roditelji nemaju vremena istraživati ...
Bandić, Kristina
core  

Development and Initial Validation of the Response to Suicidal Ideation Inventory (RSII)

open access: yesJournal of Clinical Psychology, EarlyView.
ABSTRACT Objectives Young adults (18–29 years old) often report difficulties coping during suicide crises. However, the responses that young adults employ to manage suicidal ideation (SI) are underexplored. This study developed a new measure to quantify how young adults with a history of suicidal thoughts and behaviors (STBs) respond to their SI, and ...
Si Ning Yeo, Jeremy G. Stewart
wiley   +1 more source

Co‐development of a digital animated video on attention deficit hyperactivity disorder with children and parents/carers

open access: yesJCPP Advances, EarlyView.
Abstract Background When receiving an attention deficit hyperactivity disorder (ADHD) diagnosis, children and families/carers need clear and accurate information about the condition in a suitable format. However, many of the available resources are complex or provide content that is not evidence‐based.
Sharifah Shameem Agha   +6 more
wiley   +1 more source

Health Benefits of Video Games in Adolescents and Young Adults. [PDF]

open access: yesCurr Pediatr Rep
Nagata JM   +11 more
europepmc   +1 more source

Dental Students’ Perceptions of Standardized Patient Experiences Conducted Virtually: A Multi‐Year Qualitative Study

open access: yesJournal of Dental Education, EarlyView.
ABSTRACT Purpose As teledentistry becomes more common, it is important for students to develop skills in communicating with patients virtually. This study investigated students’ individual communication perceptions and preferences compared to in‐person sessions of participating in standardized patient (SP) exercises in a virtual medium. Methods Between
Jhanvi P. Desai   +2 more
wiley   +1 more source

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