Results 151 to 160 of about 24,936 (309)
The social context of LAN gaming
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
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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
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
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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
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 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)
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
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]
Nagata JM +11 more
europepmc +1 more source
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

