Results 31 to 40 of about 6,740 (213)

Evaluation of 6‐Month Knowledge Retention and Satisfaction After Pedagogical Escape Games in Dentistry

open access: yesJournal of Dental Education, EarlyView.
ABSTRACT Purpose To evaluate 6‐month knowledge retention and long‐term satisfaction after two pedagogical escape games (PEGs) addressing foundational (3D printing) and clinical (pediatric dentistry) content in a dental curriculum. Methods In this monocentric serial cross‐sectional study, immediate post‑PEG knowledge was assessed in fifth‑year dental ...
Lina Grich   +8 more
wiley   +1 more source

All in a day's work

open access: yesNordicom Review, 2021
Class depictions in videogames are prevalent, yet understudied. In this article, we analyse how the working class – particularly working-class men – have been depicted in videogames over the past 30 years.
Iantorno Michael   +3 more
doaj   +1 more source

Gameplayowe transgresje w grach cyfrowych

open access: yesImages, 2023
The latest and increasingly sophisticated digital simulations, often set in fantastical worlds, have become like laboratories in which players/ audiences can test their knowledge of culture, their ethical beliefs, interpretive skills, and ...
Rafał Kochanowicz
doaj   +1 more source

Preparing for Tomorrow's Teamwork: Insights From eSports on How Human Expertise Shapes Training Needs for AI‐Integrated Work

open access: yesJournal of Organizational Behavior, EarlyView.
ABSTRACT As organizations increasingly adopt human‐AI teams (HATs), understanding how to enhance team performance is paramount. A crucially underexplored area for supporting HATs is training, particularly helping human teammates to work with these inorganic counterparts.
Caitlin M. Lancaster   +5 more
wiley   +1 more source

Comparison of ECG Between Gameplay and Seated Rest: Machine Learning-Based Classification

open access: yesApplied Sciences
The influence of gameplay on autonomic nervous system activity was investigated by comparing electrocardiogram (ECG) data during seated rest and gameplay. A total of 13 participants (6 in the gameplay group and 7 in the control group) were analyzed.
Emi Yuda   +3 more
doaj   +1 more source

Performing Gameplay – A Study of Video Game Performance Workshops

open access: yesBody, Space & Technology Journal, 2021
This article examines performances produced in two Performing Gameplay workshops in 2017 and 2019. These performances are labeled as intermedial, as they were produced by using video games alongside live performers.
Marleena Huuhka
doaj   +2 more sources

Effects on intrusive memories of playing Tetris with or without simultaneous and deliberate memory recall

open access: yesJournal of Traumatic Stress, EarlyView.
Abstract Two interventions that tax visuospatial working memory (WM) may reduce intrusive memories despite differing procedurally: playing Tetris with or without memory recall. Accordingly, this study examined how engagement with negative memories influences intrusion frequency (Experiment 1) and WM load (Experiment 2).
Kevin van Schie   +2 more
wiley   +1 more source

Design of a board game with augmented reality [PDF]

open access: yesFME Transactions, 2019
This paper presents the design process of a board game with augmented reality. The board games have remained attractive in this time of complete digitalization. The experience of hands on play has been the key feature of the board game. By introducing AR
Rizov Tashko   +2 more
doaj  

La Focalis-action : Des savoirs narratifs aux faires vidéoludiques

open access: yesSciences du Jeu, 2018
This essay deals with one of the key concepts in narratology, namely the focalization. It will present a quick overview of the theories in literary and film studies, starting with Gerard Genette who first introduced the notion.
Hugo Montembeault, Bernard Perron
doaj   +1 more source

Modos y estéticas de la espera en los videojuegos

open access: yesArtnodes, 2022
Este artículo examina varias posibilidades de implementación de la espera en los videojuegos. Comienza identificando cómo el deseo de suprimir tiempos muertos es un principio técnico general en la creación de experiencias videolúdicas.
Alejandro Lozano
doaj   +1 more source

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