Results 51 to 60 of about 8,890,706 (290)
This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through
Sarah Kelly +3 more
doaj +1 more source
Multimodal Engagement Assessment in Children During Invented Story Paradigm With a Social Robot
A multimodal framework is proposed to assess children's engagement during storytelling interactions with a social robot. Gaze, physiological, and behavioral data are combined and validated against observer ratings. An automated gaze‐labeling strategy is introduced, and supervised classifiers achieve high accuracy. The study supports scalable engagement
Laura Fiorini +7 more
wiley +1 more source
Double column, 10 pages, 2 figures, 5 ...
Anttila, Daria +3 more
openaire +3 more sources
Here, we present a textile, wearable capacitive interface enabling multidirectional remote control by dynamically modulating electrode overlap and spacing via a freely gliding upper electrode. A forearm‐mounted prototype drives robotic and media tasks with 12–15 ms latency, maintains < 0.8% drift after 500 cycles, and remains stably functional at 90 ...
Cagatay Gumus +8 more
wiley +1 more source
E-sport gradually reached large masses and is consuming a great deal of time and circulation of money. Literature shows us that there are relationships between online gaming and various psychological factors.
Nihan Selin Soylu +2 more
doaj +1 more source
Learning by gaming - evaluation of an online game for children [PDF]
Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance.
Lazareck, Lisa J. +5 more
openaire +2 more sources
A flexible, skin‐integrated electromagnetic actuator is developed for wearable virtual/augmented reality (VR/AR) haptic systems. A tunable design model enables control over displacement and resonance frequency. The system is validated through a custom VR application with a 6 × 4 actuator array, demonstrating real‐time, spatially targeted tactile ...
Naji Tarabay +9 more
wiley +1 more source
The present study examined the mediator roles of cognitive attentional syndrome and metacognitions about online gaming on the relationship between perceived stress and gaming disorder. A total of 1459 participants (Mage = 23.97; SD = 5.00, from 18 to 54)
Kardelen Çakıcı +1 more
doaj +1 more source
The main aim of the current study was to test the factor structure, reliability, and validity of the 27-Item Motives for Online Gaming Questionnaire (MOGQ), a standardized measure to assess seven types of motivation for online gaming.
Cüneyt Evren +4 more
doaj +1 more source
Influence of Online Gaming on Behavior of Gamers in Pakistan
This study reveals that online video games have emerged as a novel platform for social interaction, wherein numerous gaming options facilitate player’s competition and collective interaction within the virtual realm.
Syeda Ammarah Bano +3 more
doaj +1 more source

