Results 51 to 60 of about 8,890,706 (290)

The Pros and Cons of Online Competitive Gaming: An Evidence-Based Approach to Assessing Young Players' Well-Being

open access: yesFrontiers in Psychology, 2021
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

open access: yesAdvanced Robotics Research, EarlyView.
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

Online Quantum Game Jam

open access: yesProceedings of the 7th International Conference on Game Jams, Hackathons and Game Creation Events, 2023
Double column, 10 pages, 2 figures, 5 ...
Anttila, Daria   +3 more
openaire   +3 more sources

A Multidirectional Textile Interface for Remote Control Using Dynamic Area‐Based Capacitance Modulation

open access: yesAdvanced Robotics Research, EarlyView.
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

Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence

open access: yesSpor Bilimleri Araştırmaları Dergisi, 2023
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]

open access: yes2010 Annual International Conference of the IEEE Engineering in Medicine and Biology, 2010
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

Design and Modeling of a High‐Displacement, Skin‐Integrated Flexible Electromagnetic Actuator for Haptic Interfaces in Virtual Reality

open access: yesAdvanced Robotics Research, EarlyView.
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

Gaming Disorder in Individuals Experiencing Stress: Cognitive Attentional Syndrome and Metacognitions as Mediators

open access: yesAddicta: The Turkish Journal on Addictions
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

Psychometric Validation of the Turkish Motives for Online Gaming Questionnaire (MOGQ) Across University Students and Video Game Players

open access: yesAddicta: The Turkish Journal on Addictions, 2020
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

open access: yesJournal of Business and Social Review in Emerging Economies, 2023
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

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