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Gameplay and physical activity behaviors in adult video game players [PDF]

open access: yesFrontiers in Sports and Active Living
IntroductionSince the early 2000s, the video game industry has seen extraordinary booms in product development and market growth, with the total number of video game players globally reaching 2.69 billion by the end of 2020.
Haylei Scoggins   +2 more
doaj   +2 more sources

Pattern of video game usage and video game disorder in Portugueses adolescents: A study about parental and peer attachment, parenting styles, and communication in parenting [PDF]

open access: yesEuropean Psychiatry
Introduction Video game disorder has been a subject of increasing interest, being associated with patterns of insecure attachment and authoritarian and permissive parenting styles. However, there is still a gap concerning the relationship between video
A. M. Ribeiro, B. R. Maia
doaj   +2 more sources

Gamification and Virtual Reality for Tongue Rehabilitation

open access: yesIEEE Access, 2023
Purpose: Lingual exercises based on tongue movements are common in speech therapy. These exercises can be tedious for patients, but gamification and virtual reality (VR) with head-mounted displays (HMD) can serve as effective strategies to enhance their ...
Antonio Rodriguez   +2 more
doaj   +1 more source

Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study

open access: yesJMIR Serious Games, 2021
BackgroundVideo games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors
Amir Zaib Abbasi   +6 more
doaj   +1 more source

Play in video games

open access: yesNeuroscience & Biobehavioral Reviews, 2023
Video game play is remarkably ubiquitous in today's society given its recent emergence only in the late 1950s. While this fast evolution could exemplify the power of play, video games exploit but also extend other types of play. Here, we review a classification of the ecosystem of video games useful in the emerging field of the cognitive neuroscience ...
Nguyen, Arthur, Bavelier, Daphné
openaire   +3 more sources

Video Game for Monkeys [PDF]

open access: yesNeuron, 2009
Recent progress in neurophysiological recording has developed in two directions. One relies on multimicroelectrodes to study correlations in neuron firing. The other relies on sophisticated tasks to distinguish successive stages of neuronal processing. In this issue of Neuron, Shichinohe et al.
Madeleine Schlag-Rey, John Schlag
openaire   +3 more sources

Brains on video games [PDF]

open access: yesNature Reviews Neuroscience, 2011
The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain.
Bavelier, Daphné   +5 more
openaire   +4 more sources

The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements? [PDF]

open access: yesPLoS ONE, 2018
Video game technology is changing from 2D to 3D and virtual reality (VR) graphics. In this research, we analyze how an identical video game that is either played in a 2D, stereoscopic 3D or Head-Mounted-Display (HMD) VR version is experienced by the ...
Johanna Roettl, Ralf Terlutter
doaj   +1 more source

Issues in Arabic video game localization: A descriptive study

open access: yesTranslation and Interpreting : the International Journal of Translation and Interpreting Research, 2021
Because Arabic video game localization is a relatively new area of study, little in-depth research has been done on the topic within Arabic translation studies. The few articles that address video game localization in Arabic remain limited, either due to
Mohammed Al-Batineh
doaj   +1 more source

No priming in video games [PDF]

open access: yesComputers in Human Behavior, 2018
Video games depict a variety of different concepts. Models of learning in games like the GLM (General Learning Model) and GAM (General Aggression Model) predict that exposing players to these in-game concepts can lead to important changes in player behaviour.Priming effects are thought to be key to determining these changes in behaviour.
Zendle, David Isaac   +2 more
openaire   +3 more sources

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