Results 11 to 20 of about 48,479 (268)
Flourishing and video games [PDF]
Studies dedicated to understanding the relationship between gaming and mental health, have traditionally focused on the effects of depression, anxiety, obsessive usage, aggression, obesity, and faltering 'real life' relationships. The complexity of game genre and personality aside, this review aims to define a space for a positive relationship between ...
Kellie Vella, Daniel M. Johnson 0001
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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
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The cognitive effects of playing video games with a navigational component
Sex differences in human navigation and orientation skills are among the most recognized and studied in human cognition. Numerous findings have shown sex biases on various spatial tasks, with males typically outperforming females on popular tasks such as
Michael McLaren-Gradinaru +3 more
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IntroductionAggressive behaviour is a challenge for society. There continues to be considerable debate over whether the consumption of violent video games affects aggression, as violent video game content has become more accessible in recent years due to
Szymon Zbigniew Olejarnik +2 more
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Video game addiction is recognized as a mental health problem caused by uncontrolled access to video gaming platforms. Proper assistance and counseling programs based on the addiction causing factors are required to reduce the tendencies of video game ...
Yudhi Purwa Nugraha, Awalya Awalya, Mulawarman Mulawarman
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Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles.
Bonello Rutter Giappone, Krista +2 more
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Semi-automatic construction of video game design prototypes with MaruGen
Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer
Italo Felipe Capasso-Ballesteros +1 more
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Traduire le jeu vidéo : un équilibrage des dynamiques intersémiotiques
This article is the result of plurisemiotic and microtextual analyses of video game translations. In it, we create a reading grid based on a theoretical tool that we specifically developed for video game translation in a previous work. The application of
Pierre-Yves Houlmont
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The effect of online violent video games on levels of aggression.
BackgroundIn recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS ...
Jack Hollingdale, Tobias Greitemeyer
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Les enjeux esthétiques du jeu vidéo : entre art, stylistique et interactivité
In this article, the author questions the complex relationship between video game and art in trying to think about the aesthetics of video games. According to him, the questioning of the artistic quality of the medium is mainly based on a confusion in ...
Martin Picard
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