Abstract When I was 12, my family told me a story about their community falling apart and coming together, a time when someone tried putting a nuclear facility in their (our?) hometown. Since we moved when I was too young to remember, the story had little significance until I embarked on a “hometown” ethnographic journey for my dissertation.
Chandler L. Classen
wiley +1 more source
Age Differences in Flow Experience During Body Movement-Controlled Video Game Rehabilitation Tasks: Cross-Sectional Study. [PDF]
Tong S, Li L, Zhang Y, Ren W, Pu F.
europepmc +1 more source
Reflective Pathways: Integrating Empathy Into the STEM Student Experiences
ABSTRACT The growing demand for a globally competent STEM workforce showcases the importance of embedding empathy into undergraduate education. As a core dimension of global competence, empathy enables individuals to engage diverse perspectives and navigate collaborative challenges.
Aparajita Jaiswal +3 more
wiley +1 more source
The impact of postpartum anemia on cognitive function: a study using 3D video game-based assessment of reaction times in women. [PDF]
Cajas-Cerna SP +2 more
europepmc +1 more source
Association between video game addiction, stress, and bruxism in adolescents: a cross-sectional study. [PDF]
Güzel C +3 more
europepmc +1 more source
Subverting patriarchal narratives: a feminist approach to critical video game design through participatory methods. [PDF]
Torres-Parra CR +4 more
europepmc +1 more source
Aggressive motivation mediates the influence of prosocial video game play on young children's aggressive behavior. [PDF]
Li Y, Deng T, Ngombe N, Kanske P.
europepmc +1 more source
Assessing the impact of a tennis-themed sports video game on physical literacy and participation on physical activities among university students: A cluster randomized controlled trial study protocol. [PDF]
Ho WK, Sum RKW, Choi SM.
europepmc +1 more source
Related searches:
Video games have been a popular form of media entertainment since the 1970s, with gamers of all ages experiencing and engaging digital worlds and creating lasting memories in those spaces. As video games mature, so are their players-by some estimates, the average age of a gamer is in their 30s, and often playing games with their children.
Nicholas David Bowman, Tim Wulf
openaire +2 more sources

