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Frequent video game playing alters low-frequency event-related EEG brain oscillations. [PDF]
Yıldırım E +4 more
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Effects of video game-based interventions on executive functions and motor skills in children and adolescents with neurodevelopmental disorders: a systematic review and meta-analysis. [PDF]
Gao M, Ren J, Kaulie A, Wang Q, Gao G.
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Impact of video game addiction on social interaction: An observational review examining loneliness, social anxiety, and social activity. [PDF]
Byeon H.
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Current Opinion in Psychology, 2023
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
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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
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The Effect of Video‐Game Software in Video‐Game Epilepsy
Epilepsia, 1999Summary:Purpose: The individual role of video‐game (VG) programs in VG activation is still unclear. Strict relations between VG seizures and photo‐ and pattern sensitivity suggest that programs per se may have a role in seizure activation.Methods: We tested a series of 12 commercially available VG programs in 30 subjects aged 7–28 years; test ...
S, Ricci, F, Vigevano
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Video game addiction: The push to pathologize video games.
Professional Psychology: Research and Practice, 2017With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial.
Anthony M. Bean +3 more
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Adolescent Medicine Clinics, 2005
The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content.
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The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content.
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Archives of Neurology, 1983
Two teenagers had seizures while playing video games. These cases may well have been a variety of photoconvulsive epilepsy. Some patients with seizures may be at risk of precipitating a seizure while playing these games.
G G, Glista, H G, Frank, F W, Tracy
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Two teenagers had seizures while playing video games. These cases may well have been a variety of photoconvulsive epilepsy. Some patients with seizures may be at risk of precipitating a seizure while playing these games.
G G, Glista, H G, Frank, F W, Tracy
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The Meaning of Life (in Video Games)
2023This paper explores how the concept of life has been used in video games through time. Life is an essential element in different types of action games and several nuances have been used to provide various types of emotions and effects during gameplay. However, the details and patterns have not been extendedly analyzed.
Soares de Lima, Edirlei +3 more
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2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES), 2015
Video games are becoming less and less usable by people with disabilities every day. These disabilities include cognitive, visual, and mobility. The purpose of this paper is to discuss the necessity of making video games accessible. This will be done through looking at benefits, current work for all disabilities, and how it's looked at by the law.
openaire +1 more source
Video games are becoming less and less usable by people with disabilities every day. These disabilities include cognitive, visual, and mobility. The purpose of this paper is to discuss the necessity of making video games accessible. This will be done through looking at benefits, current work for all disabilities, and how it's looked at by the law.
openaire +1 more source

