Results 31 to 40 of about 96,586 (217)

Les histoires orales comme outil de préservation de l’histoire et de la culture du jeu vidéo

open access: yesSciences du Jeu, 2023
The questions of preserving gameplay and the personal experiences of players still elude historians and game scholars. While video recording of gameplay sessions for preservation purposes is an established method, oral history is underutilized in the ...
Dany Guay-Bélanger, Adam Lefloïc Lebel
doaj   +1 more source

‘It’s a-me, Mario!’ Exploring dynamic changes and similarities in the composition of early Nintendo video game music [PDF]

open access: yes, 2016
As with films, a thoughtfully composed video game soundtrack has the ability to dramatically enhance and elevate the experience for the audience or player. This article explores the potential issues and difficulties of composing for video game systems by
Fox, James Anthony
core   +1 more source

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   +2 more sources

Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use

open access: yesFrontiers in Psychology, 2022
Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks.
Nancy Yang   +2 more
doaj   +1 more source

Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

open access: yes, 2013
AIMS: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements.
Williams, Glenn A.   +8 more
core   +1 more source

Game Arcade di Perpustakaan: Peran Video Games Bagi Perpustakaan Perguruan Tinggi

open access: yesBIBLIOTIKA: Jurnal Kajian Perpustakaan dan Informasi, 2020
Artikel ini merupakan studi literatur yang membahas peran video games dalam pelaksanaan kegiatan di perpustakaan perguruan tinggi Di Indonesia sendiri jarang ditemukan perpustakaan yang memanfaatkan video game untuk menarik pemustaka.
Suci Yanti Ramadhan
doaj   +1 more source

The neuropsychological profile of professional action video game players [PDF]

open access: yesPeerJ, 2020
In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed ...
Julie Justine Benoit   +4 more
doaj   +2 more sources

“Community” in Video Game Communities

open access: yesGames and Culture, 2023
The concept and experience of community have been changing in contemporary societies, from a traditional concept in an idealistic, homogeneous context, characterized by union, to the exploration and experience of new forms of organization and participation.
Lucinda Saldanha   +2 more
openaire   +2 more sources

The NERO Video Game

open access: yesProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2006
In the NeuroEvolving Robotic Operatives (NERO) game, the player trains a team of virtual robots for combat against other players' teams. The virtual robots learn in real time through interacting with the player. Since NERO was originally released in June, 2005, it has been downloaded over 50,000 times, appeared on Slashdot, and won several honors.
Stanley, Kenneth O.   +3 more
openaire   +2 more sources

The core rigidity of Japanese home video game companies

open access: yesAnnals of Business Administrative Science, 2019
Retail prices must be kept low in order to increase the diffusion of home video game hardware. In the 1980s and 1990s, when high-performance semiconductor prices were high, the performance of the hardware was limited.
Takeaki Wada
doaj   +1 more source

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