Results 51 to 60 of about 670,205 (233)

Old Games, Same Concerns: Examining First Generation Video Games Through Popular Press Coverage from 1972-1985 [PDF]

open access: yes, 2013
This study explores early video game technology by examining video game fears in the popular press in the 1970s and 1980s. This textual analysis examines games during their formative years, assesses risks associated with new technology, and encourages ...
Rogers, Ryan
core   +1 more source

Définitions de la critique de jeu vidéo par les universitaires : un aperçu

open access: yesSciences du Jeu, 2023
This article asks a relatively naïve question: how can we build a coherent corpus of video game critics to analyze their formal components? We first present some journalistic texts related to Super Castlevania IV (in printed specialized press and ...
Francis Lavigne
doaj   +1 more source

Who Is the Note-Worthy Fan? Featuring Players in the Official Facebook Communication of Mainstream Video Games [PDF]

open access: yes, 2016
Video game fans participate in the official promotion of video games, either voluntarily, or unwillingly when their fanworks are appropriated and used by video game publishers.
Krobová, Tereza, Švelch, Jan
core   +1 more source

Video Games and Comedy

open access: yes, 2022
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
openaire   +2 more sources

Analysis of the Usefulness of a Serious Game to Raise Awareness about Mental Health Problems in a Sample of High School and University Students: Relationship with Familiarity and Time Spent Playing Video Games [PDF]

open access: yes, 2019
Background: One of the main challenges in the field of mental health today is the stigma towards individuals who have psychological disorders. Aims: This study aims to analyse the usefulness of applying a serious game developed for the purpose of raising
Aguilar Parra, José Manuel   +6 more
core   +1 more source

Is movement better? Comparing sedentary and motion-based game controls for older adults [PDF]

open access: yes, 2013
Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults ...
Dergousoff, Kristen K.   +2 more
core   +2 more sources

Exploring Self-Regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

open access: yesFrontiers in Psychology, 2016
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne’s model of self-regulation (Winne, 2001) guided the study.
Meryem YILMAZ SOYLU   +2 more
doaj   +1 more source

Towards a typology of video game trailers: Between the ludic and the cinematic

open access: yesG|A|M|E The Italian Journal of Game Studies, 2015
This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game ...
Jan Švelch
doaj  

The Impact of Action Video Game Training on Mathematical Abilities in Adults

open access: yesAERA Open, 2017
Playing action video games has previously been linked to improvements in attentional control, the ability to choose what to attend and what to ignore that relies on a frontoparietal network of the brain.
Melissa E. Libertus   +6 more
doaj   +1 more source

Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

open access: yesFrontiers in Psychology, 2018
The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults.
Ann-Christin S. Kimmig   +5 more
doaj   +1 more source

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