Old Games, Same Concerns: Examining First Generation Video Games Through Popular Press Coverage from 1972-1985 [PDF]
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
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Définitions de la critique de jeu vidéo par les universitaires : un aperçu
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
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Who Is the Note-Worthy Fan? Featuring Players in the Official Facebook Communication of Mainstream Video Games [PDF]
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
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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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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]
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
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Is movement better? Comparing sedentary and motion-based game controls for older adults [PDF]
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
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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
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Towards a typology of video game trailers: Between the ludic and the cinematic
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
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
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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
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