Results 61 to 70 of about 670,205 (233)
Is it only a game? Video games and violence [PDF]
Popular media often links violent video games to real-life violence, although there is limited evidence to support this link. I analyze how adolescent boys' violent behavior is affected by the releases of new violent video games in the U.S. Variation in children's exposure to the releases comes from variation in video game release and interview dates ...
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Due to the concerns over the effects of video game play, this study investigated adolescents’ moral development and their video game play. 166 adolescents aged 11–18 years (M = 13.08, SD = 1.91) attending an English school completed an online survey ...
Sarah E. Hodge+2 more
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The mouse in the video game [PDF]
What virtual-reality animal experiments are revealing about the brain. What virtual-reality animal experiments are revealing about the brain.
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The neural basis of video gaming [PDF]
Video game playing is a frequent recreational activity. Previous studies have reported an involvement of dopamine-related ventral striatum. However, structural brain correlates of video game playing have not been investigated. On magnetic resonance imaging scans of 154 14-year-olds, we computed voxel-based morphometry to explore differences between ...
Hugh Garavan+27 more
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Company-university collaboration in applying gamification to learning about insurance [PDF]
Incorporating gamification into training–learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance ...
González-Limón, Myriam+2 more
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Perfecting A Video Game with Game Metrics
A state of a perfect video game is what developers has been seeking for their product developments, to achieve the selected state, several standards and methods needs to be applied. These standards and methods are special: they are both verifiable and quantifiable, to make their action and end goal a clear one, the terms for this standards and methods ...
Junaidi+5 more
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Attack on the clones: managing player perceptions of visual variety and believability in video game crowds [PDF]
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability.
Kirman, Ben+2 more
core +1 more source
The benefits of playing video games. [PDF]
Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression.
Isabela Granic+2 more
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Video Game Development in a Rush: A Survey of the Global Game Jam Participants [PDF]
Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but there are few
Borg, Markus+4 more
core +3 more sources
Enfants et parents : des pratiques vidéoludiques plurielles pour se rencontrer
In therapeutic and educational institutes for children and adolescents with behavioral disorders, we constantly examine their relationship with video games. Our study based on clinical cases explores the role of parents around video games.
Stacie Petruzzellis, Anaïs Jacobs
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