Results 11 to 20 of about 1,674,682 (261)
Background Unlike the emphasis on negative results of video games such as the impulsive engagement in video games, cognitive training studies in individuals with cognitive deficits showed that characteristics of video game elements were helpful to train ...
Eunhye Choi +5 more
doaj +2 more sources
Increasing interest has been shown in using video games as an educational resource due to their pedagogical possibilities and their current expansion as an entertainment activity. However, their use in schools is still far from mainstream practice, which
Marta Martín del Pozo +2 more
doaj +3 more sources
When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being
Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being ...
Yemaya J Halbrook +2 more
exaly +2 more sources
Enhancing Attentional Control: Lessons from Action Video Games
The possibility of leveraging video games for enhancing behavior and brain function has led to an emerging new field situated at the crossroads of cognitive neuroscience, health science, educational interventions, and game design.
Daphne Bavelier, C Shawn Green
exaly +2 more sources
Failure to demonstrate that playing violent video games diminishes prosocial behavior.
BackgroundPast research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect.
Morgan J Tear, Mark Nielsen
doaj +3 more sources
To assess the moderated mediation effect of normative beliefs about aggression and family environment on exposure to violent video games and adolescent aggression, the subjects self-reported their exposure to violent video games, family environment ...
Rong Shao, Rong Shao, Yunqiang Wang
doaj +2 more sources
This systematic literature review analyses trends in original research on emoji use in computer-mediated communications (CMC) published between 2011 to 2021. In total, 823 articles were identified that met the search criteria.
Borja Barinaga-López +2 more
doaj +1 more source
The Cultural Impact of Video Games: A Systematic Review of the Literature
The growing relevance of video games in the social landscape requires an in-depth evaluation of the bidirectional influences of these adjacent contexts, among which the educational and cultural contexts stand out.
Mario Cerezo-Pizarro +3 more
semanticscholar +1 more source
Video games and board games: Effects of playing practice on cognition
The worldwide popularity of playing practices has led to a growing research interest in games’ impact on behavior and cognition. Many studies have already reported the benefits of both video games and board games for cognitive functions.
Léa Martinez, M. Gimenes, Eric Lambert
semanticscholar +1 more source
During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested that video games for many individuals have helped to cope with such difficult life experience.
F. Pallavicini, A. Pepe, F. Mantovani
semanticscholar +1 more source

