Results 11 to 20 of about 50,001 (265)
Video Games as a Part of Intervention Programs Based on Self-Determination Theory
The current study aims to evaluate the existing literature on the characteristics and the usage of video games within the framework of Self-Determination Theory (SDT). In the first part of the article, the essential characteristics of SDT and video games
Mehmet Can Sevinçli +1 more
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Flourishing and video games [PDF]
Studies dedicated to understanding the relationship between gaming and mental health, have traditionally focused on the effects of depression, anxiety, obsessive usage, aggression, obesity, and faltering 'real life' relationships. The complexity of game genre and personality aside, this review aims to define a space for a positive relationship between ...
Kellie Vella, Daniel M. Johnson 0001
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Video game play is remarkably ubiquitous in today's society given its recent emergence only in the late 1950s. While this fast evolution could exemplify the power of play, video games exploit but also extend other types of play. Here, we review a classification of the ecosystem of video games useful in the emerging field of the cognitive neuroscience ...
Nguyen, Arthur, Bavelier, Daphné
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Video Games and English Learning: An Exploratory Study of EFL Pre-Service Teachers’ Perceptions
The present study explores the knowledge and perceptions that 72 Chilean EFL (English as a foreign language) pre-service teachers have regarding the effect of video games in their daily and academic routine in terms of foreign language learning.
Claudio Díaz Larenas +2 more
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Benefits of video games on cognitive function have been proved by increasing evidence. However, reasons for game-induced changes in cognitive function are still elusive.
He Huang, Chuanyin Cheng
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PROBLEM PENDIDIKAN VIDEO GAMES DALAM PERSPEKTIF TEORI SIMULACRA JEAN BAUDRILLARD
: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and ...
Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin
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A Conceptual Critique of the Use of Moral Disengagement Theory in Research on Violent Video Games
Moral disengagement refers to cognitive processes of misrepresenting immoral acts in order to justify them. Research on moral disengagement factors in violent video games assumes that the digital representation of violence in video games is meaningfully ...
Jens Kjeldgaard-Christiansen
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The Relationship between Video Games Usage and Cognitive Functions among Adolescents in Qassim Region, Kingdom of Saudi Arabia (KSA). [PDF]
Background: In recent decades, adolescents and children use video games as a source of entertainment most of the time. In some children it may reach level of addiction. Video games usage may be beneficial or harmful for adolescents and children.
Azza Elsayed Abd Elfatah Arafat
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Video games and urban simulation: new tools or new tricks?
Video games allow complex systems modelling, revealing retroaction loops, replicating self-organization and the emergence of hierarchical organization, functional differentiation and social segregation through multi-level interactions.
Samuel Rufat, Hovig Ter Minassian
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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
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