Results 241 to 250 of about 1,643,885 (289)
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2016
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture.
Christopher J. Ferguson, Sven Smith
+4 more sources
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture.
Christopher J. Ferguson, Sven Smith
+4 more sources
Designing for Disability: Evaluating the State of Accessibility Design in Video Games
Games Cult., 2020This project evaluates the current state accessibility of video games, specifically in terms of designing for disability. We evaluate 50 games chosen for their sales data, critical reception, awards won, and other criteria to examine the widest possible ...
Mark Brown, S. Anderson
semanticscholar +1 more source
Video Games and Aesthetic Contemplation
Games Cult., 2020Video games present incredibly rich visual environments that can be studied from a variety of perspectives including those germane to the visual arts. The medium has evolved to such a degree that evaluation should not rest on whether an individual game ...
P. Atkinson, Farzad Parsayi
semanticscholar +1 more source
The effect of violence and competition within video games on aggression
Computers in Human Behavior, 2019Since the release of video games numerous studies have assessed the impact of violence within video games on aggression, yet few have assessed the impact of competition.
A. Dowsett, M. Jackson
semanticscholar +1 more source
Computers in Human Behavior, 2018
The need-density hypothesis proposes that pathological gaming is most likely to occur when satisfaction of three basic human needs (competence, autonomy, relatedness) is low in the real world but high in video games.
Johnie J. Allen, C. Anderson
semanticscholar +1 more source
The need-density hypothesis proposes that pathological gaming is most likely to occur when satisfaction of three basic human needs (competence, autonomy, relatedness) is low in the real world but high in video games.
Johnie J. Allen, C. Anderson
semanticscholar +1 more source
The integration of video games in family-life dynamics
Information Technology and People, 2019Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game ...
Dina H. Bassiouni +2 more
semanticscholar +1 more source
Video Games for the Treatment of Autism Spectrum Disorder: A Systematic Review
Journal of Autism and Developmental Disorders, 2021L. Jiménez-Muñoz +6 more
semanticscholar +1 more source
What video games have to teach us about learning and literacy
Conference on Computability in Europe, 2007J. Gee
semanticscholar +1 more source

