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Video Games

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

Designing for Disability: Evaluating the State of Accessibility Design in Video Games

Games Cult., 2020
This 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., 2020
Video 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, 2019
Since 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

Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being

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 integration of video games in family-life dynamics

Information Technology and People, 2019
Empirical 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, 2021
L. Jiménez-Muñoz   +6 more
semanticscholar   +1 more source

Video games

2020
Sezen, Digdem, Sezen, Tonguc
  +4 more sources

Video Game Controversies

Pediatric Annals, 1995
J B, Funk, D D, Buchman
openaire   +2 more sources

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