Results 21 to 30 of about 601,039 (340)

Measuring physical inactivity:do current measures provide an accurate view of "sedentary" video game time? [PDF]

open access: yes, 2014
BACKGROUND: Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing ...
Berry, Narelle   +3 more
core   +3 more sources

IMPACT OF PLAYING VIDEO GAMES ON COGNITIVE FUNCTIONING AND LEARNING STYLES

open access: yesSukkur IBA Journal of Computing and Mathematical Sciences, 2021
Video games are especially popular with teenagers and young adults as a form of entertainment, and their time spent playing video games has grown exponentially. The main purpose of this study was to assess the effect of video games on cognitive functions
Sumera Sattar   +2 more
doaj   +1 more source

Video Games and Citizenship

open access: yesCLCWeb: Comparative Literature and Culture, 2013
In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship.
Bourgonjon, Jeroen, Soetaert, Ronald
openaire   +4 more sources

The Racing-Game Effect: Why Do Video Racing Games Increase Risk-Taking Inclinations? [PDF]

open access: yes, 2009
The present studies investigated why video racing games increase players’ risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting ...
Andreas Kastenmüller   +22 more
core   +1 more source

Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres [PDF]

open access: yes, 2013
Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a).
Latham, Andrew J.   +2 more
core   +1 more source

Museums in video games | Video games in museums

open access: yespiano b, 2019
In the last few years, video games reached a maturity that is now recognized at an institutional level and that led them to enter in schools and museums. The musealization of the video game proposes a series of analysis opportunities.
Elisabetta Modena
doaj   +1 more source

Chronotypology:a comparative method for analyzing game time [PDF]

open access: yes, 2020
This article presents a methodology called “chronotypology” which aims to facilitate literary studies approaches to video games by conceptualizing game temporality.
Jayemanne, Darshana
core   +1 more source

Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool.

open access: yesPLoS ONE, 2019
BackgroundVideo games have grown in popularity since the 1970s, and tobacco imagery is present in a substantial subset of games, including those oriented to youth. Much like exposure to tobacco content in films, exposure to tobacco content in video games
Patricia A McDaniel, Susan R Forsyth
doaj   +1 more source

Video games and health [PDF]

open access: yesBMJ, 2005
Although playing video games is one of the most popular leisure activities in the world, research into its effects on players, both positive and negative, is often trivialised. Some of this research deserves to be taken seriously, not least because video game playing has implications for health.1 One innovative application of video games in health ...
openaire   +3 more sources

The motivational pull of video game feedback, rules, and social interaction: Another self-determination theory approach [PDF]

open access: yes, 2017
This paper argues that most video game enjoyment can be understood in terms of the type of feedback used, the rules set out by the game and the social elements of the game - concepts that have been identified as critical to video games.
Rogers, Ryan
core   +2 more sources

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