Results 21 to 30 of about 1,643,885 (289)

A Conceptual Critique of the Use of Moral Disengagement Theory in Research on Violent Video Games

open access: yesEludamos, 2020
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
doaj   +1 more source

Video games and urban simulation: new tools or new tricks?

open access: yesCybergeo, 2012
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
doaj   +1 more source

A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference

open access: yesInternational Journal of Educational Technology in Higher Education, 2017
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   +1 more source

Playing the Gospel of Video Games [PDF]

open access: yesInternational Multidisciplinary Journal of Pure Life, 2017
Even before modern technological era, there was a close relationship between religious education and technology. Religion has helped many people to understand new technologies and technologies have led to new understandings of religion, and even new ...
Ionut Cristian Baru (Romania)
doaj   +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

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

Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games

open access: yesJMIR Serious Games, 2020
Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically.
Magdalena Kowal   +5 more
semanticscholar   +1 more source

Video Games in the Treatment of Amblyopia: A Narrative Review

open access: yesThe Journal of Medicine, Law & Public Health, 2022
Background: Amblyopia can drastically affect a child’s life. Recently, following a shift in the view of amblyopia from that of a monocular disorder to that of a binocular disorder, dichoptic video games were introduced as a new treatment method.
Lojain Azizalrahman
doaj   +1 more source

Benchmarking End-to-End Behavioural Cloning on Video Games [PDF]

open access: yes2020 IEEE Conference on Games (CoG), 2020
Behavioural cloning, where a computer is taught to perform a task based on demonstrations, has been successfully applied to various video games and robotics tasks, with and without reinforcement learning. This also includes end-to-end approaches, where a
A. Kanervisto   +2 more
semanticscholar   +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

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