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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

Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses [PDF]

open access: yes, 2016
Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings ...
Bowman, Nicholas David   +4 more
core   +2 more sources

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

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

Custom-designed motion-based games for older adults: a review of literature in human-computer interaction [PDF]

open access: yes, 2014
Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to ...
Gerling, Kathrin, Mandryk, Regan
core   +1 more source

Deep learning for video game playing [PDF]

open access: yes, 2019
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games.
Bontrager, Philip   +3 more
core   +2 more sources

Do we need permission to play in public? The design of participation for social play video games at play parties and ‘alternative’ games festivals [PDF]

open access: yes, 2018
Play is a fundamental to being Human. It helps to make sense of the self, to learn, to be creative and to relax. The advent of video games challenged traditional notions of play, introducing a single player experience to what had primarily been a ...
Love, Lynn H. C.
core   +3 more sources

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

'Cease and desist?' The persistence of Marlboro brand imagery in racing video games [PDF]

open access: yes, 2020
Since 1972, Philip Morris (PM) has sponsored motorsports. Racing video games are a popular genre among youth and often emulate the branding of their real-life counterparts, potentially exposing youth to tobacco imagery. We examined racing video games for
Forsyth, Susan, McDaniel, Patricia A
core  

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