Results 21 to 30 of about 648,229 (287)

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

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

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 game preservation in the UK: a survey of records management practices [PDF]

open access: yes, 2014
Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through ...
Bachell, Alasdair, Barr, Matthew
core   +3 more sources

Relacije umetnosti i video igara / Relations of Art and Video Games

open access: yesAM: Art + Media, 2012
When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art.
Manojlo Maravić
doaj   +1 more source

AI Researchers, Video Games Are Your Friends!

open access: yes, 2016
If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible.
A Newell   +28 more
core   +1 more source

Automated state of play: rethinking anthropocentric rules of the game [PDF]

open access: yes, 2018
Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces.
Fizek, Sonia
core   +2 more sources

The Role of Video Games in Learning EFL: A Case Study

open access: yesStrani Jezici
This study examines learners’ perceptions of how much vocabulary they have acquired through video games; other aims of the study were to explore (1) whether exposure to video games is related to better grades, (2) time spent playing video games, (3 ...
Darko Kasanić
doaj   +1 more source

Do teachers believe that video games can improve learning?

open access: yesHeliyon, 2022
Although video games are increasing their presence in teens/children's private entertainment and there is ample evidence to support their educational possibilities, they are seldom introduced in classrooms.
Juan-Ignacio Pozo   +2 more
doaj   +1 more source

Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents

open access: yesMultimodal Technologies and Interaction, 2017
In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop.
Prithwijit Das   +4 more
doaj   +1 more source

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