Results 31 to 40 of about 1,643,885 (289)

Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review

open access: yesFrontiers in Psychiatry, 2020
Background Over the past decade, the use of commercial video games and serious games has developed in child and adolescent psychiatry. These games may become relevant alternatives or adjuncts to traditional psychotherapy, providing that their ...
Darius Zayeni, J. Raynaud, A. Revet
semanticscholar   +1 more source

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

The Effects of Video Games in Memory and Attention

open access: yesInt. J. Eng. Pedagog., 2020
The use of Information and Communication Technologies (ICT) is ubiqui-tous. Technologies like video games have become very popular not only with the young generation but also with older people.
Chrysovalantis Kefalis   +2 more
semanticscholar   +1 more source

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

Can Active Video Games Improve Physical Activity in Adolescents? A Review of RCT

open access: yesInternational Journal of Environmental Research and Public Health, 2020
Children and adolescents are not meeting the required federal physical activity (PA) guidelines established by the United States Department of Health and Human Services.
Wanda M Williams, Cynthia G. Ayres
semanticscholar   +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

From video game to ethnographic video game

open access: yesRevue Française des Méthodes Visuelles
The evolution of visual methods transcends the traditional documentary film, embracing various digital formats alongside cinema. Video games, serious games, phone applications and virtual reality are now being used to carry out research, collect data and present the results to the scientific community and the general public. In this article, we look at
Ibanez Bueno, Jacques   +1 more
openaire   +3 more sources

Unidirectional Tape‐Based Composites from Hemp and Pineapple Leaf Fiber: Mechanical Performance in Conventional and Bio‐Based Matrices

open access: yesAdvanced Engineering Materials, EarlyView.
The study investigates novel semi‐finished products made of unidirectionally arranged hemp or pineapple leaf fiber‐reinforced composites produced from different matrices. The materials are analyzed in terms of their mechanical and interfacial properties and void content.
Nina Graupner   +22 more
wiley   +1 more source

Notes on the Biographical Meaning of Games and Online-Games

open access: yesEludamos, 2009
The usual stereotype of the player of video games is that as young and male. That players become older and video games abide in peoples´ lives is still a new perspective on video games.
Helle Meister, Gerrit Herlyn
doaj   +1 more source

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