Results 41 to 50 of about 619,314 (359)

Video games and creativity: The mediating role of psychological capital

open access: yesJournal of Creativity, 2023
Video games play a big part in many individuals’ lives, children and adults alike. A large body of research has investigated both the potential negative and positive effects of video games.
Maxence Mercier, Todd Lubart
doaj   +1 more source

Visual complexity, player experience, performance and physical exertion in motion-based games for older adults [PDF]

open access: yes, 2013
Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how
Birren J. E.   +5 more
core   +2 more sources

Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population

open access: yesFrontiers in Psychology, 2018
Background: Although several excellent reviews and meta-analyses have investigated the effect of video game trainings as tools to enhance well-being, most of them specifically focused on the effects of digital games on brain plasticity or cognitive ...
Federica Pallavicini   +2 more
doaj   +1 more source

Chimeric diphtheria toxin–CCL8 cytotoxic peptide for breast cancer management

open access: yesMolecular Oncology, EarlyView.
DTCCL8 is a recombinant fusion toxin that targets cancer cells expressing chemokine receptors. By combining diphtheria toxin with CCL8, DTCCL8 binds to multiple receptors on tumor cells and induces selective cytotoxicity. This strategy enables receptor‐mediated targeting of cancer and may support the development of chemokine‐guided therapeutics ...
Bernardo Chavez   +5 more
wiley   +1 more source

An Analysis of Operant Conditioning and its Relationship with Video Game Addiction [PDF]

open access: yes, 2017
A report published by the Entertainment Software Association revealed that in 2015, 155 million Americans play video games with an average of two gamers in each game-playing household (Entertainment Software Association, “Essential Facts about the ...
Vu, Daniel
core   +1 more source

Video games as meaningful entertainment experiences [PDF]

open access: yes, 2015
We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation.
Bowman, Nicholas David   +5 more
core   +2 more sources

Designing and Delivering Effective Faculty Development With the Adult Learner in Mind

open access: yesNew Directions for Adult and Continuing Education, EarlyView.
ABSTRACT University faculty are busy professionals tasked with many different responsibilities. While they certainly care about student success, their expertise is generally discipline‐specific and strategies for effective and engaging teaching are developed in the classroom along the way.
Nancy V. Winfrey
wiley   +1 more source

Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games

open access: yesArtifact, 2007
From sales figures and interviews, we know that many people outside the typical video game audience play small downloadable video games like Zuma, DinerDash, or Bejeweled.
Jesper Juul
doaj   +3 more sources

Teaching introductory undergraduate Physics using commercial video games [PDF]

open access: yes, 2011
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics.
Allain R   +7 more
core   +3 more sources

Instructional Design and Facilitation for Multigenerational Online Learning in Higher Education—Baby Boomers, Generation X, Millennials, and Generation Z

open access: yesNew Directions for Adult and Continuing Education, EarlyView.
ABSTRACT Nontraditional students represent a substantial number and significant percentage of students in higher education. While these adult learners have similarities, they also span 50+ years with generational differences. At the same time, online learning is on the rise, offering opportunities and challenges for nontraditional students and those ...
Brittany Hyden, Catherine A. Cherrstrom
wiley   +1 more source

Home - About - Disclaimer - Privacy