Results 91 to 100 of about 162,562 (276)
Functional impairment matters in the screening and diagnosis of gaming disorder [PDF]
This commentary responds to Aarseth et al.’s (in press) criticisms that the ICD-11 Gaming Disorder proposal would result in “moral panics around the harm of video gaming” and “the treatment of abundant false-positive cases.” The ICD-11 Gaming Disorder ...
Achab, Sophia +10 more
core +3 more sources
‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran +3 more
wiley +1 more source
Unveiling the Connection Between Video Games and Mental Health Among College Students in South India
Introduction: Playing Video Games without control can lead to Gaming Disorder (GD) which is also called a problematic gaming pattern or video game addiction.
Anantha Eashwar VM +6 more
doaj +1 more source
Abstract Active learning strategies enhance medical education by fostering self‐directed learning, communication, and problem‐solving skills. The paper puzzle, a game‐based learning approach, provides an engaging way to reinforce anatomical knowledge and promote collaboration.
Ricardo Tello‐Mendoza +6 more
wiley +1 more source
The COVID-19 pandemic has had a significant impact on the mental health of young adults, and video gaming has emerged as a popular coping mechanism. However, excessive gaming could have negative consequences.
Chulwoo Park +2 more
doaj +1 more source
Abstract Anatomy is a foundational component of various medical and paramedical disciplines. Existing research has suggested that games or game elements can improve student interest in musculoskeletal (MSK) anatomy. This project builds on previous gamification and serious game work and incorporates new anatomy‐based games into undergraduate anatomy ...
Emmeline Berger +2 more
wiley +1 more source
Toys for Boys? Women's Marginalization and Participation As Digital Gamers [PDF]
This paper develops out of ongoing research into the location and use of digital gaming in practices of everyday life. Specifically this paper draws on a questionnaire based survey of just under four hundred undergraduate students and twenty-three follow
Garry Crawford, Victoria K. Gosling
core
DESIGNING THE ULTIMATE VIDEO GAMING ENVIRONMENT: THESIS PORTION OF THE MOUNT OLIVE MISSIONARY BAPTIST SHELTER RENOVATION CAPSTONE PROJECT [PDF]
poster abstractWhen the client mentioned that he wanted the space adjoining the gam-ing space to appeal to college age adults, the importance of acoustical sepa-ration was placed into the forefront of my mind.
Hovde, Marjorie Rush +2 more
core
Moving beyond neurophobia to cultivate the neuroquisitive learner
Abstract “Neurophobia,” a pervasive fear of the neurological sciences, poses a significant barrier in medical education, affecting learners and physicians worldwide. Its consequences are far‐reaching, contributing to a limited neurology workforce and diminished confidence among non‐specialists in managing neurological conditions.
Joanna R. Appel +1 more
wiley +1 more source
Co-activation patterns during viewing of different video game genres
Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG).
Ruifang Cui +5 more
doaj +1 more source

