Results 131 to 140 of about 160,843 (279)
Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming. [PDF]
Gambino G +8 more
europepmc +1 more source
Waiting for a Release: The Expectation in Virtual Gaming Communities
ABSTRACT This study examines how virtual gaming communities influence and maintain player expectations before, during, and after a game's release. A mixed‐methods study was conducted, comprising a netnography followed by an experiment. First, a netnographic study was conducted over 12 months, tracking communities to understand player behavior and ...
Lucas Lopes Ferreira de Souza +4 more
wiley +1 more source
ABSTRACT The rapid emergence of artificial intelligence (AI) has raised important questions about how new technologies will shape professional norms and practices in counseling. The purpose of this study was to understand how counseling professionals expect AI to be integrated into counselor education and supervision (CES).
Hank Crofford, Elif Bor, Gülşah Kemer
wiley +1 more source
This interdisciplinary research initiative seeks to enhance the accessibility of video gaming for individuals living with Motor Neurone Disease (MND), a condition characterized by progressive muscle weakness.
Natasha Dwyer +5 more
doaj +1 more source
From game engagement to craving responses - The role of gratification and compensation experiences during video-gaming in casual and at-risk gamers. [PDF]
Antons S +3 more
europepmc +1 more source
National Identity Meaning and Attitudes Toward War, Peace, and the Future of Ukraine
ABSTRACT The link between attitudes and social identity is complex, influencing perceptions, motivations, and actions. Social psychological research mainly focused on the role of attitude in identity formation, particularly in the contexts of social movements and collective action.
Karina V. Korostelina +6 more
wiley +1 more source
Prevalence and Awareness of Musculoskeletal Injuries Associated With Competitive Video Gaming in Saudi Arabia. [PDF]
Fathuldeen A +2 more
europepmc +1 more source
GLHF: A Brief Overview of Gaming Cafes [PDF]
My paper is on the history of internet and gaming cafes, focusing on how they are seen today, the problems they face and some potential solutions. Although my focus is on gaming cafes in America, because they are so popular overseas in Asian countries ...
Sun, John
core +1 more source
ABSTRACT To meet rising sustainability demands, companies increasingly use social media to communicate product‐related CSR initiatives. Consumers' interactions with these messages largely depend on the messages' perceived credibility. However, there remains limited understanding of how firms combine communication characteristics into distinct patterns ...
Judith Derenthal, Waldemar Toporowski
wiley +1 more source
Use of videogames, Internet Gaming Disorder, and Agressiveness in Emerging Adulthood
Introduction Internet gaming disorder has been associated with an excessive number of hours spent playing video games, which leads to a detriment of other daily activities and interests.
D. Silva, B. R. Maia
doaj +1 more source

