Results 141 to 150 of about 161,536 (283)
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
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
Prevalence and Awareness of Musculoskeletal Injuries Associated With Competitive Video Gaming in Saudi Arabia. [PDF]
Fathuldeen A +2 more
europepmc +1 more source
ABSTRACT Objective To assess clinical outcomes and parental experiences following an intensive multidisciplinary intervention (IMI) for children with Avoidant Restrictive Food Intake Disorder (ARFID). Method A prospective cohort of 28 children (aged 2–8 years) with severe eating difficulties, all meeting ARFID diagnostic criteria at baseline ...
Helena Holmäng +7 more
wiley +1 more source
Digital Rights Activism in Multilevel Governance
ABSTRACT Multilevel governance (MLG) without a clear hierarchical structure can create power imbalances among various actors, particularly in settings with overlapping jurisdictions and policy areas. This dynamic is especially pronounced in Internet governance, which faces a complex interplay of domestic laws, state interdependence, and heightened ...
Alison Harcourt
wiley +1 more source
An exploratory study of problematic shopping and problematic video gaming in adolescents. [PDF]
Greenberg NR +4 more
europepmc +1 more source
ABSTRACT Immersive virtual reality (IVR) is widely promoted as a means of enriching learning in science, technology, engineering, arts and mathematics (STEAM), yet evidence of its capacity to foster equitable classroom experiences for marginalised groups remains limited, particularly outside traditional STEM domains.
Carly Waterhouse‐Boot +1 more
wiley +1 more source
A Multi-Analysis of Children and Adolescents' Video Gaming Addiction with the AHP and TOPSIS Methods. [PDF]
Khorsandi A, Li L.
europepmc +1 more source
Reflective Pathways: Integrating Empathy Into the STEM Student Experiences
ABSTRACT The growing demand for a globally competent STEM workforce showcases the importance of embedding empathy into undergraduate education. As a core dimension of global competence, empathy enables individuals to engage diverse perspectives and navigate collaborative challenges.
Aparajita Jaiswal +3 more
wiley +1 more source

