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Virtualized training provides high fidelity environments to practice skills and gain knowledge, potentially mitigating harmful consequences from real life mistakes. Current research has focused on videogames, believed to have characteristics that improve
Diana R Sanchez
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Videogame training increases clinical well-being, attention and hippocampal-prefrontal functional connectivity in patients with schizophrenia [PDF]
Recent research shows that videogame training enhances neuronal plasticity and cognitive improvements in healthy individuals. As patients with schizophrenia exhibit reduced neuronal plasticity linked to cognitive deficits and symptoms, we investigated ...
Maxi Becker +3 more
doaj +2 more sources
Space Age Grand Narratives in Videogames [PDF]
The phenomenon of outer space has become ingrained in the various levels of human culture. A feature of modern views on the phenomenon of outer space is its human-sizedness.
Oleksandr Horban, Mariia Maletska
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Videogame researchers have long considered the role videogames play in different cultural, social, and political contexts around the world. However, when it comes to researching videogame production, literature on the nominally global videogame industry ...
Brendan Keogh, Mahsuum Daiiani
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Cinematic adaptations of videogames are an increasingly common feature of film culture, and the adaptive relationship between these mediums is an increasingly common subject of film and videogame studies.
Mike Sell
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This study aims to investigate the impact of personality dimensions on consumer videogame engagement. We distributed the study questionnaire to gamers aged 16-19 years and managed to get three-hundred-and-eighty valid respondents who provided data in the
Amir Zaib Abbasi +5 more
doaj +1 more source
Gamification as Online Teaching Strategy During COVID-19: A Mini-Review
The ongoing pandemic caused by coronavirus disease 2019 (COVID-19) has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a
Francisco Antonio Nieto-Escamez +3 more
doaj +1 more source
The Effects of Videogame Musealization on Gameplay Experience
From the early days of videogame until the early 2000s, videogame play usually took place in two main contexts: the public one (which included video arcades, bars and pubs), and the domestic one, due to the dissemination of home consoles.
Roberto Cappai
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« How can a balance between historiographical success and player entertainment be created? Solving that question may produce the greatest ongoing benefit to both the academic field and the development world » (Kempshall, 2020, p. 14).
Julien Bazile
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Considerar o videogame como objeto empírico relevante na lógica das teorias de comunicação exige um entendimento reconfigurado de um brinquedo que se torna produto cultural.
Selma Oliveira, Luciano Mendes
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