Results 101 to 110 of about 56,214 (258)

Immersive virtual reality assessments of working memory and psychomotor skills: A comparison between immersive and non‐immersive assessments

open access: yesJournal of Neuropsychology, Volume 20, Issue 1, Page 115-131, March 2026.
Abstract Objective Immersive virtual reality (VR) enhances ecological validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods remains unclear. This study investigates the convergent validity, user experience and usability of VR‐based
Panagiotis Kourtesis   +2 more
wiley   +1 more source

From aggressively formalised to intensely in/formalised: accounting for a wider range of videogame development practices

open access: yesCreative Industries Journal, 2018
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, the global videogame industry is fragmenting. New audiences, distribution platforms, and development tools are expanding the videogame industry into an ...
B. Keogh
semanticscholar   +1 more source

Psychometric evaluation of a trans‐addiction craving questionnaire: The Craving Assessment Scale for Behavioral Addictions and Substance‐use Disorders (CASBAS)

open access: yesAddiction, Volume 121, Issue 2, Page 400-412, February 2026.
Abstract Background and aims Craving is a central construct across different kinds of addictive disorders, but craving assessments are highly heterogeneous. Our aim was to develop a valid, standardized and short scale for assessing subjective feelings of acute craving for different substances and addictive behaviors using the same set of items.
Stephanie Antons   +6 more
wiley   +1 more source

Recover:designing a videogame to assist with recovery from PTSD [PDF]

open access: yes, 2017
Recover is a game prototype that was developed to explore the potential of videogames to provide users recovering from PTSD with an alternative form of immersive self-help.
J. S. Sloan, Robin, Macleod, Eilidh
core  

Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study

open access: yesFrontiers in Neurology, 2017
Background Approximately 70–80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function.
T. Vanbellingen   +3 more
semanticscholar   +1 more source

The state of Native representation in videogames

open access: yesEludamos
This commentary examines the state of Native representation in videogames from a Native perspective. Also, this commentary offers examples of Native Representation in Videogames from 1971 to 2025.
Thomas James Reed
doaj   +1 more source

Le jeu dans tous ses espaces

open access: yesSciences du Jeu, 2017
The generalization of games as a product and cultural practice is covering a wide heterogeneity of production, consumption and uses. The purpose of this piece is to explain how space and territories are a reading key for the understanding of play ...
Hovig Ter Minassian   +2 more
doaj   +1 more source

“Game over, man. Game over”:looking at the Alien in film and videogames [PDF]

open access: yes, 2018
In this article we discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014).
Jayemanne, Darshana, Keogh, Brendan
core   +3 more sources

FUNCIONALIDADE, ATIVIDADE E PARTICIPAÇÃO DE IDOSOS COM DOENÇA DE PARKINSON TRATADOS COM EXERGAME: UMA SÉRIE DE CASOS

open access: yesRevista Pesquisa em Fisioterapia, 2017
Introdução: A doença de Parkinson (DP) é uma doença crônica degenerativa que acomete os núcleos da base e causa problemas cognitivos, redução da força muscular, instabilidade postural e aumento do risco de quedas.
Alana das Mercês Silva   +3 more
doaj   +1 more source

The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review

open access: yesComputers in Human Behavior, 2022
Erin Gibson   +3 more
semanticscholar   +1 more source

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