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

