Results 111 to 120 of about 56,214 (258)

Development and Validation of Videogame Addiction Scale for Children (VASC)

open access: yesInternational Journal of Mental Health and Addiction, 2017
The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Children (VASC). The data were derived from 780 children who completed the Videogame Addiction Scale (405 girls and 375 boys; 48.1% ranging in age from 9 to 12 
Eyüp Yılmaz, M. Griffiths, A. Kan
semanticscholar   +1 more source

Using videogames to treat childhood obesity. [PDF]

open access: yesPsychology in Russia: State of Art, 2014
Childhood obesity is one of the most dangerous pathologies; it can lead to serious illness in the absence of medical support. In this article we give an overview of the use of videogames for reducing and normalizing the weight of overweight and obese ...
Druzhinenko D.A.   +3 more
doaj  

The psychology of music in gambling environments: an observational research note [PDF]

open access: yes, 2005
Effects of the listening context on responses to music largely have been neglected despite the prevalence of music in our everyday lives. Furthermore, there has been no research on the role of music in gambling environments (e.g., casinos, amusement ...
Griffiths, MD, Parke, J
core   +1 more source

Where are all the climate change games? Locating digital games' response to climate change [PDF]

open access: yes, 2017
The burgeoning genre of climate fiction, or ‘cli-fi’, in literature and the arts has begun to attract both scholarly and popular attention. It hasbeen described as ‘potentially [having] crucial contributions to make toward full understanding of the ...
Abraham, Benjamin, Jayemanne, Darshana
core   +1 more source

Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance. [PDF]

open access: yes, 2013
Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear.
Kirk, Ian J.   +4 more
core   +3 more sources

Basic hermeneutic approaches to interpretation of videogames

open access: yesCхід, 2019
The article is devoted to the videogame interpretation and the basic hermeneutic approaches to interpretation of videogames. Videogames are complex contemporary phenomenon that differs from other media with its interactivity and specific relations ...
Olexandr Horban, Maria Maletska
doaj   +1 more source

Reciprocal associations between screen time and emotional disorder symptoms during adolescence

open access: yesPreventive Medicine Reports, 2019
Screen-based sedentary behaviors and emotional disorders are associated with one another in youth. Yet, the direction of the association is unclear, as is whether specific types of screen-based sedentary behaviors and emotional disorder symptoms are more
Jennifer Zink   +4 more
doaj   +1 more source

Scientific rigor through videogames

open access: yesTrends in Biochemical Sciences, 2014
Hypothesis-driven experimentation - the scientific method - can be subverted by fraud, irreproducibility, and lack of rigorous predictive tests. A robust solution to these problems may be the 'massive open laboratory' model, recently embodied in the internet-scale videogame EteRNA.
Treuille, Adrien, Das, Rhiju
openaire   +2 more sources

Videogames, Ricerca, Patrimonio Culturale

open access: yes, 2020
I videogiochi possono essere uno strumento di conoscenza, valorizzazione e promozione del patrimonio culturale. Qual è la prospettiva dell'industria? Quale il contributo della ricerca scientifica? Cosa stanno facendo i musei? Questo volume è dedicato ad un'alleanza tra ricerca, istituzioni culturali e industria del videogioco.
openaire   +3 more sources

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