Results 111 to 120 of about 56,214 (258)
Development and Validation of Videogame Addiction Scale for Children (VASC)
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]
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]
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]
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]
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
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
Art/CS 108, Introduction to Game Studies, Section 1, Spring 2017 [PDF]
Course ...
Morgan, James
core +1 more source
Reciprocal associations between screen time and emotional disorder symptoms during adolescence
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
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
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

