Results 11 to 20 of about 3,321 (183)
Videogames: Dispelling myths and tabloid headlines that videogames are bad [PDF]
Videogamers are often portrayed as adolescent overweight males eating fast food in their bedroom, and videogames often blamed in the media for violent crime, obesity, social isolation and depression. However videogaming is a mainstream activity. In Australia 65% of the population play videogames (Digital Australia 2014), and humanity as a species play ...
Jones, Christian +4 more
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História no videogame, videogame como história [PDF]
<p><strong>Resenha de: </strong>CHAPMAN, Adam. 2016. <em>Digital games as history</em>: how videogames represent the past and offer access to historical practice. Nova York, Routledge, 290 p.</p>
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The article explores the concept of "videogame" as a narrative of modern social and philosophical thought, which considers a video game through the prism of the gaming of social and individual life of a person.
Olexandr Horban, Maria Maletska
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The Impact of Internet and Videogaming Addiction on Adolescent Vision: A Review of the Literature
During the past decade, vision problems that were attributed to the use of electronic screens have gradually shifted from being a workplace health issue to a wider public health issue.
Ioanna Mylona +5 more
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Cultural Geography and Videogames [PDF]
Abstract While videogames have been a popular form of entertainment practice for a number of decades, it is only recently that they have been paid much attention by academics. Although there is a burgeoning body of scholarship that deals with videogames in new media and games studies, human geography is only just beginning to offer ...
Ash, James, Gallacher, Lesley Anne
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Gender Differences and Consumer Videogame Engagement
This paper intends to examine the gender differences on the engagement states of consumer videogame engagement through comparing the male group vs. female group.
Jamak Abu Bakar Sedek A. +2 more
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Introduction: In the last years, there has been a rise in the use of technology among children and adolescents, which has led to a greater concern about its impact on their socioemotional and cognitive development.Aims: To explore the time spent using ...
Saray Ramírez +8 more
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The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer ...
Amir Zaib Abbasi +2 more
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TRANSFORMATION OF THE ROLE OF SPECTATOR IN THE VIDEO GAME LIVE STREAMING
The purpose of the article is to analyze the phenomenon of live videogame streaming in the context of transformation of the spectator’s role. Methodology of investigation consists in integration of comparative method in order to revise the information ...
Yevhen Олександрович Malyuk
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Most studies examine the effects of videogames on the cognitive abilities of young and adult players in experimental situations or for rehabilitation purposes.
Lourdes Guitart Pérez-Puelles +3 more
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