Results 11 to 20 of about 11,026 (225)

Gender Differences and Consumer Videogame Engagement

open access: yesSHS Web of Conferences, 2018
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
doaj   +3 more sources

Videogame Playing and Psychopathology

open access: yesPsychological Reports, 1986
The popular press has suggested that video games may cause psychopathology. This study examined the relationship of videogame playing and several psychopathologies. This study found that high-rate videogame playing was not related to neuroticism, several measures of conduct disorders or other measures of pathology measured in this study.
R F, McClure, F G, Mears
openaire   +3 more sources

M1 a-tDCS does not acutely enhance motor skill acquisition of a dexterous, timing-based videogame task in adults. [PDF]

open access: yesPhysiol Rep
Abstract Motor skill acquisition involves plastic changes across distributed neural networks, and anodal transcranial direct current stimulation (a‐tDCS) applied over primary motor cortex (M1) is often used to modulate excitability and potentially enhance learning.
Blake BO   +5 more
europepmc   +2 more sources

Videogame Play and Wellbeing Among a First Episode Psychosis Population [PDF]

open access: yes, 2021
NSERCPeer ReviewedWith ongoing interest in the relationship between videogame and mental health alongside recent focus on gaming’s role in coping with stressful life events, we sought to explore the relationship between videogame play and wellbeing among
Foley, S   +11 more
core   +1 more source

Videogames: Dispelling myths and tabloid headlines that videogames are bad [PDF]

open access: yesElectronic Workshops in Computing, 2014
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
openaire   +3 more sources

Cultural Geography and Videogames [PDF]

open access: yesGeography Compass, 2011
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
openaire   +3 more sources

Basic approaches to the definition of the concept of "videogame" as an element of modern scientific discourse

open access: yesCхід, 2018
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
doaj   +1 more source

The Impact of Internet and Videogaming Addiction on Adolescent Vision: A Review of the Literature

open access: yesFrontiers in Public Health, 2020
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
doaj   +1 more source

Use of Technology and Its Association With Academic Performance and Life Satisfaction Among Children and Adolescents

open access: yesFrontiers in Psychiatry, 2021
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
doaj   +1 more source

The Capitalist Socius and Videogame Production: Autopoietic Subjectivation Monsters

open access: yes, 2020
Diverse representations of bodies in videogames have become a point of contention among developers and consumers alike, which has led scholars to question why videogame production is breaking with trends of recognizable, anthropocentric characters in ...
Jackson, J.
core   +1 more source

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