Results 201 to 210 of about 56,214 (258)
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Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports

Interacting with computers, 2023
Stress is a reaction of the body to external challenges, whether physical or psychological. In sports, there are stress factors that affect the athlete's performance, especially in team sports that involve short, high-intensity exercise cycles followed
Arturo Morales-Tellez   +2 more
semanticscholar   +1 more source

Exploring Viewers' Experiences of Parasocial Interactions with Videogame Streamers on Twitch

Cyberpsychology, Behavior, and Social Networking, 2021
Research on parasocial interaction (PSI) has a long tradition in noninteractive environments such as watching TV or listening to radio speakers. In the past years, researchers have started to apply PSI on videogame streaming environments, where the ...
Tim Wulf, F. Schneider, Juliane Queck
semanticscholar   +1 more source

Only you can save the world (of videogames): Authoritarian agencies in the heroism of videogame design, play, and culture

Convergence: The International Journal of Research into New Media Technologies, 2022
Joseph Campbell’s classical monomyth claims to describe a universal human narrative: the hero’s journey. For decades, it has commanded a revered position in American literary theory, global media production, and the world of videogames.
Stephanie C Jennings
semanticscholar   +1 more source

TSIUNAS: A Videogame for Preventing Gender-Based Violence

Games for Health Journal, 2022
Background: Gender-based violence (GBV) is a public health problem worldwide. Nonetheless, in rural areas and low-income countries, the problem may be more difficult to eradicate because there are stereotypes that reinforce negative attitudes toward ...
C. Gonzalez   +4 more
semanticscholar   +1 more source

Unsatisfied needs as a predictor of obsessive passion for videogame play.

Psychology of Popular Media, 2021
While research shows that videogames have a positive impact for the majority of players, concerns remain about the situations in which videogame play becomes disordered and harmful.
Daniel M. Johnson   +6 more
semanticscholar   +1 more source

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