Results 201 to 210 of about 56,214 (258)
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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
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, 2021Research 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
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
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, 2022Background: 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, 2021While 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

