Results 211 to 220 of about 56,214 (258)
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The Efficacy of Cognitive Videogame Training for ADHD and What FDA Clearance Means for Clinicians
Evidence-Based Practice in Child and Adolescent Mental Health, 2021News of a videogame that received FDA clearance to treat youth with attention-deficit hyperactivity disorder (ADHD) garnered a great deal of media attention and raised questions about the role of digital cognitive training programs for treatment.
Steven W. Evans +10 more
semanticscholar +1 more source
Games for Health Journal, 2021
Objective: Serious videogames and virtual reality (VR) have gained increasing interest for treating attention deficit hyperactivity disorder (ADHD). “The Secret Trail of Moon” (TSTM) study is a clinical trial devoted to testing the efficacy of TSTM, a VR
María Rodrigo-Yanguas +6 more
semanticscholar +1 more source
Objective: Serious videogames and virtual reality (VR) have gained increasing interest for treating attention deficit hyperactivity disorder (ADHD). “The Secret Trail of Moon” (TSTM) study is a clinical trial devoted to testing the efficacy of TSTM, a VR
María Rodrigo-Yanguas +6 more
semanticscholar +1 more source
Videogame Play and Wellbeing Among a First Episode Psychosis Population
Proc. ACM Hum. Comput. Interact., 2021With 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 people ...
Daniel M. Johnson +5 more
semanticscholar +1 more source
The effects of consumer esports videogame engagement on consumption behaviors
, 2020PurposeThis study aims to propose a model for predicting consumers’ esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date.Design/methodology/approachAfter approaching esports consumers in different gaming ...
A. Z. Abbasi +5 more
semanticscholar +1 more source
International Conference on Human Factors in Computing Systems, 2020
There has been increasing interest in designing for dementia in recent years. Empirical investigation is now needed of the long-term role of caregivers in appropriating ICTs into the complex daily life of people with dementia (PwD).
David Unbehaun +6 more
semanticscholar +1 more source
There has been increasing interest in designing for dementia in recent years. Empirical investigation is now needed of the long-term role of caregivers in appropriating ICTs into the complex daily life of people with dementia (PwD).
David Unbehaun +6 more
semanticscholar +1 more source
An evaluation of videogame network architecture performance and security
Comput. Networks, 2021The recent introduction of higher reward in videogame competitions is expected to motivate unethical players to pursue opportunities to gain unfair advantages while playing networked videogames.
Blake D. Bryant, H. Saiedian
semanticscholar +1 more source
Developmental Medicine & Child Neurology, 1985
SUMMARYTwo cases are reported of boys who suffer epileptic seizures only after playing video games. It is suggested that the amodnt of time the patient spends in front of the screen before the seizure is important, and also that videogames trigger electrocortical activity far more efficiently than either television or intermittent photic stimulation ...
P, De Marco, L, Ghersini
openaire +2 more sources
SUMMARYTwo cases are reported of boys who suffer epileptic seizures only after playing video games. It is suggested that the amodnt of time the patient spends in front of the screen before the seizure is important, and also that videogames trigger electrocortical activity far more efficiently than either television or intermittent photic stimulation ...
P, De Marco, L, Ghersini
openaire +2 more sources
Epilepsia, 2004
Summary: Since the first case of videogame (VG) epilepsy was reported in 1981, many cases of seizures triggered by VGs were reported, not only in photosensitive, but also in non–photosensitive children and adolescents with epilepsy. We provide an overview of the literature with overall conclusions and recommendations regarding VG playing.
Michelle, Bureau +2 more
openaire +2 more sources
Summary: Since the first case of videogame (VG) epilepsy was reported in 1981, many cases of seizures triggered by VGs were reported, not only in photosensitive, but also in non–photosensitive children and adolescents with epilepsy. We provide an overview of the literature with overall conclusions and recommendations regarding VG playing.
Michelle, Bureau +2 more
openaire +2 more sources
An approach to automated videogame beta testing
Entertainment ComputingVideogames developed in the 1970s and 1980s were modest programs created in a couple of months by a single person, who played the roles of designer, artist and programmer.
Jennifer Hernández Bécares +2 more
semanticscholar +1 more source
ACM SIGGRAPH Computer Graphics, 2006
Between 10:30am and 12:15pm a panel discussion was held regarding the content of videogames and the responsibilities surrounding them.
openaire +1 more source
Between 10:30am and 12:15pm a panel discussion was held regarding the content of videogames and the responsibilities surrounding them.
openaire +1 more source

