Results 221 to 230 of about 56,214 (258)
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Effectiveness of a Web-Based Tobacco Product use Prevention Videogame Intervention on Young Adolescents’ Beliefs and Knowledge

Substance Abuse, 2019
Background Preventing tobacco product initiation in youth is a critical need. While cigarette smoking among youth has been on the decline, tobacco use in other forms, such as e-cigarettes and vaping, continue to be a major concern.
Kimberly D. Hieftje   +3 more
semanticscholar   +1 more source

Psychotherapy mediated by videogames

The International Journal of Psychoanalysis, 2021
Our purpose in this article is to propose an overview of the specificities of therapeutic mediation through video games. We analyse the clinical implications of using a video game interface and its different functionalities. The use of the video game set-up involves requirements, like adjustment between the subject, the machine and the virtual ...
Jung, Johann, Gillet, Guillaume
openaire   +2 more sources

A full-body interactive videogame used as a tool to foster social initiation conducts in children with Autism Spectrum Disorders

Research in Autism Spectrum Disorders, 2019
Background Game-based interventions that involve the use of technology have shown to facilitate motivation and learning processes in children with Autism Spectrum Disorders (ASD).
M. Mairena   +6 more
semanticscholar   +1 more source

Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play

Games Cult., 2019
Despite the rise of esports over the last decade, to date there is little effort to coordinate research related to the subject. This special issue attempts to address this gap by presenting a diversity of research exemplars from scholars both within and ...
Constance Steinkuehler
semanticscholar   +1 more source

Videogame-based tool for learning in the motor, cognitive and socio-emotional domains for children with Intellectual Disability

Entertainment Computing, 2019
Due to limitations in their intellectual functioning and adaptive behaviour children with Intellectual Disability experience problems in multiple areas during their daily activities.
M. Contreras   +2 more
semanticscholar   +1 more source

Videogame play and events are related to unhealthy emotion regulation in the form of low fading affect bias in autobiographical memory.

Consciousness and Cognition, 2019
The Fading Affect Bias (FAB) is faster fading of unpleasant affect than pleasant affect. The FAB is negatively related to unhealthy outcomes and positively related to healthy outcomes.
J. Gibbons, Briana M Bouldin
semanticscholar   +1 more source

French videogaming

Convergence: The International Journal of Research into New Media Technologies, 2012
This article discusses developments in French public policy towards videogaming in the 2000s, and explains them by locating them within the context of French cultural policy during the Fifth Republic (especially since the 1980s), and evolving interpretations of what kinds of activities can contribute to France’s ‘cultural presence’ in the world.
openaire   +2 more sources

Videogame Playing and Psychopathology

Psychological 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   +2 more sources

Minor Platforms in Videogame History

, 2019
Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the
Benjamin Nicoll
semanticscholar   +1 more source

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