Results 41 to 50 of about 56,214 (258)
Bullying and cyberbullying have serious consequences for all those involved, especially the victims, and its prevalence is high throughout all the years of schooling, which emphasizes the importance of prevention.
Maite Garaigordobil +1 more
semanticscholar +1 more source
Active videogames promotes cardiovascular benefits in young adults? Randomized controlled trial
Objectives To investigate how quickly active video games, structured and unstructured, provide changes in hemodynamic variables in young adults during a 6-week intervention.
Jorge L. de Brito-Gomes +3 more
doaj +1 more source
A videogame intervention for tobacco product use prevention in adolescents.
PURPOSE This pilot study evaluated the short-term effects of an interactive videogame on changing adolescent knowledge, beliefs and risk perceptions, and intentions to use e-cigarettes, cigarettes, and other tobacco products.
M. Pentz +8 more
semanticscholar +1 more source
'Ephemerality’ in game development: opportunitiees and challenges [PDF]
Ephemeral Computation (Eph-C) is a newly created computation paradigm, the purpose of which is to take advantage of the ephemeral nature (limited lifetime) of computational resources.
Fernández-Leiva, Antonio José +1 more
core
How can children and young people have a voice in urban treescapes?
Abstract Scientific understanding of climate change has, to date, failed to result in sufficient action. This paper proposes that a deficit model of top‐down learning and dissemination in relation to public engagement with science may be part of the problem, particularly when considering the attitudes, values and empowerment of children and young ...
Simon Carr +10 more
wiley +1 more source
Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts [PDF]
Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects.
Gualeni, Stefano
core +6 more sources
Rehabilitative devices for a top-down approach [PDF]
In recent years, neurorehabilitation has moved from a "bottom-up" to a "top down" approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation.
de Bartolo, Daniela +7 more
core +1 more source
ABSTRACT Despite the growth of eSports, the sector faces critical challenges related to its sustainability. This research analyzes these issues from an environmental, social, and governance (ESG) perspective. This paper consists of a systematic literature review on eSports and its implications for sustainability.
M. Ertz +5 more
wiley +1 more source
A Toolkit for Exploring Affective Interface Adaptation in Videogames [PDF]
From its humble beginnings back in the early 1960’s the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the ...
Allanson, J., Gilleade, Kiel
core +1 more source
Grand theft algorithm: purposeful play, appropriated play and aberrant players [PDF]
"Copyright ACM, 2008. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in MindTrek: Proceedings of the 12th international conference on ...
Gazzard, Alison
core +3 more sources

