Results 41 to 50 of about 3,321 (183)

A framework for the development of videogames

open access: yesSoftware: Practice and Experience, 2001
AbstractA framework is a high‐level solution for the reuse of software pieces, a step forward in simple library‐based reuse, that allows the sharing of not only common functions but also the generic logic of a domain application. It also ensures a better level of quality for the final product, given the fact that an important fraction of the ...
Raúl A. Santelices, Miguel Nussbaum
openaire   +5 more sources

Digital Media as a New Means of Mediation (Part Two)

open access: yesКультурно-историческая психология, 2020
The article continues the cycle “Digital media as a new means of mediation”. The first article of the cycle is devoted to discussing theoretical and methodological perspectives of perceiving digital media as a specific means of mediation, combining ...
Rubtsova O.V.,
doaj   +1 more source

Mental Health Benefits of Blue Spaces Exposure: Results from a Moderated Mediation Analysis Using the AUBS Survey

open access: yesTijdschrift voor Economische en Sociale Geografie, EarlyView.
Abstract Urban blue spaces are increasingly recognised as important determinants of mental health. This empirical study investigates the mental health benefits of blue space exposure in Shkodra, Albania. Data from 534 respondents were collected through the Albanian Urban Blue Spaces (AUBS) Survey.
Samel Kruja   +3 more
wiley   +1 more source

Videogames in therapy [PDF]

open access: yesProceedings of the 3rd International Conference on Fun and Games, 2010
This paper describes a user and task analysis that was conducted in order to examine the role of therapists in the use of video games in therapy. The results show that video games were used often, but improvements could be made to make them more effective for the therapist.
Jan-Henk Annema   +4 more
openaire   +1 more source

Understanding the videograme genre: a qualitative analysis of the “playing contract”

open access: yesRomanian Journal of Communications and Public Relations, 2015
Available in the widest variety of forms, with or without the ”story” or the scoring, played alone (single player), with a few partners (multiplayer) or with many others (massive multiplayer online games), the videogames categories are built on multiple
Tulia Maria Cășvean
doaj   +1 more source

Interventions for children with developmental coordination disorder: A scoping review

open access: yesDevelopmental Medicine &Child Neurology, Volume 68, Issue 9, Page 1184-1194, September 2026.
This scoping review identified 13 differing categories of interventions delivered to children with developmental coordination disorder worldwide ranging from task oriented, motor skills training, and sensorimotor approaches to sports training approaches and health promotion, with motor performance mostly reported as outcome and similar effectiveness ...
Dorothee Jelsma   +9 more
wiley   +1 more source

Percepção visual em mundos virtuais. Consumindo mensagens publicitárias através dos olhos do avatar

open access: yesRizoma, 2014
Assumir uma personalidade, controlar suas ações e executar tarefas são características instrinsecamente ligadas aos mundos virtuais, como por exemplo: os metaversos e os videojogos.
Eduardo Zilles Borba
doaj   +1 more source

An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework [PDF]

open access: yesAthens Journal of Mass Media and Communications, 2016
Paraphrasing Eco, the "playing contract" should allow players to instantly recognize a genre. Videogames use resources from the fertile field of popular culture, exploiting models, pre-worked materials, well-known heroes, stereotypes, and myths.
Tulia-Maria Cășvean
doaj   +1 more source

A Time‐Centred Perspective on Classroom‐Based Physical Activity

open access: yesEuropean Journal of Education, Volume 61, Issue 3, September 2026.
ABSTRACT Schools are recognized as a key setting for preventing physical inactivity–related health issues early in life. Despite schools offering a rich set of opportunities to integrate physical activity (PA) without disadvantages for learning, those opportunities are often underutilized in ‘traditional’ educational environments where PA is primarily ...
Fabian Herold   +7 more
wiley   +1 more source

Videogame reward types

open access: yesProceedings of the First International Conference on Gameful Design, Research, and Applications, 2013
This research has been conducted to ascertain the validity of existing videogame reward categorisations. An overview of current videogame reward types is provided and the need for further research in the area of videogame reward systems is identified. Possible limitations of the primary existing reward taxonomy are identified.
Cody J. Phillips 0002   +2 more
openaire   +1 more source

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