Results 51 to 60 of about 56,214 (258)

Inter‐platform ecosystems

open access: yesStrategic Management Journal, EarlyView.
Abstract Research Summary We extend ecosystem theory to cases in which platforms are complementors to each other: inter‐platform ecosystems. Analyzing web traffic data on 241 European platforms, we identify and characterize demand‐side inter‐platform ecosystems, and propose a theory of why they emerge.
Bruno Carballa‐Smichowski   +3 more
wiley   +1 more source

Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data [PDF]

open access: yes, 2014
Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings ...
A Ichimura   +25 more
core   +1 more source

Cultural Geography and Videogames [PDF]

open access: yesGeography Compass, 2011
Abstract While videogames have been a popular form of entertainment practice for a number of decades, it is only recently that they have been paid much attention by academics. Although there is a burgeoning body of scholarship that deals with videogames in new media and games studies, human geography is only just beginning to offer ...
Ash, James, Gallacher, Lesley Anne
openaire   +3 more sources

A machine for playing in: Exploring the videogame as a medium for architectural design

open access: yesDesign Studies, 2020
This paper aims to investigate what is unique about videogame spaces and their construction, and how they might be utilised by architects. This design-led study establishes videogames as an architectural medium through practice-based research projects ...
L. Pearson
semanticscholar   +1 more source

Games and gamification projects in the Australian public sector

open access: yesAustralian Journal of Public Administration, EarlyView.
Abstract This article surveys the arrival of gameful government into Australian public sector practice. Gameful government is a shorthand, descriptive term denoting the interpenetration of (video)games, and design elements and thinking from them, into public sector work.
David Threlfall, Catherine Althaus
wiley   +1 more source

Out of the dark – Psychological perspectives on people's fascination with true crime

open access: yesBritish Journal of Psychology, EarlyView.
Abstract The success of the true crime media genre reflects humanity's avid curiosity about violence, deviance, and murder, yet psychological research on this phenomenon is lacking. In this article, we highlight why true crime consumption may be relevant to various research fields that go beyond simple media preferences.
Corinna Perchtold‐Stefan   +5 more
wiley   +1 more source

Online Risk Behaviours Among Adolescents: Identifying Areas of Digital Vulnerability

open access: yesChildren &Society, EarlyView.
ABSTRACT As a period during which they undergo important physical, emotional and social changes, adolescence is of great importance for minors. In addition, adolescence is an initial stage in terms of children's use of their own mobile devices and their first access to the internet and social networks, an activity that becomes a generalised habit in ...
Sonia Carcelén‐García   +2 more
wiley   +1 more source

Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

open access: yesPLoS ONE, 2014
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive.
Aaron Drummond, James D Sauer
doaj   +1 more source

"Gaming and the arts of storytelling" introduction [PDF]

open access: yes, 2018
The title of this Special Issue of Arts makes use of some ambiguous terms: ‘gaming’ rather than ‘videogames’; the plural ‘arts’ rather than the singular ‘art’.
Jayemanne, Darshana
core   +2 more sources

Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning

open access: yesGames for Health Journal, 2019
Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.
P. Belchior   +6 more
semanticscholar   +1 more source

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