Results 51 to 60 of about 11,026 (225)
Abstract We examine how a single exploitative employer decision event, conceptualized as a shock, interacts with employees' accumulated perceived employer exploitation to amplify feelings of violation and influence adverse employee reactions. This interaction effect, and its boundary conditions, constitutes the primary theoretical contribution of the ...
Dorothea Roumpi +3 more
wiley +1 more source
Videogame Production: How the Capitalist Socius and Platformization Subjectivate
Diverse representations of bodies in videogames has become a point of contention among developers and consumers alike, which has lead scholars to question why videogame production is breaking with trends of recognizable, anthropocentric characters in ...
Joshua Jackson +2 more
core +1 more source
En el contexto del Proyecto de Investigación «Ecologías de aprendizaje en contextos múltiples: análisis de proyectos de educación expandida y conformación de ciudadanía (EDU2014- 51961-P)» desde el Grupo de Investigación «Nodo Educativo» se presenta el ...
Francisco-Ignacio Revuelta-Domínguez +1 more
doaj +1 more source
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
Abstract This article delineates a comprehensive framework for the achievement of effective metaverse governance that reflects the EU's current metaverse agenda and promotes respect for intellectual property rights. To do so, this article follows a two‐strand methodology. It engages in a doctrinal legal analysis and a policy‐oriented assessment.
Zoi Krokida, Ioanna Lapatoura
wiley +1 more source
Cognitive-Behavioral Therapy for Treating Videogame Dependence in School-aged Children
This study examined the effectiveness of cognitive-behaviour therapy on schoolchildren with videogame dependency in a sample of Nigerian schoolchildren. This study was conducted in Enugu metropolis Enugu State Nigeria.
Moses Onyemaechi Ede +1 more
doaj +1 more source
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
ABSTRACT Introduction Obesity and poor mental well‐being in childhood and adolescence are growing public health concerns with potential implications for a broad range of life outcomes. Understanding the longitudinal and potentially bidirectional relationship between weight status and mental well‐being is crucial for developing effective interventions ...
Stine Schramm +3 more
wiley +1 more source
Digital Media as a New Means of Mediation (Part Two)
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
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

