Results 61 to 70 of about 3,321 (183)
ABSTRACT This article introduces video game ethics as an emergent field. It then focuses on some of the pressing issues distinctive of video game design, issues which arise predominantly from the making rather than the playing of games. Many issues in video game ethics arise from an asymmetry in the relationship between designer and player.
Eliya Cohen
wiley +1 more source
ABSTRACT Objectives War‐related stress may exacerbate parafunctional oral/postural habits and hinder the normalization of swallowing in children. Evidence for low‐burden myofunctional protocols remains limited, particularly in juveniles living in high‐stressor settings. This study described short‐term trajectories of swallowing rehabilitation status in
Nataliia Makhlynets +4 more
wiley +1 more source
The state of Native representation in videogames
This commentary examines the state of Native representation in videogames from a Native perspective. Also, this commentary offers examples of Native Representation in Videogames from 1971 to 2025.
Thomas James Reed
doaj +1 more source
Abstract Contemporary research in TESOL spans a range of ethnographic approaches from ethnography of communication and language socialization to narrative inquiry, critical ethnography, autoethnography, and digital ethnography. The foci of ethnographic work have evolved from earlier work focusing on interactional approaches that examined how L2 ...
Peter Sayer
wiley +1 more source
Multimodality and Expressivity in Videogames [PDF]
This article addresses multimodality and expressivity in digital games, from the perspective of audiovisual communication, discussing essential critical dimensions regarding game literacy and experience. An overview on how we make meaning from audiovisual media is presented, to frame the focus on the multimodal cognitive nature of digital games.
openaire +3 more sources
Introdução: A doença de Parkinson (DP) é uma doença crônica degenerativa que acomete os núcleos da base e causa problemas cognitivos, redução da força muscular, instabilidade postural e aumento do risco de quedas.
Alana das Mercês Silva +3 more
doaj +1 more source
This study examines the formation of awareness, perceived ease of use and trust in the most widely used videogame platforms, in the context of increasing digital engagement.
Maica Amador-Marrero +1 more
doaj +1 more source
The generalization of games as a product and cultural practice is covering a wide heterogeneity of production, consumption and uses. The purpose of this piece is to explain how space and territories are a reading key for the understanding of play ...
Hovig Ter Minassian +2 more
doaj +1 more source
Using videogames to treat childhood obesity. [PDF]
Childhood obesity is one of the most dangerous pathologies; it can lead to serious illness in the absence of medical support. In this article we give an overview of the use of videogames for reducing and normalizing the weight of overweight and obese ...
Druzhinenko D.A. +3 more
doaj
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

