Results 21 to 30 of about 2,159 (183)

Playability in Action Videogames: A Qualitative Design Model [PDF]

open access: yesHuman–Computer Interaction, 2002
n the 1990s the videogame industry has managed to become the fastest growing segment of \ud the entertainment industry in America. However, only a very low number of videogame products \ud manage to cover the costs of production and generate earnings.
Carlo Fabricatore   +2 more
openaire   +4 more sources

Can an intervention based on a serious videogame prior to cognitive behavioral therapy be helpful in bulimia nervosa? A clinical case study.

open access: yesFrontiers in Psychology, 2015
Background: Several studies have highlighted the implications of impulsivity and novelty seeking for both the maintenance and the process of recovery from bulimia nervosa. Cognitive behavioral therapy (CBT) is the treatment of choice for bulimia nervosa,
Cristina eGiner-Bartolomé   +10 more
doaj   +1 more source

Relationship of Physical Activity and Sleep Duration with Self-Concept, Mediterranean Diet and Problematic Videogame Use in Children: Structural Equation Analysis as a Function of Gender

open access: yesApplied Sciences, 2022
Engagement in physical activity and sleep duration are crucial to the adequate psychosocial and healthy development of children. Thus, the aim of this study was to develop an explanatory model of the relationships of physical activity and sleep duration ...
Gabriel González-Valero   +5 more
doaj   +1 more source

The Effectiveness of Family Education on Digital Game Addiction [PDF]

open access: yesJournal of Modern Psychology, 2022
Harmful use of digital technologies is increasing among different age groups in society, especially children. Therefore, it is important to pay attention to this issue and educate families to empower them to deal with this issue properly.
Shokoufeh JaliliParvar   +2 more
doaj   +1 more source

Writing a Videogame: Rhetoric, Revision, and Reflection

open access: yesPrompt, 2020
This essay reflects on a three-part assignment in which students plan, design, and reflect on a text-based videogame. Created originally for a composition course focused on rhetoric and videogames, the assignment lends itself to teaching about the ...
Kendall Gerdes, Melissa Beal, Sean Cain
doaj   +1 more source

STEM learning, science identity and immersivity: Giant screen films comparing 2D, 3D, and dome formats including a videogame assessment

open access: yesFrontiers in Education, 2023
Multiple assessments, including a novel videogame methodology, were used to understand how viewing a Giant Screen film in four different formats affected both science identity associated with liking science and desire to be a scientist, and learning ...
Mina C. Johnson-Glenberg   +2 more
doaj   +1 more source

Culture de la convergence chez les créatifs de jeux vidéo

open access: yesCommunication, 2016
The data presented here are taken from two doctoral research projects, partially conducted in the same field of enquiry — videogame design in Montréal.
Damien Charrieras, Myrtille Roy-Valex
doaj   +1 more source

Designing a Creature Believability Scale for Videogames [PDF]

open access: yes, 2017
This paper describes the design, and early evaluation of a scale aimed at assessing the believability of creatures in videogames. These creatures include all zoomorphic entities that do not qualify as fundamentally human-like, whether or not they have characteristics identifiable as anthropomorphic.
Nuno Barreto   +2 more
openaire   +1 more source

La Alfabetización Cuantitativa en estudiantes de Tercer Grado de Primaria a través de un Juego Serio / Quantitative Literacy in Third Grade Students using a Serious Game

open access: yesRevista Latinoamericana de Tecnología Educativa, 2019
Los últimos resultados de las evaluaciones nacionales e internacionales demuestran que el aprendizaje de las matemáticas resulta complejo para los estudiantes mexicanos.
José Luis Fernández-Robles   +3 more
doaj   +1 more source

The state of Native representation in videogames

open access: yesEludamos
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

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