Results 51 to 60 of about 2,163 (182)
Videogame agency as a bio-costs contract
This paper presents a novel descriptive model for agency in videogames as communication. Literature pertaining to interactive works including videogames has identified the need to overcome dyadic perspectives of communication in such works.
Pedro Pinto Neves +2 more
doaj +1 more source
ABSTRACT Despite the growth of eSports, the sector faces critical challenges related to its sustainability. This research analyzes these issues from an environmental, social, and governance (ESG) perspective. This paper consists of a systematic literature review on eSports and its implications for sustainability.
M. Ertz +5 more
wiley +1 more source
Lipschitz-Based Reinforcement Learning for Response-Time Distributions in Video-Game Design
This study proposes a mathematical framework for predicting complete response-time distributions associated with parametric video-game configurations. Each configuration is encoded as a point in a normalized metric space, and the statistical descriptors ...
Ana Coronado-Ferrer +1 more
doaj +1 more source
Narrative design of sadness in Heavy Rain
Aware of all the problems videogames have faced trying to elicit sadness from its players, we decided to analyse the videogame Heavy Rain in virtue of its capabilities to induce sadness in the players.
Nelson Zagalo
doaj +1 more source
Out of the dark – Psychological perspectives on people's fascination with true crime
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
Stereo‐EEG mapping of visual working memory with task‐related high‐gamma modulations
Abstract Objective We describe a safe, informative, and easy‐to‐implement approach for presurgical mapping of visual working memory (VWM) with stereo‐electroencephalography (SEEG). Methods Twenty‐four patients with drug‐resistant epilepsy, 11–23 years of age, performed a single‐probe change detection VWM task, during SEEG monitoring.
Brian Ervin +13 more
wiley +1 more source
Videogames as an incipient research object inMathematics Education
This article presents a review of research made in the field of mathematics education on the use of video games in the classroom. These investigations have focused on four areas: impact in academic performance focused on mathematical contents, specific ...
Lluís Albarracín +2 more
doaj +1 more source
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
Playable Concepts? For a Critique of Videogame Reason
The text discusses under which conditions video games can philosophize by outlining a “Critique of Videogame Reason.” Section 1 introduces the idea that academic research, especially in philosophy, uncritically assumes that writing is the most effective ...
Pezzano Giacomo
doaj +1 more source
Cognitive Rehabilitation Interventions in the Intensive Care Unit: A Systematic Integrative Review
ABSTRACT Background Because critical illness, sedation, and ICU treatment commonly disrupt attention, memory, and executive function, early cognitive rehabilitation during the ICU stay may preserve or restore these capacities, reduce the delirium burden, and support engagement and recovery.
Kamila C. Lassen +14 more
wiley +1 more source

