Results 181 to 190 of about 56,644 (210)
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Developmental Medicine & Child Neurology, 1985
SUMMARYTwo cases are reported of boys who suffer epileptic seizures only after playing video games. It is suggested that the amodnt of time the patient spends in front of the screen before the seizure is important, and also that videogames trigger electrocortical activity far more efficiently than either television or intermittent photic stimulation ...
P, De Marco, L, Ghersini
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SUMMARYTwo cases are reported of boys who suffer epileptic seizures only after playing video games. It is suggested that the amodnt of time the patient spends in front of the screen before the seizure is important, and also that videogames trigger electrocortical activity far more efficiently than either television or intermittent photic stimulation ...
P, De Marco, L, Ghersini
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Epilepsia, 2004
Summary: Since the first case of videogame (VG) epilepsy was reported in 1981, many cases of seizures triggered by VGs were reported, not only in photosensitive, but also in non–photosensitive children and adolescents with epilepsy. We provide an overview of the literature with overall conclusions and recommendations regarding VG playing.
Michelle, Bureau +2 more
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Summary: Since the first case of videogame (VG) epilepsy was reported in 1981, many cases of seizures triggered by VGs were reported, not only in photosensitive, but also in non–photosensitive children and adolescents with epilepsy. We provide an overview of the literature with overall conclusions and recommendations regarding VG playing.
Michelle, Bureau +2 more
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ACM SIGGRAPH Computer Graphics, 2006
Between 10:30am and 12:15pm a panel discussion was held regarding the content of videogames and the responsibilities surrounding them.
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Between 10:30am and 12:15pm a panel discussion was held regarding the content of videogames and the responsibilities surrounding them.
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Psychotherapy mediated by videogames
The International Journal of Psychoanalysis, 2021Our purpose in this article is to propose an overview of the specificities of therapeutic mediation through video games. We analyse the clinical implications of using a video game interface and its different functionalities. The use of the video game set-up involves requirements, like adjustment between the subject, the machine and the virtual ...
Jung, Johann, Gillet, Guillaume
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Convergence: The International Journal of Research into New Media Technologies, 2012
This article discusses developments in French public policy towards videogaming in the 2000s, and explains them by locating them within the context of French cultural policy during the Fifth Republic (especially since the 1980s), and evolving interpretations of what kinds of activities can contribute to France’s ‘cultural presence’ in the world.
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This article discusses developments in French public policy towards videogaming in the 2000s, and explains them by locating them within the context of French cultural policy during the Fifth Republic (especially since the 1980s), and evolving interpretations of what kinds of activities can contribute to France’s ‘cultural presence’ in the world.
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Videogame Playing and Psychopathology
Psychological Reports, 1986The popular press has suggested that video games may cause psychopathology. This study examined the relationship of videogame playing and several psychopathologies. This study found that high-rate videogame playing was not related to neuroticism, several measures of conduct disorders or other measures of pathology measured in this study.
R F, McClure, F G, Mears
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Culture videoludiche: videogame oltre il videogame
2019Approfondimento interdisciplinare sul videogame.
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2017
Abstract Even more than novels, movies, or radio broadcasts, videogames provide a logical nexus for adaptation studies because they depend on making older narrative sources more dynamic and interactive. Chapter 25 explores four moments of encounter in videogame adaptation that encourage an active paradigm in adaptation studies: textual ...
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Abstract Even more than novels, movies, or radio broadcasts, videogames provide a logical nexus for adaptation studies because they depend on making older narrative sources more dynamic and interactive. Chapter 25 explores four moments of encounter in videogame adaptation that encourage an active paradigm in adaptation studies: textual ...
openaire +1 more source

