Results 11 to 20 of about 56,644 (210)

#dametuits: Programa de formación y comunicación corporativa gamificada

open access: yesObra Digital, 2014
#dametuits fue un programa puesto en marcha en el Centro Universitario de Tecnología y Arte Digital (U-tad) que tenía como objetivo el cambio de modelo comunicacional de la institución por medio del fomento de la participación formada y optimizada de los
Carlos González Tardón   +1 more
doaj   +1 more source

Videogames in Horror Movies

open access: yesJournal of the Austrian Association for American Studies, 2023
This article discusses four movies in which transgressions between gameworlds and diegetic realities take center stage: Brainscan (1994), Stay Alive (2006), Livescream (2018), and Choose or Die (2022).
Michael Fuchs
doaj   +1 more source

Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions

open access: yesSAGE Open, 2020
This study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the ...
Xudong Liu, Ven-hwei Lo, Ran Wei
doaj   +1 more source

Guest Editorial Preface. Applied Playfulness – 5th Vienna Games Conference (FROG11)

open access: yesEludamos, 2012

Konstantin Mitgutsch   +2 more
doaj   +1 more source

Premediating climate change in videogames: Repetition, mastery, and failure

open access: yesNordic Journal of Media Studies, 2021
This article starts with the observation that growth-oriented, techno-futurist narratives are predominant in climate change videogames. It then accounts for the lack of variety by arguing that these videogames are privileged expressions of premediation ...
op de Beke Laura
doaj   +1 more source

The therapeutic use of videogames within secure forensic settings: a review of the literature and application to practice [PDF]

open access: yes, 2004
Engagement in leisure pursuits that involves the use of tools and objects and the exploration of a new environment can provide a success experience that leads to increased feelings of competence and mastery.
Gooch, P., Living, R.
core   +1 more source

Uncovering literacy practices in the game Total War: Shogun 2 with a contract-agency model

open access: yesInternational Journal of Film and Media Arts, 2020
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2.
Pedro Pinto Neves   +2 more
doaj   +1 more source

Trends and correlates of the time spent playing videogames in Italian children and adolescents

open access: yesMediterranean Journal of Clinical Psychology, 2021
Background: The use of electronic devices and screen-time behaviours among young people have increased in the last two decades. However, empirical evidence on trends in time spent playing videogames among Italian youths is lacking.
Simone Amendola
doaj   +1 more source

Videogames and therapy: A narrative review of recent publication and application to treatment.

open access: yesFrontiers in Psychology, 2016
Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have have therapeutic implications in the hands of a skilled and informed therapist.
Gilbert Ernest Franco   +1 more
doaj   +1 more source

Are videogame training gains specific or general?

open access: yesFrontiers in Systems Neuroscience, 2014
Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames. Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information ...
Adam C. Oei, Michael D. Patterson
doaj   +1 more source

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