Results 31 to 40 of about 3,858 (164)
Games and gamification projects in the Australian public sector
Abstract This article surveys the arrival of gameful government into Australian public sector practice. Gameful government is a shorthand, descriptive term denoting the interpenetration of (video)games, and design elements and thinking from them, into public sector work.
David Threlfall, Catherine Althaus
wiley +1 more source
Sexism and violence: socialization through video games
A reiterative discourse on school violence is being explained in mass media reducing the problem to a controlled space: educational institutions. In this article, we analyze if certain violent climates taking place in classrooms are related to the ...
Enrique Javier Díez Gutiérrez
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
Strange Reality: On Glitches and Uncanny Play
Videogames have had to struggle with balancing the requirements of 'good' gameplay with a drive toward increasing graphical and narrative realism, spurred on by constantly improving technologies of simulation and computer graphics. Despite these advances
Eben G. Holmes
doaj +1 more source
Online Risk Behaviours Among Adolescents: Identifying Areas of Digital Vulnerability
ABSTRACT As a period during which they undergo important physical, emotional and social changes, adolescence is of great importance for minors. In addition, adolescence is an initial stage in terms of children's use of their own mobile devices and their first access to the internet and social networks, an activity that becomes a generalised habit in ...
Sonia Carcelén‐García +2 more
wiley +1 more source
Interventions for children with developmental coordination disorder: A scoping review
This scoping review identified 13 differing categories of interventions delivered to children with developmental coordination disorder worldwide ranging from task oriented, motor skills training, and sensorimotor approaches to sports training approaches and health promotion, with motor performance mostly reported as outcome and similar effectiveness ...
Dorothee Jelsma +9 more
wiley +1 more source
With the objective to demonstrate the real hidden capacities of reading in students with difficulties of learning such as dyslexia with the use of videogames, we have carried out a study with grammar education students.
Paula Aguadero Ruiz
doaj +1 more source
Videogames, Here for Good [PDF]
There is a long-standing debate about the potential contribution of videogames to negative outcomes in youth; however, definitive conclusions have not been reached. As the debate continues, the use of videogames for good, as vehicles for delivering health promotion and risk prevention interventions, is growing.
Lynn E, Fiellin +2 more
openaire +2 more sources
ABSTRACT Technology use is often implicated in adolescent sleep difficulties, yet experimental evidence confirming its impact on bedtime is critically lacking. This study tested whether online socialising with friends delays bedtime compared to non‐social online media use, while also considering the roles of friendship quality and personality ...
S. V. Bauducco +2 more
wiley +1 more source
Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts
Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects.
Stefano Gualeni
doaj

