Results 31 to 40 of about 3,953 (183)
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
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 We examine how a single exploitative employer decision event, conceptualized as a shock, interacts with employees' accumulated perceived employer exploitation to amplify feelings of violation and influence adverse employee reactions. This interaction effect, and its boundary conditions, constitutes the primary theoretical contribution of the ...
Dorothea Roumpi +3 more
wiley +1 more source
What is Videogame Formalism? Exploring the Pillars of Russian Formalism for the Study of Videogames [PDF]
This article provides a general overview of the theoretical foundations of formalism to assess their usefulness for the study of videogames and thereby establish grounds for a more robust approach. After determining that formalism has been used as a go-to term for a variety of ontological and methodological approaches in game studies, this article ...
openaire +2 more sources
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
Screen Use, Child Development and Family Involvement in Children Aged 2–7 Years: A Systematic Review
ABSTRACT Introduction This study aimed to explore the effects of screen time on the development of children and the mediating role of families, following the PRISMA method. Methods Searches were conducted in Web of Science, Scopus and ERIC databases between 2020 and 2025.
Mónica Gomariz‐Martínez +2 more
wiley +1 more source
Abstract This article delineates a comprehensive framework for the achievement of effective metaverse governance that reflects the EU's current metaverse agenda and promotes respect for intellectual property rights. To do so, this article follows a two‐strand methodology. It engages in a doctrinal legal analysis and a policy‐oriented assessment.
Zoi Krokida, Ioanna Lapatoura
wiley +1 more source
ABSTRACT Introduction Obesity and poor mental well‐being in childhood and adolescence are growing public health concerns with potential implications for a broad range of life outcomes. Understanding the longitudinal and potentially bidirectional relationship between weight status and mental well‐being is crucial for developing effective interventions ...
Stine Schramm +3 more
wiley +1 more source
A framework for the development of videogames
AbstractA framework is a high‐level solution for the reuse of software pieces, a step forward in simple library‐based reuse, that allows the sharing of not only common functions but also the generic logic of a domain application. It also ensures a better level of quality for the final product, given the fact that an important fraction of the ...
Raúl A. Santelices, Miguel Nussbaum
openaire +5 more sources
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

