Results 41 to 50 of about 3,953 (183)
Abstract Urban blue spaces are increasingly recognised as important determinants of mental health. This empirical study investigates the mental health benefits of blue space exposure in Shkodra, Albania. Data from 534 respondents were collected through the Albanian Urban Blue Spaces (AUBS) Survey.
Samel Kruja +3 more
wiley +1 more source
This paper describes a user and task analysis that was conducted in order to examine the role of therapists in the use of video games in therapy. The results show that video games were used often, but improvements could be made to make them more effective for the therapist.
Jan-Henk Annema +4 more
openaire +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
Use of television, videogames, and computer among children and adolescents in Italy
Background This survey determined the practices about television (video inclusive), videogames, and computer use in children and adolescents in Italy.
Marinelli Paolo +4 more
doaj +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
A Time‐Centred Perspective on Classroom‐Based Physical Activity
ABSTRACT Schools are recognized as a key setting for preventing physical inactivity–related health issues early in life. Despite schools offering a rich set of opportunities to integrate physical activity (PA) without disadvantages for learning, those opportunities are often underutilized in ‘traditional’ educational environments where PA is primarily ...
Fabian Herold +7 more
wiley +1 more source
This research has been conducted to ascertain the validity of existing videogame reward categorisations. An overview of current videogame reward types is provided and the need for further research in the area of videogame reward systems is identified. Possible limitations of the primary existing reward taxonomy are identified.
Cody J. Phillips 0002 +2 more
openaire +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
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

