Results 51 to 60 of about 56,644 (210)
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
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
Playing with Identity. Authors, Narrators, Avatars, and Players in The Stanley Parable and The Beginner’s Guide [PDF]
This article offers a comparative analysis of Davey Wreden’s The Stanley Parable (Wreden 2011 / Galactic Cafe 2013) and The Beginner’s Guide (Everything Unlimited Ltd.
Backe, Hans-Joachim, Thon, Jan-Noël
core
Abstract Objective Immersive virtual reality (VR) enhances ecological validity and facilitates intuitive and ergonomic hand interactions for performing neuropsychological assessments. However, its comparability to traditional computerized methods remains unclear. This study investigates the convergent validity, user experience and usability of VR‐based
Panagiotis Kourtesis +2 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
Media Multitasking Among American Youth: Prevalence, Predictors and Pairings [PDF]
In recent years, the issue of media multitasking has sparked a broad discussion about the potential impact on children and youth and has raised concerns among non-profits about how best to engage young people with social marketing campaigns.To help ...
Ulla G. Foehr
core
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
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
Spontaneous Strategies Used During Novel Word Learning
Abstract This online study examined spontaneous strategies of English‐speaking adults during associative word learning, the relationship of these strategies with learning outcomes and within‐task evolution of strategy use. Participants were to learn to name 14 object–pseudoword pairs across five successive encoding/recall blocks, followed by delayed ...
Matti Laine +4 more
wiley +1 more source
Imagining the Nation in the 21st Century
ABSTRACT This paper investigates how our imagining of the nation has evolved from the 1600s to this day. Reviewing the well‐known analysis of Benedict Anderson, this paper carries the argument further, investigating how our imagining of our national communities has changed alongside sociopolitical, economic and technological transformations.
Anna Triandafyllidou
wiley +1 more source

