Results 51 to 60 of about 13,388 (225)

A Toolkit for Exploring Affective Interface Adaptation in Videogames [PDF]

open access: yes, 2003
From its humble beginnings back in the early 1960’s the videogame has become one of the most successful form of HCI to date. However if we look more closely at the interactions between the game and gamer it becomes evident little has changed since the ...
Gilleade, Kiel   +3 more
core  

Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts

open access: yesG|A|M|E The Italian Journal of Game Studies, 2016
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  

Cognitive neuroscience

open access: yesTexto Livre: Linguagem e Tecnologia, 2022
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

Mental Health Benefits of Blue Spaces Exposure: Results from a Moderated Mediation Analysis Using the AUBS Survey

open access: yesTijdschrift voor Economische en Sociale Geografie, EarlyView.
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

Inter‐platform ecosystems

open access: yesStrategic Management Journal, Volume 47, Issue 7, Page 1840-1877, July 2026.
Abstract Research Summary We extend ecosystem theory to cases in which platforms are complementors to each other: inter‐platform ecosystems. Analyzing web traffic data on 241 European platforms, we identify and characterize demand‐side inter‐platform ecosystems, and propose a theory of why they emerge.
Bruno Carballa‐Smichowski   +3 more
wiley   +1 more source

Use of television, videogames, and computer among children and adolescents in Italy

open access: yesBMC Public Health, 2009
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

Cognitive Rehabilitation Interventions in the Intensive Care Unit: A Systematic Integrative Review

open access: yesActa Anaesthesiologica Scandinavica, Volume 70, Issue 6, July 2026.
ABSTRACT Background Because critical illness, sedation, and ICU treatment commonly disrupt attention, memory, and executive function, early cognitive rehabilitation during the ICU stay may preserve or restore these capacities, reduce the delirium burden, and support engagement and recovery.
Kamila C. Lassen   +14 more
wiley   +1 more source

Associations Between Caregiver Smartphone Use in a Child's Presence and Motor Skills and Executive Function in Preschoolers: SUNRISE International Study

open access: yesChild: Care, Health and Development, Volume 52, Issue 4, July 2026.
ABSTRACT Background The preschool years are a crucial period for development. Stable environments and responsive caregivers support children's cognitive and motor development, two interrelated and essential domains. Caregiver smartphone use in front of children may reduce attention and responsiveness, which have been negatively associated with young ...
Marcelo Toledo‐Vargas   +27 more
wiley   +1 more source

The Myofunctional Rehabilitation of Atypical Swallowing in Children and Adolescents With Stress‐Related Detrimental Habits: Single‐Center Longitudinal Study in Ukraine

open access: yesClinical and Experimental Dental Research, Volume 12, Issue 3, June 2026.
ABSTRACT Objectives War‐related stress may exacerbate parafunctional oral/postural habits and hinder the normalization of swallowing in children. Evidence for low‐burden myofunctional protocols remains limited, particularly in juveniles living in high‐stressor settings. This study described short‐term trajectories of swallowing rehabilitation status in
Nataliia Makhlynets   +4 more
wiley   +1 more source

Parallels and Interactions between Videogames and Literature: Analyzing Harlan Ellison’s I Have No Mouth and I Must Scream

open access: yesEx-centric Narratives: Journal of Anglophone Literature, Culture and Media, 2019
Many people argue that stories can be experienced by audiences through very specific mediums such as films or books. This paper will diverge from the beaten track and introduce its readers to the contemporary and interactive medium of videogames ...
George Vasilikaris
doaj   +1 more source

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