Results 51 to 60 of about 3,953 (183)
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
Stereo‐EEG mapping of visual working memory with task‐related high‐gamma modulations
Abstract Objective We describe a safe, informative, and easy‐to‐implement approach for presurgical mapping of visual working memory (VWM) with stereo‐electroencephalography (SEEG). Methods Twenty‐four patients with drug‐resistant epilepsy, 11–23 years of age, performed a single‐probe change detection VWM task, during SEEG monitoring.
Brian Ervin +13 more
wiley +1 more source
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
Videogames como ferramenta de divulgação científica e cultural
Com aproximadamente 3 bilhões de jogadores em todo o mundo (40% da população mundial), os videogames são uma importante atividade cultural. Diferentemente do aprendizado em um contexto típico de sala de aula, os videogames envolvem os jogadores na ...
Rafael Bisso-Machado
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Cognitive Rehabilitation Interventions in the Intensive Care Unit: A Systematic Integrative Review
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
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
Videogames, consumption and education
The ever-increasing success and use of videogames is a reality in our current society, being 54% of the total consumption of audiovisual or interactive entertainment in Spain in 2007. One of the aspects to be taken into consideration, with respect to the
Felix ETXEBERRIA VALERDI
doaj
CONSTRUCTION OF MEANINGS RELATED TO VIOLENT CONTENTS OF VIDEO GAMES IN CHILDREN AGED 11 TO 14 [PDF]
This project was part of the research line entitled "Violence and the Media" developed by the Faculty of Psychology of the Universidad de la Sabana.
Vaca Vaca, Patricia +1 more
doaj
ABSTRACT This article introduces video game ethics as an emergent field. It then focuses on some of the pressing issues distinctive of video game design, issues which arise predominantly from the making rather than the playing of games. Many issues in video game ethics arise from an asymmetry in the relationship between designer and player.
Eliya Cohen
wiley +1 more source
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

