Showing 61 - 80 results of 107 for search '"video games"', query time: 0.06s Refine Results
  1. 61

    Review of Towards Game Translation User Research by Mikołaj Deckert, Krzysztof W. Hejduk, Miguel Á. Bernal-Merino, ISBN: 9781009509800, Cambridge University Press. 2024. by Amir Arsalan Zoraqi

    Published 2024-09-01
    “…However, there is more to the book than meets the eyes and the discussions presented on the book could provide ontological refinements when it comes to the study of video games, on the one hand, and video game players, on the other. …”
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  2. 62

    L’historien et le jeu-vidéo by Julien Lalu

    Published 2018-10-01
    “…When they speak about historical representations in video games, it’s often thought of war and, whatever is the type of game. …”
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  3. 63

    The Older Gamer in Games Studies: Marginalised or Idealised? by Wu Huan, Guo Chen

    Published 2020-12-01
    “…Instead, researchers need to explore the original motivation of ageing people or people with disability to play video games, the sociocultural environment in which they are exposed to games and the specific social conditions under which games affect them.…”
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  4. 64

    Creative occupations as knowledge practices: Innovation and precarity in the creative economy by Hearn Greg

    Published 2014-06-01
    “…Preliminary research detailed in Cunningham and Higgs (2009) showed that the existing industrial classifications did not incorporate the terminology of the creative industries, nor did they disaggregate new categories of digital work such as video games. However, we discovered that occupational codes provide a much more fine-grained account of work that would enable us to disaggregate and track economic activity that corresponded to creative industries terminology. …”
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  5. 65

    Advanced Modeling and 3D Printing Techniques for Game and CGI Characters by Ștefan-Andrei LAZĂR, Patricia Isabela BRĂILEANU

    Published 2024-09-01
    “…This article explores the methods of designing 3D elements used in video games and CGI, highlighting the impact of these techniques on the perception and experience of digital art. 3D models are fundamental to create immersive virtual worlds, and the 3D modeling process extends from conception to execution, combining engineering principles with industrial design. …”
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  6. 66

    Digital-based nutrition education on nutrition knowledge and behaviors in adolescents: A systematic review by Dwiyan Fahrizki Destio, Meti Dwiriani Cesilia

    Published 2025-01-01
    “…Digital media such as mobile apps, podcasts, social media, and video games are shown to be effective media in nutrition education for improving people's nutritional knowledge and behaviors, including in adolescents. …”
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  7. 67

    Netnography of Fan Localization on Social Media Releases: Observation of Overwatch (OW) and Overwatch League (OWL) by Dody M.H. Chen

    Published 2024-03-01
    “…It illustrates the multifaceted nature of game localization and highlights the potential integration of social media fandom to generate localized content related to video games. Furthermore, it delves deeper into the intricate interplay between game localization, audiovisual translation, and game communities.…”
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  8. 68

    Digital Games as Safe Places: The Case of Animal Crossing by Ferreira Cátia, Ganito Carla, Gonçalves Soraia

    Published 2025-01-01
    “…The article addresses the function of video games as safe spaces using a mixed-methods approach, emphasizing the role played during the pandemic and using Animal Crossing as an example. …”
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  9. 69

    The impact of COVID-19 and the confinement on the secondary level students of the Eastern region of Morocco by Hind Moumni, Fatima Elghazouani

    Published 2023-11-01
    “…Several factors were significantly associated with anxiety and depressive symptoms, including being a girl (P = 0.000), being a high-school student (P = 0.011), economic struggles during the pandemic (P = 0.003), doubting the necessity of home confinement (P = 0.000), spending over 3 hours a day on social networks and video games (P = 0.000), dropping out of remote learning (P = 0.000), having a psychiatric history (P = 0.000), having chronic illnesses in the family (P = 0.002), and changes in sleep habits (P = 0.000). …”
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  10. 70

    Effect of the Wii Sports Resort on Mobility and Health-Related Quality of Life in Moderate Stroke by Iratxe Unibaso-Markaida, Ioseba Iraurgi

    Published 2021-01-01
    “…Stroke is a common cerebral circulatory disorder that has several sequelae that affect the daily life of patients as well as their quality of life and the lives of people close to them. Video games are being used in the rehabilitation process to address these sequelae and their benefits are shown on physical activity and in the cognition area. …”
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  11. 71

    A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects by Leila Shahmoradi, Fatemeh Mohammadian, Meysam Rahmani Katigari

    Published 2022-01-01
    “…Cognitive rehabilitation via video games is an emerging hot topic in cognitive science. …”
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  12. 72

    Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region by Kristiana Siste, Daniel L King, Enjeline Hanafi, Lee Thung Sen, Adrian Adrian, Belinda Julivia Murtani

    Published 2025-01-01
    “…The most commonly studied gambling-like element in video games was loot boxes (n=105). Other elements investigated included esports betting, skin betting, token wagering, gambling advertisements, and gambling-like features. …”
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  13. 73

    Managing ADHD Symptoms in Children Through the Use of Various Technology-Driven Serious Games: A Systematic Review by Aikaterini Doulou, Pantelis Pergantis, Athanasios Drigas, Charalampos Skianis

    Published 2025-01-01
    “…., addressing inattention, impulsivity, working memory, executive functions, emotion regulation), and employ a wide range of technologies, including video games, PC, mobile, web, AR, VR, tangible interfaces, wearables, robots, and BCI/neurofeedback, occasionally even in tandem. …”
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  14. 74

    Comparing physiological and psychological effects of virtual reality vs. traditional high-intensity interval training in healthy individuals: results from a preliminary pilot rando... by Jonathan Robinson, Mohammad Haziq Bin Abdul Razak

    Published 2025-01-01
    “…Virtual reality and active video games have emerged as potential solutions to promote physical activity by integrating immersive experiences with exercise. …”
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  15. 75

    Impact of distress and anxiety due to COVID-19 on digital addictions in university students in the third wave period  [version 2; peer review: 3 approved] by Yovana Pardavé-Livia, Armando Martínez-Portillo, Evelyn Barboza-Navarro, Luz Elizabeth Mayorga-Falcón, Walter Capa-Luque, Catalina Bello-Vidal, Aldo Bazán-Ramírez, Edmundo Hervias-Guerra

    Published 2025-01-01
    “…Regarding the problematic use of smartphones and internet, there is a prevalence of 40% regardless of sex; but as for the problematic use of video games, there is a marked difference between males (18.8%) and females (2.7%). …”
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  16. 76

    Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality by Admi Rut Sinana, Herman Tolle, Fitra Abdurrachman Bachtiar

    Published 2022-02-01
    “…In addition, this study also uses a gamification model which is the use of elements in games or video games with the aim of inspiring and motivating students in the learning process so as to help build engagement with the learning process. …”
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  17. 77

    Tactical Analysis of Table Tennis Video Skills Based on Image Fuzzy Edge Recognition Algorithm by Weiqiang Li

    Published 2024-01-01
    “…In addition, this research combines the methods of target tracking and trajectory estimation to build a table tennis video game tactical analysis platform. The experimental data show that the recognition accuracy of the proposed fuzzy edge recognition algorithm is 98.1%, and the error and rejection rates are less than 1.6%. …”
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  18. 78

    Pengembangan Gim Online Multiplayer Matematika 24 Berbasis Web by Thareq Abel Ramadhan, Komang Candra Brata, Mahardeka Tri Ananata

    Published 2024-08-01
    “…Selain itu, video game juga memiliki potensi sebagai alat pembelajaran yang efektif. …”
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  19. 79

    Prevalence and impact of Internet Gaming Disorder: A population-based study by Josip Razum, Renata Glavak Tkalić

    Published 2025-01-01
    “…This study has shown that IGD has a relatively low prevalence among the general population and video game players, and that not all IGD criteria are equally relevant. …”
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  20. 80

    V's Virtual Afterlife by Jasmyn Connell, Christopher Moore, Reneé Middlemost

    Published 2025-01-01
    “…NHOPs encompass entities like brands, places, artificial intelligences, and, as we explore in this study, video game characters. This article examines the NHOP of V, the customisable protagonist from the video game Cyberpunk 2077, to consider how such characters attain a virtual afterlife beyond the original text through collective fan engagement. …”
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