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141
Revealing schoolchildren's key situations in the use of digital media inside and outside school: A media diary study.
Published 2024-01-01“…The most reported key situations involved "playing video games", "digital learning or homework", and "online communication or content sharing". …”
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142
Effect of video-based interventions on emergence delirium in pediatric patients: a systematic review and meta-analysis of randomized controlled trials
Published 2025-01-01“…With advancements in video-based interventions, such as cartoons, video games, and virtual reality, these modalities may contribute to a reduced incidence of emergency delirium among children. …”
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143
A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects
Published 2022-01-01“…Cognitive rehabilitation via video games is an emerging hot topic in cognitive science. …”
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144
Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region
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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145
Managing ADHD Symptoms in Children Through the Use of Various Technology-Driven Serious Games: A Systematic Review
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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146
Comparing physiological and psychological effects of virtual reality vs. traditional high-intensity interval training in healthy individuals: results from a preliminary pilot rando...
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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147
Enhancing older adults’ gait: a systematic review of multicomponent exercises for fall prevention
Published 2025-01-01“…These studies used various intervention models, including walking, combined aerobic and resistance training, and dance exercises using video games. The findings indicate that regular physical activity and muscle strength and flexibility enhancements can improve gait features, including speed, step length, and phases of foot-ground contact. …”
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148
Cyborg Adolescents and Digital Data: Examining Education and Revenue Generation in the Digital Lives of Youth through More-than-Human Ethnography
Published 2024-12-01“…In Iran, around 75% of adolescents participate in video gaming, amounting to approximately 34 million players. …”
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149
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]
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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150
Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality
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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151
A Fortnite and odd days: the console wars
Published 2022-11-01“…Still, the video gaming sector has gone largely unnoticed by competition law authorities. …”
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152
Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine
Published 2017-11-01“…Video game characters are used as protagonists in contemporary literature to allow the authors to raise the issue of individual and social identities in today’s world, where virtual communications are more and more important. …”
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153
Tactical Analysis of Table Tennis Video Skills Based on Image Fuzzy Edge Recognition Algorithm
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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154
Pengembangan Gim Online Multiplayer Matematika 24 Berbasis Web
Published 2024-08-01“…Selain itu, video game juga memiliki potensi sebagai alat pembelajaran yang efektif. …”
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155
Les novellisations de Bordage : expérimentations transmédiatiques du multimédia dans la science-fiction française
Published 2019-06-01“…This paper deals with the two novelizations written by Bordage, one adapted from an adventure video game (Atlantis. Les fils du rayon d’or, 1998), the other adapted from a computer-generated 3D movie (Kaena, la prophétie, 2003). …”
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156
Prevalence and impact of Internet Gaming Disorder: A population-based study
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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157
V's Virtual Afterlife
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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158
Usages des jeux video urbains dans le contexte de l'urbanisme participatif – le cas d'"INVESPACE-La Halle" (Rennes)
Published 2020-01-01“…The article deals with comparative use’s analysis of a hybrid urban video game developed by a French research unit (ESO) as part of an urban planning project in Rennes (France). …”
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159
UBICU: A Gamified Respiratory Incentive System for Pulmonary Re-Expansion
Published 2025-01-01“…To evaluate the usability of the video game component, we conducted a perception survey, achieving an acceptance rating above 5 on a scale of 0 to 6. …”
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160
Who Gets to Play? Disability, Open Literacy, Gaming
Published 2019-12-01“…Video games are an expanding area of popular culture spanning traditional age, gender and socioeconomic divides and appealing to a diverse market. …”
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