Showing 141 - 160 results of 201 for search '"video games"', query time: 0.07s Refine Results
  1. 141

    Revealing schoolchildren's key situations in the use of digital media inside and outside school: A media diary study. by Jennifer Virginie Meier, Kai Kaspar

    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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    Article
  2. 142

    Effect of video-based interventions on emergence delirium in pediatric patients: a systematic review and meta-analysis of randomized controlled trials by Yue Wang, Lifang Wang, Nan Liang, Kan Wang

    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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    Article
  3. 143

    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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  4. 144

    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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    Article
  5. 145

    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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  6. 146

    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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    Article
  7. 147

    Enhancing older adults’ gait: a systematic review of multicomponent exercises for fall prevention by Diego Brum Allendorf, Ana Júlia de Azevedo Ferrony, Sarah Giulia Bandeira Felipe, Rafael Reimann Baptista

    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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  8. 148

    Cyborg Adolescents and Digital Data: Examining Education and Revenue Generation in the Digital Lives of Youth through More-than-Human Ethnography by Davood Zahrani, Ali Hashemianfar, Ahmad Mehrshad

    Published 2024-12-01
    “…In Iran, around 75% of adolescents participate in video gaming, amounting to approximately 34 million players. …”
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  9. 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] 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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  10. 150

    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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  11. 151

    A Fortnite and odd days: the console wars by Alba Ribera Martínez

    Published 2022-11-01
    “…Still, the video gaming sector has gone largely unnoticed by competition law authorities. …”
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  12. 152

    Personnages vidéoludiques, construction et dislocation de l’identité dans la littérature contemporaine by Hélène Sellier

    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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  13. 153

    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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  14. 154

    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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  15. 155

    Les novellisations de Bordage : expérimentations transmédiatiques du multimédia dans la science-fiction française by Aurélie Huz

    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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  16. 156

    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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  17. 157

    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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  18. 158

    Usages des jeux video urbains dans le contexte de l'urbanisme participatif – le cas d'"INVESPACE-La Halle" (Rennes) by Marie-Anaïs Le Breton, Hélène Bailleul

    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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  19. 159
  20. 160

    Who Gets to Play? Disability, Open Literacy, Gaming by Ellis Katie, Kao Kai-Ti

    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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