Showing 1 - 20 results of 36 for search 'Dead OR Alive (video game)', query time: 0.07s Refine Results
  1. 1

    Encouraging Positive Youth Video Game Activities by Rosemary V. Barnett

    Published 2005-12-01
    “…Youth recreation has merged with media to include video games, music downloading, and interactive websites, in many cases replacing traditional youth activities, such as basketball, swimming, or other outdoor recreation. …”
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  2. 2

    Encouraging Positive Youth Video Game Activities by Rosemary V. Barnett

    Published 2005-12-01
    “…Youth recreation has merged with media to include video games, music downloading, and interactive websites, in many cases replacing traditional youth activities, such as basketball, swimming, or other outdoor recreation. …”
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    Article
  3. 3

    LEARNING ABOUT REFUGEE LIFE WITH EDUCATIONAL VIDEO GAMES by Elena Shliakhovchuk

    Published 2023-12-01
    Subjects: “…video games…”
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  4. 4

    Video Analysis - An Important Factor in the Preparation and Conduct of the Modern Soccer Game by I. Stoian, I. Turcu, I. Hasmasan

    Published 2024-12-01
    “…In the past, soccer teams had to rely on videotapes to analyze and review the game. However, with the advent of digital technology, video analysis tools have become more sophisticated and affordable. …”
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  5. 5

    The Effect of a Video-Based Game Exercise Program on Motor Skills, Proprioception, and Cognitive Functions in Individuals With Intellectual Disabilities by Elif Diril, Burak Menek, Ahmet Emir, Devrim Tarakci, Ela Tarakci

    Published 2025-01-01
    “…Conclusion: The study suggests that video-based game exercises combined with occupational therapy interventions can effectively enhance cognitive functions, functional performance, proprioception, and fine motor skills in adults with ID.…”
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  6. 6

    Associations between media parenting practices and early adolescent consumption of R-rated movies and mature-rated video games by Jason M. Nagata, Karen Li, Shirley S. Sui, Jonanne Talebloo, Christopher D. Otmar, Iris Yuefan Shao, Orsolya Kiss, Kyle T. Ganson, Alexander Testa, Jinbo He, Fiona C. Baker

    Published 2025-02-01
    “…Ordinal logistic regression models were used to assess associations among media parenting practices and R-rated movies or mature-rated video game use, adjusting for potential confounders. …”
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    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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    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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  14. 14

    Using Digital Games to Teach History: A Design-Based Study by Çelik Türkan

    Published 2023-12-01
    “…The present study aims to examine prospective history teachers’ process of using digital games to design history lessons and delivering the designed lessons in virtual classrooms. …”
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  15. 15

    Implementation of Doodle Jump Game Based on Accelerometer Sensor and Kalman Filter by Edghar Danuwijaya, Yohanes Armenian Putra, Hilal Hudan Nuha, Ikke Dian Oktaviani

    Published 2025-01-01
    “…The doodle jump game is a video game with a jumping game model assisted by accelerometer sensor technology. …”
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  16. 16

    Virtual reality head-mounted display game for intermittent exotropia in a randomized controlled trial by Hee Kyung Yang, Dong Hyun Kim, Je Hyun Kim, Taeg Keun Whangbo, Jeong-Min Hwang

    Published 2025-02-01
    “…Patients were randomly assigned to a video-game group that induced convergence (exercise group) and a placebo-game group not inducing convergence (control group), and completed the program 15 min/day for 4 weeks. …”
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  17. 17

    The Influence of Pro Evolution Soccer Game-Based Learning on Understanding Football Rules among Tenth Grade Students by Irvan Abdillah, Samsuddin Siregar, Rafael Burgueño, Felisa Romo Lea, Gertude Barton

    Published 2025-01-01
    “…Data collection involved assessments of Soccer rule comprehension pre- and post-intervention, facilitated by the Pro Evolution Soccer game. Results. Data analysis indicated a substantial effect on comprehension of Soccer rules following the educational intervention utilizing the Pro Evolution Soccer game. …”
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  18. 18

    Classifying problematic gaming using a latent profile approach based on personality traits in Chinese young adolescent by Jingyue Hao, Zhenjiang Liao, Qiuping Huang, Xinxin Chen, Shuhong Lin, Yongyan Shi, Yifan Li, Yin Tang, Xuhao Wang, Hongxian Shen

    Published 2025-02-01
    “…Methods An online survey was conducted within 5593 internet gaming users, including a demographic questionnaire, queries on internet gaming usage, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version. …”
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  19. 19

    The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study by Khalid Bin Abdulrahman, Tariq Y. Alhomoud, Ismail S. Alateeq, Faisal N. Al-Mohaisen, Musab S. Alshamrani, Saleh I. Alhathlul, Mohammed Abdulaziz Khamsah

    Published 2025-01-01
    “…Background: Internet gaming disorder (IGD) or video gaming has been considered by World Health Organization (WHO) and American Psychiatric Association (APA) as a disease. …”
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  20. 20

    Learning and intergenerational communication through digital storytelling in the first grades of primary school: Yesteryear Jobs by Mouchtari Efthalia, Meimaris Michalis, Gouscos Dimitris, Sfyroera Maria

    Published 2015-10-01
    “…It has involved a 6-month empirical study and embraced skills such as literature reading, story and song listening, painting, creating digital stories as well as improvising through theatrical games. The evaluation tools for the outcomes of this project comprised a questionnaire, participant observation, informal interviews and a video rubric for evaluating the digital creations of schoolchildren.…”
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