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The process of negotiating and balancing digital play in everyday life: Adolescents’ narratives
Published 2024-12-01Subjects: Get full text
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Hubungan Kecanduan Bermain Video Games Kekerasan dengan Perilaku Agresif pada Murid Laki-laki Kelas IV dan V di SD Negeri 02 Cupak Tangah Pauh Kota Padang
Published 2015-01-01“…<br />Keywords : addiction, aggressive, video games</p>…”
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The Effect of Digital Era on Human Visual Working Memory
Published 2025-01-01Subjects: “…active video games…”
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Joyful Encounters: Learning to Play Well with Machines
Published 2021-01-01Subjects: Get full text
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The Development and Validation of the Adolescent Problematic Gaming Scale (PGS-Adolescent)
Published 2024-12-01Subjects: “…video games…”
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Game-thinking; utilizing serious games and gamification in nursing education – a systematic review and meta-analysis
Published 2025-01-01Subjects: Get full text
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Video Oyunlarındaki Arayüz Tasarımının Oyun Afişi Üzerindeki Yansımaları
Published 2022-12-01Subjects: Get full text
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Tık Odaklı Habercilik Kapsamında Video Oyun Haberlerinin İncelenmesi
Published 2024-06-01Subjects: Get full text
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(MMO)RPG Video Oyun Karakterlerinin Cinsiyet ve Etnik Stereotipleri
Published 2019-12-01Subjects: Get full text
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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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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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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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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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Comment le jeu vidéo pense l’expérience du milieu urbain
Published 2018-10-01“…Spatial dimension of video game was discussed extensively within game studies, but the representation of the experience of places and milieus remains relatively unexplored so far. …”
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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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Representasi Gangguan Mental dalam Permainan “A Space For The Unbound”
Published 2025-01-01“…Berbagai media mulai mengambil tema ini untuk menyuarakan keberadaan dan pentingnya hal ini, salah satunya adalah video game. “A Space For The Unbound” merupakan permainan yang menyuarakan tentang kepentingan kesehatan mental, dengan membawakan situasi dan kondisi aktual mengenai stigma, kebiasaan masyarakat Indonesia yang dapat memberikan dampak seperti gangguan mental terhadap anak-anak muda dalam jalan ceritanya. …”
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Accessibility and innovation: IEB Minecraft as a tool for collection exploration
Published 2025-01-01“…ABSTRACT The Instituto de Estudos Brasileiros (IEB) has designed a video game in which playerscreate their own characters and enter the institution’s building to playfully explore the collections distributed among the Archives, the Library and the Visual Arts Collection. …”
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Edukacyjne walory gry "Minecraft". Analiza narracji uczniów i edukatorów
Published 2020-03-01“…This paper shows the educational aspects of video game Minecraft in primary education. It is based on a systematic review and interviews conducted with fourteen players of the aforementioned game as well as an analysis of interviews with the creator of Young Programmer Academy and an educator of an IT class. …”
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Review of Towards Game Translation User Research by Mikołaj Deckert, Krzysztof W. Hejduk, Miguel Á. Bernal-Merino, ISBN: 9781009509800, Cambridge University Press. 2024.
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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