Showing 101 - 107 results of 107 for search '"video games"', query time: 0.04s Refine Results
  1. 101

    Inhibitory properties of a latent inhibitor after its compound preexposure with several novel stimuli: evidence from human conditioning by Unai Liberal, Gabriel Rodríguez, Paula Nogueiras, James Byron Nelson, Geoffrey Hall, Geoffrey Hall

    Published 2025-02-01
    “…To examine whether this phenomenon generalizes to humans, we conducted two experiments using a video game-based conditioning paradigm. Experiment 1 demonstrated that this compound pre-exposure schedule enhanced the retardation effect compared to standard pre-exposure or control conditions. …”
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  2. 102

    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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  3. 103
  4. 104

    Effects of Video-based Gesture Gaming on Hand Functions in Autistic Population: A Quasi-experimental Study by J Sangeetha Priya, Kalidasan Varathan

    Published 2025-01-01
    “…Symptoms mainly are related to behavioural abnormalities, motor control deficits and social communication issues. Video gaming technology are emerging as valid tool in the intervention protocols for autism, by showing significant improvements in motor strength and executive functions. …”
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  5. 105

    Rotation errors in path integration are associated with Alzheimer’s disease tau pathology: a cross-sectional study by Lise Colmant, Lisa Quenon, Lara Huyghe, Adrian Ivanoiu, Thomas Gérard, Renaud Lhommel, Pauline Coppens, Yasmine Salman, Vincent Malotaux, Laurence Dricot, Lukas Kunz, Nikolai Axmacher, Philippe Lefèvre, Bernard Hanseeuw

    Published 2025-02-01
    “…We fitted linear mixed models to predict the path integration performances according to amyloid status or tau pathology in the medial temporal lobal, adjusting for age, gender, cognitive status, education, and video game experience. We decomposed the error into rotation and distance errors. …”
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  6. 106

    Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis by Atsushi Nakagomi, Kazushige Ide, Katsunori Kondo, Koichiro Shiba

    Published 2025-01-01
    “…The exposure variable, digital gaming, was defined as regular video game play and was assessed in 2021. In total, 18 outcomes across 6 domains were evaluated in 2022; domain 1—happiness and life satisfaction, domain 2—physical and mental health, domain 3—meaning and purpose, domain 4—character and virtue, domain 5—close social relationships, and domain 6—health behavior. …”
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  7. 107