Showing 21 - 40 results of 174 for search 'Dead OR Alive (video game)*', query time: 0.07s Refine Results
  1. 21

    A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos by Zildomar Carlos Felix, Liliane S. Machado, Rodrigo Pinheiro de Toledo Vianna, Ronei Marcos de Moraes

    Published 2023-01-01
    “…Currently, the use of 360° videos combined with virtual reality (VR) techniques in the educational context has been considered a promising field of research. …”
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    Action Video Game Experience Related to Altered Large-Scale White Matter Networks by Diankun Gong, Weiyi Ma, Jinnan Gong, Hui He, Li Dong, Dan Zhang, Jianfu Li, Cheng Luo, Dezhong Yao

    Published 2017-01-01
    “…With action video games (AVGs) becoming increasingly popular worldwide, the cognitive benefits of AVG experience have attracted continuous research attention over the past two decades. …”
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    Dataset of video game-based assessments in digital culture courses at Indoamerica UniversityMendeley Data by Miguel Cobos

    Published 2025-02-01
    “…This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica from October 2022 to August 2024. …”
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    Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment by Elizabeth J. Lyons, Deborah F. Tate, Dianne S. Ward, Kurt M. Ribisl, J. Michael Bowling, Sriram Kalyanaraman

    Published 2012-01-01
    “…Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. …”
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    Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time? by Simon Fullerton, Anne W. Taylor, Eleonora Dal Grande, Narelle Berry

    Published 2014-01-01
    “…Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children’s video game time. …”
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    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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    Risk of sound-induced hearing loss from exposure to video gaming or esports: a systematic scoping review by Shelly Chadha, Carolina Der, Xinxing Fu, Lauren K Dillard, Peter Mulas

    Published 2024-04-01
    “…Across studies, the prevalence of gaming ranged from 20% to 78%. In general, the average measured sound levels of video games nearly exceeded, or exceeded, permissible sound exposure limits, and on average, individuals played video games for approximately 3 hours per week. …”
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