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A Fuzzy Set-Based Model for Educational Serious Games with 360-Degree Videos
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
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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Parler de son vécu à travers la création vidéoludique : une étude du jeu Dys4ia
Published 2018-10-01Subjects: Get full text
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Jeux vidéo : entreprises numériques au croisement du ludique et du narratif
Published 2013-12-01Subjects: “…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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CYBERPUNK – GAME – POETRY: Rostislav Amelin’s “SimStab”
Published 2024-10-01Subjects: Get full text
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Video games and metacognition in the classroom for the development of 21st century skills: a systematic review
Published 2025-01-01Subjects: “…commercial video games…”
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Dataset of video game-based assessments in digital culture courses at Indoamerica UniversityMendeley Data
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
Published 2012-01-01“…Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. …”
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Supporting the cognitive development of individuals with intellectual disabilities through a video game for emotional regulation
Published 2025-02-01Subjects: “…Serious video games…”
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L’identité dans The Talos Principle, The Stanley Parable et The Swapper
Published 2018-10-01Subjects: Get full text
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Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?
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
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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EXPLORING ISLAMIC HISTORY IN THE DIGITAL AGE THROUGH VIDEO GAMES: AN INTRODUCTORY ANALYSIS WITHIN THE FRAMEWORK OF KNIGHTS OF THE LIGHT
Published 2024-03-01Subjects: Get full text
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Smartphone video games for cognitive functions and negative symptoms in male with chronic schizophrenia: A randomized controlled trial
Published 2025-02-01Subjects: Get full text
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Risk of sound-induced hearing loss from exposure to video gaming or esports: a systematic scoping review
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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The Development and Validation of the Adolescent Problematic Gaming Scale (PGS-Adolescent)
Published 2024-12-01Subjects: “…video games…”
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