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Showing 1 to 20 of 42 for “"Video Gaming"”.

  1. Adaptive Video Gaming in the Classroom

    … resources exist to support adaptive gaming in school programming using Microsoft® Xbox Adaptive Controller for children. On the other hand, there is abundant evidence supporting motor, cognitive, and social benefits to gaming in rehabilitation.</p> <p><strong>Objectives: </strong>The …

    dominican Repository record for Adaptive Video Gaming in the Classroom (opens in a new tab)

  2. The relationship between anger, aggression and video gaming

    Over the years the popularity of video games has grown rapidly and today they play a vital part in adolescents lives. The effects of playing video games have been widely discussed over the past few years. Today the majority of existing studies on this matter have focused on the possible negative …

    reykjavik Repository record for The relationship between anger, aggression and video gaming (opens in a new tab)

  3. Developing a Theory of Subjectivity for Video Gaming

    Video game studies in mainstream psychology are often limited to investigating the positive and negative effects of playing on mental health. These studies adhere to a reductionist perspective trying to make a direct link between violence, depression, or anxiety and playing video games. I argue …

    york Repository record for Developing a Theory of Subjectivity for Video Gaming (opens in a new tab)

  4. Breaking the Walls: Exploring Inclusion Through Video Gaming

    … didn’t always align with the majority group. Video games were my entry into an included community. But there was limited research on the use of video games to improve interactions between able bodied and disabled people. Some research suggested that video games might be bad for people. Other …

    brock Repository record for Breaking the Walls: Exploring Inclusion Through Video Gaming (opens in a new tab)

  5. Video gaming, physical activity and health in young people

    … can favourably impact health in youth. Active video games discourage sedentary behaviour by incorporating PA into video gaming, and have the potential for increasing opportunities for, and the promotion of, PA. The aims of this thesis were to a) compare adolescents' energy expenditure (EE) …

    liverpool-jm Repository record for Video gaming, physical activity and health in young people (opens in a new tab)

  6. Derogatory, Racist, and Discriminatory Speech (DRDS) in Video Gaming

    <p>Video games have been examined for their effects on cognition, learning, health, and physiological arousal, yet research on social dynamics within video gaming is limited. Studies have documented the presence of derogation, racism, and discrimination in this anonymous medium. However, gamers‟ …

    national-louis Repository record for Derogatory, Racist, and Discriminatory Speech (DRDS) in Video Gaming (opens in a new tab)

  7. “How do natural childhood fears affect the overall experience of video gaming?”

    The gaming industry, particularly the horror genre, has grown in popularity, especially among adult players. This study explores how horror game design draws from childhood fears, a gap in current research. It examines how childhood fears influence horror game experiences, players' relation to …

    bradford Repository record for “How do natural childhood fears affect the overall experience of video gaming?” (opens in a new tab)

  8. The cognitive, physiological and behavioural indicators of excessive and regular video gaming

    The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a significant proportion of video gamers are gaming excessively, in that they report suffering significant negative consequences as a result of uncontrollable gaming. Subsequently, there has been debate …

    aus-cath Repository record for The cognitive, physiological and behavioural indicators of excessive and regular video gaming (opens in a new tab)

  9. The cognitive, physiological and behavioural indicators of excessive and regular video gaming

    The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a significant proportion of video gamers are gaming excessively, in that they report suffering significant negative consequences as a result of uncontrollable gaming. Subsequently, there has been debate …

    anu Repository record for The cognitive, physiological and behavioural indicators of excessive and regular video gaming (opens in a new tab)

  10. The central role of stress relief in video gaming motivations and preferences

    Video games are played by more than 1.8 billion people and are a pervasive force in society, but despite decades of research there has been little consensus on their effects. Before we are able to model complex outcomes such as excessive engagement, we must first understand how and why people play …

    cambridge Repository record for The central role of stress relief in video gaming motivations and preferences (opens in a new tab)

  11. Have Video Gaming Revenues led to an Increase in Municipal Services in Illinois?

    In 2009, the Illinois General Assembly passed the Video Gaming Act, the largest gambling expansion in the state’s history. That expansion allowed locations within Illinois to have five Video Gaming Terminals (VGT) within their business, similar to the slot machines previously only seen at state …

    govst Repository record for Have Video Gaming Revenues led to an Increase in Municipal Services in Illinois? (opens in a new tab)

  12. The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage?

    … gained more experience with situations playing video games and, if so, if this resulted in enhanced adaptive leadership skills. Potentially acquiring leadership, organizational, and social skills, while learning to accomplish tasks in a rapidly changing and volatile simulated environment in a …

    utc Repository record for The impact of video gaming on managers' adaptive leadership skills: do millennials have an advantage? (opens in a new tab)

  13. Leveling Up: How Posters on r/StopGame Describe Video Gaming, Its Consequences, and Trying to Stop

    Video games are a major source of entertainment in the United States today, but they may also be understood to be addictive when considering the ways addiction involves chemicals that are naturally occurring in the human body. Video game addiction, then, might be a serious life issue. Analyzing …

    houston Repository record for Leveling Up: How Posters on r/StopGame Describe Video Gaming, Its Consequences, and Trying to Stop (opens in a new tab)

  14. How might active video gaming affect physical activity and physical fitness of students with intellectual disabilities?

    … have begun to look at a newer form of video gaming called active video gaming (AVG), which is a physically interactive video game that helps individuals stand up and move. The purpose of this research study was to examine what effects active video gaming has on physical activity and …

    emich Repository record for How might active video gaming affect physical activity and physical fitness of students with intellectual disabilities? (opens in a new tab)

  15. Physical activity, physical fitness, functional capacity and cognitive performance in older adults: effects of interactive video gaming

    … such as Tai Chi, Yoga, and Interactive Video Games (IVG) have become increasingly popular among older adults. However, there is limited research on the effectiveness of IVG interventions in older adults, particularly for those with memory complaints. IVG involves combining physical …

    cape-town Repository record for Physical activity, physical fitness, functional capacity and cognitive performance in older adults: effects of interactive video gaming (opens in a new tab)

  16. Levelling up Problem-Solving Skills through Strategy Video Gaming and Reflection: An Intervention Study with Malaysian 15-16 year old Students

    … and employer-reported skill gaps. Strategy video games (SVGs) have been identified as a potential tool to develop problem-solving skills, yet empirical evidence in the Malaysian secondary school context remains limited. Previous studies also highlight several gaps: few local intervention …

    cambridge Repository record for Levelling up Problem-Solving Skills through Strategy Video Gaming and Reflection: An Intervention Study with Malaysian 15-16 year old Students (opens in a new tab)

  17. The Impact of Gamification on Second-Language Learning

    … of student’s attitude, and experience with video-gaming on student’s achievement and second, to evaluate the effects of student’s attitude and experience that are mediated by student’s motivation. Methods: This study was conducted among preparatory year students at Al-Jouf University, Saudi …

    claremont Repository record for The Impact of Gamification on Second-Language Learning (opens in a new tab)

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