نتایج جستجو برای: video games

تعداد نتایج: 222813  

Journal: :Computers in Human Behavior 2018

Journal: :DOCA - Database of Variables for Content Analysis 2021

2014
Jack Hollingdale Tobias Greitemeyer

BACKGROUND In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous resea...

2017
Sepandar Sepehr Milena Head

The video game industry is expanding rapidly and video games have become an important part of our society. However, it is still unclear if the increasing amount of time spent on playing video games causes positive or negative consequences. This research-in-progress paper proposes a model, rooted in the Dualistic Model of Passion, to explain why video games can create addiction or non-pathologic...

2015
C. Shawn Green Daphne Bavelier Arthur F Kramer

Here we review the literature examining the perceptual, attentional, and cognitive benefits of playing one sub-type of video games known as ‘action video games,’ as well as the mechanistic underpinnings of these behavioral effects. We then outline evidence indicating the potential usefulness of these commercial off-the-shelf games for practical, real-world applications such as rehabilitation or...

Journal: :JASIST 2016
Jacob Jett Simone Sacchi Jin Ha Lee Rachel Ivy Clarke

In this paper, we describe a conceptual model for video games and interactive media. Existing conceptual models such as the Functional Requirements for Bibliographic Records (FRBR) are not adequate to represent the unique descriptive attributes, levels of variance, and relationships among video games. Previous video game-specific models tend to focus on the development of video games and their ...

2015
Adélaïde Coëffec Lucia Romo Nathalie Cheze Hélène Riazuelo Sophie Plantey Gayatri Kotbagi Laurence Kern

Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of stud...

Journal: :Nature Electronics 2018

Journal: :Social Science Computer Review 2016

Journal: :Observatory of Culture 2014

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