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Published in 2020 at "International Journal of Mental Health and Addiction"
DOI: 10.1007/s11469-020-00406-w
Abstract: Given the few studies examining the evaluation of screening tools for videogame addiction among children aged 12 years and under, the present study analyzed (i) the psychometric properties (factorial structure, reliability indices and criterion validity)…
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Keywords:
addiction;
validity;
psychometric properties;
videogame ... See more keywords
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Published in 2019 at "Games for health journal"
DOI: 10.1089/g4h.2018.0010
Abstract: OBJECTIVE The purpose of the study was to compare a cognitive training game, Kawashima Brain Training (KBT), and an action videogame, Super Mario Bros (SMB), in their effects on cognitive function in older adults. MATERIALS…
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Keywords:
game;
group;
training;
test ... See more keywords
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Published in 2019 at "International Journal of Cultural Studies"
DOI: 10.1177/1367877918821238
Abstract: This article discusses fraudulent contracting of work in the Polish videogame industry by addressing its relation to workers’ understanding of their insecure employment and the economic risk associated with it. Fraudulent contracting of work is…
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Keywords:
polish videogame;
employment relations;
videogame industry;
videogame ... See more keywords
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Published in 2021 at "Games and Culture"
DOI: 10.1177/15554120211020382
Abstract: Videogame memories are not simply mental records of what happened in the past; they are also texts to be interpreted. Taking a psychoanalytic approach, this article conducts a textual analysis of 1...
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Keywords:
videogame fantasmatic;
fantasmatic structure;
experience videogame;
first experience ... See more keywords
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Published in 2019 at "Frontiers in Psychology"
DOI: 10.3389/fpsyg.2019.01226
Abstract: Use of videogames (VGs) is almost ubiquitous in preadolescents’ and adolescents’ everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Previous research…
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Keywords:
positive effects;
effects videogame;
preadolescents adolescents;
visualization ... See more keywords