Letteratura scientifica selezionata sul tema "Adult gamer"

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Articoli di riviste sul tema "Adult gamer"

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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are
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Brown, Julie A., and Bob De Schutter. "Game Design for Older Adults." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (2016): 1–12. http://dx.doi.org/10.4018/ijgcms.2016010101.

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Play is a lifelong construct that is individually defined and is influenced by multiple variables that affect how play is interpreted and experienced in old age. This study highlights the significance of using a life course perspective to explore how play is shaped and reflected through digital gameplay and preferences as a game player ages. Using grounded theory methodology, 51 participants (age 43 - 77) were interviewed individually. The resulting transcripts were coded to identify emergent themes. The findings demonstrate 1) how play changes throughout the lifespan, 2) how play preferences
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Ip, Eric J., Emil Paul T. Urbano, Joshua Caballero, et al. "The video gamer 500: Performance-enhancing drug use and Internet Gaming Disorder among adult video gamers." Computers in Human Behavior 123 (October 2021): 106890. http://dx.doi.org/10.1016/j.chb.2021.106890.

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Pampi, Mudang, and Md Asghar. "A Blur Line Between Hobby and Addiction: Online Video Gaming Among the Youth of Arunachal Pradesh." Oriental Anthropologist: A Bi-annual International Journal of the Science of Man 21, no. 1 (2021): 116–24. http://dx.doi.org/10.1177/0972558x21994249.

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Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gamepla
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Chung, Sun Ju, Joon Hwan Jang, Ji Yoon Lee, et al. "Self-Efficacy and Clinical Characteristics in Casual Gamers Compared to Excessive Gaming Users and Non-Gamers in Young Adults." Journal of Clinical Medicine 9, no. 9 (2020): 2720. http://dx.doi.org/10.3390/jcm9092720.

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This study investigated differences in the self-efficacy and clinical characteristics which were found relevant to addictive behaviors in young adults according to time spent gaming. To our knowledge, this is the first study to explore self-efficacy in casual gamers relative to patients with internet gaming disorder (IGD) and non-gamers. In total, 158 young adults participated in this study and were divided into three groups: excessive gamers, who were diagnosed with IGD based on the Diagnostic and Statistical Manual of Mental Disorder-fifth edition (DSM-5, n = 71); casual gamers, who played g
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Stone, Jeffrey A. "Self-identification as a “gamer” among college students: Influencing factors and perceived characteristics." New Media & Society 21, no. 11-12 (2019): 2607–27. http://dx.doi.org/10.1177/1461444819854733.

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Much of the research involving perceived characteristics of so-called “gamers” has been directed at deconstructing traditional stereotypes associated with the term. As gaming has become mainstream, research has investigated the changing nature of the term “gamer” as well as the factors which influence the perceptions of gamers. This study extends the literature by examining modern perceptions of “gamer” among a set of college-age adults. The study explores factors which impact self-identification as a “gamer” and uses content analysis to explore perceived characteristics of gamers. The results
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Lee, Seyeon, Hyunyoung Oh, Chung-Kon Shi, and Young Yim Doh. "Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach." JMIR Serious Games 9, no. 2 (2021): e24449. http://dx.doi.org/10.2196/24449.

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Background The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults’ gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults’ game experience in a holistic manner are rare. Objective The purpose of this study was to suggest mobile game design guidelines for adults older than 50 years from a holistic gaming experience perspective. Adoptin
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Allaire, Jason C., Anne Collins McLaughlin, Amanda Trujillo, Laura A. Whitlock, Landon LaPorte, and Maribeth Gandy. "Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers." Computers in Human Behavior 29, no. 4 (2013): 1302–6. http://dx.doi.org/10.1016/j.chb.2013.01.014.

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Cesário, Patrícia, Samuel Santos, Bernardo Lourenço, Inês Martins, and Paulo J. S. Gonçalves. "Towards Older Adults Cognitive and Emotional Stimulation via Robotic Cognitive Games." Social Sciences 8, no. 11 (2019): 298. http://dx.doi.org/10.3390/socsci8110298.

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The paper presents and discusses a framework to promote older adults cognitive and emotional stimulation via Robotic Cognitive Games. The work is based on classic games for older adults, e.g., to place objects in pre-defined positions in an arena, where the authors introduce a robot in the games. The paper not only presents the robotic games, but also the methodology developed to properly introduce them to older adults in a nursing home. As such, the paper proposes three cognitive robotic games, a methodology to assess the success of its introduction to older adults, keeping in mind cognitive
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Lavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.

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Over the past few years, the French mainstream press has paid more and more attention to "silver gamers", adults over sixty who play video games. This article investigates the discursive and normative paradigms that underlie the unexpected enthusiasm of the French mainstream press for older adults who play video games. We use mixed methods on a corpus of French, Swiss and Belgian articles that mention both older people and video games. First, we produce topics, that is, sets of words related by their meanings and identified with a Bayesian statistical algorithm. Second, we cross the topic mode
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Tesi sul tema "Adult gamer"

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Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marri
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MacGregor, Scott A. "Extension and Validation of an Adult Gaming Addiction Scale." Antioch University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1418231740.

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Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.

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This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One
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Mushiba, Mark. "Ambiguity, curiosity, and appropriation fro low-threshold intergenerational encounters." Doctoral thesis, Università degli studi di Trento, 2019. http://hdl.handle.net/11572/242796.

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The growing number of video gamers over the age of fifty has sparked new interests in the transformative power of play and consequently, video games, for a larger demographic of citizens. Researchers have found that digital gaming can have positive effects on the physical, psychological and cognitive well-being of older adults. Of particular interest to this thesis is the potential of games to facilitate social connections between different generations of players. Intergenerational games have focused on improving relations between younger people and older adults by providing enjoyable interact
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Costa, Liliana Filipa Vale. "Networked video games for older adults." Master's thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/11326.

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Mestrado em Comunicação Multimédia<br>Na atualidade, o envelhecimento da população ativa é uma realidade omnipresente. Recentemente, o estudo de produtos ou serviços comercializados para o cidadão sénior começa a despertar o interesse junto da comunidade científica e empresarial. A mesma tendência poderá surgir na indústria dos videojogos em que os seniores, especialmente os reformados, poderão tornar-se nos próximos consumidores de videojogos. Até ao momento, vários estudos têm-se debruçado sobre o papel dos videojogos na manutenção ou melhoria das capacidades cognitivas. No entanto,
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Hedin, Ellen. "I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15014.

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Author: Ellen Hedin   Tutor: Ingegerd Rydin   Title: Computer Games as Culture – A qualitative study of the institutionalizing, cultivating, and socially constructing elements of computer game usage Subject: Media and Communication Studies Year: 2009 Purpose: The purpose of the study is to explore the creation of identities related to the interaction mediated through the use of computer games. By perceiving computer game playing as a form of social interaction, searching for the relations between actors and their function, I hope to find that the social features of computer game playing can nu
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Niemi, Eric J. "The games men play| How community college men use video games to construct masculinity." Thesis, Northern Illinois University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3681948.

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<p> Employing a critical discourse analysis as a methodology, the study provides information into the intersection of male student development, video games, and two-year higher education institutions. Using a sample of 13 participants, this research study examines how male students at two year higher education instructions use video games to construct their masculinity. This study provides evidence that college men construct multiple definitions of masculinity by playing video games. Further, the benefits explored include academic and workplace strategies for success. Finally, opportunitie
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Van, Ryneveld Linda. "Surviving the game interaction in an adult online learning community /." Pretoria : [s.n.], 2004. http://upetd.up.ac.za/thesis/available/etd-03082005-220804/.

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Riddell, Sarah Colleen. "Gender in young adult literature : Harry Potter and The Hunger Games." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/58723.

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This thesis explores the role of gender in contemporary adolescent literature through the examination of Suzanne Collins’ The Hunger Games and JK Rowling’s Harry Potter series, with particular focus on protagonists Katniss Everdeen and Hermione Granger. It examines the ways in which adolescents relate to these novels through the lens of gender dynamics and shows how these novels subscribe to traditional gender roles even while presumably attempting to subvert them. Finally, it reviews young adults' reading motivations and attitudes toward gender, and contemplates the pedagogical implications t
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Deniozou, Thaleia. "Investigating the potential of mobile games as learning environments for independent adult skill development." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/22926.

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The research described in this thesis is grounded in the fields of independent adult learning, user experience for mobile applications and game design. It considers the case for mobile game-based learning in the context of informal microlearning and investigates the potential of mobile games to assist the independent skills development of adults. Initial research found that adults expressed positive attitudes towards the idea of learning with a mobile game, while even those who did not use mobile games recreationally appeared positive to using them if they perceived them as an effective way to
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Libri sul tema "Adult gamer"

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Adult games. N.M. Akwa, 1986.

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Azzolino, Agnes. Math games for adult and child. Mathematical Concepts, 1993.

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Judy, Wuorio, ed. Adult on board: Travel games for grown-ups. Penguin Books, 1994.

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Applegate, Katherine. Zoey plays games. Avon Books, 1996.

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Applegate, Katherine. Zoey plays games. Pan Books, 1996.

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Applegate, Katherine. Zoey Plays Games. Avon Books, 1999.

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Leonard, Stern, ed. Adult mad libs: Who moved my cubicle? Roadside Amusements, 2006.

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Narrative pleasures in young adult novels, films, and video games. Palgrave Macmillan, 2011.

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Mackey, Margaret. Narrative Pleasures in Young Adult Novels, Films, and Video Games. Palgrave Macmillan UK, 2011. http://dx.doi.org/10.1057/9780230316621.

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101 more improv games for children and adults. Hunter House Publications, 2014.

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Capitoli di libri sul tema "Adult gamer"

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Musgrave, Megan L. "Gamer Guys: Playing with Civic Responsibility in Ludic Fiction." In Digital Citizenship in Twenty-First-Century Young Adult Literature. Palgrave Macmillan US, 2016. http://dx.doi.org/10.1057/978-1-137-58173-0_3.

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Musgrave, Megan L. "Gamer Girls: Going Online in the Age of Misogynist Terrorism." In Digital Citizenship in Twenty-First-Century Young Adult Literature. Palgrave Macmillan US, 2016. http://dx.doi.org/10.1057/978-1-137-58173-0_4.

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de Paula, Bruno. "Decolonizing Game Literacy." In Global Citizenship for Adult Education. Routledge, 2021. http://dx.doi.org/10.4324/9781003050421-41.

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Alvarez, Julian, Olivier Irrmann, Damien Djaouti, Antoine Taly, Olivier Rampnoux, and Louise Sauvé. "Design Games and Game Design: Relations Between Design, Codesign and Serious Games in Adult Education." In From UXD to LivXD. John Wiley & Sons, Inc., 2019. http://dx.doi.org/10.1002/9781119612254.ch11.

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Cohen, David. "Adult games in a changing world." In The Development of Play. Routledge, 2018. http://dx.doi.org/10.4324/9781315121703-8.

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Gay, Valerie, Peter Leijdekkers, and Allan Pooley. "Building Social Awareness for Teens and Young Adults with Autism via Gamification." In Serious Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-45841-0_10.

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Brown, Julie A. "Digital Gaming Perceptions Among Older Adult Non-gamers." In Human Aspects of IT for the Aged Population. Applications, Services and Contexts. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58536-9_18.

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Bogacheva, Nataliya, and Alexander Voiskounsky. "Impulsivity and Risk-Taking in Adult Video Gamers." In Communications in Computer and Information Science. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02846-6_20.

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Marston, Hannah R., Michael Kroll, Dennis Fink, Rakel Poveda, and Yves J. Gschwind. "Digital Game Technology and Older Adults." In Human–Computer Interaction Series. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60672-9_7.

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Torrente, Javier, Ángel del Blanco, Pablo Moreno-Ger, and Baltasar Fernández-Manjón. "Designing Serious Games for Adult Students with Cognitive Disabilities." In Neural Information Processing. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34478-7_73.

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Atti di convegni sul tema "Adult gamer"

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Tūbele, Sarmīte. "Mobile Learning Games for Dyslexic Young Adults." In 78th International Scientific Conference of University of Latvia. University of Latvia, 2020. http://dx.doi.org/10.22364/htqe.2020.13.

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This article is devoted to revealing the theoretical background of dyslexia in young adults to substantiate the chosen approach for mobile learning games. Education in the 21st century has changed just the same as young adult learners; especially those who have some developmental problems, such as developmental dyslexia. If they are lucky to encounter smart teachers, understanding parents, siblings and peers, they succeed in the education system, they reach learning goals and are satisfied with their life quality. If there are gaps between regulations, rules and the real situation, learners lo
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Puerta-Cortés, Diana Ximena, Jennifer Karina Hernández, Ana María Olaya, José Tovar, and Daniel Varela. "Training the working memory in older adults with the “Reta tu Memoria” video game." In INNODOCT 2019. Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10219.

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The objective of this study was to train the visuospatial and semantic working memory of a sample of Colombian older adults through the design of a serious game. The sample was composed of 20 older adults whose ages ranged from 50 to 77 years and showed signs of normal ageing. The sample belonged to the Edad de Oro group from the Universidad de Ibagué in Colombia. Participation in this study was voluntary, and the socio-demographic data and Mini-Mental state examination questionnaires were administered. The video game’s creative process was developed over six months by a team made up of psycho
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Petrovica, Sintija. "Tutoring and Assessment Through Games and Emotions." In Special Session on How Can Digital Games Help Older Adults? SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005447605390544.

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Yu, Ruby, Dawn Poon, Ashley Ng, et al. "Computer-assisted Intervention using Touch-screen Video Game Technology on Cognitive Function and Behavioural Symptoms for Community-dwelling Older Chinese Adults with Mild-to-Moderate Dementia - Preliminary Results of a Randomized Controlled Trial." In Special Session on How Can Digital Games Help Older Adults? SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005490402970302.

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Schell, Robyn, Simone Hausknecht, and David Kaufman. "Barriers and Adaptations of a Digital Game for Older Adults." In Special Session on How Can Digital Games Help Older Adults? SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005524002690275.

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Hausknecht, Simone, Robyn Schell, Fan Zhang, and David Kaufman. "Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game." In Special Session on How Can Digital Games Help Older Adults? SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005526802760284.

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Pataki, Béla, Péter Hanák, and Gábor Csukly. "Computer Games for Older Adults beyond Entertainment and Training: Possible Tools for Early Warnings - Concept and Proof of Concept." In Special Session on How Can Digital Games Help Older Adults? SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005530402850294.

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Kaufman, David, and Fan Zhang. "Can Playing Massive Multiplayer Online Role Playing Games (MMORPGs) Help Older Adults?" In Special Session on How Can Digital Games Help Older Adults? SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005551405270535.

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"Promoting Healthy Nutrition through Educational Escape Games." In InSITE 2019: Informing Science + IT Education Conferences: Jerusalem. Informing Science Institute, 2019. http://dx.doi.org/10.28945/4362.

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Aim/Purpose: The increased production of processed food, rapid urbanization, and changing lifestyles have led to a shift in dietary patterns so people are now consuming more unhealthy foods. To change unhealthy dietary patterns, there is a need to educate the individuals to keep a balanced diet that is rich in nutritional requirements. One way to educate a heterogeneous population, from preschool to adults, is by learning through games. Background: In recent years, the use of games as a pedagogical method is gaining momen-tum. Game-based learning (GBL) refers to any learning environments or ac
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Pham, Tan Phat, and Yin-Leng Theng. "Game controllers for older adults." In the International Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2282338.2282401.

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Rapporti di organizzazioni sul tema "Adult gamer"

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Anderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.001.

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Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the
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Gandelman, Néstor, and Diego Lamé. Trust towards Migrants. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003616.

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Using a standard trust game, we elicit trust and reciprocity measures in a representative sample of adult players in Montevideo, the capital city of Uruguay, a country that exhibits relatively better levels of tolerance towards migrants than other Latin American countries. We find no statistically significant differences in trust levels of Uruguayans towards countrymen versus migrants. In reciprocity, we find only marginally significant differences attributable to the nationality of the players.
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Clemente, Filipe Manuel, Rodrigo Ramirez-Campillo, and Hugo Sarmento. Effects of the small-sided soccer games on blood pressure in untrained hypertensive adults: A systematic review and meta-analysis of randomized-controlled trials. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2020. http://dx.doi.org/10.37766/inplasy2020.9.0078.

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Clemente, Filipe Manuel, Rodrigo Ramirez-Campillo, Hugo Sarmento, et al. Effects of recreational small-sided soccer games on bone mineral density in untrained adults: A systematic review and meta-analysis of randomized-controlled trials. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2021. http://dx.doi.org/10.37766/inplasy2021.1.0095.

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