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1

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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2

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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3

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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4

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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5

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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8

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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9

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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11

Larsson, Jenny. "Learning vocabulary in English as a foreign language through the computer game Rebuild 2 : An experiment with adult learners at a university in Sweden." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95622.

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Playing computer games in English affects one’s vocabulary size, and thus this project’s aim was to examine how the strategy and turn-based computer game Rebuild 2 can affect adult learners’ vocabulary acquisition according to their perceptions. This project also examined what effects note-taking has on vocabulary learning while playing the game. Two studies were conducted with university students with B1 to C2 level of English where one group took notes and the other group did not. The participants did a vocabulary test of 20 words from the game before playing and after playing the game. Then
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12

Waxman, Dina F. "A Strenuous Game: The Portrayal of Eating Disorders in Young Adult Novels." Thesis, School of Information and Library Science, 2007. http://hdl.handle.net/1901/407.

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This study uses content analysis to examine the portrayal of eating disorders in young adult novels published from 1981-2005. Fifteen books were evaluated to determine if the portrayal of eating disorders was accurate according to documented psychological profiles of the causes and risk factors for eating disorders. Additionally, the books were evaluated to see if the portrayal of eating disorders over time had changed to correspond with evolving information on eating disorders. This study concludes that while eating disorders are being portrayed accurately and realistically in young adult lit
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13

Pylro, Simone Chabudee. "Atividades lúdicas entre adultos jovens: um estudo com universitários capixabas." Universidade Federal do Espírito Santo, 2004. http://repositorio.ufes.br/handle/10/6667.

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Made available in DSpace on 2016-12-23T14:38:00Z (GMT). No. of bitstreams: 1 Dissertacao Versao final Simone C Pylro[2].pdf: 508139 bytes, checksum: 480ca96cff0cd3a9b1073b75d02715e1 (MD5) Previous issue date: 2004-05-28<br>Conselho Nacional de Desenvolvimento Científico e Tecnológico<br>Buscou-se averiguar nesta pesquisa atividades lúdicas preferidas e praticadas por adultos jovens. Investigou-se, por meio da aplicação de um questionário a 213 universitários entre 21-40 anos, se a diferenciação da preferência lúdica se evidencia na idade adulta, em função do gênero. Verificou-se que pouco te
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14

Chukwu, Leonard O., and Yazhini Ramaswamy. "Differentiating Video Game Addiction from Other High-Level Engagements Among Adult Players." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37742.

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This study focused on the behaviours of adult video game players in the context of positive and negative effects of video games, to accurately differentiate video game addicts from highly engaged and non-addicted players. To accomplish this, we adopted the Problematic Video Game Playing Test (PVGT) to measure the components of addiction and Flow Short Scale (FSS) to measure high-level engagement. This is a concept which has been lost in the previous studies, setting the current study apart from other studies which were primarily concerned with investigating the negative impact of video games o
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Sterling, Rene. "Influence of Psychological Needs and Gaming Motivation on Well-Being of Adult Gamers." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/3726.

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Adult online gaming is a fast-growing global entertainment industry, and many gamers spend more time playing games and less time engaging in work or other activities, which negatively affects their lives and relationships. This quantitative study addressed how psychological needs and gaming motivation predicted gaming behavior, life satisfaction, and relationship satisfaction using a mediational model. The theoretical foundation was self-determination theory, which addresses how personal choices are influenced by internal factors, especially psychological needs and motivation. An online survey
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16

Ströberg, Simon. "ADHD Through the Lens of Game Design : How Digital RPGs Neutralize the Symptoms of Inattention Amongst Swedish Adults with ADHD." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-394208.

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ADHD (Attention Deficit Hyperactivity Disorder) is a commonly diagnosed mental disorder with an estimated global prevalence of 5.29% that exhibit inattentive, hyperactive and impulsive behaviors, many of which can negatively impact an individual’s social, academic, occupational and everyday-life. Studies based on the Delay Aversion Hypothesis have shown that video-games effectively contribute to the neutralization of some of the inattentive symptoms of ADHD, and that games could act as a possible treatment option for individuals with ADHD. Attempts to use video games as a treatment option has
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17

Enigk, Mary Ellen. "A study on the nature and frequency of adult comments at Little League baseball games." Virtual Press, 2002. http://liblink.bsu.edu/uhtbin/catkey/1231339.

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The National Alliance for Youth Sports compared field reports released in 1995 to those in 2000, illustrating a 5% to 15% increase in adults that have gotten out of line at youth events (Carlozo, 2000). The purpose of this study was to assess the nature and frequency of adult comments at Little League baseball games for children ages 9 to 12. In addition, adults were surveyed in order to evaluate their personal opinions of crowd conduct.The participants in this study consisted of adults attending Little League baseball games in rural Indiana from May 30, 2001 to June 26, 2001. To address the p
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18

Kosunen, Kristoffer. "Adult Language Learning : Using Minigames to teach Vocabulary in the ESL Classroom." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13103.

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Research within the field of serious games shows that games and simulations can supplement traditional learning methods in a positive way. Modern technology allows for simulations of real situations thus allowing for improved vocabulary training. This paper focusses on ESL (English as a second language training) for adult learners and looks at how a prototype set of minigames could be used to enhance learning outcomes in a specific set of vocabulary. The paper looks at a case study carried out by the researcher in Plymouth in the UK at an ESL training centre. Results from this sample showed th
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19

McBroom, Evan S. "An Examination of Correlates of Video Game and Internet Addiction." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1365086721.

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20

Hutchins, Carly. "Balance and Gait Among a Community Dwelling Older Adult Population Using Nintendo Wii Bowling Game." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/honors/68.

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Due to the increase in the aging population older adults are looking for ways to stay fit and active in their later years. Such activities need to be fun, easy to operate, and encourage socialization. The Nintendo Wii© Bowling provides these features for the aging population. Participants in this quantitative pilot study had the opportunity to play the Nintendo Wii© Bowling Game twice a week for six weeks to see if their balance and mobility would improve when compared with the pre and post scores from the Performance Oriented Mobility Assessment (POMA). The participant’s scores on the Perform
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21

Barr, Matthew J. "Gaming for graduates : exploring the use of video games to develop graduate attributes." Thesis, University of Glasgow, 2017. http://theses.gla.ac.uk/8344/.

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This work examines the effects of playing commercial video games on the development of the student abilities referred to as 'graduate attributes'. Graduate attributes are those generic skills such as critical thinking, communication, resourcefulness or adaptability which are considered desirable in graduates, particularly where employability is concerned. However, most Higher Education courses have not hitherto been explicitly designed to teach or develop these attributes. Many commercial video games, on the other hand, require players to exercise a range of such skills and competences in orde
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22

Pabon, Lizette Cruzie. "Training Through Serious Games: The Relationship Between Travel Agent Engagement, Knowledge of Cruise Products and Cruise Sales." FIU Digital Commons, 2016. http://digitalcommons.fiu.edu/etd/2612.

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Research is limited on the role game-based training has on the engagement of learners. The following study was conducted to further advance research on engagement and game-based training in businesses by studying the engagement of travel agents in the game. Engagement is the manner in which a learner's cognitive and motor skills are motivated when participating in a game. Engaged learners will often push through challenging tasks and will concentrate on improving their skills due to their excitement about playing. The present study examined the engagement of travel agents as they played a seri
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23

Gray, Christopher S. "Potential Associations Between Relationship Quality Among Emerging Adults and Offline Video Game Play." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent158626929850231.

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24

Fulmore, Yvonne. "United States (US) Adult Teachers' and Learners' Perspectives on Representations in Video Games Used in the Classroom." Diss., Temple University Libraries, 2016. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/409713.

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Media & Communication<br>Ph.D.<br>Researchers have explored representations in traditional video games, yet have not significantly investigated the representations in video games used in classroom contexts. Moreover, socially marginalized group members’ perspectives are rarely centered in academic research. This dissertation examined representations of people, ideas, and stories in video games for classroom use, focusing on how 16 self-identified US Black women who were teachers, learners, or both have perceived and encountered them. Furthermore, it drew from cultural studies traditions, which
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25

Rimmasch, Meghan I. "Where Have All The Rebels Gone? Ideology and Conformity in Young Adult Dystopian Literature." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/6754.

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By employing the critical studies of adolescence from Nancy Lesko, Roberta Trites, and Maria Nikolajeva and the study of positive and negative symbols of rebellion examined by Robert Lindner through Leerom Medovoi, I will interrogate the popular notion that female protagonists in dystopian Young Adult Literature (YAL) are strong, self-aware rebels who are positive role models to YA readers. Using the didactic nature of dystopian literature, I will examine how adult authors consciously (or unconsciously) set ideological standards for their YA readers through the female protagonists and how thes
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26

Kunstmann, Maria, Henning Staar, and Monique Janneck. "„Ich nehme etwas für meine persönliche Balance mit“ – Eine explorative Studie zum Erleben von Erholung in Massively Multiplayer Online Role-Playing Games." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-154118.

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Der vorliegende Beitrag hat das Ziel, an bestehende Beiträge aus der Erholungsforschung anzuknüpfen und mittels einer qualitativen Interviewstudie zu eruieren, welchen Beitrag das Genre der MMORPGs für die Erholungsforschung liefern kann.
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Bailey, Sara W. "The Game of I Am| Enhancing Empathy and Improving Attitudes toward Older Adults in First-Year Master's Students Training to Become Counselors and Student Support Professionals." Thesis, The University of North Carolina at Greensboro, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10747965.

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<p> In the United States, adults 65 and older represent a significant and growing cultural minority (Cohn &amp; Taylor, 2011). Ageist stereotypes, whether directed at older adults or internalized by elders themselves, can cause real harm to elders&rsquo; mental and physical health (Nelson, 2016a). Mezirow&rsquo;s transformative learning theory (TLT; 1991) directly addresses the essential nature of challenging personal prejudices and cultivating empathy as critical to development within the adult learner, and transformative empathy-enhancing interventions have been used successfully to improve
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Watkins, Tamara. "(Re)Mediating the Spirit: Evangelical Christian Young Adult Media." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/4796.

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"We are in the world, but not of the world," a maxim frequently spoken in evangelical Christian culture, provides insight into how these individuals view their relationship with secular culture. They presume to share the same temporal plane with secular culture, but do not participate in it. In this dissertation, I explore whether the division between evangelical Christian culture and secular culture is as clear as this aphorism implies. To facilitate this investigation, I examine media Christian content creators created for an American evangelical Christian young adult audience in the early t
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Miller, Mary Catherine. "Restorying Dystopia: Exploring the Hunger Games Series Through U.S. Cultural Geographies, Identities, and Fan Response." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492434124077694.

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Kryston, Kevin John. "The Drench Effects of Narrative Video Games and Their Effects on Relationships Between Adult Men and Young Girls." University of Dayton / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1437414423.

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31

Burke, Benjamin M. S., James M. Ph D. Duncan, Nick Ph D. Frye, and Mallory Ph D. LMFT CFLE Lucier-Greer. "Sense of (Online) Community? The Social Organization Theory of Action and Change and Adult Video Game Players." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/45.

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Much investigation has explored the potential effects of video games in adolescence. However, limited research has been conducted on the effects of social video game play and individual and relational well-being in adults. The Social Organization Theory of Action and Change (SOAC) may be a helpful way to examine social behaviors (like gaming) and how they relate to well-being. This exploratory study will utilize the SOAC to examine social gaming behaviors in adults, and examine the relationships between these behaviors and adult individual and relational outcomes (e.g., loneliness, relationshi
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Banskota, Alisha. "Recommending Games to Adults with Autism Spectrum Disorder(ASD) for Skill Enhancement Using Minecraft." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/7734.

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Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development. In 2018, 168 out of 10,000 children are said to be affected with Autism in the USA. As these children move to adulthood, they have difficulty in communicating with others, expressing themselves, maintaining eye contact, developing a well-functioning motor skill or sensory sensitivity, and paying attention for longer period. Some of these abnormalities, however, can be gradually improved if they are treated appropriately during their adulthood. Studies have shown that peop
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33

Aragon, Ruiz Antonio. "Learning from the 2010 Vancouver winter Olympic Games about Aboriginal peoples of Canada." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/3090.

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This research examines the ways in which the Vancouver Olympics emblem, an Inuit inuksuk, and other Aboriginal symbols have been ‘adopted’ by the organizers of the 2010 Winter Olympics, how visual and textual Aboriginal representations have been incorporated into the public education mandate of the Games, and how this relates to the Aboriginal Participation Goals of the Vancouver Organizing Committee (VANOC). I use Freirian critical cultural pedagogy and Foucauldian theories along with a visual research method, semiotic analysis, as a way to examine the material presented on the official Vanco
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Jones, Grant. "The Effects of Violence in Video Games on Individual Levels of Hostility in Young Adults." TopSCHOLAR®, 2018. https://digitalcommons.wku.edu/theses/2570.

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For a while, video games have been the target of scrutiny with regards to their perceived potential to adversely affect younger individuals. In particular, it is often argued that these video games, particularly those of violent nature, may increase hostility to an extent that it manifests itself in violent behavior. This thesis aims to denote what effects these video games have on young adults, particularly in relation to the respondents’ indicated extent of adverse childhood experiences, trait anger, and competitiveness, all three of which were assumed to have a positive relationship with ho
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Sosa, Giovanni W. "The Impact of a Video Game Intervention on the Cognitive Functioning, Self-Efficacy, Self-Esteem, and Video Game Attitudes of Older Adults." Scholarship @ Claremont, 2012. http://scholarship.claremont.edu/cgu_etd/19.

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While a well-established body of empirical work indicates that engaging in mentally stimulating activities is linked to positive physical and mental health outcomes, relatively few studies have specifically examined the impact that video game training can have on cognitive functioning and well-being. Given the substantial implications that such work has for an ever-growing older adult population, this area of research has begun to pique the interest of researchers world-wide. The present study employed an experimental paradigm to explore the impact of a Nintendo DS video game, Brain Age, on th
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McGarry, Theresa, and A. Blumenstock. "Vocabulary Concept Card Game: Reviewing Vocabulary With Applied Concepts." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/6150.

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Book Summary: This revised volume brings together the best of the past with suggestions for the future and proves that teachers' imaginations continue to produce an interesting and varied range of ways to learn English within the broad guidelines of communicative language learning. New Ways in Teaching Adults, Revised provides classroom teachers with a range of activities for all stages of the learning process. The many activities included encourage discovery learning, provide practice, and extend students' learning beyond the classroom. Also, various activities allow students to work in pairs
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Mellen, Jason. "The Research, Design And Development Of An Education Game For Training Resident Advisor Staff." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1237764256.

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Heiden, Eric. "Effects of games-based biofeedback training on the attentional demands of balance tasks in older adults." Thesis, University of Ottawa (Canada), 2008. http://hdl.handle.net/10393/27636.

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The objectives of this study were to determine whether games-based computerized biofeedback training using the NeuroGym system reduces the attention demands of balance tasks in active community-dwelling older adults. Specifically, this study examined whether postural sway, reaction time, functional balance, and composite fitness changed following the training. Sixteen community-dwelling adults over the age of 65 who were experienced chair exercise participants were assigned to either a training group (n=9) or a control group (n=7). Participants in the training group followed an 8-week training
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Eklund, Linnéa. "Stressed out? : Guidelines for making a game to aid with stress symptoms in young adults." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19342.

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Stress is a rising problem in society today, stress brings with it side effects that are detrimental towards an individuals’ physical and psychological health. One way to treat stress is through metacognitive therapy, which includes a change in how to perceive ones’ emotions and behavior in stressful situations.Using current technology, treatment for mental illnesses can be aided with digital programs such as digital games, which can be easier accessed than traditional therapy.The aim of this thesis work is to make guidelines that can act as a guide to develop games that aims to help young adu
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Segal, Emily J. "Making Nobody Matter: Performance and Vision in Frances Burney's Evelina (1778) and Suzanne Collins' The Hunger Games (2008)." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/cmc_theses/1861.

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The development of the novel cannot be separated from discussions about literary history, gender relations, performance, and the power literature has to instruct its audience. Women and young people have always comprised a substantial part of the novel’s readership, and this makes them powerful. The history of the novel is the history of dangerous literature; it is the history of works that have enchanted readers with “the power of example,” as Samuel Johnson wrote in the eighteenth century, that can lead them to change their behavior. This thesis explores how women in young adult literature—i
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41

Brashear, Cherise Lukacs. "The Representation of Games in 18th-Century Rococo Painting: Differences in the Discourse Between Children and Adults." Thesis, The University of Arizona, 2015. http://hdl.handle.net/10150/578954.

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This essay explores the significance of depicting children's games in 18th-century Rococo painting and the differences in intended meanings when applied to children versus adults. More specifically, the focus of my research is on the use of these games to exhibit moral lessons among adolescents and expose the connotations of fickleness, courtship, and eroticism when directed at aristocratic adults. The specific images that will be included in my discussion are Jean-Honoré Fragonard's Happy Hazards of the Swing (1767) and Blind Man's Bluff (c.a. 1750-1752), Jean-Baptiste-Siméon Chardin's Soap B
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Laws, Dannielle Kaye. "Gaming in Conversation: The Impact of Video Games in Second Language Communication." University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1461800075.

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Ferroni, Giovana Mendes. "Ensino de conceitos a uma criança com deficiência visual por meio de brincadeira." Universidade Federal de São Carlos, 2012. https://repositorio.ufscar.br/handle/ufscar/3098.

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Made available in DSpace on 2016-06-02T19:46:18Z (GMT). No. of bitstreams: 1 4316.pdf: 1238775 bytes, checksum: 184f08f4295b55fcbc793ca065eb48cc (MD5) Previous issue date: 2012-02-27<br>Financiadora de Estudos e Projetos<br>The development of teaching strategies and learning concepts for visual impaired children has been a challenge in researches and educational purposes. The objective of this study was to investigate the handling of toys for a child with multiple disabilities (visual impairment and associated disability) could occur in a teaching strategy that would be beneficial to the lea
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Israel, Emmanuel. "A Study to Investigate the Relationship Among Flow, Social Interaction and ICT Skills with Older Adults During Gameplay." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32594.

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Although research shows the link between flow and social interaction, this study explores the role of ICT skills in order to experience flow and social interaction. I used constructivism theory as it explains how humans make meaning from personal experiences, social interaction and tools (e.g., language and computer). The theory of flow was applied because it stipulates that people experience flow when they are fully engaged in any activity (Nakamura & Csikszentmihalyi 2002). Four participants were recruited for this study. A pilot study with three stages was conducted to design a research pro
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Selzer, Dominik. "Critical Thinkers through The Hunger Games : Working with Dystopian Fiction in the EFL Classroom." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-65374.

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This essay gives examples of possible ways to inspire young adults to become politically more aware and active using dystopian fiction in the EFL classroom. First, an overview of the dystopian genre and different ways of using it in the EFL classroom to improve critical thinking skills will be given. Subsequently, different scenes from The Hunger Games will be analyzed to show how young adults can be inspired to be more aware of social and environmental justice and to act. Finally, it is discussed why literary material in a classroom must relate to a student’s personal life and why the relevan
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Crawford, Jennifer. "Age Differences in Social Decision-Making: The Role of Discrete Emotions." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1625089104773958.

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Williams, Britni Marie. ""A Creature the Capitol Never Intended to Exist": Katniss Everdeen, Muttations, and the Mockingjay as Cyborgs in The Hunger Games Trilogy." University of Akron / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=akron1428258245.

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Palmieri, Stephanie Jane. "Assessing Industry Ideologies: Representations of Gender, Sexuality, and Sexual Violence in the Book Versions and Film Adaptations of The Hunger Games Trilogy, The Divergent Trilogy, and The Vampire Academy Series." Diss., Temple University Libraries, 2016. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/416269.

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Media & Communication<br>Ph.D.<br>In this study, I use social constructionist feminist and queer theory and narrative analysis to identify messages about gender, sexuality, and sexual violence in both the book versions and film adaptations of The Hunger Games trilogy, the Divergent trilogy, and the Vampire Academy series. These three series are representative of a major pop culture trend in which young adult novels are not only popular and financially successful, but in which these types of novels are being adapted into major films. In this study, I demonstrate that the book and film series al
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Hansson, Johanna. "The Universal Declaration of Human Rights and The Hunger Games : Implementing critical literacy in the EFL classroom when reading Suzanne Collins’ dystopian novel." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-74892.

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The primary aim of this master’s thesis has been to examine how the dystopian, young adult novel, The Hunger Games (2008) by Suzanne Collins could entail depictions of violations against the articles of the Universal Declaration of Human Rights (1948). The analysis has been conducted based on a theme-based close reading of the novel using the Universal Declaration of Human Rights as a contextualization device. In addition, the literary analysis has been divided into three sections, namely global, group and the individual perspectives of how incidents in the novel hypothetically violate the Uni
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Trost, Jennifer A. ""It's not all fun and games"| A look at young adults' participation in recreational sport teams and subsequent engagement in healthy lifestyle behaviors." Thesis, California State University, Long Beach, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1527348.

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<p> An increasing prevalence of preventable diseases in the U.S. adult population calls for health interventions by primary care providers. This study compared the lifestyle behaviors of 208 young adults ages 20 to 40 years in Southern California. One group of adults participated in recreational team sports such as basketball, dodgeball, football, softball or soccer and the other group did not participate in team sports but had a gym membership. A demographic survey assessed the respondents' extent of physical activity, alcohol consumption, and smoking, and the <i>Health-Promoting Lifestyle Pr
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