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1

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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Dr. Sonia George, Deena Balakrishnan,. "Exploring the impact of internet gaming disorder on adolescent gamers using thematic analysis." Psychology and Education Journal 58, no. 2 (2021): 5534–38. http://dx.doi.org/10.17762/pae.v58i2.2972.

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Most of the top gaming companies are owned by China, Japan, Korea, and USA. However, the users of games, developed by these gaming tech-giants are worldwide. Online/offline gaming has been a fascination for adolescents and adults ever since video games came in the global market. Moreover, Internet provides a plethora of online and offline games which help the gamers to vent out their feelings and extend resources through communication which is essential for a healthy development of emotional and psychological state. Though society often took gaming as a light hearted activity and often intende
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Zendle, David, Rachel Meyer, and Harriet Over. "Adolescents and loot boxes: links with problem gambling and motivations for purchase." Royal Society Open Science 6, no. 6 (2019): 190049. http://dx.doi.org/10.1098/rsos.190049.

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Loot boxes are items in video games that can be paid for with real-world money but contain randomized contents. Many games that feature loot boxes are played by adolescents. Similarities between loot boxes and gambling have led to concern that they are linked to the development of problem gambling in adolescents. Previous research has shown links between loot boxes and problem gambling in adult populations. However, thus far, there is no empirical evidence of either the size or existence of a link between loot box spending and problem gambling in adolescents. A large-scale survey of 16- to 18-
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Rienzo, Antonio, and Claudio Cubillos. "Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review." Sensors 20, no. 14 (2020): 3958. http://dx.doi.org/10.3390/s20143958.

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A higher number of people increasingly uses digital games. This growing interest in games, with different objectives, justifies the investigation of some aspects and concepts involved, such as product quality (game), usability, playability, and user or player experience, topics investigated by the multidisciplinary area called Human–Computer Interaction (HCI). Although the majority of users of these games are children and young people, an increasing number of older adults join technology and use different types of digital games. Several studies establish the increase in learning, socialization
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Mukherjee, Soumabrata, Akash Mallick, and Subir Biswas. "Effects of massively multiplayer online role-playing games on psychological health and inter-personal relationships of the male youth: A cross-sectional study in sub-urban Kolkata, West Bengal, India." Anthropological Review 84, no. 2 (2021): 163–79. http://dx.doi.org/10.2478/anre-2021-0010.

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Abstract Gaming related experiences and addictive behaviours are emerging causes of adverse psycho-social health such as depression, anxiety, in adolescents and young adults around the world. Nonetheless, there remains a dearth of information relating to adolescents and young adults in India, a country which has millions of gamers. Present study examined the effects of massively multiplayer online role-playing games on the psychological health and inter-personal relationships of adolescents and young male adults of sub-urban Kolkata, West Bengal, India. Questionnaires were used to collect data
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Rana, Ujina, and Hari Adhikari. "PORTRAYAL OF YOUNG ADULTS IN DYSTOPIAN YOUNG ADULT LITERATURE—HUNGER GAMES TRILOGY." PEOPLE: International Journal of Social Sciences 1, no. 1 (2017): 213–26. http://dx.doi.org/10.20319/pijss.2015.s11.213226.

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Pawar, Satish Ambadas. "Comparison of lipid profile in physically trained adults and sedentary adults." International Journal of Bioassays 6, no. 8 (2017): 5465. http://dx.doi.org/10.21746/ijbio.2017.08.004.

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The incidence of diseases like angina pectoris, myocardial infarction, hypertension and cerebrovascular is increasing nowadays. The high blood lipid level is found to be the main cause of atherosclerosis. Present study is undertaken with the aim to evaluate the effect of physical training on BMI, Waist-hip ratio and lipid profile. Our research is focussed to study the Effect of Physical Training on Serum Lipids in physically trained adults and sedentary adults. To compare lipid profile between physically trained adult and sedentary adult. The study was conducted on 50 male physically trained a
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Concerto, Carmen, Alessandro Rodolico, Chiara Avanzato, et al. "Autistic Traits and Attention-Deficit Hyperactivity Disorder Symptoms Predict the Severity of Internet Gaming Disorder in an Italian Adult Population." Brain Sciences 11, no. 6 (2021): 774. http://dx.doi.org/10.3390/brainsci11060774.

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Over the last decade, internet gaming has been a fast-growing recreational activity. Gamers risk their leisure activity becoming an addiction. In the present study, we aimed to measure the prevalence of Internet Gaming Disorder (IGD) in an adult population of video game players and to investigate the association between demographic variables, Autism Spectrum Disorder (ASD) traits, Attention-Deficit Hyperactivity Disorder (ADHD) severity, and IGD in adults. Through an online survey, we recruited 4260 individuals aged between 18 and 55 years old, who were members of online communities of video g
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Sdravopoulou, Konstantina, Juan Manuel Muñoz González, and María Dolores Hidalgo-Ariza. "Educating Adults with a Location-Based Augmented Reality Game: A Content Analysis Approach." Mathematics 9, no. 17 (2021): 2071. http://dx.doi.org/10.3390/math9172071.

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With the exception of Pokémon Go, relatively little is known about other Mobile Augmented Reality (MAR) games, and the attitudes of middle-aged and elderly adults towards them are hitherto poorly examined. The aim of this research is to examine the opinions of young, middle-aged, and elderly adults about the location-based MAR game Ingress. The responses to questions related to Ingress were collected from 24 adult players aged 20–60 from Greece and subsequently were analyzed by means of content analysis, both qualitatively and quantitatively, using the Jaccard index of similarity. Our findings
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Arnaez, James, Georgia Frey, Donetta Cothran, Margaret Lion, and Andrea Chomistek. "Physical Wellness Among Gaming Adults: Cross-Sectional Study." JMIR Serious Games 6, no. 2 (2018): e12. http://dx.doi.org/10.2196/games.9571.

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Sdravopoulou, Konstantina, Juan Manuel Muñoz González, and María Dolores Hidalgo-Ariza. "Assessment of a Location-Based Mobile Augmented-Reality Game by Adult Users with the ARCS Model." Applied Sciences 11, no. 14 (2021): 6448. http://dx.doi.org/10.3390/app11146448.

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In mobile augmented reality (MAR) games, learning by doing is important to supplement the theoretical knowledge with practical exercise in order to maximize the learning outcome. However, in many fields, the users are not able to apply their knowledge in practical ways, despite having achieved a good understanding of the theoretical fundamentals and this is even more important to adult learners. The aim of this research is to examine young, middle-aged and elderly adults’ opinions about the location-based MAR game Ingress, by applying John Keller’s “ARCS learning motivation model” (Attention,
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Osborne, Evelyn. "Adult Reflections on a Childhood Kissing Game." Children's Folklore Review 39 (August 9, 2018): 28–61. http://dx.doi.org/10.14434/cfr.2018.vol39.0.25375.

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Beyond simple nostalgia, how do the games we play as children affect us as adults? Which hidden rhyming lessons are ripe for mature understanding? Using McLoed and Wright’s “happy childhood narrative” this article examines singing game, “King William was King George’s Son” and its use by two adult sisters for nostalgia, memory recall, historical lessons, enculturation, connecting with others of their generation, and creating new art.
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JingChen, JingChen, Weihai Xia, and Qing Pei. "The Effect of General Trust on Game Decision Making in Young Adults." Paripex - Indian Journal Of Research 3, no. 5 (2012): 60–63. http://dx.doi.org/10.15373/22501991/may2014/21.

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Grant, Sean, Asya Spears, and Eric R. Pedersen. "Video Games as a Potential Modality for Behavioral Health Services for Young Adult Veterans: Exploratory Analysis." JMIR Serious Games 6, no. 3 (2018): e15. http://dx.doi.org/10.2196/games.9327.

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Codarcea, Emilia. "Gamersprache und Netzjargon aus soziolinguistischer Perspektive. Liste von üblichen Abkürzungen." Studia Universitatis Babeș-Bolyai Philologia 66, no. 3 (2021): 179–200. http://dx.doi.org/10.24193/subbphilo.2021.3.12.

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"Gaming Language and Gamer Slang from a Sociolinguistic Perspective. A List of Common Abbreviations. The development of technology, online communication platforms and digital programs plays an important role in the dynamics of language evolution and influences the correctness and complexity of written and oral communication. Computer games and gaming slang, due to its broad usage by mostly teenagers and young adults, influence the choice of vocabulary, phrasing, sentence structure and style in various communicative situations and forms. This paper describes the characteristics of computer game
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Malala, John. "Rethinking Adult Learning: Video Games, Adult Education, and Life Applications." International Journal of Learning: Annual Review 16, no. 9 (2009): 563–74. http://dx.doi.org/10.18848/1447-9494/cgp/v16i09/46611.

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Kircaburun, Kagan, Zsolt Demetrovics, Mark D. Griffiths, Orsolya Király, Bernadette Kun, and Şule Betül Tosuntaş. "Trait Emotional Intelligence and Internet Gaming Disorder Among Gamers: The Mediating Role of Online Gaming Motives and Moderating Role of Age Groups." International Journal of Mental Health and Addiction 18, no. 5 (2019): 1446–57. http://dx.doi.org/10.1007/s11469-019-00179-x.

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AbstractPersonality differences are important determinants of problematic online behaviors. The purpose of the present study was to investigate the mediating role of loneliness, depression, and online gaming motives and moderating role of age on the relationship between trait emotional intelligence (EI) and Internet gaming disorder (IGD) via the construction of a multiple mediation model. A total of 478 online gamers completed a self-report online survey, including validated psychometric scales assessing the aforementioned constructs. Results indicated that trait EI was directly and indirectly
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Jang, Joon Hwan, Sun Ju Chung, Aruem Choi, et al. "Association of General Cognitive Functions with Gaming Use in Young Adults: A Comparison among Excessive Gamers, Regular Gamers and Non-Gamers." Journal of Clinical Medicine 10, no. 11 (2021): 2293. http://dx.doi.org/10.3390/jcm10112293.

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This study aimed to examine the relationship of general cognitive function with gaming use, and to identify elements of intelligence predicting increased gaming use. In total, 160 young adults participated in this study. Two clinical groups (n = 97) were defined: excessive gaming users diagnosed with internet gaming disorder (IGD) (n = 64) and the high-risk users (n = 33). The control group (n = 63) was also divided into regular gamers (n = 14) and non-gamers (n = 49). Participants completed the Wechsler Adult Intelligence Scale-IV and self-reported questionnaires regarding IGD severity and ga
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Cronshaw, Darren. "Resisting the Empire in Young Adult Fiction: Lessons from Hunger Games." International Journal of Public Theology 13, no. 2 (2019): 119–39. http://dx.doi.org/10.1163/15697320-12341568.

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AbstractHunger Games are young adult fiction and movie franchises, which address issues of Empire, border control, politics of fear, human rights, gender, ethnicity, refugees and global inequity. The narrative of Hunger Games echoes the dilemmas of balancing personal sovereignty and self-fulfillment with the struggle that goes on for advocacy for social and political change. They make heroes of protagonists who rebel against the status quo and make a stand for justice in oppressive social-political contexts. The basic plot is ancient, but it is striking a chord with a generation of westerners
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Karapetyan, Mariana. "Creating Contexts for Adult Motivation for Foreign Language Learning and Acquisition." Armenian Folia Anglistika 2, no. 1-2 (2) (2006): 101–5. http://dx.doi.org/10.46991/afa/2006.2.1-2.101.

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While developing foreign language teaching methods for adult students aged 17-20, it is necessary to take into account not only teaching and learning related issues, but also a number of principles which are connected with adult teaching. The article discusses a set of issues connected with foreign language teaching methodology with view of not only the specific features of the foreign language teaching methods for adults but also the theories that attach importance to the factor of emotions in the teaching process. The article attempts to combine a foreign language teaching and learning with
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Senashenko, Vasiliy Savelievich, and Margarita Konstanitinovna Marushina. "Business game in corporate training as an effective method of competences development." Современное образование, no. 3 (March 2018): 94–108. http://dx.doi.org/10.25136/2409-8736.2018.3.27318.

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The object of this research is the business games as an effective method of corporate training for the acting executives and candidate pool. The subject of this research is the impact of business gamed upon the development of specific competences of the executives. The authors compare the Russian and foreign experience of conducting business games in corporate training, highlighting such aspects that the corporate training specialists are guided by in elaboration and selection of business games for the high-profile and demanding audience. The study is based on the analysis of Russian and forei
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Khalil, Georges Elias, Ivan L. Beale, Minxing Chen, and Alexander V. Prokhorov. "A Video Game Promoting Cancer Risk Perception and Information Seeking Behavior Among Young-Adult College Students: A Randomized Controlled Trial." JMIR Serious Games 4, no. 2 (2016): e13. http://dx.doi.org/10.2196/games.5793.

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Mevio, Emilio, and Niccolò Mevio. "Unusual Esophageal Foreign Body: A Table Fork." Case Reports in Otolaryngology 2013 (2013): 1–2. http://dx.doi.org/10.1155/2013/987504.

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The presence of an esophageal foreign body (EFB) is a medical emergency requiring urgent evaluation and treatment. Swallowing of foreign bodies is most common in children aged between 6 months and 6 years, in whom it usually occurs during games. In adults, foreign bodies tend to be ingested accidentally together with food. The authors report an unusual case of EFB (a table fork) in an adult and briefly report the clinical presentation and the therapeutic procedures adopted in this case and similar cases.
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Abdyrakhmanova, Dzhiparkul, Bakyt Tynalieva, Bekzhan Abdyrakhmanov, and Emiliia Bolzhirova. "Determination of influence effectiveness of ethnic games on the componential body composition of adult people (in the age of 50-57 y.o.) with the help of bioimpedance analysis." BIO Web of Conferences 26 (2020): 00059. http://dx.doi.org/10.1051/bioconf/20202600059.

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The paper presents the results of research conducted for the first time in Kyrgyzstan under conditions of middle mountains aimed at studying the influence of ethnic games on the parameters of the componential composition of adults’ bodies with the help of bioimpedance analysis. 92 adults in the age of 50-57 y.o. have been studied. In the group of ethnic games, 47 out of 92 (30 men and 17 women) were studied during the first inspection. 23 people (11 men and 12 women) had been studied during the second inspection. 22 people (9 men and 13 women) had been investigated in the group of modern physi
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Rusetski, Alexander. "The Whole New World: Nintendos Targeting Choice." Journal of Business Case Studies (JBCS) 8, no. 2 (2012): 197–212. http://dx.doi.org/10.19030/jbcs.v8i2.6808.

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The case is set at the end of 2006 when Nintendo and Sony were preparing to launch their seventh generation gaming consoles while Microsoft had its console on the market for more than a year. Starting with the fifth generation (when the PlayStation was first introduced), the competition among the three main players in the market was focused mostly at the segment of hard-core gamers young adults spending substantial time playing elaborate games. By 2006 Nintendo was hopelessly losing the competition in this segment. The company had to come up with a bold move to remain relevant in the industry.
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Snodgrass, Jeffrey G., H. J. François Dengah, Evan Polzer, and Robert Else. "Intensive online videogame involvement: A new global idiom of wellness and distress." Transcultural Psychiatry 56, no. 4 (2019): 748–74. http://dx.doi.org/10.1177/1363461519844356.

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Extending classic anthropological “idioms of distress” research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large sample of survey data on gaming experience ( N = 3629) (Study 2), we discuss the cultural meaning and social context of this new cultural idiom of wel
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Blackburne, Tegan, Alexandra Rodriguez, and Stuart John Johnstone. "A Serious Game to Increase Healthy Food Consumption in Overweight or Obese Adults: Randomized Controlled Trial." JMIR Serious Games 4, no. 2 (2016): e10. http://dx.doi.org/10.2196/games.5708.

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Abraham, Olufunmilola, Sarah LeMay, Sarah Bittner, Tanvee Thakur, Haley Stafford, and Randall Brown. "Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review." JMIR Serious Games 8, no. 2 (2020): e16096. http://dx.doi.org/10.2196/16096.

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Background The United States spends more than US $100 billion annually on the impact of medication misuse. Serious games are effective and innovative digital tools for educating patients about positive health behaviors. There are limited systematic reviews that examine the prevalence of serious games that incorporate medication use. Objective This systematic review aimed to identify (1) serious games intended to educate patients about medication adherence, education, and safety; (2) types of theoretical frameworks used to develop serious games for medication use; and (3) sampling frames for ev
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Parker, Jason A., Paul A. Barclay, and Valerie K. Sims. "The Effects Video Gameplay on Memory and Need for Cognition in Adults and Older Adults." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (2019): 1610–14. http://dx.doi.org/10.1177/1071181319631482.

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The purpose of this study was to examine the effect of video gameplay and biological sex on memory and the Need for Cognition in adults and aging adults. A sample of adults who played video games were identified from the Health and Retirement Study (HRS). The final poststrata sample included 242 respondents in the 2012 HRS wave. Of these respondents, 121 indicated engagement with video games (videogamers), and 121 were a match sample of non-videogamers on age, sex, and HRS cohort. Results revealed no difference in memory or the Need for Cognition between adults who played video games and those
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Faherty, Amanda N., Katie Lowe, and Jeffrey Jensen Arnett. "Mind games: Parental psychological control and emerging adults’ adjustment." Journal of Social and Personal Relationships 37, no. 2 (2019): 695–714. http://dx.doi.org/10.1177/0265407519877240.

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Although parental psychological control has been consistently linked with negative outcomes in the child and adolescent literature, little is known about how it functions during the developmental time frame of emerging adulthood, which is characterized by increased freedom and instability. Consequently, this study examined the extent to which paternal and maternal psychological controls were directly and indirectly (via self-esteem) related to hallmarks of emerging adult adjustment, notably risky behaviors, life satisfaction, and feelings about adulthood status. Recruited via MTurk, participan
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Evans, Eric J., Keith E. Naugle, Tyler Owen, and Kelly M. Naugle. "Active Gaming: It Is Not Just for Young People." Journal of Aging and Physical Activity 28, no. 5 (2020): 731–39. http://dx.doi.org/10.1123/japa.2019-0303.

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Whether active gaming is an appropriate method to facilitate moderate-intensity physical activity in older adults remains unclear. The purpose of this study was to evaluate the intensity of physical activity and enjoyment while playing three active video games in older adults compared with younger adults. Ten younger and 10 older adults played three active games on separate days. Participants played two 15-min periods per game: one period at a self-selected intensity and one period with structured instructions to maximize the movement. Physical activity intensity and enjoyment were measured du
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Silverman, Michael J. "Using music therapy games with adult psychiatric patients." Arts in Psychotherapy 32, no. 2 (2005): 121–29. http://dx.doi.org/10.1016/j.aip.2005.01.006.

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Dr. Syed Shujaat Ali, Muhammad Waqar Ali, and Tariq Amin. "Enhancing Adult Learners’ Motivation for Learning English Grammar through Language Games." Research Journal of Social Sciences and Economics Review (RJSSER) 1, no. 3 (2020): 143–50. http://dx.doi.org/10.36902/rjsser-vol1-iss3-2020(143-150).

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Grammar, although indispensable for successful communication, is always a dry subject for most learners and needs a high motivation for learning. Motivating language learners for learning grammar of English in Pakistan has always been a challenging task for the language instructors. This study investigated whether language games motivate adult learners for learning grammar or not. Language games were adopted as a motivational strategy for teaching English grammar to a sample of 31 male and 19 female first-year undergraduates of Islamia College Peshawar, who were not studying English as a major
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Zacharia, Zach, and Barton Jennings. "Use of Active Learning and Group Competition To Facilitate Training and Technology Transfer for Adult Learners." Transportation Research Record: Journal of the Transportation Research Board 1637, no. 1 (1998): 13–17. http://dx.doi.org/10.3141/1637-03.

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Adult training is different from the more traditional training used in many of today’s public schools. Adults have more experiences on which to base their decisions and generally are more skeptical of education. There is a need for relevancy in the materials presented, and many negative impressions must be overcome. To address these and other issues, a number of techniques are now being applied to facilitate training and technology transfer for adult learners. A technology transfer program originally aimed at adults working for the Tennessee Department of Transportation (TDOT) was designed to
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Engelhardt, Christopher R., Micah O. Mazurek, and Joseph Hilgard. "Pathological game use in adults with and without Autism Spectrum Disorder." PeerJ 5 (June 26, 2017): e3393. http://dx.doi.org/10.7717/peerj.3393.

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Abstract (sommario):
This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults wit
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Vaganova, Olga I., Irina V. Rudenko, Server N. Bekirov, Leviza I. Abbasova, and Maxim M. Kutepov. "Modern technologies of adult education." Revista Amazonia Investiga 9, no. 28 (2020): 57–64. http://dx.doi.org/10.34069/ai/2020.28.04.7.

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Abstract (sommario):
The motivation to constant knowledge update is due to the dynamic scientific and technological progress, which affects the change of all spheres of human activity. Employees of many organizations are in need of both professional development as well as obtaining a new specialty in order to maintain and improve their own competitiveness. In these conditions, higher educational institutions focused on adults training, are looking for new ways that will improve the formation of adult students competence. The purpose of the article is to analyze the experience of modern technologies implementation
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McLaughlin, Anne, Maribeth Gandy, Jason Allaire, and Laura Whitlock. "Putting Fun into Video Games for Older Adults." Ergonomics in Design: The Quarterly of Human Factors Applications 20, no. 2 (2012): 13–22. http://dx.doi.org/10.1177/1064804611435654.

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Abstract (sommario):
Our observations of players older than 65 suggested that they weighed costs and benefits when deciding whether or not to play video games. Current games can be higher in cost for seniors because of the perceptual and cognitive changes that tend to occur with age. When seniors choose to invest effort in overcoming those costs, it is often because they perceive a high benefit. Creating successful games for seniors will likely require designers to increase the perceived benefits of games, such as engagement, even more than lowering costs such as frustration, time, and money.
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Ossenfort, Kathryn L., and Derek M. Isaacowitz. "Video Games and Emotion Regulation." GeroPsych 31, no. 4 (2018): 205–13. http://dx.doi.org/10.1024/1662-9647/a000196.

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Abstract (sommario):
Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, b
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48

Singh, Daman Bahadur. "Effectiveness of virtual class for Pre-primary level." Interdisciplinary Journal of Management and Social Sciences 2, no. 1 (2021): 60–64. http://dx.doi.org/10.3126/ijmss.v2i1.36742.

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Abstract (sommario):
The age of students studying in pre-primary class is 3 to 6 years. Their psychology and comprehension are different from those of adults. The curriculum and lesson plans developed for them differ from those in the adult age group. While teaching them, lessons should be planned by playing games and having fun. Physically present in the classroom and conducting teaching activitie will be more effective for the students of this boomer group. To maintain the discipline of the students of this age group in virtual class not so easy. It is difficult to give homework, teaching through different types
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Scott, Jonathan, and Alison P. Porter-Armstrong. "Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence." Psychiatry Journal 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/464685.

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Abstract (sommario):
Introduction. For many people, the online environment has become a significant arena for everyday living, and researchers are beginning to explore the multifaceted nature of human interaction with the Internet. The burgeoning global popularity and distinct design features of massively multiplayer online role-playing games (MMORPGs) have received particular attention, and discourses about the phenomenon suggest both positive and negative impact upon gamer health.Aim. The purpose of this paper was to critically appraise the research literature to determine if playing MMORPGs impacts upon the psy
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Lavriša, Živa, Karmen Erjavec, and Igor Pravst. "Trends in marketing foods to children in Slovenian magazines: a content analysis." Public Health Nutrition 21, no. 18 (2018): 3344–53. http://dx.doi.org/10.1017/s1368980018002513.

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Abstract (sommario):
AbstractObjectiveFood marketing is an important factor influencing children’s food preferences. In Slovenia the use of magazines is widespread among children. We investigated food advertising in children’s and teens’ magazines (CTM) in 2013 and 2017. The penetration of food advertising was compared with magazines targeting the adult population.DesignA repeated cross-sectional study. Magazines were searched for branded food references (BFR). All BFR were categorised and evaluated using the WHO Europe nutrient profile model.SettingSlovenia.SubjectsAll issues of CTM and a selected sample of issue
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