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Video Games (Latest Articles)

 

Latest indexed articles for 'Video Games'

Articles 151 to 160 of 200:

Problematic usage among highly-engaged players of massively multiplayer online role playing games.

30 Jul 2008 One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. ...
rec_pub_18721098-problematic-usage-highly-engaged-players-massively-multiplayer-online.htm


Race, gender, and information technology use: the new digital divide.

30 Jul 2008 This research examined race and gender differences in the intensity and nature of IT use and whether IT use predicted academic performance. A sample of 515 children (172 African Americans and 343 Caucasian Americans), average age 12 years old, ...
rec_pub_18721092-race-gender-information-technology-use-new-digital-divide.htm


Product placement of computer games in cyberspace.

30 Jul 2008 Computer games are considered an emerging media and are even regarded as an advertising channel. By a three-phase experiment, this study investigated the advertising effectiveness of computer games for different product placement forms, product ...
rec_pub_18721087-product-placement-computer-games-cyberspace.htm


A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.

30 Jul 2008 OBJECTIVE: Suboptimal adherence to self-administered medications is a common problem. The purpose of this study was to determine the effectiveness of a video-game intervention for improving adherence and other behavioral outcomes for adolescents and ...
rec_pub_18676516-a-video-game-improves-behavioral-outcomes-adolescents-young-adults.htm


[Effects of Tradislexia videogame on phonological awareness and word recognition in dyslexic children]

30 Jul 2008 The purpose of this research was to analyze the effects of multimedia training on phonological awareness and word recognition in dyslexic children. We used a control pretest-posttest design, and a sample of 62 children (26 male, 36 female) was ...
rec_pub_18674426-effects-tradislexia-videogame-phonological-awareness-word-recognition.htm


YouTube in pediatric anesthesia induction.

30 Jul 2008
rec_pub_18613940-youtube-pediatric-anesthesia-induction.htm


Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games.

29 Jul 2008 BACKGROUND: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to ...
rec_pub_18667809-virtual-rehabilitation-activity-centre-community-dwelling-persons.htm


Engagement with electronic screen media among students with autism spectrum disorders.

13 Jul 2008 This study investigated the relative engagement potential of four types of electronic screen media (ESM): animated video, video of self, video of a familiar person engaged with an immersive virtual reality (VR) game, and immersion of self in the VR ...
rec_pub_18626761-engagement-electronic-screen-media-students-autism-spectrum-disorders.htm


The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii.

6 Jul 2008 Little research documents the contribution of upper limb and total body movement to energy expenditure (EE) during active video gaming. To address this, EE, heart rate (HR), and, upper limb and total body movement were assessed in 11- to 17-year-old ...
rec_pub_18607619-the-contribution-upper-limb-total-body-movement-adolescents-energy.htm


Games for health.

29 Jun 2008
rec_pub_18770953-games-health.htm

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