Screen content quality assessment: Overview, benchmark, and beyond

X Min, K Gu, G Zhai, X Yang, W Zhang… - ACM Computing …, 2021 - dl.acm.org
Screen content, which is often computer-generated, has many characteristics distinctly
different from conventional camera-captured natural scene content. Such characteristic …

Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.

B Bediou, DM Adams, RE Mayer, E Tipton… - Psychological …, 2018 - psycnet.apa.org
Abstract [Correction Notice: An Erratum for this article was reported in Vol 144 (9) of
Psychological Bulletin (see record 2018-42071-005). In the article, there is a number of …

The structure of performance and training in esports

E Nagorsky, J Wiemeyer - PloS one, 2020 - journals.plos.org
Esports as the competitive play of digital games has gained considerable popularity.
However, a comprehensive framework for esport training is still missing. In this paper, a …

Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns

P Kaimara, A Oikonomou, I Deliyannis - Virtual Reality, 2022 - Springer
Virtual reality technologies (VRTs) are high-tech human–computer interfaces used to
develop digital content and can be applied to multiple different areas, often offering …

Foundations of game-based learning

JL Plass, BD Homer, CK Kinzer - Educational psychologist, 2015 - Taylor & Francis
In this article we argue that to study or apply games as learning environments, multiple
perspectives have to be taken into account. We first define game-based learning and …

Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and …

CJ Ferguson - Perspectives on psychological science, 2015 - journals.sagepub.com
The issue of whether video games—violent or nonviolent—“harm” children and adolescents
continues to be hotly contested in the scientific community, among politicians, and in the …

Enhancing attentional control: lessons from action video games

D Bavelier, CS Green - Neuron, 2019 - cell.com
The possibility of leveraging video games for enhancing behavior and brain function has led
to an emerging new field situated at the crossroads of cognitive neuroscience, health …

Flow and immersion in video games: The aftermath of a conceptual challenge

L Michailidis, E Balaguer-Ballester, X He - Frontiers in psychology, 2018 - frontiersin.org
One of the most pleasurable aspects of video games is their ability to induce immersive
experiences. However, there appears to be a tentative conceptualization of what an …

Human–agent teaming for multirobot control: A review of human factors issues

JYC Chen, MJ Barnes - IEEE Transactions on Human-Machine …, 2014 - ieeexplore.ieee.org
The human factors literature on intelligent systems was reviewed in relation to the following:
efficient human supervision of multiple robots, appropriate human trust in the automated …

Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities

A Marchand, T Hennig-Thurau - Journal of interactive …, 2013 - journals.sagepub.com
In the past twenty years, the video game industry has established itself as a significant
contributor to the global entertainment economy. Compared to more established …