In the last decade, touchscreen apps have become a staple for educating and entertaining children. The number of apps that claim to support child creativity has been on the rise …
Consumer social virtual reality (VR) applications have recently started to enable social interactions at a distance. Yet it is still relatively unknown if and to what extent such …
Q Jiang, Z Chen, Z Zhang, C Zuo - Frontiers in Psychiatry, 2023 - frontiersin.org
Introduction In current digital era, adolescents' Internet use has increased exponentially, with the Internet playing a more and more important role in their education and entertainment …
Background COVID-19 led governments worldwide to enact a variety of containment and closure policies. Substantial attention has been directed toward the idea that these public …
This research examines the continuities, relations, and transformations of gaming lifeworlds. Taking on a feminist and cultural lens to study videogames as assemblages of play, this …
CW Yeh, TY Chen - Current Psychology, 2024 - Springer
This study explores the relationship between initial daily negative mood, online game usage and subsequent positive mood; and examine the moderating roles of hedonistic motivation …
Given its promising role in public health to address hard to reach population groups, game- based interventions (ie, Games for Health, G4H) have experienced growing interest in …
D Babichenko, A Radovic, R Patel… - JMIR Research …, 2023 - researchprotocols.org
Background Numerous studies have revealed that adolescents with chronic physical or mental conditions (CPMCs) are at an increased risk for depression and anxiety, with serious …
El propósito de este artículo es analizar cómo la industria del videojuego ha reinventado la manera de consumir contenido de entretenimiento en tiempos de confinamiento; en …