Search results for " videogames."

showing 9 items of 9 documents

A Neuroeducation Analysis of Videogames

2016

The reflections contained in this research work deal with the educational challenge launched by Neuroeducation theory and the other cultural and social phenomenon of videogames, which have become more than pure forms of entertainment and fun, more and more metaphors of the big game of the reality of life. Many studies say that video game play is beginning to threaten traditional home entertainment choices (especially television), posing a very real threat to other media revenue streams. The reasons for video games growth in sales and popularity can be credited to the growth in the popularity and the technical innovations in the mobile sector. Attempting to support videogames for education a…

Settore M-PED/04 - Pedagogia SperimentaleNeuroeducation Media education videogames ICT innovative teaching methodologiesSettore M-PED/03 - Didattica E Pedagogia Speciale
researchProduct

Factors psicosocials rellevants en la violència de preadolescents i adolescents escolaritzats

2010

A pesar de la considerable evidència acumulada sobre els efectes de la violència en els mitjans, encara hi ha controvèrsia sobre el tema. La comunitat científica debat la influència de la TV i els videojocs en el comportament dels subjectes (vid. Kids, TV viewing, andaggressivebehavior, Science (Letters) 297, 49-50, 2002). Aquells que s'oposen al fet que la TV i els videojocs tenen influència sobre el comportament agressiu, defensen que la causalitat no es pot establir tan fàcilment, ja que als individus violents els agradarà més veure actes agressius en TV i que estiguen presents en els videojocs. En l'actual estudi realitzat amb escolars preadolescents i adolescents 'amb una grandària de …

Adolescents agressió deures diferències de sexe diferències evolutives impulsivitat ira lectura preadolescents televisió videojocs Adolescent aggression homework sex differences developmental differences impulsiveness anger reading preadolescent television videogames. Artículo:PSICOLOGÍA [UNESCO]UNESCO::PSICOLOGÍA
researchProduct

Positive Effects of Videogame Use on Visuospatial Competencies: The Impact of Visualization Style in Preadolescents and Adolescents

2019

Use of videogames (VGs) is almost ubiquitous in preadolescents' and adolescents' everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Previous research show that training with videogames enables children and adolescents to improve their scores in visuospatial tests (such as mental rotation of shapes and cubes), and that such training could overcome gender differences in these domains. Our study aimed at (1) verifying the positive effects of videogame use in the visuospatial domain both for male and female adolescents and preadolescents and (2) verifying whether the visualization style (2D or isometric 3D…

visuospatial abilitiesSpatial Visualization05 social scienceslcsh:BF1-990preadolescence050105 experimental psychologyMental rotationLearning effectVisualizationStyle (sociolinguistics)Developmental psychology03 medical and health sciencesSettore M-PSI/04 - PSICOLOGIA DELLO SVILUPPO E PSICOLOGIA DELL'EDUCAZIONE0302 clinical medicinelcsh:Psychologyspatial cognitionAdolescence; Preadolescence; Spatial cognition; Videogames; Visuospatial abilitiesPsychology0501 psychology and cognitive sciencesadolescencevideogamesPsychology030217 neurology & neurosurgeryGeneral PsychologyOriginal ResearchFrontiers in Psychology
researchProduct

Psychometric analysis of the Test of Dependence of Videogames (TDV) in Peruvian population

2017

Resumen El objetivo del presente trabajo es validar en población peruana, el Test de Dependencia de Videojuegos (TDV) (Chóliz & Marco, 2011). Los resultados obtenidos demuestran que se trata de una herramienta confiable y válida. Se encontró una sola estructura factorial, en lugar de cuatro dimensiones, como plantearon los autores del TDV. Este factor podría denominarse genéricamente: adicción a videojuegos, y podría servir como evidencia de la existencia de este trastorno, que coincidiría con el denominado ‘Trastorno de Juego por Internet’, que aparece en la Sección III del DSM-5. Los resultados hallados se discuten en relación a lo planteado por Chóliz y Marco (2011), en lo que se refiere…

technological addictionsadicciones tecnológicasvalidación de cuestionariotest of dependence of videogamesadicción a videojuegostest validationvideogame addictiontest de dependencia de videojuegos
researchProduct

La mente in gioco. Percorsi didattici tra Neuroeducation e Video Education

2015

Il gioco svolge una funzione preziosa in tutte le fasi della vita, in quanto fa emergere le peculiari eccellenze personali di ciascuno. Il libro di Giuseppa Compagno e di Giuseppa Cappuccio indaga la dimensione educativa del gioco a partire da due dall'ambito della Neuroeducation e quello della Video education rispetto a due distinti angoli visuali: il mondo dei videogame con il comune intento di porre in risalto le potenzialità della pratica ludica e le possibili applicazioni metodologiche dell’utilizzo del gioco in campo pedagogico-didattico. Il libro fornisce non solo alcuni spunti utili ad una ricognizione sul gioco nella prospettiva brain-based e nell’ambito della Video Education ma pr…

Neuroeducation project video education videogamesNeuroeducation Progettazione video education videogamesSettore M-PED/04 - Pedagogia SperimentaleSettore M-PED/03 - Didattica E Pedagogia Speciale
researchProduct

E-Sports y brecha de género: la percepción de las profesionales españolas

2019

The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspective, interest in videogames at the amateur level is quite similar. However, in its professional level, female participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictions, the data on the presence of women are elocuent: few women, with much lower wages than men to remunerate same skills, and a general complaint by the female profession…

the data on the presence of women are elocuent: few womenhas been focused on the technique of content analysis from a netnographic perspective. It has been spotlighted by the analysis of the testimonies made at the ?Womenfemale participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictionsorganized by the Movistar´s Riders club. In addition to content analysisVideojuegoRocío The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspectiveE-sports and Unicorns? Conferenceinterest in videogames at the amateur level is quite similar. HoweverUNESCO::SOCIOLOGÍAfew women [the data on the presence of women are elocuent]in its professional leveldesigualdad de génerowith much lower wages than men to remunerate same skillsand a general complaint by the female professionals of frequent situations of ?suffocating pressure? during competitions. The methodologygender inequality 139 148La percepción de las profesionales españolas Moldes Farelo [1137-7038 8537 Arxius de sociologia 525290 2019 40 7038148 E-sports y brecha de género]1137-7038 8537 Arxius de sociologia 525290 2019 40 7038148 E-sports y brecha de género: La percepción de las profesionales españolas Moldes Farelothree in-depth interviews have been conducted industria videojuegosE-sportsVideo game industrysporting eventsMujeres:SOCIOLOGÍA [UNESCO]within the framework of the campaign ? MynameMygamedeporte espectáculoSociología del deporteEmpleo de las mujeresSociologíawith a qualitative nature
researchProduct

Rendering in corso...

2022

Introduzione al libro "Gaming" di Alexander R. Galloway Introduction to Alexander R. Galloway's "Gaming" book

Settore L-ART/06 - Cinema Fotografia E Televisionegaming videogames postmedication algorithmic society digital culturegaming videogame posticnema società algoritmica cultura digitale
researchProduct

Geografia e game studies. Convergenze e opportunità

2021

L’interesse della Geografia verso le potenzialità disciplinari del videogioco si è manifestato più tardi rispetto alle altre scienze, ma ciò è coerente proprio con lo sviluppo e l’irruzione sulla scena di quegli elementi ritenuti interessanti proprio per l’analisi geografica. Il contributo intende valorizzare tutti gli elementi di interesse scientifico per la disciplina. Geography's interest in the disciplinary potential of the video game manifested itself later than in other sciences, but this is consistent with the development and the eruption on the scene of those elements considered interesting precisely for geographical analysis. The contribution intends to enhance all the elements of …

Game studies videogames virtual landscapeSettore M-GGR/02 - Geografia Economico-PoliticaGame studies videogiochi paesaggio virtualeSettore M-GGR/01 - Geografia
researchProduct

Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers

2020

Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 1…

Internet Gaming Disorder (IGD); Videogames; Risk-factors; Adolescence; Alexithymia; Playing-time.05 social sciencesVideogames050105 experimental psychologyAdolescencePlaying-time03 medical and health sciences0302 clinical medicineInternet Gaming Disorder (IGD)Settore M-PSI/08 - Psicologia ClinicaSettore MED/48 -Scienze Infermierist. e Tecn. Neuro-Psichiatriche e Riabilitat.0501 psychology and cognitive sciencesRisk-factorSettore MED/25 - Psichiatria030217 neurology & neurosurgery
researchProduct