Digital gaming interventions in psychiatry: evidence, applications and challenges

B Vajawat, P Varshney, D Banerjee - Psychiatry research, 2021 - Elsevier
Human evolution has regularly intersected with technology. Digitalization of various services
has brought a paradigm shift in consumerism. Treading this path, mental health practice has …

[PDF][PDF] I harbour strong feelings for Tali despite her being a fictional character”: Investigating videogame players' emotional attachments to non-player characters

J Burgess, C Jones - Game Studies, 2020 - researchgate.net
This study investigated players' emotional attachment to two nonplayer characters, Tali and
Garrus, from BioWare's Mass Effect videogame series. Two forum threads, created soon …

[图书][B] Kansanperinne 2.0: Sukelluksia 2000-luvun vernakulaariin kulttuuriin

K Koski, T Hovi - 2023 - library.oapen.org
Kansanomainen perinne elää ajan hermolla, muuntuu yhteiskunnallisten ja teknisten
muutosten mukana ja heijastaa aikansa asenneilmastoa. Folklore oli ammoin suullista …

Reframing the Game: How the interaction between technology, culture, and marketing plays along in the platform society.

SA Pedraça - 2024 - spectrum.library.concordia.ca
The video game industry has substantially transformed itself in the last decade. Game
companies had to adapt to fit into the new logic of production and consumption dominating …

Qualitative analysis of the position of social issues in video game education

J Jeremic - 2023 - summit.sfu.ca
The cultural impact of video games and gaming has been well researched, with the literature
revealing a video game culture that reflects capitalist, racist, sexist, and Western-oriented …

Gerontoludic Character Design: Creating Engaging Player Characters for Older Adults

RN Koman - 2022 - digitalcommons.lindenwood.edu
In this thesis, findings of research in gerontoludic character design, in other words the
design of game player characters focused upon the needs, wants, and expectations of older …

[PDF][PDF] Potențialul de schimbare socială al jocurilor video. O analiză calitativă a evoluției instituțiilor sociale ale genului și vârstei prin jocurile video

C Rughiniș, E Toma - nameofthegame.ro
Scopul acestei cercetări este de a analiza și documenta schimbarea instituțiilor sociale ale
genului și vârstei, prin analiza calitativă a reprezentărilor de gen și vârstă în mediul …

[PDF][PDF] MAKING DADDY PROUD: PRESENTATIONS OF FEMININITY IN VIDEO GAMES WITH FEMALE PROTAGONISTS

S ABRAHAMIAN - 2021 - scholarworks.calstate.edu
Despite the male dominated landscape of the video game industry, several games featuring
female protagonists have garnered wide-spread recognition and acclaim among players of …

[PDF][PDF] Older Adults Designing Avatars for Self-expression

R Carrasco - 2020 - academia.edu
Abstract Representations of older age are frequently associated with bodies in decline.
Looking old can trigger discriminatory social behaviours and conceal the richness of the …

" Be wary of elven sources": A study of fictional folklore in the Dragon Age video games

V Ostimchuk - 2019 - skemman.is
This thesis explores how the creators of the fictional world of the Dragon Age games, a
popular single-player fantasy video game franchise, use folkloric elements in “world …