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17.225  Articles
1 of 1.723 pages  |  10  records  |  more records»
The aim of this study was to elucidate the role of video games as medium to be applied in a technique of learning English in Indonesia. Playing games has a vital role as a means of enhancing learners' reading, writing, listening, and speaking capabilities... see more

Customer Relationship Management (CRM) turns out to be a relevant source of competitive advantage in a highly competitive scenario, as in the video game’s industry. Thereby, the main objective of this study is to develop and validate a scale to assess pla... see more

Although gambling-related behavior develops in preadolescence, there is a scarcity of research into the early socialization processes in this specific age cohort. For this study, preadolescents’ early perceptions of and practices relating to games of chan... see more

The use of Information and Communication Technologies (ICT) is ubiqui-tous. Technologies like video games have become very popular not only with the young generation but also with older people. The video game indus-try has seen rapid growth over recent ye... see more

Moral disengagement refers to cognitive processes of misrepresenting immoral acts in order to justify them. Research on moral disengagement factors in violent video games assumes that the digital representation of violence in video games is meaningfully s... see more

The study examines the parental perception of the use of video games by their preadolescent children, as well as parental beliefs, mediation practices and difficulties they encounter. In total, 186 parents have participated. The results, gathered in the q... see more

      Connecting Haraway’s recent observations about “making kin” to video games, this essay examines how particular elements of the medium might cultivate nuanced considerations for multispecies relations. To fully grasp how vide... see more

The study examines the parental perception of the use of video games by their preadolescent children, as well as parental beliefs, mediation practices and difficulties they encounter. In total, 186 parents have participated. The results, gathered in the q... see more

Video game fans participate in the official promotion of video games, either voluntarily, or unwillingly when their fanworks are appropriated and used by video game publishers. The article provides a quantitative overview of the presence of fans in the of... see more

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