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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
571

Using Video Game Playing to Increase Student Motivation To Read

Doran, Jacob S. 03 May 2010 (has links)
No description available.
572

Design, Development, and Evaluation of Learning Games and an Interactive Science Lab in a 3-D Online Virtual World to Support Middle School Science Education

Bilyeu, Bruce A. 16 April 2010 (has links)
No description available.
573

Gender-oriented vs. gender-neutral computer games in education

Mubireek, Khalid Al 15 October 2003 (has links)
No description available.
574

The effects of priming racial stereotypes through violent video games

Cicchirillo, Vincent J. 03 September 2009 (has links)
No description available.
575

Using Gamestar Mechanic with Elementary Art students: An exploration of one teacher’s experiences

Aubrecht, Michelle Adrienne 26 September 2011 (has links)
No description available.
576

Lose your Self-Control to Video Game Violence: The Dual Impact of Ego Depletion and Violent Video Game Play on Aggression

Tang, Wai Yen 25 June 2012 (has links)
No description available.
577

Implementation of binaural beats in video games : The effects of a therapy based on video games and binaural beats on university students

Svensson, Adam January 2021 (has links)
The goal of this study was to explore the potential of using video games with binaural beats as an alternative to regular binaural beat therapy. As previous studies have shown, music therapy, binaural beat therapy, and video games have been used for relaxation purposes to varying success. To prove this, three types of therapies were held in order to test their effectiveness. 16 students participated in the test in which their goal was to partake in one of the three therapy sessions, with two interviews before and after the therapy session. The results showed that a video game therapy with binaural beats could work as an alternative to a standard music therapy session, and that the binaural beats improved the relaxing factor in a video game. However, this area of study is quite new, which means more studies would be needed to ascertain the effectiveness of this kind of therapy. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
578

Achieving Tendency, Sex-Role Orientation and Video Game Playing Experience in College Females

Holden, Teresa J. 01 January 1984 (has links) (PDF)
No description available.
579

An Analysis of The Impact of Escapism on Players

Gan, Yuhui, Hansen, Andreas January 2022 (has links)
Escapism is a diversion of the mind into entertainment or imag- inative activity to escape from routines or reality. In this study, the researchers focused on how escapism impacts individuals while playing video games. The research goal was to find out what affective outcomes of the individuals that used gaming to escape from reality but also explored if the pandemic could have any impact on it since the study was conducted during a pandemic. The results show that recovery was the main form of escapism in non-harmful escapism and coping in harmful es- capism among the 7 participants. The pandemic did also have an impact on the respondents, and most of them thought es- capism had a positive affective outcome.
580

Interpretation of UI icon design : A case study how people interpret GUI icons in video games

Wikström, Gizela January 2022 (has links)
This study has examined what design principles help make more understandable UI icons and what aspects are most important when understanding the functionality of UI elements. Prior to this study, 15 UI icons representing items and actions were drawn asstudy subjects together with a prototype game to provide game context to the testers.Through applying surveys, think-aloud, playtesting, and interviews, 10 participantswere included to see how their unique backgrounds impact their understanding ofvideo game icons. Their age; country of origin; gaming habits, genre, platform, andgame preferences; and game development experience were considered to see if therewas a connection between cultural backgrounds and icon understanding. The results showed that the group was fairly homogenous, yet still had a unique set of expectations, preferences, and understandings of the icons which indicates that background impacts how people understand UI icons in games. However, with a small sample, this was merely the beginning of a discussion on how interpretation and cultural differences can be used as a lens to study how people understand video game icons that are relevant to video games. Further, this could help UI/UX designers better understand universal and culture-specific references in order to understand how their users make assumptions about symbols which in turn could help improve the user experience.

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