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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.
111

Pediatric Lower Extremities: Potential Risks and Testing Concepts

Bing, Julie Ann 20 October 2011 (has links)
No description available.
112

Mechanical Response Tissue Analysis: Inter- and Intra-trial Reliability in Assessing Bending Stiffness of the Human Tibia in College Aged Women

Thorne, Robert 10 November 2000 (has links)
Mechanical Response Tissue Analysis (MRTA) is an emerging technology for assessing maximal bending stiffness (EI) of human long bones in vivo. The MRTA variable, EI, is the product of Young's modulus of elasticity (E) and cross-sectional moment of inertia (I). EI quantifies material and architectural/geometric properties of bone. Published human research using MRTA to measure EI has been limited to the ulna; however, the tibia requires further investigation due to its central involvement in many human activities and exercise-related clinical problems, e.g. stress fracture of the lower leg. To evaluate the inter- and intra-reliability of tibial EI, 22 healthy women (X + SD: 20.8 + 1.8 yr) were assessed twice daily for three non-consecutive days. Each daily session consisted of five repeated trials. The ulnar EI protocol of McCabe et al. [J Bone and Mineral Res. 1991;6(1):53-59] was adapted to assess tibial EI via MRTA. A significant difference was not found in scores for five repeated trials taken consecutively on the same day. Mean scores for EI were higher on day 1 (59.1 &#177; 35.5 N&#183;m<sup>2</sup>, p < 0.05), compared to day 2 (46.9 &#177; 22.3) and day 3 (49.9 &#177; 18.3). Individual trial mean scores for EI on each day (mean of 5 trials) were highly correlated, R<sup>2</sup> = 0.84, 0.62, and 0.79 (set 1 vs. 2, for day 1,2,3, respectively) and the average percent change between sets 1 and 2 on each day was 5.3. The inter-test (between day) reproducibility was found to be low and unacceptable, 11.7, 18.3, and 1.3%, for day 1 vs. 2, 1 vs. 3, and 2 vs. 3. Poor inter-day reliability may be a result of the inability, at the time of this study, to apply the best computational EI model. It is concluded that tibial bone stiffness measurements with the MRTA are in the range of acceptability for same day inter- and intra-trial reliability when the 7-parameter analytic model of vibratory properties developed by McCabe et al. is used. / Master of Science
113

Analyse biomécanique du corps entier lors de tâches fonctionnelles chez des individus amputés trans-tibiaux

Miramand, Ludovic 20 June 2022 (has links)
Entre 2006 et 2011, 44 430 amputations du membre inférieur (MI) ont été réalisées au Canada, dont un tiers au niveau trans-tibial à la suite d'affections vasculaires (90%) et traumatiques (6%). Pour les individus amputés trans-tibiaux (iATT) un des enjeux de la réadaptation est la mise en place de prothèse. Cependant, l'utilisation d'une prothèse augmente la prévalence de troubles secondaires tels que l'arthrose, les lombalgies, et les ré-amputations. L'apparition de ces troubles secondaires est associée à une augmentation des contraintes articulaires et à une asymétrie lors des tâches fonctionnelles (marche, montée/descente d'escaliers, lever de chaise). L'évaluation de ces tâches fonctionnelles en clinique est importante, car elles sont en lien avec l'indépendance. Cependant ces évaluations se limitent actuellement à la capacité à réaliser ces tâches et non à quantifier les stratégies compensatoires. Une évaluation biomécanique (cinématique et cinétique tridimensionnelles du corps entier) permettrait de quantifier ces stratégies compensatoires afin de mieux comprendre les liens avec les troubles secondaires. L'objectif général de cette thèse était donc d'analyser les stratégies compensatoires tridimensionnelles du corps entier lors de l'exécution de tâches fonctionnelles auprès des individus amputés trans-tibiaux. Dans un premier temps, une revue de littérature, effectuée jusqu'à mai 2020, sur 17 articles a permis d'identifier les stratégies compensatoires lors du lever de chaise et de la montée d'escalier, ainsi que les limites des études actuelles. Parmi les limites, il ressort de cela que les iATT inclus dans les études sont majoritairement traumatiques et plus jeunes que les données épidémiologiques de la population générale. Cela pourrait être dû à des critères d'inclusion qui entraine un recrutement d'individus avec un niveau fonctionnel élevé. Ensuite, en ce qui concerne les variables cinématiques et cinétiques utilisées, il ressort que le tronc a peu été évalué lors de la montée d'escalier et que lors du lever de chaise l'analyse des membres inférieurs se limite à l'asymétrie dans le plan sagittal. À la suite de ces constatations, il a été décidé de valider une rampe instrumentée afin de pouvoir inclure des iATT avec un niveau fonctionnel moins élevé qui nécessitent l'aide d'une rampe pour la montée d'escalier. De plus, l'avantage d'une rampe instrumentée était de donner un retour direct sur son utilisation. Enfin, les tâches fonctionnelles de lever chaise et de montée d'escalier ont été analysées par la cinétique du tronc et des membres inférieurs dans les plans sagittal et frontal. Ces analyses du corps entier dans ces deux plans ont permis de mieux comprendre les stratégies compensatoires du tronc et des membres inférieurs et le lien avec les troubles secondaires reconnus dans la littérature, notamment grâce aux analyses dans le plan frontal. En effet, si certaines stratégies compensatoires peuvent varier entre les deux tâches, l'augmentation du moment d'adduction du genou, variable considérée comme prédictive de l'apparition de l'arthrose de genou, est quant à elle présente dans les deux. / Between 2006 and 2011, 44,430 lower limb amputations were performed in Canada, a third of which at the trans-tibial level following vascular (90%) and traumatic (6%) conditions. For individuals with a trans-tibial amputation (iTTA), one of the challenges of rehabilitation is the fitting of a prosthesis. However, the use of a prosthesis increases the prevalence of secondary conditions such as osteoarthritis, low back pain, and re-amputation. The appearance of these secondary conditions is associated with an increase in joint stress and asymmetry during functional tasks (i.e., walking, stair ascent/descent, sit-to-stand). The evaluation of these functional tasks in clinical settings is important because they are related to independence. However, these evaluations are limited by the ability to perform these tasks and not to quantify the compensatory strategies. A biomechanical evaluation (three-dimensional kinetics and kinetics of the whole body) would allow us to quantify these compensatory strategies in order to better understand their links with secondary conditions. Therefore, the main objective of this thesis was to analyze the three-dimensional full-body compensatory strategies during functional tasks in iTTA. First, a literature review, up to May 2020, on 17 articles identified compensatory strategies during sit-to-stand and stair ascent, as well as the limitations of current studies. Among these limitations, it appears that the iATT included in the studies are predominantly traumatic and younger than the epidemiological data about the general population. This could be due to inclusion criteria which resulted in the recruitment of individuals with a highly functional level. Then, with regards to the kinematic and kinetic variables used, it appears that the trunk was rarely evaluated during stair ascent and that during sit-to-stand the analysis of the lower limbs is limited to the asymmetry in the sagittal plane. As a result of these observations, it was decided to validate an instrumented handrail to allow the inclusion of iATT with a lower functional level who require the aid of a handrail for stair ascent. In addition, the instrumented handrail gave direct measures of its use. Finally, the functional tasks of sit-to-stand and stair ascent were analyzed with respect to the kinetics of the trunk and lower limbs in the sagittal and frontal planes. These analyses of the whole body in these two planes made it possible to better understand the compensatory strategies of the trunk and the lower limbs and their link with the secondary conditions recognized in the literature, in particular due to the analyses in the frontal plane. Indeed, even if some compensatory strategies differ between the two tasks, increased knee adduction moments, which is considered be a predictor of knee osteoarthritis progression, was present in both.
114

Die therapeutischen Effekte von Estradiol, Dihydrotestosteron, Genistein und Equol auf den osteoporotischen Knochen der orchidektomierten männlichen Sprague-Dawley-Ratte / Therapeutic effects of estradiol, dihydrotestosterone, genistein and equol on osteoporotic bone of orchidectomized male Sprague Dawley rat

Vorwerk, Elena 08 December 2010 (has links)
No description available.
115

Influência do treinamento físico na resposta trófica do músculo sóleo e na resistência mecânica das tíbias de ratos / Physical training of the soleus muscle and mechanical properties of the rat tibia

Oliveira, Dean Azevedo Rodrigues de 28 April 2006 (has links)
Frente ao treinamento físico, o organismo está sujeito a alterações anatomofisiológicas em vários sistemas, especialmente o sistema músculo-esquelético. Pretendeu-se, descrever alterações no trofismo muscular do sóleo e das propriedades mecânicas das tíbias de ratos submetidos a treinamento físico em esteira rolante (TFER), bem como analisar estas relações com o tempo de treinamento. Utilizou-se de 40 ratos (20 treinados e 20 controles) da linhagem Wistar, treinados 60 min/dia, 5 dias por semana, durante 3, 6, 9 e 12 semanas, totalizando 8 grupos de 5 ratos cada. Os grupos controles foram submetidos aos mesmos procedimentos experimentais, com exceção da aplicação do treinamento físico. Após o sacrifício, o tecido muscular foi retirado unilateralmente, congelado e, posteriormente foram corados pela técnica de Hematoxilina e Eosina, para análise das áreas das fibras musculares. Para análise das propriedades mecânicas, 80 tíbias (direita e esquerda) foram medidas e pesadas e, posteriormente, realizados os ensaios de flexão em três pontos para obtenção das propriedades de carga máxima e rigidez. Após aplicação do teste ANOVA, quando comparados os grupos treinados (T) e não treinados (NT) encontramos que o TFER altera, significantemente (p < 0,05), e de maneira crescente com o tempo de treinamento, as características de hipertrofia muscular e as propriedades mecânicas de flexão das tíbias dos ratos treinados / Facing the physical training, the agency is subject of alterations anatomophysiological in several systems, specially the muscle and bone system. It is intended, to describe alterations of muscle trophy of the soleus and of the mechanical properties of the rat tibia submitted to physical training in rolling mat (PTRM), as well as like analyze these relations with the time of training. It was used 40 rats (20 training and 20 controls) of the lineage Wistar, coached 60 min/day, 5 days/week, during 3, 6, 9 and 12 weeks, totalling up to 8 groups of 5 each rats. The groups controls were submitted to the same experimental procedures, with exception of the application of the physical training. After the sacrifice, the muscle weave was withdrawn unilaterally, frozen and, subsequently were paintting by the technical one of Hematoxilina and Eosina, for analysis of the areas of the muscle fibers. For the analysis of the mechanical properties, 80 tibia (right and left) were measured and weighted and, subsequently, carried out the attempt of inflection in three points bending to obtain of the properties of maximum load and module of Young. After application of the test ANOVA, when compared the groups training (T) and controls (C) we found that the PTRM alters, significantly (p < 0,05), and going up with the time of training, the characteristics of muscle hypertrophy and the mechanical properties of inflection of the tibia of the rats training
116

Influência do treinamento físico na resposta trófica do músculo sóleo e na resistência mecânica das tíbias de ratos / Physical training of the soleus muscle and mechanical properties of the rat tibia

Dean Azevedo Rodrigues de Oliveira 28 April 2006 (has links)
Frente ao treinamento físico, o organismo está sujeito a alterações anatomofisiológicas em vários sistemas, especialmente o sistema músculo-esquelético. Pretendeu-se, descrever alterações no trofismo muscular do sóleo e das propriedades mecânicas das tíbias de ratos submetidos a treinamento físico em esteira rolante (TFER), bem como analisar estas relações com o tempo de treinamento. Utilizou-se de 40 ratos (20 treinados e 20 controles) da linhagem Wistar, treinados 60 min/dia, 5 dias por semana, durante 3, 6, 9 e 12 semanas, totalizando 8 grupos de 5 ratos cada. Os grupos controles foram submetidos aos mesmos procedimentos experimentais, com exceção da aplicação do treinamento físico. Após o sacrifício, o tecido muscular foi retirado unilateralmente, congelado e, posteriormente foram corados pela técnica de Hematoxilina e Eosina, para análise das áreas das fibras musculares. Para análise das propriedades mecânicas, 80 tíbias (direita e esquerda) foram medidas e pesadas e, posteriormente, realizados os ensaios de flexão em três pontos para obtenção das propriedades de carga máxima e rigidez. Após aplicação do teste ANOVA, quando comparados os grupos treinados (T) e não treinados (NT) encontramos que o TFER altera, significantemente (p < 0,05), e de maneira crescente com o tempo de treinamento, as características de hipertrofia muscular e as propriedades mecânicas de flexão das tíbias dos ratos treinados / Facing the physical training, the agency is subject of alterations anatomophysiological in several systems, specially the muscle and bone system. It is intended, to describe alterations of muscle trophy of the soleus and of the mechanical properties of the rat tibia submitted to physical training in rolling mat (PTRM), as well as like analyze these relations with the time of training. It was used 40 rats (20 training and 20 controls) of the lineage Wistar, coached 60 min/day, 5 days/week, during 3, 6, 9 and 12 weeks, totalling up to 8 groups of 5 each rats. The groups controls were submitted to the same experimental procedures, with exception of the application of the physical training. After the sacrifice, the muscle weave was withdrawn unilaterally, frozen and, subsequently were paintting by the technical one of Hematoxilina and Eosina, for analysis of the areas of the muscle fibers. For the analysis of the mechanical properties, 80 tibia (right and left) were measured and weighted and, subsequently, carried out the attempt of inflection in three points bending to obtain of the properties of maximum load and module of Young. After application of the test ANOVA, when compared the groups training (T) and controls (C) we found that the PTRM alters, significantly (p < 0,05), and going up with the time of training, the characteristics of muscle hypertrophy and the mechanical properties of inflection of the tibia of the rats training
117

Dynamic knee stability after anterior cruciate ligament injury : emphasis on rehabilitation /

Tagesson, Sofi, January 2008 (has links)
Diss. (sammanfattning) Linköping : Linköpings universitet, 2008. / Härtill 4 uppsatser.
118

Auto-realização de jogadores de Tibia : MMORPG

Heyde, Carla Junger January 2007 (has links)
Buscando analisar a natureza da sociedade na qual vivemos, que passa a ter uma dimensão virtual proporcionada por jogos massivos multijogadores de interpretação de personagens baseados na Web, ou Massively Multiplayer On-line Role Playing Games – MMORPGs -, recorremos à teoria de Axel Honneth. O autor identifica o surgimento de um individualismo da auto-realização em sociedades capitalistas modernas, em que os indivíduos demandam condições autônomas de busca por auto-realização para alcançar o que compreendem por “vida boa”. Esse trabalho analisa os motivos que levam os jogadores a optar por participar da “sociedade virtual” dos jogos, partindo da hipótese de que o ambiente social que estes proporcionam possibilita a construção da auto-realização dos jogadores de forma complementar ao ambiente social ao qual o indivíduo pertence de carne-e-osso. Os jogos MMORPGs estariam assim complementando as necessidades individuais de realização social e os ambientes sociais “virtuais“ sendo, portanto, concretos em suas contribuições para tais demandas individuais. O que explica a opção dos jogadores por vivenciar suas relações sociais dentro do jogo. Para investigar a veracidade dessa hipótese, realizou-se uma etnografia virtual no ambiente do jogo Tibia e utilizou-se a técnica de observação participante que nomeamos “Jogando”: assistindo, lendo, escrevendo e participando. Os dados foram coletados através de conversas informais com mais de quinhentos personagens por um período de dezessete meses, num total aproximado de quatro mil horas. Foram analisados conforme a particularidade de cada tipo de relação desenvolvida pelos jogadores: amorosas, jurídicas e de valoração social. Essa pesquisa contribui para a compreensão de diversos fenômenos sociais relacionados a esse tipo de jogo e para auxiliar os diferentes públicos - formadores de opinião, familiares de jogadores, jogadores em potencial, instituições de ensino - a avaliar o ato de jogar. Os dados confirmam nossa hipótese e possibilitam a elaboração de perguntas sobre fenômenos que se reproduzem no ambiente virtual e contradizem os anseios daqueles que acreditam que “um outro mundo é possível”. / In order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.
119

Auto-realização de jogadores de Tibia : MMORPG

Heyde, Carla Junger January 2007 (has links)
Buscando analisar a natureza da sociedade na qual vivemos, que passa a ter uma dimensão virtual proporcionada por jogos massivos multijogadores de interpretação de personagens baseados na Web, ou Massively Multiplayer On-line Role Playing Games – MMORPGs -, recorremos à teoria de Axel Honneth. O autor identifica o surgimento de um individualismo da auto-realização em sociedades capitalistas modernas, em que os indivíduos demandam condições autônomas de busca por auto-realização para alcançar o que compreendem por “vida boa”. Esse trabalho analisa os motivos que levam os jogadores a optar por participar da “sociedade virtual” dos jogos, partindo da hipótese de que o ambiente social que estes proporcionam possibilita a construção da auto-realização dos jogadores de forma complementar ao ambiente social ao qual o indivíduo pertence de carne-e-osso. Os jogos MMORPGs estariam assim complementando as necessidades individuais de realização social e os ambientes sociais “virtuais“ sendo, portanto, concretos em suas contribuições para tais demandas individuais. O que explica a opção dos jogadores por vivenciar suas relações sociais dentro do jogo. Para investigar a veracidade dessa hipótese, realizou-se uma etnografia virtual no ambiente do jogo Tibia e utilizou-se a técnica de observação participante que nomeamos “Jogando”: assistindo, lendo, escrevendo e participando. Os dados foram coletados através de conversas informais com mais de quinhentos personagens por um período de dezessete meses, num total aproximado de quatro mil horas. Foram analisados conforme a particularidade de cada tipo de relação desenvolvida pelos jogadores: amorosas, jurídicas e de valoração social. Essa pesquisa contribui para a compreensão de diversos fenômenos sociais relacionados a esse tipo de jogo e para auxiliar os diferentes públicos - formadores de opinião, familiares de jogadores, jogadores em potencial, instituições de ensino - a avaliar o ato de jogar. Os dados confirmam nossa hipótese e possibilitam a elaboração de perguntas sobre fenômenos que se reproduzem no ambiente virtual e contradizem os anseios daqueles que acreditam que “um outro mundo é possível”. / In order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.
120

Auto-realização de jogadores de Tibia : MMORPG

Heyde, Carla Junger January 2007 (has links)
Buscando analisar a natureza da sociedade na qual vivemos, que passa a ter uma dimensão virtual proporcionada por jogos massivos multijogadores de interpretação de personagens baseados na Web, ou Massively Multiplayer On-line Role Playing Games – MMORPGs -, recorremos à teoria de Axel Honneth. O autor identifica o surgimento de um individualismo da auto-realização em sociedades capitalistas modernas, em que os indivíduos demandam condições autônomas de busca por auto-realização para alcançar o que compreendem por “vida boa”. Esse trabalho analisa os motivos que levam os jogadores a optar por participar da “sociedade virtual” dos jogos, partindo da hipótese de que o ambiente social que estes proporcionam possibilita a construção da auto-realização dos jogadores de forma complementar ao ambiente social ao qual o indivíduo pertence de carne-e-osso. Os jogos MMORPGs estariam assim complementando as necessidades individuais de realização social e os ambientes sociais “virtuais“ sendo, portanto, concretos em suas contribuições para tais demandas individuais. O que explica a opção dos jogadores por vivenciar suas relações sociais dentro do jogo. Para investigar a veracidade dessa hipótese, realizou-se uma etnografia virtual no ambiente do jogo Tibia e utilizou-se a técnica de observação participante que nomeamos “Jogando”: assistindo, lendo, escrevendo e participando. Os dados foram coletados através de conversas informais com mais de quinhentos personagens por um período de dezessete meses, num total aproximado de quatro mil horas. Foram analisados conforme a particularidade de cada tipo de relação desenvolvida pelos jogadores: amorosas, jurídicas e de valoração social. Essa pesquisa contribui para a compreensão de diversos fenômenos sociais relacionados a esse tipo de jogo e para auxiliar os diferentes públicos - formadores de opinião, familiares de jogadores, jogadores em potencial, instituições de ensino - a avaliar o ato de jogar. Os dados confirmam nossa hipótese e possibilitam a elaboração de perguntas sobre fenômenos que se reproduzem no ambiente virtual e contradizem os anseios daqueles que acreditam que “um outro mundo é possível”. / In order to analyze the nature of the society we live today, which has a new virtual dimension possible by the Massively Multiplayer On-line Role Playing Games – MMORPGs -, we requested Axel Honneth’s theory. The author identifies the arising of an individualism of self-realization in modern capitalist societies, in which the individuals demand autonomous conditions of search for self-realization to reach what they understand as “good life”. This work analyzes the motives that lead the players to opt to participate in the “virtual society” of the games, starting from the hypothesis that the social environment that these games provide enables the construction of the players’ self-realization in a complementary way to the social environment which the individual belongs in flesh and blood. The MMORPGs are so complementing the individuals’ needs of social realization, and the “virtual” social environments being concrete in their contributions to such individuals’ demands. What explains the players’ option to experience their social relations inside the game. To investigate the veracity of this hypothesis a virtual ethnography was carried out in the Tibia game environment and the technique of participative observation was utilized, which we named “Playing”: watching, reading, writing and participating. The data were collected through informal conversations with more than five hundred characters for a period of seventeen months, in a total of approximately four thousand hours. They were analyzed by the particularity of each type of relation developed by the players: loving, legal and social appraisal. This research contributes to the comprehension of diverse social phenomena related to this kind of game and to assist the different publics – opinion creators, relative of players, potential players, and education institutions – to evaluate the act of to play. The data confirm our hypothesis and make possible the elaboration of questions about phenomena that are reproduced in the virtual environment and contradict the yearnings of those who believe that “another world is possible”.

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