Serious games (SGs), are gaining prominence as a tool for early education at home as well as in school settings. Given the mixed effects of gamification on various aspects of users' lives, it is pertinent to study its broader effects on a child’s pre-school and school years. Given the lack of consensus on a comprehensive measure that encapsulates these effects on an individual’s routine functioning, the present study examined whether various engagement states in SGs use influence a relatively broader measure of users' functioning across significant life domains such as Quality of Life (QoL). It is argued that it would serve scholars, teachers, and parents better to understand the broader implications of SGs on children’s overall QoL rather ...
The purpose is to find out whether video games can have positive effects on children and whether we ...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Objective: Active-input videogames could provide a useful conduit for increasing physical activity b...
This paper describes various ways in which computer games may be used throughout life to achieve goa...
Gadgets are part of children’s life nowadays. With the advancement of technology, every activity is ...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Gaming and playing are inseparable parts of human nature, and increasingly vast aspect of our everyd...
Ever since the evolution of the civilization games & recreational mediums was thought to pose an...
There has been significant scientific interest in examining the potential learning consequences of s...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
International audienceBACKGROUND:Video games are one of the favourite leisure activities of children...
A growing number of children and adolescents play video games (VGs) for long amounts of time. The cu...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
It is known that computer games are motivating for children, but there is limited direct evidence of...
The use of mobile technology is steadily increasing in the modern society. Smartphones and tablets h...
The purpose is to find out whether video games can have positive effects on children and whether we ...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Objective: Active-input videogames could provide a useful conduit for increasing physical activity b...
This paper describes various ways in which computer games may be used throughout life to achieve goa...
Gadgets are part of children’s life nowadays. With the advancement of technology, every activity is ...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
Gaming and playing are inseparable parts of human nature, and increasingly vast aspect of our everyd...
Ever since the evolution of the civilization games & recreational mediums was thought to pose an...
There has been significant scientific interest in examining the potential learning consequences of s...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
International audienceBACKGROUND:Video games are one of the favourite leisure activities of children...
A growing number of children and adolescents play video games (VGs) for long amounts of time. The cu...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
It is known that computer games are motivating for children, but there is limited direct evidence of...
The use of mobile technology is steadily increasing in the modern society. Smartphones and tablets h...
The purpose is to find out whether video games can have positive effects on children and whether we ...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Objective: Active-input videogames could provide a useful conduit for increasing physical activity b...