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Previous research has determined the relevance of video games for adolescents; however, it has not been possible to establish differences in usage patterns and certain psychological variables according to gender, parental control, academic performance, physical activity level or game type, nor the relationship between these variables. For this reason, the aims of this research were as follows: (a) to determine the differences in the gaming variables and the psychological variables related to video games according to gender, the closest environment, the academic performance and the level of physical activity; and (b) to determine which gaming variables and behavioral variables influence psychological variables in adolescents. A descriptive, cross-sectional study was carried out involving 2567 adolescents (mean age: 15.

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Background: Escape rooms (ERs), immersive role-playing games that require participants to solve a series of puzzles within a set time to achieve a specific goal, have gained popularity as innovative educational tools.

Methods: A systematic review was conducted using the PRISMA guidelines, a comprehensive search of PubMed, Cochrane, Web of Science, and Scopus, for articles published between inception of journals to April 2024, focusing on the integration, outcomes, and participants' perceptions of ERs in medical and veterinary education.

Results: A total of 619 articles were retrieved, of which 12 articles met the inclusion criteria for final analysis.

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Evolution of cooperation in multichannel games on multiplex networks.

PLoS Comput Biol

December 2024

Department of Physical Sciences, Indian Institute of Science Education and Research Kolkata, Mohanpur Campus, West Bengal, India.

Humans navigate diverse social relationships and concurrently interact across multiple social contexts. An individual's behavior in one context can influence behavior in other contexts. Different payoffs associated with interactions in the different domains have motivated recent studies of the evolution of cooperation through the analysis of multichannel games where each individual is simultaneously engaged in multiple repeated games.

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Prevalence of Internet Gaming Disorder, Depression, and Anxiety Symptoms Before and After the Pandemic.

Healthcare (Basel)

December 2024

David O. Robbins Neuroscience Program, Psychology Department, Ohio Wesleyan University, Delaware, OH 43015, USA.

"Internet gaming disorder" (IGD) is a condition for further study in the DSM-5, with its prevalence estimated to be anywhere from 0.7% to 27.5% depending on the methodology used to measure it.

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Introduction: The increase in the average age of the population has resulted in a greater focus on interventions designed to facilitate successful Ageing. Notwithstanding its potential, the strategy of the board game remains relatively underexplored. This study aims to ascertain its role in fostering older people's well-being.

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