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Keywords = videogame

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14 pages, 1322 KiB  
Article
Applying a Virtual Art Therapy System Based on the Michelangelo Effect in Patients with Spinal Cord Injury
by Michela Franzò, Sara De Angelis, Marco Iosa, Gaetano Tieri, Giorgia Corsini, Giovanni Generoso Cellupica, Valentina Loi, Fabiano Bini, Franco Marinozzi, Giorgio Scivoletto and Federica Tamburella
Sensors 2025, 25(13), 4173; https://doi.org/10.3390/s25134173 - 4 Jul 2025
Viewed by 336
Abstract
Background: Serious videogames have already demonstrated their positive impact on rehabilitation and of particular interest is the virtual reality (VR) technology. This immersive technology has been used in this study to create a neuroaesthetic experience based on the Michelangelo effect for the rehabilitation [...] Read more.
Background: Serious videogames have already demonstrated their positive impact on rehabilitation and of particular interest is the virtual reality (VR) technology. This immersive technology has been used in this study to create a neuroaesthetic experience based on the Michelangelo effect for the rehabilitation of patients with spinal cord injury. The aim of this study was to test the usability of a system for virtual art therapy and its capacity to assess patients’ deficits performances. Methods: A VR headset was worn by the participants who experienced a painting simulation of famous artworks (artistic stimuli) against a coloring canvas (non-artistic stimuli). The trajectories of the hand were studied to obtain different kinematic and spectral parameters to evaluate the user performances. A total of 13 healthy subjects and 13 patients with spinal cord injury participated in this study. Results: Significative differences were obtained for most of the parameters between the two groups, except for the normalized jerk and energy of the spectrum. Analysis in the frequency domain showed that both groups preferred horizontal movements for painting the canvas. The NASA and USEQ scores reported a comfortable and user-friendly system according to the patients’ point of view. Conclusions: The system can be a usable tool, the rehabilitative efficacy of which should be tested in patients with spinal cord injury. The kinematic and spectral parameters would allow for the evaluation of the performances alongside the clinical scales, distinguish pathological and physiological performances. Full article
(This article belongs to the Special Issue Sensors in 2025)
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13 pages, 542 KiB  
Review
Physical Therapy Interventions for Gait and Balance in Charcot-Marie-Tooth Disease: A Scoping Review
by Roberto Tedeschi, Danilo Donati and Federica Giorgi
Life 2025, 15(7), 1036; https://doi.org/10.3390/life15071036 - 29 Jun 2025
Viewed by 505
Abstract
Background: This scoping review aims to map and summarise physical therapy interventions specifically targeting gait and balance in individuals with Charcot-Marie-Tooth disease (CMT), highlighting commonly applied strategies, methodological limitations, and clinical implications. Charcot-Marie-Tooth disease (CMT) is a hereditary neuropathy characterised by progressive [...] Read more.
Background: This scoping review aims to map and summarise physical therapy interventions specifically targeting gait and balance in individuals with Charcot-Marie-Tooth disease (CMT), highlighting commonly applied strategies, methodological limitations, and clinical implications. Charcot-Marie-Tooth disease (CMT) is a hereditary neuropathy characterised by progressive motor and sensory impairment, often resulting in reduced mobility, muscle weakness, balance deficits, and fatigue. Although pharmacological options remain limited, rehabilitation is increasingly recognised as a key component of disease management. However, the scope, type, and effectiveness of rehabilitative interventions in CMT remain poorly mapped. Methods: This scoping review was conducted in accordance with the Joanna Briggs Institute (JBI) methodology and the PRISMA-ScR guidelines. Five databases (PubMed, Cochrane, PEDro, Scopus, and Web of Science) were systematically searched up to March 2024. Studies were eligible if they involved participants with CMT undergoing rehabilitation interventions aimed at improving functional outcomes. Data extraction focused on study characteristics, methods, outcome measures, and results. Results: Eleven studies met inclusion criteria, comprising case reports, cohort studies, and two randomised controlled trials. Interventions included aerobic training, strength and balance exercises, videogame-based home programmes, and multidisciplinary rehabilitation. Most studies reported improvements in walking capacity (e.g., 6MWT, 10MWT), postural balance (e.g., BBS), and lower limb strength (e.g., MRC, dynamometry). Some also showed positive changes in fatigue and quality of life, though data were limited. Methodological heterogeneity and small sample sizes limited comparability and generalisability. Conclusions: Rehabilitation appears to yield meaningful improvements in key functional domains in people with CMT. Tailored, multimodal interventions show promise, though long-term benefits remain underexplored. Future research should adopt standardised protocols and outcome measures to better define best practices and optimise patient care. Full article
(This article belongs to the Special Issue Physical Rehabilitation for Musculoskeletal Disorders)
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14 pages, 7842 KiB  
Article
Unsupervised Class Generation to Expand Semantic Segmentation Datasets
by Javier Montalvo, Álvaro García-Martín, Pablo Carballeira and Juan C. SanMiguel
J. Imaging 2025, 11(6), 172; https://doi.org/10.3390/jimaging11060172 - 22 May 2025
Viewed by 514
Abstract
Semantic segmentation is a computer vision task where classification is performed at the pixel level. Due to this, the process of labeling images for semantic segmentation is time-consuming and expensive. To mitigate this cost there has been a surge in the use of [...] Read more.
Semantic segmentation is a computer vision task where classification is performed at the pixel level. Due to this, the process of labeling images for semantic segmentation is time-consuming and expensive. To mitigate this cost there has been a surge in the use of synthetically generated data—usually created using simulators or videogames—which, in combination with domain adaptation methods, can effectively learn how to segment real data. Still, these datasets have a particular limitation: due to their closed-set nature, it is not possible to include novel classes without modifying the tool used to generate them, which is often not public. Concurrently, generative models have made remarkable progress, particularly with the introduction of diffusion models, enabling the creation of high-quality images from text prompts without additional supervision. In this work, we propose an unsupervised pipeline that leverages Stable Diffusion and Segment Anything Module to generate class examples with an associated segmentation mask, and a method to integrate generated cutouts for novel classes in semantic segmentation datasets, all with minimal user input. Our approach aims to improve the performance of unsupervised domain adaptation methods by introducing novel samples into the training data without modifications to the underlying algorithms. With our methods, we show how models can not only effectively learn how to segment novel classes, with an average performance of 51% intersection over union for novel classes, but also reduce errors for other, already existing classes, reaching a higher performance level overall. Full article
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18 pages, 1747 KiB  
Article
Preventing Harassment and Gender-Based Violence in Online Videogames Through Education
by Andrea Gracia-Zomeño, Belinda Domingo-Gómez, Ramón García-Perales and Eduardo García-Toledano
Soc. Sci. 2025, 14(5), 297; https://doi.org/10.3390/socsci14050297 - 12 May 2025
Viewed by 1486
Abstract
The prevention and fight against harassment and gender violence in online videogames is a current problem. The aim of this research is to analyze the prevention work carried out in educational centers, with an emphasis on the Community of Madrid (Spain). A mixed [...] Read more.
The prevention and fight against harassment and gender violence in online videogames is a current problem. The aim of this research is to analyze the prevention work carried out in educational centers, with an emphasis on the Community of Madrid (Spain). A mixed methodology has been used, combining a qualitative analysis of research published from 2000 to the present and a quantitative approach through a questionnaire applied to 238 teachers in the Community of Madrid. Most teachers are unaware of the tools for the prevention of gender-based violence in videogames, such as codes of conduct and EducaMadrid resources. In addition, most do not identify the videogames used by their students, making it difficult to address these issues. Most teachers lack knowledge about videogames, as well as the codes of conduct and reporting mechanisms available when a student faces conflicts related to gender-based violence. The findings underline the need to train teachers and provide them with adequate resources to prevent and address gender-based violence in digital environments, especially in videogames, to ensure a safe and inclusive educational environment. Full article
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20 pages, 918 KiB  
Article
Gaming Habits in Esports: An Exploratory Approach Among University Student Gamers in Europe
by Mário Coelho Teixeira, Gonçalo Aguiar Mendes, Jerónimo García-Fernández and André Dionísio Sesinando
Behav. Sci. 2025, 15(5), 620; https://doi.org/10.3390/bs15050620 - 2 May 2025
Viewed by 969
Abstract
The field of esports has been studied from different multidisciplinary perspectives, making it an emerging field with plenty of room for progress. However, it still has underdeveloped areas, such as university esports. The purpose of this study was to analyze student gamers enrolled [...] Read more.
The field of esports has been studied from different multidisciplinary perspectives, making it an emerging field with plenty of room for progress. However, it still has underdeveloped areas, such as university esports. The purpose of this study was to analyze student gamers enrolled on higher education courses in Portugal and identify their sociodemographic profile and gaming habits, as well as to assess their interest in university esports. Methodologically, we followed a quantitative–descriptive approach; data were collected between April and June 2024 using an online questionnaire and then analyzed using descriptive and inferential statistical techniques. The sample consisted of 1073 student gamers with regular gaming habits enrolled at 30 public institutions in 2023/2024. Our results show a high level of interest in university esports (n = 579, 54.0%), and the greater the involvement in gaming, the greater the interest. The male gender continues to prevail in this context (n = 770, 71.8%), and the majority play daily (n = 515, 48.0%), between 6 and 10 h a week (n = 322, 30.0%), although there are differences in the various indicators between genders. We identified the most played videogame categories (n = 8) and those that they intend to play (n = 15) in university esports. In conclusion, university esports offer a wide range of options and are played in a context favorable to gaming interest (young adult students), with enormous growth and expression within the esports phenomenon. Full article
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12 pages, 704 KiB  
Article
A Path Out: Using Video Games to Reduce Prejudice Towards Refugees
by Liam Cross, Gray Atherton and Chris Stiff
Behav. Sci. 2025, 15(5), 583; https://doi.org/10.3390/bs15050583 - 26 Apr 2025
Viewed by 491
Abstract
Historically, research on video games has centred on their potentially adverse effects, though more recently, work has started to explore the benefits. Here, we investigate whether playing a video game portraying a refugee’s plight in escaping war-torn Syria could affect implicit and explicit [...] Read more.
Historically, research on video games has centred on their potentially adverse effects, though more recently, work has started to explore the benefits. Here, we investigate whether playing a video game portraying a refugee’s plight in escaping war-torn Syria could affect implicit and explicit attitudes towards that social group. We show that after 30 min of game play embodying a Syrian refugee, participants showed reduced prejudicial attitudes and increased empathy towards Syrian refugees compared to those playing a mechanically similar but contextually unrelated game. While implicit attitudes followed the same direction, this difference was not statistically significant. Potential theoretical underpinnings of these findings, including perspective taking, embodiment, and contact perspectives for prejudice reduction, are discussed. Full article
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18 pages, 348 KiB  
Article
The Influence of Short-Term Dance-Oriented Exergaming on Cognitive Skills and Psychological Well-Being of Adolescents
by Renata Rutkauskaite, Rita Gruodyte-Raciene, Gabriele Pliuskute, Ingrida Ladygiene and Giedrius Bubinas
Educ. Sci. 2025, 15(4), 508; https://doi.org/10.3390/educsci15040508 - 18 Apr 2025
Viewed by 596
Abstract
The physical inactivity of adolescents and their sedentary lifestyle with profuse usage of screens has been a growing issue for the last few years. In contrast, there is some evidence that videogame-based exercising improves cognitive abilities and psychological well-being during growth and maturation. [...] Read more.
The physical inactivity of adolescents and their sedentary lifestyle with profuse usage of screens has been a growing issue for the last few years. In contrast, there is some evidence that videogame-based exercising improves cognitive abilities and psychological well-being during growth and maturation. Therefore, there is a need for the wider exploration of innovation tools in physical education (PE) and extracurricular activities for schoolchildren. The aim of this study was to determine the change in psychological well-being and cognitive skills of adolescents when exercising is supplemented with videogame-based activity. The short-term physical activity (PA) program, initiated by in-service PE teachers (n = 3), involved 13–15-year-old adolescents (n = 63, of them 20 were boys) from one of biggest cities in Lithuania. The research subjects were participants of extracurricular exercise groups on a regular basis, attending their respective three-times-a-week sessions for 1 month. The first intervention group engaged in a 60 min functional training program (FT group, n = 31). The second group had 30 min of FT followed by 30 min of video-based dance class (FT + Just Dance group, n = 32). The Trail-Making test (part A and B), the Visual Digit Span test, and the Stroop test were performed to investigate students’ cognitive abilities. In addition, the WHO-5 questionnaire was used to analyse the respondents’ psychological well-being. When comparing pre- and post-intervention results, no changes were observed in the psychological state, visual–executive skills, and short-term visual memory in both groups. Reaction time improved significantly in both groups (p < 0.05). The working memory significantly improved in the FT + Just Dance group (p < 0.05). The implementation of videogame-based training, Just Dance, improved adolescents’ working memory, but had no effect on subjectively perceived psychological well-being. Full article
13 pages, 1181 KiB  
Article
Design of an Emotional Facial Recognition Task in a 3D Environment
by Gemma Quirantes-Gutierrez, Ángeles F. Estévez, Gabriel Artés Ordoño and Ginesa López-Crespo
Computers 2025, 14(4), 153; https://doi.org/10.3390/computers14040153 - 18 Apr 2025
Viewed by 445
Abstract
The recognition of emotional facial expressions is a key skill for social adaptation. Previous studies have shown that clinical and subclinical populations, such as those diagnosed with schizophrenia or autism spectrum disorder, have a significant deficit in the recognition of emotional facial expressions. [...] Read more.
The recognition of emotional facial expressions is a key skill for social adaptation. Previous studies have shown that clinical and subclinical populations, such as those diagnosed with schizophrenia or autism spectrum disorder, have a significant deficit in the recognition of emotional facial expressions. These studies suggest that this may be the cause of their social dysfunction. Given the importance of this type of recognition in social functioning, the present study aims to design a tool to measure the recognition of emotional facial expressions using Unreal Engine 4 software to develop computer graphics in a 3D environment. Additionally, we tested it in a small pilot study with a sample of 37 university students, aged between 18 and 40, to compare the results with a more classical emotional facial recognition task. We also administered the SEES Scale and a set of custom-formulated questions to both groups to assess potential differences in activation levels between the two modalities (3D environment vs. classical format). The results of this initial pilot study suggest that students who completed the task in the classical format exhibited a greater lack of activation compared to those who completed the task in the 3D environment. Regarding the recognition of emotional facial expressions, both tasks were similar in two of the seven emotions evaluated. We believe that this study represents the beginning of a new line of research that could have important clinical implications. Full article
(This article belongs to the Special Issue Multimodal Pattern Recognition of Social Signals in HCI (2nd Edition))
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17 pages, 3021 KiB  
Article
Perceptions of Parents and Children About Videogame Use
by Michela Franzò, Gaia Maria Olivieri, Anna Salerni and Marco Iosa
Multimodal Technol. Interact. 2025, 9(3), 21; https://doi.org/10.3390/mti9030021 - 28 Feb 2025
Viewed by 1646
Abstract
This study aims to investigate the gap in perceptions of parents and children on the use of videogames in childhood. Methods: A survey was conducted with 75 pairs formed by a son or daughter and one parent. The data collected contradict the prejudice [...] Read more.
This study aims to investigate the gap in perceptions of parents and children on the use of videogames in childhood. Methods: A survey was conducted with 75 pairs formed by a son or daughter and one parent. The data collected contradict the prejudice that playing video games reduces study time and leads to lower grades at school (R < 0.13). Our results support the idea that playing together fosters bonding and facilitates conversation. The impact of videogames on mood showed the most substantial differences in perception, with parents mainly reporting negative mood changes, while children reported similar frequencies of negative, neutral, and positive ones. In relation to the educational and informative potential of videogames, children had slightly more positive opinions than their parents (p < 0.001). Finally, more than half of the participants potentially agreed with the possibility of using videogames as academic tools. In conclusion, there is a gap between parents’ and children’s perceptions about videogaming, especially concerning their effects on children’s mood. Playing together and developing deeper knowledge about videogames could enhance positive effects on children’s development as well as their relationships with peers, parents, and at school. Full article
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14 pages, 269 KiB  
Article
Problematic Media Use and Anxiety Symptoms in Adolescents: The Role of Age and Gender
by Inmaculada Concepción Rodríguez-Rojo, Raquel Luengo-González, Cecilia Peñacoba-Puente, Montserrat García-Sastre, Ernesto Espín-Lorite, Daniel Cuesta-Lozano, Ángel Asenjo-Esteve and Concepción Noriega-Matanza
Healthcare 2025, 13(3), 281; https://doi.org/10.3390/healthcare13030281 - 31 Jan 2025
Cited by 1 | Viewed by 1473
Abstract
Background: Adolescence is a critical biopsychosocial adjustment period, with increased susceptibility to problematic media use (PMU) and associated risk-taking behaviors. The aim of the present study consisted of identifying the relationship between PMU (i.e., videogames, mobile phones, internet, and television) and anxiety in [...] Read more.
Background: Adolescence is a critical biopsychosocial adjustment period, with increased susceptibility to problematic media use (PMU) and associated risk-taking behaviors. The aim of the present study consisted of identifying the relationship between PMU (i.e., videogames, mobile phones, internet, and television) and anxiety in adolescents, considering the moderating effect of gender and age. Methods: A descriptive study using a national survey was conducted on a sample of 4034 participants. Results: Significant gender mean differences were found in PMU and anxiety, with large and moderate effect sizes for PMU (videogames) in males (d = 0.86) and anxiety in females (d = 0.67). Additionally, a direct positive relationship between age and anxiety was observed. Furthermore, PMU significantly predicted anxiety after controlling for age and gender in all cases. Gender had a significant and stronger moderating effect on PMU (television) and anxiety for the male subgroup. The moderating effect of age on PMU and anxiety was statistically significant and more pronounced at younger ages. Conclusions: This research demonstrates the association between PMU and anxiety in adolescents, highlighting the need to further explore other moderating factors influencing mental health symptoms beyond age and gender. It is important to emphasize that mental health is a shared responsibility and not solely the domain of mental health professionals. Therefore, initiatives should be promoted to engage educators, parents, and policymakers in addressing this collective challenge. Full article
20 pages, 226 KiB  
Article
Miniature Mindfulness: Finding Spiritual Flow with Warhammer 40,000 Models
by Tara B. M. Smith
Religions 2025, 16(2), 121; https://doi.org/10.3390/rel16020121 - 23 Jan 2025
Viewed by 1549
Abstract
Warhammer 40,000 (40k) is the world’s most popular miniature wargame. The game is played with miniatures (small-scale figures made of hard plastic or other materials), which have usually been painted by each individual player. These player–painters typically spend hours in deep concentration painting [...] Read more.
Warhammer 40,000 (40k) is the world’s most popular miniature wargame. The game is played with miniatures (small-scale figures made of hard plastic or other materials), which have usually been painted by each individual player. These player–painters typically spend hours in deep concentration painting the models. Drawing on interviews and journal entries from a six-month participant study of 14 painters, this paper explores whether miniature painters achieve a flow state, whether this creates a greater feeling of mindfulness, and how painting impacts their overall mental health. Results from this study indicate that miniature painting is meditative, meaningful, and positive for the participants’ mental health. Using the definition of flow outlined in Mihaly Csikszentmihalyi’s book Optimal Experience: Psychological Studies of Flow in Consciousness (1988), flow is a state of pleasure had when an individual concentrates on a specific task. Csikszentmihalyi, from his research on flow, notes that this state of mind involves both immersion and a sense of transcendence, where the individual temporarily loses a sense of self. This sense of loss of self was explored with an increased attention to the feeling of the body, and situated cognition has been further explored to understand how this connects to painting. While flow is regularly applied to videogame studies, less work has been carried out on this flow state during activities like miniature painting. Full article
(This article belongs to the Special Issue Situating Religious Cognition)
15 pages, 1078 KiB  
Article
Side-Eye from the Side Kid: Child Sidekicks as Disciplinary Tools in Contemporary Video Games
by Emma Joy Reay
Literature 2024, 4(4), 247-261; https://doi.org/10.3390/literature4040018 - 31 Oct 2024
Viewed by 1562
Abstract
In this article, I analyse the function of supporting child-characters in contemporary videogames. I integrate Stephen Zimmerly’s typology of sidekicks in Young Adult literature with critical writing on the ‘Daddening’ of videogames, a coinage that refers to the rise in the number of [...] Read more.
In this article, I analyse the function of supporting child-characters in contemporary videogames. I integrate Stephen Zimmerly’s typology of sidekicks in Young Adult literature with critical writing on the ‘Daddening’ of videogames, a coinage that refers to the rise in the number of videogames that centre on the filial bond between a father figure and a child. Bringing these ideas into conversation with each other allows me to expand Zimmerly’s sidekick typology to include the ‘Ludic Gateway’, the ‘Morality Certificate’, and the ‘Disciplinary Tool’. I explore each category in greater depth using two case studies: The Last of Us series (2012; 2014; 2020) and the God of War series (2008; 2018; 2022). These commercially successful, critically acclaimed franchises rely on young deuteragonists to humanize and redeem the gruff, aggressive, violent male player character. Furthermore, the child sidekicks also serve to regulate the player’s in-game behaviour by way of a parasocial relationship. Using a close reading approach, I demonstrate that the supporting child-characters function as meta-critical devices to discipline gaming communities and the video game medium itself. Full article
(This article belongs to the Special Issue Constructions of Childhood(s) in Fiction and Nonfiction for Children)
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20 pages, 2499 KiB  
Article
The Localization of Software and Video Games: Current State and Future Perspectives
by Marco Pirrone and Arianna D’Ulizia
Information 2024, 15(10), 648; https://doi.org/10.3390/info15100648 - 17 Oct 2024
Cited by 2 | Viewed by 5987
Abstract
The study of linguistics applied to computer science is a much-discussed topic today. In this area, particularly relevant is the software localization process describing the linguistic and cultural adaptation of software products to a specific market scenario. Software localization is going through a [...] Read more.
The study of linguistics applied to computer science is a much-discussed topic today. In this area, particularly relevant is the software localization process describing the linguistic and cultural adaptation of software products to a specific market scenario. Software localization is going through a phase of strong development due to the great market demand and the current trend of making the computer more human-like in the way it interacts with the user. This paper focuses on “linguistic” localization by addressing the language translation process from the perspective of translation studies. In particular, the process of translating the language assets in a game and making the game linguistically and culturally appropriate for the target market will be explored. The study provides a systematic literature review of the main localization methods developed over the last four decades, along with the major issues and challenges mainly related to the main linguistic and cultural aspects of videogames. The review results are integrated with the results of a qualitative analysis conducted through a focus group with the participation of both academic and professional experts in software and videogame localization. The results of this study are worthwhile for many academics and industry professionals as they provide an in-depth overview of the localization process in software and videogames as well as potential directions for future research. Full article
(This article belongs to the Special Issue Machine Translation for Conquering Language Barriers)
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23 pages, 2027 KiB  
Article
Video Game Skills across Diverse Genres and Cognitive Functioning in Early Adulthood: Verbal and Visuospatial Short-Term and Working Memory, Hand–Eye Coordination, and Empathy
by Triantafyllia Zioga, Aristotelis Ferentinos, Eleni Konsolaki, Chrysanthi Nega and Panagiotis Kourtesis
Behav. Sci. 2024, 14(10), 874; https://doi.org/10.3390/bs14100874 - 27 Sep 2024
Cited by 7 | Viewed by 9489
Abstract
The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants’ gaming skills across six genres and overall proficiency. A total of 88 [...] Read more.
The cognitive and affective impacts of video games are subjects of ongoing debate, with recent research recognizing their potential benefits. This study employs the Gaming Skill Questionnaire (GSQ) to evaluate participants’ gaming skills across six genres and overall proficiency. A total of 88 individuals aged 20–40 participated, completing assessments of empathy and six cognitive abilities: verbal short-term memory, verbal working memory, visuospatial short-term memory, visuospatial working memory, psychomotor speed (hand–eye coordination), and attention. Participants’ cognitive abilities were examined using the Digit Span Test, Corsi Block Test, and Deary–Liewald Reaction Time Task, while empathy was assessed using the Empathy Quotient Questionnaire. Findings indicate that higher levels of videogaming proficiency are linked to improvements in visuospatial short-term and working memory, psychomotor speed, and attention. Specific genres enhanced particular skills: RPGs were positively associated with both verbal working memory and visuospatial short-term memory, but were negatively associated with empathy; action games improved psychomotor speed and attention; and puzzle games showed a positive relationship with visuospatial working memory. These results add to ongoing research on the cognitive and affective effects of video games, suggesting their potential to enhance specific cognitive functions. They also highlight the complex relationship between video games and empathy. Future research should explore the long-term impacts and genre-specific effects. Full article
(This article belongs to the Special Issue The Association between Visual Attention and Memory)
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20 pages, 4347 KiB  
Article
Increases in the Amounts of Agricultural Surfaces and Their Impact on the Sustainability of Groundwater Resources in North-Central Chile
by Roberto Pizarro, Francisca Borcoski, Ben Ingram, Ramón Bustamante-Ortega, Claudia Sangüesa, Alfredo Ibáñez, Cristóbal Toledo, Cristian Vidal and Pablo A. Garcia-Chevesich
Sustainability 2024, 16(17), 7570; https://doi.org/10.3390/su16177570 - 1 Sep 2024
Cited by 2 | Viewed by 1716
Abstract
Water is a fundamental resource for Chile’s productive structure, which is more important in arid areas, and especially with agricultural uses. This study was based on two basins (Cogotí and Illapel) located in the Coquimbo Region of north-central Chile. In this region, surface [...] Read more.
Water is a fundamental resource for Chile’s productive structure, which is more important in arid areas, and especially with agricultural uses. This study was based on two basins (Cogotí and Illapel) located in the Coquimbo Region of north-central Chile. In this region, surface water rights were closed in 2002 and the only current option is the use of groundwater. These basins have high water demands due to the use of surface and groundwater for agricultural purposes, a fact that should influence the sustainability of groundwater reserves over time. The objective of this study was to determine how much agricultural use has affected the availability of groundwater in two basins. Under the previous context, the evolution of agricultural irrigation surfaces was evaluated using Landsat images and forest classifications. Similarly, groundwater reserves were evaluated using the recessive curves of hydrographs associated with the beginning of each hydrological year. The results show an increase in the agricultural area between 1996 and 2016, with a subsequent decrease, while groundwater reserves denoted significant decreases over time. In conclusion, a significant decrease in the volumes of groundwater reserves in both basins was observed, a decrease that is consistent with the increase in irrigated areas. Full article
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