Internet and video games: Causes of behavioral disorders in children and teenagers

V Lérida-Ayala, JM Aguilar-Parra, R Collado-Soler… - Children, 2022 - mdpi.com
Even though video games have been present among children for many years, children are
using them more continuously and in an abusive and indiscriminate way nowadays because …

Social media for knowledge acquisition and dissemination: The impact of the COVID-19 pandemic on collaborative learning driven social media adoption

MN Khan, MA Ashraf, D Seinen, KU Khan… - Frontiers in …, 2021 - frontiersin.org
During the COVID-19 outbreak, educational institutions were closed, and students
worldwide were confined to their homes. In an educational environment, students depend …

[HTML][HTML] COVID-19 as 'game changer'for the physical activity and mental well-being of augmented reality game players during the pandemic: Mixed methods survey …

LA Ellis, MD Lee, K Ijaz, J Smith, J Braithwaite… - Journal of medical …, 2020 - jmir.org
Background Location-based augmented reality (AR) games, such as Pokémon GO and
Harry Potter: Wizards Unite, have been shown to have a beneficial impact on the physical …

[HTML][HTML] Understanding the impact of information sources on COVID-19 related preventive measures in Finland

A Farooq, S Laato, AKMN Islam, J Isoaho - Technology in Society, 2021 - Elsevier
The COVID-19 pandemic amplified the influence of information reporting on human
behavior, as people were forced to quickly adapt to a new health threatening situation by …

[HTML][HTML] Did location-based games motivate players to socialize during COVID-19?

S Laato, AKMN Islam, TH Laine - Telematics and Informatics, 2020 - Elsevier
Location-based games (LBGs) are typically played outdoors, as moving in the game is done
by moving in the real world. However, during the COVID-19 pandemic, people were advised …

Exploring the impacts of COVID-19 on digital and metaverse games

C Kerdvibulvech - International conference on human-computer …, 2022 - Springer
Abstract The coronavirus (COVID-19) pandemic has markedly changed the ways we live
and the ways we play games. This is because the situations disrupted by the virus have …

Covid-19 pandemic and its impact on increasing the risks of children's addiction to electronic games from a social work perspective

W Elsayed - Heliyon, 2021 - cell.com
Children are among the social groups most affected by the COVID-19 pandemic because
they have found themselves forced to stay at home, far from their schoolmates, their friends …

College students' reception of social networking tools for learning in India: An extended UTAUT model

I Alvi - Smart Learning Environments, 2021 - Springer
Abstract The term Social Networking Tools is used for social media applications accessible
via mobile devices/smartphones; their use has become ubiquitous among college students …

[HTML][HTML] Extended reality for enhanced telehealth during and beyond COVID-19

T Ong, H Wilczewski, SR Paige, H Soni… - JMIR serious …, 2021 - games.jmir.org
The COVID-19 pandemic caused widespread challenges and revealed vulnerabilities
across global health care systems. In response, many health care providers turned to …

Educational and social exergaming: a perspective on physical, social, and educational benefits and pitfalls of exergaming at home during the COVID-19 pandemic …

M Rüth, K Kaspar - Frontiers in psychology, 2021 - frontiersin.org
Physical inactivity and coronavirus disease 2019 (COVID-19) signify two pandemics with
negative physical, mental, and economic consequences. Younger and older people have …