Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 1 |
Descriptor
| Computer Simulation | 2 |
| Video Games | 2 |
| Attention | 1 |
| Communication (Thought… | 1 |
| Communication Research | 1 |
| Cues | 1 |
| Executive Function | 1 |
| Exercise | 1 |
| Experimental Programs | 1 |
| Hermeneutics | 1 |
| Inhibition | 1 |
| More ▼ | |
Source
| Cognitive Science | 2 |
Publication Type
| Journal Articles | 2 |
| Reports - Research | 2 |
Education Level
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Grosprêtre, Sidney; Marcel-Millet, Philémon; Eon, Pauline; Wollesen, Bettina – Cognitive Science, 2023
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR…
Descriptors: Computer Simulation, Video Games, Exercise, Program Effectiveness
Galantucci, Bruno – Cognitive Science, 2005
The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were…
Descriptors: Experimental Programs, Investigations, Computer Simulation, Video Games

Peer reviewed
Direct link
