Browsing by Issue Date, starting with "2024-06-21"
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- External and model validity in a systematic review of game-based interventionsPublication . Coelho, Franz; Gonçalves, Daniel; Abreu, Ana MariaGame-based learning, training, exercises, serious games, and gamification represent distinct approaches, integrating games into diverse contexts. Lately, interventions based on these approaches have gained popularity due to their potential to enhance cognitive outcomes. The term game-based intervention (GBI) was adopted to describe the use of all these playful processes with the goals of cognition and behavior promotion. Here, we present complementary research originating from a comprehensive systematic review examining the influence of GBI on adult cognition. This additional research evaluates the external and model validity of the original studies included in a systematic review, adhering to a registered PROSPERO protocol and PRISMA guidelines. Our systematic methodology covered various databases, resulting in 1398 articles. Following examination, 42 studies (26 randomized control trials and 16 non-randomized control trials) were selected. External and model validity were assessed using the External Validity Assessment Tool (EVAT©). Half of the studies inadequately described recruitment (48%), and most poorly outlined participation (71%) in terms of external validity, obscuring the results' generalizability. However, most studies adequately described model validity (88%), clarifying the comprehension of staff, places, and facilities used. While the systematic review showcased encouraging results regarding the impact of GBI on adult cognition, the evaluation of external and model validity conducted here revealed challenges in generalizing these findings to real-world settings and other populations beyond the laboratory context. However, it underscored that the contextual environment and operational procedures are conducive to replicability
- Explorations on sound and new media artPublication . Gomes, José AlbertoThis special issue of the Journal of Science and Technology of the Arts is inspired by the first >>| Explorations on Sound and New Media Art Conference, held at the Universidade Católica Portuguesa, School of Arts in Porto, Portugal. Like the conference, this issue seeks to celebrate the convergence of sound, new media, and artistic expression by exploring a wide range of innovative practices, theories, and approaches. It aims to foster meaningful discussions that critically examine traditional notions of art while pushing the boundaries of creativity. Following the conference, we invited various authors to develop and submit their research, with the hope that their contributions will shed further light on how we perceive and construct the world through sonic and new media art practices.
- Editorial: V16 n1Publication . Natálio, Carlos; Balona, Alexandra; Amorim, João Pedro
- Why listen with animals? Straining toward an environmental resonancePublication . Luz, Nuno daThis article summons John Berger’s essay Why Look at Animals?, reframing its analysis on human–animal relations under Modernity (with its emphasis on the gaze at a distance) through the entangled reflexivities of listening together with more-than-humans others. If for Berger, animals “in zoos … constitute[d] the living monument to their own disappearance,” field recording helped enshrine their extinction while archiving their voices. Here, I intend to stress the significance of more-than-human vibrations and sounds as transformative zones of contact, especially in our increasingly impoverished urban biomes. And by arguing for an expansion of vibrational attention to such social-environmental contexts, re-assess listening as an eco-sensible methodology that understands both humans, more-than-humans and technology as part of integrated ecologies.