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"What is this, a crossover episode?" - Salla, 15 marzo dell'anno della pandemia. In questo episodio sapio e senza vergogna, ci prendiamo una pausa dalla nostra programmazione cronologica compulsiva per parlare di come scienza e videogiochi si influenzano a vicenda in modo anche a volte un po' vergognoso.

Giochi citati:
-Portal
-7 billion humans
-Sim City
-Factorio
-Mario Kart
-Rimworld
-Heartstone
-Death Stranding
-Metal Gear Solid 1/2
-World Of Warcraft
-Lab Assistant
-The Division 2

Bibliografia:
1. Campbell, M. J., Toth, A. J., Moran, A. P., Kowal, M. & Exton, C. eSports: A new window on neurocognitive expertise? in Progress in Brain Research 240, 161–174 (Elsevier B.V., 2018).
2. Greitemeyer, T. & Mügge, D. O. Video Games Do Affect Social Outcomes. Personal. Soc. Psychol. Bull. 40, 578–589 (2014).
3. Song, J. et al. Home-based step training using videogame technology in people with Parkinson’s disease: a single-blinded randomised controlled trial. Clin. Rehabil. 32, 299–311 (2018).
4. Albrecht, M. C. The Relationship of Literature and Society. Am. J. Sociol. 59, 425–436 (1954).
5. van den Eijnden, R., Koning, I., Doornwaard, S., van Gurp, F. & ter Bogt, T. The impact of heavy and disordered use of games and social media on adolescents’ psychological, social, and school functioning. J. Behav. Addict. 7, 697–706 (2018).
6. Blair, C. Educating executive function. Wiley Interdiscip. Rev. Cogn. Sci. 8, e1403 (2017).
7. Travers, B. G. et al. Biofeedback-Based, Videogame Balance Training in Autism. J. Autism Dev. Disord. 48, 163–175 (2018).
8. Świechowski, M., Park, H., Mańdziuk, J. & Kim, K.-J. Recent Advances in General Game Playing. Sci. World J. 2015, 1–22 (2015).
9. Ed, K. S., Steinkuehler, C. & Squire, K. Videogames and Learning. Cambridge Handbook of the Learning Sciences 377–394 (2012).
10. Tieri, G., Morone, G., Paolucci, S. & Iosa, M. Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies. Expert Rev. Med. Devices 15, 107–117 (2018).

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