نتایج جستجو برای: gaming

تعداد نتایج: 8061  

Journal: :Cyberpsychology, behavior and social networking 2010
Mehwash Mehroof Mark D. Griffiths

Research into online gaming has steadily increased over the last decade, although relatively little research has examined the relationship between online gaming addiction and personality factors. This study examined the relationship between a number of personality traits (sensation seeking, self-control, aggression, neuroticism, state anxiety, and trait anxiety) and online gaming addiction. Dat...

2011
Muhammad Ikram Kamill Panitzek Max Lehn Thorsten Strufe

P2P-based massive multi-player online games (MMOGs) use information dissemination overlays for exchanging game control and position updates among players or peers. Although these overlays are massively scalable and accommodate highly dynamic peers, yet they are prune to deliberate perturbations or cheating by adversaries. Cheating in MMOGs lead to poor quality of gaming services, unavailability...

2012
Paul Cairns Anna Cox A. Imran Nordin

 Abstract— Immersion is a widely valued experience when playing digital games however it is only one component of the gaming experience. In this chapter, we review our specific approach to immersion in relation to other concepts that are used to describe gaming experiences. These include: concepts that are not specific to games such as flow and attention; generic conceptualizations of the gami...

2016
Henk Herman Nap

A recent innovation in rehabilitation is the use of serious gaming to train motor, cognitive, and social abilities. The main advantages of rehabilitation gaming are related to the motivation to engage in rehabilitation, the objectivity of rehabilitation measurements, and the personalization of the treatment. This chapter focuses on the use and effectiveness of serious gaming in rehabilitation a...

2008
Eduardo B. Andrade Joel B. Cohen Julia Lee Caroline Wang Esther Hwang

One’s own emotions may influence others’ behavior in a given social interaction. If one believes this, s/he has an incentive to game emotions—to strategically conceal a current emotion or display a non-experienced emotion—in an attempt to influence her/his counterpart. In a series of three experiments, we show that people deliberately conceal (experiment 1) or misrepresent (experiments 2 and 3)...

Journal: :Cyberpsychology, behavior and social networking 2010
Wei Peng Ming Liu

Based on theories and previous studies on problematic Internet use, we propose a model to better understand the contributors to and consequences of online gaming dependency. A preliminary study was conducted through a survey of online gamers in China. The results of path analysis found that maladaptive cognitions, shyness, and depression are positively related to online gaming dependency. Onlin...

2002
Joanne Bryce Jason Rutter

Approaches to gender and computer gaming have been dominated by textual and content analysis at the expense of broader understandings of gaming. This paper examines computer games through gendered game content, game spaces and activities. The paper suggests that despite the popular stereotype of the computer gamer as an antisocial male teenager, there is increasing evidence of female gaming. Th...

2013
Linda K Kaye Jo Bryce L. K. Kaye

The increasingly social nature of gaming suggests the importance of understanding its associated experiences and potential outcomes. This study examined the influence of social processes in gameplay and different gaming contexts on the experience of individual and group flow when engaged in the activity. It also examined the affective experiences associated with different types of social gaming...

2009
Christopher S. Walsh

In rethinking literacy education in light of unprecedented technological change, this paper reports on adolescent gamers and their accumulation of gaming capital. This is in opposition to more pervasive assumptions about gaming as mindless entertainment, learning simulations, ideological tools and interactive mediums for the masses. We see the need to research the medium of games in their entir...

2007
Kai Kuikkaniemi Ilkka Kosunen

This position paper describes the work done and future research focus of Helsinki Institute for Information Technology (HIIT) in Fun of Gaming (FUGA) project related to emotionally adaptive gaming. Whereas, the workshop is specifically targeted on BCI gaming application, in our approach we utilize EEG only as one psychophysiological signal source. Besides our architecture, which differs a bit f...

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