نتایج جستجو برای: gaming remains

تعداد نتایج: 277662  

Journal: :Journal of rehabilitation research and development 2011
Matthew J D Taylor Darren McCormick Teshk Shawis Rebecca Impson Murray Griffin

Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary game...

2017
Jianping Hu Shuangju Zhen Chengfu Yu Qiuyan Zhang Wei Zhang

Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with online games as a mediator) and when (impulsivity as a moderator) did sensation seeking influence online gaming addiction in adolescence. A total of...

2017
Daria J. Kuss Mark D. Griffiths Halley M. Pontes

Background and aims The current DSM-5 diagnosis of Internet Gaming Disorder (IGD; American Psychiatric Association [APA], 2013) has led to a number of issues and concerns that we highlighted in our recent paper (Kuss, Griffiths, & Pontes, 2017). Experts in the field responded to our evaluation of these issues resulting in six commentaries. Methods In this paper, we offer responses to the six co...

2013
John Downs Frank Vetere Steve Howard

We present the concept of paraplay: playful activities that take place within the context of an interactive game or other play activity, but outside the activity itself. By critically examining work related to gaming and play goals and motivations we argue that the concept of playfulness should have a stronger role in our understanding of gaming sessions, and particularly social gaming sessions...

Journal: :Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society 2008
Wen-Bin Chiou

The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to...

2006
Ryan Shaun Joazeiro de Baker Albert T. Corbett Kenneth R. Koedinger Shelley Evenson Ido Roll Angela Z. Wagner Meghan Naim Jay Raspat Daniel J. Baker Joseph E. Beck

It has been found in recent years that many students who use intelligent tutoring systems game the system, attempting to succeed in the educational environment by exploiting properties of the system rather than by learning the material and trying to use that knowledge to answer correctly. In this paper, we introduce a system which gives a gaming student supplementary exercises focused on exactl...

2017
Wim van den Brink

In their debate contribution, Aarseth et al. (2016) strongly argue against the proposal of WHO ICD-11 (International Classification of Diseases, 11th revision) to include Gaming Disorder as a new diagnostic category emphasizing the fact that no consensus exists on the definition and the risk that gaming will be demonized and gamers stigmatized resulting in a tsunami of false positive referrals ...

2012
Richard Schuetz Anthony Cabot

Atlantic City's saga, we are told, is of regulation that smothered the golden goose. Reports on Colorado say excessive taxation makes doing business impossible. While states regulate gaming for social reasons, these situations show the impact regulation can have on profitability. Nevada and the other casino states face a major challenge. Twenty years ago, Nevada was the only state with legal ca...

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