نتایج جستجو برای: gaming remains

تعداد نتایج: 277662  

2017
Nerilee Hing Helen Breen NERILEE HING

This paper examines how the work environment in gaming venues can influence employee gambling behaviour and how gaming venues can further discourage problem gambling by their staff. Interviews with 86 staff and 73 managers of clubs, hotels and casinos, and with 32 gambling counsellors and six problem gamblers who work in gaming venues revealed numerous workplace factors that can encourage, disc...

2012
William R. Eadington Derek Gossi

Since 1990, the California tribal casino industry has grown from a very small and insignificant industry to one with annual gross gaming revenues of about $7.5 billion per annum by 2009. Over this same period, Nevada's gaming revenues grew from approximately $5.0 billion in 1990 to $10.4 billion in 2009, having declined from a peak of $12.8 billion in 2007. Much of the recent decline in Nevada ...

Journal: :Psychiatria Danubina 2017
Daniela Šincek Jasmina Tomašić Humer Ivana Duvnjak

BACKGROUND This paper explores problematic Internet gaming in the context of other forms of risky behaviour. The basic premise is that children and adolescents at risk will display different types of risky behaviour in various settings. SUBJECTS AND METHODS Children and adolescents (N=1150) were surveyed about (cyber)violence, problematic gaming (habits, motives and symptoms), self-disclosure...

2004
Bin Qiu Shaoqin Sun Cunyan Fan Shujen Chen

This paper aims at identifying the current state of China’s online gaming market, and exploring the obstacles that keep China from developing this industry further on the basis of analyzing the value chain of online gaming industry. In the meanwhile, a case study will be made about the domestic leading online gamer—Shanda corporation, a listed corporation on NASDAQ. And in the end some conclusi...

2012
Zheng Gu

This paper analyzes the prospects of gaming ventures in China and discusses the strategies for Western investors. A strong demand for gambling, changing government attitudes, increased wealth and leisure, and a fairly established foundation of tourism have created a favorable climate for gaming ventures in China. The major risks are political instability, policy inconsistency, and inflation. To...

2007
Eiji Tokunaga Masaaki Ayabe Hiroaki Kimura Tatsuo Nakajima

We propose a novel computer gaming style in which users can enjoy games through their daily lives without paying too much attention and time for the games, we call it lifestyle ubiquitous gaming. Lifestyle ubiquitous games track human daily activities implicitly and incorporate the tracked activities in their game logics. Then they represent decorated and virtualized those activities on ambient...

2013
Vero Vanden Abeele Bob De Schutter Brian J. Gajadhar Daniel M. Johnson

In the past years, there has been a surge in game controllers that allow players to play in a more physical, more natural way. In this paper we present an experimental study of the effect of gaming using these naturally mapped controllers on the player experience in a social setting. Results support the hypothesis that more naturally mapped controllers augment spatial presence. Furthermore, the...

2015
Orsolya Király Róbert Urbán Mark D Griffiths Csilla Ágoston Katalin Nagygyörgy Gyöngyi Kökönyei Zsolt Demetrovics

BACKGROUND The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives betw...

2007
Paul A. Howard-Jones Skevi Demetriou

Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer-based learning games. In the first study, children (10–11 years) played a simple maths quiz. Participants chose their preferred reward for a cor...

2009
Henk Herman Nap Wijnand A. IJsselsteijn Yvonne de Kort

Seniors are an underrepresented group as digital gamers, but also as a focus of study in digital gaming research. We know relatively little about senior gamers, in particular about their needs and motivations to engage in digital gaming. The current explorative study used a free association technique to gather seniors’ perceptions, experiences, and domain knowledge about digital gaming. For rea...

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