نتایج جستجو برای: gaming

تعداد نتایج: 8061  

2012
Chris Noonan

Digital gaming technologies are increasing in popularity and sophistication. Scholars and social scientists have documented this new medium as a model of collaborative learning and cognitive development. The measured benefits of gaming, coupled with, the infinite combination of outcomes, makes the correlation of gaming and real world problem-solving of critical importance. Increased use of digi...

2002
Mirella Kleijnen Ko de Ruyter Martin Wetzels

The evolution of wireless technology is creating vast opportunities for service delivery via hand-held devices. Of the various types of mobile services, the adoption and diffusion of mobile gaming seems to be the most widespread and is seen by many analysts to pave the way for other, more functional wireless services. This seems to be particularly true in Japan. However, contrary to the success...

Journal: :European addiction research 2012
Birte Walther Matthis Morgenstern Reiner Hanewinkel

AIM To investigate co-occurrence and shared personality characteristics of problematic computer gaming, problematic gambling and substance use. METHODS Cross-sectional survey data were collected from 2,553 German students aged 12-25 years. Self-report measures of substance use (alcohol, tobacco and cannabis), problematic gambling (South Oaks Gambling Screen - Revised for Adolescents, SOGS-RA)...

Journal: :Demography 2012
Barbara Wolfe Jessica Jakubowski Robert Haveman Marissa Courey

The legalization of American Indian casino gaming in the late 1980s allows examination of the relationship between income and health in a quasi-experimental way. Revenue from gaming accrues to individual tribes and has been used both to supplement tribe members' income and to finance tribal infrastructure. We assembled annual data from 1988-2003 on tribal gaming, health care access (from the Ar...

2018
Peter C. Douris John P. Handrakis Demitra Apergis Robert B. Mangus Rima Patel Jessica Limtao Svetlana Platonova Aladino Gregorio Elliot Luty

The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking), and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years) randomized to one of four thirty-minute conditions: video g...

Journal: :International Journal for Research in Applied Science and Engineering Technology 2019

Journal: :Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society 2009
Maria Frostling-Henningsson

This work seeks to understand young adults' motives for online gaming and extends previous research concerning social interaction in virtual contexts. The focus of the study is on Counter-Strike and World of Warcraft. Drawing on Baudrillard's concept of simulacra, an analysis of young gamers' motivation for gaming is carried out. The empirical data was generated employing a mix of qualitative m...

2013
Michael A. Irvine Yulia Worbe Sorcha Bolton Neil A. Harrison Edward T. Bullmore Valerie Voon

BACKGROUND Pathological gaming is an emerging and poorly understood problem. Impulsivity is commonly impaired in disorders of behavioural and substance addiction, hence we sought to systematically investigate the different subtypes of decisional and motor impulsivity in a well-defined pathological gaming cohort. METHODS Fifty-two pathological gaming subjects and age-, gender- and IQ-matched h...

Journal: :Irish Journal of Psychological Medicine 2019

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