نتایج جستجو برای: gaming
تعداد نتایج: 8061 فیلتر نتایج به سال:
BACKGROUND AND AIMS The aim of this study was to identify problematic gaming behavior among Finnish adolescents and young adults, and evaluate its connection to a variety of psychological, social, and physical health symptoms. METHODS This cross-sectional study was conducted with a random sample of 293 respondents aged from 13 to 24 years. Participants completed an online survey. Problematic ...
What digital games and literacy have in common: a heuristic for understanding pupils gaming literacy
This article argues that digital games and school-based literacy practices have much more in common than is reported in the research literature. We describe the role digital game paratexts – ancillary print and multimodal texts about digital games – can play in connecting pupils’ gaming literacy practices to ‘traditional’ school-based literacies still needed for academic success. By including t...
OBJECTIVES We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. METHODS A 2-year, longitudinal, panel study was performed with a general ...
The financial perfonnance of gaming stocks during the past year has been good to excellent and occasionally spectacular. As a group, the gaming stocks rose 49.9 percent. Major industry players with strong cash flows, nationally known franchises, and depth of management are positioned best to continue to increase in value as they expand into new locations, particular locations close to large pop...
The rise and growing popularity of online games has led to the appearance of excessive gaming that in some cases can lead to physical and psychological problems. Several measures have been developed to explore the nature and the scale of the phenomenon. However, few measures have been validated psychometrically. The aim of the present study was to test the psychometric properties of the 12-item...
Stephen Martino William R. Eadington This paper looks at the recent history of allocation of exclusive franchise or limited franchise casino licenses in jurisdictions throughout the world and comments on their strengths and weaknesses as well as successes and failures of various strategies that have been undertaken. The paper then examines the Kansas legalization and bidding process that emerge...
This paper intends to uncover whether mobile gaming is complemental or substitutable traditional gaming. A human migration framework, the Push-Pull-Mooring, adopted context of video game switching. total 340 valid samples were collected from Chinese forums. We applied K-mean clustering find different player segments. also Ordinary Least Squares (OLS) estimate linear regression models for whole ...
This paper introduces the MannFitTMSystem ᛗ0 0 0 0 0 0 1 1 10 10 001 1 0001101 1 0 1 0 1 1 1 , a physical fitness concept, regimen, philosophy, and praxis, based on Integral Kinematics (e.g. time integrals of distance or displacement), rather than the Differential Kinematics (distance and its derivatives: speeed, acceleration, etc.) that are commonly used in fitness, gaming, sports, and the lik...
Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive ...
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