نتایج جستجو برای: gaming
تعداد نتایج: 8061 فیلتر نتایج به سال:
OBJECTIVE To examine energy expenditure and cardiovascular responses in children during seated and active gaming. DESIGN Comparison study. SETTING Children's Exercise Laboratory, University of Hong Kong. PARTICIPANTS Eighteen children (aged 6-12 years) recruited from local primary schools. MAIN EXPOSURE Active and seated computer games played by all participants. MAIN OUTCOME MEASURES...
Public interest and acceptance of casino gaming as a recreational activity has resulted in a proliferation of gaming locations. The spread of gaming locations and the acceptance of gaming as a legitimate leisure activity may be explained from a marketing perspective through diffusion theory. Gaming could see continued revenue growth and participation or, like lotteries, it could face saturation...
Over time, the US sports gaming industry has progressed dramatically beyond what the US anti-gaming law drafters envisioned. The result is a system of mostly antiquated laws controlling modern industry causing confusion across the board. This discussion, therefore, intends to shed light on the US sports gaming legal framework, including analysis of the preeminent US laws that regulate the sport...
As legalized gambling becomes increasingly widespread and competitive, operators seek employees who understand its unique culture and demands. Today, few baccalaureate programs offer gaming management education. Gaming subject areas for college programs span three content spheres: (a) gaming and games themselves; (b) gaming interfaces with other hospitality subjects (lodging, accounting); and (...
Adolescents are known to be an at-risk population for developing Internet gaming disorder (IGD). A recent clinical model has proposed that adolescents with IGD may endorse a unique set of maladaptive beliefs that underlie persistent and excessive involvement in Internet gaming activities. These include (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules abo...
Internet Gaming Disorder (IGD) is positioned in the appendix of the DSM-5 as a condition requiring further study. The IGD criteria refer to withdrawal symptoms, including irritability, anxiety, or sadness, that follow cessation of Internet gaming (APA, 2013). The aim of this study was to prospectively examine the nature of Internet gaming withdrawal symptoms, if they occur, under gaming abstine...
We report on the training, testing and application of a classifier for detecting ‘gaming the system’ – a well documented behavior in which students exploit the properties of an educational system to succeed without learning. Using outcomes based on expert judgments of user-system interaction sequences, we trained a decision tree classifier, using ten-fold cross validation. The area under the RO...
This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a g...
Background and aims Familial influences are known to affect the likelihood of an adolescent becoming a problem gamer. This systematic review examined some of the key findings in empirical research on family factors related to adolescent problem gaming. Methods A total of 14 studies in the past decade were evaluated. Family-related variables included: (a) parent status (e.g., socioeconomic statu...
This study considers the importance of spatial context in state ballot initiative elections. We argue that spatial context provides important information voters use to decide how to vote on initiatives with geographically-based policy implications. Herein, we analyze tract-level voting on three California Indian Gaming initiatives. The findings indicate that voters located near Indian nations w...
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