نتایج جستجو برای: gaming remains
تعداد نتایج: 277662 فیلتر نتایج به سال:
Growing use of technology, despite all its benefits, has led to problems that one of them is Internet Addiction. Recently, Internet Gaming Addiction added to the section of conditions for further study in 5th edition of Diagnostic and Statistical Manual of Mental Disorders (DSM-5) which indicates the importance of this issue. Researches conducted in Iran has shown that almost 30% of students ar...
In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Interne...
Despite improvements in educational tools, teaching some elements in the eld of production engineering is di cult. In this context, teaching PLM systems remains di cult from a motivation point of view. The purpose of this paper is to propose a highly innovative approach around serious gaming. In the PEGASE project, we have realized an environment for coupling a gaming platform and a content pla...
Collaborative Networked Organisations (CNO) face the same if not even harder problems when trying to transform towards a learning organisation. Small and medium sized organisations which still represent the motor for job creation in Europe often respond to market turbulence by engaging in nonhierarchical CNOs such as Virtual Enterprises. A proven method to support learning in distributed set-up...
Improvements to analytical methods have made it possible for highly discriminative genotypic information to be gleaned from smaller and smaller amounts of sample material. This fact makes it practical to genotype samples or remains consisting of bone and tooth-samples that likely would not have yielded interpretable genotypic results a short time ago. In parallel, there have been improvements t...
The American University was asked to analyze the variance in types of regulations governing gaming enterprises, as well as the range of practices that gaming establishments follow. Survey Instrument There are three survey instruments for our three sets of respondents—industry gaming, tribal gaming, and regulators for each. The instruments were developed by our methodologist, Dr. Robert Dudley, ...
The challenge of motivating employees to be productive while maintaining their satisfaction level remains a significant issue in the workplace. Previous research on immersive experiences and gaming suggests that the individual’s state of mind is essential to creating a greater level of engagement. The most frequently studied state of full engagement is referred to as a “flow experience”. This p...
The increasing popularity of computer gaming as a contemporary leisure activity, together with the use of PCs and games consoles as leisure technologies are evidence of the increasing convergence of new technology and leisure practice. The size and popularity of the games industry stands out in contrast to the lack of understanding of computer gaming as a serious leisure activity. Previous rese...
This study estimates the effect of the online gaming industry on the commercial casino gaming industry. The findings from this study suggest that during the pre-UIGEA period, online gaming was a moderate substitute good for brick and mortar gaming in the U.S. During this early period in the online gaming market, which was characterized by loose regulation and relatively easy access, online gami...
BACKGROUND Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. OBJECTIVE The objective of this study was to exa...
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