نتایج جستجو برای: online game

تعداد نتایج: 354316  

Journal: :IJBIDM 2014
Francesco Campobasso Annarita Fanizzi

Objectives. e This study aimed to explore the relationship between online game addiction and aggression, self-control, and narcissistic personality traits, which are known as the psychological characteristics linked to ‘‘at-risk’’ populations for online game addiction. Method. e A total of 1471 online game users (males 82.7%, females 17.3%, mean age 21.30 4.96) participated in this study and we...

Game theory is an efficient tool to represent and conceptualize the problems concerning conflict and competition. In recent years and especially for durable products, competition between domestic and foreign brands for gaining market share has received a considerable attention. This paper study electronic commerce concepts by differential game theory and introduce a novel and comprehensive mode...

2011
Dong-Jenn Yang Jun-Zhi Chiu

Online games represent a burgeoning market sector of increasing economic importance. However, most previous studies have focused on the utilitarian perspectives of the technology. In other words, there is limited the investigation to social influence on college students’ attitude. The aims of this study is to understand the effect of social influence on college students’ attitude in playing onl...

2014
Satoru Yamagata Hiroyuki Nakagawa Yuichi Sei Yasuyuki Tahara Akihiko Ohsuga

Online games are recently gained attention according to the increase of the bandwidth of the Internet. On the other hand, when we develop an online game, we have to consider the time lag problem caused by the heterogeneous environments. In this poster paper, we try to apply MAPE loop model, which consists of four key activities (Monitoring, Analysis, Planning, and Execution) for adaptation, to ...

Journal: :Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society 2004
Mark D. Griffiths Mark N. O. Davies Darren Chappell

Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e.,...

2013
Zhang Qi Xiong Wei

This paper summarizes online game flow attributes by observing a great number of game data packets and computes their flow feature using Python programming language. Furthermore, we investigate several machine learning algorithms to classify five different online games automatically and correctly, that provide the average accuracy is over 80%. The test results show that machine learning has the...

2013
Tjibeng Jap Sri Tiatri Edo Sebastian Jaya Mekar Sari Suteja

Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet ...

Journal: :The Electronic Library 2002
Jianxin Jeff Yan Hyun-Jin Choi

Abstract-The traditional target of computer game security is mainly copy protection. The emergence of online games fundamentally changes the security requirements for computer games. Although computer game development often utilizes the cutting edge technology in computer graphics, artificial intelligence, human computer interaction and programming, game providers (developers or operators) do n...

2013
SeonJun Kang Sang-Yong Tom Lee

Online game is one of the fastest growing industries in Korea. It accounts for 5.8% of the world game market and one third of the world online game market. Korea’s online game market has two-sided market characteristic with very low switching costs. This paper is to study the various characteristics of two-sided market under low switching costs. We empirically investigate network externalities ...

Background and Objectives: online game addiction is considered as a compulsive, excessive, uncontrollable and destructive physical and psychological behavior. With regard to the problem of persons with addiction to online gaming in the fields of experiential avoidance, families emotional atmosphere and self-control, this study was carried out with the aim of determining the relationship of expe...

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