نتایج جستجو برای: gaming

تعداد نتایج: 8061  

2011
Jeroen S. Lemmens Patti M. Valkenburg Jochen Peter

Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study amo...

2012
Sudhir H. Kale

Gaming scholars the world over are in consensus about Macau's bright future as a gaming Mecca. The phenomenal growth in gaming facilities over the last three years has created an acute labor shortage in this Special Administrative Region of China. Moreover, around twenty additional gaming and hotel projects have been committed so far, all slated for completion in the next five years. Expansion ...

2007
Larissa Hjorth

In media cultures of late, the synergy between two global dominant industries – mobile communication and gaming – has attracted much attention and stargazing. As part of burgeoning global media cultures, gaming and mobile media are divergent in their adaptation at the level of the local. In some locations where broadband infrastructure is strong and collectivity is emphasized (such as South Kor...

Journal: :Cyberpsychology, behavior and social networking 2012
Maria C. Haagsma Marcel E. Pieterse Oscar Peters

This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81 took part in the study. The results show that gaming in general is a wide-spread and popular activity among the Dutch population. Browser games (small games played via the internet) and offline casual ...

2013
Zhenfeng Wu

Since the rapid growth of the cloud computing, data collection and information sharing are led to a higher level and are replacing the traditional computation. Several technologies using cloud in all areas are developing to adapt the revolution of information technology and one of them is cloud gaming. This paper aims to explain what cloud gaming is, and look at some detail of its overview and ...

2014
Bjørn E Holstein Trine Pagh Pedersen Pernille Bendtsen Katrine Rich Madsen Charlotte Riebeling Meilstrup Line Nielsen Mette Rasmussen

BACKGROUND Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. The objective was to develop and present a new and short non-clinical measurement tool for perceived problems related to computer use and gaming among adolescents and to study the association between screen time and perceived pro...

2017
Soo-Hyun Paik Hyun Cho Ji-Won Chun Jo-Eun Jeong Dai-Jin Kim

Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) i...

2010
Yue Gong Joseph E. Beck Neil T. Heffernan Elijah Forbes-Summers

One of the common expectations of ITS designers is that students efficiently learn from every practice opportunity. However, when students are using an Intelligent Tutoring System, they can exhibit a variety of behaviors, such as “gaming,” which can strongly reduce learning. In this paper, we present a new approach to infer the impact of gaming on learning at the fine-grained level. We integrat...

2017
Anise M. S. Wu Mark H. C. Lai Shu Yu Joseph T. F. Lau Man-wai Lei

Background and aims Internet gaming disorder (IGD) imposes a potential public health threat worldwide. Gaming motives are potentially salient factors of IGD, but research on Chinese gaming motives is scarce. This study empirically evaluated the psychometric properties of the Chinese version of the Motives for Online Gaming Questionnaire (C-MOGQ), the first inventory that measures seven differen...

2013
Kai Yuan Ping Cheng Tao Dong Yanzhi Bi Lihong Xing Dahua Yu Limei Zhao Minghao Dong Karen M. von Deneen Yijun Liu Wei Qin Jie Tian

Online gaming addiction, as the most popular subtype of Internet addiction, had gained more and more attention from the whole world. However, the structural differences in cortical thickness of the brain between adolescents with online gaming addiction and healthy controls are not well unknown; neither was its association with the impaired cognitive control ability. High-resolution magnetic res...

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید