نتایج جستجو برای: video games addiction
تعداد نتایج: 245396 فیلتر نتایج به سال:
Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from...
In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop. Given the widespread use of video games among children and adolescents, the health implications of augmented reality technology must be closely examined. Augmented reality technology shows a potential for the promotion of healthy behaviors...
Abstract: This study is based on researchers' findings related to the phenomenon of student internet addiction, either directly or indirectly. Therefore, this intends examine and apply a mindfulness approach reducing addiction. Through literature method, researcher tries compile, analyze, present materials systematically according research objectives. The results thirteen articles that research...
Increasingly, the movements of players’ physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices fo...
Currently, a few video games are accessible for visually impaired people. Our works deal with the development of such games and more precisely on tactile accessible video games for visually impaired children. The aim of these works is the establishment of a global method to develop such games. So, the first step is the conception of simple games as Snake and Maze ones. Then from these two games...
The aim of this study was to evaluate the extent to which gender and other factors predict the severity of online gaming addiction among Taiwanese adolescents. A total of 395 junior high school students were recruited for evaluation of their experiences playing online games. Severity of addiction, behavioral characteristics, number of stressors, and level of satisfaction with daily life were co...
The games that adolescents and young people used to play in the play grounds and on the streets have been replaced in recent years with cyber games played in front of the computer on the internet or in game arcades. This changing culture has particularly brought up the concept of "digital game addiction", a condition that stems from the steadily growing passion for digital games and their exces...
Objective: The aim of this study was to examine the levels game addiction and anxiety sensitivity in young adults who play online games. 
 Method: conducted cross-sectionally on sociodemographic data form, Anxiety Sensitivity Index Game Addiction Scale Short Form, which were delivered volunteers reported that they played games through an research platform. evaluated according monothetic po...
Video games, unlike traditional, non-digital games, are based on a combination of fixed rules which cannot be broken from the player position, and implied rules which are not enforced by the computer program. It is relatively common, however, for players to impose additional or alternative rules on video games, in order to refine or expand gameplay and to create new gaming experiences. This pap...
PURPOSE OF REVIEW There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and th...
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