نتایج جستجو برای: gaming remains

تعداد نتایج: 277662  

2003
Jac Geurts Cisca Joldersma Ellie Roelofs Markus Ulrich

2007

Therefore 0 + l)* s P + 1 mod p\ Now put t=<r + vp, (0 < c r < p 1). Then ^ = cr̂ , 0 + l)*' s (er + 1)*" mod p. Therefore (er + l)* = a + 1 mod p, (0 < a < p 1). This is relation (7) of my previous note; from this follows (1) as in the earlier treatment. Hence (1) is satisfied by all primes of the form Qn + 1. Therefore the test can be useful only when the exponent p is 3 or is of the form 6n — 1.

2010
Marko Hakonen MARKO HAKONEN SATU KOIVISTO

The importance of virtual team (VT) identification for the success of theteam is widely recognized in literature. However, the antecedents of identifi-cation in virtual teams have remained understudied thus far. This study aimsat filling this gap by examining how identification with VTs is related to struc-tural factors such as the degree of virtuality, team size, cultural d...

2010
Pritheega Magalingam Azizah Abdul Manaf Rabiah Ahmad Zuraimi Yahya

Gambling machines serve as the principal means by which illegal games are conducted. This paper presents a method for retrieving information from seized gaming machines along with an analysis of the interpreted information to prove that the gaming machine was used illegally. The process is illustrated using a machine seized from a suspected illegal gambling operation. A detailed gambling machin...

2017
Vladan Starcevic

Background and aims The paper "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" by Kuss, Griffiths, and Pontes (in press) critically examines the DSM-5 diagnostic criteria for Internet gaming disorder (IGD) and addresses the issue of whether IGD should be reconceptualized as gaming disorder, regardless of whether...

2012
Chris Noonan

Digital gaming technologies are increasing in popularity and sophistication. Scholars and social scientists have documented this new medium as a model of collaborative learning and cognitive development. The measured benefits of gaming, coupled with, the infinite combination of outcomes, makes the correlation of gaming and real world problem-solving of critical importance. Increased use of digi...

2002
Mirella Kleijnen Ko de Ruyter Martin Wetzels

The evolution of wireless technology is creating vast opportunities for service delivery via hand-held devices. Of the various types of mobile services, the adoption and diffusion of mobile gaming seems to be the most widespread and is seen by many analysts to pave the way for other, more functional wireless services. This seems to be particularly true in Japan. However, contrary to the success...

Journal: :European addiction research 2012
Birte Walther Matthis Morgenstern Reiner Hanewinkel

AIM To investigate co-occurrence and shared personality characteristics of problematic computer gaming, problematic gambling and substance use. METHODS Cross-sectional survey data were collected from 2,553 German students aged 12-25 years. Self-report measures of substance use (alcohol, tobacco and cannabis), problematic gambling (South Oaks Gambling Screen - Revised for Adolescents, SOGS-RA)...

Journal: :Demography 2012
Barbara Wolfe Jessica Jakubowski Robert Haveman Marissa Courey

The legalization of American Indian casino gaming in the late 1980s allows examination of the relationship between income and health in a quasi-experimental way. Revenue from gaming accrues to individual tribes and has been used both to supplement tribe members' income and to finance tribal infrastructure. We assembled annual data from 1988-2003 on tribal gaming, health care access (from the Ar...

2018
Peter C. Douris John P. Handrakis Demitra Apergis Robert B. Mangus Rima Patel Jessica Limtao Svetlana Platonova Aladino Gregorio Elliot Luty

The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking), and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years) randomized to one of four thirty-minute conditions: video g...

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