نتایج جستجو برای: gaming remains
تعداد نتایج: 277662 فیلتر نتایج به سال:
As legalized gambling becomes increasingly widespread and competitive, operators seek employees who understand its unique culture and demands. Today, few baccalaureate programs offer gaming management education. Gaming subject areas for college programs span three content spheres: (a) gaming and games themselves; (b) gaming interfaces with other hospitality subjects (lodging, accounting); and (...
Multi-player Role-Playing Games form rare examples of interactive, collaborative storytelling systems, especially within the tabletop format. However, despite recent advances in the theory and general knowledge of the field, models of the operation of the storytelling process in multi-player nondigital role-playing games remains relatively unspecific. In this paper, a critical synthesis of the ...
From Facebook groups and online gaming clans, to social movements and terrorist cells, groups of individuals aligned by interest, values or background are of increasing interest to social network researchers (Snow et al., 1980; Zheleva et al., 2009). In particular, understanding the structural and dynamic factors that influence the evolution of these groups remains an open challenge (Palla et a...
Adolescents are known to be an at-risk population for developing Internet gaming disorder (IGD). A recent clinical model has proposed that adolescents with IGD may endorse a unique set of maladaptive beliefs that underlie persistent and excessive involvement in Internet gaming activities. These include (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules abo...
Internet Gaming Disorder (IGD) is positioned in the appendix of the DSM-5 as a condition requiring further study. The IGD criteria refer to withdrawal symptoms, including irritability, anxiety, or sadness, that follow cessation of Internet gaming (APA, 2013). The aim of this study was to prospectively examine the nature of Internet gaming withdrawal symptoms, if they occur, under gaming abstine...
We report on the training, testing and application of a classifier for detecting ‘gaming the system’ – a well documented behavior in which students exploit the properties of an educational system to succeed without learning. Using outcomes based on expert judgments of user-system interaction sequences, we trained a decision tree classifier, using ten-fold cross validation. The area under the RO...
This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a g...
Background and aims Familial influences are known to affect the likelihood of an adolescent becoming a problem gamer. This systematic review examined some of the key findings in empirical research on family factors related to adolescent problem gaming. Methods A total of 14 studies in the past decade were evaluated. Family-related variables included: (a) parent status (e.g., socioeconomic statu...
This study considers the importance of spatial context in state ballot initiative elections. We argue that spatial context provides important information voters use to decide how to vote on initiatives with geographically-based policy implications. Herein, we analyze tract-level voting on three California Indian Gaming initiatives. The findings indicate that voters located near Indian nations w...
Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD...
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