نتایج جستجو برای: gaming remains

تعداد نتایج: 277662  

2017
Adam Lobel Rutger C. M. E. Engels Lisanne L. Stone William J. Burk Isabela Granic

The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was...

2016
SOFIA VADLIN

Vadlin, S. 2016. Problematic Gaming and Gambling among Adolescents. Digital Comprehensive Summaries of Uppsala Dissertations from the Faculty of Medicine 1268. 91 pp. Uppsala: Acta Universitatis Upsaliensis. ISBN 978-91-554-9730-9. The overall aims of this thesis were to develop and evaluate a screening instrument designed to detect gaming addiction symptoms in adolescents, to study association...

2017
Joël Billieux Daniel L. King Susumu Higuchi Sophia Achab Henrietta Bowden-Jones Wei Hao Jiang Long Hae Kook Lee Marc N. Potenza John B. Saunders Vladimir Poznyak

This commentary responds to Aarseth et al.'s (in press) criticisms that the ICD-11 Gaming Disorder proposal would result in "moral panics around the harm of video gaming" and "the treatment of abundant false-positive cases." The ICD-11 Gaming Disorder avoids potential "overpathologizing" with its explicit reference to functional impairment caused by gaming and therefore improves upon a number o...

2014
Luc Paquette Adriana M. J. B. de Carvalho Ryan Shaun Joazeiro de Baker

Gaming the system, a behavior where students disengage from a learning environment and attempt to succeed by exploiting properties of the system, has been shown to be associated with lower learning. Machine learned and knowledge engineered models have been created to identify gaming behaviors, but few efforts have been made to precisely identify how experts code gaming behaviors. In this paper,...

2014
Tony Morelli

As students prepare themselves for careers in gaming, an overlooked area of gaming is gaming for money, or casino based gaming. Students often graduate college with basic skills required for entry level positions in traditional video gaming areas, however basic skills for the casino industry are rarely taught. Students who wish to have a career in the gambling industry would benefit from additi...

Journal: :Annals of the Academy of Medicine, Singapore 2010
Hyekyung Choo Douglas A Gentile Timothy Sim Dongdong Li Angeline Khoo Albert K Liau

INTRODUCTION Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. MATERIA...

2012
Shannon Bybee

The legal status of gaming or gambling is not the same as other businesses. Gaming is said to be a "privileged" business. There is no "right" to conduct a gaming business. Those who conduct most common types of businesses have a "right" to do so. They operate by right, not by privilege. It is a well established principle that "where a business in itself is harmless and legitimate, the power of ...

Journal: :Proceedings of the IEEE 2016
Wei Cai Ryan Shea Chun-Ying Huang Kuan-Ta Chen Jiangchuan Liu Victor C. M. Leung Cheng-Hsin Hsu

In the late 2000s, several startups including OnLive [7] and GaiKai [8] started to offer cloud gaming services. Cloud gaming, as illustrated in Fig. 1, refers to the technologies that offload parts of game software from traditional game consoles or personal computers (PCs) to powerful and elastic cloud infrastructures. Cloud gaming makes perfect sense to: 1) gamers, who otherwise have to consta...

Journal: :Cyberpsychology, behavior and social networking 2013
Daniel L. King Paul H. Delfabbro Mark D. Griffiths

A three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online survey over an 18-month period. Participants (N=117) were recruited by an advertisement posted on the public forums of multiple Australian video game-related websites. Inclusion c...

Journal: :Cyberpsychology, behavior and social networking 2012
Daria J. Kuss Jorik Louws Reinout W. Wiers

Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have b...

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