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Sensorized fingertips are needed to unlock robotic dexterity, versatility, and diverse interactions. Here, 15 identically‐shaped robotic fingertips are benchmarked by a fully automated toolchange system, covering eight different materials and six broadly‐ranging sensing mechanisms.
David Hardman +5 more
wiley +1 more source
By profiling the spatiotemporal hepatic landscape of CHB mouse models, the originally peri‐portal localized KCs migrated to the peri‐central in a CXCL9‐CXCR3‐dependent manner, facilitating their interaction with HBV+ hepatocytes. The interaction promoted LMD in KCs through ASGR1‐induced LXRα degradation, which, in turn, induced CSC formation via Stat3 ...
Jingqi Shi +18 more
wiley +1 more source
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2023
The internet and the use of digital technologies are more and more generalized for everyday tasks such as school activities—communication but also entertainment. Its use is cross-sectional at various ages, starting earlier and earlier. Thus, this chapter aims to clarify the meaning of digital game addiction and its implication to the child/adolescent ...
Inês Relva +3 more
openaire +1 more source
The internet and the use of digital technologies are more and more generalized for everyday tasks such as school activities—communication but also entertainment. Its use is cross-sectional at various ages, starting earlier and earlier. Thus, this chapter aims to clarify the meaning of digital game addiction and its implication to the child/adolescent ...
Inês Relva +3 more
openaire +1 more source
The Psychiatric Quarterly, 1971
Unlike some experts in this field, these authors are mercifully brief! They neither moralize, nor admonish, nor oversimplify, nor claim fast cures, nor ask for more money.
S, Levine, R, Stephens
openaire +2 more sources
Unlike some experts in this field, these authors are mercifully brief! They neither moralize, nor admonish, nor oversimplify, nor claim fast cures, nor ask for more money.
S, Levine, R, Stephens
openaire +2 more sources
2020
There is growing recognition that unrestricted screen time, particularly in younger people, can lead to harm and that gaming can be highly time-consuming and addictive for some vulnerable individuals. These developments have led to the recognition of gaming disorder (GD)—sometimes termed “video game addiction”—a disorder characterized by persistent ...
King, D., Delfabbro, P.
openaire +2 more sources
There is growing recognition that unrestricted screen time, particularly in younger people, can lead to harm and that gaming can be highly time-consuming and addictive for some vulnerable individuals. These developments have led to the recognition of gaming disorder (GD)—sometimes termed “video game addiction”—a disorder characterized by persistent ...
King, D., Delfabbro, P.
openaire +2 more sources
2013
Video game addiction refers to a persistent and maladaptive pattern of video game playing behavior. Although video game addiction is not currently recognized by mental health authorities such as the American Psychiatric Association or the World Health Organization, many researchers believe that video game playing behavior can be potentially addictive ...
King, D., Delfabbro, P., Griffiths, M.
openaire +2 more sources
Video game addiction refers to a persistent and maladaptive pattern of video game playing behavior. Although video game addiction is not currently recognized by mental health authorities such as the American Psychiatric Association or the World Health Organization, many researchers believe that video game playing behavior can be potentially addictive ...
King, D., Delfabbro, P., Griffiths, M.
openaire +2 more sources
The Journal for Nurse Practitioners, 2008
Abstract Some have argued that the proliferation of personal computers and the widespread use of the Internet have greatly benefited society. However, a recognized problem occurs as persons spend excessive amounts of time online, which may lead to problems in other areas of their lives.
openaire +1 more source
Abstract Some have argued that the proliferation of personal computers and the widespread use of the Internet have greatly benefited society. However, a recognized problem occurs as persons spend excessive amounts of time online, which may lead to problems in other areas of their lives.
openaire +1 more source
2015
This chapter examines the struggle gaming waged to win its independence and validity as a cultural activity, in the face of opposition from constituencies who viewed the rise of video games as a threat. The main focus is on the idea of normality and especially the ambivalence of gaming discourse on the issue of the normalcy of gaming as an activity and
openaire +2 more sources
This chapter examines the struggle gaming waged to win its independence and validity as a cultural activity, in the face of opposition from constituencies who viewed the rise of video games as a threat. The main focus is on the idea of normality and especially the ambivalence of gaming discourse on the issue of the normalcy of gaming as an activity and
openaire +2 more sources

