Results 131 to 140 of about 9,447,408 (297)
KETERGANTUNGAN ONLINE GAME DAN PENANGANANNYA
Penelitian ini dimaksudkan untuk mengetahui perilaku yang ditimbulkan dari kecanduan bermaian online game pada siswa SMP Negeri 1 Palu yang meliputi faktor-faktor penyebab kecanduan, keadaan psikologis yang ditimbulkan dari kecanduan bermain online game ...
Ridwan Syahran
doaj
Stability in Online Assignment Games
The assignment game models a housing market where buyers and sellers are matched, and transaction prices are set so that the resulting allocation is stable. Shapley and Shubik showed that every stable allocation is necessarily built on a maximum social welfare matching.
Emile Martinez +2 more
openaire +3 more sources
AI‐Based Immortality: The Ethical Advantage of the Aretai Approach
ABSTRACT The convergence of artificial intelligence, digital identity technologies, and biogerontological ambitions has produced a novel set of philosophical problems that have not yet been adequately addressed within mainstream bioethical discourse. Digital life extension—encompassing AI‐generated avatars, neural data preservation, mind uploading, and
Mirko Daniel Garasic
wiley +1 more source
[[abstract]]Along with the technical progress, the computer game was no longer layed by just one single people. Because of the popularity of Internet, the traditional game type changed and was replaced by on-line game.
fan chao kai
core
Gender and Sexuality in Online Game Cultures : Passionate Play
How do gender and sexuality come to matter in online game cultures? Why is it important to explore "straight" versus "queer" contexts of play? And what does it mean to play together with others over time, as co-players and researchers?Gender and ...
Sundén, Jenny,, Sveningsson, Malin,
core +1 more source
AI Dependence as a Longitudinal Governance Problem
ABSTRACT Artificial intelligence governance typically focuses on whether people rely on AI appropriately during individual decisions. This Perspective addresses a different question: whether repeated AI use changes the capabilities and alternatives available to users and organisations over time.
Yiran Du
wiley +1 more source
[[abstract]]The online game market in Taiwan is close to saturation. The sudden emergence of online community games has lead to a change in the type of game players, and online game providers are forced to deploy new strategies to cope with this change ...
Yang, P.C. +4 more
core
Abstract Discrete choice experiments are increasingly being used to estimate land managers' willingness to accept participation in incentive‐based environmental programs. This is a specific application of discrete choice experiments: the estimation of willingness to accept for a private good (program participation) where respondents have to make trade ...
Anastasio J. Villanueva +2 more
wiley +1 more source
Abstract Children's relationship with time in preschools is an under‐researched area. Young children rarely know how to measure time using a clock, but their experiences of time may contribute to understanding children's well‐being and debates about quality in preschools.
Kristín Dýrfjörð +3 more
wiley +1 more source
Performative identity and the embodied avatar : an online ethnography of Final Fantasy XIV [PDF]
This thesis explores the performative enactment of identity and embodiment through an online ethnography of the online game Final Fantasy XIV. It is argued that online identity must be viewed as performative, that is, enacted through speech and action,
Hutchinson, Emma Jane
core

