Results 11 to 20 of about 1,069,596 (334)

Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review

open access: yesFrontiers in Psychiatry, 2019
Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of ...
Olatz Lopez-Fernandez   +5 more
doaj   +2 more sources

Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives

open access: yesFrontiers in Psychology, 2019
Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have ...
Olatz Lopez-Fernandez   +4 more
doaj   +2 more sources

MindAgent: Emergent Gaming Interaction [PDF]

open access: yesNAACL-HLT, 2023
Large Language Models (LLMs) have the capacity of performing complex scheduling in a multi-agent system and can coordinate these agents into completing sophisticated tasks that require extensive collaboration.
Ran Gong   +10 more
semanticscholar   +1 more source

Gaming disorder: A summary of its characteristics and aetiology.

open access: yesComprehensive Psychiatry, 2023
The emergence, development, and maintenance of gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. None of these alone are sufficient to cause a disordered state, but it is the
O. Király   +3 more
semanticscholar   +1 more source

Expert appraisal of criteria for assessing gaming disorder: an international Delphi study

open access: yesAddiction, 2021
Background and aims Following the recognition of ‘internet gaming disorder’ (IGD) as a condition requiring further study by the DSM‐5, ‘gaming disorder’ (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the ...
J. Castro-Calvo   +39 more
semanticscholar   +1 more source

Problematic online gaming and the COVID-19 pandemic

open access: yesJournal of Behavioral Addictions, 2020
Stay-at-home mandates and quarantines related to the coronavirus (COVID-19) pandemic have led to greatly increased participation in online gaming. Initiatives such as #PlayApartTogether that promote gaming for socializing and stress reduction may achieve
Daniel L. King   +3 more
semanticscholar   +1 more source

Are There Differences in Video Gaming and Use of Social Media among Boys and Girls?—A Mixed Methods Approach

open access: yesInternational Journal of Environmental Research and Public Health, 2021
Gaming is widespread among adolescents and has typically been viewed as an activity for boys. There are however a growing number of female gamers and we need to learn more about how gender affects gaming.
Marja Leonhardt, Stian Overå
semanticscholar   +1 more source

Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis

open access: yesJournal of Behavioral Addictions, 2022
Background and aims The present systematic review and meta-analysis aimed to synthesize the available literature on the relationship between gaming motivations and gaming disorder symptoms.
Christian Bäcklund   +4 more
semanticscholar   +1 more source

Register Games [PDF]

open access: yesLogical Methods in Computer Science, 2020
The complexity of parity games is a long standing open problem that saw a major breakthrough in 2017 when two quasi-polynomial algorithms were published. This article presents a third, independent approach to solving parity games in quasi-polynomial time, based on the notion of register game, a parameterised variant of a parity game.
Karoliina Lehtinen, Udi Boker
openaire   +4 more sources

CONVEX GAMES VERSUS CLAN GAMES [PDF]

open access: yesInternational Game Theory Review, 2006
In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.
Brânzei, R., Dimitrov, D.A., Tijs, S.H.
openaire   +10 more sources

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