Results 291 to 300 of about 1,069,596 (334)
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Games/gaming for health

2022
Abstract: Serious digital games use the game's entertaining characteristics for a “serious” health learning, treatment, or behavior change purpose. Serious digital games have been used and shown to be effective in a variety of health settings (i.e., medical training, rehabilitation, mental health treatment, prevention and health promotion). Effects are,
Desmet, Ann   +2 more
openaire   +2 more sources

Associations between loot box use, problematic gaming and gambling, and gambling-related cognitions.

Addictive Behaviours, 2019
Loot boxes are virtual goods in video games that produce randomly-generated in-game rewards, and have attracted scrutiny because of a resemblance to gambling.
G. Brooks, L. Clark
semanticscholar   +1 more source

Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review

Clinical Psychology Review, 2019
While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player × game relationships in GD has received limited attention.
Paul H Delfabbro   +2 more
exaly   +2 more sources

Internet gaming disorder, motives, game genres and psychopathology

Computers in Human Behavior, 2017
Stéphanie Laconi, Henri Chabrol
exaly   +2 more sources

Stochastic Games

Proceedings of the National Academy of Sciences, 1953
Es wird eine weitgehende Verallgemeinerung des (2-Personen-0-Summen-)Matrixspieles behandelt. \(N\) Positionen \(1,\dots ,N\) durchlaufen zwei Spieler \(A,B\) in der folgenden Weise: In der Position \(k\) wählen \(A\) und \(B\) unabhängig voneinander je eine natürliche Zahl \(i\) bzw. \(j\), \(1\leq i\leq m_k, 1\leq j\leq n_k\).
openaire   +3 more sources

Validity, functional impairment and complications related to Internet gaming disorder in the DSM-5 and gaming disorder in the ICD-11

Australian and New Zealand journal of psychiatry (Print), 2020
Background: Many concerns have been raised regarding the Diagnostic and Statistical Manual of Mental Disorders (5th ed.; DSM-5) criteria for Internet gaming disorder and International Classification of Diseases, 11th Revision (ICD-11) criteria for gaming
C. Ko   +3 more
semanticscholar   +1 more source

The relationship of loot box purchases to problem video gaming and problem gambling.

Addictive Behaviours, 2019
Loot boxes are virtual items in many video games that let players "gamble" on an item of chance. Loot boxes bring an element of gambling into video games, which might prime video game users to engage in online gambling activities.
Wen Li, Devin J. Mills, L. Nower
semanticscholar   +1 more source

Games for games

Proceedings of the ACM SIGKDD Workshop on Human Computation, 2009
The present work and demonstration system aims at finding an efficient and cost-effective human computation method to expand the linguistic capabilities of interactive games that need it to respond appropriately to the language based input of their users. As a showcase scenario for the experiments conducted, we took interactive fiction applications and
Aneta Takhtamysheva   +2 more
openaire   +1 more source

Games, Games and More Games!

2014
Critical analysis, by genre, of more than 100 games on the C64 that defined 8 bit gaming. The following genres are covered (in alphabetical order): Action Adventures, Adventures, Arcade conversions, Driving games, Edutainment, Movie Tie-ins, Platformers, Puzzles, Role Playing Games, Shoot ‘em ups, Sports, Strategy, Virtual life, 3D Games.
openaire   +1 more source

Using Gaming as an Active Teaching Strategy in Nursing Education

, 2020
Gaming can be an effective active teaching strategy for nursing students. Using gaming, research has shown that nursing students can develop deeper learning of the content. Stress levels are subdued, critical thinking is promoted, nursing students become
D. McEnroe-Petitte, Cindy Farris
semanticscholar   +1 more source

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