Results 61 to 70 of about 334,298 (278)

Predictors of gaming disorder in children and adolescents: a school-based study

open access: yesBrazilian Journal of Psychiatry, 2020
Objective: To determine whether psychiatric and gaming pattern variables are associated with gaming disorder in a school-based sample. Methods: We analyzed data from the Brazilian High-Risk Cohort for Psychiatric Disorders, a community sample aged 10 to
Felipe de M. Ferreira   +11 more
doaj   +1 more source

STS Invaders: Gaming as an emerging theme for Science and Technology Studies

open access: yesTecnoscienza, 2023
Video games represent a significant part of the digital revolution that swept over our contemporary society. Although these socio-technical artefacts can be seen as a network of human and non-human actors, STS literature on this theme remain scarce ...
alessandro franzò
doaj   +1 more source

The gaming industry's role in the prevention and treatment of problem gambling [PDF]

open access: yes, 2010
There are many factors that could be incorporated within a gaming company’s framework of social responsibility and that while the industry should be proactive in the prevention of problem gambling, the treatment of problem gambling should be done by ...
Griffiths, MD
core  

Passive Shape‐Adaptive Fluidic Interface for Enhanced Skin‐Sensor Coupling in Wearable Devices

open access: yesAdvanced Materials Technologies, EarlyView.
This study presents a passive fluidic interface for wearable biosensors that adapts to static and dynamic body shape changes to maintain consistent skin contact. Flexible, fluid‐filled pouches redistribute pressure from high‐load areas to regions requiring improved contact, enhancing signal quality and comfort in a compact, low‐energy design for ...
Natalia Sanchez‐Tamayo   +6 more
wiley   +1 more source

Relationship between passion for playing video games and behavioral school engagement: Mediation through time spent playing

open access: yesCyberpsychology: Journal of Psychosocial Research on Cyberpspace, 2022
The aim of this study was to examine the relationship of harmonious and obsessive passion for playing video games with behavioral school engagement, and to determine whether these two types of passion are indirectly related to behavioral school ...
Martina Lotar Rihtarić   +2 more
doaj   +1 more source

Cap‐oPMN: Oral Inflammatory Load Quantification Using Capillary Microfluidics and Automated Image Processing

open access: yesAdvanced Materials Technologies, EarlyView.
ABSTRACT Quantifying oral polymorphonuclear neutrophils (oPMNs) is a clinically validated approach for assessing periodontal inflammation. However, current methods, such as manual hemocytometry and flow cytometry, are time‐consuming (>3 h), require invasive sampling, and depend on staining and complex instrumentation, making them unsuitable for point ...
Mohsen Hassani   +9 more
wiley   +1 more source

Reachability Games and Parity Games

open access: yes, 2022
Parity games are positionally determined. This is a fundamental and classical result. In 2010, Calude et al. showed a breakthrough result for finite parity games: the winning regions and their positional winning strategies can be computed in quasi-polynomial time. In the present paper we give a self-contained and detailed proofs for both results.
Volker Diekert, Manfred Kufleitner
openaire   +2 more sources

Simple Games Versus Weighted Voting Games [PDF]

open access: yesSSRN Electronic Journal, 2018
A simple game $(N,v)$ is given by a set $N$ of $n$ players and a partition of $2^N$ into a set $\mathcal{L}$ of losing coalitions $L$ with value $v(L)=0$ that is closed under taking subsets and a set $\mathcal{W}$ of winning coalitions $W$ with $v(W)=1$. Simple games with $ = \min_{p\geq 0}\max_{W\in {\cal W},L\in {\cal L}} \frac{p(L)}{p(W)}<1$ are
Hof, F.   +3 more
openaire   +5 more sources

Vision‐Augmented Wearable Interfaces: Bioinspired Approaches for Realistic AI‐Human‐Machine Interaction

open access: yesAdvanced Materials Technologies, EarlyView.
This review presents recent progress in vision‐augmented wearable interfaces that combine artificial vision, soft wearable sensors, and exoskeletal robots. Inspired by biological visual systems, these technologies enable multimodal perception and intelligent human–machine interaction.
Jihun Lee   +4 more
wiley   +1 more source

Gaming addiction in adolescence (revisited) [PDF]

open access: yes, 2014
Gaming addiction has become a topic of increasing research interest. Over the last 25 years, I have written many articles on adolescent video gaming for Education and Health as it is one of the research fields that is constantly evolving.
Griffiths, MD
core  

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