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Background: Internet gaming is extremely popular in China. However, some players overuse it, with negative outcomes. Knowing the prevalence rate and specific risk factors can provide a better understanding of the etiology of Internet Gaming Disorder (IGD)
Zhenjiang Liao +10 more
semanticscholar +1 more source
Unleashing the Power of Machine Learning in Nanomedicine Formulation Development
A random forest machine learning model is able to make predictions on nanoparticle attributes of different nanomedicines (i.e. lipid nanoparticles, liposomes, or PLGA nanoparticles) based on microfluidic formulation parameters. Machine learning models are based on a database of nanoparticle formulations, and models are able to generate unique solutions
Thomas L. Moore +7 more
wiley +1 more source
Slots in the City: A Critical Look at the Balance of Decision-Making Power in Gaming Legislation [PDF]
This Note focuses on the ability of local governmental bodies and local actors to become involved when a state seeks to introduce casino-based gaming or license additional casino properties.
Becker, Eric B.
core +1 more source
A weak scientific basis for gaming disorder: Let us err on the side of caution
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder.
A. V. Van Rooij +36 more
semanticscholar +1 more source
SI‐bioATRP in Mesoporous Silica for Size‐Exclusion Driven Local Polymer Placement
An enzyme‐catalyzed surface‐initiated atom transfer radical polymerization (SI‐bioATRP) of an anionic monomer within mesoporous silica particles, using hemoglobin as a catalyst, allows for controlling the location of the formed polymer via size‐exclusion effects between the nanopores and the biomacromolecules, thereby opening routes to functional ...
Oleksandr Wondra +8 more
wiley +1 more source
Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE [PDF]
This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE).
Antons, Jan-Niklas +6 more
core +1 more source
The aim of this study is to investigate the relationship between alexithymia and Internet Gaming Disorder (IGD) (while controlling for depression and anxiety), explore the presence of gender differences, and the potential differences between MOBA and ...
C. Bonnaire, Darlèn Baptista
semanticscholar +1 more source
Gaming to master the game - Game usability and game mechanics [PDF]
Health intervention aimed at children using serious games are starting to grow on popularity, however, Interactive Digital Storytelling (IDS) paradigm for serious games is in its infancy. In this article, we present a series of IDS educational games developed with the aim of promoting responsible antibiotic use and hygiene part of the edugames4all ...
Molnar, Andreea, Kostkova, Patty
openaire +2 more sources
Atomically engineered layered 2D Ti3CNTz carbonitride MXene exhibits ultrahigh heat and pressure sensitivity, enabling dual‐mode sensors with 300%–400% performance enhancement and durability for real‐time health‐monitoring interface devices. Precise nitrogen incorporation (e.g., Ti3C1.8N0.2Tz) boosts conductivity, enhancing temperature response, while ...
Debananda Mohapatra +12 more
wiley +1 more source
Predictors of gaming disorder in children and adolescents: a school-based study
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

