Results 11 to 20 of about 21,085 (255)
Equilibria in Online Games [PDF]
Summary: We initiate the study of scenarios that combine online decision making with interaction between noncooperative agents. To this end we introduce online games that model such scenarios as noncooperative games, and lay the foundations for studying this model.
Roee Engelberg, Joseph Naor
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The Online Gaming Behaviour of University Students Undergoing Self-Quarantine
Self-quarantining is one of the coping mechanisms used during the pandemic. However, it can negatively affect the sufferer. Self-quarantine causes many students to play online games excessively.
Yanuar Fahrizal +3 more
doaj +1 more source
In-game Social Interaction and Gaming Disorder: A Perspective From Online Social Capital
Background and Aims: Social interaction in the online games has been found to predict gaming disorder, but little research has examined the mechanism of this association.
Shupeng Heng +3 more
doaj +1 more source
The New Frontier of Esports and Gaming: A Scoping Meta-Review of Health Impacts and Research Agenda
Given the rapid evolution of the gaming industry and the rising popularity of a hyper-connected, competitive esports version of online gaming, a meta-review of the impact of online competitive gaming upon health is timely.
Sarah Kelly, Janni Leung
doaj +1 more source
Game—The Online Wood Supply Game [PDF]
This paper describes the Wood Supply Game (WSG), a prize-winning e-learning tool that is freely available for players all over the world. The game effectively helps students and managers realize the challenges in managing demand and supply in wood supply chains, and gain insight into the types of measures required to make these divergent chains ...
Sophie D'Amours +4 more
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The aim of this study was to explore the relationship between online gaming motivation, self-concept clarity and problematic online gaming. More specifically, the study investigated the mediating role of gaming motives between self-concept clarity and ...
Berislav Šporčić +1 more
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Massively-multiplayer online games, or “synthetic worlds,” represent a rapidly-growing industry with far-reaching social, technical, and economic implications. In this position paper, we draw on literature from anthropology, sociology, and film to challenge long-standing misconceptions of “games” and “work” and of “virtuality” and “reality” as dualisms
Ulrike Schultze, Julie Rennecker
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Explanatory theoretical models have proposed an association between problematic online gaming and abilities or strategies in alleviating distress or negative emotions in times of stress as proximal non-gaming-related personality factors.
Gyöngyi Kökönyei +15 more
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Cortical thickness abnormalities in late adolescence with online gaming addiction. [PDF]
Online gaming addiction, as the most popular subtype of Internet addiction, had gained more and more attention from the whole world. However, the structural differences in cortical thickness of the brain between adolescents with online gaming addiction ...
Kai Yuan +11 more
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Addiction to the Internet and Online Gaming [PDF]
As computer and Internet use become a staple of everyday life, the potential for overuse is introduced, which may lead to addiction. Research on Internet addiction has shown that users can become addicted to it. Addiction to the Internet shares some of the negative aspects of substance addiction and has been shown to lead to consequences such as ...
Brian D. Ng, Peter M. Wiemer-Hastings
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