Results 251 to 260 of about 20,128 (287)
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Avoiding Game-Tree Pathology in Multi-player Games
2015 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology (WI-IAT), 2015Game-tree pathology is a phenomenon where searching a game-tree deeper gives results in worse decision. There are several solutions to dealing with game-tree pathology in two-players games, however there is no algorithmic solution available for coping with game-tree pathology in multi-player games.
Tal Shmueli, Inon Zuckerman
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An Analysis of the Social Context of Video Games, Pathological Gaming, and Depressive Symptoms
Cyberpsychology, Behavior, and Social Networking, 2022This study addresses the relationship between the social context in which individuals play video games, pathological gaming, and depressive symptoms. A sample of 265 participants recruited through local gaming communities completed an online survey asking questions pertaining to demographics, the most common social context of their gaming, depressive ...
Jane Shawcroft +2 more
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Pathological Preoccupation with Video Games
Journal of the American Academy of Child & Adolescent Psychiatry, 1990Controversy continues concerning the harmfulness of video game use by children. The author encountered clearly pathological preoccupation with video games in a preadolescent. The child had stolen, forged checks, and skipped school to continue using video games. He and his mother were physically abused by his father.
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Cue reactivity and its inhibition in pathological computer game players
Addiction Biology, 2012AbstractDespite a rising social relevance of pathological computer game playing, it remains unclear whether the neurobiological basis of this addiction‐like behavioral disorder and substance‐related addiction are comparable. In substance‐related addiction, attentional bias and cue reactivity are often observed.
Robert C, Lorenz +6 more
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Cyberpsychology, Behavior, and Social Networking, 2015
This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years).
DONATI, MARIA ANNA +3 more
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This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years).
DONATI, MARIA ANNA +3 more
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Avoiding game‐tree pathology in 2‐player adversarial search
Computational Intelligence, 2018AbstractAdversarial search, or game‐tree search, is a technique for analyzing an adversarial game to determine what moves a player should make in order to win a game. Until recently, lookahead pathology (in which deeper game‐tree search results in worse play) has been thought to be quite rare.
Inon Zuckerman +2 more
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Factors Related to Pathological Game Patterns Among Role-playing Game (RPG) Players
Canadian Journal of AddictionABSTRACT Objective: Role-playing games (RPGs) are a ludic and essentially cooperative activity performed in groups and characterized by verbal dramatization of fictional characters. The aim of this study was to identify the sociodemographic profile of tabletop RPG players and to examine the relationship between ...
David E. Mercante +6 more
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On the nature of pathology in game searching
Artificial Intelligence, 1983Abstract Game-playing programs usually process the estimates attached to game positions through repeated minimax operations, as if these were true terminal payoffs. This process introduces a spurious noise which degrades the quality of the decisions and, in the extreme case, may cause a pathological phenomenon: the deeper we search the worse we play.
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Effect of bingo puzzle game in understanding pathology
International Journal of Clinicopathological Correlation, 2019Aim: The aim of this study is to determine the effect of bingo puzzle game in understanding pathology. Introduction: Students are introduced to newer terms and concepts in pathology, and it has been observed that students often find it difficult to remember and recall various concepts and mechanisms.
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Problems with Computer Games without Monetary Reward: Similarity to Pathological Gambling
Psychological Reports, 2004An epidemiological study was performed on a representative sample of the Norwegian youth population (12 to 18 years old, N = 3,237; response rate 45.2%). The percentage who were frequent players (weekly) of different computer games was 63.3%, and the percentage of infrequent users was 36.7%.
Agneta, Johansson, K Gunnar, Götestam
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