Results 131 to 140 of about 2,419,002 (282)
PLAYING WITH VIDEO GAMES: GOING TO A NEW ADDICTION?
The frequent and protracted use of video games with serious personal, family and social consequences is no longer just a pleasant pastime and could lead to mental and physical health problems. Although there is no official recognition of video game addiction on the Internet as a mild mental health disorder, further scientific research is needed.
Tavormina, Maurilio Giuseppe Maria +1 more
openaire +2 more sources
ABSTRACT As modes of activism rapidly evolve, activists—both seasoned and emerging—must increasingly navigate a hybrid terrain of both digital and non‐digital engagement. This paper draws on the personal narratives of 16 nascent activists based in Australia to explore how they develop competencies related to digital storytelling, which is critical to ...
Garth Stahl +5 more
wiley +1 more source
ABSTRACT Participatory approaches such as inclusive research and co‐production are recognised as best practice in disability research and service design. These approaches promote inclusion and improve the relevance, quality, and impact of research and services.
Jacinta Oakley, Em Bould, Natasha Layton
wiley +1 more source
Examining the Predictors of Video Game Addiction According to Expertise Levels of the Players: The Role of Time Spent on Video Gaming, Engagement, Positive Gaming Perception, Social Support and Relational Health Indices. [PDF]
Yildiz Durak H +2 more
europepmc +1 more source
A multidisciplinary characterization approach combining microscopy, tomography, spectroscopy, and electrical measurements reveals how fiber architecture and network connectivity govern electrical transport in PMMA/rGO microfibers by solution blow spinning.
Clarissa de Paula Dias +8 more
wiley +1 more source
Production of 3D printed biomodels of the canine brain for veterinary neuroanatomy teaching
Abstract Teaching neuroanatomy presents multiple challenges to both students and teachers, as it is a subject with highly dense content that commonly causes the development of aversion by students, a phenomenon referred to as “neurophobia,” which has been documented in human and veterinary medicine students.
João Victor Barbosa Tenório Fireman +1 more
wiley +1 more source
Understanding the effects of violent video games on violent crime [PDF]
Psychological studies invariably find a positive relationship between violent video game play and aggression. However, these studies cannot account for either aggressive effects of alternative activities video game playing substitutes for or the possible
Engelstätter, Benjamin +2 more
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Moving beyond neurophobia to cultivate the neuroquisitive learner
Abstract “Neurophobia,” a pervasive fear of the neurological sciences, poses a significant barrier in medical education, affecting learners and physicians worldwide. Its consequences are far‐reaching, contributing to a limited neurology workforce and diminished confidence among non‐specialists in managing neurological conditions.
Joanna R. Appel +1 more
wiley +1 more source
Addiction and Self-Control: An Intrapersonal Game [PDF]
In their model of addiction, O´Donoghue and Rabin obtain a counterintuitive result: a person that is fully aware of his self-control problems (sophisticate) is more prone to become addicted than one who is fully naware (na¨ıf).
López Rafael
core
An Exploration of the Tendency to Online Game Addiction Due to User’s Liking of Design Features [PDF]
[[abstract]]As online games become increasingly popular, the problem of game addiction has received much attention. The game industries have, understandably, employed various design strategies in order to increase consumer’s engagement and loyalty ...
SHAO-LIANG CHANG;CHI-YING CHEN
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