Results 11 to 20 of about 161,536 (283)

Team Building Through Team Video Games: Randomized Controlled Trial

open access: yesJMIR Serious Games, 2021
BackgroundOrganizations of all types require the use of teams. Poor team member engagement costs billions of US dollars annually.
Mark J Keith   +3 more
doaj   +1 more source

Physical activity levels, lifestyle behaviour and musculoskeletal health profiles among seated video gamers during COVID-19

open access: yesBMJ Open Sport & Exercise Medicine, 2021
Objectives The aim of this research study was to determine the physical activity levels of non-active video gamers, and to determine how much other time was spent with sedentary behaviours, both in recreational and occupational domains.Methods The study ...
Habib Noorbhai, Nicholas Harding
doaj   +1 more source

Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy

open access: yesItalian Journal of Pediatrics, 2022
Adolescence is characterized by emotional instability and risk-taking behaviours that can lead to, among other things, an increased risk of developing pathological video-gaming and gambling habits.
Loredana Cena   +7 more
doaj   +1 more source

The gaming industry and its role in the prevention of video game addiction

open access: yesIndian Journal of Social Psychiatry, 2021
Behavioral addictions in the form of gaming addictions have been the rising addiction disorders in the recent years. The prevention of video game addiction is a must to curb the problem in its budding stage.
Avinash De Sousa
doaj   +1 more source

Female Gamers: [PDF]

open access: yes, 2013
International evidence indicates that the number of females involved in video-gaming is increasing. Within the context of this increase, there is a need to explore the experiences of this group of gamers in detail.
A.Lewis   +6 more
core   +1 more source

Is the software to blame for video gaming disorder? [PDF]

open access: yesEastern Journal of European Studies
With over 3 billion active players, the video gaming industry is one of the most lucrative in the world, outperforming the film and music industries combined.
Carmen Tamara Ungureanu   +1 more
doaj   +1 more source

No-Reference Video Quality Estimation Based on Machine Learning for Passive Gaming Video Streaming Applications

open access: yesIEEE Access, 2019
Recent years have seen increasing growth and popularity of gaming services, both interactive and passive. While interactive gaming video streaming applications have received much attention, passive gaming video streaming, in-spite of its huge success and
Nabajeet Barman   +3 more
doaj   +1 more source

Prevalence and predictors of video game addiction: a study based on a national representative sample of gamers [PDF]

open access: yes, 2015
Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming.
C Hagquist   +39 more
core   +1 more source

A Reduction in Video Gaming Time Produced a Decrease in Brain Activity

open access: yesFrontiers in Human Neuroscience, 2019
This study examines whether a decrease in brain development is observable after players have reduced their video gaming time over a period of 1 year. Both video gaming experts and non-experts were recruited, whose resting-state functional MRI (fMRI) data
Diankun Gong   +9 more
doaj   +1 more source

Parenting paused: Pathological video game use and parenting outcomes

open access: yesAddictive Behaviors Reports, 2020
For most people, playing video games is a normal recreational activity, with little disruption to gamers’ emotional, social, or physical health and well-being.
Laura Stockdale, Sarah M. Coyne
doaj   +1 more source

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