Results 231 to 240 of about 162,562 (276)
Horizons and Challenges: An Overview of Strategies for Circular Economy Education in Schools
ABSTRACT Education is fundamental to preparing future professionals for the transition to a circular economy (CE), and it requires the development of competences from the earliest stages of schooling. Nevertheless, teachers continue to face challenges in integrating the circular economy into classroom practice. This article presents a literature review
Maiara Lais Marcon, Simone Sehnem
wiley +1 more source
ABSTRACT Despite the growth of eSports, the sector faces critical challenges related to its sustainability. This research analyzes these issues from an environmental, social, and governance (ESG) perspective. This paper consists of a systematic literature review on eSports and its implications for sustainability.
M. Ertz +5 more
wiley +1 more source
Unnatural Causes: Cryptocurrencies, Carbon Credits, and the rise of Neoliberalism from Below
ABSTRACT Klima is a carbon‐backed cryptocurrency running as a decentralized autonomous organization (DAO). In 2021, it had accumulated 9 million metric tons of digital carbon credits and reached a market value of more than US$1 billion. In 2023, its treasury stored twice as many carbon credits, but its spot price was a tiny fraction compared to 2021 ...
Riccardo De Cristano, Alexander Paulsson
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The power of expressed humility: Early stage investors' reaction to humble entrepreneurs
Abstract Research Summary We examine how entrepreneur‐expressed humility affects early stage investors' willingness to fund new ventures. In pitching contexts where investors rely on relational cues and implicit prototypes of entrepreneurs, we theorize three distinct pathways through which expressed humility shapes funding decisions. First, building on
Laurent Vilanova, Ivana Vitanova
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Framing novelty in crowdfunding: Which words win support, where, and at what stakes
Abstract Research Summary We examine how promotional language (“hype”) in reward‐based crowdfunding is associated with campaign success, and whether those associations vary across sector contexts and with campaign execution burden. Using dictionary‐based text measures from 635 U.S. Kickstarter campaigns across five sectors, we distinguish three novelty‐
Agnieszka Kwapisz
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Highly Dynamic Soft Electrohydraulic Origami Actuators for Agile and Multimodal Robotic Locomotion
Most current soft robots still lag far behind their natural counterparts in both agility and speed, mainly attributed to the limited morphing modes and performance of soft actuators. Here, the authors report a new methodology of electrohydraulic origami (EHO) for creating powerful and multimodal soft actuators with large strain, high speed, lightweight,
Wenbo Li +6 more
wiley +1 more source
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Video game addiction, ADHD symptomatology, and video game reinforcement
The American Journal of Drug and Alcohol Abuse, 2018Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties.The current study tested whether level of video game reinforcement (type of game) places individuals ...
Christine L, Mathews +2 more
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Video game addiction: The push to pathologize video games.
Professional Psychology: Research and Practice, 2017With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial.
Anthony M. Bean +3 more
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Adolescent Medicine Clinics, 2005
The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content.
openaire +3 more sources
The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content.
openaire +3 more sources

