Auswahl der wissenschaftlichen Literatur zum Thema „Internet game“
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Zeitschriftenartikel zum Thema "Internet game"
Md Shahidullah. „Internet Game Addiction“. Community Based Medical Journal 6, Nr. 1 (14.03.2017): 1–2. http://dx.doi.org/10.3329/cbmj.v6i1.54659.
Der volle Inhalt der QuellePinem, Belli Susandro, Bahagia Loebis und Vita Camellia. „Factors Associated with Games Addiction among Internet Game Players Visiting Internet Gaming Cafes in Northern Sumatera“. Open Access Macedonian Journal of Medical Sciences 10, T7 (25.03.2022): 155–58. http://dx.doi.org/10.3889/oamjms.2022.9256.
Der volle Inhalt der QuelleGorry, G. Anthony, und Robert A. Westbrook. „Winning the Internet Confidence Game“. Corporate Reputation Review 12, Nr. 3 (September 2009): 195–203. http://dx.doi.org/10.1057/crr.2009.16.
Der volle Inhalt der QuelleSussman, Clifford J., James M. Harper, Jessica L. Stahl und Paul Weigle. „Internet and Video Game Addictions“. Child and Adolescent Psychiatric Clinics of North America 27, Nr. 2 (April 2018): 307–26. http://dx.doi.org/10.1016/j.chc.2017.11.015.
Der volle Inhalt der QuelleHan, Doug Hyun, und Young Sik Lee. „The Effect Internet Video Game on the Aggression in Individuals with Internet Game Play“. Journal of Korean Neuropsychiatric Association 52, Nr. 2 (2013): 57. http://dx.doi.org/10.4306/jknpa.2013.52.2.57.
Der volle Inhalt der QuelleChung, Sulki, und Jaekyoung Lee. „Exposure to internet game advertisements and the risk of internet game addiction among youths“. Korean Journal of Health Education and Promotion 34, Nr. 3 (30.09.2017): 47–57. http://dx.doi.org/10.14367/kjhep.2017.34.3.47.
Der volle Inhalt der QuelleLaksono, Devina Ngeksi Hari, Heru Subekti und Ema Madyaningrum. „Hubungan antara Kecanduan Game Internet dengan Keterampilan Sosial pada Remaja di Kota Yogyakarta“. Jurnal Keperawatan Klinis dan Komunitas (Clinical and Community Nursing Journal) 6, Nr. 3 (30.11.2022): 138. http://dx.doi.org/10.22146/jkkk.68450.
Der volle Inhalt der QuelleChung, Sungah, Sol I. Kim, Hyunchan Hwang und Doug Hyun Han. „The Effectiveness of Game Coding Education on Problematic Internet Gaming“. Psychiatry Investigation 20, Nr. 6 (25.06.2023): 531–40. http://dx.doi.org/10.30773/pi.2022.0218.
Der volle Inhalt der Quelle黄, 鑫. „Cue Reactivity in Internet Game Addicts“. Advances in Psychology 14, Nr. 07 (2024): 514–20. http://dx.doi.org/10.12677/ap.2024.147508.
Der volle Inhalt der QuelleCho, Eun-Joung, und Ji-Hyun Kim. „Preschoolers' Usage of Internet-game in a Family Context and Their Level of Internet-game Addiction“. Korean Journal of Human Ecology 19, Nr. 6 (31.12.2010): 967–80. http://dx.doi.org/10.5934/kjhe.2010.19.6.967.
Der volle Inhalt der QuelleDissertationen zum Thema "Internet game"
Nypadymka, Anna. „Language game application in psychological Internet-discourse“. Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18285.
Der volle Inhalt der QuelleSaberi, Amin. „Algorithmic Aspects of the Internet“. Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.
Der volle Inhalt der QuelleBadasyan, Narine. „Game Theoretic Models of Connectivity Among Internet Access Providers“. Diss., Virginia Tech, 2004. http://hdl.handle.net/10919/11193.
Der volle Inhalt der QuellePh. D.
McBroom, Evan S. „An Examination of Correlates of Video Game and Internet Addiction“. University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1365086721.
Der volle Inhalt der QuelleBolzan, Regina de Fátima Fructuoso de Andrade. „O aprendizado na internet utilizando estratégias de Roleplaying Game (RPG)“. Florianópolis, SC, 2003. http://repositorio.ufsc.br/xmlui/handle/123456789/84979.
Der volle Inhalt der QuelleMade available in DSpace on 2012-10-20T14:15:07Z (GMT). No. of bitstreams: 1 193599.pdf: 2382220 bytes, checksum: ac27400fcfc35d971706aab3d6b4bc08 (MD5)
Este trabalho estuda uma proposta de melhoria do processo de ensino-aprendizagem utilizando estratégias de Roleplaying Game (RPG). Para isso relata o desenvolvimento da disciplina "Teorias Contemporâneas de Aprendizagem Aplicadas a Tecnologia" no ano de 1999 a 2001 e a análise de resultados da pesquisa realizada com os alunos do Programa de Pós-Graduação em Engenharia de Produção da área de Mídia e Conhecimento da Universidade Federal de Santa Catarina que utilizaram RPG. A disciplina foi ministrada na modalidade de videoconferência e no ensino presencial e a aula convencional de repassar conteúdos foi substituída pela metodologia de Roleplaying Game. O estudo pretende também apresentar o design instrucional para cursos e-Learning, fundamentado nas teorias de aprendizagem e em RPG.
Yu, Shu. „Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills“. Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.
Der volle Inhalt der QuelleJohansson, Emil, und Johan Kindmark. „Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering“. Thesis, Linnéuniversitetet, Institutionen för samhällsvetenskaper, SV, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10584.
Der volle Inhalt der QuelleRiahi, Sfar Arbia. „Privacy preservation in internet of things : a game theory based approach“. Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2384.
Der volle Inhalt der QuelleSecurity questions have always constituted a research challenge in the field of communication networks. The appearance of new paradigms, concepts, applications and technologies from one hand, and the ubiquity and the heterogeneity of the communicating entities from another hand, led to new complex problems of security. In some cases, the damages caused to the private life of every user can be irreparable. First, we propose a systemic and cognitive approach to include all Internet of Things (henceforth IoT) security aspects in a coherent framework. Compared to the analytic approach, our vision may lack theoretical rigor, but remains a flexible approach that may be required during decision making in ubiquitous environment. Next, we identify precise questions related to accidental or intentional threats, which may lead to private data breach during their exchange over networks. Then, we characterize the privacy problem by studying the fundamental concepts of IoT and the research activities related to security. By examining the related research work, it has been noticed that several classical solutions remain applicable but are limited by energy constraints, memory space, and calculation capacities. To overcome this problem, we propose a logical and controllable solution based on game theory approach. The advantage of this choice resides in its solid mathematical and formal basis. Then, we analytically explain the choice of the main system components, their interactions and their objectives. We used a probabilistic approach using a Markovian process, where we define three different application scenarios (e-health, trade and intelligent transport), two main actors (private data owner and requester) with different player’s types (trusted-regular, trusted-curious, untrusted-curious and untrusted-malicious), and a set of strategies depending on communication facilities, attack detection, incentive motivation and privacy concession. Finally, we evaluate the model by demonstrating the existence of an equilibrium solution with a satisfactory value of incentive motivation and data privacy concession, and by calculating the final state probabilities. We validate the proposed model through numerical results obtained from the theoretical model
Calka, Michelle. „Beyond newbie : immersion in virtual game worlds“. Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.
Der volle Inhalt der QuelleDepartment of Telecommunications
Oliveira, Atol Fortin de. „Leilões para publicidade na Internet“. Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-23012013-011946/.
Der volle Inhalt der QuelleIn this project we present three Internet sponsored search advertising models, and mechanisms related to each model, analyzing properties such as stability, optimality, strategy-proof, and time consumption. We start presenting one of the first articles on the problem of sponsored search advertising. Next, we present other two models. The first one allows exclusivity advertising. The second model allows a wider variety of options for both the auctioneer and the bidders, including minimum selling prices and maximum buying prices.
Bücher zum Thema "Internet game"
Bell, Joseph Grant. Games and game resources on the Internet. Indianapolis, Ind: BradyGAMES, 1995.
Den vollen Inhalt der Quelle findenOrland, Kyle. CityVille for dummies. Hoboken, NJ: Wiley Pub., 2011.
Den vollen Inhalt der Quelle findenHall, Rick. Game Development Essentials: Online Game Development. Clifton Park, NY: Delmar/Cengage Learning, 2008.
Den vollen Inhalt der Quelle findenLang, Christoph. Panda3D 1. 7 Game Developer's Cookbook. Birmingham: Packt Publishing, Limited, 2011.
Den vollen Inhalt der Quelle findenMcQuade, Samuel C. Internet addiction and online gaming. Herausgegeben von Gentry Sarah, Colt James P und Rogers Marcus K. New York: Chelsea House, 2011.
Den vollen Inhalt der Quelle findenAntoniou, Josephina. Game Theory, the Internet of Things and 5G Networks. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-16844-5.
Der volle Inhalt der QuelleKen, Leebow, Hrsg. 300 incredible things for game players on the Internet. Marietta, Ga: 300Incredible.Com, LLC, 2001.
Den vollen Inhalt der Quelle findenRomo, Lucia. La dépendance aux jeux vidéo et à Internet. Paris: Dunod, 2012.
Den vollen Inhalt der Quelle findenInc, ebrary, Hrsg. Flash 10 multiplayer game essentials: Create exciting real-time multiplayer games using Flash. Birmingham [England]: Packt Pub., 2010.
Den vollen Inhalt der Quelle findenGradecki, Joe. The game developer's guide to online resources. New York: Wiley Computer Pub., 1996.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Internet game"
Kuboň, David, Eleni Metheniti und Barbora Hladká. „Politician – An Imitation Game“. In Internet Science, 201–12. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77547-0_15.
Der volle Inhalt der QuelleKuleshov, Volodymyr, und Okke Schrijvers. „Inverse Game Theory: Learning Utilities in Succinct Games“. In Web and Internet Economics, 413–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-48995-6_30.
Der volle Inhalt der QuelleEngelberg, Roee, und Michael Schapira. „Weakly-Acyclic (Internet) Routing Games“. In Algorithmic Game Theory, 290–301. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24829-0_26.
Der volle Inhalt der QuelleChung, Christine, und Evangelia Pyrga. „Stochastic Stability in Internet Router Congestion Games“. In Algorithmic Game Theory, 183–95. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04645-2_17.
Der volle Inhalt der QuelleKlastrup, Lisbeth. „Understanding Online (Game)worlds“. In International Handbook of Internet Research, 309–23. Dordrecht: Springer Netherlands, 2009. http://dx.doi.org/10.1007/978-1-4020-9789-8_19.
Der volle Inhalt der QuelleWirtz, Bernd W. „Video and computer game management“. In Media and Internet Management, 383–426. Wiesbaden: Gabler, 2011. http://dx.doi.org/10.1007/978-3-8349-6843-2_8.
Der volle Inhalt der QuelleWu, Bin. „The Computational Intelligence of the Game Pac-Man“. In Internet of Things, 646–51. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32427-7_92.
Der volle Inhalt der QuelleAngenendt, Moritz. „Virtual Rollercoaster – In-Game-Konzerte und medienkulturelle Metaprozesse“. In Musik und Internet, 153–72. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-39145-4_9.
Der volle Inhalt der QuelleBujari, Armir, Matteo Ciman, Ombretta Gaggi und Claudio E. Palazzi. „Can a Game Improve People’s Lives? The Case of Serious Games“. In Internet of Things. IoT Infrastructures, 270–75. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47063-4_27.
Der volle Inhalt der QuelleIoannidis, Stratis, und Patrick Loiseau. „Linear Regression as a Non-cooperative Game“. In Web and Internet Economics, 277–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-45046-4_23.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Internet game"
Sahibgareeva, Gulnara Faritovna, und Vlada Vladimirovna Kugurakova. „Branched Structure Component for a Video Game Scenario Prototype Generator“. In 23rd Scientific Conference “Scientific Services & Internet – 2021”. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/abrau-2021-10-ceur.
Der volle Inhalt der QuelleSahibgareeva, Gulnara Faritovna, Vlada Vladimirovna Kugurakova und Edward Sergeevich Bolshakov. „Video Game's Mechanics Generation and Balancing“. In 24th Scientific Conference “Scientific Services & Internet – 2022”. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/abrau-2022-6.
Der volle Inhalt der QuelleGama, Kiev, Rafael Wanderley, Daniel Maranhão und Vinicius Garcia. „TagHunt: Uma plataforma Combinando a Internet das Coisas com Scavenger Hunt Games“. In VII Simpósio Brasileiro de Computação Ubíqua e Pervasiva. Sociedade Brasileira de Computação - SBC, 2015. http://dx.doi.org/10.5753/sbcup.2015.10177.
Der volle Inhalt der Quelle„TOWARDS A CONCEPT FOR STREAMLINING GAME DESIGN OF AN EXISTING SERIOUS GAME AND PRELIMINARY EVALUATION“. In 19th International Conference on WWW/Internet. IADIS Press, 2020. http://dx.doi.org/10.33965/icwi2020_202012c021.
Der volle Inhalt der QuelleQiang Song und Gang Li. „Game Analysis on China's Internet Content Regulation“. In 2008 International Seminar on Business and Information Management (ISBIM 2008). IEEE, 2008. http://dx.doi.org/10.1109/isbim.2008.45.
Der volle Inhalt der QuelleHe, Yerong, Huizong Li und Xiangqian Wang. „An Internet transaction integrity risk game model“. In 2013 International Conference on Services Science and Services Information Technology. Southampton, UK: WIT Press, 2014. http://dx.doi.org/10.2495/sssit130361.
Der volle Inhalt der QuelleCotton, Tia, und Lynsay Shepherd. „Practising Safe Sex(t): Developing a Serious Game to Tackle Technology-Facilitated Sexual Violence“. In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004777.
Der volle Inhalt der QuelleRullo, Antonino, Daniele Midi, Edoardo Serra und Elisa Bertino. „A Game of Things“. In IoTDI '17: International Conference on Internet-of-Things Design and Implementation. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3054977.3055001.
Der volle Inhalt der QuelleQian, Wang. „Game Research on Internet Finance Innovation and Supervision“. In Proceedings of the 4th International Conference on Economics, Management, Law and Education (EMLE 2018). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/emle-18.2018.21.
Der volle Inhalt der QuelleChen, Lijun, Tao Cui, Steven H. Low und John C. Doyle. „A Game-Theoretic Model for Medium Access Control“. In 3rd International ICSTConference on Wireless Internet. ICST, 2007. http://dx.doi.org/10.4108/wicon.2007.2281.
Der volle Inhalt der QuelleBerichte der Organisationen zum Thema "Internet game"
VEDESHKINA, NATALIA A., und VALENTINA A. MAXIMENKO. COMPUTER GAME "THE WAY TO A SECURE INTERNET". SIB-Expertise, November 2023. http://dx.doi.org/10.12731/er0743.18112023.
Der volle Inhalt der QuelleStyugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, Dezember 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.
Der volle Inhalt der QuelleWilliams, Thomas. Cell Biology Board Game: Cell Survival Drive. University of Dundee, 2023. http://dx.doi.org/10.20933/100001276.
Der volle Inhalt der QuelleGalland, Martin. COMTOG Report on ‘Bury Me My Love’. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0036.
Der volle Inhalt der QuelleTETINA, S. V., Yu V. GUTROVA, I. E. ZHIDKOVA, Yu G. MAKOVETSKAYA, E. S. KRASNITSKAYA, E. G. KOLIKOVA und N. O. NIKOLOV. BUSINESS DIDACTIC GAME "INDIVIDUAL METHODOLOGICAL STYLE OF TEACHER'S ACTIVITY". SIB-Expertise, März 2022. http://dx.doi.org/10.12731/er0543.17032022.
Der volle Inhalt der QuelleYatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, Februar 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.
Der volle Inhalt der QuelleMuñoz González, JM, und B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, Januar 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.
Der volle Inhalt der QuelleWolff, Laurence, und Claudio de Moura Castro. Public or Private Education for Latin America?: That is the (False) Question. Inter-American Development Bank, August 2001. http://dx.doi.org/10.18235/0008794.
Der volle Inhalt der QuelleSmerecka, Honorata. ANALYSIS OF PRESS HEADLINES FROM KROSNOCITY.PL AND KROSNO24.PL WEB PORTALS IN KROSNO. Ivan Franko National University of Lviv, März 2021. http://dx.doi.org/10.30970/vjo.2021.50.11108.
Der volle Inhalt der QuelleMueller, Bernardo, Carlos Pereira, Lee J. Alston und Marcus André Melo. Who Decides on Public Expenditures?: A Political Economy Analysis of the Budget Process: The Case of Brazil. Inter-American Development Bank, September 2005. http://dx.doi.org/10.18235/0009170.
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