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Academic literature on the topic 'Abitudini di gioco'
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Journal articles on the topic "Abitudini di gioco"
Michela Schenetti and Cristina Li Pera. "Riscoprire il gioco all’aperto per innovare i servizi educativi e le competenze professionali degli adulti." IUL Research 2, no. 4 (December 20, 2021): 120–32. http://dx.doi.org/10.57568/iulres.v2i4.187.
Full textTarricone, Ilaria, Federico Cesa, Federico Suprani, Giovanna Russo, Roberto Muratori, and Marco Domenicali. "Gioco responsabile e comportamenti di salute: un progetto di ricerca e intervento in Emilia-Romagna." RIVISTA SPERIMENTALE DI FRENIATRIA, no. 2 (September 2020): 175–93. http://dx.doi.org/10.3280/rsf2020-002010.
Full textGiannini, Marco, Alessio Gori, and Valentina De Feo. "Un primo contributo allo studio della dimensionalitŕ dell'Early Intervention Gambling Health Test (EIGHT), uno strumento di misura per la valutazione del grado di coinvolgimento nel gioco d'azzardo." S & P SALUTE E PREVENZIONE, no. 55 (December 2010): 69–81. http://dx.doi.org/10.3280/sap2010-055004.
Full textRossetti, Maria Rosaria, Giuseppe Dalfino, Deni Aldo Procaccini, and Loreto Gesualdo. "L'alimentazione “mediterranea” nel paziente con rene policistico." Giornale di Clinica Nefrologica e Dialisi 25, no. 1 (August 3, 2013): 81–84. http://dx.doi.org/10.33393/gcnd.2013.1012.
Full textPistuddi, Annalisa, Paola Broggi, Marco Cavicchioli, and Alfio Lucchini. "Anziani e gioco d'azzardo: una ricerca su consapevolezza, abitudini e rischi tra gli over 65 anni con il Senior Problem Gambling Questionnaire (SPGQ)." MISSION, no. 48 (October 2017). http://dx.doi.org/10.3280/mis48-2016oa4686.
Full textDissertations / Theses on the topic "Abitudini di gioco"
FERRARI, AMBRA. "DIGITAL HUMANITY. Do Users' Gaming Habits Affect the Perceived Human-Likeness of Virtual Agents in a Simulated Human Interaction?" Doctoral thesis, Università degli Studi di Milano-Bicocca, 2021. http://hdl.handle.net/10281/315494.
Full textVirtual Agents have been increasingly used as deliverers of notions in Simulated Human Interactions training effective communication strategies. Nevertheless, replicating the level of human-likeness required to "convince users (…) that a virtual human is the real thing" (Ruhland et al., 2015) remains a challenge. In particular, the Uncanny Valley effect refers to the observer's unpleasant impression of a virtual being with an almost, but not entirely, realistic human form (Seyama & Nagayama, 2007). Previous literature has described several intervening factors in the perception of uncanniness, including the Agent's static and dynamic features, but also individual differences in the degree of predisposition to anthropomorphize an Agent (e.g., Epley, Waytz, & Cacioppo, 2007; Kätsyri, Förger, Mäkäräinen, & Takala, 2015). During the last decades, video games have been representing an entertainment source for a growing number of people, and this dissertation's objective has been to confirm whether game habits might be considered among intervening factors. The video game industry has been driving technological innovation allowing for high-fidelity face and voice synthesis of Virtual Agents in Entertainment products. Such technologies are often not available to smaller research laboratories relying on limited resources. Therefore, the present dissertation has also explored the possibility of identifying "easy wins" on the short development run, essential elements that do not require expensive interventions in terms of money and time but can increase the perception of the Virtual Agent's quality. ENACT (Marocco, Pacella, Dell'Aquila, & Di Ferdinando, 2015), an online Simulated Human Interaction for the training of Negotiation strategies, has been used as the main object of this dissertation. In ENACT, trainees take five conversation turns with a Virtual Agent that communicates through a combination of four different facial expressions, 24 gestures, and ten different body postures and gaze directions. The present dissertation includes two experimental studies, exploring the effectiveness of low budget implementations of Virtual Agent’s features, i.e., random eye blinks and spoken gibberish accompanying written communication. Two samples of, respectively, 50 and 60 male participants, all aged between 18 and 35, have been recruited and preliminarily divided into habitual video game players and non-habitual video game players according to their mean weekly gameplay hours. Once randomly assigned to the experimental or control group, participants interacted with the Virtual Agent and completed the questionnaires related to its uncanniness evaluation and ENACT's perceived quality as an educational product. Results indicate that the mere introduction of eye blinks in random moments of the interaction with a Virtual Agent seems to moderately affect the user's perception of the Agents' realism. Moreover, in cases when modern text-to-speech voice engines are not available, it seems advisable to rely on a text-only form of communication for Virtual Agents instead of a gibberish-based communication. Results also suggest that video game habits might have a mediating role in the perception of Virtual Agents' qualities. Nevertheless, game habits might not simply posit higher standards to players but, instead, they might experience the "too real for comfort" zone differently, consequently assigning different expected social standards and normative expectations to Virtual Agents they interact with. Such results confirm that the perception of an Agent's human-likeness is a complex and dimensional matter, therefore including previous gaming literacy into the factors intervening in the perception of uncanniness.
Books on the topic "Abitudini di gioco"
lombardo, matteo. Gioco Delle Abitudini: L'arte Di Acquisire Buone Abitudini. Independently Published, 2022.
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