Journal articles on the topic 'Game habit'

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1

Suliswati, Suliswati, and Indriana Rakhmawati. "Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD)." JKEP 3, no. 1 (May 31, 2018): 66–80. http://dx.doi.org/10.32668/jkep.v3i1.202.

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The negative impact of playing video games can cause addiction, which affects the lack of socialization of children with peers. This study aims to determine the relationship between the habit of playing video games and the social development of elementary school children. The research design was crossectional. The research sample was 92 elementary school students in grades 4, 5 and 6. Sampling was done randomly. The results showed a significant relationship between the habit of playing video games with social development which included: length of play time 1.5 hours (p = 0.048), more than 2 hours (p = 0.048), playing game every day (p = 0.017), playing game every weekend (p = 0.013), and age of respondents (p = 0.019). Playing video games for 1.5 -> 2 hours has a very dominant relationship with the social development of elementary school children with an OR of 6.995. This showed that elementary school children who play video games for 1.5 -> 2 hours have a tendency to lack social achievement of 6 to 7 times. The conclusion is the length of the habit of playing video games which includes; the duration of playing video game of 1.5 -> 2 hours, the frequency of playing every week and every weekend, the age of elementary school children at elementry school has an impact on the lack of social development of children. Monitoring of parents on the habits of children playing video games must be done.
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Jiang, Nan, Manmeet Kaur, Mohd Muttaqin Bin Mohd Adnan, Jason James Turner, and See Kwong Goh. "Development of Habitual Behaviour in Online Social Gaming." International Journal of Cyber Behavior, Psychology and Learning 11, no. 1 (January 2021): 20–37. http://dx.doi.org/10.4018/ijcbpl.2021010102.

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Game habit and game addiction are distinguished in terms of psychological motivation, meaning, and a player's experience of gaming. The majority of contemporary studies address either the challenges or difficulties of particular habit formation often in the context of disciplined force or negative consequences of game addiction. Game habit does not necessarily imply game addiction. The objective of this study is to investigate the key antecedents of game habit formation using a quantitative study with 341 respondents collected in West Malaysia and analysed via structural equation modeling. The results demonstrate that game habit formation is formed more naturally with automatic control mechanisms, influenced by play intensity, flow experience, and self-efficacy, and the effect of play intensity towards game habit is interacted by network externality.
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Hairunisa, Indah. "The THE DESCRIPTION AND THE IMPACT OF PLAYING ONLINE GAME ON PHARMACY STUDENTS IN SAMARINDA." Jurnal Ilmu Kesehatan 7, no. 1 (September 11, 2019): 12–17. http://dx.doi.org/10.30650/jik.v7i1.255.

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Online game is a game that can be accessed by the community using internet access. Online games are known to have a fun and addictive effect on their use. Indonesia is the 16th most online game user in the world. This study aims to provide an overview and the impact of the habit of playing online games on Pharmacy students in Samarinda. The method used in this study was using questionnaires distributed to at least 57 respondents of Pharmacy students in Samarinda. The results show that at least 80% of students have played online games with an average playing time of 1-2 hours in one day. The results of the questionnaire also showed an impact in the form of decreasing students' sensitivity to the surrounding environment and the tendency to speak harshly due to playing online games. Based on the results, it can be concluded that the habit of playing online games can reduce students' sensitivity to their environment and can encourage negative behavior, especially in verbal matters. This research can be used as a preliminary description of behavior changes towards the negative of students due to the habit of playing online games.
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Carvalho, Darlinton Barbosa Feres, Daniel Bueno Domingueti, Sandro Martins De Almeida Santos, and Diego Roberto Colombo Dias. "A Game to Deal With Alcohol Abuse (Jib): Development and Game Experience Evaluation." JMIR Serious Games 7, no. 4 (October 15, 2019): e11151. http://dx.doi.org/10.2196/11151.

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Background Alcohol abuse is the primary cause of (public) health problems in most parts of the world. However, it is undeniable that alcohol consumption is a practice that is widely accepted socially in many places, even being protected by law as a cultural and historical heritage. The issue of alcohol abuse is complex and urgent, and consequently, it is necessary to create innovative approaches such as the proposal explored in this study. Objective This study aimed to explore the development and evaluation of a serious game for smartphones to present a novel approach to address the issue of alcohol abuse. Methods A serious game was developed to instill the consequences of alcohol abuse into the player through experimentation in the game. In the game, the consequences of alcohol use are demonstrated by increasing the game speed that gives an illusion of fun but also leads to a premature death. The evaluation employed an assessment based on the Alcohol Use Disorders Identification Test (AUDIT) and the Game Experience Questionnaire (GEQ). The participants belonged to the university student’s house. Results The game development process has been presented, including its mechanics and gameplay. The game has the style of action and adventure games in which the player controls an indigenous avatar that can deflect or attack opponents coming his or her way. The game evaluation comprised an assessment based on 23 participants, aged 20 to 29 years. According to the AUDIT assessment, 18 participants reported having a low or nonexistent degree of alcohol dependence and 5 declared average dependence. Regarding their habit of playing games on smartphones, 9 participants declared they have this habit of playing (habitual players), and among the 14 that did not have this habit of playing (nonhabitual players), 3 participants declared not having a smartphone at all. The GEQ core assessment showed a higher positive affect among the participants with a habit of playing games, scoring 2.80 (habitual players) on a scale of 4.0 versus 1.61 (nonhabitual players), and higher tension as an opposite relationship of 0.81 (nonhabitual players) versus 0.37 (habitual players). The overall GEQ evaluation showed that the game presents a more positive than negative affect on all users, besides showing the other desirable characteristics of serious games. Conclusions We present a new way of dealing with the issue of alcohol abuse through a game designed for smartphones. It promotes an overall positive user experience, having a greater impact on users accustomed to games. The proposed approach has its niche, though it is still a minority in the evaluated population. Further research should explore new game features, such as new styles, to make the game more attractive to a wider audience, in addition to performing an in-depth study on the effects of playing it.
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Li, Mengjun, and Ayoung Suh. "We-intention to continue playing mobile multiplayer games: the role of social play habit." Internet Research 31, no. 4 (February 19, 2021): 1153–76. http://dx.doi.org/10.1108/intr-04-2020-0208.

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PurposeThe purpose of this study is to develop and test a theoretical model that accounts for an individual's we-intention to continue playing a mobile multiplayer game.Design/methodology/approachDrawing on habit-intention and habit formation theories, this study conceptualizes social play habit as a determinant of the we-intention to continue playing and identifies its antecedents. The proposed model was tested through a survey of 277 players of Honor of Kings, a popular mobile multiplayer game.FindingsThe results indicate that developing social play habit is critical to the formation of a we-intention to continue playing in the context of mobile multiplayer games. The results also suggest that technological (social features embedded in the game) and individual (desire for co-play and privacy concerns) factors jointly influence social play habit.Research limitations/implicationsThis study contributes to the literature on we-intention by conceptualizing social play habit and verifying its role in facilitating a shared intention to continue playing mobile multiplayer games. Our work responds to the call for understanding the mechanism by which multiple people form a shared intention to continue using an information technology at a collective level. Our findings provide significant insights into the design of information technologies for collaboration.Originality/valueThis study is among the first to extend the literature on gaming habits by considering other players' involvement. Specifically, our study shifts researchers' attention from gaming habits characterized by individual properties to social gaming habits characterized by communal properties.
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Febriani, Vania Wahyu, T. Brenda Chandrawati, and Albertus Dwiyoga Widiantoro. "Designing Education Game to Choose Hygiene and Healthy Snacks for Children." SISFORMA 2, no. 2 (February 10, 2017): 27. http://dx.doi.org/10.24167/sisforma.v2i2.619.

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Children from elementary school like to eat snacks or food which are sold by snack sellers around school. Children who like to buy and eat rarely watch the hygiene and healthy of the snacks and the snack sellers which they will buy.Because that habit, the plan of designing education game to educate children is being made. So children can take more attention to choose snack that they will buy. Video games that have theme of hygiene and healthy snacks are rarely can be found.In this paper will be discussed about the habit of children consuming snacks and the design of education game which can be used to educate children based on children habit.
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Kuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (August 8, 2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.

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Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi, smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas mempunyai kebiasaan memainkan game. Penentuan sampel dalam penelitian ini menggunakan metode total sampling. Hasil dari penelitian ini menunjukan bahwa: Kemudahan memainkan sebesar 78 %; Kegunaan sebesar 78%; persepsi Sikapsebesar 83%. Dari kemudahan, kegunaan dan sikap berpengaruh signifikan terhadap minat memainkan game sebesar 90%. Hasil pengujian memberikan bukti bahwa komunitas gamer semarang berminat memainkan game Game Bubble Zoo Collectketika akan menambah pengetahuan. Kata kunci: Kerangka TAM, Game Edukasi, User Interface. Abstract Current technological developments have entered all aspects of life. One of the most developed technologies is smart phones or smartphones. Aside from being a communication tool, smartphone is also one of the tools that can be used to help various purposes including opening the internet, as a means of multimedia, playing games, learning process and others.Data collection methods in this study use survey methods by distributing questionnaires to semarang gamers as many as 20 members. All members of the community have a habit of playing games. Determination of samples in this study using total sampling method. The results of this study indicate that: Ease of playing is 78%; Usage of 78%; Attitude perceptions of 83%. From the ease, usefulness and attitude significantly influence the interest in playing the game by 90%. Test results provide evidence that the gamers community is interested in playing game games Bubble Zoo Collect when it will increase knowledge. Keywords: TAM Framework, Educational Game, User Interface.
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Febriani, Vania Wahyu, Brenda Chandrawati, and Dwiyoga Widiantoro. "Making Education Game to Choose Healthy Snacks for Children." SISFORMA 3, no. 1 (February 13, 2017): 26. http://dx.doi.org/10.24167/sisforma.v3i1.621.

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One of the learning media is games. Games that can be used as a learning tool can be called as education games. Because children like games, games can make positive effect for them. Children can study while playing games.Education game that have theme about snacks for children still rarely be found. Unfortunately, children from elementary school have a habit to buy and eat snacks without paying attention to snacks hygiene and health. With this reason, education about choosing hygiene and healthy snack for children made. The aim for this games is to make children more careful about choosing snacks that they will eat later.In this paper, there will be explained about how to make education game about snacks and with proof if this game can be used as an education tool to educate children about snacks.
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Vuong, Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen, and Minh-Hoang Nguyen. "A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions." Data Intelligence 3, no. 4 (2021): 606–30. http://dx.doi.org/10.1162/dint_a_00111.

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Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.
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Yonathan, Orville, and Sinta Paramita. "Representasi Budaya Termarginalisasi dalam Game." Koneksi 5, no. 1 (March 4, 2021): 194. http://dx.doi.org/10.24912/kn.v5i1.10234.

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Games as a form of mass communication carry messages for the audience. One of the games called marginalization was Player Unknown's Battlegrounds (PUBG). This study aims to identify the existence of marginalization in minority cultures in the PUBG game. The PUBG game is a survival game against 100 people where the players are placed on an island. How to survive is done by killing opposing players using the weapons that have been provided. This game can be done alone or in groups of four. The research method used by researchers is qualitative research methods. The research technique used is the Semiotic analysis of Roland Barthes. The data collection technique used was the observation technique. Observations made by researchers include how the characters in this game are made and how the forms of communication performed by the players while playing so that the marginalization of the minority culture appears. This study found that in an online game it has the potential to bring bad things to the intercultural society which is described by Roland Barthes that a bad habit will become a habit that is tolerated.Permainan atau game sebagai bentuk komunikasi massa membawa pesan bagi audiens. Salah satu game yang disebut melakukan marginalisasi adalah game PlayerUnknown’s Battlegrounds (PUBG). Penelitian ini ingin mengidentifikasi adanya marginalisasi pada budaya minoritas dalam game PUBG. Permainan PUBG merupakan permainan bertahan hidup dengan melawan 100 orang di mana para pemainnya ditempatkan di sebuah pulau. Cara bertahan hidup dilakukan dengan membunuh pemain lawan menggunakan senjata yang sudah disediakan. Permainan ini dapat dilakukan sendiri atau berkelompok dengan anggota empat orang. Metode penelitian yang dipakai peneliti adalah metode penelitian kualitatif. Teknik penelitian yang digunakan adalah analisis Semiotika Roland Barthes. Teknik pengumpulan data yang digunakan adalah teknik observasi. Pengamatan yang dilakukan peneliti meliputi bagaimana karakter dalam game ini dibuat dan bagaimana bentuk komunikasi yang dilakukan para pemain pada saat bermain sehingga muncul marginalisasi budaya minoritas tersebut. Penelitian ini menemukan bahwa di dalam sebuah game online memiliki potensi memunculkan hal buruk untuk masyarakat antar budaya yang digambarkan menurut Roland Barthes bahwa sebuah kebiasaan buruk akan menjadi suatu kebiasaan yang ditoleransi.
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Ge, Qi, Brad R. Humphreys, and Kun Zhou. "Are Fair Weather Fans Affected by Weather? Rainfall, Habit Formation, and Live Game Attendance." Journal of Sports Economics 21, no. 3 (November 20, 2019): 304–22. http://dx.doi.org/10.1177/1527002519885427.

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We analyze habit formation in sports attendance utilizing rainfall as an unexpected, transitory shock to attendance costs. Using attendance data from Major League Baseball (MLB) and National Oceanic and Atmospheric Administration weather data, we analyze the impact of variation in game day weather conditions on current and future MLB attendance. The empirical strategy permits identification of both the formation and persistence of habit from exogenous weather shocks. Past adverse weather shocks increase future attendance by about 200 fans per game. This contributes to the literature developing empirical evidence of habit formation in the field and provides policy implications for optimal ticket-pricing strategies.
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Bekoum Essokolo, Vicky-Lauren, and Elisabeth Robinot. "«Let’s Go Deep into the Game to Save Our Planet!» How an Immersive and Educational Video Game Reduces Psychological Distance and Raises Awareness." Sustainability 14, no. 10 (May 10, 2022): 5774. http://dx.doi.org/10.3390/su14105774.

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Climate change appears to be the ecological issue which benefits from the most attention in the literature, compared to equally alarming situations such as plastic pollution. In fact, waste management issues took a new step with the recent discovery of microplastics in human blood for the first time, as it used to be a hypothesis. Instead of separating those questions, some researchers tend to consider that a link exists between the effects of global warming and plastic degradation in the ocean. Research focusing on the construal-level theory and the psychological distance explain the lack of public interest in the environmental crisis. However, recent studies highlight the empirical support of the psychological distance instead of the CLT, especially regarding climate change, but a few studies explore the psychological distance related to plastic pollution. With that in mind, any means to reduce the perceived psychological distance regarding environmental issues such as plastic pollution might increase their sensitivity and motivation to act. Moreover, the change of habit could be induced by a new event that would disrupt someone’s daily life according to the habit discontinuity hypothesis, and the use of immersive media such as video games might be the solution. Given numerous possibilities of creation with the scenarios, gameplay, public of interest and gaming contexts, video games also influence motivation, engagement and learning ability. We can also find specific components and mechanisms from game design in media that do not focus on entertainment first but on pedagogical purpose: serious games. Thus, this study investigates how immersive media might reduce specific psychological distance dimensions and trigger emotions using an educational video game on plastic pollution, which might play a major role in changing ones’ daily habits. The research uses a qualitative method centered on semi-structured individual interviews and the experimentation of a video game named Plasticity. Results support all the propositions and show that different types of immersion might reduce each dimension of the psychological distance, which is a first, reinforcing environmental awareness and new intentions of pro-environmental behavior. Other areas of discussion are furthered explored.
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Zelika, Silva, Masturi Masturi, and Santoso Santoso. "MENGATASI KEBIASAAN BERMAIN GAME ONLINE MELALUI KONSELING BEHAVIORISTIK DENGAN TEKNIK SELF MANAGEMENT." Jurnal Muria Research Guidance and Counseling (MRGC) 1, no. 1 (August 29, 2022): 103–12. http://dx.doi.org/10.24176/mrgc.v1i1.8598.

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This study aims to: 1) describe the factors that cause the habit of playing online games in seventh grade students of SMP Negeri 2 Gebog Kudus. 2) Helping overcome the habit of playing online games through behavioristic counseling with Self Management techniques for seventh grade students of SMP Negeri 2 Gebog Kudus.Based on the results of the study, it can be concluded that the factors that cause the habit of playing online games are two factors, namely internal and external, there are several factors that cause CNKA and MHAR to have the habit of playing online games, including: lack of self-control within the counselee, so CNKA and MHAR do not anticipate negative impact arising from playing online games excessively and continuously. The counselee has a habit of playing online games from the counselee's environment that is less controlled, because he sees many of his other friends playing online games. After counseling with a behavioristic approach and self-management techniques, CNKA and MHAR were able to eliminate their maladaptive behavior and were able to manage themselves well.
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Andi Sri Purnama Danianti, Tenriwati, and Amirullah. "The Impact of Online Gaming Addiction On Behavior Change Among Adolescents." Jurnal Life Birth 5, no. 1 (April 28, 2021): 11–18. http://dx.doi.org/10.37362/jlb.v5i1.571.

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Online game addiction is a bad habit that can damage the health of ourselves and others, dependence on online games will attack our vision if overused and can also affect our behavior. This habit does not only occur in adults but has spread to adolescents and even elementary school students. The purpose of this study is to know online game addiction to behavior change among adolescents at SMPN 1 Bulukumba in 2020. This research uses quantitative methods. The research subjects were 32 respondents who were selected using purposive sampling in data collection, the researcher used a questionnaire and an interview late. The analysis in this study used Analytical Observational and this study used the Chi-Square test. The results of the analysis used the Chi-Square test statistical test with a value (α = 0.05). Based on the results of this test, the value of ρ is 0.005, thus ρ <α (0.005 <0.05), so Ho is rejected and Ha is accepted. The conclusion of this study is that there is a relationship between online game addiction on behavior change among adolescents at SMPN 1 Bulukumba in 2020. Researchers suggest that the results of this study can be used as a reference.
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Liu, Yanni, Dongsheng Liu, Yufei Yuan, and Norm Archer. "Examining situational continuous mobile game play behavior from the perspectives of diversion and flow experience." Information Technology & People 31, no. 4 (August 6, 2018): 948–65. http://dx.doi.org/10.1108/itp-02-2016-0042.

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Purpose The purpose of this paper is to investigate users’ continuous adoption behaviors on mobile game playing from the perspective of situational habit formation. Design/methodology/approach Based on the literature research, a continuous adoption model for situational mobile game is proposed. And the research model is assessed based on data gathered from a sample of 226 mobile game players by employing the structural equation model methodology. Findings The results show that situational cues represented by availability, perceived ease of use and diversion lead to repeated performance that can be represented by flow experience and satisfaction in the situational mobile game playing context. But only flow experience and diversion influence continuous usage directly. Additionally diversion, as a critical situational variable, not only indirectly affects continuous usage intention through flow experience, but also directly affects continuous usage intention for situational mobile game playing. Originality/value Mobile game adoption has been studied from different perspectives, but most research is based on the technology acceptance model. They could not explain the common fact that young people tend to be highly motivated by mobile games and can be regarded as pro-active mobile game players, but many people play mobile games only when they are bored and need a diversion. So this study attempts to illustrate the phenomena to fill the gaps.
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Dhir, Amandeep, Ashraf Khalil, Puneet Kaur, and Risto Rajala. "Rationale for “Liking” on Social Networking Sites." Social Science Computer Review 37, no. 4 (June 18, 2018): 529–50. http://dx.doi.org/10.1177/0894439318779145.

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The “ like” feature is popularly utilized by online social media users for different reasons including socializing, giving feedback and giving or seeking attention as well as for pure affection. The “ like” function is a gamified element of social networking sites used billions of times per day. Despite its widespread use in the social media space, little is known about the different factors that influence Facebook users’ “ like” continuation intention or the game mechanics of “ like.” To address this relevant issue, a cross-sectional survey was administered with 728 adolescent Facebook users (12–18 years old). This study utilized the theory of planned behavior to investigate the role of attitude (hedonic motivation, reciprocal benefit, and social presence), subjective norms (primary influence and secondary influence), and perceived behavioral control (self-efficacy and habit) in influencing the continuation intention of “ like” as well as the influence of self-efficacy and habit on the game mechanics of “ like.” This investigation addresses the urgent need to understand better the postadoption issues as well as the intentions to use specific features of social media. The results suggest that social presence, primary and secondary influence, self-efficacy, and habit significantly predicted Facebook “ like” continuation intention. Furthermore, self-efficacy and habit significantly predicted the game mechanics of “ like.” Different theoretical and practical implications of the study are presented and discussed in light of prior information systems literature.
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Urbaneja, Jordi Segui, Christopher Nóbrega Mendoça, and Mário Coelho Teixeira. "El gamer portugués: caracterización y hábito deportivo (perspectiva de género) (The Portuguese gamer: characterization and sports habit (gender perspective))." Retos 47 (October 27, 2022): 352–58. http://dx.doi.org/10.47197/retos.v47.94508.

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Con el objetivo de caracterizar el perfil sociodemográfico y de gamer, y hábito deportivo de los/las gamers portugueses/as desde una perspectiva de género se realizó un cuestionario (N=413) en el evento de videojuegos celebrado en Braga, Portugal. Los resultados muestran que el gamer es predominantemente masculino (92.1%), estudiante (76.7%) y desempleado (76.9%), aunque los hombres son más jóvenes (menos de 20 años, 78.5%) respecto las mujeres (mayores de 20 años, 69.7%); los hombres tienen estudios más bajos (secundaria o inferior, 61.9%) respecto las mujeres (graduado o superior, 54.6%); y, los hombres reciben más retribución por jugar (50%) respecto las mujeres (6.1%). Atendiendo al perfil gamer, ambos entienden los videojuegos como entretenimiento (83.8%) y lo valoran como formación personal (87.1%), se identifican como gamer amateur (86.4%), dedican menos de 10h/semana de juego (55.1%) y siguen a streamers menos de 2h/día. La razón por la que empezaron a jugar (entretenimiento el 52.9% de los hombres y la competición el 36.4% de las mujeres) y la especialización de juego (estrategia/acción el 38.7% de los hombres y el retro el 57.6% de las mujeres) difiere según el género. Atendiendo los hábitos de práctica deportiva, las mujeres practican menos (42.4%) y los hombres practican más días a la semana; y reconocen beneficios en su rendimiento posterior en videojuegos (66.4%); las mujeres no realizan entrenamientos específicos para gamers (66.7%). Se concluye que estos datos evidencian las diferencias de perfiles según el género y la necesidad de desarrollar estrategias de promoción de la actividad física, así como desplegar acciones para adaptarse mejor a las necesidades de cada género. Palabras clave: gestión deportiva; e-games; gamers; actividad física; género. Abstract. With the aim of characterizing the sociodemographic and gamer profile, and sporting habits of Portuguese gamers from a gender perspective, a questionnaire (N=413) was carried out at the video game event held in Braga, Portugal. The results show that the gamer is predominantly male (92.1%), student (76.7%) and unemployed (76.9%), although men are younger (less than 20 years old, 78.5%) compared to women (over 20 years old, 69.7%); men have lower education (secondary school or less, 61.9%) compared to women (graduate or higher, 54.6%); and, men receive more compensation for playing (50%) compared to women (6.1%). Regarding the gamer profile, both understand videogames as entertainment (83.8%) and value it as personal training (87.1%), identify themselves as amateur gamers (86.4%), spend less than 10h/week playing games (55.1%) and continue to to streamers less than 2h/day. The reason they started playing (entertainment 52.9% of men and competition 36.4% of women) and game specialization (strategy/action 38.7% of men and retro 57.6% of women) ) differs by gender. Considering sports practice habits, women practice less (42.4%) and men practice more days a week; and recognize benefits in their subsequent performance in video games (66.4%); women do not perform specific training for gamers (66.7%). It is concluded that these data show the differences in profiles according to gender and the need to develop strategies to promote physical activity, as well as to deploy actions to better adapt to the needs of each gender. Keywords: sport management; e-games; gamers; sport habits; gender.
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Wohn, Donghee Yvette. "The Role of Habit Strength in Social Network Game Play." Communication Research Reports 29, no. 1 (January 2012): 74–79. http://dx.doi.org/10.1080/08824096.2011.639912.

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Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.

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Many platform strategies focus on indirect network effects between sellers through platform expansion. In this paper, we show sellers on the console video game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding the set of platform adopters fixed. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effect between games: A 1% increase in total copies sold on a platform leads to a 0.153% increase in the sales of other games in the next month (i.e., an elasticity of 0.153). Additional analysis suggests this demand spillover effect is reminiscent of habit formation on the consumer side, in that past purchases keep end users active on the platform. Our finding provides a potential explanation for recent platform sales events and subscription services that provide free games to consumers every month. This paper was accepted by Eric Anderson, marketing.
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Putri, Elsa Ananda, and Zulherman Zulherman. "The Use of Wordwall Application Towards Elementary School Students Acceptance: Extension TAM Model." AL-ISHLAH: Jurnal Pendidikan 14, no. 4 (September 15, 2022): 5557–72. http://dx.doi.org/10.35445/alishlah.v14i4.2047.

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This research aims to prove elementary school students' interest in the adoption use of the Wordwall as a game-based learning application, which is directly proportional to the concept of learning gamification, by proposing a solution to make an interactive activity using Edu-games-based teaching materials that can be implemented with learning activities during pandemic Covid-19. This research expands TAM (Technology Acceptance Model) basic theory by adding external variables of perceived enjoyment and habit by employing a survey method and taking a sample of elementary school students, as many as 90 students, to analyze the elementary school students' interest using the Wordwall application in learning with the concept of gamification. The data is processed using SEMPLS to see the results of the tested independent variables. TAM model adopted in this study has succeeded in achieving interrelated prediction, this research indicates that perceived enjoyment and habit become the influencing factor in increasing Wordwall usage interest through key variables (PEOU), that is, the perceived ease of using the application as the most strengthen and effective key variable in this research. This study also focuses on the proposed model contribution with the final review, which impacts the proposed hypothesis predictions through the technology acceptance by elementary school students in using a game-based learning platform digital.
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Çeviker, Arzu Pekğöz, and Mustafa Önder Şekercioğlu. "Determination of the Nutritional Habits of the Primary Teacher Candidates for the Game and Physical Activities Teaching Course." Journal of Educational Issues 8, no. 1 (June 18, 2022): 557. http://dx.doi.org/10.5296/jei.v8i1.19826.

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Today, countries implement policies and programs for childhood obesity. However, the effect of classroom teachers in preventing obesity is in a position to be a role model for students. Therefore, the awareness of the pre-service classroom teachers about nutrition and their nutritional behaviors have an important place on the students. On the other hand, a regular and correct nutrition behavior that the teacher candidates who are trained in the primary school teaching program will receive can gain this behavior to the students they will teach. In addition, there is a balanced and regular eating habit in the physical activity and nutrition section of the Physical Education and Play Lesson Curriculum in primary schools. In this study, it was aimed to examine the dietary habits of primary school teacher candidates. For this purpose, the questionnaire revealing the eating habits was applied to the primary school teacher candidates. In the analysis of the data, percentage and frequency tests were performed with the SPSS program. In the research results; it was discovered that most of the primary school teacher candidates did not receive nutrition education, did not have alcohol and smoking habits, and did not engage in any sports activities. It has been stated that almost all of the primary school teacher candidates have the habit of breakfast, but they skip meals, and the most skipped meal is lunch. They stated that the reason for skipping meals was that they did not have the opportunity. It was seen that the majority of the participants consume less than two liters of water per day and less than five cups of tea/coffee per day. As a result of the study, it was determined that the primary school teacher candidates’ nutritional habits and knowledge levels were deficient.
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Mulyaningsih, Sri Desi. "Design of Educational Games of The introduction of Nutritious Food For Kids." SISFORMA 2, no. 2 (February 10, 2017): 42. http://dx.doi.org/10.24167/sisforma.v2i2.617.

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Keeping the food supply is done continuously since we were child. But in fact, childrens awareness of having balanced nutrition of dietary habit is still limitless. Then came the idea to develop educational game introduction nutritious food for children. The results of the study generates that 29 of 30 respondents had never played a educational game with the material related to it. And all the respondents said that they are all interested in the idea of developing educational game introduction nutritious food for children.
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Bilțiu, Pamfil. "Șezatoarea în Maramureș." Anuarul Muzeului Etnograif al Transilvaniei 35 (December 20, 2021): 9–40. http://dx.doi.org/10.47802/amet.2021.35.01.

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Our paper, based largely on our field research, presents a monographic approach of a habit of great complexity that is spinning gathering. From the beginning, we set out to expand the investigation space in order to see the differences from one place to another. In the first part we treated the perception that people have about this habit in the investigated area, the days when it is practiced, the types of spinning gatherings, the criteria that must be met for organizing it. We then reproduced information about the criteria for selecting the hosts, about the age required for taking part in the habit, and the practical activities performed by the participants. We reserved the investigative part of our research for the habit sequences. We paid due attention to the repertoire of ceremonial songs, as they are pieces of great beauty and artistic value. In this part of the investigation we talked about magic and we treated in detail the spells used by the girls to bring the boys to the gathering, as well as the magical practices of finding the predestined husband. Treating the magic of this habit, we noticed the use of instruments in performing the spells and we reproduced the oral formulas that accompany the spells. An extensive chapter of our study is reserved for the collection of social games that we classified into thematic categories. Our research concludes with the analysis of spinning gathering functions, as they emphasize the complexity and importance of habit. In our research we tried to show the age and the syncretic character of this habit. Keywords: spinning gathering, magic, young girl, young man, game, spinning
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Moch. Kholil, Rafika Akhsani, and Kristinanti Charisma. "Pengembangan Game Edukasi Pilah Sampah berbasis Android 2 Dimensi." JAMI: Jurnal Ahli Muda Indonesia 1, no. 1 (May 15, 2020): 13–24. http://dx.doi.org/10.46510/jami.v1i1.9.

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Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle. Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan. Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..
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Gui, Kaige, and Zhengwei Yao. "Design and Implementation of Virtual Roaming Control Method Based on Pen Tablet." Scientific Programming 2022 (August 28, 2022): 1–12. http://dx.doi.org/10.1155/2022/8415406.

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A natural game interaction method can bring a good game experience to users, but pen-type interaction, which is one of the natural human-computer interaction methods, rarely appears in games, especially three-dimensional games. The main reason is that most pen-type interactive devices are developed for two-dimensional applications such as writing and painting. Whether the pen-based interaction can be extended from two-dimensional to three-dimensional is the key to whether the pen-based interaction can become one of the leading interactive methods of the game. The pen tablet is one of the most widely used pen-type interactive devices, and a virtual tour is an essential part of the game. Therefore, this paper takes this as a breakthrough and proposes a virtual roaming control method based on the pen tablet. First, we analyze the performance characteristics of the pen tablet and get the data information available for the pen tablet. Then, we design various virtual roaming actions such as walking, running, jumping, viewing angle rotation, view zooming, space-free displacement, acceleration, and deceleration and establish an association with the operation of the pen tablet. At the same time, the maximum likelihood function constraint was added to improve the error tolerance rate of viewing angle rotation. Finally, two games were developed to verify their effectiveness. The experimental results show that the pen tablet performs well in completing virtual roaming tasks, especially when users need to achieve similar writing and roaming tasks without switching devices back and forth. This maintains the user’s habit of writing with pen and paper and improves the interactive experience. The method is a new exploration of the application of pen-based interaction in games, which lays the foundation for future game development based on pen-based interaction.
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Ong, Ardvin Kester S., Yogi Tri Prasetyo, Kirstien Paola E. Robas, Satria Fadil Persada, Reny Nadlifatin, James Steven A. Matillano, Dennis Christian B. Macababbad, Jigger R. Pabustan, and Kurt Andrei C. Taningco. "Determination of Factors Influencing the Behavioral Intention to Play “Mobile Legends: Bang-Bang” during the COVID-19 Pandemic: Integrating UTAUT2 and System Usability Scale for a Sustainable E-Sport Business." Sustainability 15, no. 4 (February 9, 2023): 3170. http://dx.doi.org/10.3390/su15043170.

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The rise of mobile games during the COVID-19 pandemic era was evident, especially in Asia. One of the most popular online mobile games that has been evident across the world due to its live worldwide competition is “Mobile Legends: Bang Bang” (MLBB). This study aimed to determine factors influencing the behavioral intention to play MLBB by utilizing the integrated model of UTAUT2 and System Usability Scale (SUS). A total of 507 MLBB players voluntarily answered an online questionnaire that consisted of 69 items. Through convenience sampling, the online survey was collected from November 2021–January 2022 from different social media platforms. Several factors such as hedonic motivation, effort expectancy, performance expectancy, perceived usefulness, security, perceived usability, facilitating conditions, social influence, habit, behavioral intention, and SUS were considered in this study. Using Structural Equation Modeling (SEM), results showed that habit was the most significant factor in behavioral intention, followed by perceived usability, facilitating conditions, social influence, and hedonic motivation. In addition, it was evident from the results that when the mobile application is free and resources are available, then continuous patronage of the mobile application will be considered. In-game resources may be capitalized on by developers after gaining these habits and hedonic motivations among users. This is the first study that evaluated MLBB by utilizing the integrated models of UTAUT2 and SUS during the COVID-19 pandemic. The results of this study could be beneficial for developers to entice users for team play and entertainment-based mobile applications. Finally, the model considered may be extended and applied to other mobile applications worldwide.
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Sudirman, Acai, Darwin Lie, Nana Triapnita Nainggolan, Sherly Sherly, and Martin Yehezkiel Sianipar. "Determinants of Mobile Game Service Adoption in Generation Z and Millennials in Indonesia." International Journal of Entrepreneurship and Sustainability Studies 2, no. 2 (December 28, 2022): 20–32. http://dx.doi.org/10.31098/ijeass.v2i2.715.

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Technological advances that are growing from time to time make game developers vying to create the latest games that attract the attention of game lovers. The emergence of various game genres encourages high usage intentions and usage behavior for true game lovers. This research is here to facilitate the factors that influence the adoption of mobile game services in the Generation Z and Millennials groups in Indonesia. The research instrument used an online questionnaire distributed to 210 respondents who were none other than users of mobile game services from the Generation Z and Millennial generations. The data collection process was carried out in the period from March to May 2021. Next, the researchers tested the hypothesis using a variant-based Structural Equation Modeling (SEM) called Partial Least Square (PLS) and the SmartPLS version 3.0 application as a tool to analyze it. This research concludes that perceived ease of use, perceived enjoyment, and facilitating conditions have a positive and significant effect on usage intention. Then the results of this research also confirm facilitating conditions, habit and usage intention also have a positive and significant influence on use behavior.game developers, this can be considered for the improvement of mobile game services in the future. Suggestions for further research to increase the number of samples that are able to represent mobile game users as a whole and for further studies to use other approaches in predicting mobile game usage behavior, for example with the TRA, TPB, and UTAUT2 models. We believe that the characteristics of Generation Z and Millennials are user groups who are sensitive to technological developments, especially in specific game genres. This study explores the impact of the convenience offered by several mobile game service application.
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Fawa'ati, Teuku Muhammad, and Tito Budi Raharto. "Rancang Bangun Game Edukasi Berbasis Android Pembantu Sistem Kegiatan Belajar Mengajar (KBM) Mata Pelajaran Komputer Untuk Sekolah." SIMADA (Jurnal Sistem Informasi dan Manajemen Basis Data) 4, no. 1 (June 10, 2021): 40–47. http://dx.doi.org/10.30873/simada.v4i1.2705.

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Abstract In the activities of Computer subjects especially the material "Computer Hardware and Software" subject teachers are less than optimal in utilizing and empowering learning resources. Students are less able to develop themselves and tend to be forced to memorize or remember the material presented. The ability of students who are still low in identifying the types and functions of computer hardware, the habit of playing games after school, so that learning outcomes in computer subjects the material "Knowing Computer Hardware and Software" has not been satisfactory. The system development method uses the System Development Life Cycle (SDLC) method and the system design uses UML. The implementation of this system uses Construct 2, as well as system testing using the Black Box. The results achieved are Android-based Educational Game applications to facilitate students in understanding the learning process at school. Keywords Game, System Development Life Cycle, UML.
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Hariani, Fidya, Wiwin Arbaini, and Dini Palupi Putri. "TINGKAT PENDIDIKAN ORANG TUA: Antar Motivasi Belajar dan Kebiasaan Bermain Game Online." TA'DIBUNA: Jurnal Pendidikan Agama Islam 3, no. 1 (July 20, 2020): 71. http://dx.doi.org/10.30659/jpai.3.1.71-90.

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This study aimed to find out a depiction of educational patterns of parents whose educational background was elementary education in guiding and motivating their children often playing online games. This study applied a qualitative approach. Data were collected through observations and interviews. After the data had been collected, they were then analyzed using the theory of Miles et al, namely data reduction, data presentation, and conclusion drawing. The study concluded as follows: first, parents� level of education had an implication on the lack of parental motivation in Tanjung Alam Village. It happened because there were still many parents who did not really understand the educational process. Second, the habit of playing games by teenagers in Tanjung Alam Village became the implication of the lack of parents� knowledge as regards technological development and the negative impact of playing online games so that parents did not realize that this habit had an impact on the lack of learning activities at home.Keywords: Parental education, learning motivation, online games
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Safitri, Anis, and Tadkiroatun Musfiroh. "Beauty Standard Discourse on Skin Game Advertisement." International Journal of Linguistics, Literature and Translation 5, no. 12 (December 11, 2022): 102–10. http://dx.doi.org/10.32996/ijllt.2022.5.12.13.

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The current study aims to analyze the discourse of Skin Game advertisements. The approach used was a qualitative approach. Data collection techniques were documentation, identification, and note techniques. The data analysis method used was the perspective of critical discourse analysis from Ruth Wodak, known as the Discourse Historical Approach (DHA). The data source was the Skin Game advertisement which consists of four videos. The results of the study present that Skin Game advertisements have the courage to take a different stream from the common skincare advertising habit, which always displays talents according to the construction of beauty standards in society. The discourse of the Skin Game advertisement is interpreted as a discourse that desires to change the construction of ideal beauty standards into a more colorful meaning of beauty.
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Harsono, Alnando, Ridwan Sanjaya, and Bernadinus Harnadi. "Game Save The Sea! as an Education Media to Prevent Water Pollution." Journal of Business and Technology 1, no. 2 (August 9, 2021): 68. http://dx.doi.org/10.24167/jbt.v1i2.3537.

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Human’s ignorance is the most threatening factor to natural water sources on the system. The habit of littering and poor waste management often occurs in developing countries, especially Indonesia. Through an educational game this message could be delivered easier. This paper is intended to find ways for people to be more concerned with water pollution. The questionnaire and interview methods are used to search for pre-test and post-test data. From the pre-test data, “Save The Sea” mobile game is created which can help educate the public about the dangers of water pollution. After 5 times playing of once each day, game testing was conducted to 39 people and fill the questionnaire. Post test data result shows that the game succeeded in creating conditions where people were more concerned about water pollution.
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Thi Thu Hien, Pham, and Movi Riana Rahmawanti. "BENEFITTING HIGHER EDUCATION STUDENTS WITH DIGITAL GAMES IN LANGUAGE LEARNING." ENGLISH JOURNAL 14, no. 2 (September 17, 2020): 83. http://dx.doi.org/10.32832/english.v14i2.3843.

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There has been an abundant raise in recent years in the concern in using digital games for language learning. Additionally, gaming plays an important role in the everyday lives of youngsters and young adults in developed countries. It is a considerable option for teacher to adapt gaming into language learning since gaming itself became a habit that will easily be adopted into learning. This study will examine gaming opportunities in language learning, and how higher education students benefitting from that. It will employ quantitative research that uses Structured Interview and Online Questionnaire as research Instruments. By the end of the study, higher education students found out that digital game is an easy media to implement in language learning due to their familiarity to digital games. The implementation of digital games excites the students in learning English, and makes a conducive learning situation.
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Nursidik, Nursidik, and Akhmad Zaenul Ibad. "Pengaruh Game Terhadap Perkembangan Psikologi Anak." Jurnal Multidisiplin Madani 2, no. 3 (March 30, 2022): 1331–42. http://dx.doi.org/10.54259/mudima.v2i3.555.

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The nation's generation now lies in children who later grow up to become personal leaders. A leader who is able to lead himself is the most important factor. The thing that needs to be considered is character education that must be instilled from an early age. Education in the family which will be the foundation of character in behaving and behaving in society. However, with the development of media and technology, it becomes a challenge in character education. Many parents give their children the freedom they can by buying cellphones to play gametes from an early age. They reasoned that this action would be safer and easier to monitor the activities of the baby. But they have not thought about how the game affects the development that arises from the habit of playing games. Many negative impacts that will arise include: it will be difficult to socialize, slow in motor development, and significant behavioral changes. So it is very important the role of parents to supervise, control and pay attention to all children's activities.
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Pysmennyi, Vitalii. "Using financial board games in teaching financial literacy at general secondary education institutions." Problems of Education, no. 1(94) (July 9, 2021): 146–57. http://dx.doi.org/10.52256/2710-3986.1-94.2021.09.

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The article substantiates the ways of using educational games to teach financial literacy at level of secondary school in Ukraine. The methodology of conducting original financial games is described in brief and the influence of the latter on shaping a financially literate next generation is proved. The article presents an overview of the «Ponzi Scheme» board game, which was created to provide children with a clear explanation of Ponzi schemes and risks of monetary losses inherent to such illegal means of moneymaking. It is established that in addition to important educational aspects, the children develop a habit of making informed financial decisions in the course of playing. Research has shown that nowadays fraudsters have become so convincing that it is very difficult to distinguish between them from the real employees of financial institutions. The «Financial Fraudsters» board game enables players to learn specific communicative skills necessary to avoid various types of financial fraud, therefore the authors substantiate the methodology of enacting it. The article considers the peculiarities of playing the «Economy is Alive» board game, which is designed to demonstrate the human impact on the environment and the need for conservation of resources. The game makes it possible to master the comprehension of the relationships between objects and phenomena and creates the basis for environmentally conscious upbringing of children by satisfying their curiosity and involving them in active observation of the environment. Approbation of these games has shown that they organically combine the theory that makes learning exciting and the practice that clarifies the knowledge acquired by the educational process participants. In view of the research results, it is determined that under modern conditions edutainment must become a significant supplement to the classical methods of teaching financial literacy within the system of general secondary education in Ukraine.
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Ünal, Egemen, Mehmet Enes Gökler, and Şenol Turan. "An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults." Addiction and Health 14, no. 4 (October 29, 2022): 279–87. http://dx.doi.org/10.34172/ahj.2022.1381.

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Background: Game addiction is a growing problem all over the world. The present study aimed to evaluate the prevalence and psychological, social, and behavioral effects of internet gaming disorder (IGD) on young adults. Methods: A preliminary study was conducted and the game types most commonly played on the internet were determined. Then, approximately 60 gaming site managers were contacted. After obtaining consent, the questionnaires were sent to gaming site members and they were asked to complete the questionnaires. Data were collected through a sociodemographic form, Internet Gaming Disorder Scale–Short Form (IGDS9-SF), Strengths and Difficulties Questionnaire (SDQ), and State-Trait Anxiety Inventory (STAI). Findings: The study was conducted with 613 participants. The age of the participants ranged from 15 to 30 years, with a mean age of 20.80±4.63 years. The prevalence of IGD was 10% (n=67). Those with low-income families and low academic performance were identified as more likely to develop IGD. Moreover, IGD was revealed to be more likely in individuals with fewer close friends, playing games from an early age, and those with a habit of devoting extensive time to watching online game videos on Twitch or YouTube. In addition, the risk of gaming disorder was approximately two times higher in individuals who preferred First Person Shooter (FPS) games and Massively Multiplayer Online Role-Playing Games (MMORPG). Conclusion: The results of this study could be useful for estimating the level of IGD and carrying out more comprehensive studies to possibly be able to control IGD.
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Salsabilla, Amanda, Rahmiati Rahmiati, and Nurafni Nurafni. "HUBUNGAN KEBIASAAN BERMAIN GAME ONLINE DENGAN PRESTASI BELAJAR PESERTA DIDIK KELAS TINGGI MIN 16 JAKARTA TIMUR." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 8, no. 1 (July 31, 2022): 638–46. http://dx.doi.org/10.36989/didaktik.v8i1.336.

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This study aims to determine the relationship between the habit of playing online games with the learning achievement of high grade students at MIN 16 Cipayung, East Jakarta. This research uses Associative Quantitative Research and uses correlation research methods. The tool used to collect data in this study was a questionnaire in the form of a statement in the form of a Likert scale for the habit of playing online games, and report cards for student achievement in the even semester of the 2021/2022 school year. In testing the hypothesis, the product moment correlation test was used to obtain a sig value. (2tailed) 0.03 or < from 0.024, and the correlation value is 0.361. The conclusion of this study shows that there is a relationship between playing online games with the learning achievement of high grade students at MIN 16 East Jakarta.
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Nugroho, Muhammad Ridho, Badeni Badeni, Fitri April Yanti, and Muhammad Kristiawan. "Game for Food Ingredients Grouping Improving Student's Understanding of Sources of Nutrition." International Journal of Multicultural and Multireligious Understanding 8, no. 9 (September 4, 2021): 139. http://dx.doi.org/10.18415/ijmmu.v8i9.2959.

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According to the 2018 Global Nutrition Report, the habit of school-aged children choosing meals is still bad over the world. Around 30.3 % of school-aged children do not eat fruit daily, whereas 43.7 % consume soda daily. This study aims to increase student's knowledge about the material sources of nutrients in food through a game of grouping foodstuffs using a food model with a constructivist learning approach designed by the author. The participants in this study were 33 SDIT Raudhatul Jannah Lubuklinggau grade 4,5 and 6 students. The method used in this study uses an experimental design with a pre and post-test approach without control. Total sampling was used for sampling, and the Wilcoxon test was used for interpretation. This study was completed in March of 2021. Research results show a p-value of .000 (<.05), indicating that students' awareness of the material sources of nutrients in food increased after they were given a game grouping food ingredients using a food model. It is recommended that educators be able to provide students with learning resources that take a constructivist approach, such as games that actively engage students, so that students' awareness can be developed through direct experiences.
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Faustino da Silva, Marília, and Andrea Soares da Costa Fuentes. "BioQuest: Gamified software for teaching molecular biology." International Journal for Innovation Education and Research 8, no. 11 (November 1, 2020): 469–85. http://dx.doi.org/10.31686/ijier.vol8.iss11.2777.

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Science teaching in basic education aims to provide content for individuals who can handle with new information and are able to understand, question and position themselves before ethical debates related to biotechnology and molecular biology. However, the information flow generated in the molecular biology field is not accompanied by the dissemination of scientific information into the school environment, nor is it incorporated into the teaching knowledge on a continuous basis. In addition, the teaching of molecular biology and its related concepts, which involves great abstraction capacity on the part of students, requires the elaboration and use of specific didactic resources. Thus, this work aims to present the gamified software BioQuest and its usability and interface evaluation made by 131 Brazilian high school students from the São Paulo State public school system in São Carlos region. The data show that there is no significant difference in the game evaluation made by students with previous experience with games and those without the habit of playing, except when it comes to understanding the commands proposed by the game. This implies that students with previous experience in games have greater ease in using this teaching resource. Regarding the impact on their learning, the data show that students who interacted with the game performed better on conceptual issues related to Molecular Biology when compared to students who did not. Specifically, the questions related to game phases that contained gamification elements of the narrative and extrinsic motivation types, correlated with better grades obtained by the students. The practical experience of BioQuest proposed for high school students allowed to observe a significant improvement in the quality of teaching that can contribute to became a reference in this area.
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Ozalp, Hakan. "Entrants out of Habit? An Investigation of Niche Entry in the Video Game Industry." Academy of Management Proceedings 2017, no. 1 (August 2017): 12307. http://dx.doi.org/10.5465/ambpp.2017.12307abstract.

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Curley, Martin, and Piero Formica. "Experiencing Experiments: A Multiplayer Game for Sharing Ideas." Industry and Higher Education 26, no. 1 (February 2012): 7–14. http://dx.doi.org/10.5367/ihe.2012.0078.

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In this latest in a series of articles on the innovative use of experimental business laboratories for high-expectation entrepreneurs, the authors focus on the networking benefits of business lab experiments. Distinguishing between ‘Robinson Crusoe’ types, whose tendency is to operate in isolation, and ‘Lemuel Gulliver’ types, who rely on interaction with others, they suggest that engaging Crusoe entrepreneurs in the open participatory environment of the experimental laboratory encourages them to discard their bad habit of working in a closed environment in favour of interaction and sharing. This, the authors argue, is an essential change in light of the evolving process of innovation, which is moving from a closed process through an open one towards a future in which competing innovation networks become the norm. They demonstrate the nature of contemporary entrepreneurship and innovation by drawing analogies from physics and the article closes with a case study of their theory in practice.
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Akbar, M. Rezky, Gugus Irianto, and Ainur Rofiq. "Purchase Behaviour Determinants on Online Mobile Game in Indonesia." International Journal of Multicultural and Multireligious Understanding 5, no. 6 (December 1, 2018): 16. http://dx.doi.org/10.18415/ijmmu.v5i6.457.

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This study aimed to examine the determinants of purchase behaviour in online mobile game. This study was conducted based on the Unified Theory of Acceptance and Use of Technology second version (UTAUT2) with additional customization and advancement. Partial Least Square Structural Equation Model (SEM-PLS) was applied to examine this research model. The samples were collected using online surveys to the users of Mobile Legends: Bang Bang, and then there were 457 respondents obtained. The result of this study revealed that performance expectancy, payment ability, hedonic motivation, price value, habit, customization and advancement had a positive effect on purchase intention, and the intention also had a positive effect on actual purchase. However, it was found that effort expectancy and social influence did not significant on purchase intention. The result of this study can be used as a reference for game develovers so that in-game purchases can be accepted by users.
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El Borji, Yassine, and Essaid El Haji. "SG-LOM as Metadata Description for Serious Games to Benefit from LMS Monitoring Features." International Journal of Emerging Technologies in Learning (iJET) 17, no. 09 (May 10, 2022): 257–72. http://dx.doi.org/10.3991/ijet.v17i09.29503.

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Compared to the conventional approach of e-learning, serious games are playing an increasingly important role in the educational sphere and reached a certain maturity to become a possible alternative to traditional methods of learning that is often seen as restrictive and boring sometimes by learners. This is due to the fact that young people today are familiar with new technologies and virtual worlds outside schools as part of their leisure. A habit that enable these young people to be immediately in the heart of the matter since they already have a video game culture (gameplay) that allows them to focus on the main message. However, the integration of serious games in the learning process still limited since they don’t provide efficient features for monitoring and assessing learner (player) interactions and decisions without breaking the nonlinearity of the game in order to show them the consequences of their decisions, a limit that has been proven in a previous comparative study [1]. In this paper we address the aspects of serious games (Robocode as example) integration and deployment into LMS (Dokeos as example) based on the automatic packaging and exportation of serious games as reusable learning objects (LO) that can be easily distributed through any LMS. This integration uses the ADL SCORM data model that defines how content may be packaged as a Package Interchange File (PIF), and the IEEE LOM Application Profile “SG-LOM” [2] as metadata description to describe every level of SCORM since the standard LOM doesn’t meets the particular needs of serious games.
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Wibowo, Tony. "Studi Faktor Pendukung Popularitas Multiplayer Online Battle Arena dengan Pendekatan Kuantitatif." Ultima InfoSys : Jurnal Ilmu Sistem Informasi 12, no. 1 (June 28, 2021): 1–7. http://dx.doi.org/10.31937/si.v12i1.1951.

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One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation. These findings show that MOBA usage are still very much influenced by social factor rather than mechanic aspect of video game. Index Terms—MOBA; DeLone & McLean; UTAUT2
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Fadlillah, M., and Rendy Setyowahyudi. "Ultaco Game Development as a Media to Introduce Covid-19 Health Protocol in Early Childhood." AL-ISHLAH: Jurnal Pendidikan 13, no. 1 (June 1, 2021): 485–96. http://dx.doi.org/10.35445/alishlah.v13i1.532.

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The most effective way to prevent the spread of Covid-19 is to comply with health protocols. However, this habit is still tricky for some Indonesians, including in early childhood. This study aimed to develop and test the Ultaco game's quality as a medium in introducing the Covid-19 health protocol to early childhood. The research and development (RD) method was used in this study. In developing the Ultaco game, three steps carried out, including planning, design, and development. Product quality testing was carried out using three techniques: alpha test, beta test, and final evaluation. This study showed that the Ultaco game is a kind of snakes and ladders game that contains the Covid-19 health protocol, including wearing a mask, maintaining distance, staying at home, washing hands, covering sneezes, exercising diligently, and eating nutritiously. The trial results showed that the Ultaco game is of good quality and is suitable for use as a medium for introducing the Covid-19 health protocol to early childhood. This is based on the average score of the alpha test score of 4.48, the beta test score of 3.41, and the final evaluation score of 3.64. This study implies that children can become accustomed to complying with the Covid-19 health protocol with attractive, fun, and fun game media.
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Leon Nanda, Ricky, and Dini Faisal. "PERANCANGAN WEBCOMIC MENGATASI KECANDUAN GAME ONLINE." DEKAVE : Jurnal Desain Komunikasi Visual 10, no. 4 (November 30, 2020): 657. http://dx.doi.org/10.24036/dekave.v10i4.110735.

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Nowadays, teenagers in Indonesia are busy following the trend, namely playing online games. This can be seen from the habit of playing gadgets every day. Besides that, the development of online games is now being rapidly developed in the world, including Indonesia. Without realizing it, teenagers have spent a lot of time trying, until they finally become addicted to Online Games. Online Games can also have a negative effect on players if done excessively. One of the main factors is the intensity of playing online games for teenagers, who can be categorized as addicts if they play 3 hours a day or 20 hours a week. By playing online games excessively, of course it can interfere with learning activities, social activities to the health of adolescents themselves.Based on these problems the Webcomic “Level Up!” design was made. Webcomic media was choosen as the main media because Webcomic can easily reach young people who are familiar with gadgets, so that teens can receive information and messages delivered by Webcomic well, effectively and pleasantly, and Webcomic can be an interesting reading and a first step to reduce teenagers in playing excessive online gaming.In deigning the comic, writer used 4D (Definition, Design, Develop, Disseminate) and 5W+1H (What, Where, Who, Why, How) methods. Author analyzes the “Level Up!” Webcomic that has never been made before. As a study in designing Webcomic and supported by supporting media in the form of Flash Applications, Posters, T=Shirts, Sticker Lines, Pins, Mobile Casing, Key Chains, and Website Add Banners that are able to Promote “Level Up!” Webcomic.Keywords : Addicted Online Games, Level Up, Webcomic
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Mustakimah, Mustakimah, and Sri Mu'amamah. "Upaya Membentuk Karakter Percaya Diri dan Kreatif Pada Anak Usia Dini Melalui Permainan Tradisional Jamuran." Journal of Early Childhood and Character Education 1, no. 1 (February 3, 2021): 35–52. http://dx.doi.org/10.21580/joecce.v1i1.6613.

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The background of this research is the importance of forming good character in early childhood with the stimulation given to traditional mushroom play activities. The method used in this study is a qualitative research method. The purpose of this study is to describe how the traditional game of mold can shape the character of early childhood. Based on the results of traditional game research, molds can form characters in early childhood, including honest characters formed by the habit of children not lying when guessed by their friends, disciplined characters are formed by habituating children to follow the rules in the game, respecting friends formed by habituating children do not choose -choose friends to be there next to him and listen to the instructions of friends in front, a confident character is formed by habituation of children giving instructions in the middle of their own, creatively formed by habituation of children mentioning names of objects or animals to imitate other friends, self-confidence and brave characters formed by habituation children advance in front of the crowd alone.
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Silfia, Sheila. "Permainan Tradisional Sembilun dari Provinsi Kepulauan Bangka Belitung dan Pembentukan Karakter Gemar Membaca Pada Peserta Didik MI/SD di Indonesia." As-Sibyan 3, no. 1 (June 27, 2020): 1–17. http://dx.doi.org/10.52484/as_sibyan.v3i1.149.

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Pembentukan karakter adalah suatu arahan dalam membentuk disiplin nilai, sikap dari seseorang. penelitian ini membahas tentang keterkaitan antara permainan sembilun dari Bangka Belitung dengan pembentukan karakter anak didik agar gemar membaca. Memudarnya kesadaran anak didik untuk membaca menjadi masalah penting yang harus terselesaikan. Sehingga, harus adanya kesadaran untuk menumbuhkan karakter gemar membaca sebagai penumbuhan nilai karakter pada anak didik. Membaca merupakan hal yang penting di tanamkan kepada anak didik sejak dini agar mereka terbiasa dan dapat menjadi suatu kegemaran atau kesukaan anak didik karena adanya suatu kebiasaan. Jurnal ini bertujuan untuk menanamkan karakter gemar membaca kepada anak didik melalui permainan tradisional Sembilun dari Bangka Belitung, menanamkan sikap sosial dan cinta tanah air dengan menjaga ciri khas permainan dari daerah Bangka Belitung. Permainan tradisional selain menyenangkan juga memiliki banyak manfaat. Di antaranya dapat mengembangkan aspek pengetahuan, sikap, dan keterampilan pada anak didik. Sehingga permainan ini cocok untuk di jadikan sebagai media pembelajaran untuk membentuk karakter gemar membaca pada anak didik. Kata kunci : Permainan tradisional, pembentukan karakter, gemar membaca Abstract Formation of character is a direction in shaping the discipline of values, attitudes of a person. This study discusses the interrelationship between the playing game of Bangka Belitung and the character formation of students so they like to read. The waning of students' awareness to read becomes an important problem that must be resolved. So, there is a need to grow the character of reading fondness as part of character planting. Reading is important to instill students from an early age so that they are accustomed to and can become a hobby or a favorite of students because of a habit. This journal aims to instill the character of fond of reading to students through the traditional game of Sembilun from Bangka Belitung, instilling social attitudes and the love of the motherland by preserving the game characteristics of the Bangka Belitung region. Traditional games besides being fun also have many benefits. Among them can develop aspects of knowledge, attitudes, and skills in students. So that this game is suitable to be made as a learning medium for forming reading characters in students. Keywords : Traditional games, character building, love to read
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Mulyaningsih, Atik Rohmawati, Tantut Susanto, and Latifa Aini Susumaningrum. "HUBUNGAN KECANDUAN GAME ONLINE DENGAN KEGEMUKAN PADA REMAJA DI WILAYAH JEMBER [THE RELATIONSHIPS OF ADDICTION TOONLINE GAMES WITH OVERWEIGHT ON ADOLESCENTS IN JEMBER DISTRICT]." Penelitian Gizi dan Makanan (The Journal of Nutrition and Food Research) 43, no. 1 (September 28, 2020): 11–19. http://dx.doi.org/10.22435/pgm.v43i1.2545.

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Playing online games is a favorite activity for adolescents to fill their free time. This habit affects the occurrence of addiction if done for a long time. In addition, the long duration of play leads to sedentary lifestyle behaviors, which contribute to overweight among adolescents. The purpose of this study was to identify the relationship between online gaming addiction and being overweight among adolescents in Jember district. The cross-sectional study design was conducted among 162 overweight students from 16 senior high schools in Jember with stratified random sampling. The development of the Indonesian online game addiction questionnaire is used to assess online game addiction, weight scales, and stature meters are used to measure body mass index (overweight). The Spearman Rank test was performed to answer the objective of this study. The results of this study indicate that body mass index in 162 adolescents is overweight (Median=1,44; Standard Deviation=0,26) which indicates obesity. Adolescents who were identified as having addiction in the study were (27,2%) and mild addictions were (72,8%). There was a significant relationship between online game addiction and overweight (r=0.212 ; p-value = 0.007). The sedentary lifestyle of online game addiction contributes to the occurrence of overweight among adolescents. Therefore, regular physical activity patterns need to be applied to reduce sedentary lifestyle and overweight problems among adolescents.ABSTRAKBermain game online menjadi kegiatan favorit bagi remaja untuk mengisi waktu luang. Kebiasaan ini berdampak pada terjadinya kecanduan jika dilakukan dalam waktu yang lama. Selain itu, durasi bermain yang cukup lama mengarah pada perilaku gaya hidup yang menetap, yang berkontribusi pada terjadinya kelebihan berat badan di kalangan remaja. Tujuan dari penelitian ini adalah untuk mengidentifikasi hubungan antara kecanduan game online dan kelebihan berat badan di kalangan remaja di Kabupaten Jember. Desain penelitian cross sectional dilakukan di antara 162 siswa yang kelebihan berat badan dari 16 SMA di Jember dengan stratified random sampling. Kuesioner The development of Indonesian online game addiction questionnaire digunakan untuk menilai kecanduan game online, timbangan berat badan dan stature meter digunakan untuk mengukur indeks massa tubuh (kegemukan). Analisis uji menggunakan uji spearman rank untuk menjawab tujuan penelitian ini. Hasil penelitian ini menunjukkan bahwa indeks massa tubuh pada 162 remaja adalah (M = 1,44; SD = 0,26) didapatkan median >1 untuk Z score antropometri yang mengindikasikan kegemukan. Remaja yang diidentifikasi mengalami kecanduan pada penelitian adalah (27,2%) dan kecanduan ringan adalah (72,8%). Terdapat hubungan yang signifikan antara kecanduan game online dan kegemukan (r = 0,212; p value = 0,007). Gaya hidup menetap dari kecanduan game online berkontribusi terhadap terjadinya kegemukan di kalangan remaja. Oleh karena itu, perlu diterapkan pola aktivitas fisik secara teratur untuk mengurangi gaya hidup yang menetap dan masalah kelebihan berat badan di kalangan remaja. [Penel Gizi Makan 2020, 43(1):11-20]
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Brown, Jacqueline Marie, Beatriz Franco-Arellano, Hannah Froome, Amina Siddiqi, Amina Mahmood, and JoAnne Arcand. "The Content, Quality, and Behavior Change Techniques in Nutrition-Themed Mobile Apps for Children in Canada: App Review and Evaluation Study." JMIR mHealth and uHealth 10, no. 2 (February 16, 2022): e31537. http://dx.doi.org/10.2196/31537.

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Background Children increasingly use mobile apps. Strategies to increase child engagement with apps include the use of gamification and images that incite fun and interaction, such as food. However, the foods and beverages that children are exposed to while using apps are unknown and may vary by app type. Objective The aim of this study is to identify the app content (ie, types of foods and beverages) included in nutrition-themed apps intended for children, to assess the use of game-like features, and to examine app characteristics such as overall quality and behavior change techniques (BCTs). Methods This analysis used a cross-sectional database of nutrition-themed apps intended for children (≤12 years), collected between May 2018 and June 2019 from the Apple App Store and Google Play Store (n=259). Apps were classified into four types: food games or nongames that included didactic nutrition guides, habit trackers, and other. Food and beverages were identified in apps and classified into 16 food categories, as recommended (8/16, 50%) and as not recommended (8/16, 50%) by dietary guidelines, and quantified by app type. Binomial logistic regression assessed whether game apps were associated with foods and beverages not recommended by guidelines. App quality, overall and by subscales, was determined using the Mobile App Rating Scale. The BCT Taxonomy was used to classify the different behavioral techniques that were identified in a subsample of apps (124/259, 47.9%). Results A total of 259 apps displayed a median of 6 (IQR 3) foods and beverages. Moreover, 62.5% (162/259) of apps were classified as food games, 27.4% (71/259) as didactic nutrition guides, 6.6% (17/259) as habit trackers, and 3.5% (9/259) as other. Most apps (198/259, 76.4%) displayed at least one food or beverage that was not recommended by the dietary guidelines. Food game apps were almost 3 times more likely to display food and beverages not recommended by the guidelines compared with nongame apps (β=2.8; P<.001). The overall app quality was moderate, with a median Mobile App Rating Scale score of 3.6 (IQR 0.7). Functionality was the subscale with the highest score (median 4, IQR 0.3). Nutrition guides were more likely to be educational and contain informative content on healthy eating (score 3.7), compared with the other app types, although they also scored significantly lower in engagement (score 2.3). Most apps (105/124, 84.7%) displayed at least one BCT, with the most common BCT being information about health consequences. Conclusions Findings suggest nutrition-themed apps intended for children displayed food and beverage content not recommended by dietary guidelines, with gaming apps more likely to display not recommended foods than their nongame counterparts. Many apps have a moderate app quality, and the use of consequences (instead of rewards) was the most common BCT.
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Li, Xiufen, and Yixian Zhang. "The Influence of Alipay Ant Forest on Environmental Protection Consciousness of College Students in Guangzhou." Advances in Higher Education 3, no. 2 (September 10, 2019): 83. http://dx.doi.org/10.18686/ahe.v3i2.1418.

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<p>Alipay ant forest uses Internet social media and sensor positioning technology to realize the organic combination of online scene and offline scene. Users who use Alipay for payment and settlement business can convert offline physical low-carbon consumption behavior into online forest tree-planting public welfare activities. Ant forest has promoted the low carbon concept in the form of games and aroused the public's enthusiasm to participate in environmental protection activities. Therefore, this article takes the college students in Guangzhou as investigation object, through the analysis of Alipay ants forest to enhance college students' environmental awareness and the cognition of low carbon concept among college students, to ensure that students in abiding by the rules of Alipay ants forest game process. It can promote the environmental protection low carbon life habit, and set up the idea of low carbon consumption, so as to realize harmonious coexistence between man and nature.</p>
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