Littérature scientifique sur le sujet « Game habit »

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Articles de revues sur le sujet "Game habit"

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Leling, Apliana Kodu, Sirli Mardianna Trishinta, and Tantry Ajeng Parnawati. "Association Between The Level of Habit of Playing Online Games and Social Behavior In Adolescents." Care : Jurnal Ilmiah Ilmu Kesehatan 12, no. 3 (2024): 499–507. https://doi.org/10.33366/jc.v12i3.6408.

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The increasing prevalence of habit of playing online games among adolescents has raised concerns about its potential impact on their social behavior. The purpose of this study was to determine the connection between the level of habit of playing online games and social behavior in adolescents at SMK N 1 Loli. Employing a cross-sectional research design, the population consisted of 50 teenagers, with a purposive sampling technique yielding a sample of 34 teenagers. The study designated habit of playing online games as the independent variable and social behavior as the dependent variable. Data
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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 (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
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Nudin Nudin, Wa Ode Reska Prasetya, and Wa Ode Arwati Wangi. "Edukasi Kelompok Dalam Mengurangi Kecanduan Bermain Game Terhadap Siswa SD." Aksi Nyata : Jurnal Pengabdian Sosial dan Kemanusiaan 1, no. 3 (2024): 94–103. http://dx.doi.org/10.62383/aksinyata.v1i3.303.

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Online game addiction is a problem that has received attention from the wider community. Currently, much research is focused on efforts to reduce the level of online game addiction. This research aims to reduce the habit of playing online games through group discussion techniques among students at SDN 64 Buton District. Lasalimu, Kab. Buton, Southeast Sulawesi. This type of research is classroom action research. The research subjects were 10 students who were determined using purposive sampling techniques. Data collection instruments include a questionnaire on online game playing habits and ob
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Prilian, Elvin Eka, Mario Dani, Runi Prameswari, and Peri Akbar Manaf. "To Whale or Not to Whale: Repeated Purchase Behavior Paid Players in Genshin Impact." Indonesian Journal of Multidisciplinary Science 2, no. 10 (2023): 3293–307. http://dx.doi.org/10.55324/ijoms.v2i10.580.

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Online games are a means of entertainment for people of all ages and can be easily accessed by anyone. Games or online games that are becoming a trend today are socially interactive video games. These online games invite friends, family, and others to join and participate in ongoing games. This study investigates factors influencing repurchase decisions and intentions among online game players, Genshin Impact, in DKI Jakarta. A quantitative research method was employed, utilizing Partial Least Square with SmartPLS software, and a sample of 500 respondents was analyzed. The variables examined i
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Yusnizal, Firdaus Yulia Pebrianti dan Titi Andriyani. "PENGARUH KECANDUAN GAME ONLINE TERHADAP PERILAKU KONSUMTIF SISWA PENGGUNA GAME ONLINE." JURNAL RISET TERAPAN AKUNTANSI 2, no. 2 (2020): 169–80. https://doi.org/10.5281/zenodo.3840736.

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Research Cooperation Program between Lecturer and Collegeans entitled The Impacts of Addiction of Online Games towards The Students’ Habit of Consumptivity (Research involving students in SMAN 1 Palembang and SMAN 2 Palembang), is raising problems as mentioned; 1) calculating the ratio of the impacts of addiction of online games towards the students in SMAN 1 Palembang and SMAN 2 Palembang’s habit of consumptivity. 2) Calculating how big the impact of online games addiction towards the habit of consumptivity of students in SMAN 1 Palembang and SMAN 2 Palembang. The methods used in
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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 (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
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Suliswati, Suliswati, and Indriana Rakhmawati. "Hubungan Kebiasaan Bermain Video Game dengan Perkembangan Sosial Anak Sekolah Dasar (SD)." JKEP 3, no. 1 (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 ho
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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 (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
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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 (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
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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 (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 a
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Thèses sur le sujet "Game habit"

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Durante, Raphael Dall´anese. "Considerações sobre o caráter da liberdade no jogo entre homem e aparelho." Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/2029.

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Made available in DSpace on 2016-03-15T19:43:38Z (GMT). No. of bitstreams: 1 Raphael DallAnese Durante.pdf: 1430058 bytes, checksum: 5ebdc1c90224c85f622a002bc89e8145 (MD5) Previous issue date: 2009-06-22<br>Fundo Mackenzie de Pesquisa<br>This research aims to present comments about the nature of freedom in the game between man and apparatus. Starting from a realistic method of investigation considering the movement of the game as part of a real universe, where the relationship of continuity and alterity are conditions of this ludic activity we tried to estabilish theoretical relations be
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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.

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Gli agenti virtuali sono sempre più utilizzati come mentori nelle interazioni umane simulate che formano all’utilizzo di strategie di comunicazione efficaci. Tuttavia, replicare un livello di somiglianza umana soddisfacente rimane una sfida. In particolare, l'effetto Uncanny Valley si riferisce alla spiacevole sensazione provata dall’utente che interagisce con un Agente Virtuale dall’aspetto non del tutto realistico (Seyama & Nagayama, 2007). La letteratura ha descritto diversi fattori intervenienti, comprese le caratteristiche statiche e dinamiche dell'Agente, ma anche differenze individuali
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Marston, Hannah. "Wii like to play too : computer gaming habits of older adults." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/112681.

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This thesis introduces the innovative idea of the use of computer games and interactive entertainment by second-and third-age adults, specifically in the area of game content and interaction. This form of entertainment and technologies has become varied recently, with increased and widening participation of groups such as older adults of differing ages. The purposes of using technology involve well-being, intergenerational relationships and learning; these are some aspects primarily associated with the study of gerontology and game studies. This investigation encompassed two phases. Phase One
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Frandsen, Filip. "The Impact of Visual Properties on Player Habits and Game Sessions." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326119.

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This paper aims to provide a foundation in regard to information and cause correlation for future research about player retention and game session times based on visual properties. (such as colour values) This study can later be applied within software development. An online quantitative survey about play sessions and player habits is conducted and the conduct of this research is aimed at helping art directors make conscious and deliberate choices about the art styles for products where the visuals may impact player retention and game sessions. By knowing how visual elements such as colour val
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Gidlöf, Lisa, and Belay Hermela Retta. "Habits related to television, computer games and eating among school children in a rural and an urban area of Thailand." Thesis, Uppsala universitet, Institutionen för folkhälso- och vårdvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-144464.

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The aim of this study was to investigate 10-14 year old Thai School children’s habits related to television, computer games and eating, and to make comparisons regarding these issues between genders as well as between a rural and an urban area of Thailand. A descriptive comparative, cross-sectional study with a quantitative method was used. Data were collected at two schools, one in Bangkok and another in Ayuttahaya, Thailand. A purposive sample consisting of 441 participants was included in the study, from grade 5, 6 and 7. The chosen theoretical framework was Virginia Henderson´s nursing the
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Todd, C. Stan (Charles Stan). "Food Habits, Dietary Overlap and Electivity of Non-Game Insectivorous Fishes in an Ozark Foothills Stream." Thesis, North Texas State University, 1985. https://digital.library.unt.edu/ark:/67531/metadc503873/.

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Etheostoma spectabile, E. punctulatum, and Cottus carolinae were sampled Mar., 1983, - Feb., 1984, in Flint Creek, Oklahoma. Immature E. spectabile ate primarily microcrustaceans, while mature fishes relied more on mayflies and amphipods. Juvenile E. punctulatum fed upon mayflies, amphipods, and Asellus. Mature E. punctulatum ate primarily mayflies, and other relatively larger prey. Cottus carolinae consumed chironomids almost exclusively in Jan. - Feb., 1984, while mayflies were predominant the remainder of the year. No significant habitat partitioning between the two darters, and seasonal ha
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Kollock, Roger Olen. "The relationship between video game playing habits and reaction time in both males and females of different age groups." [Johnson City, Tenn. : East Tennessee State University], 2004. https://dc.etsu.edu/etd/890.

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Thesis (M.A.)--East Tennessee State University, 2004.<br>Title from electronic submission form. ETSU ETD database URN: etd-0331104-085211 Includes bibliographical references. Also available via Internet at the UMI web site.
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Vintetjärn, Björn. "Video Games – a Source of Knowledge? - an investigation amongst youths about their thoughts on their video gaming habits." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36462.

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This research is based on the following research question: What are the pupils’ thoughts about their gaming habits and possible learning situations in connection with their gaming? The study is based on literature on the subject and on two interviews with five youths who are between sixteen and seventeen years of age. The conclusions that can be drawn from my research question are:- Learning could take place in different domains and be put into different contexts. Hence, language learnt from playing video games, could be applied on domains outside of the game, i.e. implicit learning in terms o
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Amarius, Sebastian, and Oliver Fredriksson. "Digital games and collocations : A study of the relationship between L2 learners' gaming habits and knowledge of collocations." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44779.

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Digital games are often considered a pastime activity with little to no real or tangible benefits. This, however, is contrary to studies on the usefulness of digital games in second language (L2) learning. There are several aspects of L2 learning that are affected positively by gaming, as well as other extramural English (EE) activities. One of these aspects is vocabulary, which has been proven to be substantially improved by gaming through incidental learning.  Collocations are often referred to as word pairs that co-occur more frequently than any other two words. The definition of a colloca
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Tuğsal, Fatma Kübra. "Examination of primary school children's playing habits through digital puzzle games, and the impact of non-educational commercial puzzle games on the development of logical thinking in primary school children : An ethnographic case study with Supaplex." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16176.

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Supaplex is a single player video-game released at the beginning of the 90's which known as a challenging puzzle game developed for MS-DOS and Amiga. Although Supaplex did not get an intense interest and did not become a "POP" icon like PacMan or Super Mario or Sonic during the 90's, it was quite popular among people who like puzzle games such as Boulder Dash. This paper aims to revive this nostalgic video-game and show if Supaplex help to improve the development of logical thinking in primary school children. This paper examines how can Supaplex effect on primary school children's way of deve
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Livres sur le sujet "Game habit"

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National Cancer Institute (U.S.), ed. Beat the smokeless habit: Game plan for success. 3rd ed. National Institutes of Health, National Cancer Institute, 1993.

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Ruth, Bennett, ed. Kick the TV habit!: A simple program for changing your family's television viewing and video game habits. Penguin Books, 1994.

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Habit changers: 81 game-changing mantras to mindfully realize your goals. 2016.

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Canio, Francesca De. The New Social Game : Sharing Economy and Digital Revolution: Into the Change of Consumers' Habit. EGEA Spa - Bocconi University Press, 2017.

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Kreienbrink, Kai. Focus in Your Life, Better Life, Reflection Journal, Game-Changing, Habit in Your Life, Positive Life. Independently Published, 2021.

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Kreienbrink, Kai. Better Life, Reflection Journal, Focus in Your Life, Game-Changing, Positive Life, Habit in Your Life. Independently Published, 2021.

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Kreienbrink, Kai. Focus in Your Life, Better Life, Habit in Your Life, Reflection Journal, Game-Changing, Positive Life. Independently Published, 2021.

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Kreienbrink, Kai. Habit in Your Life, Positive Life, Focus in Your Life, Reflection Journal, Game-Changing, Better Life. Independently Published, 2021.

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Kreienbrink, Kai. Habit in Your Life, Focus in Your Life, Game-Changing, Positive Life, Reflection Journal, Better Life. Independently Published, 2021.

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Kreienbrink, Kai. Habit in Your Life, Better Life, Game-Changing, Reflection Journal, Focus in Your Life, Positive Life. Independently Published, 2021.

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Chapitres de livres sur le sujet "Game habit"

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Foster, Peter. "Habit." In The Long Game: Sustaining a Successful Career in Teaching. Routledge, 2024. https://doi.org/10.4324/9781003453154-14.

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Ricchiuti, Diego. "Habit Loop and Operant Conditioning." In Game Design Tools. CRC Press, 2022. http://dx.doi.org/10.1201/9781003229438-13.

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Schillaci, Domenico, Salvatore Di Dio, and Mauro Filippi. "Sustainable Mobility as a Sport." In Springer Series in Design and Innovation. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49811-4_70.

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AbstractIn recent years many studies focused on steering behavioural change to face the climate crisis. A significant part of these opted to deal with mobility habits, i.e. prompting citizens towards more conscious and sustainable choices. One widely used approach involved game techniques to hack the habit loop by exploiting the similarities that keep players hooked. In this context, narrative can be key in engaging people’s emotions. It can facilitate the integration of game elements and emphasise the tension that arouses emotional reactions and fuels the desire to play. Several examples of g
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Jennings, Stephanie C. "Autoethnographic Denial." In Historiographies of Game Studies. punctum books, 2025. https://doi.org/10.53288/0441.1.20.

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Despite the centrality of autoethnography in the historical emergence of critical video game analysis—and despite recognition from game studies scholars that players’ situated subjectivities and embodied experiences are inextricable aspects of gameplay—the field of game studies has developed an enduring habit of disparaging the use of autoethnography. The purpose of this chapter, then, is to examine the history of autoethnography in the field: so pivotal, and yet so denied. I chronicle the ways that the field has largely abstained from conducting autoethnographies, even as autoethnography’s in
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Xie, Qitong, and Wei Yu. "The Interaction Design of AR Game Based on Hook Model for Children's Environmental Habit Formation." In Communications in Computer and Information Science. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90176-9_61.

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Foster, Peter. "Embedding Habits – Notes for Leaders." In The Long Game: Sustaining a Successful Career in Teaching. Routledge, 2024. https://doi.org/10.4324/9781003453154-15.

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Di Dio, Salvatore, Enza Lissandrello, Domenico Schillaci, Brunella Caroleo, Andrea Vesco, and Ingwio D’Hespeel. "MUV: A Game to Encourage Sustainable Mobility Habits." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11548-7_6.

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Finzer, William. "Games, Data, and Habits of Mind." In Mit Werkzeugen Mathematik und Stochastik lernen – Using Tools for Learning Mathematics and Statistics. Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03104-6_6.

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Raateland, Wouter, Konstantinos Chronas, Tim Wissel, et al. "A Serious Game for Students to Acquire Productivity Habits." In Lecture Notes in Computer Science. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63464-3_32.

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Cabascango, Sara, Ismael Andrango, and Graciela Guerrero. "Fostering Healthy Food Habits Through Video Games." In Sustainable, Innovative and Intelligent Societies and Cities. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-30514-6_9.

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Actes de conférences sur le sujet "Game habit"

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Adiputra, Indra, and Muhammad Iqbal Nurfauzan. "Welcome to Mobile Legends: Unravel the Effects of Habit, Visual Authority, and Hedonic Motivation on In-Game Purchases." In 2024 International Conference on Information Management and Technology (ICIMTech). IEEE, 2024. https://doi.org/10.1109/icimtech63123.2024.10780806.

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Singh, Anmol, and Anmol Aggarwal. "Unveiling the Gamer Landscape: A Statistical Analysis of Gaming Habits and Mental Health." In 2024 15th International Conference on Computing Communication and Networking Technologies (ICCCNT). IEEE, 2024. http://dx.doi.org/10.1109/icccnt61001.2024.10726202.

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Liao, Chang-Yen, Wan-Chen Chang, and Tak-Wai Chan. "Cultivating Students' Good Habit for Writing in a Portfolio Management Game." In 2017 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI). IEEE, 2017. http://dx.doi.org/10.1109/iiai-aai.2017.76.

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Bezerra, Daniel Filgueira, Filipe Calegario, Giordano Cabral, and Geber Ramalho. "MySoundtrack: a tool for personalized and adaptive music listening while playing games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19663.

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Adaptive soundtrack design for video games is an ever-evolving field of study: games that modify its music depending on what is happening around and with the player. Meanwhile, independent game developers struggle with composition of soundtracks, and adaptive soundtrack tools are not accessible to them, mostly because of their complexity. This forces most of them to collage soundtracks with permissive licenses they find online. Besides, there is a growing habit of players to mute the game's original soundtrack to listen to their own songs. This paper introduces MySoundtrack, an asset for Unity
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Solanki, Chaitanya, and Deepak J. Mathew. "Habit and perception towards games and game-based learning in India: A survey study of awareness and experience with digital games." In Proceedings of DiGRA 2022 Conference: Bringing Worlds Together. Digitial Games Research Association DiGRA, 2022. https://doi.org/10.26503/dl.v2022i1.1337.

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Anand, Swetha, and Cecilia Xi Wang. "Interdisciplinary education using game design for electronic waste." In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004345.

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This paper addresses the production of electronic waste (e-waste), which has increased drastically. We must address it immediately, as many harmful metals and hazardous gases will lead to health and environmental issues. This is due to a need for more awareness, and higher education can play a role in solving this issue. To understand e-waste, one must know electronics, chemistry, biology, and more. In addition, the topic itself needs a motivation factor to gain students' interest. Because e-waste requires knowledge of more than one field, an interdisciplinary game design education can give st
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Rocha, Gabriel Lopes, João Teixeira Araújo, and Flávio Luiz Schiavoni. "Ha Dou Ken Music: Mapping a joysticks as a musical controller." In Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sbcm.2019.10425.

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The structure of a digital musical instrument (DMI) can be splitted up in three parts: interface, mapping and synthesizer. For DMI’s, in which sound synthesis is done via software, the interaction interface serves to capture the performer’s gestures, which can be mapped under various techniques to different sounds. In this work, we bring videogame controls as an interface for musical interaction. Due to its great presence in popular culture and its ease of access, even people who are not in the habit of playing electronic games possibly interacted with this kind of interface once in a lifetime
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Lange, Ryan. "Video game habits." In the 2007 conference. ACM Press, 2007. http://dx.doi.org/10.1145/1328202.1328242.

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KONG, CHUIBIN, and TING GU. "STUDY ON THE TRAINING STRATEGY OF STUDENTS MAJORING IN PRESCHOOL EDUCATION." In 2023 9TH INTERNATIONAL SYMPOSIUM ON SOCIAL SCIENCE. Destech Publications, Inc., 2023. http://dx.doi.org/10.12783/dtssehs/isss2023/36066.

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In the process of early childhood education, using games to carry out teaching activities can help children improve their interest in learning and develop good living habits. In the process of game activities, we can let the children learn knowledge in a relaxed learning atmosphere. Therefore, the ability of kindergarten teachers to organize students' game activities is particularly important. Colleges and universities can cultivate the game activity organizing ability of students majoring in preschool education, which can ensure that students can better use this ability to carry out preschool
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Зароднюк, Галина Владимировна, and Илья Валерьевич Бобров. "ON THE QUESTION OF THE PEDAGOGICAL IMPORTANCE OF THE USE OF OUTDOOR GAMES." In Psychology, sports science and medicine: сборник статей международной научной конференции (Кингисепп, Апрель 2023). Crossref, 2023. http://dx.doi.org/10.37539/230426.2023.35.38.002.

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Здоровый образ жизни - это не только образ жизни, направленный на сохранение здоровья, профилактику болезней и укрепление человеческого организма в целом, отказ от вредных привычек и занятие физическими упражнениями, это еще способ повысить свой биологический потенциал жизнедеятельности. А высокий профессионализм и личные качества преподавателя физической культуры при условии оптимально-комфортного взаимодействия их со студентами помогут формированию этой жизненно важной и необходимой привычки. A healthy lifestyle is not only a lifestyle aimed at preserving health, preventing diseases and stre
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Rapports d'organisations sur le sujet "Game habit"

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Nelson Kakulla, Brittne. Gaming Attitudes and Habits of the 50+ Gamer: Infographic. AARP Research, 2019. http://dx.doi.org/10.26419/res.00328.002.

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Anderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, 2016. http://dx.doi.org/10.26419/res.00125.001.

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Geisthardt, Eric, Burton Suedel, and John Janssen. Monitoring the Milwaukee Harbor breakwater : an Engineering With Nature® (EWN®) demonstration project. Engineer Research and Development Center (U.S.), 2021. http://dx.doi.org/10.21079/11681/40022.

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The US Army Corps of Engineers (USACE) maintains breakwaters in Milwaukee Harbor. USACE’s Engineering With Nature® (EWN®) breakwater demonstration project created rocky aquatic habitat with cobbles (10–20 cm) covering boulders (6–8 metric tons) along a 152 m section. A prolific population of Hemimysis anomala, an introduced Pontocaspian mysid and important food source for local pelagic fishes, was significantly (p &lt; .05) more abundant on cobbles versus boulders. Food-habits data of alewife (Alosa pseudoharengus) and rainbow smelt (Osmerus mordax) provided evidence that H. anomala were a com
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Osorio, Itzel, Camillie Delevaux, Ricardo Perez-Cuevas, et al. Associated Factors of Healthy Lifestyle in the Bahamas. Inter-American Development Bank, 2018. http://dx.doi.org/10.18235/0009376.

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The Bahamas faces critical challenges due to an increase in chronic diseases (CDs). Overweight and obesity are on the rise among all age groups. In addition, the prevalence of raised blood glucose is 13% and that of high blood pressure is 31%. CDs are responsible for 45% of deaths in the country. The Ministry of Health has been implementing programs and interventions to slow the growth of CDs. These programs focus on tackling risk factors and developing both the National Dietary Guidelines and the nutrition interventions implemented in primary care facilities and in the community. This study i
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Informe sobre o proxecto para a implantación dunha industria de fibra téxtil a base de celulosa e as súas infraestruturas asociadas. Consello da Cultura Galega, 2024. http://dx.doi.org/10.17075/piiftbcia.2024.

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O 4 de marzo o Diario Oficial de Galicia (DOG, núm. 45 de 2024) publicou o anuncio do 20 de febreiro de 2024, da Secretaría Xeral de Industria, polo que se someten a información pública a solicitude de autorización ambiental integrada (AAI), o estudo de impacto ambiental (EIA), a declaración de utilidade pública e o proxecto para a implantación dunha industria de fibra téxtil a base de celulosa e as súas infraestruturas asociadas, promovido por Greenfiber, S.L. e declarado proxecto industrial estratéxico (PIE) polo Acordo do Consello da Xunta de Galicia, do 29 de decembro de 2022, que se vai i
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