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Artykuły w czasopismach na temat "Gaming"

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Close, James, Stuart Gordon Spicer, Laura Louise Nicklin, Joanne Lloyd, Ben Whalley i Helen Lloyd. "Gambling and Gaming in the United Kingdom during the COVID-19 Lockdown". COVID 2, nr 2 (18.01.2022): 87–101. http://dx.doi.org/10.3390/covid2020007.

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During the first UK national COVID-19 lockdown, there were fears that increased online gaming and gambling could negatively impact wellbeing. Using a cross-sectional retrospective change survey of 631 UK adult gamers and/or gamblers during the week the UK lockdown was partially lifted (June 2020), we investigated participation in gaming/gambling and relationships with problem gaming, problem gambling and wellbeing (using the following previously validated scales: the Internet Gaming Disorder Short Form; a short-form version of the Problem Gambling Severity Index; a short-form of the Warwick–Edinburgh Mental Well-Being Scale). Results indicated a near-doubling in gaming activity during lockdown and significant increases in problem gaming scores, but not in numbers of disordered gamers. Aggregate changes to gambling participation and problem gambling were negligible: decreases in offline and sports gambling were balanced by increases in online gambling. Wellbeing scores decreased during lockdown across the sample, particularly amongst women, and path analysis revealed moderate correlations between increases in problem gaming and gambling scores and reductions in wellbeing. We conclude that for some, maladaptive gaming/gambling coping strategies during the lockdown may have exacerbated its negative effects.
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Mohamed, Mohamed S., Gull Rukh, Helgi B. Schiöth, Sofia Vadlin, Susanne Olofsdotter, Cecilia Åslund i Kent W. Nilsson. "Worsened Anxiety and Loneliness Influenced Gaming and Gambling during the COVID-19 Pandemic". Journal of Clinical Medicine 12, nr 1 (29.12.2022): 249. http://dx.doi.org/10.3390/jcm12010249.

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Aim: To study the prevalence and patterns of problematic gaming and gambling during the COVID-19 pandemic and the association with psychiatric traits and major types of anxiety categories. Method: 1067 young adults participated in both wave 3 (2018) and wave 4 (2021) of the SALVe Cohort. Associations with psychiatric symptoms and anxiety were examined using logistic regression and Chi-square tests. Results: Problematic gaming decreased by 1.3 percentage points to 23.2% since the start of the pandemic, while problematic gambling increased by 0.9 percentage points to 6.5% in w4. Average time spent playing video games/day decreased from 2.2 h (w3) to 1.7 h (w4), while increases in gaming activity were associated with worsened feelings of loneliness (p = 0.002), depression (p < 0.001), and anxiety (p < 0.01) during the pandemic. Predictors for problematic gaming at w4 were previous problematic gaming and social anxiety (p = < 0.001 and 0.01, respectively). Moreover, previous problem gambling also predicted problem gambling at w4 p < 0.001. All anxiety categories were associated with both problematic gaming and gambling when adjusted for age and sex. However, after adjusting for depression and insomnia, social anxiety was associated with problematic gaming (p < 0.001), while panic was associated with problem gambling (p < 0.001). Conclusion: Overall, problematic gaming has decreased since the start of the pandemic, while problem gambling has increased. Worsened feelings of loneliness, depression, and anxiety during the pandemic are associated with increased gaming. Moreover, the association between problematic gaming and gambling and anxiety is independent of depression and sleep problems.
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Kisch, Mark, i Anders Håkansson. "Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study". JMIR Serious Games 10, nr 2 (22.04.2022): e29077. http://dx.doi.org/10.2196/29077.

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Background Gambling within the world of gaming is an emerging phenomenon that may share common conceptual characteristics with traditional forms of gambling. The current literature suggests a higher degree of problematic behaviors in this gambling pattern, but studies are few, prompting for further research regarding individual characteristics and comorbid conditions associated with this activity. Objective The aim of the study is to investigate correlations between the use of gambling services within the world of gaming and individual characteristics and addictive behaviors including problem gambling. Methods A cross-sectional web survey was distributed to an existing panel of online respondents in Sweden. A total of 2001 respondents were included. Chi-square and Mann-Whitney U tests, followed by a logistic regression, were used in order to determine independent variables associated with gambling in the context of gaming. Results A total of 2.9% (58/1984) of respondents reported past-year gambling within gaming. Significant associations were found with male sex, younger age, history of treatment-seeking for alcohol problems, and higher Gaming Addiction Scale scores. Conclusions The demonstrated findings strengthen previously found associations between gambling in gaming and younger age, male sex, and problematic gaming behaviors. Additionally, the association with a history of treatment needs for alcohol problems adds to the previous impression of increased problem severity and comorbidity in within-gaming gamblers.
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Vadlin, S., C. Åslund i K. W. Nilsson. "Stability of problematic gaming and associations with problematic gambling: A three-year follow-up study of adolescents in the SALVe-cohort". European Psychiatry 41, S1 (kwiecień 2017): s882. http://dx.doi.org/10.1016/j.eurpsy.2017.01.1782.

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AimThe aims of the present study was to investigate the long-term stability of problematic gaming among adolescents, and whether problematic gaming at wave 1 (W1) were associated with problematic gambling at wave 2 (W2), three years later.MethodsData from the SALVe-Cohort, including adolescents in Västmanland born in 1997 and 1999, at two waves were analyzed (W1, n = 1868; 1035 girls, W2, n = 1576; 914 girls). Adolescents self-rated the Gaming Addiction Identification Test (GAIT), Problematic Gambling Severity Index (PGSI), and gambling frequencies. Stability of gaming using Gamma correlation, and Spearman's rho was performed. General linear model analysis (GLM), and logistic regression analysis were performed, adjusted for sex, age, and ethnicity using PGSI as dependent variable, and GAIT as independent variable, for investigating associations between problematic gaming and problematic gambling.ResultsProblematic gaming was stable over time, γ = 0.810, P ≤ 0.001, and ρ = 0.555, P ≤ 0.001. Furthermore, problematic gaming at wave 1 increased the probability of having problematic gambling three years later, GLM F = 3.357, η2 = 0.255, P ≤ 0.001, and logistic regression OR = 5.078 (95% CI: 1.388–18.575), P = 0.014. Male sex was associated with higher probability of problematic gambling.ConclusionsThe present study highlights the importance of screening for problematic gambling among problematic gamers in order not to overlook possible coexisting gambling problems. The stability of problematic gaming indicates a need for development and evaluation of treatment for problematic gaming and also for coexisting gambling problems.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Richard, Jérémie, Émilie Fletcher, Stephanie Boutin, Jeffrey Derevensky i Caroline Temcheff. "Conduct problems and depressive symptoms in association with problem gambling and gaming: A systematic review". Journal of Behavioral Addictions 9, nr 3 (12.10.2020): 497–533. http://dx.doi.org/10.1556/2006.2020.00045.

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AbstractBackground and aimsBehavioral addictions such as gambling and gaming disorder are significant public health issues that are of increasing importance to policy makers and health care providers. Problem gambling and gaming behaviors have been identified as being associated with externalizing and internalizing problems, with theoretical models suggesting that both conduct problems and depressive symptoms may be significant risk factors in the development of problem gambling and gaming. As such, the purpose of this systematic review is to provide an overview of research identifying the relationship between conduct problems, depressive symptoms and problem gambling and gaming among adolescents and young adults.MethodsSystematic literature searches in accordance with PRISMA guidelines found 71 eligible studies that met the inclusion criteria, 47 for problem gambling, 23 for problem gaming and one for both problem behaviors.ResultsBased on cross-sectional evidence, both problem gambling and gaming are consistently concurrently associated with conduct problems and depressive symptoms. Longitudinal evidence appears to be clearer for conduct problems as a risk factor for problem gambling, and depressive symptoms as a risk factor for problem gaming. However, both risk factors appear to increase the risk for these problem behaviors.Discussion and ConclusionsResults from the literature review suggest that problem gambling and gaming are associated with the presence of conduct problems and depressive symptoms, with the potential of sharing common etiological factors. Additional research is necessary to confirm these longitudinal relationships with an emphasis on investigating the interaction of both early conduct problems and depressive symptoms.
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André, Frida, Anders Håkansson, Björn Axel Johansson i Emma Claesdotter-Knutsson. "The prevalence of gaming and gambling in a child and adolescent psychiatry unit". Journal of Public Health Research 11, nr 2 (kwiecień 2022): 227990362211041. http://dx.doi.org/10.1177/22799036221104160.

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Background: Gaming and gambling are frequently reported from child and adolescent psychiatry and school health care. Swedish epidemiological data show that 1.3% of the population meet the criteria for gambling disorder. Risk factors are male gender, young age, single status and being born outside Sweden. Both problem gaming and gambling are associated with compulsion, psychiatric and physical symptoms, impaired cognitive development and school performance. Based on the limited knowledge and the need for more research into these behaviours among young individuals, the present study aimed to look at the prevalence of gaming and gambling in patients at the child and adolescent psychiatry department (CAP) in Skåne, a region in the south of Sweden. Design and methods: The overall aim is to explore gaming and gambling in a child and youth population. Children aged 8–18 years ( N = 144) from CAP in Skåne were assessed with two self-screening instruments: GASA (Game Addiction Scale for Adolescents) and NODS-CLiP (NORC Diagnostic Screen for Gambling Problems). Information were collected regarding type of care, housing situation and diagnosis. Results: Thirty-three percent of the study participants showed problem/addictive gaming. Fifty-two percent of the males in the study showed problem/addictive gaming. Forty-four percent of the subjects with ADHD showed problem/addictive gaming. Eleven percent of the study participants showed problem gambling. Conclusions: The present study reports hitherto unreported figures of problem gaming and gambling. Our results show the importance of screening children and adolescents for these conditions when admitting subjects to CAP in/outpatient care.
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Chang, Fong-Ching, i Wei-Chun Chuang. "0802 Adolescents’ In-game Purchase, Problem Gaming, Gambling Game Playing Associated with Poor Sleep Quality". SLEEP 47, Supplement_1 (20.04.2024): A343—A344. http://dx.doi.org/10.1093/sleep/zsae067.0802.

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Abstract Introduction Problem gaming and sleep deprivation among adolescents represent critical issues in public health. Online gaming frequently incorporates monetary features, like microtransactions, blurring the line between gaming and gambling. More than half of parents are worried that their children feel pressured to make in-game purchases (Ofcom, 2023). Research has shown an association between problem gaming and heightened psychological distress as well as reduced sleep quality in adolescents. In Taiwan, there has been a notable increase in online game and gambling game advertisements across both offline and online platforms in recent decades. This study aims to explore the relationships between adolescents' exposure to marketing, parental involvement, in-game purchases, problem gaming, engagement in gambling games, psychological distress, and sleep problems in Taiwan. Methods Data were gathered from a sample of 2595 seventh-grade students across 30 middle schools in both urban and rural areas of Taiwan. A self-administered questionnaire was conducted in 2020. A panel of 8 experts was invited to assess the content validity of the questionnaire. The questionnaires were distributed to students in their classrooms by trained interviewers. Approval was obtained from the Institutional Review Board at National Taiwan Normal University. Results The findings revealed that 94% of adolescents engaged in online gaming, with 38% making in-game purchases, 9% participating in online gambling games, and 32% reporting poor sleep quality. The multiple regression results showed that adolescents exposed to higher levels of gaming marketing, involved in in-game purchases, and experiencing lower levels of active parental mediation were more likely to have problem gaming. Furthermore, adolescents with increased exposure to gambling game marketing, influenced by advertising effects, involved in in-game purchases, and experiencing problem gaming, were more likely to engage in online gambling games and purchase tokens. Additionally, adolescents involved in in-game purchases, problem gaming, and playing online gambling games were more likely to experience higher psychological distress and poor sleep quality. Conclusion Adolescents' engagement in in-game purchases, problem gaming behaviors, and playing online gambling games has been linked to increased risks of psychological distress and poor sleep quality. Support (if any) This research was supported by a research grant from the Taiwan Ministry of Science and Technology.
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Monaghan, Sally, Alex Blaszczynski i Lia Nower. "Do Warning Signs on Electronic Gaming Machines Influence Irrational Cognitions?" Psychological Reports 105, nr 1 (sierpień 2009): 173–87. http://dx.doi.org/10.2466/pr0.105.1.173-187.

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Electronic gaming machines are popular among problem gamblers; in response, governments have introduced “responsible gaming” legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.
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Miers, David. "THE RELATIONSHIP BETWEEN THE REGULATORY ENVIRONMENT GOVERNING COMMERCIAL GAMBLING AND THE SHAPE OF THE MARKET IN THE SUPPLY AND GAME PARAMETERS OF GAMING MACHINES". Journal of Gambling Business and Economics 7, nr 3 (9.12.2013): 111–49. http://dx.doi.org/10.5750/jgbe.v7i3.820.

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This paper has three main purposes. The first sets the controls over the supply and the game parameters of gaming machines within the broader regulatory environment governing commercial gambling in Great Britain. This account notes the tensions that existed prior to the regime introduced by the Gambling Act 2005, but whose legacy continues to present both regulatory and commercial difficulties. Its second purpose is to indicate how these controls have shaped the gaming machine market and the debate around the ways in which the government could realise its policy of striking a balance between the interests of both operators and players. This paper does not address the regulation of online gambling; that is, ‘remote gambling’ by means of ‘remote communication’ (s. 4 of the Gambling Act 2005). Its third purpose is to provide a critical account of the regulatory regime governing the availability of gaming machines as the background against which the Responsible Gambling Trust’s other commissioned contextual papers may be read.The text falls into four sections:An overview of the regulation of machines under the Gaming Act 1968 and of the reasons underlying the structure of the new regimeA summary of the overall regulatory structure of the 2005 ActA descriptive account of the 2005 Act’s regulation of machinespreliminarycommon core definitional features of a ‘gaming machine’the categories of gaming machinesgaming machine licences and permitsconditions and standards for their use4.Some concluding comments on how these arrangements have shaped both the commercial availability of gaming machines and the debate about how the interests of operators and of players can be accommodated
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Karlsson, J., N. Broman i A. Håkansson. "Associations between Problematic Gambling, Gaming, and Internet Use: A Cross-Sectional Population Survey". Journal of Addiction 2019 (24.09.2019): 1–8. http://dx.doi.org/10.1155/2019/1464858.

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Background. While pathological gambling, or gambling disorder, is an established diagnosis, a link to other potential behavioural addictions has been suggested. The present study aimed to investigate whether signs of problem gaming and problematic internet use are related to problem gambling in the general population, while including other potential risk factors. Methods. A cross-sectional study design, using an electronical questionnaire, administered through a marketing survey company for relative representativeness with respect to age and gender. Potential correlates of problem gambling were measured in binary analyses, and significant associations were entered in a logistic regression analysis controlling them for one another. Problem gambling, gaming, and internet use were measured through established screening instruments (the CLiP, the GAS, and the PRIUSS). Results. Statistically significant associations were found between problem gambling and both problem gaming and problematic internet use, as well as with male gender. In logistic regression, problem gaming, problematic internet use, and male gender remained associated with problem gambling. Conclusion. After controlling for potential demographic risk factors, problem gaming and problematic internet use may be related to problem gambling, suggesting that these constructs may interact or may share similar risk factors. More research is needed to clarify factors mediating the links between these conditions.
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Rozprawy doktorskie na temat "Gaming"

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Goh, Ci'an. "The psychology of gaming and gambling". Thesis, University of Birmingham, 2017. http://etheses.bham.ac.uk//id/eprint/7950/.

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Volume I: This volume consists of a systematic literature review investigating the evidence of computer-assisted cognitive behavioural therapy and motivational feedback interventions for problem gamblers. This is followed by an empirical study exploring the mediating effects of motivators for playing online games on play time and psychological wellbeing. Increased play time was associated with poorer psychological wellbeing, especially when there is a greater motivation for escapism. The negative impact of 'escapist' gaming was strengthened for individuals with low self-esteem. Volume II: Five clinical practice reports are presented in this volume. The first report details the case of a 39-year-old male experiencing social anxiety and low-mood, formulated from cognitive-behavioural and systemic perspectives. The second report presents a service development project, designed to evaluate the long-term conditions training for staff. The third report details a single-experimental design applied to the case of an 86 year-old male with panic attacks and low mood to evaluate a cognitive-behavioural intervention. The fourth report describes a case study of a 16-year-old male with social anxiety and low mood. The fifth is an abstract of an oral presentation given to describe the case of a 40-year-old male with mild learning disability, low mood and anger difficulties.
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Perez, Michael. "MMO gaming culture| An online gaming family". Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.

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This study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.

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McGivern, Paul R. "Risk-taking and expenditure in digital roulette : examining the impact of tailored dynamic information and warnings on gambling attitudes and behaviours". Thesis, University of Derby, 2018. http://hdl.handle.net/10545/622837.

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Digital gambling is the fastest growing form of gambling in the world (Reilly & Smith, 2013a). Technological advancements continually increase access to gambling, which has led to increased social acceptance and uptake (Dragicevic & Tsogas, 2014) with Roulette being among the most popular games played both online and on Electronic Gaming Machines. In response, gambling stakeholders have drawn on the structural characteristics of gambling platforms to develop and improve Responsible Gambling (RG) devices for casual gamblers. Many RG data-tracking systems employ intuitive ‘traffic-light’ metaphors that enable gamblers to monitor their gambling (e.g. Wood & Griffiths, 2008), though uptake of voluntary RG devices is low (Schellinck & Schrans, 2011), leading to calls for mandatory RG systems. Another area that has received considerable RG research focus involves the use of pop-up messages (Auer & Griffiths, 2014). Studies have examined various message content, such as correcting erroneous beliefs, encouraging self-appraisal, gambling cessation, and the provision of personalised feedback. To date, findings have been inconsistent but promising. A shift towards the use of personalised information has become the preferred RG strategy, though message content and timing/frequency requires improvement (Griffiths, 2014). Moreover, warning messages are unable to provide continuous feedback to gamblers. In response to this, and calls for a ‘risk meter’ to improve monitoring of gambling behaviours (Wiebe & Philander, 2013), this thesis tested the impact of a risk meter alongside improved pop-up warning messages as RG devices for within-session roulette gambling. The thesis aimed to establish the optimal application of these devices for facilitating safer gambling behaviours. In support of the aims of RG research to evaluate the impact of devices on gambling attitudes and behaviours, the Elaboration Likelihood Model was identified as a suitable framework to test the proposed RG devices (Petty & Cacioppo, 1986). Both the interactive risk meter and pop-up messages were developed based on existing methods and recommendations in the RG literature, and examined via a series of laboratory-based roulette simulation experiments. Overall, results found the risk meter to be most effective when used as an interactive probability meter. Self-appraisal/Informative pop-up warnings were examined alongside expenditure-specific and hyrbid warnings. Findings showed that hybrid messages containing both types of information to be most effective, with optimal display points at 75%, 50%, 25% and 10% of remaining gambling credit. The final study tested both optimised devices (probability meter and hybrid messages). Results showed that using both RG devices in combination was most effective in facilitating reduced gambling risk and early within-session gambling cessation. Findings support the use of personalised, interactive RG devices using accurate context-specific information for the facilitation of safer gambling. The ELM was shown to be an effective model for testing RG devices, though findings suggested only temporary shifts in attitude change and a lack of impact on future gambling intentions. Overall, support for the implementation of RG devices that facilitate positive, temporary behaviour change that do not negatively impact on broader gambling attitudes or gambling enjoyment. Implications for theory, implementation, and RG frameworks are discussed, alongside recommendations for future research.
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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova i T. M. Shabelnyk. "3D gaming". Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22501.

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Chhina, Gagun S. "Video gaming parlours : the emergence of video gaming in India". Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/video-gaming-parlours-the-emergence-of-video-gaming-in-india(75217f0f-c060-4c68-b708-ed496b3988e1).html.

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This thesis critically interrogates the role of local context in the adoption and interpretation of video technology and gaming practices in the little studied locale of India. Video gaming is a recent phenomenon in India which has been rapidly increasing in popularity, yet it has gained little academic attention in digital gaming research. The project seeks to understand the emergence of practices of consumption of video games in India from the point of view of Indians themselves through the exploration of how Indian video gamers situate, interpret and negotiate the practice of video game play. In his book Video Gamers (2012), Gary Crawford makes a case for analysing game play as a practice, situated within everyday experiences and social networks. Crawford identifies two deficiencies in gaming studies: the dominance of a Western-centric viewpoint and the disregard for player context. This research addresses these shortcomings in two ways. First, through situating the field research in Chandigarh. Second, by employing a mixed methods qualitative approach - observations, interviews, focus groups, field notes, pictures and video recordings – to elicit the detail of the gamers' cultural context. Situating these practices within the broader social, historical, geographical and cultural milieu allows for the conceptualisation of contextual factors in terms of their influence on the adoption and interpretation of the global gaming practice in a local setting. These methods allow for the examination of, first, multiple culturally embedded factors and, second, the players' processes of sense making applied to video gaming. Each method makes the social world of the gamers visible in different ways. Fieldwork predominantly took place in video gaming parlours. Investigating game players in the space of the video gaming parlour enabled a more honed understanding of how the practice of video gaming was ‘glocalised’ within particular social, geographical and cultural contexts. A smaller second study was conducted in Manchester, to collect data in a setting that is culturally different from India. This contrasting data provided greater sensitivity to cultural factors in India which might have otherwise been overlooked or which had been obscured. The research draws theoretically upon Bourdieu’s theories of social field, habitus, and capital, combining these with Goffman’s notions of dramaturgy and framing, and Robertson’s concept of glocalisation. These concepts provided a theoretical framework that enabled a interrogation of the data to reveal the sociocultural processes embedded in the gaming parlours, and the individual’s creative engagements with video game products themselves. The methodological and theoretical framework, then, were complementary, offering both an experiential and contextual approach. This study found that video gamers interpret and make sense of the practice of video gaming through their contextual situation, and that they will both consciously and unconsciously attempt to glocalise the practice of video gaming so that it becomes culturally more acceptable.
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Westermark, Christian. "Mobile Multiplayer Gaming". Thesis, KTH, Kommunikationssystem, CoS, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-91990.

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The last ten years, online multiplayer games have become very popular. During the same time period mobile terminals and cellular networks have undergone a tremendous technical evolution. Therefore it is natural to wonder why we have not seen an online mobile multiplayer gaming revolution yet. The answer to this question is of great value for companies selling mobile systems. This answer is important in order to understand how to fill up today’s empty networks with traffic and what kind of traffic these games will generate. This thesis is a continuation of Mattias Åkervik’s thesis. It gives the reader an understanding of what kind of wireless technologies are on the market today and how they perform. Given this performance background, some suitable games were chosen to examine how they perform over a particular cellular network and to determine the perceived gaming quality that a user experience. The thesis also examines the particular packet traffic characteristics generated by these games to gain a better understanding of how to better adapt cellular networks towards gaming. Finally the market will be analyzed. Not only how large this potential market is, but to examine if there are some market issues preventing the revolution in network cellular on-line multiplayer games.
De senaste tio åren har multiplayer gaming blivit väldigt populärt. Under samma tidsperiod har cellulära terminaler och de mobile nätverken genomgått en stor teknisk evolution. Därför kan man undra varför inte mobile multiplayer gaming har slagit igenom än. Svaret på denna fåga är värdefullt för föreatag som säljer mobila system, men även mobiloperatörerna, dådet kan ge en hint hur man bättre kan fylla ut dagens tomma 3G system med trafik. Detta examensarbete är en fortsättning på Mattias Åkerviks arbete. Det ger läsaren en förståelse i dagens trådlösa teknologier och vad de kan prestera. Med detta i bagaget kommer ett antal spel undersökas och hur deras spelupplevelse influeras av begräsningarna som de mobila nätverken har. Arbetet kommer också att behandla vilken trafik dessa spel genererar, då detta kan ge en bättre förståelse i hur man kan anpassa nätverken i ett gamingsyfte. Slutligen kommer marknaden att analyseras. Inte bara det potentiella värdet av gamingmarknaden, men även om det finns några marknadsstrukturella orsaker som bromsar utvecklingen av mobila multiplayer spel.
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Lundqvist, Joakim. "Training through gaming : The effect of frequent gaming on cognitive performance". Thesis, Umeå universitet, Institutionen för psykologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136554.

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ROGEFELT, JOAKIM, i ADAM LUNDSTRÖM. "Mobile Gaming Earbud. : Design and functionality investigation of mobile gaming headphones". Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263155.

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Today there are a vast amount of headphones models, brands and types – each trying their bestto differentiate themselves from the rest. In collaboration with Defunc the thesis project soughtto investigate how one can develop a pair of mobile gaming headphones that meet the needsand wants of mobile gamers. The project was divided into three stages - Exploration,Validation, and Implementation – with focus on human centred design, ergonomics, branding,and most importantly headphone technology. User studies and market analysis revealed that there was a market gap for mobile gaming, andthat gaming needs were dependant on four main categories of personal value creation ingaming. Fishbone diagrams and QFD analysis were used to identify prioritized productproperties for customer values. Competitive gamers were chosen as the intended user group,as they had the most to gain from gaming headphones, and set the standard for the gamingcommunity as a whole. Modules were created and used as a tool for generating concepts. These were then testedthrough rapid prototyping and trigger interviews, with respect to usability and ergonomics. Theinsights from these together with price points from the manufacturers guided the conceptselection process. An initial design proposal was created and verified through a collaborationwith manufacturers at site in China. The result was a portable mobile gaming earbud (MGE) which featured hybrid drivers,adjustable MEMS microphone, 15 h battery time, BT 5.0 with aptX ll and ACC support, 3Dsurroundsound simulation, compressor functionality, mic mute, memory foam tips, andmagnetic backplates featuring on/off functionality. All features comply with identified wantsand needs of the user studies – including a design that suits on-the-go use of mobile gamingwhile differentiating itself from market competition.
På dagens marknad finns det en otrolig mängd hörlurstyper, modeller och varumärken – däralla gör sitt bästa för att differentiera sig från de andra. I samarbete med Defunc ämnade dettaexamensarbete att undersöka hur ett par hörlurar för mobil gaming kan utvecklas somtillmötesgår behov och önskemål hos dess användare. Projektet var indelat i tre faser –Utforskning, Validering och Implementering – med fokusområdena användarcentrerad design,ergonomi, varumärkesstrategi, och framförallt hörlursteknologi. Användarstudier och marknadsanalyser visade att det fanns ett potentiellt utrymme för mobilgaming, och att spelbehov främst berodde av fyra kategorier av personligt värdeskapande undersjälva spelandet. Fiskbensdiagram och en QFD analys användes för att identifiera och prioriteraproduktegenskaper gentemot användarvärden. Tävlingsinriktade spelare valdes som denslutgiltiga användargruppen då dessa hade mest att gynna av ett par gaming-hörlurar, men ävendå de sätter standarden för den övriga gaming-världen. Moduler skapades och användes som verktyg i konceptgenereringsprocessen. De genereradekoncepten testades därefter med hjälp av rapid prototyping och triggerintervjuer med avseendepå användarvänlighet och ergonomi. Samlade insikter vägledde tillsammans medprisuppskattningar från tillverkare konceptvalet. En första design skapades och verifieradessedan i samarbete med tillverkare på plats i Kina. Projektet resulterade i en portabel mobil gaming-hörlur (MGE) med hybrida drivare, justerbarMEMS-mick, 15 timmars batteritid, BT 5.0 med stöd för aptX ll och ACC, 3D-simulerat ljud,kompressor, mickavstängning, memory foam-proppar, och magnetiska hörlursryggar medinbyggd av/på-funktionalitet. Alla dessa egenskaper följer de behov och önskemål somidentifierats i användarstudierna – inkluderat en design som passar spelande utanför hemmetoch som differentierar sig från konkurrenterna
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Crane, yuliya. "New casinos in the United Kingdom: costs, benefits and other considerations". Thesis, University of Salford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492417.

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There is a growing trend to liberalisation of the gambling industry around the world. This originated during the late 1980s in the USA. The European Commission is currently considering policies that might standardise regulations in the industry across the EU, while governments in several Asian countries have been considering legalisation of casinos faced with the rapid growth of gaming.
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Kjellson, Emma. "Eco2Trainer möter serious gaming". Thesis, University of Kalmar, School of Communication and Design, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-2028.

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Arbetets syfte är att studera om en ansats baserad på serious gaming kan göra ett datorbaserat träningsverktyg mer självständigt och mer motiverande för användaren.  I detta arbete beskrivs erfarenheterna från en fallstudie där ett speciellt träningsverktyg, Eco2Trainer, utvärderades med hjälp av användartest. Eco2Trainer är ett träningsverktyg för sparsam körning med buss. Träningen görs framför en dator med en ratt och pedaler. Arbetets syfte är att med hjälp av serious gaming göra Eco2Trainer självständig och mer motiverande för användaren. Arbetet baseras på ett uppdrag av StageIT AB och innefattar flera intressanta och aktuella delar. Serious gaming är en aktuell ansats som lämpar sig bra för just detta projekt och även psykologiska faktorer som driver en tv- och datorspelare generellt och hur dessa gynnsamma faktorer kan implementeras i ett träningsverktyg som Eco2Trainer beskrivs. Arbetet innefattar litteraturstudier men också användarstudier i form av två användartest med personer i målgruppen. Under användartesten gjordes observationer och frågeformulär besvarades av testdeltagarna. All information samlades ihop och analyserades för att sedan användas för vidare utveckling. Resultatet av arbetet blev en ny version av Eco2Trainer som bygger på ett upplägg baserat på serious gaming. Det nya upplägget testades i ett andra användartest och fick gott betyg av deltagarna. Eco2Trainer visade sig vara självständig och testdeltagarna var motiverade och tyckte det var underhållande. Slutsatsen är därför att projektet har lyckats uppnå sina mål och varit med och skapat en produkt som kan bidraga till en mer miljömedveten framtid.


Eco2Trainer is a tool for practicing Ecodriving, developed for busses. In front of a computer screen, with a steering wheel and pedals the training is performed. This method has advantages compared to practicing Ecodriving in a vehicle. No CO2 discharge, no exhaust fumes and no fuel expenses makes Eco2Trainer a tool of today. Making Eco2Trainer more independent and motivating for the user is the purpose of this paper. The project is an assignment for StageIT AB and contains interesting and current topics. Environmental matters are the background of the whole Eco2Trainer project. Serious gaming is another current subject that is brought up and adapt to the project as well as the psychology behind what makes a videogame player, play on. The paper includes literary studies and user studies. The result of this project is a new version of Eco2Trainer were the structure is based on serious gaming. The new version of Eco2Trainer was well liked at the last user test and therefore the conclusion is that the project was successful. The test also shows that the project reaches its goals and helped creating a tool for a more aware future.  

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Książki na temat "Gaming"

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Clark, Thomas L. The dictionary of gambling & gaming. Cold Spring, N.Y: Lexik House, 1987.

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(Corp), TickTock. Gaming. Tunbridge Wells, UK: Hachette Book Group, 2015.

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AICPA. Gaming. New York, NY: American Institute of Certified Public Accountants, Inc., 2017. http://dx.doi.org/10.1002/9781119488552.

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Fiedler, Ingo, Lennart Ante i Fred Steinmetz. Die Konvergenz von Gaming und Gambling. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-22749-4.

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Mark, Griffiths. Gambling and gaming addictions in adolescence. Oxford, UK: BPS/Blackwell, 2002.

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Huntemann, Nina B., i Ben Aslinger, red. Gaming Globally. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332.

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Kallay, Jasmina. Gaming Film. London: Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137262936.

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Andrew, Beatt, i Key Note Publications, red. Betting & gaming. Wyd. 7. Hampton: Key Note Publications, 1994.

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Ellis, Katie, Mike Kent i Tama Leaver. Gaming Disability. London: Routledge, 2022. http://dx.doi.org/10.4324/9780367357153.

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1955-, Kallen Stuart A., red. Indian gaming. Detroit: Greenhaven Press, 2006.

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Części książek na temat "Gaming"

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Cashmore, Ellis, Jamie Cleland i Kevin Dixon. "Gaming and Gambling". W Screen Society, 151–67. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-68164-1_9.

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Blocher, J. Michael. "Gaming". W Media Rich Instruction, 219–34. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-00152-4_14.

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Beyer, Justus, i Sebastian Möller. "Gaming". W Quality of Experience, 367–81. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-02681-7_25.

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Kelley, Larry D., Kim Bartel Sheehan, Lisa Dobias, David E. Koranda i Donald W. Jugenheimer. "Gaming". W Advertising Media Planning, 234–37. Wyd. 5. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003258162-34.

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Hayes, David, Andrew Errity, Brendan Rooney i Conall Tunney. "Gaming". W An Introduction to Cyberpsychology, 323–38. Wyd. 2. London: Routledge, 2024. http://dx.doi.org/10.4324/9781003092513-28.

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Van den Heede, Pieter. "Gaming". W The Routledge Handbook of Reenactment Studies, 84–88. First edition. | New York: Routledge, 2020.: Routledge, 2019. http://dx.doi.org/10.4324/9780429445637-17.

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Schwabe, William. "Gaming". W Encyclopedia of Operations Research and Management Science, 628–31. Boston, MA: Springer US, 2013. http://dx.doi.org/10.1007/978-1-4419-1153-7_373.

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Greenspan, Brian. "Gaming". W The Palgrave Handbook of Utopian and Dystopian Literatures, 255–66. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-88654-7_20.

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Habermann, Kathrin. "Gaming". W Eltern-Guide Social Media, 99–135. Berlin, Heidelberg: Springer Berlin Heidelberg, 2021. http://dx.doi.org/10.1007/978-3-662-63532-2_4.

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Brennan, Thomas E. "Gaming". W Public Drinking in the Early Modern World Vol 1, 279–86. London: Routledge, 2024. http://dx.doi.org/10.4324/9781003552192-39.

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Streszczenia konferencji na temat "Gaming"

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Gauthier, Jean-Marc. "Gaming". W ACM SIGGRAPH ASIA 2008 educators programme. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1507713.1507724.

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Ochs, Magalie, i Helmut Prendinger. "Emotional gaming". W the International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1690388.1690449.

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Lochrie, Mark, John Mills, Paul Egglestone i Martin Skelly. "Paper Gaming". W CHI PLAY '15: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2793107.2810321.

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Marti, Patrizia, Iolanda Iacono i Michele Tittarelli. "Gaming Archaeology". W DSAI 2016: 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/3019943.3019975.

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Hina, Manolo Dulva, Amar Ramdane-Cherif i Sébastien Dourlens. "Serious Gaming". W CompSysTech '16: Computer Systems and Technologies 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2983468.2983519.

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Henderson, John, i William Morgan. "Gaming fluency". W the ACL Workshop. Morristown, NJ, USA: Association for Computational Linguistics, 2005. http://dx.doi.org/10.3115/1654449.1654489.

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Brunnberg, Liselott, i Mark Ollila. "Backseat gaming". W ACM SIGGRAPH 2002 conference abstracts and applications. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/1242073.1242163.

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Rabbah, Rodric. "Beyond gaming". W the 5th IEEE/ACM international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1289816.1289819.

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Faseeha, Ummay, Mahwish Naseem, Juwairiah Saleem, Ambreen Jahan i Naveera Jamil. "Virtual Gaming". W 2018 12th International Conference on Mathematics, Actuarial Science, Computer Science and Statistics (MACS). IEEE, 2018. http://dx.doi.org/10.1109/macs.2018.8628437.

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Bakkes, Sander, Chek Tien Tan i Yusuf Pisan. "Personalised gaming". W The 8th Australasian Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2336727.2336731.

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Raporty organizacyjne na temat "Gaming"

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Veselka, Livia, Rochelle Wijesingha, Nigel Turner, Robert Mann i Tara Elton-Marshall. Examining the Association Between Gambling and Video Gaming. Gambling Research Exchange Ontario, kwiecień 2019. http://dx.doi.org/10.33684/2019.001.

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Nelson Kakulla, Brittne. Gaming Gains. AARP Research, czerwiec 2020. http://dx.doi.org/10.26419/res.00328.004.

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Levy, Vicki. Gaming Research: Grandparents' Board Gaming Perceptions and Habits. Washington, DC: AARP Research, sierpień 2023. http://dx.doi.org/10.26419/res.00731.002.

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Nelson Kakulla, Brittne. Gaming After 50. AARP Research, czerwiec 2020. http://dx.doi.org/10.26419/res.00328.005.

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Kakulla, Brittne. Gaming Grandparents 2022. Washington, DC: AARP Research, wrzesień 2022. http://dx.doi.org/10.26419/res.00573.001.

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Malinchik, Sergey, i Janet E. Wedgewood. Dynamic Gaming Platform (DGP). Fort Belvoir, VA: Defense Technical Information Center, kwiecień 2009. http://dx.doi.org/10.21236/ada498356.

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Nelson Kakulla, Brittne. Gaming — More Than Just Entertainment. AARP Research, czerwiec 2020. http://dx.doi.org/10.26419/res.00328.003.

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Finn, Brian P., Harold Rosenbaum, Jr West i Francis J. Development of PATH Gaming Methodology. Fort Belvoir, VA: Defense Technical Information Center, czerwiec 1988. http://dx.doi.org/10.21236/ada205455.

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Vowels, Lawrence G. Unit of Action Janus Gaming. Fort Belvoir, VA: Defense Technical Information Center, październik 2002. http://dx.doi.org/10.21236/ada416873.

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Nelson Kakulla, Brittne. Gaming Motivators Among Adults Ages 50+. AARP Research, sierpień 2020. http://dx.doi.org/10.26419/res.00328.007.

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