Search results for "GAME"

showing 10 items of 1663 documents

"Scrabble" spēles vides implementācija

2019

Šis dokuments ir Latvijas Universitātes Datorikas fakultātes pirmā līmeņa profesionālās augstākās izglītības studiju programmas “Programmēšana un datortīklu administrēšana” kvalifikācijas darba ietvaros izstrādātās ““Scrabble” spēles vides implementācija” tehniskā dokumentācija, kas ietver programmatūras prasību specifikāciju un programmatūras projektējuma aprakstu. ““Scrabble” spēles vides implementācijas” mērķis ir nodrošināt lietotājam iespēju spēlēt tradicionālo galda spēli “Scrabble” datora vidē un vienam pašam, lai praktizētu savas “Scrabble” prasmes.

galda spēlesDatorzinātneScrabbleboard games
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Premorbid Personality Traits as Risk Factors for Behavioral Addictions: A Systematic Review of a Vulnerability Hypothesis

2023

The debate on personality structure and behavioral addictions is an outstanding issue. According to some authors, behavioral addictions could arise from a premorbid personality, while for others, it could result from a pathological use of technological tools. The current study aims to investigate whether, in the latest literature, personality traits have been identified as predictors of behavioral addictions. A literature search was conducted under the PRISMA methodology, considering the most relevant studies of the five-factor model from the past 10 years. Overall, most studies on addiction, personality traits, and personality genetics proved that behavioral addiction may be an epiphenomen…

gamblingSettore M-PSI/01 - Psicologia GeneraleSettore M-PSI/02 - Psicobiologia E Psicologia FisiologicaPediatrics Perinatology and Child Healthinternet gaming disordervideo games addictionneuroticismbrain reward systempremorbid personalityChildren
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Seniors and gambling : pleasure or addiction. A French example

2016

International audience; The gambling industry has grown steadily in France, in particular since the new regulation of the online gambling in 2010. Seniors are commonly regarded as a high-risk population. Gaming indeed constitutes one of the most frequent leisure-time activities for seniors, who are an attractive target group for the gaming operators. If they have been much less described and analyzed than those of the younger generations, the seniors' playful practices can be as problematical. A sociological study was carried out in the Burgundy and Franche-Comte region to investigate the seniors' behaviors towards gambling and games of chance, through their representations, misbeliefs and …

gambling[SHS.SOCIO]Humanities and Social Sciences/Sociology[SHS.SOCIO] Humanities and Social Sciences/Sociologyplay practices[ SHS.SOCIO ] Humanities and Social Sciences/Sociologypleasureaddictiongames of chanceseniorsseniorfrench example
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Gaming the Taboo in the Finlandisation Era Finland: The Case of Raid over Moscow

2014

game controversyFinlandizationkylmä sotaRaid over Moscowpropagandaitsesensuuri
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Using game elements to increase students’ motivation for providing peer assistance

2017

Master's thesis Multimedia and Educational Technology MM500 - University of Agder 2017 Abstract Peer assistance is a support system where people of equal status help each other solve problems. It is also a recognized method within education where students support each other with their assignments. The positive effect of peer assistance is well known, and it would be favorable if more students participated and took on the role as peer-teachers. To increase the activity of peer assistance, several incentives can be used, including game elements. In “Using game elements to increase peer assistance among university students”, (Nordengen & Brinch, 2016, p. 1) tried to predict which game elements…

game elementsMM500motivation21st century skillsgamificationpeer assistancemobile applicationVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550::Annen informasjonsteknologi: 559VDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280
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The Association Between Video Gaming and Psychological Functioning

2019

Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (Newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers’ psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, Mage = 23.06, SDage = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity…

game genrescopinglcsh:Psychologypsychological healthlcsh:BF1-990Psychologycomputer gamesvideo gaming behaviorOriginal ResearchFrontiers in Psychology
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Independent games : what they are and are they different

2008

game genrespelitindependent gamesgenretludologygame studiespelitutkimusgames
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Success factors of game industry crowdfunding campaigns

2017

Tutkimuksen tarkoituksena oli selvittää mitkä ovat pelialan joukkorahoituskampanjoiden menestystekijöitä. Aiempaan joukkorahoitukseen sekä pelialaan keskittyneiden tutkimusten perusteella luotiin teoreettinen malli kuvaamaan tärkeimpiä menestystekijöitä ja niiden suhteita. Tätä mallia testattiin haastattelemalla kolmen eri joukkorahoituskampanjan perustajia. Aiemman teorian sekä haastattelujen perusteella selvisi, että pelialan joukkorahoituskampanjoilla on kuusi selkeää menestystekijää: kampanjan palkkiot, kampanjan tavoitteet, kampanjan sekä tuotteen laatu, projektitiimi, joukkorahoittajien luoma yhteisö sekä suoritetut esivalmistelut. Tutkimustuloksia ja niiden perus…

game industryjoukkorahoituscrowdfundingviral marketingpelialamenestystekijätvideopelitvideo gamesviraalimarkkinointimenestystekijätsuccess factors
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The quality of life in the Finnish game industry

2013

Tässä tutkimuksessa tutkitaan työntekijöiden elämänlaatua Suomen peliteollisuudessa. Tutkimus perustuu International Game Developers Associationin (IGDA) vastaavanlaiseen tutkimukseen, joka toteutettiin huhtikuussa 2004. Tavoitteena on tarkastella ongelmia, jotka ovat nähtävissä peliyritysten työympäristössä. Päätavoitteena tässä laadullisessa tapaustutkimuksessa oli selvittää, mitkä ovat yleisiä elämänlaatuun liittyviä ongelmia pelinkehitysyrityksissä ja mitkä olisivat parhaat käytännöt ehkäisemään tai vähentämään elämänlaatuun liittyviä ongelmia. Tutkimuksen tulokset osoittavat, että suomalaisella pelialalla on tällä hetkellä pula osaavista työntekijöistä. Vaikka peliteollisuus on nopeast…

game industryorganisaatiokulttuuriorganizational culturehenkilöstön kehittäminenpelialaSuomipeliteollisuushenkilöstöorganisaatioon tyytyväisyysorganizational satisfactionhuman resource developmentjob satisfactiontyötyytyväisyys
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Defining Role-Playing Games as Language-Games

2011

Role-playing games are a diverse phenomenon, ranging from digital games to live action role-playing. Finding a definition that suits them all is hard, but attempts have been many. All of the definitions emphasize some aspects of role-playing games like rules, the role of players or the story. Many definitions do not describe role-playing games as such, but the activity that is role-playing. This paper looks at one of the latest attempts to define role-playing games, by Hitchens and Drachen (2009), and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. This def…

game researchdigital gamesComputingMilieux_PERSONALCOMPUTINGrole-playroolipelitdigitaaliset pelitpelitutkimus
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