Search results for "GAMING"
showing 10 items of 96 documents
All that glitters is not gold. The rise of gaming in the COVID-19 pandemic
2020
Abstract The COVID-19 pandemic has led to an unprecedented situation, with incalculable health, social, and economic consequences. At the start of the outbreak, the financial markets collapsed, although not all sectors suffered equally. The gaming and eSports industry is one of those that has suffered the least from the fall in the markets. Millions of people locked up at home, bored, stressed, and anguished, gave gaming and eSports companies growing prominence throughout the first half of 2020. This prominence has elicited interest in analyzing which variables can influence the returns in an industry in better financial health than many others. Using a logit–probit model, this research aim…
What actual life problems relate to gaming disorder? A qualitative study
2022
A lot of research has been carried out regarding people's problematic relationships with videogame play, especially after the WHO added "gaming disorder" in their ICD-11 as a new mental disorder. Nevertheless, very few qualitative studies with actual clinical samples have been published, and in most of them, the "clinical" characteristic of the sample has been defined by help-seeking rather than the problems for which the participants seek help. The goal of this study is to carry out a qualitative investigation regarding the nature of those problems that lead videogame players to seek professional help for their gaming habits. We utilize a template analysis approach to a previously unstudie…
Pojęcie hazardu w prawie hazardowym wybranych państw europejskich. Część II. Pojęcie hazardu w świetle definicji legalnych terminu gaming
2022
Artykuł stanowi drugie z cyklu opracowań, których celem jest przedstawienie i analiza znaczenia, jakie przypisuje się pojęciom „hazard” i „gry hazardowe” w przepisach prawa hazardowego wybranych państw europejskich, a także skonfrontowanie normatywnego znaczenia tego pojęcia z cechami hazardu w ujęciu nauk społecznych. Analizie poddano unormowania tych państw anglojęzycznych, w treści których na określenie zbiorczej kategorii przedsięwzięć o charakterze hazardowym używa się terminu gaming, tj. Malty i Irlandii. W opracowaniu wykorzystano przede wszystkim metody komparatystyki prawniczej. W zakresie, w jakim przedstawiono cechy hazardu w ujęciu nauk społecznych, oparto się na dorobku przedst…
Novel threat-based AI strategies that incorporate adaptive data structures for multi-player board games
2016
This paper considers the problem of designing novel techniques for multi-player game playing, in a range of board games and configurations. Compared to the well-known case of two-player game playing, multi-player game playing is a more complex problem with unique requirements. To address the unique challenges of this domain, we examine the potential of employing techniques inspired by Adaptive Data Structures (ADSs) to rank opponents based on their relative threats, and using this information to achieve gains in move ordering and tree pruning. We name our new technique the Threat-ADS heuristic. We examine the Threat-ADS’ performance within a range of game models, employing a number of diffe…
Studies on Macau Gaming Law
2012
The volume collects different essays on different aspects of Macau gaming law
Regulation of Gaming Companies in Macau
2012
The article examines the way to incorporate and manage gaming companies in Macau.
Maladaptive Personality Traits and Their Interaction with Outcome Expectancies in Gaming Disorder and Internet-Related Disorders
2021
Gambling disorder and gaming disorder have recently been recognized as behavioral addictions in the ICD-11 (International Classification of Diseases, 11th edition). The association between behavioral addictions and personality has been examined before, yet there is a lack of studies on maladaptive traits and their relationship to specific outcome expectancies. In study 1, we recruited a community sample (n = 365)
The Society 4.0, Internet, Tourism and the War on Terror
2019
The 9/11 marked the end of an epoch, or so it is claimed by many voices. Scholars and colleagues of all stripes agree that the attacks on the World Trade Center changed international relations and geopolitics as never before. In this context, this chapter interrogates the ramifications of terrorism, its connection with media society and with Society 4.0. As Slavoj Žižek puts it, 9/11 was not only a founding event, but it also woke the Occident from its slumber. In view of this, terrorism paradoxically not only uses the media and digital technologies to instil its message in society, but alerts us to the risks posed by virtuality. This chapter, henceforth, continues Žižek’s reflections unvei…
Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers
2020
Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 1…
Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interac…
2016
Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence …