Search results for "Gaming"
showing 10 items of 96 documents
Problematic internet use prior to and during the COVID-19 pandemic
2021
The health and socio-economic challenges arising from the COVID-19 pandemic have led to greater reliance on the internet to meet basic needs and responsibilities. Greater engagement in online activities may have negative mental and physical health consequences for some vulnerable individuals, particularly under mandatory self-isolation or ‘lockdown’ conditions. The present study investigated whether changes in levels of involvement in online activities during the COVID-19 pandemic (i.e., watching TV series,online sexual activities, video games, social networks, gambling, online shopping, and instant messaging) were associated with problematic internet use, as well as whether certain psychol…
Motivating Physical Activity for Individuals with Intellectual Disability through Indoor Bike Cycling and Exergaming.
2022
People with intellectual disabilities have more sedentary lifestyles than the general population. Regular physical activity is of both medical and social importance, reducing the risk of cardiovascular disease and promoting functioning in everyday life. Exergames have been envisioned for promoting physical activity; however, most of them are not user-friendly for individuals with intellectual disabilities. In this paper, we report the design, development, and user acceptance of a mobile health solution connected to sensors to motivate physical activity. The system is mounted on an indoor stationary bicycle and an ergometer bike tailored for people with intellectual disabilities. The develop…
Gaming is related to enhanced working memory performance and task-related cortical activity
2017
Gaming experience has been suggested to lead to performance enhancements in a wide variety of working memory tasks. Previous studies have, however, mostly focused on adult expert gamers and have not included measurements of both behavioral performance and brain activity. In the current study, 167 adolescents and young adults (aged 13–24 years) with different amounts of gaming experience performed an n-back working memory task with vowels, with the sensory modality of the vowel stream switching between audition and vision at random intervals. We studied the relationship between self-reported daily gaming activity, working memory (n-back) task performance and related brain activity measured u…
Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective
2019
Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13 identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game purchasing systems could be characterized …
Osservazioni su gioco, scommessa e responsabilità della p.a.
2021
The essay analyzes the recent regulatory and jurisprudential developments in gaming and betting, focusing peculiarly on the public administration’s responsibility pro le for the act committed by its concessionaires towards the consumer. The script criticized, in particular, the orientation of the Court of Cassation according to which the supervisory and control powers weighting on the p.a. towards the gaming and betting concessionaire give rise to indirect liability pursuant to art. 2049 of the Italian Civil Code.
Computer Games and Fine Motor Skills
2012
The study seeks to determine the influence of computer games on fine motor skills in young adults, an area of incomplete understanding and verification. We hypothesized that computer gaming could have a positive influence on basic motor skills, such as precision, aiming, speed, dexterity, or tremor. We examined 30 habitual game users (F/M – 3/27; age range 20–25 years) of the highly interactive game Counter Strike, in which players impersonate soldiers on a battlefield, and 30 age- and gender-matched subjects who declared never to play games. Selected tests from the Vienna Test System were used to assess fine motor skills and tremor. The results demonstrate that the game users scored apprec…
The Grinders : Making Meaning in the Online and Offline Lives of Internet Poker Players
2015
Problem gambling affects only 1–3 percent of the gambling population but still most research on gambling is problem-oriented (Raento 2011, 76). Thus, the negative “cover story” (Gubrium 2008, 512) of gambling needs to be unsettled and complemented, because it obscures the complexities of the lived reality of mainstream gambling culture (Reith & Dobbie 2011; Matilainen & Raento 2014, 433; Jouhki 2011a, 79). Most gamblers are not the marginalized, addicted persons so often envisioned in both research and the media (Vuorento 2011; Binde 2007, 152–157): the mainstream of gambling is about entertainment, excitement, mental challenge and social value. To some it is also a profession. This article…
A clinical evaluation of the DSM-5 criteria for Internet Gaming Disorder and a pilot study on their applicability to further Internet-related disorde…
2019
Background and aims Internet Gaming Disorder (IGD) and other Internet-related disorders (IRDs) have become growing health concerns in our today’s lives. Based on defined diagnostic criteria, IGD has been recognized as a condition for further research in the DSM-5; however, other IRDs have been excluded. Since the release of the DSM-5, representativeness and appropriateness of the nine diagnostic criteria have been debated. Although some first evidence has been published to evaluate these criteria, our knowledge is still limited. Thus, the purpose of this study was to provide data on the clinical validity of the DSM-5 criteria for IGD and other types of IRD. We were also interested in exami…
« De la monogamie au « polygaming ».: "Le « papillonnage numérique », nouveau paradigme sentimentalo-sexuel "
2014
CIMEOS / Equipe 3S, Université de Bourgogne; International audience
Global scientific production regarding behavioral addictions: An analysis of the literature from 1995 to 2019
2021
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