Search results for "PLAYING"

showing 10 items of 68 documents

The role of different game-genres in predicting internet gaming disorder (IGD)

2020

Introduction: Internet gaming disorder (IGD) is a new diagnosis in DSM 5 worth of research. New potentially addictive features are emerging in pay- and free-to-play videogames, involving different at-risk populations of gamers. However, few studies have examined whether and how different game-genres can contribute to the risk of IGD. Objectives: This study aimed to investigate how game-genres can predict IGD, accounting for alexithymia scores, time-related play- ing habits, and other predictors. Methods: Participants were gamers joining online communities, surveyed about which games they played more than 20 hours in their lifetime, time-variables, other stressors and alexithymia scores. A s…

AlexithymiaSettore M-PSI/08 - Psicologia ClinicaSettore MED/48 -Scienze Infermierist. e Tecn. Neuro-Psichiatriche e Riabilitat.MMORPGMINECRAFTSettore MED/25 - Psichiatriaplaying time
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Risk factors for internet gaming disorder in a sample of 5,979 italian online gamers.

2020

Introduction: Online gaming is potentially harmful to a group, but not for the entire population, of online gamers. The prevalence varies by geographical areas, however, there are few Italian studies about risk factors for Internet Gaming Disorder (IGD) and its presence among non-occasional gamers. Objectives: This study aimed to describe the presence of IGD in internet gamers who participate in online communities, and how well-established risk-factors can predict it. Methods: Participants were surveyed about their playing habits and other relevant characteristics. IGDS-SF9 diagnosed IGD. TAS-20 measured alexithymia scores, i.e. Difficult in Identifying (DIF) and Describing Feelings (DDF), …

Alexithymiaonline forumplaying time.videogame
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Students’ Experiences of Studying Music in Small Groups

2015

Abstract The transition to the group instruction in teaching to play music has created a need to understand the significance of the group in connection with studying to play music. What kind of significance do the students in the class teachers’ adult education give to the group in connection with studying to play music? The aim of this study is to describe and to understand the significance given to the small group by teacher students in connection with studying to play to music, learning in small groups and the challenges and possibilities brought on by the group learning to the pedagogics. The material of the study consists of 17 students’ writings. The writings have been created as answ…

Class (computer programming)Group (mathematics)Transition (fiction)music teachingAtmosphere (architecture and spatial design)group instruction in playing music.Class teacher educationpiano pedagogicsAdult educationHomogeneousGroup learningPedagogyComputingMilieux_COMPUTERSANDEDUCATIONNatural (music)General Materials SciencePsychologyProcedia - Social and Behavioral Sciences
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Live Action Role Play and the Development of Teacher Competences: Evaluation of “Everyday Life in the Classroom”

2016

Building on Dörner’s (1996) theory of complex problem-solving, a learning scenario for teacher students was created and tested. Classroom management is interpreted as a complex problem, which requires the integration of competing interests and tackling multiple, simultaneous tasks under time pressure and with limited information. In addition, rising emotions are likely to impede thinking and the quality of decision-making. To prepare student teachers to understand and reflect the complex problem-solving challenges inherent in classroom management, we developed the live action role play “Everyday Life in the Classroom” which was embedded in a seminar structure to guide the development of ana…

Classroom management05 social sciences050301 educationStudent teacherComplex problem solvingLive actionTeacher educationEducationPedagogyComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesRole playingEveryday lifePsychology0503 educationGeneral Psychology050104 developmental & child psychologyPsychology Learning & Teaching
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The Playing Brain. The Impact of Video Games on Cognition and Behavior in Pediatric Age at the Time of Lockdown: A Systematic Review

2021

A growing number of children and adolescents play video games (VGs) for long amounts of time. The current outbreak of the Coronavirus pandemic has significantly reduced outdoor activities and direct interpersonal relationships. Therefore, a higher use of VGs can become the response to stress and fear of illness. VGs and their practical, academic, vocational and educational implications have become an issue of increasing interest for scholars, parents, teachers, pediatricians and youth public policy makers. The current systematic review aims to identify, in recent literature, the most relevant problems of the complex issue of playing VGs in children and adolescents in order to provide sugges…

Control (management)Applied psychologyPublic policyReviewcognitive skillPediatrics050105 experimental psychologyRJ1-57003 medical and health sciencesInterpersonal relationship0302 clinical medicinecognitive skillschildrenMultiple time dimensionsStress (linguistics)PandemicSettore M-PSI/07 - Psicologia DinamicaMedicine0501 psychology and cognitive sciencesadolescentsplaying video gamesSettore M-PSI/02 - Psicobiologia E Psicologia Fisiologicabusiness.industry05 social sciencesaddiction behaviorRCognitionplaying video gameCOVID-19 lockdownVocational educationadolescentMedicinebusiness030217 neurology & neurosurgeryPediatric Reports
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‘Whose were those feelings?’ : Affect and likenessing in Halat hisar live action role-playing game

2021

Halat hisar was a live action role-playing game (larp) organized in Finland in 2016. Halat hisar’s ambition as a larp was to mirror the current situation in Palestine. In larps, participants take on different roles and improvise without the presence of an audience. Larps offer a place where emotions and affectivities are transmitted through the embodiment of characters. Larps offer forms of likenessing, which create new affective states for the players. We conclude that larps can be powerful tools for portraying political alternatives of actual events, and they can serve a role in raising awareness. Larps offer a productive context for studying subjectivities where the focus is on affectiv…

Cultural StudieslikenessaffektiivisuusRole playing gamemedia_common.quotation_subject050801 communication & media studiesvaikutukseen liittyvä rooliAffect (psychology)toimintaan liittyvä rooli0508 media and communicationstunteet0502 economics and businesslarppauslikenessingPalestinerole-playingmedia_commonliveroolipelityhteisöllisyys05 social sciencessubjektiivisuusLive action16. Peace & justicelarp (live action role-playing game)sosiaaliset suhteetsamanlaisuusFeelingaffectaffective tonalityroolipelitRole playingPsychologySocial psychology050212 sport leisure & tourismroolit
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Entrepreneurship Training and Self-Employment among University Graduates

2012

In economies characterized by low labor demand and high rates of youth unemployment, entrepreneurship training has the potential to enable youth to gain skills and create their own jobs. This paper presents experimental evidence on a new entrepreneurship track that provides business training and personalized coaching to university students in Tunisia. Undergraduates in the final year of licence appliquee were given the opportunity to graduate with a business plan instead of following the standard curriculum. This paper relies on randomized assignment of the entrepreneurship track to identify impacts on labor market outcomes one year after graduation. The analysis finds that the entrepreneur…

DISADVANTAGED YOUTHEMPLOYMENT PROGRAMSUNIVERSITY STUDENTSFINANCIAL ANALYSISEXAMSENTREPRENEURSHIP SUPPORTPRIVATE SECTOR JOBSCLASSROOMEMPLOYMENT OPPORTUNITIESEMPLOYMENTACTIVE LABOR MARKETHIGH UNEMPLOYMENTPERSONALITYPRESENT EVIDENCEINFORMATION ABOUT CREDITENTREPRENEURIAL ACTIVITIES[ SHS.EDU ] Humanities and Social Sciences/EducationWORKERSENROLLMENT RATESBUSINESS OWNERSWAGE SUBSIDYEMPLOYMENT OUTCOMESGRADUATION RATEOCCUPATIONSMENTAL HEALTHPUBLIC SECTOR JOBSLABOR MARKET OUTCOMESYOUTH TRAININGCOLLEGE GRADUATEINTERVENTIONSEARNINGSREADINGSKILLED WORKERSBUSINESS TRAININGSALARIED EMPLOYMENT[SHS.EDU]Humanities and Social Sciences/EducationCOMPETENCIESLOCAL EMPLOYMENT OFFICEVENTURE CAPITAL FIRMWORKERUNEMPLOYEDUNIVERSITY PROFESSORSPLAYINGHIGHER EDUCATIONJOB SEARCHLITERACYRECOGNITIONENTREPRENEURSHIP TRAININGSTHINKINGBUSINESS SURVIVALSURVIVAL RATESYOUTH UNEMPLOYMENTEMPLOYABILITYLABOR DEMANDUNEMPLOYMENT SPELLSATTRITIONMINIMUM WAGESKILLS DEVELOPMENTPROFITABILITYFINANCIAL LITERACYPRODUCTIVITY GROWTHENTREPRENEURSPREVIOUS SECTIONGROSS ENROLLMENTSPORTSUNIVERSITY DEGREEEMPLOYMENT STATUSLABOUREXCLUSIONYOUTH UNEMPLOYMENT RATESTART-UPHUMAN DEVELOPMENTNEW BUSINESSESYOUTH EMPLOYMENTPOST-SECONDARY EDUCATIONACADEMIC YEARACCESS TO INFORMATIONUNEMPLOYMENT RATEEMPLOYMENT RATEMINISTRIES OF EDUCATIONBUSINESS PLANLABOR ECONOMICSTELECOMMUNICATIONSJOB SATISFACTIONWAGE SUBSIDY PROGRAMSSOCIAL NETWORKYOUNG WORKERSGROSS ENROLLMENT RATESLOANProgram evaluationPRIVATE SECTOR WAGEMICROFINANCEWAGE SUBSIDIESDEVELOPMENT BANKINDIVIDUAL ENTREPRENEURSHIPComputingMilieux_THECOMPUTINGPROFESSIONGRADUATION REQUIREMENTSPRIVATE SECTOR JOBPUBLIC EMPLOYMENTATTENTIONSALARIED WORKERSKILLS TRAININGSTART-UP CAPITALLEADERSHIPGENDERADMINISTRATIVE RECORDSON-THE-JOB TRAININGFEMALE ENTERPRISEENTREPRENEURSHIP DEVELOPMENTLOCAL EMPLOYMENT OFFICESLABOR FORCE SURVEYPRELIMINARY EVIDENCEEMPLOYERSGRADUATES WITH SKILLSENTREPRENEURFAMILIESTRAINING PROGRAMSEMPLOYMENT OFFICEYOUTH UNEMPLOYMENT RATESCLASSROOM TRAININGJOB OPPORTUNITIESFIRM SIZEUNDERGRADUATESJOBSCURRICULUMUNIVERSITY GRADUATESEMPLOYMENT PROGRAMPUBLIC SECTOR JOBTRAINING PROGRAMMINISTRY OF EDUCATIONTRAINING COURSEUNEMPLOYED YOUTHTRAINING COMPONENTCOMMUNITY COLLEGEENTREPRENEURIAL ACTIVITYEMPLOYMENT IMPACTSSelf-employmentPREVIOUS STUDIESSELF-EMPLOYMENTLACK OF ACCESSLABOR MARKETELIGIBLE STUDENTSSOCIAL COHESIONVOCATIONAL TRAINING PROGRAMSCONTROL GROUPSTECHNICAL KNOWLEDGETERTIARY EDUCATIONGROWTH OPPORTUNITIESSOCIAL SECURITYLITERATURELABOR MARKET EXPERIENCETRAINING PARTICIPANTSECONOMIC CHARACTERISTICSPERSONALITY TRAITSEntrepreneurship trainingDEVELOPMENT CENTERCREDIT CONSTRAINTSEMPLOYMENT POLICIESBUSINESS PLANSOPEN ACCESSTRAINING CONTENTMICRO ENTERPRISESPAPERSWAGE EMPLOYMENTACTIVE LABOR MARKET PROGRAMSJOB OFFERSUBSTITUTION EFFECTPRIVATE SECTORCREDIT ACCESSBehavioral skill[SHS.EDU] Humanities and Social Sciences/EducationHOUSEHOLD INCOMEMICROFINANCE INSTITUTIONSYOUTH TRAINING PROGRAMTEACHINGLEARNINGACCESS TO CREDITPSYCHOLOGYACHIEVEMENTINTERNATIONAL BANKVENTURE CAPITALACCESS TO JOBSUNIVERSITIESPROGRAM BENEFICIARIESSoft skillMOTIVATIONRECALLCREDIT APPLICATIONSLABOR FORCEFINANCIAL SUPPORTBUSINESS NETWORKSMICRO FINANCEVOCATIONAL TRAININGENTREPRENEURIAL SKILLSYouth employmentENTREPRENEURSHIP TRAININGLACK OF INFORMATIONACTIVE LABOR
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Un ejemplo de dinámica de role playing en una asignatura de libre configuración en Derecho

2011

Las exigencias del actual mundo laboral y profesional requieren una mayor creación de espacios de formación universitaria para la solución de problemas reales. El role playing, como técnica didáctica diseñada para asignaturas de libre configuración cursadas por estudiantes de diferente perfil formativo, facilita el proceso de enseñanza aprendizaje de contenidos complejos del Derecho. Este artículo trata de describir y evaluar la experiencia docente en una dinámica basada en la simulación para la asignatura “Convención sobre la eliminación de todas las formas de discriminación contra la mujer”.

Derechos HumanosDerecho:CIENCIAS JURÍDICAS Y DERECHO [UNESCO]Derecho; Filosofía del Derecho; Derechos HumanosRole playing Derecho estudiantes docencia aprendizaje activoUNESCO::CIENCIAS JURÍDICAS Y DERECHOlcsh:Llcsh:L7-991lcsh:Education (General)lcsh:EducationFilosofía del Derecho
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The habits of playing and the reasons for not playing exergames: Age differences in Finland

2013

This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating especially on the differences between four different age groups of players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. There are also potentially significant age differences in how these games are perceived. The study is based on analysing an online survey sample of 3,036 Finnish consumers by using contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results o…

Exergameshabits of playingage differencesage diferencesreasons for not playing
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The Habits of Playing and the Reasons for Not Playing Exergames: Gender Differences in Finland

2012

This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating particularly on the gender differences between the male and female players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. The study is based on analysing an online survey sample of 3,036 Finnish consumers through contingency tables, the Pearson’s χ 2 tests of independence, and the Cramér’s V coefficients. The results of the analysis reveal 11 main reasons for not playing exergames as well as several gender…

Exergamessukupuolierothabits of playingreasons for not playing
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