Search results for "computer games"

showing 10 items of 14 documents

Video game addiction in gambling disorder: clinical, psychopathological, and personality correlates

2014

Objective. We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disorder (GD) patients and compared them with subjects with non-video game use (non-VGU) in relation to their gambling behavior, psychopathology, and personality characteristics.Method. A sample of 193 GD patients (121 non-VGU, 43 VGU, and 29 VGA) consecutively admitted to our pathological gambling unit participated in the study.Assessment. Measures included the video game dependency test (VDT), symptom checklist-90-revised, and the temperament and character inventory-revised, as well as a number of other GD indices.Results. In GD, the observed prevalence of VG (use or addiction) was 37.3% (95% CI:…

AdultMalemedicine.medical_specialtyArticle SubjectInternet addictionmedia_common.quotation_subjectVideojocslcsh:MedicineLogistic regressionGeneral Biochemistry Genetics and Molecular BiologyVideo gamesSurveys and QuestionnairesmedicineAddictesPersonalityHumansBig Five personality traitsPsychiatryVideo gamemedia_commonGeneral Immunology and MicrobiologyAddictionlcsh:RComputer gamesBehavior disordersGeneral MedicineMiddle AgedAddictsBehavior AddictiveCompulsive behaviorVideo GamesVideo game addictionGamblingTemperamentFemaleAddicció a InternetPsychologyConducta compulsivaTrastorns de la conductaPsychopathologyResearch ArticleJocs per ordinador
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Similarities between Playing World of Warcraft and CLIL

2012

This article argues that playing World of Warcraft (WoW) and Content and Language Integrated Learning (CLIL) have a number of similar features. We base our argument on findings from three studies. The first (Sylvén 2004/2010) is about CLIL and non-CLIL students at upper secondary level and aims to investigate what effect, if any, CLIL has on the incidental acquisition of vocabulary. The second (Sundqvist 2009) is about extramural English and aims to examine its potential impact on learners’ oral proficiency and vocabulary. Extramural English is broadly defined as any type of contact that learners have with English outside the classroom. The third is a joint study focusing on young learners …

CLILvieraan kielen oppiminencomputer gamessecond language acquisitiontietokonepelit
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Normanowie, wikingowie a ich przedstawienia w świecie gier komputerowych (na wybranych przykładach)

2018

Pomimo ogromnego postępu w badaniach skandynawskich i normańskich, istnieje jeszcze pole we współczesnej popkulturze, które powiela pewne stare stereotypy. To rynek gier komputero-wych, który kwitnie od ponad czterdziestu lat. Dlatego w artykule przedstawiono to zjawisko chronologicznie – na wybranych przykładach od lat 80. do chwili obecnej. Uczyniono to na pod-stawie tytułów na komputery C, najczęściej strategii i gier R G (Role laying Games), ponieważ ta platforma jest jedną z najstarszych i pomimo szybkiego rozwoju konsol, wciąż im nie uległa. Niestety, nie istnieje literatury naukowa poświęcona wikingom i Normanom w grach wideo, więc do pewnego stopnia badania są pionierskie. Podczas g…

DuńczycywikingowieNorwegiansNorwegowiecomputer gamesNormansNormanowiegry komputeroweVikingsDanesIrydion : literatura, teatr, kultura
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Screen-based sedentary time

2017

AimThe aim of the present study was to explore if children who spend more time on screen-based sedentary behaviors (i.e.TV viewing and computer use) drink more sugar-sweetened soft drinks. The study also assessed whether these associations were independent of individual and home environmental correlates of soft drink consumption and whether they were moderated by parental education.MethodsData were collected from 7886 children participating in the EuropeaN Energy balance Research to prevent excessive weight Gain among Youth (ENERGY) survey conducted in eight European countries. Self-report questionnaires were used. Multilevel linear regression analyses with soft drink consumption as depende…

MaleParentsComputer Gameslcsh:MedicineSocial SciencesCarbonated BeveragesGeographical LocationsFamilies0302 clinical medicineMathematical and Statistical Techniquesddc:150SociologyParental educationAdvertising030212 general & internal medicinelcsh:ScienceChildChildrenMarketingMultidisciplinaryGreeceNorwayRegression analysisModerationPeer reviewEuropePhysical SciencesRegression AnalysisEducational StatusFemaleTelevisionPsychologyGamesStatistics (Mathematics)Research ArticleComputer ModelingAdultComputer and Information SciencesAdolescentEnergy (esotericism)030209 endocrinology & metabolismResearch and Analysis Methods03 medical and health sciencesEnvironmental healthHumansStatistical MethodsAssociation (psychology)Consumption (economics)Behaviorlcsh:RBiology and Life SciencesCommunicationsAge GroupsPeople and PlacesRecreationlcsh:QPopulation GroupingsSedentary BehaviorSoft drinkMathematicsPLoS ONE
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Punchline behind the hotspot : structures of humor, puzzle, and sexuality in adventure games (with Leisure Suit Larry in Several Wrong Places)

2021

Back in the late 1970s and early 1980s, during the embryonic era of computers, hackers, and all that digitalized punk jazz, who would have guessed that one of the period’s juvenile narrative arts—“interactive fiction” it was called at the time—would soon lead to a pop cultural revolution? A young scholar named Mary Ann Buckles did. Having spent years analyzing a piece of software that the present history knows as the most influential of all computerized text-based playthings, Adventure, in 1985, Buckles eventually completed her doctoral dissertation with a first-ever focus on something that had thus far been struggling to be taken seriously by cultural critics: storygames running on compute…

Sex in video gamesseikkailupelitvideopelitComputer adventure games -- HumorvitsitPuzzles and gamesLeisure suit Larry -- Computer gamesseksualisoituminenongelmanratkaisupelitseksuaalisuushuumoridigitaaliset pelitVideo games -- Social aspects
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Real-time hermeneutics : meaning-making in ludonarrative digital games

2015

Wittgenstein Ludwigdigital gameskielifilosofiakerrontaludonarrativeGadamer Hans-Georgdigitaalinen kulttuuridefinitionvideogamesgame studiesnarratologysociology of language and religionlanguage-gamesmeaninghermeneuticspelitutkimushermeneutiikkanarratiivisuusilmaisutarinatsemantiikkacomputer gamesrole-playing gamesroolipelitkielipelitdigitaaliset pelit
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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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The effect of computer-assisted letter-sound correspondence training on learning to read in Zambia

2008

letter-sound correspondencestietokoneavusteinen opetusopaque and transparent languageslukutaitokirjoitustaitoSambiaZambiacomputer gamesliteracyliterate gameopetus
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Digitaalisen oppimispelin motivoivuus : havaintoja Ekapeliä pelanneista lapsista

2012

motivaatiocomputer based learningmotivationreading instructionopiskelumotivaatioEkapelilukutaitostudent engagementcomputer gamescomputer assisted instructionverkkopelitoppimispelitlukeminen
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Improving the game with user generated content : an overview of Skyrim mod users

2017

Käyttäjien luoma sisältö on merkittävä ja kasvava osa videopelikulttuuria. Tämä tutkielma tarkastelee fanien luomia ohjelmistomuokkauksia, modeja, joilla muutetaan tai lisätään sisältöä peleissä. Tutkielman tavoitteena on selvittää modien käyttäjien motivaatiota sekä tekijöitä, jotka vaikuttavat modien käyttämisen yleisyyteen. Vaikka modeja on tutkittu akateemisesti, on tutkimus modien käyttäjien näkökulmasta jäänyt hyvin vähäiseksi. Tässä tutkimuksessa tarkasteltiin suositun roolipelin, Skyrimin saatavilla olevia modeja. Empiirinen osuus toteutettiin kuvailevana kyselytutkimuksena, joka kohdistettiin erääseen suureen Skyrim-modiyhteisöön. Kyselyssä selvitettiin modien käyttöön liittyviä ta…

sisältötuotantomodausmoddingkäyttäjätverkkoyhteisötmoditkehittäminenSkyrim (peli)muokkausgame modificationpelituser generated contentpeliteollisuuscomputer gamesdigitaaliset pelitmods
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