Search results for "play"

showing 10 items of 706 documents

Differences between female and male gamers and gender-specific risk-factors for internet gaming disorder (IGD)

2020

Introduction: Videogames have become more popular across females, although their widespread diffusion among males. How- ever, few studies have examined differences between female and male gamers and gender-specific risk factors for Internet Gaming Disorder (IGD). Objectives: The study aimed to describe males and females’ differ- ences in a sample of gamers, and to identify gender-specific risk- factors for IGD, accounting for alexithymia, playing habits, and other perceived stressors. Methods: Participants were gamers joining online communities, tested by IGDS-SF9 and TAS-20 for alexithymia. To explore isk-factors for IGD (outcome: IGD>=21), we set a binary logistic regression stratified…

time spent playingSettore M-PSI/08 - Psicologia ClinicaSettore MED/48 -Scienze Infermierist. e Tecn. Neuro-Psichiatriche e Riabilitat.gender psychiatryDSM 5videogamesSettore MED/25 - Psichiatria
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Gender and Toxic Meritocracy in Competitive Overwatch: Case “Ellie”

2022

AbstractThis chapter examines toxic meritocracy in relation to gender in competitive Overwatch, asking how gender affects a player’s opportunities for engagement in that scene. It analyzes online news stories and community discussions concerning “Ellie” – a fabricated competitive woman gamer created as a “social experiment” by a man player. The confluences between gender and toxic meritocracy become visible in the assumption there must be an experienced man gamer behind the battletag, the gender-based harassment targeted at Ellie, and the reflections on the importance of setting an example as the first team taking a woman player for Contenders. The analysis shows that despite a strong belie…

toxic meritocracynaisetelektroninen urheiluverkkoyhteisöt518 Media and communicationscompetitive play113 Computer and information sciencespelikulttuurisukupuolimoninpelitsukupuoliroolitgendercommunitymeritokratiawomenverkkopelithäirintä
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Ergonomie des documents techniques informatisés : expériences et recommandations sur l'utilisation des organisateurs para-linguistiques

1998

Despite an increasing development, the design of computerized documents is still based on intuitive or esthetics concerns, rather than on experimental evidence. However a large body of literature has investigated the effects of various display factors, both on a perceptual and on a cognitive level. We propose here a review of research and its implication on the design of computerized documents.

traitement cognitif du textefacteurs de présentation des informations[SHS.INFO]Humanities and Social Sciences/Library and information sciencespara-linguistic organizersorganisateurs para-linguistiques[SCCO.COMP]Cognitive science/Computer scienceelectronic documents[SHS.INFO] Humanities and Social Sciences/Library and information sciences[SCCO.COMP] Cognitive science/Computer science[ SCCO.COMP ] Cognitive science/Computer sciencedigital documentsprocessus cognitifsdocuments électroniques[ SHS.INFO ] Humanities and Social Sciences/Library and information sciencesescamotinformation displaytext processingtext-picture interactionpop-up windowcognitive processesdocuments numériquesinteraction texte-figure
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Family history to type 2 diabetes influence on body parameters of young soccer players

2011

The aim of our study was to analyze the difference of phenotype in healthy soccer players with family history of type 2 diabetes and healthy soccer players without family history of type 2 diabetes. The anthropometric parameters and body composition was analysed. The group with positive family history (FH+) had the highest values of wrist circumference (p<0.05) associated with not statistically significant increase of body fat mass and fat free mass. Also, the heart function was analysed. FH+ players had a diastolic basal pressure values higher than other group, but other functional parameters were the same. Analysing lung function indicators, FH+ players showed significant greater FEV1 and…

type 2 diabetes – family history – phenotype – soccer playersType 2 diabetes family history phenotype soccer players
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Sand Play for 0–8-Year-Old Children’s Health and Development: A Systematic Review Protocol

2021

Sand play may be a significant determinant of health and development in early childhood, but systematically synthesised evidence is absent in the literature. The main objective of this study was to present a planned methodology to systematically review, and synthesise, the evidence regarding sand play and its associations with 0–8-year-old children’s health and development. The systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses Protocols statement was registered to PROSPERO (CRD42021253852). Literature searches will be conducted using information from eight electronic databases. Studies will be included when participating children were aged 0–…

ulkoleikitRhealthearly childhoodsand playprotokollatvarhaislapsuussystematic reviewMedicinehiekkalaatikotprotocolterveysdevelopmentlapsen kehityssystemaattiset kirjallisuuskatsauksetInternational Journal of Environmental Research and Public Health
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Playful approaches to news engagement

2020

From crossword puzzles and quizzes to more complex gamification strategies and serious newsgames, legacy media has long explored ways to deploy playful approaches to deliver their content and engage with the audience. We examine how news and games fit together when news organizations, game creators and news audiences welcome gameful forms of communication and participation. Moreover, we reflect on the theoretical and empirical significance of merging news with games as a way to reformulate normative assumptions, production practices and consumption patterns. As a result, the boundaries between journalism and game’s logics start to erode, and they begin to find new ways of converging.

uutisetplayful050801 communication & media studiesjournalismpelillistäminenpelit0508 media and communicationsArts and Humanities (miscellaneous)Medie- och kommunikationsvetenskap050602 political science & public administrationgamificationnewsSociologygamesCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTINGMedia studiesnewsgamesinstitutional logicssitoutuminenMedia and Communications0506 political sciencejournalismiJournalismludicengagementConvergence: The International Journal of Research into New Media Technologies
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IL ROLE PLAY AL SERVIZIO DELLA PROMOZIONE DELLA SALUTE TRA GLI STUDENTI DELLE SCUOLE MEDIE: IL PROGETTO PILOTA “VACCINIAMO LE SCUOLE”.

2015

Role play; promozione salute; vaccinazioni

vaccinazionipromozione saluteRole playRole play; promozione salute; vaccinazioniSettore MED/42 - Igiene Generale E Applicata
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Digital advertising around paid spaces, e-advertising industry’s revenue engine : A review and research agenda

2017

We develop and describe a framework for research in a particular segment of digital advertising. Internet Advertising Paid Slots and Spaces (IAPS) is a neologism and work almost like a stock exchange for buying and selling advertising in various formats on designated spaces around web and make a significant contribution to Internet advertising revenues. These paid spaces were found to encompass diverse areas of Internet advertising that include search engine marketing, social media advertising and display advertising. Given the complexity of the modern digital advertising eco system, this literature review seeks to provide clarity, up-to-date knowledge and ongoing insights into Internet adv…

verkkomainontaComputer Networks and CommunicationsDisplay advertisingKeyword advertisingsosiaalinen mediahakukonemarkkinointidisplay advertisingsocial media advertisingAdvertising account executiveAdvertising research0502 economics and businessbanner advertisingElectrical and Electronic EngineeringMarketinginternet advertisingta512ComputingMilieux_MISCELLANEOUSdigitaalinen markkinointiInternetdigital advertisingbusiness.industry05 social sciencesContextual advertisingAdvertisingsearch engine marketingOnline advertisingSearch advertising050211 marketingBusinessNative advertising050203 business & managementTelematics and Informatics
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Vidējā pirmsskolas vecuma bērnu pašapkalpošanās prasmju pilnveide lomu rotaļās

2019

Bakalaura darba temats – Vidējā pirmsskolas vecumā bērnu pašapkalpošanās prasmes pilnveide lomu rotaļās. Darba autore – Aļina Artjuka Darba zinātniskais vadītājs – prof. Dr.paed. Maruta Sīle Pētījuma objekts – Lomu rotaļa Pētījuma priekšmets – vidējā pirmsskolas vecumā bērnu pašapkalpošanas prasmes Pētījuma mērķis – pētīt četrgadīgu bērnu pašapkalpošanas prasmes pilnveides iespējas lomu rotaļās Pētījuma hipotēze - četrgadīgu bērnu pašapkalpošanas prasmes pilnveide lomu rotaļās būs sekmīgāka, ja •bērnu interesēs lomu rotaļu saturs un tematika; •tiks vaicāts un cienīts bērnu viedoklis; •ģimenē un pirmsskolas izglītības iestādē būs vienādas prasības Pētījuma uzdevumi: 1.Analizēt pedagoģijas un…

vidēja pirmsskolas vecuma bērnipašapkalpošanas prasmesrole playsSkolas pedagoģijalomu rotaļasself - care abilities
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Impacts of Touch Screen Size, User Interface Design, and Subtask Boundaries on In-Car Task's Visual Demand and Driver Distraction

2020

Visual distraction by secondary in-car tasks is a major contributing factor in traffic incidents. In-car user interface design may mitigate these negative effects but to accomplish this, design factors’ visual distraction potential should be better understood. The effects of touch screen size, user interface design, and subtask boundaries on in-car task's visual demand and visual distraction potential were studied in two driving simulator experiments with 48 participants. Multilevel modeling was utilized to control the visual demands of driving and individual differences on in-car glance durations. The 2.5” larger touch screen slightly decreased the in-car glance durations and had a diminis…

visual distractionComputer scienceihmisen ja tietokoneen vuorovaikutusHuman Factors and ErgonomicsEducationTask (project management)subtask boundarykäyttöliittymätHuman–computer interactionDistraction0502 economics and business0501 psychology and cognitive sciencesautotekniikka050107 human factorskosketusnäyttö050210 logistics & transportation05 social sciencesGeneral EngineeringDriving simulatorvisual demandnäköUser interface designHuman-Computer Interactionmultilevel modelDisplay sizeHardware and Architecturekatseenseurantain-vehicle user interfaceSoftwarevisual occlusion
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