Search results for "video gaming"

showing 6 items of 6 documents

Digitalization and Evolution of Business Model Pathways Among Japanese Software SMEs

2019

This chapter analyzes five Japanese software small and medium-sized enterprises (SMEs) to better understand how their decision-making pathways inside the organization evolve as they develop new business models. Event-state mapping method was applied to analyze the business model pathways of the case firms. We found that once triggered, pathways included various actors and a series of steps until an outcome, the new business model, was reached. The findings indicate that the decision pathways to new models became increasingly complex over the years and the number of individuals and teams involved increases as business model evolved further. peerReviewed

liiketoimintamallitVideo gamingProcess managementbusiness.industryJapanivideopelitBusiness modelOutcome (game theory)SoftwareJapanohjelmistoliiketoimintaBusinessdigitalisaatiopienet ja keskisuuret yrityksettietotekniikkayritykset
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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 relation between intense video gaming and poor psychological functioning with regard to psychological symptoms, affectivity, coping, a…

Video gamingCoping (psychology)Future studiesmedia_common.quotation_subject05 social sciences050105 experimental psychologyDevelopmental psychologyPsychological health03 medical and health sciences0302 clinical medicinePersonalityAction game0501 psychology and cognitive sciencesPsychology030217 neurology & neurosurgeryGeneral Psychologymedia_commonFrontiers in Psychology
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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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Measurement invariance of the nine-item Internet Gaming Disorder Scale (IGDS9-SF) across Albania, USA, UK, and Italy

2018

The IGDS9-SF, which assesses Internet Gaming Disorder behaviors, has been validated in a number of countries (Portugal, Italy, Iran, Slovenia), although the psychometric equivalence of the instrument has been assessed only across Australia, the USA, the UK, and India. This research aimed at providing further cross-cultural insights into IGD by assessing the factorial structure of the IGDS9-SF in Albania and investigating its measurement invariance across Albanian, Italian, American, and British gamers. Multi-Group Confirmatory Factor Analyses were performed on a sample of 1411 participants from Albania (n = 228), USA (n = 237), the UK (n = 275), and Italy (n = 671). The CFAs confirmed the s…

Settore M-PSI/01 - Psicologia GeneraleVideo gamingbusiness.industry030508 substance abusePsychometric equivalencemanop030227 psychiatry03 medical and health sciencesPsychiatry and Mental healthHealth psychology0302 clinical medicineScale (social sciences)Internet Gaming Disorder.Gaming addiction.Video gaming.IGDS9-SF.Cross-cultural validation.Measurement invarianceThe InternetMeasurement invarianceMetric (unit)0305 other medical sciencebusinessPsychologyClinical psychology
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Comparison of three activity monitors for estimating sedentary time among children

2016

Background: Time spent sedentary appears to be associated with several health outcomes in adults, but findings are inconsistent in children. Further, the assessment of sedentary time represents a major challenge. The objectives of the present study were to determine whether 1) ActiGraph GT3X+, ActivPAL and SenseWear Armband Pro3 (SWA) provide comparable estimates of sedentary time in 9–12-year-old children, 2) these devices are valid compared with direct observation, and 3) ActivPAL discriminates between sitting and standing behavior. Methods: The sample was 67 children. Data were collected during three consecutive days in November 2012. To test the activity monitors in contexts related to …

Video gamingmedicine.medical_specialtySports medicinePhysical Therapy Sports Therapy and RehabilitationIndirect calorimetryHealth outcomesSitting03 medical and health sciences0302 clinical medicinePhysical medicine and rehabilitationActivPALmedicineOrthopedics and Sports MedicineSenseWear030212 general & internal medicineSedentary timebusiness.industryRehabilitationDirect observation030229 sport sciencesActiGraphSitting timeConfidence intervalAccelerometerInclinometerPhysical therapybusinesshuman activitiesResearch Article
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Reducing Visuospatial Pseudoneglect in Healthy Subjects by Active Video Gaming

2023

Pseudoneglect phenomenon refers to a condition in which healthy subjects tend to perceive the left side of exactly bisected lines as being slightly longer than the right one. However, behavioural data showed that athletes practising an open-skill sport display less pseudoneglect than the general population. Given the fact that so-called exergames (also known as active video games) are platforms designed to fully mimic sport activity, this work intends to investigate whether and how a one-week training period of exergame open-skill sport can determine a similar decrease in pseudoneglect. Fifteen healthy participants (non-athletes) responded to a visuospatial attention task and a control memo…

Settore M-PSI/02 - Psicobiologia E Psicologia Fisiologicavideo gamingGeneral NeuroscienceSettore MED/26 - Neurologiapseudoneglect; visuospatial attention; exergaming; video gamingvisuospatial attentionexergamingSettore BIO/09 - FisiologiapseudoneglectBrain Sciences
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