Search results for "videogame"
showing 10 items of 34 documents
An air-lift biofilm reactor for the production of γ-decalactones by Yarrowia lipolytica
2014
Decalactones are interesting flavouring compounds that can be produced from ricinoleic acid. In this study, the production of lactones in biofilms using Yarrowia lipolytica is investigated. The hydrophobia of cells increased for increased aeration rates resulting in higher adhesion when the reactor wall was hydrophobic (plastic). To increase adhesion, sheets of methyl-polymethacrylate (PMMA) were added in the reactor and the production of lactones increased with the surface of plastic added, reaching 850 mg/L of 3-hydroxy-γ-decalactone for 60 cm2. In an Airlift bioreactor made of PMMA, biofilms were present at the top of the reactor for increased aeration. In the meantime, a metabolic shift…
Factors psicosocials rellevants en la violència de preadolescents i adolescents escolaritzats
2010
A pesar de la considerable evidència acumulada sobre els efectes de la violència en els mitjans, encara hi ha controvèrsia sobre el tema. La comunitat científica debat la influència de la TV i els videojocs en el comportament dels subjectes (vid. Kids, TV viewing, andaggressivebehavior, Science (Letters) 297, 49-50, 2002). Aquells que s'oposen al fet que la TV i els videojocs tenen influència sobre el comportament agressiu, defensen que la causalitat no es pot establir tan fàcilment, ja que als individus violents els agradarà més veure actes agressius en TV i que estiguen presents en els videojocs. En l'actual estudi realitzat amb escolars preadolescents i adolescents 'amb una grandària de …
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), …
Contribuições e efeitos dos videogames na atenção à diversidade
2021
[Resumen] Este artículo presenta los resultados de una revisión de la literatura sobre estudios centrados en las contribuciones y los efectos de los videojuegos en la atención a la diversidad. Para ello, se tomó como muestra las investigaciones recogidas en las bases de datos Scopus, wos, eric, ProQuest Dissertations & Theses Global (pqdt), Dialnet y csic-isoc y en los buscadores académicos Rebiun, Teseo y ScienceDirect. Después de considerar algunos aspectos del análisis bibliométrico, con el propósito de contextualizar la autoría y la procedencia de los artículos, se procedió a analizar en profundidad el contenido de los documentos seleccionados, de acuerdo con los objetivos de este estud…
How to Define Games and Why We Need to
2019
This article provides guidelines on how to make useful game definitions and discusses when that is a worthwhile undertaking. It examines a recent article attempting to define videogames (Bergonse in Comput Games J 6(4):239–255, 2017. https://doi.org/10.1007/s40869-017-0045-4), and uses it as an example to discuss game definitions in general. It concludes with reasons why making a final definition of games is not possible and why we need to continue to define games. peerReviewed
EFECTOS DE LOS VIDEOJUEGOS EN LAS MARCAS EMPLAZADAS: LA TRANSMISIÓN DE EMOCIONES
2012
RESUMENDebido a que los medios tradicionales están saturados de mensajes publicitarios, las organizaciones buscan nuevos formatos de comunicación. Uno de ellos es el product placement en videojuegos. En esta investigación exploratoria se van a analizar las consecuencias de emplazar una marca en esta forma de ocio electrónico en cuanto a transferencia de imagen del videojuego a la marca a través de las emociones evocadas por el videojuego. Para tal fin, en el presente trabajo se desarrolla una escala de emociones adaptada al tema que ocupa esta investigación. Del mismo modo, se analizan las diferencias entre los tipos de product placement y sus efectos en la transferencia de imagen videojueg…
Virtual Worlds as Philosophical Tools : How to Philosophize with a Digital Hammer by Stefano Gualeni
2017
A book review of Stefano Gualeni. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer, Palgrave Macmillan, 2015, 194 pp., USD 64.65, ISBN 1137521775 nonPeerReviewed
Geografia e game studies. Convergenze e opportunità
2021
L’interesse della Geografia verso le potenzialità disciplinari del videogioco si è manifestato più tardi rispetto alle altre scienze, ma ciò è coerente proprio con lo sviluppo e l’irruzione sulla scena di quegli elementi ritenuti interessanti proprio per l’analisi geografica. Il contributo intende valorizzare tutti gli elementi di interesse scientifico per la disciplina. Geography's interest in the disciplinary potential of the video game manifested itself later than in other sciences, but this is consistent with the development and the eruption on the scene of those elements considered interesting precisely for geographical analysis. The contribution intends to enhance all the elements of …
Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers
2020
Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation. Methods: The study estimated the prevalence of IGD in at-risk Italian online gamers, and the interplay between alexithymia and other risk factors. 5,979 responders were surveyed. IGDS-SF9 estimated pathological gaming. TAS-20 measured Difficult in Identifying (DIF) and Describing Feelings (DDF), and Externally Oriented Thinking (EOT). Results: 43% of participants had pathological IGD scores. Male gender (OR=1.2, 95% C.I.=1, 1.5, p=0.019), TSP (OR=7.6, 95% C.I.=5.5, 1…
I will send badass viruses. Peer threats and the interplay of pretend frames in a classroom dispute
2014
This paper explores threats as they appear in children's everyday dispute interactions. The main purpose is to extend understandings of children's interactions and disputes in order to show how young boys construct threats in pretend frames within a classroom peer dispute by drawing upon the resources of the video game world and a verbally constructed fight. The conceptual and methodological frameworks underpinning the analysis are conversation analysis and Goffman's concept of frame. The analysis focuses on one episode that illustrates how the boys, in the absence of the teacher, invoke, share and switch frames within the dispute. Using pretence, they posit threats and build attack strateg…