Search results for "videogame"

showing 4 items of 34 documents

Cognitive-behavioral treatment of online role-playing videogames: proposal of treatment and a case study

2014

El propósito de este trabajo es presentar una propuesta de tratamiento cognitivo-conductual para la intervención en la adicción a video juegos. Se presenta el caso de un varón de 21 años con problemas con el uso de los videojuegos. Se expone el procedimiento en cada una de las fases de las que consta el tratamiento, así como los resultados de su eficacia en un estudio de caso. Después de trece semanas de intervención se aprecian importantes cambios en el nivel de dependencia. Los resultados muestran una disminución significativa del tiempo de uso del ordenador y de juego, así como una mejoría del funcionamiento personal y social del paciente. This article provides a proposal of cognitive-be…

terapia cognitivo-conductalVideogame addictiontechnological addictionsaducciones tecnológicasAdicción a videojuegosMassively Multiplayer Online Role Playing Games (MMORPGs)cognitive behavioral therapy
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E-Sports y brecha de género: la percepción de las profesionales españolas

2019

The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspective, interest in videogames at the amateur level is quite similar. However, in its professional level, female participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictions, the data on the presence of women are elocuent: few women, with much lower wages than men to remunerate same skills, and a general complaint by the female profession…

the data on the presence of women are elocuent: few womenhas been focused on the technique of content analysis from a netnographic perspective. It has been spotlighted by the analysis of the testimonies made at the ?Womenfemale participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictionsorganized by the Movistar´s Riders club. In addition to content analysisVideojuegoRocío The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspectiveE-sports and Unicorns? Conferenceinterest in videogames at the amateur level is quite similar. HoweverUNESCO::SOCIOLOGÍAfew women [the data on the presence of women are elocuent]in its professional leveldesigualdad de génerowith much lower wages than men to remunerate same skillsand a general complaint by the female professionals of frequent situations of ?suffocating pressure? during competitions. The methodologygender inequality 139 148La percepción de las profesionales españolas Moldes Farelo [1137-7038 8537 Arxius de sociologia 525290 2019 40 7038148 E-sports y brecha de género]1137-7038 8537 Arxius de sociologia 525290 2019 40 7038148 E-sports y brecha de género: La percepción de las profesionales españolas Moldes Farelothree in-depth interviews have been conducted industria videojuegosE-sportsVideo game industrysporting eventsMujeres:SOCIOLOGÍA [UNESCO]within the framework of the campaign ? MynameMygamedeporte espectáculoSociología del deporteEmpleo de las mujeresSociologíawith a qualitative nature
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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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Positive Effects of Videogame Use on Visuospatial Competencies: The Impact of Visualization Style in Preadolescents and Adolescents

2019

Use of videogames (VGs) is almost ubiquitous in preadolescents' and adolescents' everyday life. One of the most intriguing research topics about positive effects of VG use is about the domain of visuospatial competencies. Previous research show that training with videogames enables children and adolescents to improve their scores in visuospatial tests (such as mental rotation of shapes and cubes), and that such training could overcome gender differences in these domains. Our study aimed at (1) verifying the positive effects of videogame use in the visuospatial domain both for male and female adolescents and preadolescents and (2) verifying whether the visualization style (2D or isometric 3D…

visuospatial abilitiesSpatial Visualization05 social scienceslcsh:BF1-990preadolescence050105 experimental psychologyMental rotationLearning effectVisualizationStyle (sociolinguistics)Developmental psychology03 medical and health sciencesSettore M-PSI/04 - PSICOLOGIA DELLO SVILUPPO E PSICOLOGIA DELL'EDUCAZIONE0302 clinical medicinelcsh:Psychologyspatial cognitionAdolescence; Preadolescence; Spatial cognition; Videogames; Visuospatial abilitiesPsychology0501 psychology and cognitive sciencesadolescencevideogamesPsychology030217 neurology & neurosurgeryGeneral PsychologyOriginal ResearchFrontiers in Psychology
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