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Neurobiological Perspectives in Behavioral Addiction
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Year: 2019 Publisher: Frontiers Media SA

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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact


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Video games as tools to achieve insight into cognitive processes
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Year: 2015 Publisher: Frontiers Media SA

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Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.


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Neural Mechanisms Underlying Internet Gaming Disorder
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Year: 2019 Publisher: Frontiers Media SA

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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact


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Alternative Historiographies of the Digital Humanities
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Year: 2021 Publisher: Brooklyn, NY punctum books

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"In Silencing the Past: Power and the Production of History, Michel-Rolph Trouillot writes that by examining the process of history we can “discover the differential exercise of power that makes some narratives possible and silences others.” Alternative Historiographies of the Digital Humanities examines the process of history in the narrative of the digital humanities and deconstructs its history as a straight line from the beginnings of humanities computing. By discussing alternatives histories of the digital humanities that address queer gaming, feminist game studies praxis, Cold War military-industrial complex computation, the creation of the environmental humanities, monolingual discontent in DH, the hidden history of DH in English studies, radical media praxis, cultural studies and DH, indigenous futurities, Pacific Rim postcolonial DH, the issue of scale and DH, the radical, indigenous, feminist histories of the digital database, and the possibilities for an antifascist DH, this collection hopes to re-set discussions of the straight, white origin myths of DH. Thus, this collection hopes to reexamine the silences in such a straight and white masculinist history and delineates how power comes into play to shape this straight, white DH narrative.A number of the pieces in this volume go back to the origin myth of the digital humanities to reassess the hagiography of Father Busa by reconsidering and recontextualizing his legacy and his work in relation to media archaeology, politics, Cold War maneuvers, mechanized genocide, the Third Reich, and the military-industrial complex as it has organized various fields, including Asian Studies. This reassessment of comparative genealogies — vis-à-vis Foucault — undergirds an alternative history of the Jesuit hagiography we have so far been unwilling to reexamine for its narrative use in embellishing an origin hagiography/historiography for digital humanities. Other pieces intertwine the digital humanities with other fields — area studies, Asian American Studies, cultural studies, literary studies, and environmental studies — in order to reexamine how the intersections and juxtapositions reveal silences in these histories. And finally, a number of pieces considers alternative praxes in rethinking these histories, whether it is an essay that is a game or a reevaluation of feminist media praxis."


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Positive Technology: Designing E-experiences for Positive Change
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Year: 2019 Publisher: Frontiers Media SA

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This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contact


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Sports finance
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ISBN: 3038428728 Year: 2018 Publisher: Basel : MDPI - Multidisciplinary Digital Publishing Institute,

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The use of sport as an empirical setting to study different organizational and economic phenomena is continuously increasing (Day et al., 2012; Kahn, 2000; Wolfe et al., 2005). Specifically, in the finance literature, sports have been used to examine market efficiency (e.g., Edmans et al., 2007; Golec & Tamarkin, 1991; Gray & Gray, 1997, Woodland & Woodland, 1997), the financing of sports facilities (Baade & Matheson, 2006; Coates & Humphreys, 2003; Rebeggiani, 2006), and mega events (Madden, 2006). In addition, sports have many unique qualities, which contribute to an industry generating revenues estimated between 44 and 60 billion dollars in the United States (Humphreys & Ruseski, 2009). The study of sports has emerged both as an academic major and as a field of research, with sports financing being one of the main areas of scholarship in the field of research. Thus, the primary goal of this Special Issue will highlight sports' activities as an empirical setting for understanding financial phenomena and will highlight sports' unique financial idiosyncratic characteristics. Topics in this Special Issue can include, but are not limited to, non-profit sports clubs, mega events, financial issues related to stadiums and arenas, amateur and professional sports leagues and teams, and gambling markets, including sports betting, lotteries, and other games of chance.


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Simulation and gaming : proceedings of the 12th Annual Symposium, National Gaming Council, and the 4th Annual Conference, International Simulation and Gaming Association, held at the National Bureau of Standards, Gaithersburg, Md., September 17-19, 1973
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ISBN: 9535138006 9535138030 9535140833 Year: 1974 Publisher: Gaithersburg, MD : U.S. Dept. of Commerce, National Institute of Standards and Technology,

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The book "Simulation and Gaming" discusses the following topics and research areas: game-based methods of problem solution and data processing, analysis, and information mining; educational games and game features, including game characteristics, story, mechanics, and methodology; development of integrated games tasked with helping students in interpreting, translating, and manipulating the field of kinematics through formal presentations; possibility of research integration through real and practical examples and games as well, in the field of physics; analysis of game engines from various aspects such as modularity, performance, and usability; virtual reality (VR) and interaction mechanisms used for three-dimensional (3D) game development; analysis, development, design, implementation, and evaluation of the simulation model in the field of engineering and metallurgy, according to ADDIE model; concept of computational thinking, with an accent on its inclusion in compulsory education; overview of the current prominence of AI simulation based in the gaming leisure industry, mainly for research purposes in the context of gambling and forecasting of online casino patron's churn behavior; innovative modeling and simulation approach using newly proposed advanced game-based mathematical framework, unified game-based acquisition framework, and a set of war-gaming engines to address the challenges for acquisition of future space systems; modification of simulation of a complex system and a physics model through programming, achieved with a block-based programming language.


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Qualitative research in gambling : exploring the production and consumption of risk
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ISBN: 0415659388 1306111994 1138924555 0203718879 1134445857 113444592X Year: 2013 Publisher: Taylor & Francis

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Gambling is both a multi-billion-dollar international industry and a ubiquitous social and cultural phenomenon. It is also undergoing significant change, with new products and technologies, regulatory models, changing public attitudes and the sheer scale of the gambling enterprise necessitating innovative and mixed methodologies that are flexible, responsive and ‘agile’. This book seeks to demonstrate that researchers should look beyond the existing disciplinary territory and the dominant paradigm of ‘problem gambling’ in order to follow those changes across territorial, political, technical, regulatory and conceptual boundaries. The book draws on cutting-edge qualitative work in disciplines including geography, organisational studies, sociology, East Asian studies and anthropology to explore the production and consumption of risk, risky places, risk technologies, the gambling industry and connections between gambling and other kinds of speculation such as financial derivatives. In doing so it addresses some of the most important issues in contemporary social science, including: the challenges of studying deterritorialised social phenomena; globalising technologies and local markets; regulation as it operates across local, regional and international scales; and the rise of games, virtual worlds and social media.


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Esports and the Media
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ISBN: 1000652866 1003273696 1032222654 Year: 2022 Publisher: Taylor & Francis

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This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world.Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture.


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Internet and Smartphone Use-Related Addiction Health Problems: Treatment, Education and Research
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Year: 2021 Publisher: Basel, Switzerland MDPI - Multidisciplinary Digital Publishing Institute

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This Special Issue presents some of the main emerging research on technological topics of health and education approaches to Internet use-related problems, before and during the beginning of coronavirus disease 2019 (COVID-19). The objective is to provide an overview to facilitate a comprehensive and practical approach to these new trends to promote research, interventions, education, and prevention. It contains 40 papers, four reviews and thirty-five empirical papers and an editorial introducing everything in a rapid review format. Overall, the empirical ones are of a relational type, associating specific behavioral addictive problems with individual factors, and a few with contextual factors, generally in adult populations. Many have adapted scales to measure these problems, and a few cover experiments and mixed methods studies. The reviews tend to be about the concepts and measures of these problems, intervention options, and prevention. In summary, it seems that these are a global culture trend impacting health and educational domains. Internet use-related addiction problems have emerged in almost all societies, and strategies to cope with them are under development to offer solutions to these contemporary challenges, especially during the pandemic situation that has highlighted the global health problems that we have, and how to holistically tackle them.

Keywords

smartphone use --- parental management --- scale validation --- attention deficit hyperactivity disorder (ADHD) --- smartphone addiction --- social media/messenger apps --- Facebook --- WhatsApp --- Internet addiction --- Internet use disorder --- smartphone use disorder --- internet gaming disorder --- stress --- resilience --- escape --- depression --- internet addiction --- PI --- EA --- self-identity --- social exclusion --- surveillance --- Facebook addiction --- online gambling --- self-exclusion --- responsible gambling --- comparative study --- poker --- public health model --- Internet game advertising --- accessibility --- environmental factors --- e-gambling --- e-gambling prevalence --- forms of e-gambling --- problem e-gambling --- problematic smartphone use --- pro-gamers --- Child Behavior Check List --- resting-state functional magnetic resonance imaging --- problematic pornography use --- internet pornography use --- problematic pornography consumption scale --- problematic pornography use scale --- the short internet addiction test adapted to online sexual activities --- problematic Internet use --- non-medical use of prescription drugs --- depressive symptoms --- adolescents --- anxiety --- mental well-being --- population-based study --- parental monitoring --- problematic mobile phone use --- escape motivation --- shyness --- cluster analysis --- video game --- video game addiction --- personality --- comorbidity --- Internet Gaming Disorder --- gaming disorder --- gaming addiction --- behavioral addiction --- Internet Gaming Disorder Scale-Short Form --- adolescent internet use --- excessive internet use --- family factors --- parenting styles --- gaming --- social media --- behavior addiction --- sleep quality --- psychological distress --- problematic use --- addiction --- Twitter --- psychopathology --- suicide --- suicide attempts --- intervention --- case management --- adolescence --- marketing --- unhook --- gamification --- social-networks-use disorder --- social media use --- social networking sites --- protective competences --- self-regulation --- social needs --- solution-focused group counseling --- college students --- scientific production --- bibliometric analysis --- scientific mapping --- internet --- Web of Science --- phone --- BMI percentile --- food addiction --- emotional eating --- impulsivity --- emotion regulation --- compulsive buying --- addictive shopping --- online shopping --- dissociation --- problematic usage of pornography --- manifesto --- problematic usage of the internet --- COST action network --- behavioural addiction research. --- generalized Internet addiction --- online gaming addiction --- online gambling addiction --- Europe --- policy option --- prevention --- public health --- confirmatory factor analysis --- Malay version --- medical student --- validation study --- smartphones --- self-perceived addiction --- ROC analysis --- cutoff point --- SPAI–Spain --- video games --- mixed methods research --- stakeholder engagement --- consensus development --- social networking --- body self-esteem --- personality traits --- fsQCA models --- problematic phone use --- pain --- dry eye --- quality of life --- recovery --- prognosis --- cohort --- college student --- distraction --- randomized controlled trial --- social media addiction --- autonomy need dissatisfaction --- boredom proneness --- mobile phone gaming --- multiple mediation --- university student --- MPPUSA --- internet addiction test --- university students --- Peruvian sample --- psychometric properties --- pathological Internet use --- Internet gaming disorder --- social networking site addiction --- problem drinking --- alcohol --- adolescent --- Internet problematic use --- Internet use-related addiction problems --- technologies --- education --- health --- treatment --- COVID-19

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