Showing 21 - 40 results of 42 for search '"online game"', query time: 0.06s Refine Results
  1. 21

    The Effect of Online Communication in a Social Dilemma: by Kaori Ando, Akihito Himuro, Akira Goto, Yuuji Sasaka, Naoya Ejima, Akiko Yasuhara

    Published 2024-10-01
    “…For this purpose, we developed an online game that simulates environmental problems using a social dilemma structure. …”
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    Article
  2. 22

    Komunikasi Virtual melalui Perilaku Trash-Talking Antar Pemain Game Online Mobile Legends by Yasha Langitta Setiawan, Januardi Nasir, Roby Hadi Putra

    Published 2025-01-01
    “… The current digital era makes people tend to use online media rather than conventional media. Online games are media that are often used by people, one of which is the mobile legend game. …”
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    Article
  3. 23

    Komunikasi Virtual melalui Perilaku Trash-Talking Antar Pemain Game Online Mobile Legends by Yasha Langitta Setiawan, Januardi Nasir, Roby Hadi Putra

    Published 2025-01-01
    “… The current digital era makes people tend to use online media rather than conventional media. Online games are media that are often used by people, one of which is the mobile legend game. …”
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    Article
  4. 24

    A Study on Digital Game Addictions of Adolescents in the Covid-19 Pandemic by Vahit Ciris, Turan Baskonus, Tezcan Kartal, Adem Tasdemir

    Published 2022-05-01
    “…In this context, this study aimed to understand the antecedents of high school students’ online game addiction risks. The survey method was used in the study. …”
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    Article
  5. 25

    Log-Based Analysis of Creativity in the Context of Computational Thinking by Rotem Israel-Fishelson, Arnon Hershkovitz

    Published 2024-12-01
    “…We report on a study that examined how creativity is manifested in the context of CT, specifically while solving computational problems in an online game-based learning environment for early programming. …”
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    Article
  6. 26

    Cyborg Adolescents and Digital Data: Examining Education and Revenue Generation in the Digital Lives of Youth through More-than-Human Ethnography by Davood Zahrani, Ali Hashemianfar, Ahmad Mehrshad

    Published 2024-12-01
    “…New actors have emerged in this space, including game developers, online game sales platforms, peripheral sales websites, e-commerce shops, and exchange offices. …”
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  7. 27

    The potential for productive use of the digital service LearningApps in teaching foreign languages by Natalia A. Katalkina, Nadezhda V. Bogdanova

    Published 2024-12-01
    “…The main methods chosen were questionnaires and sociological surveys related to the introduction of digital tools at the university, allowing to assess the attitude of all participants towards the introduction of online games in the process of learning foreign languages. …”
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    Article
  8. 28

    Examining Adolescents’ Technology Addiction Levels Before and After COVID-19 Pandemic by Renan Seker, Tezcan Kartal, Adem Tasdemir, Ibrahim Serdar Kiziltepe

    Published 2023-10-01
    “…It was observed that the students' highest addiction levels were in instant messaging, website use, social network use and online gaming, respectively. While the addiction levels of the participants varied based on the time spent on social networks and online gaming, the interaction effect between owning a computer and the family socioeconomic level also caused significant differences. …”
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  9. 29

    Le recours aux jeux vidéo dans la sensibilisation à la ville durable. Analyse comparative pour une évaluation en termes d’éthique et d’engagement du citoyen-joueur. by Hélène Bailleul, Anne Gagnebien

    Published 2021-10-01
    “…The article focuses on the interactions between sustainable cities and digital devices from the point of view of environmental citizenship. Focused on online games simulating the city of the future and its debate, the paper develops the issue of the player's commitment as a citizen. …”
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    Article
  10. 30

    Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps) by null Laurence, Asep Hermawan, Innocentius Bernarto, Ferdi Antonio

    Published 2023-01-01
    “…People of all ages enjoy playing games, making online gaming a part of the modern lifestyle. Online games as digital products can reach gamers without being hindered by various limitations such as time and location. …”
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    Article
  11. 31

    A systematic review of problematic gaming: Escapist strategy to cope with difficult life situations by Snigdha Sinha, Manoj Kumar Sharma, Gitanjali Narayanan, Himani Kashyap, AU Shreedevi, Ashwini Tadpatrikar

    Published 2024-12-01
    “…Out of the 35 texts fully reviewed, 18 studies were finalised that fit the eligibility criteria, and out of these, three themes were derived – “Problematic online gaming and difficult life situations”, “Problematic online gaming, coping and escapism ”, and “Types of gaming”, which demonstrated the psychosocial perspective on gaming used as a coping mechanism for difficult situations. …”
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  12. 32

    «Gamification» of crime – new challenge for the EU by Darya Yu. Bazarkina

    Published 2024-12-01
    “…This approach, known as gamification, resonates with a young audience familiar with online games. At the same time, gaming and adjacent platforms themselves are increasingly becoming platforms for recruiting minors. …”
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    Article
  13. 33

    Penggunaan Internet Dikalangan Siswa SD di Kota Ternate: Suatu Survey, Penerapan Algoritma Clustering dan Validasi DBI by Firman Tempola, Miftah Muhammad, Abdul Mubarak

    Published 2020-12-01
    “…For activities when opening YouTube there are 61.60% often watching videos on YouTube with 61.60% cardboard videos, comedy 49.80% and educational content 28.40%. As for online games, those active in playing online games are 49.41%. …”
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  14. 34

    Disposal of In-Game Items for Consideration in Polish Personal Income Tax by Michalina Duda-Hyz

    Published 2024-12-01
    “…This is an issue which has received little attention in the tax literature to date and which, given the growing popularity of online games and the blurring of the boundaries between the real and virtual economy, is of significant practical importance. …”
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  15. 35

    La Rationalisation du jeu by Sara M. Grimes, Andrew Feenberg

    Published 2013-09-01
    “…Nous proposerons donc une théorie de la rationalisation du jeu (ludification) décrivant les composants clés des jeux socialement rationalisés ; une théorie que nous appliquerons alors à l’exemple spécifique des jeux en ligne massivement multijoueurs (MMOG, pour Massively Multiplayer Online Games).…”
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  16. 36

    Rêves d’accumulation : l’économie dans les jeux vidéo de science-fiction by David M. Higgins

    Published 2018-12-01
    “…This article examines massively multiplayer online games (MMOs) in order to demonstrate how the planned obsolescence of goods is a mandatory and inescapable feature of economic life in many digital environments. …”
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  17. 37

    Internet Gaming Disorder and Unmet Psychological Needs: Mediating Roles of Self-Esteem, Depression, and Escapism by Z. Gedik, M. Gulec

    Published 2024-09-01
    “…In this regard, a personal information form, the Internet Gaming Disorder Scale-Short Form, Motives for Online Gaming Questionnaire, Basic Psychological Need Satisfaction Scale-In General, Rosenberg Self-Esteem Scale, and the Hospital Anxiety Depression Scale-Depression Subscale were administered. …”
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    Article
  18. 38

    Extending the game immersion questionnaire to online users by Valērijs Dombrovskis, Jeļena Ļevina, Aleksejs Ruža

    Published 2025-02-01
    “…IntroductionThe Game Immersion Questionnaire (GIQ) serves as a tool for evaluating immersion within the realm of online gaming. Immersion is a crucial psychological state experienced by users interacting with digital environments, influencing their engagement, engrossment, and total involvement. …”
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  19. 39

    The moderating effects of physical activity on social anxiety and sleep disturbance: managing gaming disorder in young e-sports players by Serdar Solmaz, Mehmet İnan, Mustafa Yaşar Şahin

    Published 2025-02-01
    “…The immersive and competitive nature of online gaming has been associated with an increase in mental health issues such as anxiety and insomnia among individuals with IGD. …”
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  20. 40

    A Study of Occupational Therapy Strategies and Psychological Regulation of Students’ Internet Addiction in the Mobile Social Media Environment by Xueqin Zhang

    Published 2022-01-01
    “…The attitude towards online games is entertainment to kill time, a tool to escape the pressure of study and to gain the fun of friends comparing with each other. …”
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