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The study explores the phenomenon of video game addiction among teenagers, focusing on the factors leading to such addiction and its implications on their daily lives, education, and social interactions. It employs an exploratory research design and phenomenology to analyze respondents' experiences related to gaming. Findings indicate that while excessive gaming can disrupt academic performance, it may also offer stress relief and opportunities for socializing.
2010
Massively Multiplayer Online Games (MMOGs) have received considerable attention in news headlines describing gamers who have died while engaging in excessive play. However, more common physical and psychosocial effects attributed to online video gaming are social isolation, increased aggression, and negative academic and occupational consequences. In consideration of the bias in reporting negative consequences of video gaming, a systematic review was conducted to evaluate the evidence of the effects of MMOGs on those who play them. In the sixteen studies that met the inclusion criteria, analysis revealed that only those players who were classified as "addicted" or engaged in "problematic game play" experienced significant negative consequences, with many gamers finding positive aspects to video gaming such as enjoyment, feelings of achievement, friendship, and a sense of community. However, significant limitations in the studies point to the need for further research so that appropriate treatments and interventions can be developed for problematic game play.
Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N=3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.
To answer the question “Are video games good or bad?,” three areas of video game research are looked at. First, support for the idea that violent video games increase aggression is explored followed by research contradicting the idea. Second, research concerning benefits of playing video games is explored. Third, research supporting the idea of video game addiction is explored followed by research contradicting the idea and cautioning against the addiction label. Following the exploration of research, the author provides recommendations taken from other scholarly articles in the case of individual concern and the possibility of negative effects of video game play.
Tropical Medicine & International Health, 2010
Objective-To assess the outcome of patients who experienced treatment failure with antiretrovirals in sub-Saharan Africa.
In this paper the jitter suffered by the cells of the monomedia traffic streams which compose a multimedia data flow loading an ATM Multiplexer is analyzed. To this aim, a multimedia source is modeled as an arrival process defined as the superposition of heterogeneous arrival processes, each of which models one monomedia source. In order to capture the time relationships existing between the monomedia sources of the multimedia stream, they are modeled as mutually correlated Interrupted Bernoulli Processes. Correlation functions are derived for each monomedia source as well as for the multimedia source as a whole. A case study is shown in order to assess the possibility of analytical treatment of the proposed paradigm.
2018
Neutropsyche is the psychological theory that studies the soul or spirit using the neutrosophy and neutrosohic theories. In other words: Neutrosophic Psychological Theory. It is based on triadic neutrosophic psychological concepts of the form (<A>, <neutA>, <antiA>).
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