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1

Gillani, Syed Muhammad Farhan. "Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.

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Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by
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Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goul
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Veron, Maxime Pierre Andre. "Scalable services for massively multiplayer online games." Electronic Thesis or Diss., Paris 6, 2015. http://www.theses.fr/2015PA066212.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goul
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BRANDÃO, Luis Rodrigo Gomes. "Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-08-22T12:57:26Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5)<br>Made available in DSpace on 2016-08-22T12:57:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5) Previous issue date: 2016-01-29<br>Devido ao diferencial d
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Gerardi, Nicole. "Evaluation of computer-based simulation for pain management education." Honors in the Major Thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/847.

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Effective pain management is an elusive concept in the acute care setting. Improving nurses' knowledge about optimal pain management is one way to improve the patient's pain experience. A computer-simulation game was developed as an alternative method of teaching the subject of pain management to nursing students. In the game, two patient scenarios are presented, one male and one female. Both patients present with acute pain and request help from the nurse. The player progresses through a series of nine questions as the scenarios unfold, each with one best or correct answer. The purpose of thi
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Pühler, Simon. "Funny games." Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.

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"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" ist der Versuch, eine Geschichte medialer Schmerzlust zu rekonstruieren – in etwa von 1789 bis heute. Neben klassischer SM-Literatur sind es Spielfilme wie VIDEODROME (1983), FALSCHER BEKENNER (2005), THE HURT LOCKER (2008) oder SHORTBUS (2006), in denen modernes Schmerzlust-Empfinden und -Begehren offenbar wird. Die Untersuchung richtet sich dabei auf Konzepte technoimaginärer Wunsch- und Höllenmaschinen, dynamisierte Ich-Apparate, wie sie Donatien-Alphonse-François de Sade, Leopold und Wanda von Sacher-Masoch, Ernst Kapp, Sigmu
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Her, Shyang-Kuen. "Improved I/O pad positions assignment algorithm for sea-of-gates placement." PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/4316.

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A new heuristic method to improve the I/O pad assignment for the sea-of-gates placement algorithm "PROUD" is proposed. In PROUD, the preplaced I/O pads are used as the boundary conditions in solving sparse linear equations to obtain the optimal module placement. Due to the total wire length determined by the module positions is the strong function of the preplaced I/O pad positions, the optimization of the I/O pad circular order and their assignment to the physical locations on the chip are attempted in the thesis. The proposed I/O pad assignment program is used as a predecessor of PROUD. The
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Alvares, Lorena Olímpio. "O BRINQUEDO EM INSTITUIÇOES PÚBLICAS DE EDUCAÇAO INFANTIL: OS SIGNIFICADOS ATRIBUÍDOS POR PAIS E PROFESSORAS." Pontifícia Universidade Católica de Goiás, 2011. http://localhost:8080/tede/handle/tede/1026.

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Made available in DSpace on 2016-07-27T13:52:20Z (GMT). No. of bitstreams: 1 Lorena Olimpio Alvares.pdf: 3020325 bytes, checksum: b08883d152605e5fb6a599340cea26e9 (MD5) Previous issue date: 2011-09-30<br>This dissertation analyzes the meaning given the toy for parents and teachers at a public institution of education. The issue involved the need for a study about the importance of toys for child development, as well as the conceptualization that is attributed to terms such as play, game, toy and game. Another aspect investigated concerns the way parents and educators understand how children
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Grishchenko, Alice. "Navigating the Pixelated Waters of Voxel Bay: Designing a Virtual Reality Game for the Pediatric Patient-Player Experience." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492711773997784.

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Nikoloski, Zoran. "Graph-theoretic Approach to Modeling Propagation and Control of Network Worms." Doctoral diss., University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3164.

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In today's network-dependent society, cyber attacks with network worms have become the predominant threat to confidentiality, integrity, and availability of network computing resources. Despite ongoing research efforts, there is still no comprehensive network-security solution aimed at controling large-scale worm propagation. The aim of this work is fivefold: (1) Developing an accurate combinatorial model of worm propagation that can facilitate the analysis of worm control strategies, (2) Building an accurate epidemiological model for the propagation of a worm employing local strategies, (3) D
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Schlünz, Uwe. "Vergleich der Effektivität von rehabilitativen Trainingsformen im Wasser zu herkömmlichen Maßnahmen bei Patienten mit Low Back Pain." Phd thesis, Universität Potsdam, 2002. http://opus.kobv.de/ubp/volltexte/2005/78/.

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Die wachsenden Kosten für die Behandlung chronischer lumbaler Rückenschmerzen stehen zunehmend in Diskrepanz mit den begrenzten Mitteln für das Gesundheitswesen.<br /> Untersuchungen zeigen, dass aktive Trainingsprogramme, je früher sie eingesetzt werden, einen positiven Einfluss auf die Senkung von Kosten für die Gesellschaft haben. Ein rechtzeitiger Einsatz der medizinischen Kräftigungstherapie bei Rückenschmerzpatienten ist somit unter rehabilitativen Gesichtspunkten notwendig. Insbesondere das Training im Wasser gestattet gelenkschonende Übungen in frühen Phasen der Rehabilitation und lass
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D\'Agostini, Marcela Mobiglia. "Serious game e-Baby-Família: tecnologia educacional digital direcionada a oxigenação de bebês pré-termo desenvolvida junto ao pais." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/22/22134/tde-22122015-160529/.

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Mundialmente, estima-se que nasçam, por ano, 15 milhões de bebês pré-termo com alto risco de morbi-mortalidade neonatal, pós-neonatal e durante a infância, devido à imaturidade dos órgãos/sistemas, principalmente respiratório. Tanto que, re-hospitalizações, por afecções respiratórias, são comuns nesta população. Objetivou-se desenvolver uma tecnologia educacional digital, serious game, em e-learning e m-learning, que possua subsídios para suprir as necessidades de aprendizagem dos pais de bebês pré-termo. Utilizou-se o design participativo (DP), envolvendo os pais de pré-termo hospita
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Ljung, Dennis. "Using Reinforcement Learning to Evaluate Player Pair Performance in Ice Hockey." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175928.

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A recent study using reinforcement learning with a Q-functions to quantify the impact of individual player actions in ice hockey has shown promising results. The model takes into account the context of the actions and captures internal dynamic features of the play which simple common metrics e.g., counting goals or assists, do not. It also performs look ahead which is important in a low scoring game like ice hockey. However, it does not capture the chemistry between the players i.e., how well the players play together which is important in a team sport like ice hockey. In this paper, we, there
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Faivre, Quentin. "Estudo do impacto da utilização de vídeo jogos na disfunção do membro superior e da coluna cervical de indivíduos jovens." Bachelor's thesis, [s.n.], 2020. http://hdl.handle.net/10284/9288.

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Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciado em Fisioterapia<br>Introdução: Os vídeos jogos constituem-se métodos recreativos populares e acessíveis, com diversas plataformas disponíveis para jogar. Objetivo: investigar o impacto da utilização de vídeo jogos na disfunção do membro superior e da coluna cervical de indivíduos jovens, analisar a prevalência e os fatores de riscos de queixas músculo esqueléticas do membro superior e da coluna cervical, assim como investigar a existência de “distúrbios associados ao jo
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Gauger, E. M. "Applications of quantum coherence in condensed matter nanostructures." Thesis, University of Oxford, 2010. http://ora.ox.ac.uk/objects/uuid:fb792980-bfc4-4771-b5d5-b9ecc7d40cd8.

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This thesis is concerned with studying the fascinating quantum properties of real-world nanostructures embedded in a noisy condensed matter environment. The interaction with light is used for controlling and manipulating the quantum state of the systems considered here. In some instances, laser pulses also provide a way of actively probing and controlling environmental interactions. The first two research chapters assess two different ways of performing all-optical spin qubit gates in self-assembled quantum dots. The principal conclusion is that an `adiabatic' control technique holds the promi
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Freire, Mayra Jardim Medeiros. "Serious game E-baby- Família: avaliação de interface de tecnologia educacional digital junto aos pais de bebês pré-termo com foco no quadro respiratório." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/22/22134/tde-17082017-152001/.

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Mundialmente, estima-se que nasçam, por ano, 15 milhões de bebês pré-termo com alto risco de morbi-mortalidade neonatal, pós-neonatal e durante a infância, devido à imaturidade dos órgãos/sistemas, principalmente respiratório. A prematuridade é a principal causa de morte em recém-nascidos (especialmente nas primeiras 4 semanas de vida) e agora a segunda causa de morte após pneumonia em crianças com idade inferior a 5 anos. A re-hospitalizações, por afecções respiratórias, são comuns nesta população. No Brasil, 72,9% das pessoas no Brasil têm acesso à internet, seja por computador, celu
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17

Hamard, Bruno. "L'occupation française de la ville de Szeged (1918-1920) : un exemple de gestion des gages territoriaux alliés en Hongrie, avant la signature de la paix de Trianon." Paris 1, 1997. http://www.theses.fr/1997PA010676.

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L'occupation française de Szeged, deuxième ville de Hongrie, prend place dans le contexte de règlement du premier conflit mondial. Ennemie des forces de l'entente, la Hongrie fut vaincue par le sort des armes en octobre-novembre 1918 sous l'effet de l'offensive victorieuse menée par les troupes de l'armée alliée d'Orient débarquée à Salonique et lancée par Franchet d'Esperey à l'assaut de la péninsule balkanique (septembre 1918). Dans le cadre du règlement de la paix en Europe au lendemain de la défaite allemande (II novembre 1918), les alliés prirent un certain nombre de "gages" territoriaux
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Jannini, Suely Nobrega. "Dor, lesões e síndromes músculo-esqueléticas em adolescentes obesos versus eutróficos e sua relação com o uso de computadores e videogames." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/5/5141/tde-01082011-160907/.

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Objetivo: Avaliar presença de dor, síndromes músculo-esqueléticas, alterações ortopédicas e uso de computador e videogame em adolescentes. Métodos: Um estudo transversal avaliou 100 adolescentes consecutivos com obesidade e 100 eutróficos a partir de um questionário confidencial, auto-aplicável, incluindo dados demográficos, prática esportiva, sintomas dolorosos do sistema músculo-esquelético e uso de computador e videogame. Pré-teste e re-teste do questionário foram realizados. O exame físico avaliou seis síndromes músculo-esqueléticas e sete alterações ortopédicas. Resultados: O índice de Ka
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Turnaturi, Rita. "NEW PLAYERS IN AN OLD GAME: Pharmacological Evaluation of the Benzomorphan-Based Compound LP1. Design and Synthesis of Conformationally Constrained Compounds as New Tramadol-like Candidates." Doctoral thesis, Università di Catania, 2013. http://hdl.handle.net/10761/1350.

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For the clinical management of acute and chronic pain, a possible therapeutic approach is the use of associations between two or more drugs, which produce their biological effects on two or more different sites of action, in order to modulate directly or indirectly profile analgesic and adverse effects (Argoff 2011). Given the advantages of polypharmacology, in the drug discovery process has been established the strategy "one-molecule multiple targets" (Morphy and Rankovic, 2009). The multitarget ligands provided better analgesic activity and fewer side effects - already observed in the associ
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Queiroz, Ligia Bruni. "Dor e sí­ndromes musculoesqueléticas em adolescentes de uma escola particular e sua relação com o uso de mídias digitais." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/5/5141/tde-21022018-090449/.

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Objetivo: Avaliar o uso de dispositivos eletrônicos e televisão (TV) em adolescentes saudáveis de uma escola particular da cidade de São Paulo; avaliar possíveis associações entre a presença de dor e síndromes musculoesqueléticas e o uso de dispositivos eletrônicos e TV. Métodos: Trata-se de um estudo transversal com adolescentes de uma escola particular da cidade de São Paulo. 299 adolescentes (10 a 19 anos) responderam a um questionário individual, confidencial e autoaplicável, com perguntas sobre o uso isolado e simultâneo de dispositivos eletrônicos (computadores, videogames, celular) e TV
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Safaei, Shabnam. "Quantum Optimal Control of Josephson Junction-Based Circuits." Doctoral thesis, Scuola Normale Superiore, 2009. http://hdl.handle.net/11384/85839.

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Castellanos, Aura Ligia Zapata. "Dor, síndromes e lesões músculo-esqueléticas em adolescentes e sua relação com computador e videogame." Universidade de São Paulo, 2004. http://www.teses.usp.br/teses/disponiveis/5/5141/tde-29102004-120009/.

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Introdução: Os adolescentes usam freqüentemente Computador e videogame e podem estar expostos a desenvolver dores, lesões e síndromes do sistema músculo-esquelético. Objetivos: Avaliar e caracterizar a presença de dor, síndromes e lesões do sistema músculo-esquelético em adolescentes e relacioná-las com o uso de computador e videogame. Avaliar a ergonomia do uso do computador. Métodos: A população de estudo consistiu de 833 alunos de um colégio particular da cidade de São Paulo. Neles foi realizado um estudo transversal que incluiu: 1) Questionário com dados demográficos, características do us
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Tseng, Hua-Jui, and 曾華銳. "The Era of Games Unplugged: The Joy and Pain of the People behind Taiwan''s Board Game Industry." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8c3bam.

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碩士<br>國立臺灣大學<br>新聞研究所<br>107<br>In recently five decades, video game industry becomes a giant with global market revenue over hundreds of billion. Comparing with video game industry, board game industry, whose product lacks fancy computer graphics and background music, does not become outdated. Instead, it is getting popular in the last few years. The scale of Taiwan board game industry develops into over 30 game publishers and 300 board game shops in only 17 years. Also, Taiwan is the second biggest board game market in Asia. However, although most Taiwanese are aware of the development of bo
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Feng, Jian-yau, and 馮建堯. "The Relationship Among the Flow, Life Stress and Online Paid Game Addiction." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/30169132852169767095.

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碩士<br>義守大學<br>資訊管理學系碩士班<br>97<br>This thesis explores the relationships among individual life stress, game stress and online paid game addiction situation. We use the Flow Theory and the conception of Internet Addiction Disorder to construct this research model. We use the questionnaire-survey method to collect the data from the World of Warcraft players. There are 698 persons in this sampling survey. The regression analysis is used to analyze the data. The results of this research are shown below: 1.The stress of game has a positive effect on life stress. 2.The stress of game has a positive e
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Ribeiro, Joana Margarida Alves. "Preferências lúdicas em contexto escolar: Perspectivas das crianças e dos pais." Master's thesis, 2015. http://hdl.handle.net/10400.26/21572.

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A presente dissertação aborda a importância da atividade lúdica no desenvolvimento infantil e o papel que as novas tecnologias têm na vida das crianças em idade pré-escolar. No presente estudo, realizaram-se inquéritos a partir de dados de opinião, dirigidos a crianças e aos seus familiares mais próximos. A partir de uma metodologia qualitativa-interpretativa, pretende-se verificar as preferências lúdicas manifestadas pelas crianças e as preferências lúdicas na perspetiva dos pais. Através da análise dos dados, conclui-se que todas as crianças gostam de brincar e que estas consideram a brincad
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Hung, Chia-Ling, and 洪佳鈴. "The Influence of Distraction on Pain Physiological Parameters for School-Aged Children with Leukemia undergoing Lumbar Punctures﹘the Application of Palm Operated Games." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/40343231892842788959.

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碩士<br>國防醫學院<br>護理研究所<br>92<br>A cross-over experimental design was carried out to investigate pain physiological parameters with palm operated games as the distractor. Eleven school-aged children with leukemia, receiving lumbar punctures from the outpatient hematology-oncology clinic or in-patient oncology unit in three medical centers were selected to participate in this study. Before lumbar puncture, Philips M1205A monitor was used to collect subjects’ heart rate and systolic blood pressure as baseline data. The palm operated game was employed from 2 minutes before implementing the lumbar pu
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(9848024), Maen Zubaydi. "A study on consumer spending behaviours to improve business modelling strategy in the Australian app market." Thesis, 2020. https://figshare.com/articles/thesis/A_study_on_consumer_spending_behaviours_to_improve_business_modelling_strategy_in_the_Australian_app_market/13403645.

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The mobile app market is one of the fastest growing markets in the modern technological age. This market started with the introduction of the iPhone to the mobile device market; the iPhone revolutionised smartphones in terms of technology and ease of use, and therefore became an instant hit that dominated the market for many years. Based on popular demand from the software developer community, Apple allowed third party developers to build native applications on iPhone, by creating a software development kit (SDK) and a distribution market for developers to create and sell apps directly to cust
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Pereira, Rute Susana Pinto. "Vinculação e perturbação de jogos de internet em adultos emergentes : que links com a alexitimia e a comunicação parento-filial?" Master's thesis, 2020. http://hdl.handle.net/10437/11612.

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Orientação: Ana Prioste<br>Apesar da escassez da literatura na área da perturbação de jogos de Internet, tem sido realçada a complexidade etiológica e expressiva desta perturbação e a relevância de estudos que permitam alargar os modelos de compreensão, diagnóstico e intervenção. No sentido de dar resposta a este problema, o presente trabalho pretendeu: (a) analisar a relação entre a perturbação de jogos de Internet, a vinculação, a alexitimia e a comunicação parento-filial; e (b) explorar o papel mediador da alexitimia e da comunicação parento-filial na relação entre a vinculação e a pe
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Desjardins, Marie-Claire. "Les effets du lien social et du niveau de défense des ressources sur l’utilisation des tactiques producteur et chapardeur par les diamants mandarins." Thèse, 2010. http://hdl.handle.net/1866/3872.

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Plusieurs espèces s’alimentant en groupe ont un comportement correspondant au jeu producteur-chapardeur (P-C). Même si à l’origine ce jeu ne prenait pas en compte plusieurs éléments susceptibles d’être présents dans un groupe social, certaines études récentes suggèrent que des facteurs, notamment le niveau de défense des ressources et les liens sociaux, pourraient affecter ses prédictions. Notre étude avait pour but d’étudier les effets de ces facteurs en exposant des groupes de diamants mandarins à quatre traitements expérimentaux faisant varier la taille du groupe et le degré d’attachement d
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