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1

Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.

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Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significa
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2

Spoors, Glen R. "Meaning and emotion in Squaresoft's Final Fantasy X: Re-theorising realism and identification in video games." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2005. https://ro.ecu.edu.au/theses/619.

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This thesis takes the position that traditional theories of "realism" and "identification" misrepresent the relationships between players and videogames, and that a cross·disciplinary approach is needed. It uses Ed Tan's (1997) and Torben Grodal's (1997) analyses of narrative, cognition, and emotion in film as a basis for interrogating existing research on, and providing a working model of, video gameplay. It develops this model through an extended account of Squaresoft's adventure role-playing game Final Fantasy X (FFX) (2001), whose hybrid narrative and game macrostructures foreground many o
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Chan, Holing Sarah, and 陳可苓. "The associations between video gaming, sleep, and neuropsychological functioning in Hong Kong children." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/209534.

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This study examined the associations between video gaming, sleep, and neuropsychological functioning. A total of 143 mother-children dyads were included in the study. The children’s neurocognitive functions were measured using the Wechsler Intelligence Scale for Children– Fourth Edition (Hong Kong), the Test of Everyday Attention for Children (TEA-Ch), and the Grooved Pegboard Test. Sleep quality was measured by the Children's Sleep Habits Questionnaire (CSHQ) and the Pittsburgh Sleep Quality Index (PSQI). Problematic behaviors were measured using the Child Behavior Checklist (CBCL). It was fo
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4

Kumar, Arati. "Level of challenge and task persistence : a study of children in a cognitive activity /." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-11072008-063215/.

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5

Said, Laila Refiana. "The influences of cognitive, experiential and habitual factors in online games playing." University of Western Australia. Faculty of Economics and Commerce, 2006. http://theses.library.uwa.edu.au/adt-WU2006.0100.

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[Truncated abstract] Online games are an exciting new trend in the consumption of entertainment and provide the opportunity to examine selected antecedents of online game-playing based on studying the cognitive, experiential and habitual factors. This study was divided into two parts. The first part analysed the structural relations among research variables that might explain online game-playing using the Structural Equation Modeling (SEM) techniques. These analyses were conducted on a final sample of 218 online gamers. Specific issues examined were: If the variables of Perceived Game Perfor
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6

韓政龍 and Ching-lung Hon. "Biorhythms, state anxiety and mood states as predictors of racquet games performance." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31257203.

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7

Mills, Criss Bentley. "War game." Thesis, Georgia Institute of Technology, 1988. http://hdl.handle.net/1853/23092.

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8

Kim, Jung K. "The influence of flow experience on video games and agression." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.

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The relationships between violent content and aggression have not been fully understood and explained in video game research literature. This study sought to determine if video game players" flow experience--a psychological absorption—explains the aggression that can follow video game playing. Employing a survey, this project sought to determine if relationships existed among degrees of violence portrayed in video games, degrees of flow experience, and subsequent aggressive attitudes after gaming. In this study, it was determined that a player's flow experience is more strongly correlated with
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9

Behrenshausen, Bryan G. "Touching is Good: An Eidetic Phenomenology of Interface, Interobjectivity, and Interaction in Nintendo's "Animal Crossing: Wild World"." Fogler Library, University of Maine, 2007. http://www.library.umaine.edu/theses/pdf/BehrenshausenBG2007.pdf.

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10

Pavlas, Davin. "A model of flow and play in game-based learning the impact of game characteristics, player traits, and player states." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4513.

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In this dissertation, the relationship between flow state, serious games, and learning was examined. Serious games, which are games that convey something other than enjoyment (e.g., learning), are increasingly popular platforms for research, training, and advertisement. The elements that make serious games useful to researchers, trainers, and practitioners are closely linked to those that make up the positive psychology construct of flow state. Flow state describes an optimum experience that is encountered when a variety of factors are met, and is characterized by high focus, engagement, motiv
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11

Enigk, Mary Ellen. "A study on the nature and frequency of adult comments at Little League baseball games." Virtual Press, 2002. http://liblink.bsu.edu/uhtbin/catkey/1231339.

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The National Alliance for Youth Sports compared field reports released in 1995 to those in 2000, illustrating a 5% to 15% increase in adults that have gotten out of line at youth events (Carlozo, 2000). The purpose of this study was to assess the nature and frequency of adult comments at Little League baseball games for children ages 9 to 12. In addition, adults were surveyed in order to evaluate their personal opinions of crowd conduct.The participants in this study consisted of adults attending Little League baseball games in rural Indiana from May 30, 2001 to June 26, 2001. To address the p
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12

Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communicati
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13

Cheung, Mei Fung Meily. "The role of video game in the cultivation of literacy : a medium perspective." HKBU Institutional Repository, 2009. http://repository.hkbu.edu.hk/etd_ra/1053.

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14

DeHart, Gretchen L. "Out of character : issues of identity, acceptance,and creativity in tabletop role-playing games." Muncie, Ind. : Ball State University, 2008. http://cardinalscholar.bsu.edu/376.

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15

Rosa-Stoffel, Deborah Kay. "A psychological study of male and female recreational soccer players." CSUSB ScholarWorks, 1986. https://scholarworks.lib.csusb.edu/etd-project/229.

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16

Dapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Sciences<br>Psychology
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17

Rousseau, Jemiema C. "Participation in competitive games and the development of cooperation among adolescent girls." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/52985.

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Dissertation (PhD)--University of Stellenbosch, 2002.<br>ENGLISH ABSTRACT: This study explored the potential of competitive games and cooperative games as means for teaching adolescent girls some of the concepts that support cooperation. Hellison's (1995) levels for teaching responsibility were used as guidelines for selecting specific teaching strategies. The intervention consisted of a theme-oriented intervention programme presented to two experimental groups. One group (n = 9) participated in a games programme that consisted of competitive activities and the other group (n = 9) part
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18

Stirrat, Michael. "Sexual selection and trust games." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/1014.

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In economic games the facial attributes of counterparts bias decisions to trust and decisions to enter play. We report research supporting hypotheses that trust and reciprocation decisions in trust games are biased by mechanisms of sexual selection. Hypotheses that trust game behaviour is modulated by inter-sexual competition were supported. 1) Attractive individuals elicit more cooperation. 2) Male participants display trust and reciprocation toward attractive female counterparts in excess of perceived trustworthiness (and this display is modulated by male self-reported physical dominance). 3
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Wang, Jing Jing. "The effect of a health videogame with story immersion for childhood obesity prevention among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/177.

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Introduction: Video game is an emerging technology with potential to overcome many of the current barriers to behavior change. Video game playing is now woven into the fabric of children’s life and has been developed to educate individuals in health-related areas. Story immersion refers to the experience of being fully absorbed within a story in the game and is a key factor that contributes to the mechanism of behavior change. “Escape from Diab (Diab)is a health videogame designed to lower the risk of obesity and type 2 diabetes through behavior change components that were integrated into acti
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20

McMahan, Timothy. "Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955121/.

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The focus of this research is on the development of a real time application that uses a low cost EEG headset to measure a player's state of mind while they play a video game. Using data collected using the Emotiv EPOC headset, various EEG processing techniques are tested to find ways of measuring a person's engagement and arousal levels. The ability to measure a person's engagement and arousal levels provide an opportunity to develop a model that monitor a person's flow while playing video games. Identifying when certain events occur, like when the player dies, will make it easier to identify
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21

Khunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.

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This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passio
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22

Ask, Alexander A. "To kill or not to kill : competition, aggression, and videogames, in adolescents /." Title page, contents and abstract only, 1999. http://web4.library.adelaide.edu.au/theses/09PH/09pha834.pdf.

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23

Alhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.

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When games were first developed for in-home use, they were primarily targeted almost exclusively at children and males. However, today’s marketplace manifests a more diverse population plays Internet-enabled games that can be played virtually anywhere. The average gamer is now 30 years old. Many gamers, obviously, are much older. Yet more strikingly, and more germane to this study’s purpose, 47% of the U.S. gamer population is female, as compared to 40% in 2010. Despite these trends the gaming industry remains a male-dominated culture. The marketer’s job is to facilitate game engagement and to
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24

Kam, Keung-kei Kenneth, and 甘強基. "An adventure-based counseling program on the physical self-efficacy, general self-efficacy, self-esteem, body image and physical activitylevel of adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B45013871.

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25

Santos, Alberto da Silva. "E-sports: efeitos de auto fala no incremento de habilidades no jogo League of Legends." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21371.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-08-22T12:15:59Z No. of bitstreams: 1 Alberto da Silva Santos.pdf: 1590368 bytes, checksum: 1dba0bcd5372902a89aed38ea4eca27c (MD5)<br>Made available in DSpace on 2018-08-22T12:15:59Z (GMT). No. of bitstreams: 1 Alberto da Silva Santos.pdf: 1590368 bytes, checksum: 1dba0bcd5372902a89aed38ea4eca27c (MD5) Previous issue date: 2018-03-05<br>Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>The objective of this study was to extend an
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26

Getchell, Kristoffer M. "Enabling exploratory learning through virtual fieldwork." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/923.

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This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with
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Metcalf, Olivia. "The cognitive, physiological and behavioural indicators of excessive and regular video gaming." Phd thesis, 2013. http://hdl.handle.net/1885/151031.

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The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a significant proportion of video gamers are gaming excessively, in that they report suffering significant negative consequences as a result of uncontrollable gaming. Subsequently, there has been debate as to whether excessive gaming constitutes an addiction. The primary aim of this thesis was to investigate behavioural, personality and physiological markers of addiction in excessive gamers to determine whether or not this behaviour can be classified as an addiction. A secondary aim was to address
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Gibson, Christopher Daniel. "Sequential games under positional uncertainty." Thesis, 2019. https://doi.org/10.7916/d8-jggt-cz78.

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This dissertation focuses on sequential games of imperfect information. I study settings in which not only do agents face imperfect information in the traditional sense of not possessing all payoff-relevant information, but they also face uncertainty about their position of movement in the sequence. I have utilized this framework to study financial investment decisions by individuals, production decisions by firms, and implications on information aggregation in observational learning. In order to study production decisions by firms I utilize a Stackelberg oligopoly model with a stochastic con
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Maningat, Josephine I. "Video games and human performance." 1985. http://hdl.handle.net/2097/27489.

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"Emotion regulation of nervousness and boredom." 2012. http://library.cuhk.edu.hk/record=b5549091.

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本論文重新探討自我調節的情緒管理(self regulation of emotion regulation)並提出個人能夠因應自己的實際情緒 (actual affect) 而把其反饋和調節至接近理想的情緒 (ideal affect)上。<br>為了解自我調節的情緒管理所涉及的過程以及其影響,我隨機安排94位香港的女大學生處於緊張(高激發負面/ high arousal negative)或者悶氣(低激發負面/low arousal negative)的情景當中,隨後邀請她們選擇高激發正面(high arousal positive) 或者低激發正面(low arousal positive)的產品,以及試玩她們所選擇的電子遊戲來調節管理之前受影響的情緒。結果顯示:參加者比較偏向選擇低激發正面的產品。同時,參加者完成任何一種電子遊戲也降低了之前所受的負面情緒。曾處於緊張情景的參加者在玩後增加冷靜;而曾處於悶氣情景的參加者在玩後則減少冷靜。是次研究的結果支持上面提出的說法,即是:當人自我調節和管理情緒時,人能夠縮短實際情緒和理想情緒之間的差距從而管理負面的情緒。<br>This study reviewed the literature in self regulation of emotion and suggested that individuals would modul
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31

Ntsihlele, Flora Mpho. "Games,gestures and learning in Basotho children's play songs." Thesis, 2003. http://hdl.handle.net/10500/1768.

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Colonialism in Africa had an impact on the indigenous peoples of Africa and this is shown in some of their games. The purpose of this study is to gain deeper insight into Basotho children's games and to demonstrate that the Western ideas of music and games are not necessarily the same as Basotho folk children's conceptions. The literature on Basotho children's games is reviewed though not much has been contributed by early and present Basotho writers who have generally approached it from the angle of literature without transcribing the songs. The Sesotho word for games (lipapali) embraces en
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Strydom, Lukas Albertus. "Doeloriëntering en selfkonsep in spansport met besondere verwysing na skolerugby." Thesis, 2002. http://hdl.handle.net/10500/939.

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Summaries in Afrikaans and English<br>Text in Afrikaans<br>Hierdie navorsing het die verband tussen vroee adolessenterugbyspelers se doelorientering en selfkonsep, empiries en in die literatuur, ondersoek. Die literatuurondersoek het getoon dat doelorientering oar twee komponente beskik, naamlik taakbetrokkenheid en egobetrokkenheid. Taakbetrokke sportdeelnemers fokus op vaardigheidsontwikkeling en gebruik hulle eie prestasies as maatstaf vir sukses. Hulle beleef sukses wanneer 'n taak bemeester is, leer plaasvind, of daar 'n verbetering in die uitvoering van die taak is. Sukses word toe
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"暴力網遊對中國內地青少年影響的實證研究". 2013. http://library.cuhk.edu.hk/record=b5549706.

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隨著網絡游戲産業在中國的蓬勃發展以及網絡游戲在青少年中的盛行,網絡游戲中的暴力元素對青少年的影響也日益成爲各方關注的焦點。當前國內外的研究多爲行爲層面的效果探討,且未達成共識。本研究以涵化理論爲理論框架,討論暴力網絡游戲對青年認知、態度、情感等層面的影響,同時考察玩家的暴力經驗與網游的認知真實這兩個調節變量的作用。在此基礎上進一步探討暴力網游的“第三順序(third order)涵化效果--即對玩家暴力意圖的影響。<br>研究采用量化的問卷調查法,針對廣州市的中學生進行分層整群抽樣,樣本量爲518人。同時,以《魔獸世界》這一最受歡迎的網絡游戲爲例,分析暴力元素的展現特點以及暴力的叙事策略。<br>結果顯示,在青少年中大受歡迎的網絡遊戲,以暴力網遊爲主。暴力網游對玩家個人層面的暴力認知沒有顯著影響,社會層面的暴力認知的涵化效果僅部分成立。暴力網游的接觸量與玩家的恐懼感之間也沒有顯著正相關關係。但是另外一方面,暴力網游在“卑鄙世界綜合症、暴力態度、移情水平以及暴力意圖等方面,具有顯著的涵化效果。具體而言,玩家的暴力網游的接觸量越大,則越傾向于認爲世界是卑鄙的,他人是不值得信任的,對暴力的贊同度越高,移情水平越低,且越傾向于採取暴力行爲作爲解决矛盾衝突的手段。本文還分析了暴力網游的涵化效果與電視涵化效果的异同,給出了合理的解釋。<br>此外,本研究還利用結果方程模型對暴力網游接觸量、暴力
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Makhanya, Buhle. "The impact of employee wellness programme on employee wellness and performance : a Kwazulu-Natal Municipality case study." Diss., 2021. http://hdl.handle.net/10500/27424.

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The general aim of this study was to gain insight into the perceptions and experiences of line managers regarding the impact of an employee wellness programme (EWP) on employee wellness and performance at a selected municipality in KwaZulu-Natal. As a purposive sample, ten line managers were selected to participate in the study by means of semi-structured interviews. The literature review aimed to conceptualise wellness, employee wellness and employee performance, as well as to explore the impact of EWPs on employee wellness and performance. The specific empirical study aims were to det
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Botha, Carolina Stephanusina. "Reconstructing rainbows in a remarried family : narratives of a diverse group of female adolescents 'doing family' after divorce." Thesis, 2003. http://hdl.handle.net/10500/986.

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This research journey investigated the ways in which (1) the lives of adolescents have been influenced by parental divorce and subsequent remarriage, (2) exploring the relationships participants have with biological, nonresidential fathers and (3) to collaboratively present ways of doing family in alternative. Four adolescent girls took part in group conversations where they could were empowered to have their voices heard in a society where they are usually marginalized and silenced. As a result of these conversations a family game, FunFam, was developed that aimed to assist families in ex
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De, Villiers Jolandi. "Terapeutiese perdry ter bevordering van bewustheid by die kind met Fetale Alkohol Sindroom." Diss., 2004. http://hdl.handle.net/10500/1889.

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Text in Afrikaans with a summary in Afrikaans and English<br>The motivation for this study was to use animal-assisted therapy to the advantage of the child with Fetal Alcohol Syndrome. The purpose of this study was to describe the use of therapeutic horse riding in Gestalt therapy and its influence on the awareness levels of the child with Fetal Alcohol Syndrome that present with Attention deficit/Hyperactivity disorder. For the purpose of this study a quantitative research approach with a descriptive nature was used. Semi-structured interviews were used to compile information about a s
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Makhanya, Buhle. "The impact of employee wellness programme on employee wellness and performance : a Kwazulu Natal case study." Diss., 2001. http://hdl.handle.net/10500/27424.

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The general aim of this study was to gain insight into the perceptions and experiences of line managers regarding the impact of an employee wellness programme (EWP) on employee wellness and performance at a selected municipality in KwaZulu-Natal. As a purposive sample, ten line managers were selected to participate in the study by means of semi-structured interviews. The literature review aimed to conceptualise wellness, employee wellness and employee performance, as well as to explore the impact of EWPs on employee wellness and performance. The specific empirical study aims were to det
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