Academic literature on the topic 'Electronic gaming'

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Journal articles on the topic "Electronic gaming"

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Monaghan, Sally, Alex Blaszczynski, and Lia Nower. "Do Warning Signs on Electronic Gaming Machines Influence Irrational Cognitions?" Psychological Reports 105, no. 1 (2009): 173–87. http://dx.doi.org/10.2466/pr0.105.1.173-187.

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Electronic gaming machines are popular among problem gamblers; in response, governments have introduced “responsible gaming” legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an ele
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Thomas, Anna C., Felicity C. Allen, and James Phillips. "Electronic Gaming Machine Gambling: Measuring Motivation." Journal of Gambling Studies 25, no. 3 (2009): 343–55. http://dx.doi.org/10.1007/s10899-009-9133-0.

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Blaszczynski, Alex. "A CRITICAL EXAMINATION OF THE LINK BETWEEN GAMING MACHINES AND GAMBLING-RELATED HARM." Journal of Gambling Business and Economics 7, no. 3 (2013): 55–76. http://dx.doi.org/10.5750/jgbe.v7i3.818.

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It remains irrefutable that electronic gaming machines are associated with gambling-related harms. Although research on electronic gaming machines has predominantly focussed on their structural characteristics and to a lesser extent, situational variables contributing to the emergence of gambling-related harms, the precise causal mechanisms of these variables in the aetiology of gambling disorders remains inconclusive. In addition, it remains debatable as to whether or not electronic gaming machines have higher rates of problem gambling as a proportion of participants compared to other forms.
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Delfabbro, Paul, Daniel King, and Sally M. Gainsbury. "Understanding gambling and gaming skill and its implications for the convergence of gaming with electronic gaming machines." International Gambling Studies 20, no. 1 (2019): 171–83. http://dx.doi.org/10.1080/14459795.2019.1662824.

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Barratt, Monica J., Michael Livingston, Sharon Matthews, and Susan L. Clemens. "Gaming machine density is correlated with rates of help-seeking for problem gambling: a local area analysis in Victoria, Australia." Journal of Gambling Issues, no. 29 (October 1, 2014): 1. http://dx.doi.org/10.4309/jgi.2014.29.16.

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Local environment plays an important role in understanding gambling as a public health issue. This study uses help-seeking as an outcome measure for a local area analysis of problem gambling in Victoria, Australia. We used a cross-sectional ecological design to investigate the extent to which gaming industry and demographic, economic, and social factors are associated with rates of telephone and face-to-face counselling for problem gambling at the local government area level. Electronic gaming machine density was independently correlated with both types of help-seeking, with a range of local f
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Turner, Nigel E. "Report from the Global Gaming Expo, Las Vegas, November 17-19, 2009." Journal of Gambling Issues, no. 25 (June 1, 2011): 130. http://dx.doi.org/10.4309/jgi.2011.25.10.

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This paper is a review of the Global Gaming Expo, November 17 to 19, 2009. A number of new innovations in gambling equipment are described, including multi-game slots, multi-player electronic games (e.g., competitive bonus rounds), advances in card-based bonusing systems, and the explosive growth of new electronic table games. In addition, the conference included 3 panel sessions hosted by the National Center for Responsible Gaming.
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Lin, En-Yi Judy, Sally Casswell, Brian Easton, Taisia Huckle, Lanuola Asiasiga, and Ru Quan You. "Time and money spent gambling and the relationship with quality-of-life measures: A national study of New Zealanders." Journal of Gambling Issues, no. 24 (July 1, 2010): 33. http://dx.doi.org/10.4309/jgi.2010.24.4.

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This study provides quantitative measures of the impacts of gambling from a general population sample exposed to a range of gambling opportunities. New tools to assess the level of gambling participation and quality-of-life measures were used in a telephone survey with 7,010 adults in New Zealand. The findings show that people with higher gambling loss reported significantly poorer physical health, mental health, relationships, feelings about self, quality of life, satisfaction with life, living standards, and study performance. When respondents' reports of quality of life in the various domai
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Jameson, Eleanor, Judy Trevena, and Nic Swain. "Electronic Gaming as Pain Distraction." Pain Research and Management 16, no. 1 (2011): 27–32. http://dx.doi.org/10.1155/2011/856014.

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The current study investigated whether active distraction reduces participants’ experience of pain more than passive distraction during a cold pressor task. In the first experiment, 60 participants were asked to submerge their hand in cold (2°C) water for as long as they could tolerate. They did this with no distraction, and then with active (electronic gaming system) and passive (television) distraction, in randomly assigned order. Tolerance time, pain intensity ratings and task absorption ratings were measured for each condition. A second experiment attempted to control for participants’ exp
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Przybylski, A. K. "Electronic Gaming and Psychosocial Adjustment." PEDIATRICS 134, no. 3 (2014): e716-e722. http://dx.doi.org/10.1542/peds.2013-4021.

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Vaganova, Olga I., Marina R. Zheltukhina, Anna I. Sinina, Julia M. Tsarapkina, and Olga P. Kokoulina. "Electronic gaming technologies in professional education." Revista Amazonia Investiga 10, no. 47 (2021): 19–26. http://dx.doi.org/10.34069/ai/2021.47.11.2.

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Purpose of the article: analysis of the experience of implementing electronic gaming technologies in professional education. Methodology: an increase in the use of innovative electronic tools (in percentage) over a five-year period was revealed, a survey was conducted, which made it possible to establish the influence of electronic gaming technologies on the formation of digital and professional competencies of students of higher educational institutions. Results: electronic gaming technologies and digital tools used in the process of vocational training expand the opportunities for training c
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Dissertations / Theses on the topic "Electronic gaming"

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Keen, Brittany Phoebe. "Using Misconceptions to Improve Engagement and Preventative Effects Within Gambling Education." Thesis, The University of Sydney, 2019. http://hdl.handle.net/2123/21190.

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Gambling education programs typically focus on promoting gambling as a risky behaviour with harmful consequences. However, young people may not engage with this messaging as they cannot personally relate to the individuals described. Gambling-related misconceptions facilitate development and maintenance of problems and learning gambling mathematics concepts may reduce the likelihood of misconception development. Including gambling misconceptions in education may improve youth engagement by providing a developmental account of gambling problems which is more relevant. Pedagogical literature sug
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Mehrtens, Alex George Kazakevicius. "Beyond Bechdel-Wallace: Designing a Gaming Metric." OpenSIUC, 2016. https://opensiuc.lib.siu.edu/theses/1985.

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The video game as a medium is young compared to film or literature. As such there is less research available on the subject, particularly in the area of video game criticism related to sexualization and gender issues that underscore stereotypical portrayals of women, ethnicity, and overall gender roles. What research there is regarding video games primarily uses still images or short gameplay segments as data sources. Given the long form narrative that many video games employ to engage players, such data sources do not give a full picture of the video game's content. The purpose of this
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Berg, Matthew D. van den. "Estimating the growth and variability of gaming tax bases." abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1438924.

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Wack, Elizabeth. "CYBER SEXY:ELECTRONIC GAME PLAY AND PERCEPTIONS OF ATTRACTIVENESS AMONG COLLEGE-AGED MEN." Master's thesis, University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2777.

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The current study was conducted to determine whether or not electronic gaming is related to the formation of certain body ideals and appraisals of attractiveness. A sample of 219 college-aged males (age 18 to 32) completed a variety of measures designed to gather information about their game play habits, their perceptions of their own attractiveness (MBSRQ, SMAQ), and their perceptions of women's attractiveness (BCRS, FRS, photographs of women of different BMIs). Results indicate that men's ratings of women's attractiveness vary across the genres of games most frequently played but that freque
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Zang, Yuzhang. "UWB Motion and Micro-Gesture Detection -Applications to interactive electronic gaming and remote sensing." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/1241.

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The ultra-wideband (UWB) technology has a vast unlicensed frequency spectrum, which can support precise indoor positioning in orders of centimeters. The features of UWB signals can be utilized for variety of applications. In this project first we present an empirical channel models to analyze the localization accuracy of the UWB technology for interactive electronic gaming (Ping-Pong) in Line-of-Sight (LOS) and Obstructed LOS (OLOS) scenarios. Then we introduce a new concept that we refer to as micro-gesture detection to handle the more refined motions of the hand, such as rotation, while one
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Albarrán-Torres, César Alberto. "Encoding chance: a technocultural analysis of digital gambling." Thesis, The University of Sydney, 2014. http://hdl.handle.net/2123/13061.

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This thesis explores how gambling and gambling-like practices are increasingly mediated by digital technologies. Digital gambling brings gambling closer to the practices and features of videogames, as audiovisual simulations structure users’ experiences. New forms of digital gambling have clear political implications and institute new economic dynamics, as operators increasingly rely on the exploitation of constant interaction, as well as fostering compulsive play. By studying digital gambling from media studies, videogame and cultural studies approaches, this thesis offers a new critical pers
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Kaisner, Jakub. "Náklady a výnosy regulace hracích automatů pro obce." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-193593.

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Gambling is a complicated topic not only because of its addictive features but it requires knowledge of medical, social and economic field. The current public discussion about new gambling law is moreover disturbed by false arguments and manipulations coming from activists. In the first part of this thesis I focused on paper (PCP, 2014): Socio-economic costs of gambling in Czech Republic, which is considered to be a cornerstone of new gambling law. I reviewed its way of data transfering and its presumptions and found out that the original amount of the costs were overvalued by 120 %. I also an
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Mack, Hugh Jonathan Devereux. "How has gambling become normalised in New Zealand?" Thesis, University of Canterbury. School of Business and Economics, 2015. http://hdl.handle.net/10092/11033.

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This study investigated the normalisation of gambling within the New Zealand context to explore whether an ausugenic environment exists, using qualitative interviews in combination with a self-ethnography. An ausugenic environment is one where gambling has become embedded in the cultural attitudes and behaviour of a society to the extent that it is no longer considered to be an abnormal or noteworthy activity. In order to investigate this two phases of qualitative interviews were conducted with the first being with members of the public who were also asked to record a diary of gambling relat
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Wagner, William John. "The use of simulation and gaming for National Security training and planning with reference to selected case studies [electronic resources] /." Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-04112008-123239.

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Trotter, Michael G. "Health and psychological factors associated with in-game rank, and positive youth development in esports." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/228841/1/Michael_Trotter_Thesis.pdf.

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This thesis sought to identify the health and psychological factors associated with in-game rank and positive youth development in esports. The Ph.D. programme included three studies conducted between 2018 and 2021, and included participants from more than 65 countries. Methods included quantitative self-report measures, and both cross-sectional and longitudinal research designs. Key findings included; a positive relationship between health behaviours, psychological factors (e.g., physical activity & self-regulation) and in-game rank. Furthermore, the third research project found that particip
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Books on the topic "Electronic gaming"

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Auditor-General, Victoria. Allocation of electronic gaming machine entitlements. Victorian Government Printer, 2011.

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Czarnecki, Kelly Nicole. Gaming in libraries. Neal-Schuman Publishers, 2010.

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Inc, ebrary, ed. Korea's online gaming empire. MIT Press, 2010.

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E, Ferdig Richard, ed. Handbook of research on effective electronic gaming in education. Information Science Reference, 2008.

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Poolos, Jamie. Careers in online gaming. Rosen Pub., 2014.

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Levine, Jenny. Gaming & libraries: Intersection of servies. ALA TechSource, 2006.

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Levine, Jenny. Gaming & libraries: Intersection of services. ALA TechSource, 2006.

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Levine, Jenny. Gaming & libraries: Intersection of servies. ALA TechSource, 2006.

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Levine, Jenny. Gaming & libraries: Intersection of servies. ALA TechSource, 2006.

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Ferdig, Richard E. Discoveries in gaming and computer-mediated simulations: New interdisciplinary applications. Information Science Reference, 2011.

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Book chapters on the topic "Electronic gaming"

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Mikami, Masahiro, and Makoto Nishibe. "Gaming simulation using electronic community currencies." In Monetary Plurality in Local, Regional and Global Economies. Routledge, 2018. http://dx.doi.org/10.4324/9781315272238-12.

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Hedlund, David P. "Electronic gaming." In Encyclopedia of Sport Management. Edward Elgar Publishing, 2024. http://dx.doi.org/10.4337/9781035317189.ch175.

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"GAMING ELECTRONIC CIVIL DISOBEDIENCE." In Gaming Utopia. Indiana University Press, 2021. http://dx.doi.org/10.2307/j.ctv1c3pdr4.8.

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"Gaming." In Oxford Handbook of Addiction Medicine, 3rd ed., edited by John B. Saunders, David J. Nutt, Susumu Higuchi, et al. Oxford University PressOxford, 2024. http://dx.doi.org/10.1093/med/9780192844088.003.0021.

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Abstract Chapter 21 of Addiction Medicine covers disorders which are related to gaming, principally online or electronic forms. These games are played against computer opponents created by specialized programmes and/or by other individuals accessing the programme. Addiction to gaming has become a major problem in many countries, especially among adolescents, with the rapid spread of computer and internet-based games. Increased availability of electronic devices used for gaming, such as smartphones, aggravates the problem. In reflecting these situations and existing evidence, gaming disorder wa
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Harwood, Tracy. "Convergence of Online Gaming and E-Commerce." In Advances in Electronic Commerce. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-61692-808-7.ch004.

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This chapter firstly explores the characteristics and features of online games and their potential for e-commercial exploitation via the communities of interest that have evolved within and around the gaming environments. The chapter then considers the most common models of e-commercialization applied in online games, virtual and mirror worlds by developers, outlining the types of relationships that exist between organizations and consumers, and the issues of co-creation and co-production that exist within each of the relational contexts identified. Finally, the chapter will review the emergen
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"Challenges in Game Design." In Advances in Multimedia and Interactive Technologies. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4627-8.ch021.

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Electronic games and gaming can serve as the tools for visual solutions. It depends on the methods through which the games are delivered and the ways people think about electronic games. First, traditional and electronic gaming is described, and then, various goal-oriented game applications are discussed. Game features acting in favor of or against gaming complete this part of the book.
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Ursyn, Anna. "Challenges in Game Design." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch034.

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Electronic games and gaming can serve as the tools for visual solutions. It depends on the methods through which the games are delivered and the ways people think about electronic games. First, traditional and electronic gaming is described, and then, various goal-oriented game applications are discussed. Game features acting in favor of or against gaming complete this part of the book.
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Breiter, Andreas, and Castulus Kolo. "Electronic Gaming in Germany as Innovation in Education." In Handbook of Research on Effective Electronic Gaming in Education. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch010.

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Electronic gaming in education remains a theoretical or at best marginal issue as long as it is not adopted in general educational settings. The latter, however, not only depends on the intrinsic values or advantages discussed in other contributions to this volume. Rather, electronic gaming in education provides an interesting example for a complex adoption process where individual choices, organizational frameworks, and educational policies, as well as attitudes in the society at-large, interfere in the diffusion of gaming devices and the adoption of gaming for learning processes. After intro
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Brignall Iii, Thomas. "CHAPTER 7 Guild Life in the World of Warcraft: Online Gaming Tribalism." In Electronic Tribes. University of Texas Press, 2008. http://dx.doi.org/10.7560/717732-010.

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Taylor, Laurie N. "Gaming Ethics, Rules, Etiquette, and Learning." In Handbook of Research on Effective Electronic Gaming in Education. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch061.

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This chapter explains the significance of informal and unwritten rules in order to show the connections among formal rules of play, formalized learning, informal and unwritten rules, and collateral learning. It argues that computer gaming’s rules of play include the formal rules by which games are played and the informal and unwritten rules within the magic circle of play where the games are played. Too often games are reduced to their formal rules of play and the collateral learning fostered by the realm of play is neglected. By examining unwritten rules, this chapter also connects to and inf
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Conference papers on the topic "Electronic gaming"

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Yuvaraju, Bhogaraju Venkata, Likhith Venkiteela, and K. Manoj Kumar. "Expression of Concern for: A Presumptuous Encephalon Electronic Brain Computing in Gaming Gadgets." In 2018 International Conference on Soft-computing and Network Security (ICSNS). IEEE, 2018. http://dx.doi.org/10.1109/icsns43078.2018.10702718.

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Bhogaraju, Likhith Venkiteela, K. Manoj Kumar, and Keerthipati. "Expression of Concern for: A Presumptuous Encephalon Electronic Brain Computing in Gaming Gadgets." In 2018 3rd IEEE International Conference on Recent Trends in Electronics, Information & Communication Technology (RTEICT). IEEE, 2018. http://dx.doi.org/10.1109/rteict42901.2018.10702684.

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Surjandy and Cadelina Cassandra. "The Impact of Gaming Motivations Towards Gamer's Intention to Invest." In 2024 4th International Conference on Electronic and Electrical Engineering and Intelligent System (ICE3IS). IEEE, 2024. https://doi.org/10.1109/ice3is62977.2024.10775915.

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Bawa, Ritu, Chethan Holla, Ravishankar Srikanth, Manash Lekharu, and Raghavendra Doddi. "Experimental and Numerical study of thin Vapor chambers for dual heat sources in gaming notebooks." In 2024 23rd IEEE Intersociety Conference on Thermal and Thermomechanical Phenomena in Electronic Systems (ITherm). IEEE, 2024. http://dx.doi.org/10.1109/itherm55375.2024.10709584.

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Jayanthi, T., S. N. Shivappriya, R. S. Santhosh, S. Saranjith, V. Teenu Karthick, and S. Thirisha. "Arduino Based Gaming Glove Using Mpu6050 Sensor." In 2025 3rd International Conference on Advancements in Electrical, Electronics, Communication, Computing and Automation (ICAECA). IEEE, 2025. https://doi.org/10.1109/icaeca63854.2025.11012640.

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Park, Junmo, Zhenhong Liu, Sangwon Park, Yongin Kwon, Wilson Fung, and Donghee Han. "Flexible Uber Fetch Shader Architecture for Fluid Gaming Experience." In 2025 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 2025. https://doi.org/10.1109/icce63647.2025.10929974.

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Lin, Keng-Pei, Tzu-Lin Chang, Shih-Hung Tsai, and Chih-Ya Shen. "Gaming Group Formation in Social Networks of Video Game Distribution Platforms." In 2024 IEEE 13th Global Conference on Consumer Electronics (GCCE). IEEE, 2024. https://doi.org/10.1109/gcce62371.2024.10760792.

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Liang, Zilu, Shuma Nishida, Takeru Noguchi, and Takuto Maenaka. "GyroTetris: Merging Mobile Gaming and Motion Sensing to Boost Motor Skills and Enjoyment." In 2024 IEEE 13th Global Conference on Consumer Electronics (GCCE). IEEE, 2024. https://doi.org/10.1109/gcce62371.2024.10760874.

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M, Vaneeta, Kusuma T, Shruthi G, Avanish Rao BS, Nikhil Anand, and Abhishek M. "Data Analytics on Blitz E-sports: Enhancing Gaming Experience through Personalization and Prediction." In 2025 International Conference on Intelligent and Innovative Technologies in Computing, Electrical and Electronics (IITCEE). IEEE, 2025. https://doi.org/10.1109/iitcee64140.2025.10915318.

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Popova, Anastasia R., Gleb Oh Bondarenko, Alyona S. Syryh, Vladislav S. Pavluk, Evgenii I. Geichenko, and Viacheslav D. Burlaka. "Intelligent Algorithms for Gaming AI: Research Into Decision-Making Methods and Agent Behavior." In 2024 IEEE 3rd International Conference on Problems of Informatics, Electronics and Radio Engineering (PIERE). IEEE, 2024. https://doi.org/10.1109/piere62470.2024.10805043.

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Reports on the topic "Electronic gaming"

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Pavarini, Gabriela, Emma Reay, and Lindsay Smith. Ethical implications of applied digital gaming interventions for mental health: a systematic review and critical appraisal. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.3.0035.

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Review question / Objective: What are the ethical and practical considerations of gaming interventions in mental health? What existing viewpoint, commentary or theoretical points have been made in the literature regarding ethical issues in the development of serious games? What benefits and risks of games development in mental health are discussed in the literature? How are the core healthcare ethical principles of beneficence, non-maleficence, autonomy and justice discussed as relating to applied games in mental health? How might this information inform future thinking regarding the ethical d
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Turner, Nigel E., Nicolas Trajtenberg, Steve Cook, Olga Sanchez de Ribera, Jing Shi, and Henrietta Bowden-Jones. A health inequality examination of problem gambling, substance abuse, mental health, and poverty in the United Kingdom; A secondary analysis and stakeholder interviews. Greo Evidence Insights, 2023. https://doi.org/10.33684/2024.003.

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Purpose: This project is focused on the social determinants of health associated with problem gambling and examined gambling-related disparities and the determinants of negative health outcomes. Social determinants include social class education, ethnic group, age, and sex (Elton-Marshall, et al., 2017). The main aims of the study were as follows: Aim 1: In this study, we used the large data set to determine subpopulations who are experiencing social inequity (e.g., youth, older adults, women, Black people and other minority ethnic groups, and people with low income; see Elton-Marshall, et al.
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