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Journal articles on the topic 'Electronic gaming'

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1

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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10

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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Gabriella Mosquera, Maria, and Vlado Keselj. "Identifying electronic gaming machine gambling personae through unsupervised session classification." Big Data & Information Analytics 2, no. 2 (2017): 141–75. http://dx.doi.org/10.3934/bdia.2017015.

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Dowling, Nicki, David Smith, and Trang Thomas. "Electronic gaming machines: are they the ‘crack-cocaine’ of gambling?" Addiction 100, no. 1 (2005): 33–45. http://dx.doi.org/10.1111/j.1360-0443.2005.00962.x.

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Antolak-Saper, Natalia. "The Legal Effect of Voluntary Self-Exclusion Programs for Problem Gambers." Deakin Law Review 15, no. 2 (2010): 169. http://dx.doi.org/10.21153/dlr2010vol15no2art123.

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The voluntary self exclusion program has been designed as one attempt to minimise the harm caused by problem gambling and electronic gaming machines. However, the program’s role as a genuine regulatory response is questionable. Few reporting requirements for gaming corporations and a reliance on an unsophisticated method of detecting self-excluded problem gamblers significantly undermine the purpose of the program. This paper considers the liability of gaming venues and corporations in circumstances where a self-excluded problem gambler has not been successfully excluded from the gaming venue.
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Brandtzæg, Petter Bae, and Jan Heim. "Children’s Electronic Gaming Content Preferences and Psychosocial Factors." Nordicom Review 30, no. 2 (2009): 69–86. http://dx.doi.org/10.1515/nor-2017-0152.

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Abstract The gaming industry has dramatically increased the range of choices for different game genres and content. Despite this, research on psychosocial factors in children and electronic gaming has primarily focused on time spent on games rather than on content preferences. The present study goes beyond the traditional focus on electronic game frequency by investigating whether children’s personal gaming content preferences are associated with psychosocial factors (self-concept, social competence and parental monitoring). This is accomplished by surveying 825 schoolchildren between ten and
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Przybylski, Andrew K. "Report: Electronic Gaming and Psychosocial Adjustment." Children and Young People Now 2014, no. 19 (2014): 28. http://dx.doi.org/10.12968/cypn.2014.19.28.

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16

Calvert, Sandra L., Amanda E. Staiano, and Bradley J. Bond. "Electronic Gaming and the Obesity Crisis." New Directions for Child and Adolescent Development 2013, no. 139 (2013): 51–57. http://dx.doi.org/10.1002/cad.20031.

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Pradana, Indra Kurnia Okta, Nurini Aprilianda, and Faizin Sulistio. "Analysis of The Limits of Criminal Acts of Gambling in The System of Acquiring Virtual Assets Through Loot Crates in Virtual Games." International Journal of Business, Law, and Education 4, no. 2 (2023): 1161–67. http://dx.doi.org/10.56442/ijble.v4i2.295.

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The development of globalization and technological advances influences the progress of the creative industry, particularly in the virtual gaming sector, commonly known as online games. As time progresses, the online gaming industry is rapidly evolving, both in terms of its audience and the entrepreneurs involved. This sector enables easy selling of various items related to online games. With the increasing number of enthusiasts due to the changing times, gaming companies are introducing innovations to captivate players' interest.One such innovation is the introduction of a new category of virt
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Liu, Jinnan, Tao Xie, and Ying Mao. "Parental Phubbing Behavior and Adolescents’ Online Gaming Time: The Mediating Role of Electronic Health Literacy." Behavioral Sciences 14, no. 10 (2024): 925. http://dx.doi.org/10.3390/bs14100925.

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Objective: The purpose of this study is to explore the relationship between parents’ phubbing behavior and children’s online gaming time. More importantly, we investigated the mediating role of electronic health literacy in this association. Methods: A total of 1200 questionnaires were sent out and 1130 effective questionnaires were returned, an effective recovery of 94.17%. As some students did not answer part of the EHL survey, eventually only 867 students were included in this study based on the selected independent variables and the degree of questionnaire completion. Both tools used for m
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19

Heubl, B. "The New Retro-Gaming Kings [Entertainment Gaming]." Engineering & Technology 16, no. 6 (2021): 58–60. http://dx.doi.org/10.1049/et.2021.0611.

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20

Rodda, Simone, Stephen L. Brown, and James G. Phillips. "The Relationship Between Anxiety, Smoking, and Gambling in Electronic Gaming Machine Players." Journal of Gambling Studies 20, no. 1 (2004): 71–81. http://dx.doi.org/10.1023/b:jogs.0000016704.06088.85.

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21

Rockloff, Matthew J., Nancy Greer, Carly Fay, and Lionel G. Evans. "Gambling on Electronic Gaming Machines is an Escape from Negative Self Reflection." Journal of Gambling Studies 27, no. 1 (2010): 63–72. http://dx.doi.org/10.1007/s10899-010-9176-2.

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22

Pickernell, David, Robyn Keast, Kerry Brown, Nina Yousefpour, and Chris Miller. "Gambling Revenues as a Public Administration Issue: Electronic Gaming Machines in Victoria." Journal of Gambling Studies 29, no. 4 (2012): 689–701. http://dx.doi.org/10.1007/s10899-012-9338-5.

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23

Przybylski, Andrew K., and Netta Weinstein. "How we see electronic games." PeerJ 4 (April 11, 2016): e1931. http://dx.doi.org/10.7717/peerj.1931.

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Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of Ameri
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Kleppang, Annette Løvheim, Anne Mari Steigen, Li Ma, Hanne Søberg Finbråten, and Curt Hagquist. "Electronic media use and symptoms of depression among adolescents in Norway." PLOS ONE 16, no. 7 (2021): e0254197. http://dx.doi.org/10.1371/journal.pone.0254197.

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Background The purpose of this study was to examine the association between electronic media use, including use of social media and gaming, and symptoms of depression, and whether gender or having friends moderated these associations. Methods This study was based on self-reported cross-sectional data from the Ungdata survey, conducted in 2018 by the Norwegian Social Research (NOVA) Institute in cooperation with seven regional drug and alcohol competence centres. The target group comprised 12,353 15–16 years old adolescents. Binominal logistic regression was used to analyse the association betw
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Semenov, Nikolai. "LEGAL ASPECTS OF INFORMATION RELATIONS IN THE FIELD OF ESTABLISHMENT AND REGULATION OF RATINGS OF THE GAMING INDUSTRY." Alatoo Academic Studies 2021, no. 4 (2021): 229–41. http://dx.doi.org/10.17015/aas.2021.214.28.

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The article examines aspects of information relations in the field of establishing and regulating the ratings of the gaming industry. Gaming industry ratings are an important component of the gaming industry, without which no gaming product can enter the market. Accordingly, any game product must have its own rating and certain descriptors, which are a description of certain elements of the game. The study was based on the legislation of the United States of America, the Republic of Korea and the European Union as the most productive and extensive in legal science. Currently, ESRB and PEGI rat
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Belinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.

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Millennials live in tandem with rapid technological development. Unlike the previous generation, this generation spends more time in cyberspace than the real world. Cyber entertainment often becomes the solution to relieve fatigue from daily activities. So is the millennial generation in Indonesia, where 56 percent of them tend to spend time playing video games. The existence of the internet has changed the way one play becomes unlimited. Currently video games are not only a means of entertainment, but can be a means of competition between players. There have been many millennials who have pur
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Sari, Dia Mega Indah, and Sugeng Purwanto. "Analisis Kualitatif pada Komunitas Gamers Surabaya dalam Memutuskan Pembelian Headset Gaming Merek Fantech." Jurnal Manajemen 14, no. 2 (2023): 316–29. http://dx.doi.org/10.32832/jm-uika.v14i2.14206.

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In this increasingly modern era, the increasing popularity of electronic esports, commonly known as E-sports, has become a magnet for some people to try playing games. Accessories or additional game equipment, including keyboards, mice, headsets, and mousepads, are often called gaming gear. Fantech is a product developed by a peripheral gaming company from Indonesia founded in 2009 by three brothers. Researchers are interested in examining how a Fantech Gaming Headset Brand Image as a Brand or Gaming Headset Brand. Using qualitative analysis, it was found that product trust, benefits, service,
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Vasiliadis, Sophie D., Alun C. Jackson, Darren Christensen, and Kate Francis. "Physical accessibility of gaming opportunity and its relationship to gaming involvement and problem gambling: A systematic review." Journal of Gambling Issues, no. 28 (December 1, 2013): 1. http://dx.doi.org/10.4309/jgi.2013.28.2.

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This paper presents the findings of a systematic search undertaken for the period January 1990 to June 2011 of references including original, empirical findings of the relationship between accessibility of electronic gaming machines and rates of gambling involvement, problem gambling, or gambling-related treatment seeking. Titles and abstracts of 2156 references were reviewed, yielding 39 references meeting inclusion criteria. The review has revealed that the relationships between the physical accessibility dimensions of proximity and density and gambling involvement and problem gambling are c
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Myrseth, Helga, Guy Notelaers, Leif Åge Strand, Einar Kristian Borud, and Olav Kjellevold Olsen. "Introduction of a new instrument to measure motivation for gaming: the electronic gaming motives questionnaire." Addiction 112, no. 9 (2017): 1658–68. http://dx.doi.org/10.1111/add.13874.

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Holmes, Scott, Kathryn Holmes, and Mark Sargent. "Raising the Stakes: More Electronic Gaming Machines equals how many more problem gamblers?" Journal of Gambling Business and Economics 8, no. 2 (2014): 16–33. http://dx.doi.org/10.5750/jgbe.v8i2.806.

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In the administration of the New South Wales Gaming Machines Act 2001, a small ‘industry’ developed around the preparation and appraisal of Social Impact Assessments (SIAs) required to accompany any application for additional Electronic Gaming Machines (EGMs) in clubs or hotels. The two-tiered structure permitted a simple process, known as Class 1, for small-increase applications. However the more complex Class 2 process required for larger applications was slow, costly and contentious. One of the key points of contention in this process was assessing the extent of problem gambling impacts tha
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Zhang, Yichao, Guanghui Wen, Guanrong Chen, et al. "Gaming Temporal Networks." IEEE Transactions on Circuits and Systems II: Express Briefs 66, no. 4 (2019): 672–76. http://dx.doi.org/10.1109/tcsii.2018.2861621.

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Dempsey, P. "VR in... Gaming." Engineering & Technology 11, no. 3 (2016): 30. http://dx.doi.org/10.1049/et.2016.0308.

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Greenstein, Shane. "Gaming Structure." IEEE Micro 33, no. 1 (2013): 88. http://dx.doi.org/10.1109/mm.2013.15.

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Mykhailov, Stanislav, and Nataliia Savina. "DEVELOPMENT OF ONLINE GAMBLING IN THE GAMBLING BUSINESS SYSTEM." Market economy: modern management theory and practice 21, no. 3(52) (2023): 197–205. http://dx.doi.org/10.18524/2413-9998.2022.3(52).275804.

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The proposed study is devoted to the theoretical analysis of the development of online gambling in the gaming business system. In order to better understanding the concept of online gambling, we suggest that it is not monolithic, but is consisting of segments: casinos (commercial and tribal), state lotteries, betting on pairs, sports betting, charitable gambling, gambling on the Internet, standalone electronic gaming devices (such as video poker and video keno), and so on. Each group has its own distinct set of concerns, communities of interest, and balances of assets and liabilities. As it wa
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Fu, Yuhao. "The Application of Artificial Intelligence in The Field Of Gaming." Transactions on Computer Science and Intelligent Systems Research 5 (August 12, 2024): 1580–86. http://dx.doi.org/10.62051/4zqczr82.

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In recent years, the landscape of the electronic gaming industry has been profoundly reshaped by advancements in computer hardware and software capabilities. Notably, the proliferation of network and mobile gaming platforms has catalyzed unprecedented growth within the sector. This surge in popularity underscores the increasing demand for immersive and engaging gaming experiences across diverse demographics. This paper endeavors to delve into the intricacies of AI’s role in gaming, providing an in-depth exploration of its core processes and application methodologies. Specifically, it aims to e
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Kawabe, Kentaro, Fumie Horiuchi, Rie Hosokawa, Kiwamu Nakachi, Junya Soga, and Shu-ichi Ueno. "Influence of an Esports Program on Problematic Gaming in Children with Autistic Spectrum Disorder: A Pilot Study." Behavioral Sciences 12, no. 6 (2022): 172. http://dx.doi.org/10.3390/bs12060172.

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Esports (electronic sports) programs are a variant of competitive gaming and have expanded worldwide in recent years. The prevalence of problematic gaming and gaming disorders (GD) is predicted to increase in adolescents. Children with autism spectrum disorder (ASD) have a high rate of digital gaming use, and their characteristics, such as social communication deficits and restricted interests, might contribute to problematic gaming. In this study, we aimed to examine whether participation in an Esports program would lead to problematic gaming or GD in children with ASD. The Internet Gaming Di
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Hing, Nerilee, and Alex M. T. Russell. "Proximal and Distal Risk Factors for Gambling Problems Specifically Associated with Electronic Gaming Machines." Journal of Gambling Studies 36, no. 1 (2019): 277–95. http://dx.doi.org/10.1007/s10899-019-09867-8.

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Clarke, Dave, Justin Pulford, Maria Bellringer, Max Abbott, and David C. Hodgins. "An Exploratory Study of Problem Gambling on Casino Versus Non-casino Electronic Gaming Machines." International Journal of Mental Health and Addiction 10, no. 1 (2010): 107–21. http://dx.doi.org/10.1007/s11469-010-9306-1.

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Gainsbury, Sally M., Kahlil S. Philander, and Georgia Grattan. "Skill gambling machines and electronic gaming machines: participation, erroneous beliefs, and understanding of outcomes." International Gambling Studies 20, no. 3 (2020): 500–514. http://dx.doi.org/10.1080/14459795.2020.1828991.

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Yu, Baihan. "Research and Development of Artificial Intelligence in Electronic Games." Transactions on Computer Science and Intelligent Systems Research 7 (November 25, 2024): 279–84. https://doi.org/10.62051/h1y2qe04.

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This study examines the multiple applications of Artificial Intelligence (AI) technologies in game design and development and their implications. First, this paper outlines the main types of machine learning, including supervised learning, unsupervised learning, semi-supervised learning, and reinforcement learning, and introduces deep learning methods such as convolutional neural networks (CNNs), recurrent neural networks (RNNs), and generative adversarial networks (GANs). Subsequently, the specific applications of AI in game design are analyzed in detail in the article, encompassing procedura
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Chaudhary, Miss Anshika. "The Evolution of E-Sports: How its Changing the Way We Play." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem32318.

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The realm of gaming has witnessed a transformative shift with the advent of electronic sports, commonly known as e-sports. This report delves into the dynamic landscape of e-sports, exploring its evolution and the profound impact it has on the way we engage with gaming. Through a comprehensive analysis, this study examines the rise of esports from its humble beginnings to its current status as a global phenomenon. By investigating the technological advancements, sociocultural factors, and economic dynamics driving the growth of esports, this report elucidates the intricate interplay between vi
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Gainsbury, Sally M., Kahlil S. Philander, and Alex Blaszczynski. "A qualitative study of participant experience with skill gaming machines in comparison to electronic gaming machines." International Gambling Studies 20, no. 3 (2020): 452–65. http://dx.doi.org/10.1080/14459795.2020.1789890.

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Brilliant T., Denilson, Rui Nouchi, and Ryuta Kawashima. "Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review." Brain Sciences 9, no. 10 (2019): 251. http://dx.doi.org/10.3390/brainsci9100251.

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Video gaming, the experience of playing electronic games, has shown several benefits for human health. Recently, numerous video gaming studies showed beneficial effects on cognition and the brain. A systematic review of video gaming has been published. However, the previous systematic review has several differences to this systematic review. This systematic review evaluates the beneficial effects of video gaming on neuroplasticity specifically on intervention studies. Literature research was conducted from randomized controlled trials in PubMed and Google Scholar published after 2000. A system
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Alexander, Gadi, Isabelle Eaton, and Kieran Egan. "Cracking the Code of Electronic Games: Some Lessons for Educators." Teachers College Record: The Voice of Scholarship in Education 112, no. 7 (2010): 1830–50. http://dx.doi.org/10.1177/016146811011200701.

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Background/Context Students’ ready engagement in electronic games and the relative ease with which they sometimes learn complex rules have intrigued some educators and learning researchers. There has been growing interest in studying electronic gaming with the aim of trying to work out how learning principles that are evident in games can be harnessed to make everyday academic learning more engaging and productive. Many studies of students’ learning while gaming have yielded recommendations for teaching and learning in regular classrooms. Purpose/Objective/Research Question/Focus The intent of
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Delfabbro, Paul, and Daniel L. King. "Play dynamics on electronic gaming machines: A conceptual review." Journal of Behavioral Addictions 8, no. 2 (2019): 191–200. http://dx.doi.org/10.1556/2006.8.2019.20.

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Lawley, Claire M., Jonathan R. Skinner, and Christian Turner. "Syncope Due to Ventricular Arrhythmia Triggered by Electronic Gaming." New England Journal of Medicine 381, no. 12 (2019): 1180–81. http://dx.doi.org/10.1056/nejmc1905537.

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Monaghan, Sally, and Alex Blaszczynski. "Electronic Gaming Machine Warning Messages: Information versus Self-Evaluation." Journal of Psychology 144, no. 1 (2009): 83–96. http://dx.doi.org/10.1080/00223980903356081.

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Attiea, Zahraa, and Mohammed Hassan. "Assessment of Electronic Gaming Addiction among Secondary School Children." Mosul Journal of Nursing 12, no. 2 (2024): 264–76. http://dx.doi.org/10.33899/mjn.2024.184641.

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Rockloff, Matthew, Neda Moskovsky, Hannah Thorne, Matthew Browne, and Gabrielle Bryden. "Electronic Gaming Machine (EGM) Environments: Market Segments and Risk." Journal of Gambling Studies 33, no. 4 (2017): 1139–52. http://dx.doi.org/10.1007/s10899-017-9681-7.

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Jeannot, Emilien, Jean Michel Costes, Cheryl Dickson, and Olivier Simon. "Revenue Associated With Gambling-Related Harm as a Putative Indicator for Social Responsibility: Results From the Swiss Health Survey." Journal of Gambling Issues, no. 48 (September 23, 2021): 122–35. http://dx.doi.org/10.4309/jgi.2021.48.6.

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Gambling behaviours represent a significant social and economic cost and an important public health problem. A putative index for monitoring gambling-related harm is a concentration of spending indicator that reports the proportion of gambling revenue derived from problem gambling. Using this indicator, we aimed to provide a first estimate of the proportion of gambling revenue associated with gambling-related harm in Switzerland according to the Swiss Health Survey. Data were obtained from the Swiss Health Survey 2017. The National Opinion Research Centre Diagnostic and Statistical Manual of M
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