Academic literature on the topic 'Pathological game'

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Journal articles on the topic "Pathological game"

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Engelhardt, Christopher R., Micah O. Mazurek, and Joseph Hilgard. "Pathological game use in adults with and without Autism Spectrum Disorder." PeerJ 5 (June 26, 2017): e3393. http://dx.doi.org/10.7717/peerj.3393.

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This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults with ASD spent more daily hours playing video games and spent a higher percent of their free time playing video games than did TD adults. Even after adjustment for these differences in daily video game hours and proportion of free time spent on games, model comparisons found evidence for a difference in game pathology scores associated with ASD status. Additionally, escapism motives for playing video games was associated with game pathology scores in both ASD and TD adults, replicating and extending a previous report. In conclusion, the risk for pathological game use appears larger in adults with ASD compared with TD adults. These findings point to pathological game use as a potentially important focus of clinical attention in adults with ASD.
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Shibuya, Akiko, Mizuha Teramoto, Akiyo Shoun, and Kumiko Akiyama. "Long-Term Effects of In-Game Purchases and Event Game Mechanics on Young Mobile Social Game Players in Japan." Simulation & Gaming 50, no. 1 (2019): 76–92. http://dx.doi.org/10.1177/1046878118819677.

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Background. The mobile game market has been rapidly growing worldwide, especially in Japan. Because mobile games often use a free-to-play business model that involves additional in-game purchases, some monetary and event mechanics of mobile games have been controversial in Japan. Purpose. This study explored the long-term effects of monetary and event features of game mechanics on pathological gaming, weekly exposure and monthly expenditure among teenagers and young adults in Japan. Method. A total of 948 teenagers and young adults participated two surveys in November 2013 and in May 2014. Pathological gaming, weekly game exposure, monthly expenditure and preference for gambling were measured. The participants listed up to three games they played, and their monetary and event mechanics were analysed using content analysis. The degrees of exposure to each mechanics were calculated by combining the content analysis with a longitudinal study. Results. Players who were exposed to a higher amount of limited-time only gacha, a virtual lottery machine, were likely to spend more money six months later. However, players who were exposed to a lower amount of normal gacha were likely to spend more money later among players who preferred gambling. No monetary effects on pathological gaming per se were found. Conclusion. This study shows that some game mechanics can cause excessive use of time and money for certain players.
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Carpita, Barbara, Dario Muti, Benedetta Nardi, et al. "Biochemical Correlates of Video Game Use: From Physiology to Pathology. A Narrative Review." Life 11, no. 8 (2021): 775. http://dx.doi.org/10.3390/life11080775.

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In the last few decades, video game playing progressively became a widespread activity for many people, in childhood as well in adulthood. An increasing amount of literature has focused on pathological and non-pathological correlates of video game playing, with specific attention towards Internet Gaming Disorder (IGD). While many neurobiological studies in this field were based on neuroimaging, highlighting structural and functional brain changes among video game users, only a limited number of studies investigated the presence of biochemical correlates of video gaming. The present work aims to summarize and review the available literature about biochemical changes linked to video game use in IGD patients as well as non-pathological users, and the differences in between. Results may shed light on risks and benefits of video games, providing directions for further research on IGD treatment and, on other hand, on the potential role of video games in therapeutic or preventive protocols for specific conditions.
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Gentile, Douglas. "Pathological Video-Game Use Among Youth Ages 8 to 18." Psychological Science 20, no. 5 (2009): 594–602. http://dx.doi.org/10.1111/j.1467-9280.2009.02340.x.

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Researchers have studied whether some youth are “addicted” to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
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Ellis, Robert B., and Catherine H. Yan. "Ulam's pathological liar game with one half-lie." International Journal of Mathematics and Mathematical Sciences 2004, no. 29 (2004): 1523–32. http://dx.doi.org/10.1155/s0161171204306204.

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We introduce a dual game to Ulam's liar game and consider the case of one half-lie. In the original Ulam's game, Paul attempts to isolate a distinguished element by disqualifying all but one ofnpossibilities withqyes-no questions, while the responder Carole is allowed to lie a fixed numberkof times. In the dual game, Paul attempts to prevent disqualification of a distinguished element by “pathological” liar Carole for as long as possible, given that a possibility associated withk+1lies is disqualified. We consider the half-lie variant in which Carole may only lie when the true answer is “no.” We prove the equivalence of the dual game to the problem of covering the discrete hypercube with certain asymmetric sets. We defineA1*(q)for the casek=1to be the minimum numbernsuch that Paul can prevent Carole from disqualifying allnelements inqrounds of questions, and prove thatA1*(q)~2q+1/q.
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Esposito, Maria Rosaria, Nicola Serra, Assunta Guillari, et al. "An Investigation into Video Game Addiction in Pre-Adolescents and Adolescents: A Cross-Sectional Study." Medicina 56, no. 5 (2020): 221. http://dx.doi.org/10.3390/medicina56050221.

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Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder is characterized by a pattern of persistent or recurrent gaming behavior. The behavioral pattern is severe enough to implicate a significant involvement of family, social, educational, professional, or other relationships. Therefore, greater attention needs to be paid to potential addictive behaviors in terms of video games in order to identify both pre-adolescents and adolescents at risk and to provide them with adequate assistance. Materials and Methods: A random sample of 622 students including pre-adolescents and adolescents were enrolled from September 1st to October 31th 2016, and the Game Addiction Scale (GAS) interview was used to identify pathological students with both Monothetic and Polythetic analysis. Results: This study shows the presence of pathological students is equal to 1.93%, with 37.46% and 4.50% obtained with Monothetic and Polythetic analysis (global and partial), respectively. In our sample, the most frequent were students with a gaming time of 1 or 2 h, and students with a day gaming frequency of 1, 2, or 3 times a day. The items with more pathological students were Item 2 (i.e., Tolerance) and 4 (i.e., Withdrawal). Every item was positively correlated with Daily gaming time (hours) and Daily game frequency, excluding Item 4 (i.e., Withdrawal). Finally, the Monothetic GAS score was positively correlated with Daily gaming time while the Polythetic Global GAS was positively correlated with Daily game frequency and negatively with Education level; instead, the Polythetic Partial GAS score was positively correlated with only Daily gaming time. Conclusion: Males are pathological gamblers more so than females and spend more time playing video games. An increase in Daily game frequency or Daily gaming time implicates an increase in video game addictions, while an increase in Education level, which generally corresponds to a greater age, implicates a decrease in game addiction. Finally, we observed that the correlations obtained between the Polythetic Partial GAS score with the independent variables such as Age, Gender, Education level, Daily gaming time (hours), and Daily game frequency were analogous to the significant correlations obtained with the Monothetic GAS score, while these correlations were different for the Polythetic Global GAS and the independent variables. These results suggest that the use of the original Polythetic scale should not be neglected.
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Kanaplianik, O. V., N. V. Husakova, A. V. Hamaliaka, and E. O. Kulchyk. "THE USE OF INTERACTIVE GAME METHOD IN TEACHING THE DISCIPLINE «PATHOLOGICAL ANATOMY»." Vestnik of Vitebsk State Medical University 20, no. 3 (2021): 97–103. http://dx.doi.org/10.22263/2312-4156.2021.3.97.

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In the given article by the example of a didactic board game, possible ways of its using and the importance of an interactive teaching method at «Pathological anatomy» practical classes are considered. The main requirements to the stages of design concept development, their detailed justification and description are presented. The role of a teacher as an organizer of this teaching method, as well as the use of situational modules of the didactic game for the better acquiring of new information by the students are analyzed. Objectives. To increase the efficiency of the process of teaching students at «Pathological anatomy» practical classes based on the use of an interactive game method by developing a design concept for a didactic board game. Material and methods. Retrospective analysis of the scientific and methodological literature on the investigated problem was made. The didactic board game consisting of an A3 format playing field and a set of cards was demonstrated. Results. The board game with a description of its advantages and features of use compared to traditional teaching methods was presented. A range of problems associated with the development of didactic material of this type were noted. Conclusions. A design concept of a didactic board game has been developed for conducting modular practical classes in pathological anatomy with the 3rd-year students of higher educational institutions in the specialties «General Medicine», «Medical Diagnostics».
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Stockdale, Laura, and Sarah M. Coyne. "Parenting paused: Pathological video game use and parenting outcomes." Addictive Behaviors Reports 11 (June 2020): 100244. http://dx.doi.org/10.1016/j.abrep.2019.100244.

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Atkinson, David L. "50.4 Internet Gaming Disorder and Pathological Video Game Use." Journal of the American Academy of Child & Adolescent Psychiatry 57, no. 10 (2018): S72. http://dx.doi.org/10.1016/j.jaac.2018.07.306.

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Liu, Chanjuan, Junming Yan, Yuanye Ma, Tianhao Zhao, Qiang Zhang, and Xiaopeng Wei. "An Adversarial Search Method Based on an Iterative Optimal Strategy." Mathematics 8, no. 9 (2020): 1623. http://dx.doi.org/10.3390/math8091623.

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A deeper game-tree search can yield a higher decision quality in a heuristic minimax algorithm. However, exceptions can occur as a result of pathological nodes, which are considered to exist in all game trees and can cause a deeper game-tree search, resulting in worse play. To reduce the impact of pathological nodes on the search quality, we propose an iterative optimal minimax (IOM) algorithm by optimizing the backup rule of the classic minimax algorithm. The main idea is that calculating the state values of the intermediate nodes involves not only the static evaluation function involved but also a search into the future, where the latter is given a higher weight. We experimentally demonstrated that the proposed IOM algorithm improved game-playing performance compared to the existing algorithms.
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Dissertations / Theses on the topic "Pathological game"

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Holmgren, Hailey Elizabeth. "For the Love of a Game: The Effects of Pathological Video Game Use on Romantic Relationship Satisfaction." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6900.

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Media use may have the potential to influence romantic relationships, depending on the context of media use. For example, pathological media use, which includes symptoms of addiction such as relapse, withdrawal, and conflict with family and friends over media use, may be particularly damaging to romantic relationships. Additionally, research shows that pathological video game use can negatively influence factors of mental health, including depression. The current study includes 183 heterosexual couples from the Eastern United States. Both members of each couple completed online surveys answering questions regarding pathological media use, depression, and relationship satisfaction. Results showed that male pathological video game use was not associated with female romantic relationship satisfaction. Additionally, male pathological video game use was associated with increased levels of male depression, and male depression was associated with increased levels of female relationship satisfaction. However, male depression did not mediate the relation between male pathological video game use and female relationship satisfaction. Discussion focuses on the implications of pathological video game use on mental health, as well as problems within the sample, measurement, and short-term longitudinal study design.
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Lim, Matthew Sheng Mian. "Gambling-think : how game structures and cultural factors shape cognitive (gambling-related) biases." Thesis, University of Oxford, 2013. http://ora.ox.ac.uk/objects/uuid:9be04add-67e5-408a-85e5-966ede35b4ee.

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Background: Cognitive perspectives suggest that gambling-related cognitive (GRC) biases contribute to the development and maintenance of gambling problems. Evidence has since accumulated to support these claims: GRCs tend to be stronger amongst problems (and pathological) gamblers, and can be effective therapeutic targets of talking treatments. However a richer account of how GRCs are conditioned by gamblers' game and group interactions might enhance their explanatory power and therapeutic value. Methods: Here, I present the results of an extended programme of research involving: (i) laboratory-based experiments on action-based expressions of illusions of control (IOC; Studies 1-4) and value learning when making decisions under uncertainty (Study 5); (ii) online surveys of Chinese gamblers' participation patterns and beliefs in luck (Study 6); and finally, (iii) qualitative interviews of treatment-seeking professional footballers in the United Kingdom (Study 7). Results: Studies 1-2 demonstrated that (non-problematic) gamblers displayed IOC biases by rolling a simulated die for longer when attempting to hit targets with larger prizes and numerical values. These action-based expressions of IOC were facilitated by congruent target numbers and prizes (Study 3), and heightened competition with gambling co-actors (Study 4). Additionally, computational models of gamblers' choices in Study 5 showed that self-report GRCs, and impulsivity, weaken gamblers' ability to learn the value of competing game options. Next, Study 6 reported that Chinese gamblers' GRCs were related to a broader range of gambling activities, and self-report IOCs mediated the association between beliefs in luck and the number of reported gambling problems. Finally, Study 7 found that social pressures, high income, and work-related frustrations precipitated problematic gambling involvement in treatment-seeking footballers. Discussion: Overall, the results suggest that a richer account of GRCs can be achieved by considering the sensorimotor and sociocultural contexts of gamblers. My thesis concludes with a discussion of GRCs within more recent theoretical developments of the embodied and social cognitions paradigms.
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Freitas, Cláudia Guimarães Gonçalves. "Psicossomática e tecnologia: stress em jogadores de lan house." Pontifícia Universidade Católica de São Paulo, 2006. https://tede2.pucsp.br/handle/handle/15487.

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Made available in DSpace on 2016-04-28T20:39:15Z (GMT). No. of bitstreams: 1 Tese Claudia Guimaraes Goncalves Freitas Stress em Jogadores de Lan House Maio2006.pdf: 451590 bytes, checksum: 2a98ee7f5caa65dd596c18b993c02560 (MD5) Previous issue date: 2006-05-24<br>This dissertation intends to analyze the stress in players from the prolonged use of the network games in LAN HOUSES. It dedicated to trace a revision of the literature about this subject, noticing the bibliographical shortage in relation of the studied object, as well as the references that give support to the concept of Pathological Game. This concept, in general related with the bet among pathological players to define the loss, was enlarged here. The psychosomatic loss transposes the limits that relate it directly with the act of the bet, to detain more specifically in the obstinate and immoderate use of the pleasure object--use that can take Lan House player to suffer himself, in certain measure, the effects of one pathology, such as loss of the time of notion, of the social responsibilities, of their own physiological till financial limits. The objective proposed was to evaluate if the excessive use of the games in Lan Houses can take the player to such losses. For such evaluation, this research adopted the quantitative method by interviewing the visitors of a Lan House, as well as the application of stress tests ESST/VAS and CASIFS/VAS respectively, besides the characterization of the physical space where the network games happen. The evaluation of the results of this study ransomed that the game is before all, a method of socialization by excellence, constituted of the human development and can contain in its unfolded aspects that can promote pathologies resulted from its interaction with the human and the environment it is inserted in<br>Esta dissertação buscou analisar o stress em jogadores a partir do uso prolongado dos jogos em rede nas Lan Houses. Dedicou-se a traçar uma revisão da literatura sobre o assunto, percebendo a escassez bibliográfica em relação ao objeto estudado, bem como das referências que dão suporte ao conceito de jogo patológico. Este conceito, em geral relacionado com a aposta em dinheiro entre os jogadores, para caracterizar a perda, foi aqui ampliado. O dano psicossomático transpõe os limites que o relacionam diretamente ao ato da aposta, para se deter mais especificamente no uso contínuo e imoderado do objeto de prazer -- uso este que pode levar o jogador da Lan House a sofrer, ele também, em certa medida, os efeitos de uma patologia, tais como perda da noção de tempo, das responsabilidades sociais, dos seus próprios limites fisiológicos e até financeiros. O objetivo proposto foi avaliar se o uso excessivo dos jogos em Lan Houses pode levar a esses danos. Para tanto, esta pesquisa adotou o método quantitativo, com entrevista aos freqüentadores de uma Lan House, bem como a aplicação de testes de stress ESST/VAS e CASIFS/VAS respectivamente, além da caracterização do espaço físico onde acontecem os jogos em rede. A análise dos resultados deste estudo resgatou que o jogo é antes de tudo, um método de socialização por excelência, constitutivo do desenvolvimento do humano e pode conter em seus desdobramentos aspectos patologizantes, resultantes de sua interação com o homem e o meio no qual está inserido
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Azevedo, Nairton Sakur de. "O Estresse psicológico no futebol de campo: um estudo com atletas do gênero masculino, da cidade do Recife - Pernambuco - Brasil." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Ciências do Desporto e de Educação Física, 2001. http://dited.bn.pt:80/29535.

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Azevedo, Nairton Sakur de. "O Estresse psicológico no futebol de campo: um estudo com atletas do gênero masculino, da cidade do Recife - Pernambuco - Brasil." Master's thesis, Universidade do Porto. Reitoria, 2001. http://hdl.handle.net/10216/9824.

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Muszycka, Agata. "Game trees : searching techniques and a pathological phenomenon." Thesis, 1985. http://spectrum.library.concordia.ca/3343/1/ML23125.pdf.

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DOKULIL, Ondřej. "Kurzové sázky jako jedna z forem patologického hráčství u adolescentů." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-381123.

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The diploma thesis focuses on fixed-odds betting among male adolescents. In theoretical part, game as a whole life matter is explained, afterwards it aims closer to hazard game, especially fixed-odds betting. Regarding to children, multiple smaller studies, focused on risky behaviour on the internet and gambling, are introduced. Empirical part combines qualitative and quantitative approach. Interviews with betters jointly with the theory creates the base for hypothesises and questionnaire, which was distributed in five schools; three elementary and two high schools. Results of the empirical part are suggesting that adolescent boys have experiences with fixed-odds betting even though they are not of age. Frequently, the reason for betting is being involved in sport and the favourite form is on-line betting.
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Černá, Veronika. "Osobnostní rysy jedinců závislých na psychoaktivních látkách, na alkoholu a patologických hráčů." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-322152.

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anglicky This thesis deals with one of the most important issues of our time. Trying to look for personality structure of individuals dependent on alcohol, psychoactive substances and pathological gamblers. Describes differences in personality structure between the user and the differences between men and women. It is divided into theoretical and practical part. The theoretical part is devoted to the present the accessible knowledge in the field of personality-dependent individuals. The empirical part of the work deals with a research carried out at the pavilions of addictions in a psychiatric hospital Prague Bohnice. In the empirical part of the research hypotheses and set goals that are subsequently evaluated. This thesis provides insight into the personality of addicted individuals and their own research conclusions are largely consistent with findings from the literature.
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"Productive vs. pathological: the two faces of video games in post-reform China." 2014. http://repository.lib.cuhk.edu.hk/en/item/cuhk-1291918.

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Zhang, Lin.<br>Thesis M.Phil. Chinese University of Hong Kong 2014.<br>Includes bibliographical references (leaves 76-86).<br>Abstracts also in Chinese.<br>Title from PDF title page (viewed on 02, December, 2016).
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Jhong, Yu-Qi, and 鍾玉琪. "From Pathological to Madness─Card Games and Gambler in Russian Literature in 19c." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/72765744791926246654.

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碩士<br>淡江大學<br>俄羅斯研究所碩士班<br>101<br>This thesis aims to analyze card games and gamblers psychology in Russian literature in 19 century. With mainly four works: "Queen of Spades", "Masquerade", "Gambler", "Gambler", the psychological state of gambler who face the card game would be taken as a study of the object. The biggest factor which affects the flow of consciousness of the gamblers is their character. However, the problem of choice caused by the flow is the key point to the fate of gamblers. Through the study of psychological state, flow of consciousness as well as choice problem of gamblers, which are not only make the image of gamblers more three-dimensional, but also help to understand the phenomenon of the spread of card games in 19 century. Therefore, the article is divided into five chapters: Chapter 1 Introduction Consisting motivation and objectives, the method and limitation, and literature review, and the scope and structure of the study. Chapter 2 Development of card games Discussing the situation of developments in both East and West side. Chapter 3 Card game and Pathology Analyzing the pathological problem of two gamblers, Yihaliefu and Alexei. Chapter 4 Card game and Madness Analyzing the psychological state of two gamblers, Gelman and Albenin. Chapter 5 Conclusion Summary of this thesis. The images of gamblers will be more 3D.
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Books on the topic "Pathological game"

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Ladouceur, Robert, and Stella Lachance. Overcoming Your Pathological Gambling: Workbook. Oxford University Press, 2015. http://dx.doi.org/10.1093/med:psych/9780195317015.001.0001.

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Though gambling has become increasingly prevalent in society, pathological gambling is a serious condition. Through this treatment program, patients will learn not only how to avoid problem situations, but also the truth about gambling. Written by researchers who have spent over two decades studying the psychology of gambling, this guide represents the treatment they have found to be most effective at controlling the urge to gamble, understanding the true nature of gambling games, and preventing future gambling problems. Intended for use in conjunction with supervised therapy, this online workbook includes various self-assessments and exercises designed to help patients reach the ultimate goal of complete abstinence from gambling.
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Clark, Luke. Epidemiology and Phenomenology of Pathological Gambling. Edited by Jon E. Grant and Marc N. Potenza. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780195389715.013.0035.

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Pathological gambling is an impulse control disorder (ICD) characterized by loss of control over gambling behavior. This chapter will describe the illness profile of pathological gambling. As well as summarizing the epidemiological data on the prevalence of pathological gambling and its associated comorbidities, I will also consider (1) the classificatory overlap between pathological gambling, the substance use disorders, and obsessive-compulsive disorder; (2) the emerging evidence for dimensional rather than categorical models of disordered gambling; and (3) some of the sources of hererogeneity among pathological gamblers, including the differences between common games. In the second part of the chapter, I will review several sets of psychological and neurobiological factors that are implicated in the etiology of pathological gambling, including the role of physiological arousal (“excitement”), conditioning influences, cognitive distortions, personality trait variables, and neuropsychological and neuroimaging markers. These mechanisms are often complementary, and a biopsychosocial theory of gambling will incorporate multiple levels of explanation.
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Book chapters on the topic "Pathological game"

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Bonfiglio, Natale Salvatore, Roberta Renati, and Eliano Pessa. "The Use of Brain Computer Interface (BCI) Combined with Serious Games for Pathological Dependence Treatment." In Systemics of Incompleteness and Quasi-Systems. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15277-2_25.

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Ushiro, Shin, Antonio Ragusa, and Riccardo Tartaglia. "Lessons Learned from the Japan Obstetric Compensation System for Cerebral Palsy: A Novel System of Data Aggregation, Investigation, Amelioration, and No-Fault Compensation." In Textbook of Patient Safety and Clinical Risk Management. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-59403-9_33.

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AbstractCerebral palsy is a pathological condition whose prevention and treatment have been immensely studied by experts in perinatal medicine and pediatric neurology. Despite this, it is still one of the main concerns nowadays in many countries, not only for scientific reasons but for legal ones also. For instance, in Japan, an increase in lawsuits relating to cerebral palsy was observed more than a decade ago, after healthcare resources in perinatal medicine had increasingly shrunk and had become fragile under the growing burden for physicians and midwives to provide advanced treatment, emergent care, high-risk treatment, and so on. Young physicians did not specialize in obstetrics because of the increased burden, which gave rise to a vicious cycle of shrinking resources in perinatal medicine. To address this issue, the Japan Obstetric Compensation System for Cerebral Palsy (JOCS-CP) was urgently introduced in 2009 to investigate, develop preventive measures, and award monetary compensation on a no-fault basis, with the Japan Council for Quality Health Care (JQ) as its operating organization (Fig. 33.1). It has so far produced annual reports on the prevention of cerebral palsy for nine consecutive years including numerical data and specific themes relating to the occurrence and prevention of cerebral palsy. The success of the system is a good reference for responding to adverse events which may happen in and have a vast impact on perinatal care. Therefore, this chapter focuses on cerebral palsy with primary reference to materials published by the JOCS-CP in the field of perinatal medicine. The aim of this chapter is to learn about the issues mentioned above and to discuss the significance and impact of introducing a nationwide system like the JOCS-CP. It describes knowledge and idea to questions of “Why cerebral palsy is highlighted among adverse event in obstetrics?”, “How the no-fault compensation/investigation/prevention system could be introduced?”, “What has been achieved by the system?”, and “How cerebral palsy is prevented?”.
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"Probability and Game." In Examining an Operational Approach to Teaching Probability. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3871-5.ch005.

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Probability is generally concerned with dealing with problems of a random or uncertain nature. The fact that it arises and develops from the analysis of gambling is something that cannot be overlooked. From the point of view of teaching, in addition to historical aspects, it is important to point out the importance of putting students in front of situations that, if not known, can lead to incorrect behavior and pathological attitudes. For this reason, the authors tried to emphasize not only the theoretical aspects, but above all the certainty that you always play “against the dealer” with an expected loss assessable for the various games.
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Winnicott, Donald W. "Pathological Sleeping." In The Collected Works of D. W. Winnicott. Oxford University Press, 2016. http://dx.doi.org/10.1093/med:psych/9780190271336.003.0035.

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In this paper, Winnicott describes the case of a nine-year-old girl Brought to Queen’s Hospital for Children on account of falling asleep in the daytime. This had been a symptom since soon after tonsillectomy at the age of seven years. At the same time, she became very nervous at night-time and began to have nocturnal enuresis. When awake, she was lively, ate well, enjoyed playing games with her friends; at night, she would lie awake and knock until her mother came.
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Ladouceur, Robert, and Stella Lachance. "Sessions 5–7." In Overcoming Your Pathological Gambling: Workbook. Oxford University Press, 2006. http://dx.doi.org/10.1093/med:psych/9780195317015.003.0006.

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Chapter 6 presents outlines for treatment sessions five to seven. It explores the differences between games of chance and games of skill, and aims to help the client become aware of their inner dialogue regarding gambling using the ABCD model, and the influence that this dialogue has on decisions to gamble. The client is encouraged to identify their own ‘gambling traps’.
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SUZUKI, Y., D. STRAUMANN, B. J. M. HESS, and V. HENN. "Changes of Listing's Plane Under Physiological and Pathological Conditions." In Information Processing Underlying Gaze Control. Elsevier, 1994. http://dx.doi.org/10.1016/b978-0-08-042506-1.50012-6.

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7

Curcio, Giuseppe, and Sara Peracchia. "Exposure to Video Games and Decision Making." In Encyclopedia of Information Science and Technology, Fourth Edition. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2255-3.ch287.

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In the last years, it is ever more frequent to read on popular press stories about the effects of video and/or computer games on the brain and on the behaviour. In some cases we can read something claiming that video games “damage the brain”, while in other that these activities can “boost brain power”, and such conflicting proclamation create confusion about the real or potential effects of this activity on human beings. Thus, it is very interesting to deeply understand the effect that exposure to video games (VGs) can have on cognitive processes, with particular attention to decision making. Only a few studies have been carried out on this issue: the main aim of this contribution is to clarify these aspects, critically reviewing the existing scientific literature. Particular attention has been dedicated to normal and pathological players, different types of VGs, and moral aspects of decision making vulnerable to VGs. It has been concluded that research in this area is still in its early days, and this short review aims at discussing several issues and challenges that should be addressed to forward this research field.
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Curcio, Giuseppe, and Sara Peracchia. "Exposure to Video Games and Decision Making." In Advanced Methodologies and Technologies in Media and Communications. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7601-3.ch010.

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In the last years, it is ever more frequent to read popular press stories about the effects of video and/or computer games on the brain and on the behavior. In some cases, we can read something claiming that video games “damage the brain,” while in others these activities can “boost brain power,” and such conflicting proclamation create confusion about the real or potential effects of this activity on human beings. Thus, it is very interesting to deeply understand the effect that exposure to video games (VGs) can have on cognitive processes, with particular attention to decision making. Only a few studies have been carried out on this issue: the main aim of this contribution is to clarify these aspects, critically reviewing the existing scientific literature. Particular attention has been dedicated to normal and pathological players, different types of VGs, and moral aspects of decision making vulnerable to VGs. It has been concluded that research in this area is still in its early days, and this short review aims at discussing several issues and challenges that should be addressed to forward this research field.
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Janghel, R. R., Anupam Shukla, and Ritu Tiwari. "Intelligent Decision Support System for Fetal Delivery using Soft Computing Techniques." In Data Mining. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2455-9.ch057.

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In the present work an attempt is made to develop an intelligent Decision support system (IDSS) using the pathological attributes to predict the fetal delivery to be done normal or by surgical procedure. The pathological tests like Blood Sugar (BR), Blood pressure (BP), Resistivity Index (RI) and systolic / Diastolic (S/P) ratio will be recorded at the time of delivery. All attributes lie within a specific range for normal patient. The database consists of the attributes for cases 2 (i.e. normal and surgical delivery). Soft computing technique namely Artificial Neural Networks (ANN) are used for simulator. The attributes from dataset are used for training &amp; testing of ANN models. Three models of ANN are trained using Back-Propagation Algorithm (BPA), Radial Basis Function Network (RBFN), Learning Vector Quantization Network (LVQN) and one hybrid approach is Adaptive Neuro-Fuzzy Inference System (ANFIS). The designing factors have been changed to get the optimized model, which gives highest recognition score. The optimized models of BPA, RBFN, LVQN and ANFIS gave accuracies of 93.75, 99.00, 87.50 and 99.50% respectively. Hence in our present research the ANFIS is the model whom efficiency and result are best .The ANFIS is the best network for mentioned problem. This system will assist doctor to take decision at the critical time of fetal delivery.
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Janghel, R. R., Anupam Shukla, and Ritu Tiwari. "Intelligent Decision Support System for Fetal Delivery using Soft Computing Techniques." In Biomedical Engineering and Information Systems. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-61692-004-3.ch007.

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In the present work an attempt is made to develop an intelligent Decision support system (IDSS) using the pathological attributes to predict the fetal delivery to be done normal or by surgical procedure. The pathological tests like Blood Sugar (BR), Blood pressure (BP), Resistivity Index (RI) and systolic / Diastolic (S/P) ratio will be recorded at the time of delivery. All attributes lie within a specific range for normal patient. The database consists of the attributes for cases 2 (i.e. normal and surgical delivery). Soft computing technique namely Artificial Neural Networks (ANN) are used for simulator. The attributes from dataset are used for training &amp; testing of ANN models. Three models of ANN are trained using Back-Propagation Algorithm (BPA), Radial Basis Function Network (RBFN), Learning Vector Quantization Network (LVQN) and one hybrid approach is Adaptive Neuro-Fuzzy Inference System (ANFIS). The designing factors have been changed to get the optimized model, which gives highest recognition score. The optimized models of BPA, RBFN, LVQN and ANFIS gave accuracies of 93.75, 99.00, 87.50 and 99.50% respectively. Hence in our present research the ANFIS is the model whom efficiency and result are best .The ANFIS is the best network for mentioned problem. This system will assist doctor to take decision at the critical time of fetal delivery.
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Conference papers on the topic "Pathological game"

1

Valero Solis, Susana. "Identification of phenotypes in video games addiction: a person-centered approach." In 22° Congreso de la Sociedad Española de Patología Dual (SEPD) 2020. SEPD, 2020. http://dx.doi.org/10.17579/sepd2020p093.

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Background and objectives. Video game addiction (VGA) is characterized by a pattern of impaired control gaming behavior, prioritizing gaming over other daily activities and responsibilities. The rapid increases of the VGA rates worldwide advice the urge of new studies focused on examining the existence of differences in the phenotype of patients treatment-seeking due the problematic video game use. Method. Sample comprised n=107 participants recruited at the Pathological Gambling Outpatients Unit of the Bellvitge University Hospital (Barcelona). Mean age was 24.1 yrs-old (SD=10). Most participants were men (91.6%), single (88.8%) and into mean-low to low social position indexes (84.1%). Two-step clustering analysis explored empirical latent groups based on a broad set of indicators, including sociodemographic, psychopathological state and personality traits. Results. Two exclusive groups emerged. Cluster 1 (labeled as moderate maladaptative functioning, n=72, 66.1%), was composed mainly by single, unemployed men, with the younger age of onset, the earlier onset of the video game problematic use, the shorter progression of the problems, better psychopathological state and more functional personality traits. Cluster 2 (labeled as severe maladaptative functioning, n=35, 32.7%), included a higher proportion of not-single and employed women, with an older age, a later onset and a longer duration of the video game related problems, worse psychopathological state and more dysfunctional personality profile. Conclusion. VGA is a heterogeneous group with regard to gambling phenotypes. The identification of the diverse latent classes provide empirical evidence contributing to the conceptualization of this behavioral addition, as well as for developing reliable and valid screening tools and effectiveness intervention plans focused on the precise characteristics of the patients.
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Lee, Po-Chih, Arthur G. Erdman, Charles Ledonio, and David Polly. "A Framework of Simulating Virtual Spine Patients to Assess Thoracic Volume Variations due to Wedging Deformities." In 2018 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/dmd2018-6853.

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In 1964, Dr. Barrows first introduced the standardized patients, who are individuals trained to imitate the pathological symptoms of the real patients, and involved them in teaching and clinical skills assessment for healthcare education. In recent decades, the application of the virtual patient has been rapidly grown and has been widely used in clinical or educational practice among residents, surgeons, or other medical professionals because the virtual patient is cost-effective and time-efficient [1]. The Food and Drug Administration (FDA) collaborated with the Foundation of Research on Information Technologies in Society (IT’IS Foundation, Zürich, Switzerland) to produce a virtual family, which is a set of anatomical computer-aided design (CAD) models of adults and children [2, 3], and those CAD models are used in electromagnetic, thermal, and computer fluid dynamics simulations. However, the meaning of virtual patients or models has varied across the recent years and more and more researchers tried to categorize the terminology of virtual patients. In general, virtual patients can be classified into seven major types including: case presentation, interactive patient scenarios, virtual patient game, high fidelity software simulation, human standardized patients, high fidelity manikins, and virtual standardized patients [4]. The virtual patients discussed in this study can be classified as interactive patient scenarios, whose application includes clinical reasoning, surgical planning, and disease diagnosis.
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3

Chen, J. P., M. H. Goldman, and M. stegner. "COMPARATIVE STUDY OF RADIOIMMUNOASSAYS FOR FRAGMENT E-NEOANTIGEN IN PLASMA AND E-ANTIGEN IN SERUM." In XIth International Congress on Thrombosis and Haemostasis. Schattauer GmbH, 1987. http://dx.doi.org/10.1055/s-0038-1643127.

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Fragment E-neoantigen (Eneo) is a specific marker of structual and conformational changes associated with the plasmic degradation of fibrinogen and fibrin. The Eneo radioimmunoassay (RIA) is capable of determining normal and pathological plasma levels of fibrin(ogen) degradation products (FDP). However, the detection of the minute quantity of E-related FDP present in the blood of a normal individual requires subjecting the Eneo RIA to a delayed (18 hr) addition of labeled ligand. This step increases the already lengthy period of incubation (48 hr) for the primary antigen-antibody complex to 66 hr. An additional incubation period (24 hr) is required to precipitate the primary complex with goat anti-rabbit IgG.In an attempt to simplify and speed up the diagnostic blood test for deep vein thrombosis (DVT), the serum fragment E-antigen (E:Ag) RIA has been compared with the Eneo RIA in plasma. Four patients with DVT were followed sequentially with respect to the pre- and post-operative change in response to vascular surgery. Both the Eneo RIA and E:Ag RIAs showed a gradation in plasma (132 - 463 ng/ml) and serum (171 - 1400 ng/ml) E-related FDP levels respectively. Significantly, the sequential measurements of plasma Eneo and serum E:Ag immunoreactivities for these patients appear to fluctuate in parallel with each other. Normal females gave higher plasma Eneo (15.2 ± 4.3 ng/ml) as well as serum E:Ag (42.7 ± 17.8 ng/ml) values than normal males (Eneo = 10.2 ± 5.5 ng/ml, E:Ag = 38.8 ± 19.5 ng/ml). Normal serum E:Ag levels represent the increase in Fg-E concentration, 3-4 times that of normal plasma Eneo levels.Considerably higher plasma Eneo (2.2 - 7.1 pg/ml of Fg-E equivalent) and serum E:Ag levels were observed in DVT patients under thrombolytic therapy with streptokinase. Western immuno-blotting of patients1 plasmas and sera revealed that the Fg-E antigenic sites of both pathological plasmas and sera showed a similar pattern with a major immunoreactive FDP at Mr-360,000.The serum E:Ag assay as currently practiced takes 24 hr to complete, but the time of the assay can be shortened considerably by adapting it to a solid-phase RIA.
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Hartl, D., E. Tiso, K. Anderle, A. Philapitsch, and G. Anger. "REDUCED FIBRINOLYTIC POTENTIAL IN PATIENTS WITH ARTERIAL OCCLUSIVE DISEASE (AOD) IN COMPARISON WITH NORMAL SUBJECTS." In XIth International Congress on Thrombosis and Haemostasis. Schattauer GmbH, 1987. http://dx.doi.org/10.1055/s-0038-1643115.

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When combining angioplasty and local lysis with urokinase (UK) in treatment of peripheral arterial occlusions we have observed marked differences in the individual patient's response irrespective of the age of the thrombus. The extensive arteriosclerotic changes revealed by angioghraphy in some of these patients suggest a reduced fibrinolytic potential depending on the underlying disease.In the standard in vitro test system we measured the UK-dependent thrombolysis in blood samples from 10 normal controls at UK concentrations of 150, 200, and 300 IU/ml of whole blood. In comparison we determined the whole blood thrombolysis time (WBTT) of 10 patients with A0D using UK concentrations of 150, 200, and 300 IU/ml of whole blood. The mean WBTT values for normal controls obtained at UK concentrations of 150 IU/ml, 200 IU/ml, and 300 IU/ml, respectively, amounted to S.5, 5.5, and 3.5 minutes, respectively, while in patients mean values of 20.7, 8.1, and 5.5 minutes, respectively, were found.Studies on plasma samples had shown that the lysis time could be shortened in a dose-dependent manner by addition of lys-plasminogen and to some extent also glu-plasminogen. Since lys-plasminogen gave clearly superior results we tried to improve the lytic potential in terms of a shortening of the WBTT by adding different doses of lys-plasminogen (0.14 - 0.56 CU/ml whole blood) to each patient sample. Although the individual response varied, the addition of lys-plasminogen to the patient samples resulted in a clear dose-dependent improvement of pathologically Pronged lysis times. We conclude from these in vitro findings that the failure of fibrinolytic therapy may in some cases be due to a reduced lytic potential, which may be enhanced Dy administration of lys-plasminogen, even when the plasminoqen level is normal.
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