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Journal articles on the topic 'Pathological game'

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1

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 wit
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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. Pat
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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 t
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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
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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.”
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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 includ
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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 stude
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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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9

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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10

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
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11

Lorenz, Robert C., Jenny-Kathinka Krüger, Britta Neumann, et al. "Cue reactivity and its inhibition in pathological computer game players." Addiction Biology 18, no. 1 (2012): 134–46. http://dx.doi.org/10.1111/j.1369-1600.2012.00491.x.

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12

Meng, Kun, Chuang Lin, Wen An Liu, and Yang Yang. "Q-ary Rényi–Ulam pathological liar game with one lie." Discrete Applied Mathematics 159, no. 6 (2011): 478–83. http://dx.doi.org/10.1016/j.dam.2010.12.021.

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13

Hinvest, Neal, and Mark Brosnan. "Identifying Vulnerability Markers for Pathological Internet Use and Pathological Video-Game Playing within an Educational Context." Journal of Educational Computing Research 46, no. 4 (2012): 357–76. http://dx.doi.org/10.2190/ec.46.4.c.

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14

Ohtsuka, Keis, Eric Bruton, Louisa Deluca, and Victoria Borg. "Sex Differences in Pathological Gambling Using Gaming Machines." Psychological Reports 80, no. 3 (1997): 1051–57. http://dx.doi.org/10.2466/pr0.1997.80.3.1051.

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With recent introduction of poker machines in Australia, there have been claims of increases in the number of women with gambling-related problems. Research in the United States indicates, however, that men have a higher incidence of pathological gambling. The aims of this study were to ascertain among game machine users in a major city in Australia whether (a) more women than men exhibited symptoms of pathological gambling, (b) women reported higher guilt associated with their gambling, and (c) gamblers' self-assessment on several mood states was predictive of pathological gambling. A modifie
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Groves, Christopher, Douglas Gentile, Ryan Tapscott, and Paul Lynch. "Testing the Predictive Validity and Construct of Pathological Video Game Use." Behavioral Sciences 5, no. 4 (2015): 602–25. http://dx.doi.org/10.3390/bs5040602.

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16

Gentile, D. A., H. Choo, A. Liau, et al. "Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study." PEDIATRICS 127, no. 2 (2011): e319-e329. http://dx.doi.org/10.1542/peds.2010-1353.

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17

Tsygankova, Polina V., and Ekaterina Yu Suvorova. "Live-action role-playing games and online role-playing games: psychological functions in the modern sociocultural context." Вестник Пермского университета. Философия. Психология. Социология, no. 3 (2020): 459–74. http://dx.doi.org/10.17072/2078-7898/2020-3-459-474.

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The article deals with the functions of role-playing games of different types in adulthood in conjunction with the particularities of the players’ self-consciousness. Changes in the status of game in the sociocultural context of postmodern society are discussed. 45 respondents took part in the empirical study: 15 participants of live action role-playing games (8 women, average age 31.53 ± 6.48 years old, game experience 10.7 ± 5.9 years), 15 participants of the online role-playing game «Second Life» (8 women, average age 33.8 ± 5.62 years old, game experience 9.57 ± 4.33 years), and 15 people
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18

Griffiths, Mark D., and Nigel Hunt. "Dependence on Computer Games by Adolescents." Psychological Reports 82, no. 2 (1998): 475–80. http://dx.doi.org/10.2466/pr0.1998.82.2.475.

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As computer game playing is a popular activity among adolescents, a questionnaire study was undertaken with 387 adolescents (12–16 years of age) to establish their “dependence” using a scale adapted from the DSM-III-R criteria for pathological gambling. Analysis indicated that one in five adolescents were currently “dependent” upon computer games. Boys played significantly more regularly than girls and were more likely to be classified as “dependent.” The earlier children began playing computer games it appeared the more likely they were to be playing at “dependent” levels. These and other res
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19

Utz, Sonja, Kai J. Jonas, and Ellen Tonkens. "Effects of Passion for Massively Multiplayer Online Role-Playing Games on Interpersonal Relationships." Journal of Media Psychology 24, no. 2 (2012): 77–86. http://dx.doi.org/10.1027/1864-1105/a000066.

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Game research suffers from using a variety of concepts to predict the (often negative) effects of playing games. These concepts often overlap (e.g., addiction or pathological gaming), include negative consequences in their definition, or are very game-specific (e.g., collective play). We argue that the field would benefit from using concepts that are well-established in other domains. Extending earlier work to the interpersonal domain, we examined the effects of obsessive and harmonious passion for massively multiplayer online role-playing games (MMORPGs) on the number and quality of online an
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Seok, Soonhwa, and Boaventura DaCosta. "Problematic Mobile Gameplay Among the World’s Most Intense Players." Games and Culture 13, no. 4 (2015): 385–405. http://dx.doi.org/10.1177/1555412015616716.

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This study investigated problematic mobile gameplay. Adopting Diagnostic and Statistical Manual of Mental Disorders-style criteria for pathological gambling to identify cases of problematic play, the study compared the mobile gaming habits, preferences, and demographics of problematic and nonproblematic game players. Of the 1,950 mobile players sampled, 3% ( n = 58) demonstrated signs of possible pathological behavior. The nonproblematic players showed characteristics identifiable with the casual mobile game player, who plays as a quick distraction to pass time when waiting or out of boredom.
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21

김보람 and Hong,Chang-Hee. "The Effect of Internet-game User's Self-regulation in Pathological Use of Online-game and its Flow Experience." Korean Journal of Clinical Psychology 34, no. 1 (2015): 315–34. http://dx.doi.org/10.15842/kjcp.2015.34.1.015.

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22

Sferra, Michale Saint, S. Fields, and Douglas Gentile. "Game type as a moderator of the relationship between pathological video game use, impulsivity, aggression, and general psychopathology." Drug and Alcohol Dependence 171 (February 2017): e187-e188. http://dx.doi.org/10.1016/j.drugalcdep.2016.08.514.

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23

Kasnakova, Petya. "METHODOLOGY OF PLAYING ACTIVITY IN REHABILITATION PRACTICE." Knowledge International Journal 28, no. 7 (2018): 2543–48. http://dx.doi.org/10.35120/kij28072543p.

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The games play a special role in rehabilitation practice. The positive emotions they cause in patients cannot be achieved by other methods and means of modern rehabilitation. The role of game playing activity in practice is crucial to the achievement of one of the important tasks in implementing rehabilitation measures, namely to evacuate the patient from the depressed mental state, to distract him from the disease process and to focus on mobilizing his healing powers. The mood, the emotional charge and the dynamics that the games create are particularly suited to awakening the patient's inter
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Kasnakova, Petya. "METHODOLOGY OF PLAYING ACTIVITY IN REHABILITATION PRACTICE." Knowledge International Journal 28, no. 7 (2018): 2543–48. http://dx.doi.org/10.35120/kij29082543p.

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The games play a special role in rehabilitation practice. The positive emotions they cause in patients cannot be achieved by other methods and means of modern rehabilitation. The role of game playing activity in practice is crucial to the achievement of one of the important tasks in implementing rehabilitation measures, namely to evacuate the patient from the depressed mental state, to distract him from the disease process and to focus on mobilizing his healing powers. The mood, the emotional charge and the dynamics that the games create are particularly suited to awakening the patient's inter
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25

Nogueira, Mariana, Hugo Faria, Ana Vitorino, Filipe Glória Silva, and Ana Serrão Neto. "Addictive Video Game Use: An Emerging Pediatric Problem?" Acta Médica Portuguesa 32, no. 3 (2019): 183. http://dx.doi.org/10.20344/amp.10985.

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Introduction: The excessive use of video games is an emerging problem that has been studied in the context of addictive behaviors. The aim of this study was to determine the prevalence of use of addictive video games in a group of children and to identify risk factors, protective factors and potential consequences of these behaviors.Material and Methods: Observational and cross-sectional study of children from the sixth grade using an anonymous questionnaire. Addictive video game use was defined by the presence of 5 out of 9 behavioral items adapted from the DSM-5 criteria for ‘Pathological ga
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Rothmund, Tobias, Christoph Klimmt, and Mario Gollwitzer. "Low Temporal Stability of Excessive Video Game Use in German Adolescents." Journal of Media Psychology 30, no. 2 (2018): 53–65. http://dx.doi.org/10.1027/1864-1105/a000177.

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Abstract. The popularity of digital games among adolescents has raised public and scientific concern about players drifting into excessive or pathological gaming patterns. Among the neglected issues in this area of research is the question of whether excessive gaming reflects a transient phenomenon during adolescence or a temporally stable pathological behavior that requires external intervention. In a correlational panel study with two points of measurement, we investigated the temporal stability of excessive gaming in German adolescents (N = 488; aged 12–17 years at Time 1) over a time lag o
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Ellis, Robert B., Vadim Ponomarenko, and Catherine H. Yan. "The Rényi–Ulam pathological liar game with a fixed number of lies." Journal of Combinatorial Theory, Series A 112, no. 2 (2005): 328–36. http://dx.doi.org/10.1016/j.jcta.2005.02.003.

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28

Delfabbro, Paul, Daniel King, Chrisi Lambos, and Stan Puglies. "Is Video-Game Playing a Risk Factor for Pathological Gambling in Australian Adolescents?" Journal of Gambling Studies 25, no. 3 (2009): 391–405. http://dx.doi.org/10.1007/s10899-009-9138-8.

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Naumenko, Nataliia, Svitlana Myronchenko, and Nataliia Shvarp. "CHARACTERISTICS OF THE TEACHING METHOD OF “PATHOLOGICAL PHYSIOLOGY” TO FOREIGN STUDENTS." Educational Discourse: collection of scientific papers, no. 22(4) (May 14, 2020): 18–29. http://dx.doi.org/10.33930/ed.2019.5007.22(4)-2.

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One of the parts of “Pathological physiology” teaching taking into account the specifics of the training of foreign students, is development, creation and application of innovative teaching methods in the educational process with the maximum degree of schematization, systematization and visualization of educational material. This contributes not only to the transformation of educational information into students' knowledge and skills, but also to the intensification of the educational process, including cooperative learning methods, game methods with text; associative teaching methods.
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Müller, K. W., E. Duven, S. Giralt, M. E. Beutel, M. Dreier, and K. Wölfling. "AS32-04 - To game or to gamble? a emirical comparison of predictors of computer game addiction and pathological gambling among adolescents." European Psychiatry 27 (January 2012): 1. http://dx.doi.org/10.1016/s0924-9338(12)74038-5.

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31

King, Daniel L., Paul H. Delfabbro, Tara Zwaans, and Dean Kaptsis. "Clinical features and axis I comorbidity of Australian adolescent pathological Internet and video game users." Australian & New Zealand Journal of Psychiatry 47, no. 11 (2013): 1058–67. http://dx.doi.org/10.1177/0004867413491159.

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32

Pulcu, E., E. J. Thomas, P. D. Trotter, et al. "Social-economical decision making in current and remitted major depression." Psychological Medicine 45, no. 6 (2014): 1301–13. http://dx.doi.org/10.1017/s0033291714002414.

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Background.Prosocial emotions related to self-blame are important in guiding human altruistic decisions. These emotions are elevated in major depressive disorder (MDD), such that MDD has been associated with guilt-driven pathological hyper-altruism. However, the impact of such emotional impairments in MDD on different types of social decision-making is unknown.Method.In order to address this issue, we investigated different kinds of altruistic behaviour (interpersonal cooperation and fund allocation, altruistic punishment and charitable donation) in 33 healthy subjects, 35 patients in full rem
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S Mano, Max. "Trastuzumab emtansine: a game changer in HER2-positive early breast cancer." Future Oncology 16, no. 32 (2020): 2595–609. http://dx.doi.org/10.2217/fon-2020-0219.

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Trastuzumab emtansine (T-DM1), given postoperatively for 14 cycles to patients with human epidermal growth factor receptor 2-positive (HER2-positive) early breast cancer (EBC) who failed to achieve a pathological complete response after standard chemotherapy and HER2 blockade, represents probably the greatest progress in the management of this aggressive form of breast cancer since the adjuvant trastuzumab pivotal trials. This article addresses the rationale behind the conception of the KATHERINE trial, T-DM1’s structure and pharmacokinetics data, clinical efficacy data of the KATHERINE trial
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Khairulin, Oleg. "The range of developmental potential of the game as a subject program." Psihologìâ ì suspìlʹstvo 1, no. 83 (2021): 82–116. http://dx.doi.org/10.35774/pis2021.01.082.

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The modern terms of existential development of man and society are characterized by a brindle and dynamics of variations for possibilities and risks, influences and situations, in what take place social co-operating of person with her vital environment. Such influences and situations contain powerful potentials of personality development, but does not promise his lightness, safety, simplicity and unambiguity. Such terms are investigation of features of psycho-cultural development in the period of postmodern which begins more to answer game modus. On this basis a social subject almost always ap
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35

González-Bueso, Vega, Juan Santamaría, Daniel Fernández, Laura Merino, Elena Montero, and Joan Ribas. "Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review." International Journal of Environmental Research and Public Health 15, no. 4 (2018): 668. http://dx.doi.org/10.3390/ijerph15040668.

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36

Smart, Kelly, Renée C. Desmond, Constantine X. Poulos, and Martin Zack. "Modafinil increases reward salience in a slot machine game in low and high impulsivity pathological gamblers." Neuropharmacology 73 (October 2013): 66–74. http://dx.doi.org/10.1016/j.neuropharm.2013.05.015.

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37

Banakh, Taras, Peter Nickolas, and Manuel Sanchis. "Filter games and pathological subgroups of a countable product of lines." Journal of the Australian Mathematical Society 81, no. 3 (2006): 321–50. http://dx.doi.org/10.1017/s1446788700014348.

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AbstractTo each filter ℱ on ω, a certain linear subalgebra A(ℱ) of Rω, the countable product of lines, is assigned. This algebra is shown to have many interesting topological properties, depending on the properties of the filter ℱ. For example, if ℱ is a free ultrafilter, then A(ℱ) is a Baire subalgebra of ℱω for which the game OF introduced by Tkachenko is undetermined (this resolves a problem of Hernández, Robbie and Tkachenko); and if ℱ1 and ℱ2 are two free filters on ω that are not near coherent (such filters exist under Martin's Axiom), then A (ℱ1) and A(ℱ2) are two o-bounded and OF-undet
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Brundha MP and Deepak Nallaswamy. "Hide and seek in pathology- A research on game-based histopathology learning." International Journal of Research in Pharmaceutical Sciences 10, no. 2 (2019): 1410–14. http://dx.doi.org/10.26452/ijrps.v10i2.606.

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To know the effectiveness of a Game-Based Histopathology learning method. 
 To create a new Image oriented Game Based Histopathology slide reading method. To know the usefulness of the new method. To compare the conventional learning and game-based learning methods. Two groups of undergraduate students were tested with two different learning methods to identify pathology slide sections of four lesions. For each group, sixteen Undergraduate dental students were selected randomly. A game was created by using histopathology images of those four lesions, and circulated among the group one. Th
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Hosseini, Seyed Mohsen, Mojtaba Azizi, Ali Samadi, Nahid Talebi, Hannes Gatterer, and Martin Burtscher. "Impact of a Soccer Game on Cardiac Biomarkers in Adolescent Players." Pediatric Exercise Science 30, no. 1 (2018): 90–95. http://dx.doi.org/10.1123/pes.2017-0060.

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Purpose: Biochemical markers such as cardiac troponin I (cTnI) and N-terminal pro B-type natriuretic peptide (NT-proBNP) have become indispensable tools for the diagnosis of myocardial injury, providing highly sensitive and specific information about cardiac cell damage and wall stress. The purpose of the present research was to examine the response of cardiac biomarkers to a soccer game in adolescent male soccer players. Methods: Twenty-two trained adolescent male soccer players (14–16 y) were selected in a purposive manner. Blood samples were taken before, immediately after, and 2 and 24 hou
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Zhu, Shimin, Yanqiong Zhuang, Paul Lee, Jessica Chi-Mei Li, and Paul W. C. Wong. "Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study." JMIR Serious Games 9, no. 2 (2021): e26808. http://dx.doi.org/10.2196/26808.

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Background School closures during the COVID-19 pandemic may have exacerbated students’ loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public concern. Objective This study aimed to examine the associations between loneliness and gaming addiction behaviors among young people in Hong Kong and to investigate how familial factors, psychological distress, and gender differences moderate these relationships. Methods This cross-sectional study was conducted in June 2020 when schools reopened after 6 months of school closures.
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Herrero Fernández, David, Ana Estevez, Izaskun Sarabia, and Laura Merino. "Psychophysiological arousal in different gambling phases in youngs and adolescents." Health and Addictions/Salud y Drogas 17, no. 2 (2017): 37–44. http://dx.doi.org/10.21134/haaj.v17i2.294.

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Nowadays, gambling is increasing as a more frequent problem among the young people. In order to shed light about the physiological correlates of the three phases that were identified in the roulette gambling game (phase of betting, phase of watching the rotation of the roulette and phase of watching the final result), 24 participants, with no pathological gambling problems, participated in three attempts of this game. Heart rate, skin conductance level and skin conductance response were recorded. The results showed that betting phase is the phase where highest arousal is experienced by the par
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Lopez-Fernandez, Olatz, Mª Luisa Honrubia-Serrano, Thom Baguley, and Mark D. Griffiths. "Pathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatology." Computers in Human Behavior 41 (December 2014): 304–12. http://dx.doi.org/10.1016/j.chb.2014.10.011.

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Cardozo, Lais Tono, Victor Travassos Sarinho, Luís Henrique Montrezor, Lucila Ludmila Paula Gutierrez, Érica Maria Granjeiro, and Fernanda Klein Marcondes. "Cardiac Cycle Puzzle: Development and Analysis of Students’ Perception of an Online Digital Version for Teaching Cardiac Physiology." Journal on Interactive Systems 12, no. 1 (2021): 21–34. http://dx.doi.org/10.5753/jis.2021.1879.

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Cardiac physiology is a basic subject in the curriculum of health Science undergraduate courses, which allow students to understand the functional mechanisms of cardiovascular organs as well as the physiopathology of cardiovascular diseases. The puzzle of cardiac cycle has been developed to help students to understand and integrate the concepts of morphology and physiology of normal and pathological states of the heart. Considering the good acceptance of the printed puzzle by students and professors, its online version has been developed as a digital educational tool. The aims of this work wer
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Jiménez-Murcia, Susana, Fernando Fernández-Aranda, Roser Granero, et al. "Video Game Addiction in Gambling Disorder: Clinical, Psychopathological, and Personality Correlates." BioMed Research International 2014 (2014): 1–11. http://dx.doi.org/10.1155/2014/315062.

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Objective. We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disorder (GD) patients and compared them with subjects with non-video game use (non-VGU) in relation to their gambling behavior, psychopathology, and personality characteristics.Method. A sample of 193 GD patients (121 non-VGU, 43 VGU, and 29 VGA) consecutively admitted to our pathological gambling unit participated in the study.Assessment. Measures included the video game dependency test (VDT), symptom checklist-90-revised, and the temperament and character inventory-revised, as well as a number of o
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Davidovich, N. V., E. N. Bashilova, M. V. Shestakova, and N. N. Kukalevskaya. "Gamification as a tool to rise motivation of studying immunology in a medical university." Professional education in the modern world 10, no. 4 (2021): 4379–87. http://dx.doi.org/10.20913/2618-7515-2020-4-21.

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Modern realities make us think about future doctor's motivation raising to study labor-intensive progressively developing disciplines including immunology. Understanding the immune mechanisms and their role in normal and pathological conditions requires students to have deep fundamental knowledge, analytical thinking and spatial representation of the processes occurring at the immune response. Creating a motivated competent personality of a doctor who is able to navigate quickly in a dynamically developing and updating information space, solve medical problems based on acquired competencies, a
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Raina, Shakti, and Shibili Nuhmani. "FACTORS LEADING TO LATERAL ANKLE SPRAIN: A REVIEW OF THE LITERATURE." Journal of Musculoskeletal Research 17, no. 04 (2014): 1430001. http://dx.doi.org/10.1142/s0218957714300014.

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Objective of the review is to get to know the different factors which leads to the most common injury associated with sports persons to the ankle that is the lateral ankle sprain. Many factors cause ankle sprain — gender (whether females are more predisposed to ankle sprain than males); anthropometric variability and limb dominance, muscle strength including evertors–invertor's strength and pro-activation of peroneal muscles. Previous episode of ankle sprain also affects the stability as it alters the proprioception leading to impaired neuromuscular facilitation. Joint laxity (pathological — d
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Chóliz, Mariano. "Experimental Analysis of the Game in Pathological Gamblers: Effect of the Immediacy of the Reward in Slot Machines." Journal of Gambling Studies 26, no. 2 (2009): 249–56. http://dx.doi.org/10.1007/s10899-009-9156-6.

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Castro-Sánchez, Manuel, Ramón Chacón-Cuberos, José Ubago-Jiménez, Edson Zafra-Santos, and Félix Zurita-Ortega. "An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren." International Journal of Environmental Research and Public Health 15, no. 9 (2018): 1866. http://dx.doi.org/10.3390/ijerph15091866.

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(1) Background: Society is changing amazingly fast, and this is bringing about changes in the way that people spend their free time. In the 21st century, free time is increasingly spent using technological devices such as video games, thus increasing levels of sedentariness. The aim of the present study was to define an explanatory model for the problematic use of video games, physical activity, motivational climate in sports, and victimization in schoolchildren, and to analyze the relationships between these variables according to gender; (2) Methods: A total of 734 schoolchildren, of both se
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Coyne, Sarah M., Laura A. Stockdale, Wayne Warburton, Douglas A. Gentile, Chongming Yang, and Brett M. Merrill. "Pathological video game symptoms from adolescence to emerging adulthood: A 6-year longitudinal study of trajectories, predictors, and outcomes." Developmental Psychology 56, no. 7 (2020): 1385–96. http://dx.doi.org/10.1037/dev0000939.

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Seok, Soonhwa, and Boaventura DaCosta. "An Investigation into the Questionable Practice of Using Excessive Massively Multiplayer Online Game Play as a Marker of Pathological Video Game Dependence among Adolescent and Young Adult Male Players." Psychology 05, no. 04 (2014): 289–99. http://dx.doi.org/10.4236/psych.2014.54039.

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