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1

Jones, Thomas W., Benjamin K. Williams, Conor Kilgallen, et al. "A review of the performance requirements of squash." International Journal of Sports Science & Coaching 13, no. 6 (2018): 1223–32. http://dx.doi.org/10.1177/1747954118792492.

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Squash is a sport characterised by complex physical, technical and tactical demands. Despite its increased popularity, there is presently no synthesis of the literature pertaining to the performance requirements of squash. As such, it is difficult to generate evidence-based guidelines for applied practitioners working with squash athletes. The purposes of this review were to a) identify the most important aspects of squash performance with reference to junior and senior athletes, b) identify and discuss the available methods of assessment of squash performance and c) identify areas where furth
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Mumtaz, Emka Farah, Safendrri Komara Ragamustari, and Fajar Bambang Hirawan. "The Impact of the E-Sport Curriculum Toward Online Game Addiction." TAZKIYA: Journal of Psychology 9, no. 1 (2021): 29–39. http://dx.doi.org/10.15408/tazkiya.v9i1.19986.

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Increasing cases of gamers in Indonesia reaching 34 million and addicted users to games have an impact on physical and psychological conditions. These phenomena need suitable intervention and government concern. Many alternatives can be an option. This study aims to identify the influence of E-sport Curriculum Policy toward Game Addiction among adolescents. This research uses a mixed-method in which the quantitative analysis uses regression data analyses in 4-scale of Likert and qualitative uses interview. The key question is based on Leman’s measurement criteria in gaming addiction, Custer an
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Otgonbayar, Y. "Limited Player’s Game: Psychological Aspects." Mongolian Journal of International Affairs, no. 5 (December 15, 2014): 20–37. http://dx.doi.org/10.5564/mjia.v0i5.363.

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4

Cox, Tom, and John H. Kerr. "Arousal Effects during Tournament Play in Squash." Perceptual and Motor Skills 69, no. 3_suppl (1989): 1275–80. http://dx.doi.org/10.2466/pms.1989.69.3f.1275.

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This study investigated possible differences in psychological responses among three groups of players ( n = 30) participating in competitive squash tournaments. The 1982 reversal theory of Apter was taken as the theoretical base for the experiment and subjects' ongoing changes in “state” characteristics (including arousal), before and after competitive play, were measured using the Telic State Measure. More enduring personality dispositions among subjects were assessed by means of the Telic Dominance Scale. No significant differences (there was one exception) were found between winners and los
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Cox, Tom, and John H. Kerr. "Arousal Effects during Tournament Play in Squash." Perceptual and Motor Skills 69, no. 3-2 (1989): 1275–80. http://dx.doi.org/10.1177/00315125890693-239.

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This study investigated possible differences in psychological responses among three groups of players ( n = 30) participating in competitive squash tournaments. The 1982 reversal theory of Apter was taken as the theoretical base for the experiment and subjects’ ongoing changes in “state” characteristics (including arousal), before and after competitive play, were measured using the Telic State Measure. More enduring personality dispositions among subjects were assessed by means of the Telic Dominance Scale. No significant differences (there was one exception) were found between winners and los
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6

Obaid, Sumaiyah, Maham Nasir, Ateeqa Younis, et al. "Compare Heart Rate Recovery and Cardiopulmonary Endurance of Badminton and Squash Player." Pakistan Journal of Medical and Health Sciences 16, no. 8 (2022): 484–86. http://dx.doi.org/10.53350/pjmhs22168484.

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Background: Cardiopulmonary endurance is the ability to pump blood rich with oxygen to working muscles and this oxygen during exercise works and enhance period of activity. Regular aerobic exercises and sports can enhance cardiovascular endurance. Previous work in the field of physical science reveals that physical activity manage to advance and sustain higher levels of physical as well as cardiovascular fitness. Objectives: The main objectives of study were to compare heart rate recovery in badminton and squash healthy young adult players and to compare cardiopulmonary endurance among badmint
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Barnett, Jane, and Mark Coulson. "Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games." Review of General Psychology 14, no. 2 (2010): 167–79. http://dx.doi.org/10.1037/a0019442.

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Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which people cooperate and compete with each other, as well as with the computer-generated denizens of that particular game world. Although typically seen as games, their strong social aspect suggests that they are a form of online communication tool, with which players interact to form friendships, create communities, and work together to accomplish a variety of goals. After an introduction to MMOs, this review explores how social aspects of the game imitate the real world in terms of choices that pla
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8

Chin Ike, Tan, and Tan Wee Hoe. "Exploring the Link Between the Psychological Needs and the Elements of Game Design for Educational Games." Journal of ICT In Education 7, no. 2 (2020): 65–73. http://dx.doi.org/10.37134/jictie.vol7.2.6.2020.

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This paper explores the link between play, an evolutionary and biological trait found in human behaviour and the fundamental human psychological needs; and its complex relationship with the game design principles in order to answer the following - why do people play games and what motivates them to do so? Answering these two questions would enable educational game designers to better understand game design principles for developing engaging educational games. This research will delve into the psychological aspects of play and attempt to link those aspects to game design elements. Studying Pren
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Contreras-Espinosa, Ruth S., and Jose Luis Eguia Gomez. "How Could the Use of Game Elements Help Students' Affective and Cognitive Engagement During Game Play?" Journal of Information Technology Research 13, no. 1 (2020): 17–29. http://dx.doi.org/10.4018/jitr.2020010102.

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Researchers have posited different types of engagement, distinguishing between behavioral, cognitive, and affective engagement and theoretical frameworks have helped explain the psychological aspects of engagement. However, game researchers should examine all types of engagement using multiple methodologies as a means to understand what students are learning from educational games during game play. Conclusive results require psychological aspects and learning characteristics to be considered, but also require a deeper understanding of the intricate links between learning and game mechanics for
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10

Sobko, Iryna, Olena Fylypchenko, and Yana Sobko. "Aspects of psychological training of volleyball players of different ages." Health Technologies 2, no. 2 (2024): 6–17. http://dx.doi.org/10.58962/ht.2024.2.2.6-17.

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Background and purpose In the course of many years of training, volleyball athletes face a number of difficulties, such as intense workloads, competition, team relationships, and crisis situations in the athlete's life. Therefore, psychological training should be an integral part of athletes' activities. Objective: to carry out a comparative characterization of psychological preparation of volleyball players of different ages and to give recommendations for improvement of game performance. Material and methods The study involved 15 athletes (aged 13-16 years) and 13 athletes (aged 20-28 years)
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11

Хайрулін, Олег. "РЕПРЕЗЕНТАЦІЇ ІГРОВОГО МОДЕЛЮВАННЯ ЖИТТЄДІЯЛЬНОСТІ ЛЮДИНИ В УМОВАХ НЕВИЗНАЧЕНОСТІ". Psychological Prospects Journal, № 43 (24 червня 2024): 181–202. http://dx.doi.org/10.29038/2227-1376-2024-43-kha.

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Purpose. Features of modernity that correspond to the features of a world dominated by volatility, uncertainty, complexity and ambiguity, threats of using such features as means of geopolitical influence, conditions of a full-scale russian-ukrainian war, the necessity restoration for a safe environment throughout the territory of Ukraine requires effective proposals from domestic psychology to ensure human life in the given conditions. A well-founded system-forming position for this increasingly appears as a game as a universal socio-cultural phenomenon and an integral factor of human self-rea
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Fitria, Ika, Budi Pangestu, Budi Mardikawati, Indra Tjahyadi, and Arozatulo Bawamenewi. "The Role of Digital Technology in Overcoming Game Addiction in Post-COVID-19." Al-Hijr: Journal of Adulearn World 2, no. 4 (2023): 384–95. http://dx.doi.org/10.55849/alhijr.v2i4.553.

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This article aims to describe the role of digital technology in overcoming game addiction in post-covid-19. One of the problems that has received widespread attention from society is online game addiction. Teenagers are one of the largest age groups who experience game addiction. The aspects that impact online game addiction are life aspects, health aspects, psychological aspects, academic aspects, financial aspects, and social aspects. The purpose of the study is to examine alternatives to prevent online game addiction in adolescents in the midst of the Covid-19 pandemic by using digital tech
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Novrialdy, Eryzal, Herman Nirwana, and Riska Ahmad. "High School Students Understanding of the Risks of Online Game Addiction." Journal of Educational and Learning Studies 2, no. 2 (2019): 113. http://dx.doi.org/10.32698/0772.

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Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects,
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14

Mamchur, I. "Socio-psychological bases of senior pupils' gaming activity - essential precondition of their self-knowledge." Fundamental and applied researches in practice of leading scientific schools 30, no. 6 (2018): 50–54. http://dx.doi.org/10.33531/farplss.2018.6.07.

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The article specifies that socio-psychological peculiarities of senior pupils' gaming activity became apparent through the interaction of its participants, the organization of a certain community of individuals, the formalization of a collective entity, which is characterized by integrity and ability to function jointly; determined the necessity of using interactive role-playing games in the educational process; first, on the basis of theoretical, applied aspects of the psychological phenomenon of business game, the preconditions for self-knowledge by senior pupils through game activity are de
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15

Boboqulov, Chori Urolovich. "PSYCHOLOGICAL, PEDAGOGICAL AND PHYSICAL ASPECTS OF PERSONALITY DEVELOPMENT OF PRIMARY CLASS STUDENTS." THEORETICAL ASPECTS IN THE FORMATION OF PEDAGOGICAL SCIENCES 2, no. 5 (2023): 147–49. https://doi.org/10.5281/zenodo.7648400.

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Ways to develop mental, psychological and pedagogical abilities of primary school students through chess. Through this, the superiority of the game of chess was revealed to the intellectual abilities of young people.
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Yevseiev, Serhii, Stanislav Milevskyi, Yurii Pribyliev, et al. "Development of a method of psychological impact on target audiences of gamers using modern information technologies." Eastern-European Journal of Enterprise Technologies 3, no. 9 (135) (2025): 55–64. https://doi.org/10.15587/1729-4061.2025.332271.

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The object of research is the process of psychological influence on the target audience of gamers using information technologies. The problem of the lack of effective methods for assessing and correcting the psychophysiological state of players was solved. The proposed method of psychological influence on the target audience of gamers provides for the study of aspects of the use of interactive platforms in psychological operations and educational platforms based on gaming technologies. The features of the proposed method and the results obtained consist in taking into account the types of the
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17

BYKOVA, Oleksandra. "Gamifification of the educational process as psychological and pedagogical problem." Scientific Bulletin of Flight Academy. Section: Pedagogical Sciences 11 (2022): 26–31. http://dx.doi.org/10.33251/2522-1477-2022-11-26-31.

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The article deals with the problem of theoretical substantiation of terminology and concepts related to gamification is considered, examples of theoretical interpretations of the concepts of "game", "gamification" in foreign and domestic sources are given, the difference between gamification and gaming is determined. Modern national education is a complex system of interconnected levels of education that has a unique ability to adapt to ever-changing conditions. Higher education is an area with high potential for the application of the concept of gamification. However, the use of elements of g
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18

Fahrul, Aditya, and Nurfarhanah Nurfarhanah. "Dampak Kecanduan Game Online pada Siswa SMP." AHKAM 4, no. 1 (2025): 145–57. https://doi.org/10.58578/ahkam.v4i1.4923.

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Online game addiction among teenagers, especially middle school students, has become an increasingly pressing problem, considering its negative impact on various aspects of students' lives. According to Yunita (2019), the impact of online game addiction has an impact on time, financial, academic, psychological, social and health aspects. This research aims to identify the impact of online game addiction on junior high school students in terms of time. 2. financial aspect. 3. academic aspect. 4. psychological aspect. 5. social aspect. 6. health aspect. The method used in this research is quanti
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19

Silva, Gisele Maria, Simone Salvador Gomes, Marcelo Callegari Zanetti, and Maria Regina Ferreira Brandão. "Flow predisposition in Brazilian rugby athletes." Motricidade 14, no. 1 (2018): 18. http://dx.doi.org/10.6063/motricidade.9872.

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Flow describes a mental state in which people seem to flow when they demonstrate a productive and motivated effort. This study sought to understand the significance that rugby athletes attribute to the flow state, the perception of the phenomena in the sports practice and the implications on performance. For that, 8 male athletes participated in the study, representing the juvenile and senior teams submitted to a semi-structured interview. The results indicated that flow occurs in situations that present balance between personal skills and challenges in sports activity. Success in the game, po
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20

qizi, Khudoyarova Mavluda Sayfulla. "The Use of Didactic Games in The Development of The Personality of Children with Severe Speech Impairment." European International Journal of Pedagogics 5, no. 4 (2025): 167–70. https://doi.org/10.55640/eijp-05-04-39.

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This article analyzes the role and influence of didactic games on the formation of the personality of children with severe speech impairment, their social and psychological development. The importance of game activity in the development of the child, the mechanisms of organizing game activity are also discussed. Through didactic games, the development of such important aspects as socialization, communication culture, self-confidence and interest in activity in children is revealed.
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21

Hita, I. Putu Agus Dharma. "Analysis of the Role of Basketball in Improving Physical Fitness Levels." International Journal of Educatio Elementaria and Psychologia 1, no. 2 (2024): 93–100. http://dx.doi.org/10.70177/ijeep.v1i2.917.

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This research aims to delve into the role of basketball in improving physical fitness through a literature review method. Literature analysis was conducted to investigate the impact of basketball's physical activity on aspects of physical health, cardiovascular health, as well as social and psychological aspects of players. Findings from scientific literature indicate that basketball contributes positively to the comprehensive development of strength, speed, and agility. Moreover, the intensity of the game has proven to influence increased heart rate and lung capacity, supporting optimal cardi
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22

Kochetkov, N. V. "Socio-psychological aspects, depending on the online games and the method of its diagnosis." Social Psychology and Society 7, no. 3 (2016): 148–63. http://dx.doi.org/10.17759/sps.2016070311.

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The article analyzes a non-chemical type of the dependence on online games. The author considers classification and universal signs of dependence and draws the line between the two types of addictive behavior: Internet dependence and dependence on online games. In contrast to clinical characteristics used in the scientific literature, the author suggests a new criterion for identification of the dependence on the on- line games in the scientific psychological school A.V. Petrovsky — position "significant other" in real or virtual space. "Game addiction" — a new term, which is introduced in ord
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23

Svitlana, LENSKA1, NAUMOVSKA Nataliia, RUDAKOVA Nataliia, NAUMOVSKA Olesia, MARCHII DMYTRASH Tamara, and SOVA Andrii. "Neuropedagogical and Psychological Aspects of Play." BRAIN. Broad Research in Artificial Intelligence and Neuroscience 13, no. 4 (2025): 104–21. https://doi.org/10.18662/brain/13.4/378.

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 A new article by Ukrainian experts in ethno-pedagogy for the first time in science maximally summarizes the neuro-pedagogical, psychological and social potential of human development through the reproduction of folk games. The aim of the article is not only to consider the thematic diversity, but also to demonstrate how Ukrainian folk children's games and ancient adult games have a natural influence on the formation of worldview, socialization and maturity with the involvement of physical, neurophysiological and psycho-pedagogical mechanisms. Using&nbsp
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24

Bakanova, Oleksandra. "Modern technologies in the sports training of tennis players." Scientific Journal of National Pedagogical Dragomanov University Series 15 Scientific and pedagogical problems of physical culture (physical culture and sports), no. 12(185) (December 25, 2024): 22–26. https://doi.org/10.31392/udu-nc.series15.2024.12(185).04.

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Modern sport, including tennis, is constantly evolving under the influence of the latest technologies that are being introduced into all aspects of athletes' training. In the face of growing competition and increased demands on results, coaches and athletes are increasingly relying on innovative solutions that not only improve physical fitness but also optimise tactical decisions, analyse the technical aspects of the game and the psychological readiness of players. In this context, the study of modern technologies in the sports training of tennis players is relevant. The purpose of the study:
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Vokhrysheva, Egenia V., and Pavel V. Tyurin. "E-sports discursive space: theoretical aspects of analysis." Focus on Language Education and Research 3, no. 1 (2022): 75–85. http://dx.doi.org/10.35213/2686-7516-2022-3-1-75-85.

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The article is devoted to the notion of discourse and discursive space and revealing the specifics of e-sports discursive space. The article touches upon some problems of research of the discourse and discursive space in Anglo-American, French, German and Russian linguistic conceptions. The notion of e-sports discursive space is introduced for the first time in the linguistic analysis and is characterized as a hybrid dimension incorporating interplay e-sport discourse, mass media discourse, sport medical discourse and internet-discourse. E-sports discursive space may be exposed as a field stru
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Rahma, Mevianti Nur, Ely Masykuroh, and Amin Wahyudi. "Transaksi Bisnis Game Axie Infinity di Bungkal Perspektif Etika Bisnis Islam." Journal of Economics, Law, and Humanities 2, no. 2 (2023): 83–104. http://dx.doi.org/10.21154/jelhum.v2i2.2243.

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Online games that carry the theme of the play-to-earn movement have become a new phenomenon in the game industry because they can be used for a business. One of the games that developed into a business is the Axie Infinity game. The research method is a qualitative descriptive, field research approach with data obtained from interview data collection and documentation. The results of this study are 1) The practice of Axie Infinity game business transactions is carried out in two ways, namely through the Axie Infinity marketplace and through the intermediary of the Axie Family community leader.
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Lopuga, Hanna, Valeriia Reshetilova, Yuliia Mikhailenko, and Mariia Prysiazhna. "Psychological dependence of the individual on information technologies." Bulletin of Luhansk Taras Shevchenko National University, no. 1 (360) (2024): 124–31. http://dx.doi.org/10.12958/2227-2844-2024-1(360)-124-131.

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The article analyzes the peculiarities of the problem of personality dependence on information technologies; the concept of psychological dependence of the individual on information technologies is revealed; addiction to social networks and game addiction are analyzed in detail. Dependence on social networks develops gradually. First, a person shows interest in various types of social networks, registers, expands the information of his account. Then she is more and more engaged in endless correspondence, viewing messages, participating in discussions on forums, in various applications and game
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Nesterchuk, N., I. Podolyanchuk, I. Sidoruk, A. Nikolenko, and N. Nebova. "Theoretical aspects of the formation of the game activity of preschool children with mental retardation." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 2(122) (February 21, 2020): 125–29. http://dx.doi.org/10.31392/npu-nc.series15.2020.2(122).25.

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The article is sanctified to the theoretical aspects of forming of playing activity of children of preschool age with the delay of psychical development. Certain and reasonable basic displays of delay of psychical development. The looks of scientists are exposed to the value of game for forming of psychical processes, social development of children with this violation. It is well-proven that there is both psychical and development of child in playing activity, develops: physical force, speed and exactness of motions. The features of forming of different types of games are described for the chi
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29

Selvi, Issaura Dwi, and Dandia Ayu Saraswati. "Pompom Box Toy to Develop Numeracy Skills in Early Childhood." Sawwa: Jurnal Studi Gender 16, no. 2 (2021): 191–212. http://dx.doi.org/10.21580/sa.v16i2.8012.

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This study aims to develop the pompom box toy to build numeracy skills and investigate psychological and sociological aspects in facilitating the improvement of summation literacy in early childhood. This research method uses Mix Method (quantitative and qualitative) with the Rowntree model and Tessmer formative evaluation with the planning stage, development stage, evaluation stage consisting of self-evaluation, expert review, one-to-one assessment, and small group evaluation. Data collection techniques using observation and checklists. The average result of the addition game tool's practical
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Kovalenko, Alla, and Albina Holovina. "Methodological Aspects of Social Preferences Research in the Context of Solving Social Dilemmas." Bulletin of Taras Shevchenko National University of Kyiv. Series “Psychology” 1, no. 13 (2021): 33–37. http://dx.doi.org/10.17721/bsp.2021.1(13).6.

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The article presents an analysis of the main methodological principles and schemes of social preferences experimental research, which are determined as a fundamental concept to understanding the behavior of decision-makers in the process of resolving social dilemmas. The models presented in the article include an analysis of the factors that determine social preferences. Among them are the factors of trust, reliability, reciprocity, rejection of inequality, unconditional altruism and competitive advantage. The article provides a description of the strengths and weaknesses of the classic method
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Askari, Gholamreza, and Madjid Eshaghi Gordji. "Decision Making: Rational Choice or Hyper-Rational Choice." Statistics, Optimization & Information Computing 8, no. 2 (2020): 583–89. http://dx.doi.org/10.19139/soic-2310-5070-638.

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In this paper, we provide an interpretation of the rationality in game theory in which player consider the profit or loss of the opponent in addition to personal profit at the game.‎ ‎‎The goal of a game analysis with two hyper-rationality players is to provide insight into real-world situations that are often more complex than a game with two rational players where the choices of strategy are only based on individual preferences. The hyper-rationality does not mean perfect rationality but an insight toward how human decision-makers behave in interactive decisions. ‎‎The findings of this resea
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Cansız, Alim, and Buse Akça. "The psychological and legal dimensions of cyber violence in the digital game perspective: The case of league of legends." JOURNAL OF AWARENESS 9, Special Issue/Özel Sayı (2024): 91–104. http://dx.doi.org/10.26809/joa.2253.

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With the developing technology, individuals have begun to work and carry out all kinds of transactions through digital platforms. In parallel, digital environments have also begun to meet individuals' entertainment needs, with games becoming digitized and gaming habits evolving in a different direction. This situation has brought with it both the benefits and the online risks of the digital world. Cyber violence, defined as any harmful behavior towards an individual or group through cyberspace, is one of these online risks. As a preliminary study, this paper aims to examine the extent and meth
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Sri Atikah, Ria Angelina Jessica Rotinsulu, Anggun Sasmita, Atik Sunarmi, and Meinita Wulansari. "Dampak Kecanduan Game Online terhadap Kesehatan." Jurnal Kabar Masyarakat 2, no. 1 (2024): 58–63. http://dx.doi.org/10.54066/jkb.v2i1.1543.

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Online game addiction is a major concern for society today. Even though there is a lot of research devoted to efforts to reduce the level of online game addiction, the lack of research discussing the prevention of online game addiction is still an issue. The aim of this activity is to explore various options for preventing online game addiction, especially among teenagers as a group that is vulnerable to this problem. Teenagers, as the age group that faces the most obstacles related to the use of online games, require special attention. Preventing online game addiction in teenagers is essentia
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Wang, Yiqing. "The Research on the Marketing Strategies and Influence of the WeChat Mini Program Game Taking the Game Sheep a Sheep for Example." Lecture Notes in Education Psychology and Public Media 6, no. 1 (2023): 889–96. http://dx.doi.org/10.54254/2753-7048/6/20220870.

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With the popularity of the WeChat mini program game Sheep a Sheep, the successful marketing strategies behind it have brought reference to the game development industry, but at the same time, Internet addiction has also brought a significant negative impact on people's daily life, for example, people often immerse themselves in the Internet and thus affect their own lives, such as vision loss and other consequences. Therefore, through the literature reading, this paper aims to discuss and analyze the marketing strategies and replicability of the game, and finally discuss the methods to prevent
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Lee, Yea Som, and Jung Hoon Huh. "Enabling Physical Activity with Augmented Reality Gamification for Reducing Internet Gaming Disorder." Applied Sciences 14, no. 1 (2023): 121. http://dx.doi.org/10.3390/app14010121.

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This paper provides an approach that addresses the negative social awareness of games and improves psychological and mental healing effects. It has been perceived that games can lead to reduced physical activity and psychological withdrawal. However, exercise games can simultaneously provide positive aspects of gaming enjoyment and the sensations of physical activities. In this study, we aim to verify a preliminary experiment for treating game-addicted adolescents with exercise games using augmented-reality (AR) technology. In this work, 20 students (average age: 19.5, male: six; female: 14) c
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Alrizky, Zahwa, Muhammad Ramdhani, and Weni A. Arindawati. "PERILAKU TRASH-TALKING PADA GAME ONLINE MOBILE LEGENDS: (Etnografi Virtual pada Player Mobile Legends: Bang Bang)." Journal Publicuho 8, no. 1 (2025): 26–38. https://doi.org/10.35817/publicuho.v8i1.615.

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This study examines the phenomenon of trash talking in the online game MLBB using a virtual ethnography approach. Trashtalking, which is characterized by the use of negative or provocative verbal communication, is analyzed as a response to competitive pressure, community norms, anonymity in the digital world, and spontaneous emotional reactions. This study uses a qualitative descriptive method with a Virtual Ethnography approach. Based on the results of the study, it can be concluded that the Trash-talking phenomenon in Mobile Legends: Bang Bang is influenced by various factors and has a signi
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Гордиенко-Митрофанова, Ия, Людмила Цемма та Денис Гоголь. "Трансформационная психологическая игра «Медкарта»: интеграция концепции 7К игривости и метода позитивной психотерапии". InterConf, № 27(133) (20 листопада 2022): 181–88. http://dx.doi.org/10.51582/interconf.19-20.11.2022.017.

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The projective technique presented in this article is an integration of positive psychotherapy method and the 7C concept of playfulness / ludic competence. The projective technique is presented in the form of transformational psychological game Medkarta based on a deck of metaphorical associative cards «Homo Ludens». The developed game is, first of all, focused on dealing with psychosomatic disorders, but the process of approbation also demonstrated its effectiveness in working with interpersonal conflicts. The game enables the client to turn to his «Body / feeling» sphere and become aware of
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Kudykenov, A. K., A. T. Tanakulov, and Zh B. Aitkozha. "Psychological and social benefits of asyk games." Vestnik of M. Kozybayev North Kazakhstan University, no. 1 (65) (December 5, 2024): 94–98. https://doi.org/10.54596/2958-0048-2025-1-94-98.

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This article examined the effects of asyk games on the psychological and social development of students and youth. The Asik Games are one of the national games of the Kazakh people, and currently they play an important role not only among children, but also among students and youth. The study looked at the effects of games on psychological aspects such as attention, strategic thinking, emotional stability and social skill development, group work, leadership formation. It turned out that the game increases the skills of communication between students, compliance with social norms and cooperatio
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Livak, N. S., and A. M. Portnyagina. "Practical-oriented training of students of psychological and pedagogical directions at the university." Professional education in the modern world 13, no. 2 (2023): 275–83. http://dx.doi.org/10.20913/2618-7515-2023-2-9.

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Introduction. The modern labor market is actualized by the need for specialists involved and included in proactive professional practices, implementing a creative approach to its realization. The preparation of such a highly qualified specialist who is able to flexibly respond to constantly changing conditions has become highly important in the educational process. Purpose setting. Higher education institutions are faced with the task of creating new ways of implementing practical-oriented training, which allows creating conditions close to professional ones. Practical-oriented training is the
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Skrypnyk, Nelya. "PSYCHOLOGICAL AND PEDAGOGICAL RESEARCH AND ADJUSTMENT OF PROFESSIONAL INTERESTS OF HIGHER EDUCATION ACQUIRES." Collection of Scientific Papers of Uman State Pedagogical University, no. 2 (April 27, 2023): 50–57. http://dx.doi.org/10.31499/2307-4906.2.2023.282459.

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The article reveals some psychological-pedagogical aspects of training students of higher education, research and correction of their professional interests. The psychological and pedagogical literature on the specified problem was analyzed and problematic aspects were identified. In the research, it was determined, that professional interests arise and are formed during the period of professional training and are a multifaceted personal development, with characteristics (breadth, stability, dynamism, intensity) that are related to abilities and motivation. Forms and methods of complex organiz
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Ferreira, Cleiton Pons, Carina Soledad González González, and Diana Francisca Adamatti. "Player Engagement Analysis of a Business Simulation Game from Physiological, Psychological and Behavioral Perspectives: A Case Study." Applied Sciences 12, no. 19 (2022): 10143. http://dx.doi.org/10.3390/app121910143.

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To obtain an accurate understanding of player experience (PE) in serious games that simulate organizational environments, many factors must be considered and intertwined, psychological, physiological and related to the game performance itself. Such elements can be analyzed using experimental techniques such as recording attentional aspects or monitoring brain waves and subjective methods such as questionnaires. The objective of this work was to analyze the possible benefits of using a business simulation game (BSG) as a resource to stimulate learning based on the measurement of engagement in i
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Gilek, Yulia N. "The Use of the Game Method in Psychological Work with Clients Within the Framework of the Transactional-Analytical Approach." Transactional Analysis in Russia 4, no. 2 (2024): 31–41. http://dx.doi.org/10.56478/taruj20244231-41.

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This article presents a theoretical comparison of the concepts of the transactional-analytical approach and the features and aspects of gaming methods in psychological work with clients. The features of gaming methods, their possibilities for activating ego states of personality, the processes of reflection, decontamination, and the formation of a psychotherapeutic contract were investigated. Using the example of the practical case of the author’s game “Autonomy”, some concepts of the transactional-analytical approach were investigated, which can be found manifested in the process and results
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YILMAZ, Merve. "A SYSYEMATIC REVIEW OF DIGITAL GAMING ADDICTION." SOCIAL SCIENCE DEVELOPMENT JOURNAL 7, no. 29 (2022): 103–16. http://dx.doi.org/10.31567/ssd.547.

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From past to present, the concept of play, which plays an important role in the development of children, in the lives of adults and adolescents, it's getting complicated nowadays. The aim of this research is to analyze digital game addiction in detail in terms of various variables, to gather many researches about digital game addiction under one study, to accelerate the work done in the profession, and to compile the psychological aspect of digital game. The importance of the research is that it is a rare research that looks at digital game addiction from a psychology perspective, through the
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Su, Fan, Di Zou, Haoran Xie, and Fu Lee Wang. "A Comparative Review of Mobile and Non-Mobile Games for Language Learning." SAGE Open 11, no. 4 (2021): 215824402110672. http://dx.doi.org/10.1177/21582440211067247.

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Recent studies have increasingly investigated the effectiveness of both mobile and non-mobile digital game-based language learning. To gain an in-depth understanding of the differences in the effectiveness of mobile and non-mobile games, we compared studies from January 2000 to August 2020 investigating mobile game-based language learning (MGBLL) and non-mobile game-based language learning (NMGBLL). Sixty-four articles were analyzed from four aspects: game types, game elements, target languages, and learning outcomes. The results showed that (a) gamification, simulation games, and immersive ga
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Delia, Elizabeth B. "The Psychological Meaning of Team Among Fans of Women’s Sport." Journal of Sport Management 34, no. 6 (2020): 579–90. http://dx.doi.org/10.1123/jsm.2019-0404.

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To date, almost all team identification inquiries have focused on men’s sport, with minimal studies using women’s sport to examine the concept. Recognizing social identities are fluid and context dependent, the purpose of the current study was to understand the psychological meaning of team among individuals who identify with a women’s sport team. Using an interpretive mode of inquiry, the author conducted interviews with fans of a professional women’s basketball team. Central elements of team meaning were gender equality (contributing to social change) and pure sport (perceptions of game play
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Khassanova, A. Zh, G. T. Abitova, and Zh E. Kamal. "PSYCHOLOGICAL AND PEDAGOGICAL ASPECTS OF EARLY CAREER GUIDANCE FOR PRESCHOOLERS." BULLETIN Series Psychology 80, no. 3 (2024): 143–52. http://dx.doi.org/10.51889/2959-5967.2024.80.3.013.

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This article discusses the psychological and pedagogical aspects of early career guidance in preschool age. The psychology of children in the adult group is always eager to be united, curious, andquickly adapts to a developing environment. It is a condition for a child to work from an early age, taking into account the peculiarities of his age before conducting career guidance work. In particular, it is necessary to take individual steps, taking into account the psychological state of the child. In kindergarten, children are familiar with the development and development of a professional. This
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Linek, Stephanie B., Birgit Marte, and Dietrich Albert. "Background Music in Educational Games." International Journal of Game-Based Learning 1, no. 3 (2011): 53–64. http://dx.doi.org/10.4018/ijgbl.2011070104.

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Most game-designers likely stick to the assumption that background music is a design feature for fostering fun and game play. From a psychological point of view, these (intuitive) aspects act upon the intrinsic motivation and the flow experience of players. However, from a pure cognitive perspective on instructional design, background music could also be considered to be redundant information, which distracts from learning. The presented study investigated the influence of background music (present vs. not present) within an educational adventure game on motivational (intrinsic motivation, exp
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Avtaeva, Makka I., and Elina I. Sugaipova. "ROLE OF GAMING TECHNOLOGIES IN INCREASING LEARNING MOTIVATION." Bulletin of Pedagogical Experience, no. 64 (2025): 20–25. https://doi.org/10.62957/2949-3269-2025-64-2-20-25.

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The article examines the impact of gamification on the educational process, analyzes key game mechanics and their role in increasing students' motivation. The study is based on a theoretical analysis of foreign and Russian scientific papers, as well as on the results of a survey of 144 students and 48 teachers of the Chechen State Pedagogical University. Barriers for teachers are identified, including a lack of teaching materials and the need to adapt game methods to various educational disciplines. Recommendations are offered for the implementation of gamification in the educational process,
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Song, Yanyan, Huan Lin, Bin Wang, and Mingxiang Yang. "Factors and Measures Affecting Players' Psychology in Tennis." Journal of Social Science Humanities and Literature 7, no. 3 (2024): 106–11. http://dx.doi.org/10.53469/jsshl.2024.07(03).14.

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With the development of tennis, the technical and tactical level of tennis has been rapidly improved, the physical qualities of athletes such as strength and speed have been continuously improved, and tennis competitions have become more and more intense, which has posed certain challenges to athletes. In addition to the physical skills and abilities of the athletes, tennis matches also require athletes to have certain mental abilities, and athletes have greater psychological pressure in the game. In this study, the psychological factors of athletes were analyzed and discussed by means of lite
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Gui, Yubo. "Adolescent Online Gaming Disorder, Comorbidity, Neural Mechanism and Psychotherapy of Internet Gaming Disorder." Lecture Notes in Education Psychology and Public Media 7, no. 1 (2023): 304–10. http://dx.doi.org/10.54254/2753-7048/7/20220832.

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Due to the sharp increase in the number of online game addicts, this paper systematically reviewed the neural mechanism, comorbidity, and psychotherapy of adolescent online game addicts. Online gaming disorder (IGD) is a new concept, which has been studied in many aspects in different literature. The analysis of existing research results shows that inhibition control and risk behaviors of adolescents with online gaming addiction are increased, and depression and dissociative experience is a common comorbidity of Internet game disorder. Single psychotherapy cannot effectively treat adolescents
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