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Hayati, Nur, and Novada Indra Roesdiana. "Medical Students’ Frequency of Playing Online Games with Their Academic Performance: A Cross-Sectional Study." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 14, no. 1 (2025): 1. https://doi.org/10.22146/jpki.87453.

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Background: Recently, internet users in Indonesia are getting higher. About 10% of these users are online gamers. Playing games on video or computer is believed to be educationally beneficial, but this is still limited to educational type games for learning activities. This study aims to determine the relationship between the frequency of playing commercial online games on smartphones with academic achievement of the Medical Faculty of Universitas Muhammadiyah Yogyakarta students.Methods: This was a quantitative study with cross-sectional research design. Data on the frequency of playing onlin
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Kalyani, Pawan. "An Empirical Study on Gaming Industry in India with Special Reference to the SmartPhone Games & Smart Generation Players of School and College." Journal of Management Engineering and Information Technology (JMEIT) 4, no. 3 (2017): 19–29. https://doi.org/10.5281/zenodo.821242.

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Gaming industry is a multi – million dollar industry worldwide it is growing rapidly even more then movies and music industry. Start from the Mario to the latest games in PC, Consoles or in Mobile phones there is a drastic change in graphics and animation. In this empirical research paper the researcher wants to explore the specific area of smartphones gamers and smart generation users of school & colleges due to availability of high end smartphones in different price range the gaming market is on the boom. The research paper has a series of questionnaire to find out the various aspects ab
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Kuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.

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Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi, smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas mempunyai kebiasaan memainkan game.
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Yoon, Kyong, and Dal Yong Jin. "The Gamification of Mobile Communication among Young Smartphone Users in Seoul." Asiascape: Digital Asia 3, no. 1-2 (2016): 60–78. http://dx.doi.org/10.1163/22142312-12340048.

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Drawing on the empirical findings, the present study discusses how mobile media and gaming practices are integrated with young people’s everyday lives in Seoul, Korea. In particular, the present study aims to critically examine mobile gaming as a social practice, by adopting the notion of “gamification”. The study has found that users coped with urban everyday life by appropriating mobile apps and thus engaging with the gamification of mobile communication. Various mobile games have become popular add-ons on smartphones and offered casual involvement in gaming in daily moments such as commutin
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Yonathan Lukar and Arfat Umbola. "Komunitas dan Youth Esport." Jurnal Praba : Jurnal Rumpun Kesehatan Umum 2, no. 4 (2024): 240–43. http://dx.doi.org/10.62027/praba.v2i4.176.

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Communities individuals or people who have similar characteristics such as geography, culture, race, religion, or equal socio-economic conditions. A community is also a group of people with similar characteristics or interests who live together in a larger society. E-sports (electronic sports) is a term for video game competitions connected to devices such as computers or smartphones, usually played collectively, where the players are professionals. This community can be used to gather or group people's interests, especially in esports or video games. In fact, the public still has negative pre
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Liu, Hongzhe. "Female Players' Influence in the Chinese Video Game Market." Highlights in Science, Engineering and Technology 88 (March 29, 2024): 116–23. http://dx.doi.org/10.54097/y7ms1s18.

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Since the video game industry in China has been promoted by the government, China is gradually becoming the world's largest mobile game market. In this growing trend, female players have contributed a lot. This paper employs numerous data about female players in China, including the number of female players, gender distribution of video games, actual sales of female games, etc., to develop multiple linear regression models for analyzing female players' influence in the Chinese video game market. In order to show and analyze the results more accurately, this paper uses several graphs to show tr
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Muliana, Lia, M. Nazaruddin, Alwi Alwi, Ibrahim Chalid, and Fajri M. Kasim. "SOCIAL CONTROL AGAINST ONLINE GAME-ADDICTED TEENSIN PADANG SEURAHET VILLAGE, JOHAN HEROES DISTRICT BARAT ACEH DISTRICT." Malikussaleh Social and Political Reviews 3, no. 2 (2022): 40. http://dx.doi.org/10.29103/mspr.v3i2.8707.

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The phenomenon of online game addiction is rife in the current digitalization era, especially among teenagers in Padang Seurahet Village. Variants of online games that are often accessed by teenagers are free-to-fire games or war games. Addiction was observed from the outpouring of time playing online games and the non-conformist behavior of adolescents. In analyzing this social event using a qualitative method with a phenomenological approach. The results show that the aspects that encourage teenagers to become addicted to online games are because teenagers can expand their social networks wi
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Baltezarević, Radoslav, Borivoje Baltezarević, and Ivana Baltezarević. "Advantages of digital marketing in the world of digital games." International Review, no. 1-2 (2024): 69–76. http://dx.doi.org/10.5937/intrev2401069b.

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The digital gaming industry, apart from being extremely powerful, also gathers a multi-million audience of gamers. With gamers playing digital games with the help of gaming consoles, computers and smartphones, and spending most of their time in the virtual space, it is certainly best to communicate in their digital environment. In order for companies to reach this target market, to achieve an emotional connection with consumers, and advertise their products, it is advised to use digital marketing strategies, such as social media marketing, content marketing, video marketing, search engine opti
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Rosdiana, Lilis Amaliah. "Students’ Responses Toward Kahoot Application in Indonesian Subject." Alinea: Jurnal Bahasa, Sastra, dan Pengajaran 2, no. 1 (2019): 1. http://dx.doi.org/10.35194/alinea.v2i1.519.

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This article aims to describe university students' responses toward Kahoot! application in Indonesian subject. Kahoot! application is commonly played by gamers in their smartphone. However, the writer used this application as a medium of teaching Bahasa Indonesia, more specifically during the quiz. The quiz was conducted once in the session of the subtopic Ejaan Yang Disempurnakan (EYD). The research method used in this study was descriptive method, with questionnaire as the research instrument. The results show that the students were more motivated, more enthusiastic and able to manage their
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Azra, Arby Azyumardi, and Ardiawan Bagus Harisa. "Alternating Sword Controller in First-Person Action Game using Fuzzy Logic for Adaptive Enemy." Journal of Games, Game Art, and Gamification 9, no. 2 (2024): 57–63. https://doi.org/10.21512/jggag.v9i2.10549.

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Virtual Reality (VR) has become widespread in the gaming industry, but the high cost of VR devices makes it difficult for gamers to own one. This research provides a solution by creating a new First-Person Action game that has Motion Controller using the gyroscope sensor on smartphones. A game with adaptive difficulty is necessary, as playing a game that is too easy or difficult can lead to frustration and boredom. This research applies the Fuzzy method to implement the adaptivity of the enemy to the player. The Fuzzy system will model the player's ability based on their performance in a level
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Dinansyah, Fakhriy, Charlie Tjokrodinata, and Cendera Rizky Anugerah Bangun. "The Role of Esports Organisations in Accessibility for Disability Players." Ultimacomm: Jurnal Ilmu Komunikasi 14, no. 1 (2022): 67–79. http://dx.doi.org/10.31937/ultimacomm.v14i1.2569.

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The Indonesian e-sports industry cannot be separated from the role of organizations that oversee and manage all activities of e-sports players, which are expected to provide better accessibility for people with disabilities to be equal in recording achievements in the field of e-sports. This problem is closely related to the increase in internet access and the use of smartphones which are commonly used by people with disabilities, including playing games. This study aims to determine whether e-sports organizations as stakeholders provide accessibility for persons with disabilities. This study
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Abdul, Mun'im, and Iqbal Akhmad. "Islamic Economic Analysis of Mobile Legends Game Account Trading Transactions: A Case Study of @Molependia Instagram Account." ISIR Journal of Business and Management Studies (ISIRJBMS) 1, no. 3 (2024): 91–95. https://doi.org/10.5281/zenodo.14575707.

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<em>Mobile Legends Online Game 2023 is one of the most widely played online games by Indonesian gamers. The popularity of this game is closely related to the fact that it has low system requirements, allowing even low-spec smartphones to play it. This game is highly favored by gamers due to the unique skins, heroes, and real-life icons transformed into a virtual medium, which makes it engaging to play. Many Mobile Legends accounts in 2023 are being bought and sold, and often there are discrepancies in the accounts being traded. For example, account photos showing certain heroes and skins do no
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Setyabudi, Djoko, Reni Shinta Dewi, and Ari Pradhanawati. "SOCCER: MOST FAVORITE CASUAL GAME." Interaksi: Jurnal Ilmu Komunikasi 13, no. 1 (2024): 205–21. http://dx.doi.org/10.14710/interaksi.13.1.205-221.

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This study aims to discover the favorite casual games in adults, both gamers and not. Respondents ranged in age from 17 to 56.This study fills the research gap about the taste of casual gaming in the city of Semarang, because so far researchers have often found many studies on the types of games that fall into the category of ‘heavy games’ and tend to be played by game addicts who dedicate time and money to playing games or e-sports athletes. This research gives us information about the types of casual games that are most liked by adult game players in the city of Semarang. Meanwhile, the casu
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Treviño González, Raúl Alejandro, and Tania Lucía Cobos Cobos. "Gamers en América Latina: análisis comparativo de su iniciación, prácticas y preferencias según género." Dixit 39 (July 2, 2025): e4423. https://doi.org/10.22235/d.v39.4423.

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Este estudio analiza las trayectorias de gamers en América Latina, centrándose en su iniciación, prácticas y preferencias. Con un enfoque cuantitativo y descriptivo, se recolectaron 1280 respuestas mediante una encuesta en línea entre abril y mayo de 2024. Se evaluaron variables como edad de inicio, dispositivos y dinámicas sociales. Los varones suelen iniciarse jóvenes en consolas de sobremesa, mientras que las mujeres presentan trayectorias más diversas, incluyendo dispositivos portátiles y computadoras. Ellas reportaron interacciones familiares masculinas en la infancia y actualmente priori
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Anand, Ganesh. "Building World Class Gaming Centered Digital Storefronts." International Journal of Leading Research Publication 5, no. 12 (2024): 1–5. https://doi.org/10.5281/zenodo.14646485.

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The number of mobile gamers is on the rise with the widespread availability of smartphones, and this has a significant effect on the gaming industry as a whole [1]. Relatively new publishers have made their name in the industry that is expected to reach 100 billion dollars in 2025 [2]. With changing laws around the world to open up the current monopolistic ecosystem [3] and the rise of newer players in the gaming industry, the need to have a state-of-the-art gaming digital storefront is an essential part of every new gaming organization. This paper presents design guidelines into the creation
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Chamarro, Andrés, Ursula Oberst, Ramón Cladellas, and Héctor Fuster. "Effect of the Frustration of Psychological Needs on Addictive Behaviors in Mobile Videogamers—The Mediating Role of Use Expectancies and Time Spent Gaming." International Journal of Environmental Research and Public Health 17, no. 17 (2020): 6429. http://dx.doi.org/10.3390/ijerph17176429.

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Casual videogames (CVGs), played on smartphones, are becoming increasingly popular, especially among females and adults. Whereas the addictive potential of online (computer) videogames is well-established, there is yet insufficient evidence for Internet gaming disorder (IGD) in mobile gamers and for the mediating role of some mechanisms involved. The aim of this study is to investigate the impact of the frustration of psychological needs on mobile videogamers’ addictive behavior as well as the role of cognitions (game-use expectancies) and behaviors (time spent playing) through a hypothesized
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Gumasing, Ma Janice J., Ron Fourier B. Alonzo, Jose Mari V. Nazareno, and Ken Lance D. Guinto. "Antecedents of Cloud Gaming Acceptance among Gen Z: Achieving Sustainability in the Digital Gaming Industry." Sustainability 15, no. 12 (2023): 9189. http://dx.doi.org/10.3390/su15129189.

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The rapid increase in mobile phone usage among Gen Z online gamers has become more prevalent due to the pandemic. However, the limited processing power of mobile devices has prompted the need for alternative solutions, such as cloud gaming. As an alternative, cloud gaming could be used to lessen the expenses and have the processing power of a high-end computer. Cloud gaming allows users to stream games on various devices, including low-end devices such as smartphones and older computers. This extends the lifecycle of hardware by enabling users to access the latest games without the need for co
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Chancay, Hugo, Verónica Martinez-Gallego, Silvio Perez, and Juan Lobos. "Using VR experience to show new subjects to undergraduate students: HalDron Project." Journal of Physics: Conference Series 2796, no. 1 (2024): 012022. http://dx.doi.org/10.1088/1742-6596/2796/1/012022.

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Abstract The present research aimed to test if immersive technologies would help STEM undergraduate students from Ecuador to conceptualize and connect with new subjects. An application was developed for Oculus Quest 2 on Introduction to Radioactivity. The test subjects were presented with a questionnaire containing a theoretical assessment and then were exposed to a short, interactive experience about the topic with audio and video explanations from a Virtual Learning Companion and animations with small interactions and hyper-lapses in the fashion of a futuristic laboratory. A majority of the
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Qureshi, Kamran, Pooja Thore, and Sneha Rajan. "Cross-sectional study to analyse the pattern of smartphone usage among adolescents in urban slum of a metropolitan city." International Journal Of Community Medicine And Public Health 9, no. 5 (2022): 2208. http://dx.doi.org/10.18203/2394-6040.ijcmph20221242.

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Background: Adolescents are defined as young people between the ages of 10 to 19 years. Smartphone is a term used to distinguish mobile phone with advanced features from basic feature phones. Modern smartphones currently include all the features of a laptop, including web browsing, Wi-Fi and 3rd-party apps etc. Indian teens are currently driving the smartphone market in India.Methods: A cross-sectional study was done in an urban slum of a metropolitan city.100 adolescents aged between 10 to 19 years were assessed using pre-structured questionnaire and prior informed parental consent and assent
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de Kervenoael, Ronan, Alexandre Schwob, Mark Palmer, and Geoff Simmons. "Smartphone chronic gaming consumption and positive coping practice." Information Technology & People 30, no. 2 (2017): 503–19. http://dx.doi.org/10.1108/itp-01-2016-0003.

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Purpose Chronic consumption practice has been greatly accelerated by mobile, interactive and smartphone gaming technology devices. The purpose of this paper is to explore how chronic consumption of smartphone gaming produces positive coping practice. Design/methodology/approach Underpinned by cognitive framing theory, empirical insights from 11 focus groups (n=62) reveal how smartphone gaming enhances positive coping amongst gamers and non-gamers. Findings The findings reveal how the chronic consumption of games allows technology to act with privileged agency that resolves tensions between ind
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Eldo, Handry, Irma Yanti, and Risky Indah Naurah. "Designing and Implementing a Cat Runner Game Using Scratch 3." Gameology and Multimedia Expert 1, no. 1 (2024): 16. http://dx.doi.org/10.29103/game.v1i1.14558.

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In the current information era, the rapid development of technology follows the development of science and technology. Likewise, multimedia applications are developing very rapidly, especially in the smartphone sector, the use of smartphones is now not only used as a communication medium. Smartphones are then used as a means of entertainment, one of which is for playing games. Games have become one of the complementary applications on smartphones, one of which is Android-based games. The advantage of playing games on smartphones is that players can play games wherever and whenever they want. T
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Sinurat, Samfriati, Lilis Novitarum, and Vebita C. Tamba. "Smartphone use behavior in students." International Journal on ObGyn and Health Sciences 1, no. 2 (2023): 59–65. http://dx.doi.org/10.35335/obgyn.v1i2.71.

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Almost every individual teenager nowadays has a smartphone. The use of this smartphone can have a positive and negative impact on their behavior which will affect their development and learning success. Smartphone use behavior has positive benefits if teenagers can use it well to facilitate communication and access information, including in learning media so that they are more creative. But do not refuse the use of smartphones often play smartphones from learning and interacting with the surrounding environment. Continuous use of smartphones will have a negative impact on adolescent behavior s
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Ko, Ya-Chuan, Chi-Hung Lo, and Yung-Chih Chang. "The Influence of Smartphone Games on Students’ Self-Concept." Applied Sciences 11, no. 16 (2021): 7408. http://dx.doi.org/10.3390/app11167408.

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Children begin to understand the world from birth, gradually recognizing their existence. On interaction with their surrounding environments, they begin to recognize themselves and gradually develop self-concepts. With the advancement in technology, smartphones have become an indispensable daily necessity. The age at which a child handles a smartphone is gradually decreasing. Many traditional toys are increasingly being replaced by smartphone games, which have become an essential part of children’s lives. This study attempts to understand the impact of smartphone games on the development of ch
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Fidian, Athia, Endah Ermawati, Rafidlah Risa, Raffidhia Arritama, and Kristina Kristina. "Teenagers' parenting in the age of screens: One day without a smartphone." Community Empowerment 7, no. 1 (2022): 140–43. http://dx.doi.org/10.31603/ce.5353.

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Gadgets have various impacts on a child's development. In order to use gadgets wisely, guidance and direction from parents is needed. Therefore, parental supervision or proper parenting is critical in protecting children from gadgets addiction. The goal of smartphone socialization is to teach children how to properly manage their smartphone time. In addition, it also controls the time spent playing online games and accessing social media. This activity's method is socializing through the use of smartphones, as well as monitoring and educating through traditional games. As a result of this serv
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Murthy J, Venkatesh, and Veena Gretta Tauro. "Smartphone Addiction and the Associated Factors of Adolescents and Purposes and Pattern of Smartphone Use." International Journal of Science and Healthcare Research 9, no. 1 (2024): 158–68. http://dx.doi.org/10.52403/ijshr.20240120.

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Background: Smartphone addiction is the failure to control excessive smartphone use, in spite of its negative impacts on social, psychological, physical, and economic aspects of life. The smartphones, as multifunctional device have become essential in daily life, particularly among adolescents, but excessive reliance on them can lead to behavioural addiction. Objectives The study aimed to examine the association between smartphone addiction and the characteristics of adolescents and purposes and patterns of smartphone use. Methodology: The study adopted a descriptive correlation design among 2
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Rakhmah, Syifa Nur, and Raden Aldhi Rajendra Yusuf. "Sistem Pendukung Keputusan Pemilihan Smartphone Gaming Android Terbaik Dengan Metode Weighted Product." Reputasi: Jurnal Rekayasa Perangkat Lunak 3, no. 1 (2022): 12–18. http://dx.doi.org/10.31294/reputasi.v3i1.1201.

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The lack of information in choosing an effective android gaming smartphone makes it difficult for people to choose the best gaming smartphone while people only know about ordinary smartphones with criteria that are not for games. By conducting this research, it can provide information in making decisions to determine the best Android gaming smartphone. Solutions using a decision support system using the Weighted Product (WP) method, the Weighted Product method can assist in making decisions but calculations using this method only produce the largest value that will be selected as the best alte
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Park, Jeong Hye, and Minjung Park. "Smartphone use patterns and problematic smartphone use among preschool children." PLOS ONE 16, no. 3 (2021): e0244276. http://dx.doi.org/10.1371/journal.pone.0244276.

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Background The purpose of the present study was to identify smartphone use patterns associated with problematic smartphone use (PSU) among preschool children. Little is known about PSU patterns in younger children, although the age for first smartphone use is decreasing. Methods We applied a cross-sectional study design to analyze data obtained from a nationwide survey on smartphone overdependence conducted in 2017 by the South Korean Ministry of Science and ICT and the National Information Society Agency. Data from 1,378 preschool children were analyzed using binomial logistic regression anal
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Naufal Rasyid and Aaqila Dhiyaanisafa Goenawan. "Sistem Pencatatan Keuangan Aplikasi Android Dengan Menggunakan Design Pattern Model-View-View-Model (MVVM), Room Database, SharedPreference dan API." JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 1, no. 2 (2022): 52–63. http://dx.doi.org/10.55606/jtmei.v1i2.783.

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Most of people in the world are familiar with smart phones or smartphones, and because of their very complete and practical uses, smartphone users are always increasing every year. Smartphones are used for various types of activities such as for social media, for entertainment such as playing games, doing office work, even personal matters such as financial management applications. Therefore, an application was created that can support personal financial recording so that it can make it easier for users.
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Yamamoto, Midori, Hidetoshi Mezawa, Kenichi Sakurai, and Chisato Mori. "Association between Media Use and Bedtime Delays in Young Children: An Adjunct Study of the Japan Environment and Children’s Study." International Journal of Environmental Research and Public Health 19, no. 15 (2022): 9464. http://dx.doi.org/10.3390/ijerph19159464.

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Excessive screen media use has been reported to cause shorter sleep; however, the types of media environments that affect early childhood sleep are less known. This study examined the association of multiple media use, screen time for each device, and the purpose of smartphone and tablet use with delayed bedtime among 4–8-year-olds. Participants were recruited from the Japan Environment and Children’s Study, a nationwide birth cohort study. Mothers of 1837 children reported screen media use and bedtime in a questionnaire. The association between delayed bedtimes (after 22:00 h) and media devic
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Chellapan, Thilageswary, and Sumithira Narayanasamy. "Smartphone use patterns and the impact on accommodation and convergence system of the eyes among Malaysian teenagers." International Journal of Ophthalmology 17, no. 11 (2024): 2093–99. http://dx.doi.org/10.18240/ijo.2024.11.16.

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AIM: To determine the smartphone use patterns and effects of smartphone use on accommodation and convergence system of the eyes among Malaysian teenagers. METHODS: A total of 62 participants aged between 13 and 17y were involved. A self-administered questionnaires containing 12 items was used to evaluate the smartphone usage patterns. This was followed by an eye examination, involving a battery of accommodation and convergence assessments before and after the smartphone use. The data analysis comprised descriptive statistics, paired t-test, and correlation coefficients. RESULTS: The use of sma
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Rahminda, Lili, and Refika Mastanora. "PEMANFAATAN MEDIA SMARTPHONE PADA SISWA/I KELAS VI SEKOLAH DASAR NEGERI 16 DI NAGARI SUPAYANG." KINEMA: Jurnal Komunikasi dan Penyiaran 2, no. 1 (2023): 95. https://doi.org/10.31958/kinema.v2i1.10458.

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This study aims to find out how the use of smartphone media in Class VI students of SD Negeri 16 in supayang. The problem discussed in this study is the use of smartphone media in students of class VI in SD Negeri 16 supayang. The background to raising this issue is that many grade VI elementary school students in Nagari Agarng use smartphones to play online games such as pubg, mobile legend, and freefire and some use smartphones to play tiktok and Instagram. The type of research used is field research. To obtain data from the problems studied, the data collection technique used by researchers
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Rimpan, Sarce, Mien Mien, Desiderius Bela Dhesa, and I. Wayan Romantika. "The Effect of Smartphone Use with Speech Delay Incidence in Toddlers in The Kapoiala Health Center Area, Konawe Regency." KLASICS 2, no. 02 (2022): 16–19. http://dx.doi.org/10.46233/klasics.v2i02.743.

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Abstract. Smartphone is a set of electronic devices that have various functions. Smartphones provide facilities that vary in terms of design and application so that it becomes an attraction for users to take the time to play smartphones. Today, many toddlers often use smartphones to play games rather than being used as a means of learning or playing outside. The purpose of this study was to determine the effect of smartphone use on the incidence of speech delay in children under five in the working area of ​​the Kapoiala Health Center, Konawe Regency. The sample in this study was toddlers as m
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Marsepa, Eva, Nurry Ayuningtyas Kusumastuti, and Oka Solehatul Mufrokah. "THE EFFECT OF SMARTPHONE USE ON STUDENT LEARNING INTEREST AND STUDENT PROCRASTINATION BEHAVIOR AT SMK X TANGERANG CITY." JURNAL ILMIAH GLOBAL EDUCATION 4, no. 4 (2023): 2807–13. http://dx.doi.org/10.55681/jige.v4i4.1424.

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This research was conducted by researchers because it was motivated by several phenomena that occurred at SMK X Kota Tangerang, namely the use of smartphones which resulted in less interest in learning and increased student procrastination behavior. as a result of using a smartphone so that the test or test scores drop, submitting assignments not on time or not submitting assignments at all, looking for answers to exams or tests using a smartphone, when in the online learning process there are often students who disappear from online learning because they are preoccupied with activities on sma
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Winarni, Sri, Emiliana Indah Eko Setywati, Yustina Kristianingsih, and I. Dewa Dede Sultan Pratama. "HUBUNGAN DURASI PENGGUNAAN SMARTPHONE DENGAN NYERI LEHER." JPK : Jurnal Penelitian Kesehatan 15, no. 1 (2025): 108–13. https://doi.org/10.54040/jpk.v15i1.301.

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Currently, many students use smartphones to support their learning activities or for hobbies and lifestyles. However, students use their smartphones more for social media and playing games than for studying. The results of a preliminary survey on December 15, 2023 on students of the Catholic Health College of St. Vincentius A Paulo Surabaya obtained data that 80% used smartphones for more than 2 hours a day. The purpose of this study was to analyze the relationship between the duration of smartphone use and the intensity of neck pain in students. This study uses a correlation design with a cro
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Alfaini, Nurussanatil, and Nurussakinah Daulay. "The Effect of Self-Efficacy and Well-Being on Smartphone Addiction." EDUKATIF : JURNAL ILMU PENDIDIKAN 4, no. 5 (2022): 6522–29. http://dx.doi.org/10.31004/edukatif.v4i5.3745.

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Teenagers today are very enthusiastic about using smartphones, whether they are used for learning or playing online games. This makes teenagers more susceptible to smartphone addiction (smartphone addiction). The purpose of this study was to determine the role of self-efficacy and well-being on the tendency of students to experience smartphone addiction. The subjects in this study were 202 students of MTs Nurul Islam Indonesia using quantitative methods. The data analysis technique used in the form of multiple linear regression analysis using SPSS 23 software. The results of this study indicat
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İsmail, K., and K. Özacar. "HUMAN ACTIVITY RECOGNITION BASED ON SMARTPHONE SENSOR DATA USING CNN." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIV-4/W3-2020 (November 23, 2020): 263–65. http://dx.doi.org/10.5194/isprs-archives-xliv-4-w3-2020-263-2020.

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Abstract. Human activity recognitions have been widely used nowadays by end users thanks to extensive usage of smartphones. Smartphones, by self-containing low-cost sensing technology, can track our daily activities for serving healthcare, sport, interactive AR/VR games and so on. However, smartphone technology is evolving and the techniques of using the data that smartphones go through are also improving. In this study, we used built-in sensing technologies (accelerometer and gyroscope) available in nearly every smartphone to detect the most common 5 daily activities of human by taking the da
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Tasijawa, Fandro Armando, Devita Madiuw, and Vanny Leutualy. "Smartphone Addiction among Nursing and Health Students." Malaysian Journal of Nursing 15, no. 03 (2024): 186–98. http://dx.doi.org/10.31674/mjn.2024.v15i03.021.

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Background:Smartphones are integral to human life and are in great demand by young people to communicate, use various applications, study, watch, and play games, browse the internet, and listen to music. However, for most people, the cumulative daily time spent on smartphones is quite long. This review aimed to analyze the risks of smartphone addiction among health students. Methods: This study was conducted by searching four electronic databases, ProQuest, CINAHLEBSCO, PubMed, and Science Direct, from 2016 to 2022. The keywords used were “Smartphone Addiction” AND “Medical” OR “Nursing” OR “P
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Lozano-Blasco, Raquel, Alberto Quilez-Robres, Roxana Rodriguez-Araya, and Raquel Casanovas-López. "Addiction to New Technologies and Cyberbullying in the Costa Rican Context." Education Sciences 12, no. 12 (2022): 876. http://dx.doi.org/10.3390/educsci12120876.

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Addiction to new technologies (Internet, smartphone and video games) as well as cyber-aggression presents a growing incidence at a global level. Correlational research is proposed with a sample of n = 127 Costa Rican adolescents, with a mean age of 16.32 years, comprising 67 men and 60 women. The objective was to determine the prevalence of Internet, smartphone and video game addiction and its close relationship with cyberbullying (cyber-victim role, cyberbully role and mixed role) in the Costa Rican context. The results show a high rate of abusive use (connection time) of the Internet and “sm
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S., Praveen Kumar R., Kaki Aruna, Aravind Kumar, and Venkatalakshmi P. "A smartphone use and its impact on academic performance of medical students: a cross sectional study." International Journal of Advances in Medicine 8, no. 10 (2021): 1582. http://dx.doi.org/10.18203/2349-3933.ijam20213714.

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Background: Smartphones are unavoidable technology in this modern era. Though there are several advantages with the use of smartphones, there is another school of thought is that due to excessive use of smartphones and addiction behavior the academic performance of the students gets deteriorates. With this in background, this study was conducted to compare the use of smartphones with the student’s academic performances.Methods: This prospective cross-sectional study was conducted among the undergraduate medical students of Sri Venkateshwara medical college hospital and research institute, Pudu
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Yang, Shang-Yu, Yu-Chi Wang, Ya-Chen Lee, Ying-Lien Lin, Pei-Lun Hsieh, and Pin-Hsuan Lin. "Does Smartphone Addiction, Social Media Addiction, and/or Internet Game Addiction Affect Adolescents’ Interpersonal Interactions?" Healthcare 10, no. 5 (2022): 963. http://dx.doi.org/10.3390/healthcare10050963.

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The purpose of this study is to investigate the correlations that levels of addiction to smartphones, social media, and online games have with levels of real-life and online interpersonal interactions among adolescents. In this cross-sectional study of adolescents in a college in Taiwan, structured questionnaire surveys were used to collect information. The questionnaire included the following: demographic background, Real Interpersonal Interaction Scale (RIIS), Internet Interpersonal Interaction Scale (IIIS), Smartphone Application-Based Addiction Scale (SABAS), Bergen Social Media Addiction
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Bhate, Krutika, and Shraddha Thakor. "IMPEDIMENTS IN THE ADOPTION OF NEW TECHNOLOGY AMONG ELDERLY." International Journal of Management, Public Policy and Research 2, SpecialIssue (2023): 28–32. http://dx.doi.org/10.55829/ijmpr.v2ispecialissue.132.

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A Smartphone is a mobile phone that allows you to do more than just make and receive phone calls and text messages. Smartphones are computer-like in that they can access the Internet and run software programmes. Users interact with smartphones via a touch screen. Thousands of smartphone apps are available, including games, personal-use apps, and business-use apps.&#x0D; The elderly have always had a lot of difficulties adopting new technology. However, as the world's population grows, seniors are increasingly adopting more digitally connected lifestyles. According to American research, more th
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Montag, Christian, Bernd Lachmann, Marc Herrlich, and Katharina Zweig. "Addictive Features of Social Media/Messenger Platforms and Freemium Games against the Background of Psychological and Economic Theories." International Journal of Environmental Research and Public Health 16, no. 14 (2019): 2612. http://dx.doi.org/10.3390/ijerph16142612.

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Currently about 2.71 billion humans use a smartphone worldwide. Although smartphone technology has brought many advances, a growing number of scientists discuss potential detrimental effects due to excessive smartphone use. Of importance, the likely culprit to understand over-usage is not the smartphone itself, but the excessive use of applications installed on smartphones. As the current business model of many app-developers foresees an exchange of personal data for allowance to use an app, it is not surprising that many design elements can be found in social media apps and Freemium games pro
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Handayani, Tutut, Endah Permatasari, and Amir Hamzah. "Kerjasama Orang Tua dan Guru di MI Hijriyah IVPalembang Dalam Upaya Pencegahan Penyalahgunaan Smartphone." PRIMARY EDUCATION JOURNAL (PEJ) 3, no. 1 (2019): 1–10. http://dx.doi.org/10.30631/pej.v3i1.32.

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Abstrak&#x0D; Kerjasama merupakan kegiatan yang dilakukan bersama lebih dari satu orang, yang diarahkan kepada suatu target atau tujuan tertentu.Orang tua merupakan pendidik utama dan pertama bagi anak-anak mereka. Guru adalah pendidik profesional dengan tugas utama mendidik, mengajar, membimbing, mengarahkan, melatih, menilai, dan mengevaluasi peserta didik. Smartphone dibuat dalam upaya memudahkan manusia dalam mengelola serta mengembangkan pemikirannya melalui berbagai fitur yang disediakan. Penggunaan smartphone pada anak saat ini menjadi hal biasa. Untuk itu dibutuhkan kerjasama orang tua
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Piyush, Rai, Yadav Vaibhav, Singh Shashwat, and Sharma Anupama. "Fitness and Gaming: The Science of Mobile Sensor-Based Fitness Games." Journal of Sensor Research and Technologies 5, no. 1 (2023): 33–39. https://doi.org/10.5281/zenodo.7889300.

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<em>This research paper explores the surge in demand for virtual reality (VR) headsets among young people. The demand has risen by 241.6% due to the popularity of VR games, driven by cheap VR headset makers in countries like India. However, these low-cost VRs have negative impacts on users&#39; health and the environment because of their poor construction and ergonomic design, as well as short lifespan. To mitigate these issues, the paper proposes a platform called Fitgo, which provides VR-like experiences through smartphones while promoting physical activity and reducing the usage of hazardou
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Rohmani, R., Berta Apriza, and Yasinta Mahendra. "Pengembangan gim kuis edukasi suplemen buku ajar pengantar dasar IPA berbasis website." JINoP (Jurnal Inovasi Pembelajaran) 7, no. 2 (2021): 194–208. http://dx.doi.org/10.22219/jinop.v7i2.18576.

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Technological developments in the digital era demands innovation in learning. Learning innovation is developed according to the needs and demands of solving problems in the field. This study aimed to develop a supplementary basic introductory science textbook in the form of a website-based quiz game that can be accessed using a smartphone. The textbook supplement quiz game was created with the aim of maximizing the use of smartphones owned by students and reducing the negative impacts of using smartphones in learning. The method in this study was Research and Development (R&amp;D) method using
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MOROESI, G. PITIKOE-CHILOANE, and DONDOLO BONGAZANA. "EXAMINING THE ASSOCIATION BETWEEN SELF-CONTROL AND MOBILE GAME ADDICTION: THE ROLE OF SMARTPHONE ADDICTION." Social Sciences and Education Research Review 10, no. 2 (2023): 240–49. https://doi.org/10.5281/zenodo.15254279.

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Smartphones are seen as the primary source of mobile gaming's popularity and mobile game addiction. This study investigates the link between lack of self-control and addiction to mobile gaming, with a specific emphasis on the role that smartphone addiction plays in mediating this connection. Data were collected from a convenience sample consisting of 276 students registered in Technical and Vocational Education and Training (TVET) programmes at one college. Of the participants, 58% were female, and 42% were male. The primary data were collected using a cross-sectional survey and analysed using
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Wulandari, Soniya Putri, Siti Umayaroh, and Putri Mahanani. "Analisis Dampak Negatif Penggunaan Smartphone pada Pembelajaran Daring Ditinjau dari Perilaku Anak Kelas V SD." Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan 1, no. 6 (2021): 456–64. http://dx.doi.org/10.17977/um065v1i62021p456-464.

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Abstract: This study is aimed to discover the negative impacts on the use of smartphone in children, their causing factors, and the means to minimalize them. This study used a qualitative research method with case study research type. The result of this study showed that the negative impacts of the use smartphone were: (1) addicted to play smartphones, (2) less discipline, (3) frequently told lies, (4) slower in understanding the lesson, and (5) influence on their behaviors. Factors that caused those negative impacts were (1) little supervision and limitation on the use of smartphones from par
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Karim, Naseem Abdul, Sadia Mumtaz, and Muhammad Naeem. "Influence of Smartphones on Childhood Trauma (Behavior): A Narrative Analysis of Secondary School at Karachi." Global Sociological Review VIII, no. I (2023): 407–18. http://dx.doi.org/10.31703/gsr.2023(viii-i).40.

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The purpose of this research was to investigate the impact of smartphones on childhood trauma, particularly in the behavior of secondary school students in Karachi. The study used a qualitative approach and a sample size of ten (10) respondents, collected through snowball sampling. The data was gathered through structured interviews and analyzed using narrative and thematic analysis. The results indicated that excessive use of smartphones has negative effects on child behavior, including family and friend relationships, passions, and self-esteem. Moreover, the disproportionate smartphone use l
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Krisnanda, Veno Dwi, Deasy Dwi Cahyaningtyas Arifin, and Suhfi Albab. "Provision of Counseling and Socialization Services to Reduce Anxiety of Game Addiction and Nomophobia to Adolescents in Pabuaran Village Gn. Sindur." Jurnal PkM (Pengabdian kepada Masyarakat) 6, no. 2 (2023): 175. http://dx.doi.org/10.30998/jurnalpkm.v6i2.15803.

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&lt;p class="8Abstractcontent"&gt;&lt;span lang="EN-US"&gt;Addiction to games is a condition in which a person experiences excessive discomfort, anxiety, anxiety, or sadness because they cannot interact with their mobile device. This can be considered as a result of excessive smartphone use and has a negative impact on the individual. Nomophobia is also one of the effects of this addiction, in which a person feels anxious or afraid when they are away from their smartphone. The level of discomfort, anxiety, anxiety, or sadness in people who experience game addiction has exceeded normal limits a
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Khandelwal, R. "Physician in your pocket: is technology good or evil?" Panacea Journal of Medical Sciences 5, no. 1 (2015): 1. https://doi.org/10.18231/pjms.v.5.i.1.1.

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The smartphones are becoming a key part of each and every healthcare professionals and it will further grow in thecoming years. It is the fastest –spreading technology in the human history with over 6.8 billion mobile subscriptionsin the space of a decade.Smartphones are routinely used for medical education and medical practice. The medical students are usingeducational apps and doctors are using apps related to clinical practice such as medical calculator apps or drugreference apps. The mobile technology has shown to improve health outcomes for chronic diseases like diabetes, heartdisease, an
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