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1. Exploring the association between online gaming addiction and academic performance among the school‐going adolescents in Bangladesh: A cross‐sectional study.

3. VARIETIES OF NEOLOGISM USED IN ONLINE GAMING CONVERSATION

4. Social Media, Online Gaming, and Cyberbullying during the COVID-19 Pandemic: The Mediation Effect of Time Spent Online

5. Development of an Instrument to Assess Expectations for the Use of Online Gaming, Social Networking Sites, and Online Pornography: the Marburg Internet Use Expectations (MINUS-X) Questionnaire.

6. Perceived stress moderates spending money on digital games and gambling: a nationwide study of Finnish adults.

7. A Bibliometric Analysis on Block-chain in Online Games.

8. New directions in motion-prediction-based systems.

9. Online Disinhibition, Normative Hostility, and Banal Toxicity: Young People's Negative Online Gaming Conduct.

10. Interplay of Sensation Seeking, Narcissism and Online Gaming in Adolescents.

11. Similarities and differences in the psychological factors associated with generalised problematic internet use, problematic social media use, and problematic online gaming

12. Exploring the association between online gaming addiction and academic performance among the school‐going adolescents in Bangladesh: A cross‐sectional study

13. Online gaming reduces psychological distress in a patient with schizophrenia: A case report

14. СПЕЦИФИКА КОММЕНТАРИЕВ В КИБЕРСПОРТИВНОМ ДИСКУРСЕ: МЕЖЪЯЗЫКОВЫЕ АСПЕКТЫ

15. How StarCraft II Players Cope with Toxicity: Insights from Player Interviews

16. The Effect of Self-Control on Impulsive Buying of In-Game Virtual Goods among Mobile Legends Bang Bang Players

17. The Effect of Peer Conformity on Intention to Buy In-Game Virtual Goods in Adolescent Free Fire Online Game Players

19. Positive behaviour interventions in online gaming: a systematic review of strategies applied in other environments

20. Internet Addiction and COVID-19 Misbeliefs Among Hungarian Online Gamers: A Cross-Sectional Study

21. Positive behaviour interventions in online gaming: a systematic review of strategies applied in other environments.

22. The steam platform economy: From retail to player-driven economies.

23. Enhancing Child Safety in Online Gaming: The Development and Application of Protectbot, an AI-Powered Chatbot Framework.

24. Billy goats crossing the cyber-bridge: Interviews exploring the experiences, coping techniques, and intervention desires of in-game trolling targets.

25. Predicting Online Gaming Behaviour Using Machine Learning Techniques

26. The Ascendancy of Video Games: Can They Eclipse Literary Works?

27. Is playing online games associated to students' emotional intelligence?

28. Augmenting the Sense of Social Presence in Online Video Games Through the Sharing of Biosignals

29. Mining the Sentiment of Online Gaming from Social-Media: A Consumer Insight.

30. Practical psychiatry: Taking gaming seriously – a primer for psychiatrists on gamers and gaming culture.

31. Profiling the Potential Risks and Benefits of Emerging "Play to Earn" Games: a Qualitative Analysis of Players' Experiences with Axie Infinity.

32. Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study using machine learning.

33. Normalizing the Toxic Consumer Subject: Sustaining Neoliberal Logics Within Online Gaming.

34. In search of the relationship between predisposition to addictions and impulsivity in online players from the resentment perspective

37. Delay Compensation Technique

38. A comparative study of online gaming between high-performing and low-performing students—A case from China

39. Collaborative Problem Solving and Literacy Practices

40. Influence of Online Gaming on Behavior of Gamers in Pakistan

41. Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence.

42. Comparing shades of darkness: trolling victims' experiences on social media vs. online gaming.

43. Players Don't Die, They Respawn: a Situational Analysis of Toxic Encounters Arising from Death Events in League of Legends.

45. Enhancing Child Safety in Online Gaming: The Development and Application of Protectbot, an AI-Powered Chatbot Framework

46. Protecting Children Online: Strategies for a Safer Future

47. Shareability: novel perspective on human-media interaction

48. Who are the gamers? Profiling adult gamers using machine learning approaches

49. Online-gaming and mental health: Loot boxes and in-game purchases are related to problematic online gaming and depression in adolescents.

50. Employing Metaverse Marketing Through Gaming And Its Impact On Customer Experience: Evidence From Multiple Online Gaming Platforms.

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