[HTML][HTML] Current development on the Operator 4.0 and transition towards the Operator 5.0: A systematic literature review in light of Industry 5.0
Abstract Technology-driven Industry 4.0 (I4. 0) paradigm combined with human-centrism,
sustainability, and resilience orientation, forms the Industry 5.0 (I5. 0) paradigm, providing …
sustainability, and resilience orientation, forms the Industry 5.0 (I5. 0) paradigm, providing …
eSports: A new window on neurocognitive expertise?
Understanding the neurological changes that take place as expertise develops is a central
topic in both cognitive psychology and cognitive neuroscience. Here, we argue that video …
topic in both cognitive psychology and cognitive neuroscience. Here, we argue that video …
The association between video gaming and psychological functioning
JM Von der Heiden, B Braun, KW Müller… - Frontiers in …, 2019 - frontiersin.org
Video gaming is an extremely popular leisure-time activity with more than two billion users
worldwide. However, the media as well as professionals have underscored the potential …
worldwide. However, the media as well as professionals have underscored the potential …
Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale
HM Pontes, MD Griffiths - Computers in human behavior, 2015 - Elsevier
Despite the large growth on gaming behaviour research, little has been done to overcome
the problem stemming from the heterogeneity of gaming addiction nomenclature and the …
the problem stemming from the heterogeneity of gaming addiction nomenclature and the …
Investigating the differential effects of social networking site addiction and Internet gaming disorder on psychological health
HM Pontes - Journal of behavioral addictions, 2017 - akjournals.com
Background and aims Previous studies focused on examining the interrelationships
between social networking site (SNS) addiction and Internet gaming disorder (IGD) in …
between social networking site (SNS) addiction and Internet gaming disorder (IGD) in …
Gaming among children and adolescents during the COVID-19 lockdown: The role of parents in time spent on video games and gaming disorder symptoms
It is mainly children and adolescents who are involved in video gaming. The lockdown
caused by the COVID-19 pandemic may have further increased their use of video games …
caused by the COVID-19 pandemic may have further increased their use of video games …
[HTML][HTML] The metaverse, the built environment, and public health: Opportunities and uncertainties
There has been a growing interest in the “metaverse,” and discourse about how this platform
may contribute to different fields of science is already beginning to emerge. In this paper, we …
may contribute to different fields of science is already beginning to emerge. In this paper, we …
How passion for playing world of warcraft predicts in-game social capital, loneliness, and wellbeing
Playing digital games can nurture wellbeing by helping players recover from daily stressors,
cope with life's challenges, practice emotion regulation, and engage in meaningful social …
cope with life's challenges, practice emotion regulation, and engage in meaningful social …
Ortaokul öğrencilerinin bilgisayar oyunu bağimlilik düzeylerinin çeşitli değişkenlere göre incelenmesi
Ş Gökçearslan, A Durakoğlu - Dicle Üniversitesi Ziya Gökalp Eğitim …, 2014 - dergipark.org.tr
Oyunlar çocuk gelişiminde önemli bir araçtır. Geçmişte daha çok ev dışında arkadaşlarla
birlikte gerçekleşen oyunlar günümüzde bilgisayar başında sanal etkinlikler biçiminde …
birlikte gerçekleşen oyunlar günümüzde bilgisayar başında sanal etkinlikler biçiminde …
[HTML][HTML] Social gaming: A systematic review
Digital games often constitute a shared activity where people can spend time together,
communicate and socialize. Several commercial titles place social interaction at the center …
communicate and socialize. Several commercial titles place social interaction at the center …