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Author(s): 

KOK EREN HULYA | ORSAL OZLEM

Issue Info: 
  • Year: 

    2018
  • Volume: 

    47
  • Issue: 

    10
  • Pages: 

    1504-1510
Measures: 
  • Citations: 

    0
  • Views: 

    289
  • Downloads: 

    253
Abstract: 

Background: We aimed to determine the level of COMPUTER GAME addiction and loneliness among 9-10-yr-old children. Methods: The study was conducted with 4th-grade students at a primary school, located at the city center, dur-ing 2017-2018 academic years. There was no sampling in the research, all 4th-grade students of the school were reached. “ Personal Information Form” , “ COMPUTER GAME Addiction Scale” and “ UCLA Loneliness Scale” were used for collecting data. Mann Whitney U test, Kruskal Wallis test, and Correlation Analysis were used to evalu-ate the data of the research. Results: 50. 7% (n=104) of the students were female, most frequent number of sister/brother was one 39. 0% (n=80), both their mother 31. 7% (n=65) and their father 34. 1% (n=69) were mostly high school graduated. The average scores that students got from the scales were; 48. 66± . 27. 02 (min.: 21. 00, max.: 105) for “ COMPUTER GAME Addiction Scale” and 40. 55± 8. 50 (min: 22. 00, max.: 64) for “ UCLA Loneliness Scale” . A weak, positive and significant relationship was found between students’ loneliness scale scores and COMPUTER GAME addiction scale scores (r=0. 357; P<0. 000). Conclusion: A significant relationship was found between students’ COMPUTER GAME addiction and loneliness. It is suggested to perform children’ s loneliness and COMPUTER GAME addiction assessments, evaluate effectiveness and establish a rehabilitating treatment system among school-hospital-family for abnormal cases.

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Author(s): 

KOUSARI M. | SHAGHASEMI E.

Issue Info: 
  • Year: 

    2009
  • Volume: 

    2
  • Issue: 

    3 (7)
  • Pages: 

    1-19
Measures: 
  • Citations: 

    1
  • Views: 

    2693
  • Downloads: 

    0
Abstract: 

For a long time communication theorists have criticized public media for being unilateral. What they prescript is to transform pattern of communication into bilateral one; in other words, to make media interactional. Telephone is the first fully interactional, however, there was a long road to the contemporary communication and information media which are highly interactional. Nevertheless, not all the modern media are equally interactional. Therefore, it is necessary to evaluate levels of interactionability in modern media and strength them. As other concepts in communication, interaction has different definitions, implying various aspects of the audience - media relation. And this feature of multi - dimensionality is to be considered. Quistis (2002) suggests a model in which all the technical, social, and comprehensive aspects of interaction are inherent. In other words, not only the technical aspect of media, but also audience’s perception plays a key role in the model. Visual - COMPUTER GAMEs are good instance of interactionability in modern media. However, not all GAMEs are equally interactional. Analyzing a well - known COMPUTER GAME “Call of Duty”, this article attempts to study different levels of interactionability. The main question is: how can one offer a pragmatic definition of three dimensions of interactionability to study COMPUTER GAMEs; and how this features are in Call of Duty applied?

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Author(s): 

FROMME J.

Issue Info: 
  • Year: 

    2003
  • Volume: 

    3
  • Issue: 

    1
  • Pages: 

    1-21
Measures: 
  • Citations: 

    1
  • Views: 

    186
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2016
  • Volume: 

    7
  • Issue: 

    4
  • Pages: 

    819-838
Measures: 
  • Citations: 

    0
  • Views: 

    717
  • Downloads: 

    0
Abstract: 

The present study attempts to establish a connection between strategic thinking style and the style of GAME players in the GAME that called Clash of clans and thus, introduce a new method in the evaluation of strategic thinking skills of Clash of clans COMPUTER GAMEs. Therefore, the dimensions of strategic thinking by John Pisapia the one hand and the theory of "players’ type" from Richard Bartle on the other hand in the design of the conceptual model used in this study. The study benefited from the qualitative and quantitative research methods, statistical sample of 51 players worked with the researchers and their responses to two questionnaires "strategic thinking" and "GAME style" was analyzed. At the end it is concluded that there is a significant relation between, strategic thinking and the players’ GAME style in the area of Clash of Clans COMPUTER GAME.

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    4
  • Pages: 

    211-218
Measures: 
  • Citations: 

    0
  • Views: 

    231
  • Downloads: 

    0
Abstract: 

Introduction: The methods and tools used for learning are rapidly changing. One of the most interesting fields in educational tools are COMPUTER GAMEs. This paper proposes “ Saray” , a solfege training video GAME, through which the players take solfege rehearsals in form of challenges while tracing a folklore story. Materials and methods: The GAME receives the player's voice through the microphone. Based on the algorithm and the written code, the player's voice is analyzed and its fundamental frequency is extracted. The obtained frequency is entered into comparative calculations with pre-written patterns. If the user's voice frequency is within the defined range, the user would be successful and will earn score. Results: Solfege exercises took the form of intra-GAME challenges from basic to advance levels. Behind the scenes, all input sounds are processed. The frequency of the input sounds is analyzed to implement this process. The result of the analysis is compared to pre-designed didactic patterns that were confirmed by the music master. The result of this comparison reveals the correct or incorrect user feedback in the GAME. Conclusion: Exercising in the form of GAMEs motivates players to spend more time training and has high impact because of the attractiveness of video GAMEs.

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Author(s): 

PASHAZADEH S.

Issue Info: 
  • Year: 

    2016
  • Volume: 

    46
  • Issue: 

    2 (76)
  • Pages: 

    37-48
Measures: 
  • Citations: 

    0
  • Views: 

    1088
  • Downloads: 

    0
Abstract: 

Existence of design faults is a source of failure in the system. Detection and removal of faults in design phase prohibits increase of cost and time of system development. Formal methods are used for proving behavioral properties of systems. Formal methods can be used in crux design of COMPUTER GAMEs to ensure absence of deadlock, guarantee of answer's existence and to determine complexity of crux. Hierarchical colored Petri net is a formal method that can be used to evaluate cruxes of COMPUTER GAMEs such as path planning puzzle GAMEs. Unblock me GAME is modeled as a case study and automatic analysis of its two cruxes are studied in this paper. Modeling of GAME is done hierarchically. New approaches for eliminating state space explosion problem and decreasing running time of model is presented in this paper. Modeling is done with aim of automatic state space analysis of the system and required functions for proving behavioral properties are implemented. This paper is presented a method for modeling and proving behavioral properties of puzzle type COMPUTER GAMEs using hierarchical colored Petri net that and can be generalized to similar GAMEs.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

DE LISI R. | WOLFORD J.L.

Issue Info: 
  • Year: 

    2002
  • Volume: 

    163
  • Issue: 

    3
  • Pages: 

    272-282
Measures: 
  • Citations: 

    2
  • Views: 

    185
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2020
  • Volume: 

    6
  • Issue: 

    1 (20)
  • Pages: 

    83-100
Measures: 
  • Citations: 

    0
  • Views: 

    1158
  • Downloads: 

    0
Abstract: 

Aim The aim of this study was to evaluate the effectiveness of neurofeedback-based virtual scenarios in form of a COMPUTER GAME in healthy individuals. Method The design of this study was experimental and the statistical population was all male students of Tabriz Islamic Art University in 2019. The sampling estimation was based on Cohen's table and a sample of 24 volunteers was included in the study. To collect data they were tested in three groups include positive(reward), negative(punishment) and Competitive(effect on the opponent) reinforcement. The attention level of each player and hisher performance are collected through electroencephalogram(EEG) and recorded by the multithread structure of the GAME. In designed scenarios, the threshold of each individual's concentration is used to regulating the flow of the GAMEplay, thus the attention training process is adjusted to the same person's brain activity. In order to test the hypotheses of this research, a user study has been conducted; The results were analyzed by repeated measures ANOVA using SPSS 21 software. Findings The results showed that competitive reinforcement, negative reinforcement and positive reinforcement are effective in increasing attention level. Also, analyzing the data from the user experience questionnaire showed that designed scenarios are capable to immerse players in the GAMEplay and engage them with the training flow. Conclusion using BCI based GAME and neurofeedback result in increasing the efficiency of attention training.

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Issue Info: 
  • Year: 

    2024
  • Volume: 

    5
  • Issue: 

    10 (Serial Number 26)
  • Pages: 

    123-129
Measures: 
  • Citations: 

    0
  • Views: 

    0
  • Downloads: 

    0
Abstract: 

Objective: This study aimed to investigate the predictive relationship between difficulty in emotion regulation, addiction to COMPUTER GAMEs, and aggression. It sought to understand how these factors individually and collectively contribute to aggressive behaviors. Methods and Materials: A cross-sectional design was employed, involving 300 participants aged 18-35 years. Data were collected using standardized measures: the Buss-Perry Aggression Questionnaire (BAQ) for aggression, the Difficulties in Emotion Regulation Scale (DERS), and theCOMPUTER GAME Addiction Scale for COMPUTER GAME addiction. A linear regression analysis was conducted using SPSS Version 27 to assess the predictive power of emotion regulation difficulties and GAME addiction on aggression. Findings: The regression analysis revealed that both difficulty in emotion regulation (β = 0. 26, p < 0. 01) and addiction to COMPUTER GAMEs (β = 0. 28, p < 0. 01) significantly predicted aggression, accounting for 40% of the variance in aggression scores. These results suggest a strong and significant relationship between the studied predictors and aggressive behavior. Conclusion: The study's findings underscore the importance of considering emotion regulation difficulties and COMPUTER GAME addiction as significant predictors of aggression. These insights highlight the need for targeted interventions to address these factors, potentially mitigating aggressive tendencies in individuals with high levels of GAME addiction and emotion regulation challenges.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

Issue Info: 
  • Year: 

    2023
  • Volume: 

    -
  • Issue: 

    -
  • Pages: 

    1-10
Measures: 
  • Citations: 

    1
  • Views: 

    20
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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