Handbook of Digital Games and Entertainment Technologies

Addiction and Entertainment Products
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Laamarti, M.

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Mixed media product Engelska, However, we also fully consider thoroughly written expression of interests, which are contributing directly to the book, and will invite a selected set of high quality contributions to submit a final full chapter. Braun V. Journals On the Find Journals tab, select "contains" from the dropdown list and enter title keywords such as game or gaming. Click on an option below to access. This aims to understand the context of use, specify the user needs, and evaluate the solutions in order to define design choices. The chapter demonstrates that issues encountered by contemporary researchers and clinicians regarding the assessment of online addictions appear complex and include several factors.

Eid, and. DOI : Thomas and.

Bo-kampmann , Playing and gaming reflections and classifications. Luis-von-ahn , Games with a Purpose , Computer , vol.

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Cancerresearchuk , Play to cure: Genes in space , Deterding, R. Khaled, L. Nacke, and D.

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Deterding, D. Dixon, R.

Khaled, and L. Geoffrey, K.

Beschreibung

Rockwell, and. Kee , The leisure of serious games: A dialogue. Game studies: the international journal of computer game research , Juul and M.

Bibliographic Information

Editors: Nakatsu, Ryohei, Rauterberg, Matthias, Ciancarini, Paolo (Eds.) The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. Engineers and researchers who want to learn. The Handbook covers all aspects of designing and building the most Today, the design of digital games exploiting entertainment technologies has been.

It is concluded thatthere is a clear need to distinguish between addictions to the Internet andaddictions on the Internet. Gambling or gaming addicts who chooses to engagein online gambling and gaming are not Internet addicts — the Internet is just the place where they conduct their chosen addictive behavior.

University of Tasmania

Based on empiricalresearch, it is evident that excessive entertainment technology use appears to beat least potentially addictive. Further research is needed on whether activitiessuch as video game addiction and Internet addictions such as social networkingaddiction are distinct clinical entities. User Menu Login. Open Access Repository.