Showing 1 - 20 results of 27 for search '"online game"', query time: 0.06s Refine Results
  1. 1

    Visualization of Online-Game Players Based on Their Action Behaviors by Ruck Thawonmas, Keita Iizuka

    Published 2008-01-01
    “…Our visualization approach is evaluated using log of an online game where three-player types according to Bartle's taxonomy are found, that is, achievers, explorers, and socializers.…”
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    Article
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    Online game addiction in adolescent: What should school counselor do? by Eryzal Novrialdy, Rozi Atyarizal

    Published 2019-12-01
    “…Online game addiction in adolescents has become one of the problems that get a lot of public attention. …”
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    Article
  4. 4

    A Real-Time Facial Expression Recognition System for Online Games by Ce Zhan, Wanqing Li, Philip Ogunbona, Farzad Safaei

    Published 2008-01-01
    “…Multiplayer online games (MOGs) have become increasingly popular because of the opportunity they provide for collaboration, communication, and interaction. …”
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    Article
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    Rethinking Indonesian Anti-Money Laundering Laws in the Age of Online Gaming Economies by Shelvi Rusdiana, Tantimin, Winda Fitri

    Published 2024-10-01
    “…Indonesia’s Anti-Money Laundering (AML) laws were originally designed to combat traditional financial crimes; however, the rise of virtual items in online gaming economies presents new challenges. This study aims to assess whether the current legal framework is equipped to address the use of virtual items in money laundering activities. …”
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    Article
  7. 7

    The Effect of Personality on Online Game Flow Experience and the Eye Blink Rate as an Objective Indicator by Pei-Luen Patrick Rau, Yu Chien Tseng, Xiao Dong, Caihong Jiang, Cuiling Chen

    Published 2017-01-01
    “…A total of 48 participants were recruited to play an online game and subsequently asked to recall the songs they had heard while they were playing the game. …”
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    University proceedings. Volga region. Social sciences by A.A. Nerush

    Published 2024-11-01
    Subjects: “…online games…”
    Article
  11. 11

    Komunikasi Virtual melalui Perilaku Trash-Talking Antar Pemain Game Online Mobile Legends by Yasha Langitta Setiawan, Januardi Nasir, Roby Hadi Putra

    Published 2025-01-01
    “… The current digital era makes people tend to use online media rather than conventional media. Online games are media that are often used by people, one of which is the mobile legend game. …”
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    Article
  12. 12

    Komunikasi Virtual melalui Perilaku Trash-Talking Antar Pemain Game Online Mobile Legends by Yasha Langitta Setiawan, Januardi Nasir, Roby Hadi Putra

    Published 2025-01-01
    “… The current digital era makes people tend to use online media rather than conventional media. Online games are media that are often used by people, one of which is the mobile legend game. …”
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    Article
  13. 13

    A Study on Digital Game Addictions of Adolescents in the Covid-19 Pandemic by Vahit Ciris, Turan Baskonus, Tezcan Kartal, Adem Tasdemir

    Published 2022-05-01
    “…In this context, this study aimed to understand the antecedents of high school students’ online game addiction risks. The survey method was used in the study. …”
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    Log-Based Analysis of Creativity in the Context of Computational Thinking by Rotem Israel-Fishelson, Arnon Hershkovitz

    Published 2024-12-01
    “…We report on a study that examined how creativity is manifested in the context of CT, specifically while solving computational problems in an online game-based learning environment for early programming. …”
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    The potential for productive use of the digital service LearningApps in teaching foreign languages by Natalia A. Katalkina, Nadezhda V. Bogdanova

    Published 2024-12-01
    “…The main methods chosen were questionnaires and sociological surveys related to the introduction of digital tools at the university, allowing to assess the attitude of all participants towards the introduction of online games in the process of learning foreign languages. …”
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    Le recours aux jeux vidéo dans la sensibilisation à la ville durable. Analyse comparative pour une évaluation en termes d’éthique et d’engagement du citoyen-joueur. by Hélène Bailleul, Anne Gagnebien

    Published 2021-10-01
    “…The article focuses on the interactions between sustainable cities and digital devices from the point of view of environmental citizenship. Focused on online games simulating the city of the future and its debate, the paper develops the issue of the player's commitment as a citizen. …”
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    Article
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    Examining Adolescents’ Technology Addiction Levels Before and After COVID-19 Pandemic by Renan Seker, Tezcan Kartal, Adem Tasdemir, Ibrahim Serdar Kiziltepe

    Published 2023-10-01
    “…It was observed that the students' highest addiction levels were in instant messaging, website use, social network use and online gaming, respectively. While the addiction levels of the participants varied based on the time spent on social networks and online gaming, the interaction effect between owning a computer and the family socioeconomic level also caused significant differences. …”
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    Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps) by null Laurence, Asep Hermawan, Innocentius Bernarto, Ferdi Antonio

    Published 2023-01-01
    “…People of all ages enjoy playing games, making online gaming a part of the modern lifestyle. Online games as digital products can reach gamers without being hindered by various limitations such as time and location. …”
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    Article
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    «Gamification» of crime – new challenge for the EU by Darya Yu. Bazarkina

    Published 2024-12-01
    “…This approach, known as gamification, resonates with a young audience familiar with online games. At the same time, gaming and adjacent platforms themselves are increasingly becoming platforms for recruiting minors. …”
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    Penggunaan Internet Dikalangan Siswa SD di Kota Ternate: Suatu Survey, Penerapan Algoritma Clustering dan Validasi DBI by Firman Tempola, Miftah Muhammad, Abdul Mubarak

    Published 2020-12-01
    “…For activities when opening YouTube there are 61.60% often watching videos on YouTube with 61.60% cardboard videos, comedy 49.80% and educational content 28.40%. As for online games, those active in playing online games are 49.41%. …”
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