Showing 21 - 38 results of 38 for search '2022 World Games', query time: 0.09s Refine Results
  1. 21

    The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study by Khalid Bin Abdulrahman, Tariq Y. Alhomoud, Ismail S. Alateeq, Faisal N. Al-Mohaisen, Musab S. Alshamrani, Saleh I. Alhathlul, Mohammed Abdulaziz Khamsah

    Published 2025-01-01
    “…Background: Internet gaming disorder (IGD) or video gaming has been considered by World Health Organization (WHO) and American Psychiatric Association (APA) as a disease. …”
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    Presenting a merit-oriented service compensation system model for veterans in sports by Hoseain Aeinehchi, Mohammad reza Esmaeilzadeh Ghandehari, Hoseain peymanizad, Hasan Fahim Davin

    Published 2024-11-01
    “…Also, in order to improve the fit indices of the model, the terms suggested in accordance with the research literature were used and finally the research model was confirmed, and the GOF value is equal to 0.62 which shows a strong fit to the model.Extended abstractIntroductionThe importance of world's current developments such as economic competition and the increasing growth of global competition (Yazdani et al, 2020), the emergence of conflict and tension between governments (Goby et al, 2015), and the consequences of critical events obliged many governments and organizations in the last decade to reform their human resource management systems, which necessitates adopting new approaches and changing the mentality of senior government managers in human resource management policies such as reward and compensation, recruitment, selection and promotion (Noti Zahi et al., 2022).Service compensation is one of the main elements of the employment relationship between individuals and organizations, and in addition to being the largest operational cost for many organizations, it is considered as a tool to increase organizational performance and sustainable competition (Ivana et al, 2019). …”
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    Sport participation as an educational tool and a means of promoting physical, mental, and social well-being by Francesco Sgrò

    Published 2024-12-01
    “…Quinto et al. (2024), meanwhile, report on a learning program developed using the Tactical Games Model, aimed at enhancing motor skills and tactical awareness related to net games in primary schools. …”
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    Cyborg Adolescents and Digital Data: Examining Education and Revenue Generation in the Digital Lives of Youth through More-than-Human Ethnography by Davood Zahrani, Ali Hashemianfar, Ahmad Mehrshad

    Published 2024-12-01
    “…Introduction According to the Entertainment Software Association (ESA, 2022), approximately 76% of adolescents aged 13 to 17 play video games, averaging about 7 hours per week. …”
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    Metaverse Clinic for Pregnant Women With Subclinical Hypothyroidism: Prospective Randomized Study by Yuanyuan Zheng, Yizhen Chen, Yan Chen, Liang Lin, Ting Xue, Chuhui Chen, Junping Wen, Wei Lin, Gang Chen

    Published 2025-02-01
    “…It allows users to interact with immersive digital worlds, connect with others, and explore unknowns. …”
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    Modeling the gameplay actions of elite volleyball players and teams based on statistical match reports by Sergii Iermakov, Tetiana Yermakova, Krzysztof Prusik

    Published 2023-12-01
    “…The aim of the research is to create models of volleyball players' actions based on statistical reports of the 2022 World Championship matches. Materials and methods. …”
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    Meta-synthesis of drivers of the circular business model by Atieh Khodaei, Mahdi Hosseinpour, Mohammad javad Jamshidi, Yoosof Mohamadifar

    Published 2025-03-01
    “…Circular economy is a concept that benefits the environment and mankind (Neves & Marques, 2022). This call has led commercial businesses to transform the existing linear business model into a circular business model (Palmié et al., 2021). …”
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    The pattern of elementary teachers' insight in online education, using foundational data theory by reyhaneh bazrafshan delijan, Mohammad Ghafari Mejlej, seyyed javad mortazavi amiri

    Published 2024-05-01
    “…At this point, the concept of gamification learning has become popular. Gamification applies game thinking and mechanics to non-game areas to drive user interaction and usage. …”
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