78,023 research outputs found

    GAME ONLINE’S EFFECTS TO EMOTIONAL AND SOCIAL DEVELOPMENT ON ULA’S PUPILS

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    The study aims to find out how online gaming affects the emotional and social development of ULA Sekolah Setara (basic). The method in this research uses a qualitative approach. The study targeted pupils of the ULA (basic) school age who played online games with a total of five children. The data collection techniques used in this study were three-day observations and interviews. Based on the results of interviews and observations done on five (5) ULA (basic) pupils who use online gaming, researchers found both positive and negative influences. These positive influences include learning about technology, understanding the various applications of online games, and learning new vocabulary in foreign languages. As for the negative influence of online games on the emotional and social development of children, children are more irritable, more aggressive, and lack interaction with the people around them

    Networking Middleware and Online-Deployment Mechanisms for Java-Based Games

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    Currently, web-based online gaming applications are predominately utilising Adobe Flash or Java Applets as their core technologies. These games are often casual, two-dimensional games and do not utilise the specialist graphics hardware which has proliferated across modern PCs and Consoles. Multi-user online game play in these titles is often either non-existent or extremely limited. Computer games applications which grace the current generation of consoles and personal computers are designed to utilise the increasingly impressive hardware power at their disposal. However, these are commonly distributed using a physical medium or deployed through custom, proprietary networking mechanisms and rely upon platform-specific networking APIs to facilitate multi-user online game play. In order to unify the concepts of these disparate styles of gaming, this paper presents two interconnected systems which are implemented using Java Web Start and JXTA P2P technologies, providing a platform-independent framework capable of deploying hardware accelerated cross-platform, cross-browser online-enabled Java games, as part of the Homura Project

    Internet addiction in adolescents: prevalence and risk factors

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    As new media are becoming daily fare, Internet addiction appears as a potential problem in adolescents. From the reported negative consequences, it appears that Internet addiction can have a variety of detrimental outcomes for young people that may require professional intervention. Researchers have now identified a number of activities and personality traits associated with Internet addiction. This study aimed to synthesise previous findings by (i) assessing the prevalence of potential Internet addiction in a large sample of adolescents, and (ii) investigating the interactions between personality traits and the usage of particular Internet applications as risk factors for Internet addiction. A total of 3,105 adolescents in the Netherlands filled out a self-report questionnaire including the Compulsive Internet Use Scale and the Quick Big Five Scale. Results indicate that 3.7% of the sample were classified as potentially being addicted to the Internet. The use of online gaming and social applications (online social networking sites and Twitter) increased the 2 risk for Internet addiction, whereas extraversion and conscientiousness appeared as protective factors in high frequency online gamers. The findings support the inclusion of 'Internet addiction' in the DSM-V. Vulnerability and resilience appear as significant aspects that require consideration in further studies

    Comparison of the Video Game Functional Assessment-Revised (VGFA-R) and Internet Gaming Disorder Test (IGD-20)

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    Initially labeled as internet addiction in the mid-1990s (e.g., Griffiths, 1996; Young, 1996), researchers have since focused on how specific online activities result in negative consequences for those who overuse and have problems with online applications such as online gambling and online sex (Griffiths, 2000; Potenza, 2017). More recently, this has been applied to online problematic video game play, often used synonymously with terms such as online video game addiction, online gaming addiction, and Internet gaming disorder (IGD). With the publication of the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5; American Psychiatric Association [APA], 2013), IGD was identified by the APA as warranting further study. The current proposed diagnostic criterion in the DSM-5 requires the presence of five of nine symptoms over a 12-month period. These include: (a) preoccupation or obsession with Internet games, (b) withdrawal symptoms when not playing Internet games, (c) an increasing need over time to spend more and more time playing video games, (d) failed attempts to stop or curb Internet gaming, (e) loss of interest in other activities such as hobbies, (f) continued overuse of Internet games even with knowledge of the impact of overuse on their life, (g) lying about extent of Internet game usage, (h) uses Internet games to relieve anxiety or guilt, and (i) has lost or put at risk an opportunity or relationship because of Internet games (American Psychiatric Association [APA], 2013). However, it is unclear if the disorder represents addiction to the internet or if IGD evaluates specific behaviors occurring within the context of the video gaming (Starcevic and Billieux, 2017; Young and Brand, 2017)

    Regular and problematic leisure-time Internet use in the community: results from a German population-based survey

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    In our study, we attempted to identify systematically the use of Internet applications in the German population in order to derive risk factors for problematic use. In a representative survey of the German population, we queried 1,401 women and 1,111 men between the ages of 14 and 94 years by specific questions and standardized questionnaires on depression, anxiety (HADS), and depersonalization (CDS-2). The majority of the German population (55%) used the Internet in their leisure time. Users were younger and had a higher socioeconomic status (education, employment, income). Leisure-time use included e-mail and information search, as well as shopping. Chatting, online communities, games and sex were domains of young, mostly male adults. Overall, 9.3% reported at least one negative consequence of Internet use, especially neglect of recreational activities and problems with family/partner, work or education, and health. Problematic use was associated with longer average daily online times, avoidance of negative emotions, preference for certain applications (gaming, gam- bling, online sex) and an increased rate of depersonalization. The extent of Internet use per se is not sufficient as an addiction criterion and other negative consequences; rather, specific adverse consequences need to be identified. If the Internet is used excessively to cope with negative affect states and alternative means of coping (e.g., social support, health-promoting behavior) are diminished, a vicious cycle may ensue with increasing stress and reliance on the reinforcing properties of certain online activities that may finally lead to addictive behaviour

    A Survey of the Ability of the Linux Operating System to Support Online Game Execution

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    Linux has suffered sluggish home user uptake due mainly to the dominance of rivals, and has seen numerous incarnations as a gaming platform fall flat. Gaming is a particularly sensitive application given its intensive bandwidth and system response requirements; these applications therefore place specific demands on the Operating System platform on which game play is supported. In this work, the ability of the Linux operating system to support execution of online games is explored through a survey of the state-of-the-art in this area. Given the recent increase in cloud-based online gaming, it can be concluded that the time is ripe for more widespread Linux uptake, especially in the gaming domain. This is particularly true today given the amount of exposure to Information Technology across society in general, and ongoing deployment of Internet of Things environments: Linux's open source, modular and freely customisable design may therefore not be as daunting as before, and the unique benefits of this platform may be exploited for the experiences it can bring to applications in general and, specific to the context of this work, players in their game play. This paper makes a unique contribution to the field: Although a number of articles are available within the general area of Linux and gameplay, a thorough survey on this issue has not been seen so far. This is therefore the gap to which this paper contributes
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