5,729 research outputs found

    Does Internet and computer 'addiction' exist? Some case study evidence

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    It has been alleged that social pathologies are beginning to surface in cyberspace (i.e., technological addictions). To date, there is very little empirical evidence that computing activities (i.e., internet use, hacking, programming) are addictive. Anecdotal evidence indicates that the typical “addict” is a teenager, usually male, with little or no social life, and little or no self-confidence. This article concentrates on five case studies of excessive computer usage. It is argued that of the five cases, only two of them describe “addicted” subjects. Addiction components criteria were used in the assessment. The excessive usage in the majority of cases was purely symptomatic and was highlighted how the subjects used the Internet/computer to counteract other deficiencies

    The attitudes, feelings and experiences of online gamers: a qualitative analysis

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    The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers. The study entailed 71 interviews with online gamers (52 males, 19 females) from 11 different countries. Six main themes emerged from the analyses of the interview transcripts: (a) online gaming and integration into day-to-day lives; (b) online gaming, excessive play, and problems; (c) addiction; (d) psychosocial impact of online gaming; (e) online gaming, dissociation, and time loss; and (f) online gaming and the alleviation of negative feelings and mood states. These findings specifically showed how gamers used MMORPGs to alleviate negative feelings and provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area

    Internet gambling: an overview of psychosocial impacts

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    Technological innovation has always played a role in the development of gambling behaviour, primarily through providing new market opportunities. Early prevalence studies of Intemet gambling in the UK, Canada and the US have shown that Intemet gambling is not a eause for concern at present. However, this seems likely to change as more people start to use the Internet for leisure activities. After a brief overview of gambling technologies and deregulation issues, this paper examines the impact of technology on gambling by highlighting salient factors in the rise of Intemet gambling (i.e., accessibility, affordability, anonymity, convenience, escape immersion/dissociation, disinhibition, event frequency, asociability, interactivity, and simulation). The paper also overviews some of the main social impacts surrounding Intemet gambling, such as protection of the vulnerable, Intemet gambling in the workplace, electronic cash, and unscrupulous operators. Recommendations for Internet gambling operators are also provided

    Period Mappings and Ampleness of the Hodge line bundle

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    We discuss progress towards a conjectural Hodge theoretic completion of a period map. The completion is defined, and we conjecture that it admits the structure of a compact complex analytic variety. The conjecture is proved when the image of the period map has dimension 1,2. Assuming the conjecture holds, we then prove that the augmented Hodge line bundle extends to an ample line bundle on the completion. In particular, the completion is a projective algebraic variety that compactifies the image, analogous to the Satake-Baily-Borel compactification.Comment: 62 pages. v2 significant revision of the initial submission (v1); v3 further improvements and new references adde

    Social interactions in massively multiplayer online role-playing gamers

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    To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced
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