Sökning: "Gaming"
Visar resultat 1 - 5 av 72 avhandlingar innehållade ordet Gaming.
1. Gaming Interaction : Conversations and Competencies in Internet Cafés
Sammanfattning : The dissertation analyzes interaction in adolescents’ computer gaming. Through the use of video recordings in internet cafés, players’ communicative practices are illuminated. Ethnomethodological and interaction analytical perspectives are used to explicate the participants’ methods for meaning-making in the gaming. LÄS MER
2. Coaching by Gaming : An Instructor Perspective of Game-based Vocational Training
Sammanfattning : Military organisations have a long history of using games for training. Over the years, they have developed training practices involving role-play, simulations, puckstering and gaming. Most researchers in serious games, i.e. LÄS MER
3. The Sociality of Gaming : A mixed methods approach to understanding digital gaming as a social leisure activity
Sammanfattning : This dissertation is an exploration of the practice of social digital gaming, using a mixed methods approach with complementary data and analytical methods. The main themes are the prevalence and meaning of gamers’ experiences of social gaming and the underlying structures limiting or assisting social gaming, both material and social. LÄS MER
4. Problematic Gaming and Gambling among Adolescents
Sammanfattning : The overall aims of this thesis were to develop and evaluate a screening instrument designed to detect gaming addiction symptoms in adolescents, to study associations between problematic gaming and psychiatric symptoms, to investigate the stability of problematic gaming, and to examine possible associations between gaming at baseline (W1) with problem gambling three years later (W2).The study population consisted of adolescents from the Survey of Adolescent Life in Västmanland SALVe Cohort (adolescents in Västmanland born in 1997 and 1999, and their parents), in two waves (2012, n = 1887; 2015, n = 1576), and adolescents from child and adolescent psychiatric clinics in Västmanland (2014, n = 242). LÄS MER
5. Problem gaming in a clinical child and youth population - from prevalence data to evidence-based intervention
Sammanfattning : Introduktion: Dataspelande är en väldigt vanlig fritidssyssla och en majoritet av svenska ungdomar uppger att de spelar dataspel dagligen. En minoritet av dessa utvecklar ett problematiskt spelbeteende, ett fenomen som fått formellt erkännande i och med att diagnosen Gaming Disorder (GD) inkluderats i diagnossystemet ICD-11. LÄS MER