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標(biāo)題: Titlebook: Video Games and Well-being; Press Start Rachel Kowert Book 2020 The Editor(s) (if applicable) and The Author(s), under exclusive license to [打印本頁(yè)]

作者: 尖酸好    時(shí)間: 2025-3-21 17:17
書(shū)目名稱Video Games and Well-being影響因子(影響力)




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書(shū)目名稱Video Games and Well-being網(wǎng)絡(luò)公開(kāi)度學(xué)科排名




書(shū)目名稱Video Games and Well-being被引頻次




書(shū)目名稱Video Games and Well-being被引頻次學(xué)科排名




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書(shū)目名稱Video Games and Well-being年度引用學(xué)科排名




書(shū)目名稱Video Games and Well-being讀者反饋




書(shū)目名稱Video Games and Well-being讀者反饋學(xué)科排名





作者: CODE    時(shí)間: 2025-3-22 00:00

作者: Muffle    時(shí)間: 2025-3-22 03:03
Chelsea Hughesory matching tasks, shape-based trajectory search (STS) aims to find all trajectories that are similar in shape to the query trajectory, which may be judged to be dissimilar based on their coordinates. STS can be useful in various real world applications, such as geography discovery, animal migratio
作者: Assemble    時(shí)間: 2025-3-22 04:43
Shane Tiltonroduct testing in the injection molding is usually carried out in a laboratory, which presents a severe delay issue and is of considerable cost. Moreover, it is often difficult for such products to install equipment for online real-time measuring. Process data and empirical knowledge plays a critica
作者: 瑣碎    時(shí)間: 2025-3-22 08:54
Sarah Sawyerwarehouse construction and data integration. Aiming at improving scheduling and execution efficiency of service based ETL process, this paper proposes a distributed scheduling and execution framework for ETL process and a corresponding method. Firstly, add different weights to the ETL process to ens
作者: 的事物    時(shí)間: 2025-3-22 14:11
Ryan Kellynts of valuable data are generated and gathered at a rapid rate from a broad range of data sources. Although the quality of these big data depend on their degrees of uncertainty, rich sets of valuable information and useful knowledge can be mined from the big data. This paper focuses on ., which aim
作者: 厭惡    時(shí)間: 2025-3-22 19:32

作者: Muffle    時(shí)間: 2025-3-22 22:23
Emory S. Daniel Jr.llenges in processing these graphs in terms of scalability as the size of the graphs may become enormously big. Tremendous growth of the data size (and in turn the graph size) will have an impounding effect on the execution times of the queries on the graph. Although big data platforms such as Hadoo
作者: Efflorescent    時(shí)間: 2025-3-23 02:59

作者: 修剪過(guò)的樹(shù)籬    時(shí)間: 2025-3-23 08:33
Raffael Boccamazzoviewed, downloaded and analyzed by unauthorized entities, a large number of people are still willing to compromise their privacy today. On the other hand though, this trend may change. Improved awareness on protecting content on social media, coupled with governments creating and enforcing data prot
作者: 閃光你我    時(shí)間: 2025-3-23 09:43

作者: Defraud    時(shí)間: 2025-3-23 16:21

作者: 規(guī)章    時(shí)間: 2025-3-23 19:44
supplementary data will be weakly labeled through InfoGAN. We utilize the advantage of deep forest on small dataset and take the generated data with a weak label as the supplement of real training data to optimize deep forest. In detail, The cascade forest in the improved deep forest (SForest) dyna
作者: helper-T-cells    時(shí)間: 2025-3-23 23:37

作者: Concerto    時(shí)間: 2025-3-24 03:03
Chelsea Hughesch follows an align-based paradigm. Then, to accelerate STS, we propose a trajectory representation framework based on symbolic representation to support efficient rough match. Finally, extensive experiments on two real-world datasets demonstrate the effectiveness and efficiency of our framework.
作者: 環(huán)形    時(shí)間: 2025-3-24 10:13
Shane Tiltoner and sensitive phase extraction layer. The feature extraction layer is to overcome the non-linear problem in the injection molding process, the three-way data and the unequal length issue are addressed by the long short-term memory network. The key time node extraction layer extracts crucial point
作者: predict    時(shí)間: 2025-3-24 12:57
Sarah Sawyeris, the amount of data involved and the distance of the node network which service involved, which can reduce the network overhead and improve execution efficiency. Finally, the effectiveness of the proposed method is verified by experimental comparison.
作者: –吃    時(shí)間: 2025-3-24 18:42
Ryan Kellyeractions among social individuals in the social world, and (d) user preference and interest reflecting the user cognitive thinking in the thinking world. We show these interactions through our discussion on mining coronavirus disease 2019 (COVID-19) data in a smart world environment. The interconne
作者: BARK    時(shí)間: 2025-3-24 22:05

作者: 一再遛    時(shí)間: 2025-3-25 02:23

作者: 倔強(qiáng)不能    時(shí)間: 2025-3-25 05:56

作者: Motilin    時(shí)間: 2025-3-25 08:52
Raffael Boccamazzo and receivers in a social network), but with only meta-data of conversational files that are shared by users, after anonymizing all identities and content. More explicitly, if users are willing to share only (a) whether a message was sent or received, (b) the temporal ordering of messages and (c) t
作者: Motilin    時(shí)間: 2025-3-25 13:29

作者: 裝勇敢地做    時(shí)間: 2025-3-25 17:27

作者: 正式通知    時(shí)間: 2025-3-25 20:30

作者: 疏遠(yuǎn)天際    時(shí)間: 2025-3-26 03:37

作者: PET-scan    時(shí)間: 2025-3-26 06:34
Digital Games and Well-Being: An Overview,ive aspects, and in particular, digital games’ contribution to well-being. However, more recently, there is a notable growth in studies interested in such beneficial effects. In this overview article, we will discuss some central research findings on three variants of well-being: hedonic, eudaimonic
作者: BOLT    時(shí)間: 2025-3-26 09:26
Press Reset,unity to do it over again. Of course, a real-life reset button doesn’t exist because time is linear—what is done is done and can never be truly erased. However, that does not mean that what is done cannot be . (like redoing a level to get the rest of the missing coins). There is a common misbelief o
作者: 壓艙物    時(shí)間: 2025-3-26 16:24
Explore the Map,through the linear motions of the well-worn pathways of life. The rewards for choosing to explore the boundaries of the territory will also be discussed as well as how to minimize interpersonal risk by being able to recognize potential the dangers are and how to react to them. Examples from various
作者: Integrate    時(shí)間: 2025-3-26 18:55
Oh Me, Oh My! Identity Development Through Video Games,n influence development, identity, and social navigation. Particular focus is placed on identity development within video game play, how particular facets of identity (e.g. gender, personality) are malleable in this context, and the styles of exploration via types of games. Considerations of persona
作者: flimsy    時(shí)間: 2025-3-27 00:38
,Forever Questing and “Getting Gud”,uire persistence and growth—in skills, confidence, knowledge, or tactics. These games apply well-worn models for ramping up player achievement and teaching us how to succeed. Furthermore, digital games require us to embrace failure as paths to success instead of dead ends of frustration and demotiva
作者: Insatiable    時(shí)間: 2025-3-27 02:10

作者: malapropism    時(shí)間: 2025-3-27 06:09
Gaming the Mind and Minding the Game: Mindfulness and Flow in Video Games,eves when completely absorbed in an activity. This chapter explores the connections between mindfulness, flow, and video games. Conclusions show that video games are useful for inducing a flow state, which can lead to mindfulness through relaxation, enhanced concentration, improved mood, reduced str
作者: 潛移默化    時(shí)間: 2025-3-27 10:39

作者: synchronous    時(shí)間: 2025-3-27 14:57
You Are the One Foretold; Finding Yourself Through the Journey,out into the world to adventure, and they grow, change and learn as a result of their journey. In this chapter, we explore why digital games are such a powerful medium for expressing The Hero’s Journey and explore the transformative potential of RPGs as a vehicle for personal growth and wellness.
作者: 大暴雨    時(shí)間: 2025-3-27 21:22
Extra Lives,perience of potential trauma events. Video games, especially, offer the opportunity to explore our own sense of resilience through the lens of interactive fictional characters. This chapter examines posttraumatic reactions and potential trauma events as well as discusses the differences between typi
作者: facilitate    時(shí)間: 2025-3-27 23:31
Book 2020research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mind
作者: DIS    時(shí)間: 2025-3-28 03:32
Oh Me, Oh My! Identity Development Through Video Games,cets of identity (e.g. gender, personality) are malleable in this context, and the styles of exploration via types of games. Considerations of personalized characters, as well as their application to real-world behavior and approach to life, are discussed.
作者: Fantasy    時(shí)間: 2025-3-28 07:49
Press Reset,lished psychological theories and illustrative examples, this chapter will explore how our personality is not something set in stone. Rather, gaming can be used to overcome the behavioral barriers we experience in our personalities to accomplish lasting, meaningful change.
作者: 上坡    時(shí)間: 2025-3-28 10:53
Gaming the Mind and Minding the Game: Mindfulness and Flow in Video Games,eveloped with the specific goal to improve mindfulness. Given the proliferation of video games for computers, consoles, and mobile devices, video games serve as readily-available tools for teaching mindfulness and improving overall well-being.
作者: 鼓掌    時(shí)間: 2025-3-28 15:25
Extra Lives, effects are also discussed, highlighting various pre-event, peri-event, and post-event factors. The chapter concludes by outlining the interrelated nature of meaning-making and posttraumatic growth and how they may aid in resilience and growth.
作者: chastise    時(shí)間: 2025-3-28 19:39
2946-2754 rging body of cross-disciplinary research on the positive asThis book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to
作者: fodlder    時(shí)間: 2025-3-29 02:12
Digital Games and Well-Being: An Overview, and social. These concepts refer to positive affective states, the fulfillment of central psychological needs and an appreciation of meaningful experiences, as well as the positive contribution to social interaction and relationships. Research on these three forms has consistently shown that games can be very effective in improving well-being.
作者: 提名    時(shí)間: 2025-3-29 03:15
Explore the Map,games, along with Face-Work and Affect Theory, will be creating an understanding that being open to new experiences means viewing emotion as the pallet that influences a person’s views of the world and creates a roadmap of how to be a more open person.
作者: 勉強(qiáng)    時(shí)間: 2025-3-29 10:22

作者: 蒸發(fā)    時(shí)間: 2025-3-29 14:19

作者: scotoma    時(shí)間: 2025-3-29 16:44
Follow the Trail of Enemies,goal of this chapter is to recognize how gamers can overcome cognitive dissonance within a hard game, beat the challenge in front of them, and how that accomplishment can transfer to other activities in life.
作者: 亞當(dāng)心理陰影    時(shí)間: 2025-3-29 20:19
Palgrave Studies in Cyberpsychologyhttp://image.papertrans.cn/v/image/982917.jpg
作者: 放牧    時(shí)間: 2025-3-30 03:10





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