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Dislocated Character Affirmation——A Case Study of Young Female Gamers' Identity in Online Games
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作者 Yang Xiaohong Wu Lingwei 《Contemporary Social Sciences》 2017年第3期123-132,共10页
What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experien... What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experiences of a young female gamers. Findings indicate that young female Chinese gamers attach importance to the choice of characters in the world of online games and that they establish a sense of identity in virtual space through character affirmation and interactions with other gamers. For young female gamers, who are eager to temporarily escape from reality, playing online games is a positive psychological compensation and a process for building self-confidence. 展开更多
关键词 character affirmation online games young female gamer IDENTITY
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Positive psychological intervention for anxiety, depression and coping in subjects addicted to online games 被引量:2
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作者 Xiu-Jun Gao Ji-Jun Sun Mei Xiang 《World Journal of Clinical Cases》 SCIE 2021年第14期3287-3293,共7页
BACKGROUND Addiction to online games is not uncommon.The patients usually refuse to take medications and present with affective symptoms such as anxiety,depression and negative coping styles.Psychological intervention... BACKGROUND Addiction to online games is not uncommon.The patients usually refuse to take medications and present with affective symptoms such as anxiety,depression and negative coping styles.Psychological intervention based on positive psychology is a promising treatment for such patients.AIM To evaluate the effect of positive psychological intervention on anxiety,depression and coping in people addicted to online games.METHODS This self-controlled study included 89 people addicted to online games,who received treatment at Hangzhou Seventh People’s Hospital,Hangzhou,China in 2019.The Hamilton Anxiety Scale,Hamilton Depression Scale and Trait Coping Style Questionnaire were administered to evaluate the anxiety,depression and coping style among these people.Psychological intervention based on positive psychology was provided for 6 wk followed by another evaluation.The results were compared against those from the previous evaluation.RESULTS After 6 wk of psychological intervention,89 people achieved a significant improvement in the Hamilton Anxiety Scale and Hamilton Depression Scale-24 scales.The score for positive coping style in Trait Coping Style Questionnaire was significantly improved,while that of the negative coping style decreased significantly(P<0.05).CONCLUSION Psychological intervention based on positive psychology alleviated affective symptoms,such as anxiety and depression,in subjects addicted to online games.Psychological intervention corrected negative coping style,thereby improving mental health. 展开更多
关键词 online game addiction Positive psychology ANXIETY DEPRESSION Coping style Psychological intervention
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Sustainable Development of Internet Literature in the Era of Games and Animation:Challenges and Opportunities
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作者 Fan Rong Qu Wei 《Contemporary Social Sciences》 2023年第1期89-101,共13页
The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as... The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP. 展开更多
关键词 Internet literature literary and artistic creation ANIMATION online games
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The Relationship between College Students’ Online Game Addiction, Family Function and Self-Control 被引量:1
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作者 Xihua Zhou Jing Xing 《Health》 2021年第9期910-919,共10页
<span><b><span style="font-family:"">Objective</span></b></span><span><span><span style="font-family:"">: To study the status of onli... <span><b><span style="font-family:"">Objective</span></b></span><span><span><span style="font-family:"">: To study the status of online game addiction, self-control ability and family function, analyze the influence factors and the relationship between them. <b>Methods</b>: The questionnaire of online game addiction, family function and self-control ability was used to investigate some college students. <b>Results</b>: 1) The detection rate of college students’ online game addiction is 40%. There are significant differences in sex, grade and only child in online game addiction. 2) There are significant differences in self-control ability and family function between online game addicts and non-addicts. 3) Self-control ability and family function have a significant predictive effect on online game addiction. <b>Conclusion</b>: College students’ online game addiction is affected by their self-control ability and family function, and it can be alleviated by improving their self-control ability and family function.</span></span></span><span style="font-family:""></span> </p> 展开更多
关键词 College Students online Game Addiction Family Function SELF-CONTROL
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Playing Online Game Increase Aggressive Behaviour of High School Students on 4.0 Century in Papua
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作者 Agussalim M.Natsir +3 位作者 Sisilia Teresia Rosmala Dewi Sukatemin Fitria Setiawan Anna Veronica Pont 《Journal of Human Physiology》 2020年第2期18-31,共14页
Introduction:Once the enormity of online games took over the attention of many teens and children so that it brought a big change.Aggressive behavior among adolescents especially high school students from year to year... Introduction:Once the enormity of online games took over the attention of many teens and children so that it brought a big change.Aggressive behavior among adolescents especially high school students from year to year is increasing both in number and forms of aggressive behavior that is raised.Objectives:This study aims to determine the relationship between playing online games and aggressive behavior of high school students in Jayapura.Methods:The research method used was analytical research using cross sectional design.Study the relationship between two variables in a situation or group of objects using a simple linear regression statistical test.Result:The correlation effect of Length Playing Game Online with aggressively behavior of students in High School logistic test results obtained meaningful results where the value of p=0,00<0.05.This means that there is an influence or relationship between the lengths of playing online games with the aggressive behavior of high school students.These results indicate that there is a positive relationship between the lengths of playing online games with the aggressive behavior of adolescents.This means that the old variable playing online games can be used as a trigger to predict the emergence of aggressive teenage behavior.The higher the length of playing online games,the higher the aggressive behavior of teenagers,conversely the lower the longer playing online games,the lower the aggressive behavior of teenagers. 展开更多
关键词 Game online Frequency DURATION Level of attachment Aggressive behavior
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Online Education Game Changer
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《ChinAfrica》 2017年第6期42-43,共2页
XuetangX, the leading Chinese Massive Open Online Courses (MOOCs) platform created by Beijing-based Tsinghua University, has broken new ground yet again. After having reached more than 7 million users worldwide in M... XuetangX, the leading Chinese Massive Open Online Courses (MOOCs) platform created by Beijing-based Tsinghua University, has broken new ground yet again. After having reached more than 7 million users worldwide in May, XuetangX has now become the first Chinese MOOC platform to offer its online education services in Africa. 展开更多
关键词 online Education Game Changer
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Distributed online bandit tracking for Nash equilibrium under partial-decision information setting
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作者 FENG ZhangCheng XU WenYing +2 位作者 CAO JinDe YANG ShaoFu RUTKOWSKI Leszek 《Science China(Technological Sciences)》 SCIE EI CAS CSCD 2023年第11期3129-3138,共10页
This paper is concerned with a Nash equilibrium(NE)tracking issue in online games with bandit feedback,where cost functions vary with time and agents only have access to the values of these functions at two points dur... This paper is concerned with a Nash equilibrium(NE)tracking issue in online games with bandit feedback,where cost functions vary with time and agents only have access to the values of these functions at two points during each round.A partial-decision information setting is considered,in which agents have only access to the decisions of their neighbors.The primary objective of this paper is to develop a distributed online NE tracking algorithm that ensures sublinear growth of regret with respect to the total round T,under both the bandit feedback and partial-decision information setting.By utilizing a two-point estimator together with the leader-following consensus method,a new distributed online NE tracking algorithm is established with the estimated gradient and local estimated decisions based on the projection gradient-descent method.Moreover,sufficient conditions are derived to guarantee an improved upper bound of dynamic regret compared to existing bandit algorithms.Finally,a simulation example is presented to demonstrate the effectiveness of the proposed algorithm. 展开更多
关键词 online game bandit feedback partial-decision two-point gradient estimator
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Current Status and Trend of Internet and E-Commerce Market in Korea
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作者 LEE Hongjoo KIM Jongwoo PARK Sungjoo 《Journal of Electronic Science and Technology of China》 2004年第3期188-193,共6页
After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been eith... After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been either stagnant or decreased. Trends of Korean Internet and e-commerce market are summarized in this paper the trends on Internet usage are introduced. Trends of online games, blogs and wireless Internet are introduced. The trends of Korean Internet market may have implications for China and Japan. 展开更多
关键词 INTERNET e-commerce market wireless Internet online game
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Are Online Gaming Courses Appropriate for Young Students?
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《Beijing Review》 2009年第24期46-47,共2页
Primary school students in Wuhan, central China’s Hubei Province, are playing games this semester and it’s okay with their teachers. A new IT course now offers local students the chance to take an online game as par... Primary school students in Wuhan, central China’s Hubei Province, are playing games this semester and it’s okay with their teachers. A new IT course now offers local students the chance to take an online game as part of their studies of online forum reg-istration and Internet-based communication methods. 展开更多
关键词 Are online Gaming Courses Appropriate for Young Students
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Improved Dota2 Lineup Recommendation Model Based on a Bidirectional LSTM 被引量:7
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作者 Lei Zhang Chenbo Xu +3 位作者 Yihua Gao Yi Han Xiaojiang Du Zhihong Tian 《Tsinghua Science and Technology》 SCIE EI CAS CSCD 2020年第6期712-720,共9页
In recent years,e-sports has rapidly developed,and the industry has produced large amounts of data with specifications,and these data are easily to be obtained.Due to the above characteristics,data mining and deep lea... In recent years,e-sports has rapidly developed,and the industry has produced large amounts of data with specifications,and these data are easily to be obtained.Due to the above characteristics,data mining and deep learning methods can be used to guide players and develop appropriate strategies to win games.As one of the world’s most famous e-sports events,Dota2 has a large audience base and a good game system.A victory in a game is often associated with a hero’s match,and players are often unable to pick the best lineup to compete.To solve this problem,in this paper,we present an improved bidirectional Long Short-Term Memory(LSTM)neural network model for Dota2 lineup recommendations.The model uses the Continuous Bag Of Words(CBOW)model in the Word2 vec model to generate hero vectors.The CBOW model can predict the context of a word in a sentence.Accordingly,a word is transformed into a hero,a sentence into a lineup,and a word vector into a hero vector,the model applied in this article recommends the last hero according to the first four heroes selected first,thereby solving a series of recommendation problems. 展开更多
关键词 Word2vec mutiplayer online battle arena games Continuous Bag Of Words(CBOW)model Long Short-Term Memory(LSTM)
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Analysis of subscription characteristics and user mobility in different types of MMORPGs
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作者 PENG Hui SUN Yan-li WU Hong 《The Journal of China Universities of Posts and Telecommunications》 EI CSCD 2009年第6期121-128,共8页
Massively multiplayer online role-playing game(MMORPG) is one of the fastest-growing segments of the online game industry.MMORPG subscription refers to game accounts logged in during a certain period of time.MMORPG ... Massively multiplayer online role-playing game(MMORPG) is one of the fastest-growing segments of the online game industry.MMORPG subscription refers to game accounts logged in during a certain period of time.MMORPG user mobility explains the dynamics of subscriber size change.This article explores the subscription characteristics and user mobility in different types of MMORPGs.It is found that subscription characteristics in different types of MMORPGs are marked by dissimilarity.On one hand,the curve of competition-based game subscription is linear,and the stability period is short,therefore it is necessary for the game operators to introduce new versions timely.On the other hand,the gradient rate of subscription in the community-based game is slow at first and then fast,and the stability period is long,hence it will take the game operator a long cycle to launch a new version.The difference of subscription curve is caused by the fact that user mobility in competition-based game is higher than in the community-based game,as attractiveness of community-based game can maintain a longer period due to network externality.The purpose of the study is to help the game operator to understand the development stage and features of the game and to make effective decisions to attract more players. 展开更多
关键词 virtual reality online game subscription characteristics user mobility subscription curve life cycle MMORPG
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