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Game Analysis of Regulation for Online Prescription Drugs under Customer Feedback Mechanism
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作者 Du Peng Huang Zhe Dong Li 《Asian Journal of Social Pharmacy》 2024年第2期147-158,共12页
Objective To study the way to better regulate the online sales of prescription drugs,and to provide reference for the adjustment of relevant policies since the online sales of prescription drugs has become an inevitab... Objective To study the way to better regulate the online sales of prescription drugs,and to provide reference for the adjustment of relevant policies since the online sales of prescription drugs has become an inevitable trend.Methods A game model was constructed for the strategy choice of pharmaceutical e-commerce platform,customers and government departments based on differential game theory and Nash equilibrium game model to analyze the pure strategy Nash equilibrium,Nash equilibrium dominant strategy of each subject and the mixed strategy Nash equilibrium under different conditions.Besides,Matlab was used to carry out simulation analysis.Results and Conclusion The study shows that:(1)Improving the credibility of the government and reducing the cost of government regulation can not only make the pharmaceutical e-commerce platform operate with high quality,but also give greater play to government functions;(2)The greater the influence of social evaluation on pharmaceutical e-commerce platforms,the lower the cost of high-quality operation of pharmaceutical e-commerce platform,and the greater the probability of customer choosing real evaluation strategy;(3)The greater the customers’perception of potential risk,the greater the compensation,and the lower the cost of reporting.Then,the greater the probability that government departments will choose strict regulation.Finally,the model solution and simulation analysis are combined to provide countermeasures and suggestions for the safety regulation of online sales of prescription drugs. 展开更多
关键词 online prescription drug sale Nash equilibrium simulation analysis mixed strategy game
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Violence in Online Games:How Does It Affect Teenagers in China?
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作者 韦合 《海外英语》 2011年第14期387-388,共2页
Nowadays many teenagers play online games.Too much violence in online games deeply affects the teenagers' life,makes them act in a violent manner.Actions should be brought for change to protest.
关键词 VIOLENCE online game TEENAGER affect change
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The Ascendant Situation of Online Games Industry
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作者 刘 颖 《科技视界》 2013年第5期116-116,共1页
This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "... This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "separatism" status, analyzes the role of sports field in the institutional "separatism", induces some necessary reflection, and looks to "e-sport" prospects in sports field. 展开更多
关键词 英语教学 教学方法 阅读教学 课外阅读
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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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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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The Power of Social Capital in Massive Multiplayer Online Games" Cooperation and Cronyism in World of Warcraft
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作者 Mark C. Meachem 《Journalism and Mass Communication》 2012年第4期539-550,共12页
关键词 多人在线游戏 社会资本 虚拟世界 合作 MMOG 定性数据 游戏活动 调查结果
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Psychological Predictors of Intensive Practice of Massively Multiplayer Online Role-Playing Games
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作者 Jessica Marchetti Carol Sankey Isabelle Varescon 《Psychology Research》 2016年第11期676-683,共8页
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Chinese Online Game Industry in Institutional “Separatism”
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作者 刘颖 《科技信息》 2013年第11期247-247,共1页
Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist wa... Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist war" play,or how much of its share of space. 展开更多
关键词 中国 网络游戏 游戏产业 发展现状
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Online Game Development in the Ascendant World
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作者 刘颖 《科技视界》 2013年第4期106-106,共1页
Online game development in the ascendant world led to lively academic trends forward, a great booming trend. In recent years, a large number of e-sport research papers published on the domestic sports journals, discus... Online game development in the ascendant world led to lively academic trends forward, a great booming trend. In recent years, a large number of e-sport research papers published on the domestic sports journals, discussion areas related to concepts, classifications, industrialization of e-sport and so on. 展开更多
关键词 体育锻炼 体育教育 教学方法 体育运动
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Game-Theoretic Online Resource Allocation Scheme on Fog Computing for Mobile Multimedia Users 被引量:2
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作者 Yingmo Jie Mingchu Li +1 位作者 Cheng Guo Ling Chen 《China Communications》 SCIE CSCD 2019年第3期22-31,共10页
Fog computing is introduced to relieve the problems triggered by the long distance between the cloud and terminal devices. In this paper, considering the mobility of terminal devices represented as mobile multimedia u... Fog computing is introduced to relieve the problems triggered by the long distance between the cloud and terminal devices. In this paper, considering the mobility of terminal devices represented as mobile multimedia users(MMUs) and the continuity of requests delivered by them, we propose an online resource allocation scheme with respect to deciding the state of servers in fog nodes distributed at different zones on the premise of satisfying the quality of experience(QoE) based on a Stackelberg game. Specifically, a multi-round of a predictably\unpredictably dynamic scheme is derived from a single-round of a static scheme. The optimal allocation schemes are discussed in detail, and related experiments are designed. For simulations, comparing with non-strategy schemes, the performance of the dynamic scheme is better at minimizing the cost used to maintain fog nodes for providing services. 展开更多
关键词 FOG COMPUTING online RESOURCE allocation STACKELBERG game dynamic multimedia
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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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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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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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Study on Major Issues Conceming the Implementation of the Online Game Shutdown System --With an Emphasis on Examples of Korea
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作者 Sung Wook Choi 《Chinese Business Review》 2016年第10期479-484,共6页
关键词 网络游戏 韩国政府 关闭系统 法律规定 青少年 政府行为 立法过程
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A Survey for Exploring Personality Traits of Excessive Online Game Users in Japan
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作者 Tatsuya Nomura Yuma Goto 《Computer Technology and Application》 2012年第12期818-825,共8页
关键词 网络游戏 用户 日本 人格 在线游戏 网上调查 抑郁 多相
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抽象与具现D&D、PC Game与Online Game
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作者 老谢 《程序员(游戏创造)》 2005年第10期64-70,共7页
笔者曾撰文探讨D&D到底是什么.文中把D&D拆成3个层次.分别是:
关键词 online game 抽象 PC 游戏设定 背景故事
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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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Digital Revolutions Affecting Distribution Within the Games Sector
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作者 Malte Behrmann 《Management Studies》 2018年第2期139-146,共8页
The paper addresses the two main revolutions the games industry underwent within the last decade in its distribution structures:The internet shift and the mobile revolution.The author observes and describes economic p... The paper addresses the two main revolutions the games industry underwent within the last decade in its distribution structures:The internet shift and the mobile revolution.The author observes and describes economic phenomena which he has witnessed in many workshops and interviews within several EU research projects.By modeling different scenarios of actors in the ecosystem he now shows that the structures have seen dramatic changes and shifting opportunities for all market participants.As a result,he shows that both revolutions have opened opportunities for fast movers,but over time those opportunities have been shrinking with more and more actors coming on board. 展开更多
关键词 DIGITAL SHIFT games industry online REVOLUTION MOBILE SHIFT MOBILE games
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龙虎门Online开始内测
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《电脑技术(数码风尚)》 2006年第8期69-69,共1页
《龙虎门Online》是国内第一款自主研发的NICG类游戏。NTCG即Net Trading Card Game,是一种线上集换式的卡牌游戏形式。它将线下的交换/收集卡片的传统TCG游戏以网络为载体制作到线上。
关键词 online 虎门 自主研发 CARD game 游戏 NET
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“川剧+网络游戏”,以跨界合作实现共赢
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作者 钱默 《文化创新比较研究》 2024年第12期98-101,共4页
该文从“川剧+网络游戏”跨界的必要性、可行性、总体思路,探讨以跨界合作实现共赢。该文总结了川剧和网络游戏两者具有娱乐本质的相同性、文化内涵的相通性、艺术形式的相似性,探讨“川剧+网络游戏”创新发展路径的可行性,提出了“川剧... 该文从“川剧+网络游戏”跨界的必要性、可行性、总体思路,探讨以跨界合作实现共赢。该文总结了川剧和网络游戏两者具有娱乐本质的相同性、文化内涵的相通性、艺术形式的相似性,探讨“川剧+网络游戏”创新发展路径的可行性,提出了“川剧+网络游戏”跨界合作实现共赢的总体思路,并提出将川剧艺术引入网络游戏、将网络游戏改编成传统川剧,以及在跨界合作中应注重青年人的特点和喜好、应共生繁荣避免噱头,政府支持共同推动跨界合作等措施。“川剧+网络游戏”的跨界合作既有利于扩大川剧的青年观众群体,也有利于丰富网络游戏民族化的表现形式,是值得探索的文化产业发展的路径之一。 展开更多
关键词 川剧 网络游戏 跨界 游戏设计 文化创新 戏剧艺术
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