Playing Massively Multiplayer Online Games: A Dangerous Time-Consuming Leisure?
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14230%2F15%3A00083135" target="_blank" >RIV/00216224:14230/15:00083135 - isvavai.cz</a>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Playing Massively Multiplayer Online Games: A Dangerous Time-Consuming Leisure?
Popis výsledku v původním jazyce
Individuals are at risk when they use the Internet. Video gamers playing online games are at risk when they play too much. What is too much? The amount of time is often used for assessing the border between a safe and a potentially dangerous gaming practice. Quantitative research on addiction to video games uses the amount of time played as a strong indicator to foresee problematic behavior. Easy to measure and easy to ask, the amount of time played appears to be the perfect indicator for any potentially harmful practice. Gamers are even classified according to playing time. The scholarship strongly indicates a link between time played and prevalence of problems. However, the massive number of video gamers in today?s world does not coincide with a hugethreat of gaming addiction. Why not? Among intense gamers, most drastically reduce the time played or even suddenly stop.
Název v anglickém jazyce
Playing Massively Multiplayer Online Games: A Dangerous Time-Consuming Leisure?
Popis výsledku anglicky
Individuals are at risk when they use the Internet. Video gamers playing online games are at risk when they play too much. What is too much? The amount of time is often used for assessing the border between a safe and a potentially dangerous gaming practice. Quantitative research on addiction to video games uses the amount of time played as a strong indicator to foresee problematic behavior. Easy to measure and easy to ask, the amount of time played appears to be the perfect indicator for any potentially harmful practice. Gamers are even classified according to playing time. The scholarship strongly indicates a link between time played and prevalence of problems. However, the massive number of video gamers in today?s world does not coincide with a hugethreat of gaming addiction. Why not? Among intense gamers, most drastically reduce the time played or even suddenly stop.
Klasifikace
Druh
C - Kapitola v odborné knize
CEP obor
AN - Psychologie
OECD FORD obor
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Návaznosti výsledku
Projekt
<a href="/cs/project/EE2.3.30.0009" target="_blank" >EE2.3.30.0009: Zaměstnáním čerstvých absolventů doktorského studia k vědecké excelenci</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2015
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název knihy nebo sborníku
Living in the Digital Age: Self-Presentation, Networking, Playing, and Participating in Politics
ISBN
9788021078109
Počet stran výsledku
14
Strana od-do
148-161
Počet stran knihy
218
Název nakladatele
Masaryk University Press
Místo vydání
Brno
Kód UT WoS kapitoly
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