By-laws of the Ontario Fish and Game Protective Association [electronic resource]
"March 1st, 1876." ; Electronic reproduction. ; Mode of access: Internet. ; 44
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"March 1st, 1876." ; Electronic reproduction. ; Mode of access: Internet. ; 44
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In: Emotions and technology
I. Embodied experiences: affective and cognitive benefits of gaming. Video games, nightmares, and emotional processing / Johnathan Bown, Jayne Gackenbach -- Infinite ammo: exploring issues of post-traumatic stress disorder in popular video games / Mathew Bumbalough, Adam Henze -- Emotion, empathy, and ethical thinking in Fable III / Karen Schrier -- Half a second, that is enough: involuntary micro-suspensions of disbelief and ectodiegesis as phenomena of immersion processes in pervasive games / Thaiane Oliveira -- II. Emotions tools and ties. Gamers and their weapons: an appraisal perspective on weapons manipulation in video games / Weimin Toh -- Emotional response to gaming producing Rosenblatt's transaction / April Sanders -- What type of narrative do children prefer in active video games? An exploratory study of cognitive and emotional responses / Amy S. Lu, Richard Buday, Debbie Thompson, Tom Baranowski -- Educational neuroscience and the affective affordances of video games in language learning / Tom Gorham, Jon Gorham -- III. Emotional affordances, videogames, and learning. Affect during instructional video game learning: story's potential role / Osvaldo Jiménez -- Social-emotional learning opportunities in online games for preschoolers / Mariya Nikolayev, Kevin Clark, Stephanie M. Reich -- Dashboard effects challenge flow-learning assumption in digital instructional games / Debbie Denise Reese -- Collaboration and emotion in Way / Karen Schrier, David Shaenfield -- Evaluating the use of a prosocial digital game identify and compare preschool children's social and emotional skills / Lynne Humphries
In: International series in operations research & management science
Combat Modeling is a systematic learning resource and reference text for the quantitative analysis of combat. After a brief overview, authors Washburn and Kress present individual chapters on shooting without feedback, shooting with feedback, target defense, attrition models, game theory and wargames, search, unmanned aerial vehicles, and terror and insurgency. Three appendices provide a review of basic probability concepts, probability distributions, and Markov models, an introduction to optimization models, and a discussion of Monte-Carlo simulations. This is a book that can be used as a military manual, reference book, and textbook for military courses on this vital subject. The authors also provide a link for downloading Microsoft Excel workbooks they've developed and that are used throughout the book that include VBA (Visual Basic for Applications) code for certain functions or commands. Drawing on their many years of experience at the Naval Postgraduate School in Monterey, California, Washburn and Kress have created a reference that will provide the tools and techniques for analysts involved in the underpinnings of combat decisions.
In: Teen Rights and Freedoms Ser
Cover -- Half Title -- Title -- Copyright -- Contents -- Foreword -- Introduction -- Chronology -- 1. Most Teens Believe Wireless Devices Improve Their Lives -- 2. Teens can Become Addicted to Electronic Devices -- 3. Prohibition of the Sale of Video Games to Minors Is Unconstitutional -- 4. A Mother Relates her Decision to Impose an Electronic Media Ban at Home -- 5. Teens' Use of Electronic Devices does no More Harm than TV -- 6. Many Teens Ignore School Cell Phone Regulations -- 7. A Student Asserts that Texting in Class Is not Disruptive -- 8. Some Schools Encourage Using Cell Phones as Classroom Tools -- 9. Texting While Driving can Lead to Prison -- 10. Teens can be Charged with Sex Crimes for Sending Nude Pictures on Cell Phones -- 11. It Is Legal for Police to Search Cell Phones -- 12. Many Students Use Cell Phones to Cheat on School Tests -- 13. Parents Are Using Electronic Devices to Keep Track of Teens' Activity -- 14. Some Teens Consider GPS Tracking a Violation of Their Civil Rights -- 15. Teens can be Sued for Illegal Sharing of Music Filesq -- 16. An Author Discusses the Harm Caused by E-book Piracy -- Organizations to Contact -- For Further Reading -- Index -- Back Cover
In: Australian journal of international affairs: journal of the Australian Institute of International Affairs, Band 53, Heft 2, S. 133-149
ISSN: 1035-7718
Uses Australia as a case study to analyze risks and benefits associated with information technology, including information warfare, espionage, crime, and terrorism, in the areas of energy, telecommunications, and finance; policy recommendations. Potential impact on the Olympic Summer Games in Sydney.
In: Video game companies
"This book introduces readers to Electronic Arts, the publisher behind hit franchises such as Madden NFL, FIFA, and The Sims. Readers will explore the company's history, its dominance of the sports video game landscape, and how the company continues to innovate today. Features include infographics, a glossary, references, websites, source notes, and an index. Aligned to Common Core Standards and correlated to state standards. Essential Library is an imprint of Abdo Publishing, a division of ABDO"--Amazon
In: Studies in conflict & terrorism, Band 42, Heft 4/6, S. 383-406
ISSN: 1057-610X
World Affairs Online
In: Studies in conflict and terrorism, Band 42, Heft 4, S. 383-406
ISSN: 1521-0731
In: Oxford review of economic policy, Band 18, Heft 4, S. 433-445
ISSN: 1460-2121
In: GSTF journal on media & communications: JMC, Band 2, Heft 2
ISSN: 2335-6626
AbstractPeople are uncertain about the role of excessive electronic game-playing on children's academic performance. It is on this premise that this study examines the effects of excessive electronic game-playing on children's academic performance in Port Harcourt. The study use survey and quasi-experiment to sample 371 students of Junior Secondary school 1-3 who are within the age brackets of 10-12. Based on the problem and objectives of the study, research questions were formulated. Research question one to know the extent of excessive game-playing among the children, while research question two sought ascertain the relationship between excessive game-playing and the academic performance of children. A null hypothesis was also formulated and tested with the Pearson Product Moment Correlation Coefficient with the level of significance tested at 0.5 level of significance. The findings showed that a proportion of the sampled population met the criterion of addiction and the majority of the children were still non-frequent gamers. The result also showed that there is a negative correlation between excessive game-playing and academic performance as the majority of the very high scorers in tests administered on the children were from the category labelled as non-frequent and low frequent gamers. The null hypothesis that said 'there is no significant relationship between extent of excessive play and academic performance was rejected, as the r-value was -0.27. Based on these findings, it was recommended that parents should monitor their children's gaming habits and that governments should control the importation of entertainment games and encourage more of educational games.
In: Games and play
The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. *Digital Gaming and the Advertising Landscape* explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context.
As shown by Rubinstein (1989, AER), in the two-player electronic mail game, players are better off if the extent to which they can check each other's information, check each other's information about each other's information, etc., is limited. This paper investigates to what extent this result extends to the multi-player electronic mail game. It is shown that, contrary to the two-player game, the multi-player game has a plethora of equilibria. If players play inefficient equilibria where they require a specific communication network to be established in order to achieve collective action, then Rubinstein's results extend. However, contrary to the two-player game, the multi-player game also has equilibria where players find many alternative communication networks sufficient to undertake collective action. If players play such equilibria, then contrary to what is the case in the two-player electronic mail game they can become better off with more information.
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In: RIOT, Routledge studies in innovation, organization, and technology, 24
Acknowledgments -- Introduction / Peter Zackariasson and Timothy L. Wilson -- This is not a software industry / Casey O'Donnell -- Video games : a subcultural industry / Mikolaj Dymek -- Marketing of video games / Peter Zackariasson and Timothy L. Wilson -- An exploration of the mobile gaming ecosystem from developers' perspective / Claudio Feijo -- The North American game industry / Casey O'Donnell -- The UK and Irish game industries / Aphra Kerr -- The development of the Swedish game industry : a true success story? / Ulf Sandqvist -- Console hardware : the development of Nintendo WII / Mirko Ernkvist -- "Warm and stuffy" : the ecological impact of electronic games / Richard Maxwell and Toby Miller -- Gamification as the post-modern phalanstre is the gamification playing with us or are we playing with gamification? / Flavio Escribano -- The evolving European video games software ecosystem / Giuditta De Prato, Sven Lindmark and Jean-Paul Simon -- Through the looking glass sharply / Timothy L. Wilson and Peter Zackariasson -- Notes on contributors -- Notes -- Index.
In: Journal of broadcasting & electronic media: an official publication of the Broadcast Education Association, S. 1-19
ISSN: 1550-6878