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Gaming addiction in adolescence (revisited)
Gaming addiction has become a topic of increasing research interest. Over the last 25 years, I have written many articles on adolescent video gaming for Education and Health as it is one of the research fields that is constantly evolving. In fact, over the last decade, there has been a significant increase in the number of scientific studies examining various aspects of online addiction particularly among adolescents and young adults (Kuss & Griffiths, 2012; Kuss, Griffiths, Karila & Billieux, 2014). Although the amount and the quality of research in the field has progressed much over this period, it is still in its infancy compared to other more established behavioural addictions (such as pathological gambling). This article briefly examines (i) how adolescent gaming addiction research has changed over the last three decades, (ii) how online gaming addiction has gained genuine psychiatric status, (iii) excessive gaming as an addiction, and (iv) where the gaming addiction field is going
A simple approximation of the one-loop corrected cross section for e(+)e(-)->W+W- at LEP 2
Kuroda M, Kuss I, Schildknecht D. A simple approximation of the one-loop corrected cross section for e(+)e(-)->W+W- at LEP 2. PHYSICS LETTERS B. 1997;409(1-4):405-411.Using the SU(2) gauge coupling, g(W)+/- (M-W+/-(2)), at the high-energy scale of MW+/-, defined by the (theoretical value of the) leptonic W-width, rather than using the low-energy value, defined via the Fermi coupling, G(mu), in the Born approximation, and supplementing with Coulomb corrections and initial state radiation, errors with respect to the exact one-loop results for the differential cross section of e(+)e(-) --> W+W- are below 1% at LEP 2 energies at all W+W- production angles. A similar procedure is suggested to incorporate leading bosonic loop effects into four-fermion production in the fermion-loop scheme. The resulting accuracy below 1% is sufficient for LEP 2 experiments. (C) 1997 Published by Elsevier Science B.V
Video game addiction: past, present and future
Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction. This paper begins with a brief past history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then examines more thoroughly the contemporary research literature by analyzing the (i) prevalence of problematic video game use and video game addiction, (ii) negative consequences of excessive video game use, (iii) factors associated with problematic video game use and video game addiction, and (iv) the treatment of problematic video game use and video game addiction. The paper concludes by looking at the trends in the field and a somewhat theoretical examination of what the future of video game addiction might be.Mark D. Griffiths, Daria J. Kuss and Daniel L. Kin
Dr. Duane M. Jackson, Morehouse College, July 2011
This video is a conversation with Dr. Duane M. Jackson. Dr. Jackson talks about his paper, "Recall and the Serial Position Effect: The Role of Primacy and Recency on Accounting Students' Performance." Jackie Daniel, AUC Woodruff Library, is the interviewer
"Reflections on the subject of Emigration from Europe with a view to Settlement in the United States" By M. Carey.
"Reflections on the subject of Emigration from Europe with a view to Settlement in the United States: containing bried sketches of the moral and political character of those states.
By M. Carey, member of the American philosophical, and of the American Antiquarian Society, and author of The Olive Branch, Cindiciae Hibernicae, essays on banking, on political economy, and on internal improvement.
To which are now added the English editor's comments on the subject; together with Important Advice to Emigrants, and Cautions Against Impositions Practiced in the Outports
A "Double Copula" Model for Semi-Competing Risks Data
Dineva A, Kuss O, Hoyer A. A “Double Copula” Model for Semi-Competing Risks Data. Presented at the 69th GMDS Annual Conference, Dresden
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
Dr. Glendon Swarthout
Hosted by Roger M. Busfield, MSU Assistant Professor of Speech and Theater, Meet the Author is designed to introduce a general audience to a contemporary author and their work through in-depth interviews. This episode features a conversation between Dr. Glendon Swarthout, prolific author and English professor at MSU, and assistant professors Sam S. Baskett and Theodore B. Strandness
A psychological overview of Gaming Disorder
Over the last decade, the availability of different online games has increased rapidly, which coincides with the expeditious development of the gaming industry. Given that online games such as Massively Multiplayer Online Role-Playing Games (MMORPGs) appeal to a broad audience who will spend large amounts of time engaging with these games, it is unsurprising that small numbers of highly engaged gamers may develop problems as a consequence of their excessive gaming patterns, including gaming disorder (GD). A unified assessment approach to GD is needed as substantial differences related to classification within the context of assessment can further generate confusion and render inconclusive information on the prevalence rates, clinical course, treatment, and biomarkers implicated with GD. Several scholars have called for unification in the assessment of GD following the publication of the nine IGD criteria by the APA. This chapter addresses these issues
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