WordNet
- a table used for gambling; may be equipped with a gameboard and slots for chips
- one of a set of cards used in gambling games
PrepTutorEJDIC
- かけ事(とばく)
- 浮浪児
Wikipedia preview
出典(authority):フリー百科事典『ウィキペディア(Wikipedia)』「2015/12/04 04:09:58」(JST)
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Look up gaming in Wiktionary, the free dictionary. |
Gaming is the act of playing games, as in:
- Playing a tabletop game, any game played on a flat surface
- Playing a video game, an electronic game with a video interface
- Playing a role-playing game, in which players assume fictional roles
- Legalized gambling, playing games of chance for money, often referred to in law as "gaming"
Gaming may also refer to:
- Gaming the system, manipulating a system's rules to achieve a desired outcome
Places
- Gaming, Austria, an Austrian market town and municipality
See also
- Game (disambiguation)
- Gamer, a person who plays games, especially video games
- History of games
- Video game
UpToDate Contents
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English Journal
- Non-substance addictive behaviors in the context of DSM-5.
- Potenza MN.Author information Department of Psychiatry, Yale University School of Medicine, 34 Park Street, New Haven, CT 06519, United States; Child Study Center, Yale University School of Medicine, 230 South Frontage Road, New Haven, CT 06511, United States; Department of Neurobiology, Yale University School of Medicine, 333 Cedar Street, New Haven, CT 06511, United States.KEYWORDS: Eating/Food, Gambling, Internet use, Sex, Shopping, Video-gaming
- Addictive behaviors.Addict Behav.2014 Jan;39(1):1-2. doi: 10.1016/j.addbeh.2013.09.004. Epub 2013 Sep 29.
- PMID 24119712
- Physiological arousal deficits in addicted gamers differ based on preferred game genre.
- Metcalf O, Pammer K.Author information Research School of Psychology, Australian National University, Canberra, A.C.T., Australia.AbstractBackground/Aims: There has been significant discussion surrounding the psychopathology of excessive gaming and whether it constitutes an addiction. The current study investigated physiological and subjective levels of arousal in gamers of two genres and the relationship between sensation seeking and gaming addiction. Methods: Heart rate (HR), blood pressure (BP) and skin conductance were recorded at baseline, during gaming for 15 min and after gaming in 30 massively multiplayer online role-playing game (MMORPG) and 30 first-person shooter (FPS) male gamers. Gamers were identified as addicted using the Addiction-Engagement Questionnaire. Sensation seeking was measured using the Arnett Inventory of Sensation Seeking. Results: Addicted MMORPG gamers (n = 16) displayed significant decreases in cardiovascular activity during gaming compared to baseline and showed significant increases after gaming. Addicted FPS gamers (n = 13) had significant increases in BP during gaming which decreased significantly after gaming. In comparison, non-addicted MMORPG gamers (n = 14) had significant decreases in HR during gaming, whereas BP in non-addicted MMORPG and FPS gamers (n = 17) increased during gaming and after gaming. There were no significant relationships between sensation seeking and addiction. Conclusion: There are physiological arousal deficits in addicted gamers, and these patterns differ according to the genre of game played.
- European addiction research.Eur Addict Res.2014;20(1):23-32. doi: 10.1159/000349907. Epub 2013 Aug 1.
- Background/Aims: There has been significant discussion surrounding the psychopathology of excessive gaming and whether it constitutes an addiction. The current study investigated physiological and subjective levels of arousal in gamers of two genres and the relationship between sensation seeking and
- PMID 23921429
- The effects of out-of-school time on changes in youth risk of obesity across the adolescent years.
- Zarrett N1, Bell BA2.Author information 1Department of Psychology, University of South Carolina, 1512 Pendleton Street, Columbia, SC 29208, USA. Electronic address: zarrettn@mailbox.sc.edu.2College of Education, University of South Carolina, 133 Wardlaw College, Columbia, SC 29208, USA. Electronic address: bellb@mailbox.sc.edu.AbstractThis study examined the longitudinal effects of out-of-school time (OST) activities on youth weight-status through mid-to-late adolescence. First, using pattern-centered methods, we identified the prominent ways in which youth allocate their OST across 12 common active and sedentary activities available to them. Second, through multi-level modeling procedures we examined the relation of OST activity patterns to: 1) BMI-status during the 11th grade, and; 2) within-person change in BMI-status across the adolescent years. After accounting for race, gender, SES, pubertal-status, and gaming, youth who participated in a sports-dominant activity pattern for 2 or more years had significantly lower 11th grade odds of being at-risk for overweight/obesity compared to youth in all other activity patterns. Youth of all other activity patterns had similar odds of being at-risk as Low-Activity youth and each other. Understanding the relations of OST to youth healthy weight is a critical first step in developing healthy OST settings.
- Journal of adolescence.J Adolesc.2014 Jan;37(1):85-96. doi: 10.1016/j.adolescence.2013.11.001. Epub 2013 Nov 28.
- This study examined the longitudinal effects of out-of-school time (OST) activities on youth weight-status through mid-to-late adolescence. First, using pattern-centered methods, we identified the prominent ways in which youth allocate their OST across 12 common active and sedentary activities avail
- PMID 24331308
Japanese Journal
- 数学教育にキャリア教育を融合させた「事業計画立案」ゲーミング教材の開発と評価 (ICTを活用した学習支援環境・基盤/一般)
- 情報科で育成すべき資質・能力のモデル化とそれに対応したゲーミング教材テンプレート (ICTを活用した学習支援環境・基盤/一般)
- インターネット依存症 (特集 インターネット依存症とその対策)
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