MASARYK UNIVERSITY Faculty of Social Science Department of Psychology M. A. Petra Vondráčková ADDICTIVE BEHAVIOUR ON THE INTERNET Thesis Supervisor: Assoc. Prof. David Šmahel, M.Sc. et Ph.D. Brno 2012 I declare that I have written this thesis independently and all cited resources have been listed in the references. Praha 20 November, 2012 Petra Vondráčková Acknowledgements I would like to thank my supervisor David Šmahel for his invaluable help and guidance, and also
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video game industry in China E-sport tournaments E-sport is basically, competitive gaming that involves computer games and other related forms of games that can be addictive. Many people who involve themselves in the sports can get addicted to them in the case where there are structures that enhance their engagement in the games and tournaments. The customer can easily be engaged when the sports have aspects of addiction that can come as a result of elements of reward. The Chinese video game industry
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other in a free market. In a legal system, plaintiffs and defendants constantly compete against each other to win the verdicts of juries and judges. Competition occurs within consumer behavior. People are so competitive when it comes to sports and games, they even have food competitions. Competitiveness can lead to strange behaviors. Trait of competitiveness can lead to strange behaviors and has also been recognized as “the enjoyment of interpersonal competition and the desire to win and be better
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Research and Marketing Strategies 2 Table of Contents 1. Company Introduction/Background…………………………………...…3 2. Current Company Status/Health & Relevant Usage Statistics………...…5 3. Overall Marketing Strategy………………………………………………7 4. In-Game Contributors to Success……………………………………….17 5. Relevant Statistics……………………………………………………...20 6. Sources…………………………………………………………………24 3 I. Company Introduction/Background a. About the Company
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becoming a common occurrence for people to state that they are no longer able to concentrate on one thing for a significant amount of time. In a 2003 San Jose State University study, it was noted that the participants were reading more and more material online, but at the same time found it increasingly difficult to give “sustained attention” to the material. A participant is quoted stating, “I find that my patience with really long documents is decreasing….I want to skip ahead to the end of long articles
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Researchers have a name for this logical fallacy, ignoring a common cause. It's one of the oldest fallacies in science, and one still regularly perpetrated in psychological research today. Do some people have problems with spending too much time online? Sure they do. Some people also spend too much time reading, watching television, and working, and ignore family, friendships, and social activities. But do we have TV addiction disorder, book addiction, and work addiction being suggested as legitimate
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Family Studies, California State University, Los Angeles, 5151 State University Drive, Los Angeles, CA 90032, USA b University of California, Los Angeles, CA, USA c Carnegie Mellon University, Pittsburgh, PA, USA Abstract In recent years, electronic games, home computers, and the Internet have assumed an important place in our lives. This paper presents a review of the research on the impact of home computer use on the development of children and adolescents. Time use data are presented along with a
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Different Schools Model Natalie Jones EDU650: Teaching, Learning and Leading in the 21st Century Instructor: Angela Stevens March 16, 2015 Different Schools Model All Learning institutions have different beliefs and styles when it comes to how teachers implement their lessons and strategies. Although, educators have different method, their share the same objective and that is to design and apply material to the appropriate age in such a way that students are able to learn and excel in their learning
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sufficiently because of playing video games, outdoor activities, peer influence and reading for entertainment. College students do not read sufficiently because they are spending time on playing video games. Hivner (2012) noted that 65 percent of college students reported playing video and online games regularly. For most of the college students, playing games have become a daily routine instead of just being a hobby. They are spending more leisure time on playing video games rather than reading. Many college
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com/locate/comphumbeh (A)Social reputation: Exploring the relationship between online video game involvement and social competence Rachel Kowert a,⇑, Julian A. Oldmeadow b a b Institut für Kommunikationswissenschaft, University of Münster, Münster 48143, Germany Department of Psychology, University of York, Heslington, York YO10 5DD, UK a r t i c l e i n f o a b s t r a c t Affordable and accessible Internet has changed the way video games are played, allowing individuals to connect worldwide in shared
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