Monthly Archives: May 2020

Classy Farewell Letters To Coworkers

Virtual interactive student-oriented learning environment (VISOLE) is a game-based constructivist pedagogical approach that encompasses the creation of an online interactive world modeled upon a set of interdisciplinary domains, in which students participate as “citizens” to take part cooperatively and competitively in shaping the development of the virtual world as a means to construct their knowledge and skills. FARMTASIA is the first online game designed using the VISOLE philosophy, encompassing the subject areas of biology, government, economics, technology, production system and natural environment. This study provides the first longitudinal design to test stage-environment fit theory empirically in POGU. The first one is to make the game as realistic as possible so that students can learn in a near-real life environment; the second one is to inject motivational elements so that students can sustain to learn and acquire various knowledge and skills with the game; and the third one is to make easy for teachers to conduct various VISOLE facilitation tasks. The team leader or the management can simply list all the activities and routine that are required to be done on a regular basis or on a daily basis as according to work and the tasks that are available for the employees.

However, despite the growing popularity of online games, empirical studies about the effects of immersion to the online omiqq game behavior are relatively rare. Results show that both presence and flow play significant roles in online game addiction, however, flow mediates the relationship between presence and online game addiction. According to our exploratory educational study, we show evidentially that positive perceptions and an advancement of subject-specific and interdisciplinary knowledge appeared among the students who participated in VISOLE learning with FARMTASIA. In the current study, a factor analytic approach was used to create an empirical model of player motivations. An empirical model of player motivations in online games provides the foundation to understand and assess how players differ from one another and how motivations of play relate to age, gender, usage patterns, and in-game behaviors. Relationships between motivations and demographic variables (age, gender, and usage patterns) are also presented. Automatic negative thoughts are normal. The results demonstrate that Neuroticism and Agreeableness have significant negative influence and Openness has significant positive influence on subjective well-being. This present study provides insight into the relationship between personality traits and the subjective well-being for online game teenager players in Taiwan.

This study conducted a survey of 217 adult game players in Hong Kong to explore the effects of gaming motivations and avatar-self identification on symptoms of online game addiction. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. Contrary to the concern of most game companies, by implementing the tax and rebate policy while the total revenue of the online gaming industry increases slightly, the social image of gaming improves and the number of addicted game users decreases. Do not put too many options, and make them crystal clear for users. This study aims to analyze the extent to which playing games after midnight affects addictive behavior. Among the game genres, RPG, simulation and casual games were positively associated with addictive behavior.

This clearly demonstrates that restricting excessive use of games actually benefits online game companies as well as society in general, and that the system can be more efficiently implemented by the tax and rebate policy. Through our analysis, we demonstrate that the tax and rebate policy can be a very effective policy measure. To address online game addiction problems and pursue the steady growth of the online gaming industry, we propose and evaluate two policies using a system dynamics approach: a self-regulation policy and a tax and rebate policy. The “virtual world” deployed is a farming system covering the domains of cultivation, horticulture and pasturage, situated in a competitive economy governed by good public policies. Google Docs is primarily a Web-based document editing and file storage system. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Results indicate that openness negatively correlated to fulfillment of needs for achievement and affiliation.

Extraversion positively correlated to fulfillment of needs for affiliation and dominance. Conscientiousness positively correlated to fulfillment of needs for achievement, affiliation, autonomy, and dominance. This study investigates the relationship between personality and real-life need fulfillment of 114 online game adolescent players, who had an average of 14.86 years in age and a standard deviation of 1.40 years. For a CBSE student wishing to score high in their Class X board exams, they need to get a proper foundation in all the subjects from class 9 onwards. This article considers validatory evidence for the previously made distinction between (pathological) computing-related addictions and (non-pathological) high engagement in computing activities, and an associated distinction between core and peripheral criteria for diagnosing computing-related addictions. These findings suggest that teacher autonomy support is an important protective predictor of adolescent POGU, and basic psychological needs satisfaction and school engagement are the primary mediators in this association.