Internet Gaming DisorderInternet Gaming Disorder



a part-time game-testing job, which he considered a “great opportunity” because he could be paid for doing something ... The suicide had affected him greatly, particularly as he had envisioned this friend as being a major part of his ...

Author: Daniel King

Publisher: Academic Press

ISBN: 9780128129258

Category:

Page: 294

View: 715

Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction Provides screening approaches for measuring excessive gaming Details a structured clinical interview approach for assessing gaming disorder Provides evidence-based clinical strategies for prevention and treatment Covers cognitive behavioral therapy and harm reduction strategies

The Game of Death in Ancient RomeThe Game of Death in Ancient Rome



In this provocative, thoughtful book, Paul Plass shows how the deadly violence of arena sport and political suicide served a social purpose in ancient Rome.

Author: Paul Plass

Publisher: Wisconsin University Press

ISBN: UOM:39015059571219

Category:

Page: 283

View: 516

Our taste for blood sport stops short at the bruising clash of football players or the gloved blows of boxers, and the suicide of a politician is no more than a personal tragedy. What, then, are we to make of the ancient Romans, for whom the meaning of sport and politics often depended on death? In this provocative, thoughtful book, Paul Plass shows how the deadly violence of arena sport and political suicide served a social purpose in ancient Rome. His work offers a reminder of the complex uses to which institutionalized violence can be put. Violence, Plass observes, is a universal part of human life, and so must be integrated into social order. Grounding his study in evidence from Roman history and drawing on ideas from contemporary sociology and anthropology, he first discusses gladiatorial combat in ancient Rome. Massive bloodshed in the arena, Plass argues, embodied the element of danger for a society frequently engaged in war, with outsiders--whether slaves, criminals, or prisoners of war--sacrificed for a sense of public security

SG Suicide GameSG Suicide Game



SG- Suicide Game is a metaphor about the society where persons almost kill themselves to achieve their goals and forget their dreams, but, in the book you will find also real love, friendship, loyalty, hope and an unexpected finale showing ...

Author: Haidji

Publisher: CreateSpace

ISBN: 1492869201

Category:

Page: 358

View: 567

SG- Suicide Game is a metaphor about the society where persons almost kill themselves to achieve their goals and forget their dreams, but, in the book you will find also real love, friendship, loyalty, hope and an unexpected finale showing the good essence of the human seed. Eight thousand candidates sign up for the Suicide Game. Only one can win. Their destination is the Night Stadium: a place of makeup and music, fear and adrenaline, blood and romance, celebration and death. Each candidate has his or her own reason for entering the Game. The Council runs the Game. The outcome of the Game is left to fate...in the laps of the gods. The candidates will jump to their deaths in order to win everything, before capacity crowds in the Stadium. The public follows every jump, live on TV and mobile device screens, choosing their favorite candidates and betting on their lives. Who will win the game? Candidate 0907 - Moma - the terrorist? Candidate 1518 - Fabio Giovanni Cristiani - the cyclist? Candidate 3507 - Anthony Henrik Gustav - the lawyer? Candidate 4914 - Jens Plaato - the politician? Candidate 4918 - Sarah Mondstein - the career woman? Candidate 5151 - Bianca White - just a girl ? Candidate 7195 - The Scientist? ...Or is it a completely different Candidate? The Game's community also includes geeks, mafia, makeup artists, master chefs, models, musicians, spies, terrorists, and many others. It boldly imagines a place where death and denial are interwoven with hope, choices and the innate desire for happiness. Impressive in the totality of its vision, it is an exploration of the best and worst things in our lives, our nightmares, and especially our dreams.

Legalized Casino Gaming in the United StatesLegalized Casino Gaming in the United States



Gambling Linked to Suicide , ” 1997 ) . According to the report , such gaming cities as Las Vegas , Atlantic City , and Reno have higher suicide rates by both residents and visitors than comparably sized cities without gaming .

Author: Cathy Hc Hsu

Publisher: Routledge

ISBN: 9781135410629

Category:

Page: 284

View: 139

Covering the entire United States gaming market, Legalized Casino Gaming in the United States provides gaming researchers, policymakers, and hospitality students comprehensive overview of the history, development, legislation, and economic and social impacts of riverboat, land-based, and Native American casino gaming. Containing national and regional research about the industry, this book will provide students with a historical view on gaming and the hospitality industry, offer researchers data and current market status of the industry; and will give policymakers information about the advantages and disadvantages of a gaming industry in their community. Comprehensive and thorough, Legalized Casino Gaming in the United States is full of case studies, data, and surveys that provide you with credible information on community incomes, residents’attitudes about gaming, and gaming taxes in certain states. This fact-filled book will help you evaluate and learn about the pros and cons of the industry, including: reviewing changes in the gaming laws and regulations in particular regions and segments of the industry explaining laws and regulations by state for riverboat and other Native American land-based gaming examining negative and positive social impacts of gaming, including crime; quality of life; community services; availability of entertainment, recreation, and cultural activities; community attractiveness, such as reputation, appearance, cleanliness, and traffic; local resident attitudes; and pathological gaming explaining Nevada’s gaming regulatory system, including the roles of the Nevada Gaming Commission and Gaming Control Board, and discussing issues related to currency transactions, exclusion lists, work permits, customer disputes, and underage gambling discussing positive economic aspects of Native American gaming, such as tax benefits, in Connecticut, Wisconsin, Oregon, and Minnesota, and how the industry impacts surrounding communities Examining the industry from ethical, economic, and social standpoints, the contributors offer you several perspectives of a situation, not just one side of an issue, to help you make educated decisions or opinions about gaming. Bolstered with charts, graphs, tables, and future research recommendations, Legalized Casino Gaming in the United States offers you an in-depth and comprehensive look at the gaming industry, helping you weigh the positive and negative effects of one of the most popular areas of hospitality.

Forest and StreamForest and Stream



The Suicide of a Serpent . course no one believes that on the Fourth of July all the nitions of a game fish by Dr. G. Brown Goode these Lynxes and their names . Yachting . buffalo of the continent were gathered together north of ...

Author:

Publisher:

ISBN: UOM:39015084558850

Category:

Page:

View: 154

Ethics and Game Design Teaching Values through PlayEthics and Game Design Teaching Values through Play



Osama from TowardsMecca.com, while playing BioShock: Almost immediately afterwards [the first playthrough], I started the game over with the intention of beating it once more but by harvesting every little sister this time.

Author: Schrier, Karen

Publisher: IGI Global

ISBN: 9781615208463

Category:

Page: 396

View: 184

"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Gaming UtopiaGaming Utopia



labor exploitation, respectively, of children in Congolese coltan mines and Chinese assembly workers (the goal is to save workers from committing suicide by jumping off the Foxconn factory roof).42 The “obsolescence” and “waste” levels ...

Author: Claudia Costa Pederson

Publisher:

ISBN: 9780253054500

Category:

Page: 280

View: 157

"In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world"--