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  1. 13 Σεπ 2018 · Use of the Internet, computers, smartphones and other electronic devices has dramatically increased over recent decades, and this increase is associated not only with clear and tremendous benefits to the users, but also with documented cases of excessive use which often has negative health consequences.

  2. 8 Δεκ 2021 · Today, only 10% of quality research papers show that gamification techniques can really lead to more healthy behaviours. There is a clear need for more data on video games’ potential to bring down NCD levels and promote health in line with the WHO European Programme of Work 2020–2025.

  3. 28 Σεπ 2023 · These results underscore the role of video games as a source of enjoyment and distraction that aligns with pandemic-related public health guidelines, especially when most traditional recreational activities were unavailable.

  4. This report is a compilation of available safe listening in video gaming and esports activities, based on systematic scoping review of literature, international online gaming survey and stakeholder interviews. The review has been undertaken by Mr Peter Mulas in collaboration with WHO and ITU.

  5. 4 Ιουλ 2017 · Problems related to high levels of gaming and Internet usage are increasingly recognized as a potential public health burden across the developed world.

  6. 28 Σεπ 2023 · This study aimed to examine the impact of the COVID-19 pandemic on health-related outcomes in self-proclaimed video gamers based on the type of lockdown experienced and to discuss the potential role of video games during times of preventive lockdown measures.

  7. 1 Οκτ 2018 · In this commentary, I discuss the recent paper by Király et al. (2018), which provides a systematic review of current and potential policies addressing problematic gaming and suggesting current approaches include those (a) limiting video game availability, (b) reducing risk and harm, and (c) supporting gamers.

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