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Investigation on the Impact of Video Games on People Who Use New Technology

Kolivand, H, Asadianfam, S and Wrotkowski, D (2022) Investigation on the Impact of Video Games on People Who Use New Technology. In: TIOTC 2021: Emerging Technology Trends in Internet of Things and Computing . pp. 365-379. (International Conference on Emerging Technology Trends in Internet of Things, 6th - 8th June 2021, Erbil, Iraq).

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Nowadays, every fourth person in the world is a player, which means that there are two billion players in the world, the gaming industry is enormous and the average person, several times during everyday life, encounters something related to games. The impact that games have on the modern world is massive. In particular popular games that have different types of influence on players and those messages from this game are not necessarily good things. The main task of this project is to reduce the impact of games that have negative aspects of our society in particular violence. This project objective is to create a program that will help a person examine if this person can play games that contain violence. The secondary objective is to post materials that show how long a person can use various gaming devices and encourage young people to spend more time without games. This project’s program aims to inform a person can play games that contain violence, to inform what the negative aspects of prolong use different gaming devices are and to inform of better ways to spend time without any electronic devices.

Item Type: Conference or Workshop Item (Paper)
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Divisions: Computer Science & Mathematics
Publisher: Springer
SWORD Depositor: A Symplectic
Date Deposited: 22 Apr 2022 15:05
Last Modified: 25 Mar 2023 00:50
DOI or ID number: 10.1007/978-3-030-97255-4_27
URI: https://researchonline.ljmu.ac.uk/id/eprint/16686
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