scholarly journals Review on the online gaming industry in India

2021 ◽  
Vol 23 (07) ◽  
pp. 1006-1013
Author(s):  
Ayur Dubey ◽  
◽  
Dr. Amit Kumar ◽  

The objective of this research is to determine the status of the Indian Gaming industry in India, the platform on which it prevails the most, and the factors that affect the growth of this Industry. To get answers to my objective, I carried out a sample survey with a sample size of 40. The data was collected unbiasedly from individuals of different age groups, however, on average the majority of the Indian gaming population, comprised of youth with ages between 21 to 23 years. The study also shows that the availability of smartphones at affordable price margins as well as the uproar of a massive internet consumer base, by the availability of free internet by the use of “Jio” sim, introduced people to this new genre of entertainment and made online gaming industry a major hit.

2021 ◽  
Vol 26 (1) ◽  
Author(s):  
Mizuki Sata ◽  
Renzhe Cui ◽  
Chifa Chiang ◽  
Singeru Travis Singeo ◽  
Berry Moon Watson ◽  
...  

Abstract Background This study aimed to describe the status of alcohol consumption and drug use among young adults as well as their determinants. Methods We conducted a cross-sectional study of 356 young adults (aged 18 to 24 years) living in Palau in 2013. The prevalence of self-reported alcohol and marijuana usage were compared within and between sexes, age groups, ethnicities, and education levels. Results The proportion of current drinking was higher in people aged 21–24 than in those aged 18–20 (73.2% vs. 60.9%, p = 0.09 in men and 48.3% vs. 30.0%, p = 0.02 in women), while that of marijuana use did not differ between the age groups. The proportions of current drinking and marijuana use were higher in Palauan than in other ethnicities (current drinking: 70.6% vs. 40.6%, p = 0.005 in men and 38.8% vs. 16.6%, p = 0.04 in women; lifetime marijuana use: 80.0% vs. 52.9%, p = 0.02 in men and 56.1% vs. 30.6%, p = 0.09 in women). The proportion of frequent (3 times or more) marijuana users was higher for the lower educated than for the higher educated (62.5% vs. 32.1%, p < 0.001 in men and 33.9% vs. 24.4%, p = 0.12 in women). Conclusions Sex, age, ethnicity, and education were significant determinants of alcohol and marijuana use.


Author(s):  
Shuhei Nomura ◽  
Yuta Tanoue ◽  
Daisuke Yoneoka ◽  
Stuart Gilmour ◽  
Takayuki Kawashima ◽  
...  

AbstractIn the COVID-19 era, movement restrictions are crucial to slow virus transmission and have been implemented in most parts of the world, including Japan. To find new insights on human mobility and movement restrictions encouraged (but not forced) by the emergency declaration in Japan, we analyzed mobility data at 35 major stations and downtown areas in Japan—each defined as an area overlaid by several 125-meter grids—from September 1, 2019 to March 19, 2021. Data on the total number of unique individuals per hour passing through each area were obtained from Yahoo Japan Corporation (i.e., more than 13,500 data points for each area). We examined the temporal trend in the ratio of the rolling seven-day daily average of the total population to a baseline on January 16, 2020, by ten-year age groups in five time frames. We demonstrated that the degree and trend of mobility decline after the declaration of a state of emergency varies across age groups and even at the subregional level. We demonstrated that monitoring dynamic geographic and temporal mobility information stratified by detailed population characteristics can help guide not only exit strategies from an ongoing emergency declaration, but also initial response strategies before the next possible resurgence. Combining such detailed data with data on vaccination coverage and COVID-19 incidence (including the status of the health care delivery system) can help governments and local authorities develop community-specific mobility restriction policies. This could include strengthening incentives to stay home and raising awareness of cognitive errors that weaken people's resolve to refrain from nonessential movement.


2021 ◽  
Vol 28 (4) ◽  
pp. 67-79
Author(s):  
L. A. Davletshina ◽  
N. A. Sadovnikova ◽  
A. V. Bezrukov ◽  
O. G. Lebedinskaya

The article present results of the authors’ study of the social well-being of the Russian population – an assessment of the population’s health and attitudes towards a healthy lifestyle amid viral pandemic, based on materials of the Rosstat sample surveys of 2019 and 2020 and data from the All-Russian survey conducted by the Russian Public Opinion Research Center (VCIOM) on 27 September 2020. The authors described the transformation of living conditions in the light of the complex epidemiological situation and the increase in coronavirus cases among the population. Changes in the health status of the Russian population were analyzed by individual age groups.The article assesses the strength of the relationship between the social well-being of the population by selected socio-demographic groups and the period of self-isolation, quarantine, or other restrictions imposed during the coronavirus pandemic in 2020. To solve this problem, demographic and socio-economic characteristics of respondents are presented, the distribution of responses according to the survey results is estimated, and the most signifcant factor characteristics are selected. Respondent replies were grouped according to the selected questions, including in the territorial context (by federal districts). To determine the strength of the relationship between the respondents' answers to the question and their gender or age distribution, the coefcients of mutual conjugacy and rank correlation coefcients were calculated and analyzed.Analysis of the changes in the social well-being of population for 2019–2020 and the assessment of the strength of the relationship between the discussed indicators (gender, wealth, territory of residence) revealed the parameters that form the differences. After comparing the health status of the Russian population as a whole and by age groups in 2019 and 2020 based on data of sample survey on population health status, the following points were identifed. With the expected assessment of the population health status in the age distribution (deterioration in the older ages and better health in the younger ones), it also remains unchanged that more than half of the respondents characterize their health status as «very good» and «good». Noteworthy is the fact that the assessment of the health status of the Russian population has improved during the year. It is evidenced from changes in the structure of respondent replies, even though population health status survey of 2020 was conducted in the middle of lockdown amid the continuing negative trends in coronavirus morbidity and mortality.


2022 ◽  
Vol 22 (1) ◽  
Author(s):  
Xuechan Lyu ◽  
Tianzhen Chen ◽  
Zhe Wang ◽  
Jing Lu ◽  
Chenyi Ma ◽  
...  

Abstract Background In recent years, there have been frequent reports of gaming disorder in China, with more focus on young people. We developed and psychometrically tested a Gaming Disorder screening scale (i.e., Gaming Disorder Screening Scale - GDSS) for Chinese adolescents and young adults, based on the existing scales and diagnostic criteria, but also considering the development status of China. Methods For testing content and criterion validity, 1747 participants competed the GDSS and the Internet Addiction Test (IAT). After 15 days, 400 participants were retested with the scales for to assess test-retest reliability. Besides, 200 game players were interviewed for a diagnosis of gaming disorder. Results The Cronbach’s alpha coefficient on the GDSS was 0.93. The test-retest coefficient of 0.79. Principal components analysis identified three factors accounting for 62.4% of the variance; behavior, functioning, cognition and emotion. Confirmatory factor analysis showed a good model fit to the data (χ2 /df = 5.581; RMSEA =0.074; TLI = 0.916, CFI = 0.928). The overall model fit was significantly good in the measurement invariance tested across genders and different age groups. Based on the clinical interview, the screening cut-off point was determined to be ≥47 (sensitivity 41.4%, specificity 82.3%). Conclusions The GDSS demonstrated good reliability and validity aspects for screening online gaming disorder among Chinese adolescents and young adults.


2019 ◽  
Vol 15 (2) ◽  
pp. 38-41
Author(s):  
Michael B. Zimmermann

The status of iodine nutrition is a key factor in determining the prevalence of thyroid disorders in adults. The study under discussion provides data on the change in the incidence of nosological subtypes of overt thyrotoxicosis and hypothyroidism in adults during an increase in iodine intake after the introduction of mandatory salt iodization in Denmark. The authors carefully studied the case histories of all new patients with thyrotoxicosis and hypothyroidism registered in 2014–2016 in an open cohort of the population of Northern Jutland (n = 309,434), in which a moderate iodine deficiency has historically been observed and compared with incidence rates in 1997–1998 years before introduction of mandatory salt iodization began 2001. Over this period of time, iodine intake almost doubled. At the same time, the incidence rate of confirmed overt thyrotoxicosis significantly decreased: from the initial rate of 97.5 cases per 100,000 people per year in 1997–2000 to 48.8 cases per 100,000 people per year in 2014–2016. This result was due to a significant decrease in the incidence of multinodular toxic goiter, toxic adenoma and Graves’ disease in all age groups in both women and men. Moreover, the overall incidence of primary overt hypothyroidism has not changed.


2021 ◽  
Vol 104 (3) ◽  
pp. 003685042110429
Author(s):  
Abdulaziz M Albargi ◽  
Ali A Assiry ◽  
Hammam A Bahammam ◽  
Mohand Y Alassiri ◽  
Anand Marya ◽  
...  

Objectives: This study aimed to evaluate the truthfulness of patients about their pre-appointment COVID-19 screening tests at a dental clinic. Methods: A total of 613 patients were recruited for the study from the dental clinic at the Faculty of Dentistry, Najran University, Saudi Arabia. The data collection was done in three parts from the patients who visited the hospital to receive dental treatment. The first part included the socio-demographic characteristics of the patients and the COVID-19 swab tests performed within the past 14 days. The second part was the clinical examination, and the third part was a confirmation of the swab test taken by the patient by checking the Hesen website using the patient ID. After data collection, statistical analysis was carried out using SPSS 26.0. Descriptive analysis was done and expressed as mean, standard deviation, frequency, and percentage (%). A cross-tabulation, also described as a contingency table, was used to identify trends and patterns across data and explain the correlation between different variables. Results: It was seen from the status of the swab test within 14 days of the patient's arrival at the hospital for the dental treatment that 18 (2.9%) patients lied about the pre-treatment swab test within 14 days, and 595 (97.1%) were truthful. The observed and expected counts showed across genders and diagnosis a statistically significant difference ( p < 0.001), and there was no significant difference seen across different age groups ( p = 0.064) of the patients. Conclusions: Dental healthcare workers are worried and assume a high risk of COVID-19 infection as the patients are not truthful about the pre-treatment COVID-19 swab test. Routine rapid tests on patients and the healthcare staff are a feasible option for lowering overall risks.


PEDIATRICS ◽  
1989 ◽  
Vol 83 (3) ◽  
pp. 323-331
Author(s):  
Joseph Maytal ◽  
Shlomo Shinnar ◽  
Solomon L. Moshé ◽  
Luis A. Alvarez

In an ongoing study of status epilepticus, 193 children with status epilepticus of varying causes have been followed up for a mean period of 13.2 months. Of these, 97 patients were recruited prospectively. The patients' ages ranged from 1 month to 18 years (mean, 5.0 years). The cause of the status epilepticus was classified as idiopathic in 46 cases, remote symptomatic in 45, febrile in 46, acute symptomatic in 45, and progressive neurologic in 11. The mortality and incidence of sequelae following status epilepticus was low and primarily a function of etiology. Seven children died within 3 months of having the seizure. New neurologic deficits were found in 17 (9.1%) of the 186 survivors. All of the deaths and 15 of the 17 sequelae occurred in the 56 children with acute or progressive neurologic insults. Only two of the 137 children with other causes sustained any new deficits (P &lt; .001). Duration of the status epilepticus affected outcome only within the acute symptomatic group (P &lt; .05). Neurologic sequelae occurred in 29% of infants younger than 1 year of age, 11% of children 1 to 3 years of age, and 6% of children older than 3 years of age. However, this was a reflection of the greater incidence of acute neurologic disease in the younger age groups. Within each cause, age did not affect outcome. Of the 193 children, 61 (32%) had a history of prior unprovoked seizures. Of the 125 surviving children with no history of prior unprovoked seizures, 37 (30%) had subsequent unprovoked seizures. It is concluded that the morbidity of aggressively treated status epilepticus in children, in the absence of an acute neurologic insult or progressive neurologic disorder, is low.


Author(s):  
Kay Kyeong-Ju Seo ◽  
Cass Johnson

Online gaming is becoming a commonplace activity for all age groups, but particularly student-age individuals engaging in distance learning. Within the gaming environments, players involve themselves in events and interactions, collaboration, extensive reading, evaluation, and communications. Incorporating these activities into instruction can create a richer learning environment that leverages student interest and motivation. An important pedagogical aspect to keep in mind in adopting this tool is assessment. Student assessment should be considered as to whether traditional methods of performance evaluation are sufficient for such innovative learning contexts, or whether non-traditional methods should be adopted to leverage the changing contexts of the environments. The purpose of this chapter is to explore what educational benefits online gaming can bring to distance learning contexts and how assessment can be adapted to incorporate this new venue of potential educational curricula.


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