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  1. 16 lis 2020 · New research from Oxford University has delivered a surprising finding; time spent playing games is positively associated with well-being. The new study is the first of its kind.

  2. 27 lip 2022 · We provided evidence on the causal impacts of play on well-being using objectively logged game-play behaviour. Our results show that the impact of time spent playing video games on well-being is probably too small to be subjectively noticeable and not credibly different from zero.

  3. Basically, you don't need "on" and "doing" - use one or the other. You can spend time on something, you can also spend time doing something. "Spend time on" is an idiomatic way of referring to the usage of time. "Doing" is just one of many verbs that you could use instead.

  4. 1 paź 2016 · Beyond differences in hours of play associated with gender and game genres, greater time spent playing was found to be associated with playing with others and with higher experiences of competence, autonomy and relatedness during gameplay.

  5. 26 kwi 2022 · Specifically, they were asked how many hours they spend playing video games per week in general, and how many hours they specifically spend playing first-person shooter games, strategy games,...

  6. 6 maj 2021 · 71.3% of respondents reported that the time they spend playing video games had changed during the COVID-19 pandemic, while 63.1% stated that the types of games they play had changed. Figures 4 and 5 show respondents’ gameplay habits before and after the COVID-19 outbreak, demonstrating a clear shift towards increased frequency of play.

  7. 27 lip 2022 · We addressed this disconnect by linking six weeks of 38 935 players’ objective game-behaviour data, provided by seven global game publishers, with three waves of their self-reported well-being...

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