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by Masayuki Matsui - December 24, 2021
Toward digital-era, there is more increasing the portion of artifacts on the earth, and is attainable to the global environment of nature versus artifacts bodies. At the paper, we first suppose One-leaf Hyperboloid and the typical cases:Social (or enterprise) and Physical bodies as the base of nature vs. artifacts bodies. Second, the traditional pair-map is here developed, is semi-finalized at a generalization including Nash’s zone, and its 3D-like body is visually embodied as the two illustrations. Third, for a fractal(nested) mother of pair-map and its Nash’s zone, the shared equilibrium problem of 3D-type is discussed on the Trickle-down effort vs. Modern money theory (up) at Mt. Fuji type in the economic society. Finally, it is remarked that the latter might be better than the former at income distribution.
by Saori Kihara - September 6, 2021
This study aimed to clarify the effect of the rhythm game "Osu!" on attentional function and its factors. Participants wore an electroencephalograph and played "Osu!” for 10 minutes (four games), and the Trail Making Test was performed before and after the games. As a result of the analysis focused on the frequency of the games, only the "high frequency group" showed an effect on attentional function. From the results, it can be inferred that rhythm games can improve attentional function and can function as a training tool for game users. The results also suggest that rhythm games can be used as a health-promoting tool owing to their ability to improve attentional function.
by Xiang Fan - October 18, 2021
This study aimed to examine the mediating role of perceived stress in the relationship between mobile phone addiction and irrational procrastination. Recent studies have shown that mobile phone addiction can cause or aggravate irrational procrastination. 6220 Chinese college students completed the questionnaires about their information of demographic, mobile phone addiction, perceived stress and irrational procrastination (response rate of 91.6%). Statistical analyses were performed using SPSS 25.0 and PROCESS 3.5. The mediation model was tested using Model 4 in Hayes' Process and the percentile Bootstrap algorithm with deviation correction, repeat sampling 5000 times and calculate the 95% confidence interval. The results show that mobile phone addiction of college students has a significant positive predictive effect on irrational procrastination after controlling for age, tobacco and alcohol use. In addition, mediation analysis indicated significant mediation of perceived stress in the relationship between mobile phone addiction and irrational procrastination in both male and female students.
by Ryousuke Furukado - August 31, 2021
This study aimed to determine racing esport games’ effects on the physiological and psychological indices using psychological scales and heart rate monitors. The participants were 10 male university students who did not play games diurnally (mean age ± 20.10, SD = 1.10). Participants wore a wristwatch heart rate monitor, and their resting heart rate was measured for 2 min. The duration of the game play was set to 30 min, and their heart rates were continuously measured during play. The changes in the psychological state before and after the game play were then examined using a two-dimensional mood scale-short term. The results showed that the average heart rate significantly increased during gameplay compared to the resting state. As for participants’ psychological state before and after the gameplay, the vitality, pleasure, and arousal levels increased while the stability level decreased. These results indicate that gameplay in the racing genre can induce a lively mood and increase the heart rate.
Journal of Digital Life is pleased to announce the […]
by admin -December 27, 2021
Journal of Digital Life, the online journal in the […]
by admin -September 17, 2021
I would like to express my sincere congratulations […]
by admin -August 30, 2021