Neural Networks and Rules-based Systems used to Find Rational and Scientific Correlations between being Here and Now with Afterlife Conditions
Neural Networks and Rules-based Systems used to Find Rational and
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This article discusses the ways in which digital games affect the behaviours of teenagers by promoting aggression. Also highlighted is what the field of neuroscience can tell us about the implications of using digital games, particularly with respect to their effects on teenagers’ brains and, consequently, on their behaviours. In addition, this paper demonstrates the importance of conducting research on the ways in which the use of digital games affect teenagers’ behaviour, values and mental health and stresses the need to find ways in which to ensure the safe use of digital games and other new entertainment media.
L. K. Pulasthi Dhananjaya Gunawardhana. 1970. \u201cDigital Games Cause to Brain & Psychological Behaviours\u201d. Global Journal of Human-Social Science - A: Arts & Humanities GJHSS-A Volume 15 (GJHSS Volume 15 Issue A11): .
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Crossref Journal DOI 10.17406/GJHSS
Print ISSN 0975-587X
e-ISSN 2249-460X
The methods for personal identification and authentication are no exception.
The methods for personal identification and authentication are no exception.
Total Score: 100
Country: Unknown
Subject: Global Journal of Human-Social Science - A: Arts & Humanities
Authors: (PhD/Dr. count: 0)
View Count (all-time): 160
Total Views (Real + Logic): 20859
Total Downloads (simulated): 11129
Publish Date: 1970 01, Thu
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Neural Networks and Rules-based Systems used to Find Rational and
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This article discusses the ways in which digital games affect the behaviours of teenagers by promoting aggression. Also highlighted is what the field of neuroscience can tell us about the implications of using digital games, particularly with respect to their effects on teenagers’ brains and, consequently, on their behaviours. In addition, this paper demonstrates the importance of conducting research on the ways in which the use of digital games affect teenagers’ behaviour, values and mental health and stresses the need to find ways in which to ensure the safe use of digital games and other new entertainment media.
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