XBOX economics

Автор: Adžić S., Tkalec D., Zeko M.

Журнал: Sport Mediji i Biznis @journal-smb

Статья в выпуске: 2 vol.10, 2024 года.

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This paper is a case study research of connection between gaming time and exam results. There has been much talk recently about negative influence of time spend using electronic devices on the emotional and intellectual development of children. The negative effects are becoming more and more obvious in today´s society but there are also numerable positive effects in moderate using of digital technology that are especially valuable in modern businesses. The aim of this paper is to show that there is such a thing as desirable time of playing video games that doesn’t necessarily cause negative effects on academic performance of student. The main finding of this research is that it is possible to manage both learning time and gaming time in a way that enables optimal allocation of students most valuable resource, their free time.

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Gaming industry, marginal analysis, video games

Короткий адрес: https://sciup.org/170206435

IDR: 170206435   |   DOI: 10.58984/10.58984/smb2402047a

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