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|a Norris, Sheena M. Posey
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|a The neuroscience of gaming
|h Elektronische Ressource
|c Sheena M. Posey Norris and Bruce M. Altevogt, rapporteurs ; Institute of Medicine
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|a [Washington, D.C.]
|b Institute of Medicine of the National Academies
|c 2015, February 2015
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|a 1 PDF file (7 pages)
|b illustrations
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|a Includes bibliographical references
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|a Behavior, Addictive
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|a Sociological Factors
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|a Video Games
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|a Ethical Analysis
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|a Neurosciences
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|a Altevogt, Bruce M.
|e [rapporteur]
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|a Institute of Medicine (U.S.)
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|a Institute of Medicine (U.S.)
|b Forum on Neuroscience and Nervous System Disorders
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|a Society for Neuroscience
|b Annual Meeting (2014, Washington, D.C.)
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|a eng
|2 ISO 639-2
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|b NCBI
|a National Center for Biotechnology Information
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|a Workshop in brief
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|u https://www.ncbi.nlm.nih.gov/books/NBK274562
|3 Volltext
|n NLM Bookshelf Books
|3 Volltext
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|a 610
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|a More than 1.2 billion people worldwide play video games (online, via console, mobile phone, and other wireless devices), and many may be unaware that programmers often incorporate neuroscience into game design. Given the high prevalence of gaming in today's society, the Institute of Medicine (IOM) Forum on Neuroscience and Nervous System Disorders hosted the Social Issues Roundtable at the Society for Neuroscience annual meeting on November 16, 2014, in Washington, DC, to explore the neuroscience of video games, with emphasis on relevant scientific, ethical, and societal issues
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