سید فخرالدین نوربهبهانی

سید فخرالدین نوربهبهانی

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ترتیب بر اساس: جدیدترینپربازدیدترین

فیلترهای جستجو: فیلتری انتخاب نشده است.
نمایش ۱ تا ۲ مورد از کل ۲ مورد.
۱.

A Comprehensive Multidimensional Analysis of Mental Health Challenges in the Digital Age(مقاله علمی وزارت علوم)

کلیدواژه‌ها: Digital Age Mental Health Challenges statistical analysis Machine Learning

تعداد بازدید : ۱۷۷ تعداد دانلود : ۸۲
The digital era has introduced mental health challenges, especially for youth. Despite increasing awareness, comprehensive analyses of these challenges remain limited. This study collects and examines the prevalence of 15 key mental health challenges related to digital engagement, based on a sample of 555 participants. The prevalence of these challenges varied, with pressures related to parenting, hoarding, and inappropriate content being the most common, affecting 60.13%, 52.76%, and 45.39% of the participants, respectively. The research also highlights gender and age differences, noting that males report higher levels of issues like FOMO and Nomophobia compared to females. Adults (18+) face more severe challenges, such as memory decline, while younger individuals report fewer problems. Correlation analysis revealed significant relationships between several mental health challenges, such as Nomophobia and TAD (r = 0.68) and FOMO and TAD (r = 0.50), indicating that individuals experiencing one challenge are likely to face others. A decision tree analysis was used to predict mental health challenges by examining the relationships between different mental health conditions, uncovering specific patterns and rules associated with the occurrence of these challenges. Additionally, cluster analysis in this study identified distinct population segments, with 21% of individuals falling into a cluster that experiences severe mental health challenges. The findings suggest that a significant portion of the population is at risk for severe mental health issues, highlighting the need for targeted interventions.
۲.

(DG)2DP: A New Process for Digital Game and Digital Gamification Development(مقاله علمی وزارت علوم)

کلیدواژه‌ها: Video game development serious game Gamification Game design design thinking

تعداد بازدید : ۲۳۷ تعداد دانلود : ۱۶۳
Although there are several development processes for creating entertainment games, serious games, and gamified solutions, there is a need for a new consolidated process capable of developing different types of computer games and digital gamified solutions. This study covers the topic of computer games and gamified solutions design and development processes. First, processes of computer entertainment game production are introduced and investigated. Second, the paper describes gamification and serious game development processes. Finally, this study presents a new process called (DG)2DP to develop entertainment and serious computer games as well as digital gamified solutions. Two methods have been employed to evaluate the proposed game development method. First, the proposed process is assessed by 42 game development practitioners through an 8-factors questionnaire. Second, 16 experts that have applied the process are requested to rate the extent to which they would recommend the (DG)2DP to other game developers. The evaluation results show a 28.39% higher score for (DG)²DP than other processes. Furthermore, in comparison with other development processes, 81.25% of respondents agreed and strongly agreed to recommend the (DG)2DP to other game developers.

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