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  1. Jul 1, 2022 · An addiction is defined as a person's inability to control use of a substance or behavior, despite negative consequences. Some people who are engrossed in screen time or video games while ignoring other normal activities could be close to meeting this definition. So why does this happen?

  2. May 28, 2021 · NPC is an acronym that stands for "non-player character." A non-player character is a character in a game that's not controlled by the person playing the game, nor by any sort of...

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  4. May 15, 2023 · Thinking about gaming all or a lot of the time. Feeling bad when you can’t play. Needing to spend more and more time playing to feel good. Not being able to quit or even play less. Not wanting ...

  5. Apr 20, 2023 · First and foremost, NPC is an acronym of "non-playable character," meaning any character in a game that is not controlled by the player. The term originated from pen-and-ink roleplaying games, and got adopted in video game development as early as the 1990s.

    • 8, 16, 32, 64-bit. Hardware and software from the third, fourth, and fifth generation of consoles, using 8, 16, 32, and 64-bit architecture.
    • 2D. Two-dimensional games can only be viewed from one angle. Platformers like Super Mario Bros are 2D, as are older RPGs like Zelda. Classically, 2D games are composed of 2D images, often called sprites, though nowadays they might be created from 3D graphics, in which case they’re sometimes called 2.5D.
    • 3D. Three-dimensional games present game worlds that can be viewed from any angle. Most modern games are 3D, eg, Grand Theft Auto 5.
    • 4K and 8K resolution. In gaming terms, 4K refers either to an ultra-high-definition display, one whose resolution is roughly 4,000 pixels or to a game outputting at that resolution.
  6. Dec 6, 2018 · Video game addiction is real, rare, and poorly understood. The World Health Organization now recognizes “gaming disorder.” It’s a controversial, but some argue necessary, classification.

  7. Mar 13, 2018 · It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players.

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