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  2. Entertainment technology - Wikipedia

    en.wikipedia.org/wiki/Entertainment_technology

    With the emergence of computer technology, ways of being entertained have been optimized greatly. Many households are now having computers, consoles, or any other kind of hand-holding computer game. [1] The diversity and complexity of entertainment technology will bring endless joy and convenience to people's spare time.

  3. Psychological effects of Internet use - Wikipedia

    en.wikipedia.org/wiki/Psychological_effects_of...

    Computer scientist Ramesh Sitaraman has asserted that Internet users are impatient and are likely to get more impatient with time. [7] In a large-scale research study [ 4 ] [ 8 ] that completed in 2012 involving millions of users watching videos on the Internet, Krishnan and Sitaraman show that users start to abandon online videos if they do ...

  4. Digital performance - Wikipedia

    en.wikipedia.org/wiki/Digital_performance

    From the early 1960s, computer-generated imagery had then begun to emerge as a distinctive art form, and in John Whitney's film Catalog (1961) viewers witnessed one of films’ first ever uses of computer transformations. Although digital arts had been developing since the 1960s, in the 1990s computer technologies had become much more ...

  5. Technology and society - Wikipedia

    en.wikipedia.org/wiki/Technology_and_society

    Technological Change: Its Impact on Man and Society. Harvard University Press, ISBN 0674872355. Mumford, L. (2010). Technics and Civilization. University of Chicago Press, ISBN 0226550273. Noble, David F. (1984), Forces of Production: A Social History of Industrial Automation, New York, New York, US: Knopf, ISBN 978-0-394-51262-4, LCCN 83048867.

  6. Digital media use and mental health - Wikipedia

    en.wikipedia.org/wiki/Digital_media_use_and...

    "Fear of missing out" can lead to psychological stress at the idea of missing posted content by others while offline. The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web and rise of ...

  7. Screen time - Wikipedia

    en.wikipedia.org/wiki/Screen_time

    Screen time is the amount of time spent using an electronic device with a display screen such as a smartphone, computer, television, video game console, or tablet. [1] The concept is under significant research with related concepts in digital media use and mental health. Screen time is correlated with mental and physical harm in child ...

  8. Milestones: A look back at AOL's 35 year history as an ...

    www.aol.com/news/2020-05-25-a-look-back-at-aols...

    1985: Case formally launches Quantum Computer Services from the "ashes" of Control Video, starting the company that would become AOL. 1989 : Quantum Computer Services is renamed America Online.

  9. Video game–related health problems - Wikipedia

    en.wikipedia.org/wiki/Video_game–related_health...

    The study claims that daily computer use of 2 hours or more increases the risk for pain at most anatomic sites. [ 25 ] Consistently long sessions of video game play also leads to an increased likelihood of lower back pain, according to a study conducted in a population of school children.