WorldWideScience

Sample records for controlled game peripherals

  1. Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents

    OpenAIRE

    Brunborg, Geir Scott; Hanss, Daniel; Mentzoni, Rune Aune; Pallesen, St?le

    2015-01-01

    Abstract Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16?74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted...

  2. Core and peripheral criteria of video game addiction in the game addiction scale for adolescents.

    Science.gov (United States)

    Brunborg, Geir Scott; Hanss, Daniel; Mentzoni, Rune Aune; Pallesen, Ståle

    2015-05-01

    Assessment of video game addiction often involves measurement of peripheral criteria that indicate high engagement with games, and core criteria that indicate problematic use of games. A survey of the Norwegian population aged 16-74 years (N=10,081, response rate 43.6%) was carried out in 2013, which included the Gaming Addiction Scale for Adolescents (GAS). Confirmatory factor analysis showed that a two-factor structure, which separated peripheral criteria from core criteria, fitted the data better (CFI=0.963; RMSEA=0.058) compared to the original one-factor solution where all items are determined to load only on one factor (CFI=0.905, RMSEA=0.089). This was also found when we analyzed men aged ≤33 years, men aged >33 years, women aged ≤33 years, and women aged >33 years separately. This indicates that the GAS measures both engagement and problems related to video games. Multi-group measurement invariance testing showed that the factor structure was valid in all four groups (configural invariance) for the two-factor structure but not for the one-factor structure. A novel approach to categorization of problem gamers and addicted gamers where only the core criteria items are used (the CORE 4 approach) was compared to the approach where all items are included (the GAS 7 approach). The current results suggest that the CORE 4 approach might be more appropriate for classification of problem gamers and addicted gamers compared to the GAS 7 approach.

  3. Game-based peripheral biofeedback for stress assessment in children.

    Science.gov (United States)

    Pop-Jordanova, Nada; Gucev, Zoran

    2010-06-01

    Peripheral biofeedback is considered to be an efficient method for assessment and stress mitigation in children. The aim of the present study was to assess the levels of stress and stress mitigation in healthy school children (HSC), in children with cystic fibrosis (CF), general anxiety (GA) and attention-deficit-hyperactivity disorder (ADHD). Each investigated group (HSC, CF, GA, ADHD) consisted of 30 school-aged children from both sexes. Psychological characteristics were evaluated on Eysenck Personality Questionnaire (EPQ). The lie scale was used to determine participant honesty. Four biofeedback games using a pulls detector were applied for assessment of the stress levels as well as to evaluate ability to relax. EPQ found more psychopathological traits (P Magic blocks score was significantly different in relaxation levels between control and CF children (P game Canal was significantly different in relaxation levels between healthy controls and all other groups, but no changes in pulls, as a relaxation measure, were found during the game. The CF group had much more commissions stemming from impulsivity (t= 5.71, P < 0.01), while the GA and ADHD children had more inattention omissions (P < 0.05). Strong negative correlation between age and pulls (r= 0.49, P= 0.003) and strong negative correlation between age and omissions (r=-0.86, P= 0.029) were found among all groups analyzed. The ability to learn stress mediation is correlated with age. All three groups of children had significantly lower relaxation levels when compared to healthy controls. Relaxation was more difficult for children with GA or ADHD, and easier for children with CF.

  4. Expression of NMDA receptor subunits in human blood lymphocytes: A peripheral biomarker in online computer game addiction.

    Science.gov (United States)

    Sadat-Shirazi, Mitra-Sadat; Vousooghi, Nasim; Alizadeh, Bentolhoda; Makki, Seyed Mohammad; Zarei, Seyed Zeinolabedin; Nazari, Shahrzad; Zarrindast, Mohammad Reza

    2018-05-23

    Background and aims Repeated performance of some behaviors such as playing computer games could result in addiction. The NMDA receptor is critically involved in the development of behavioral and drug addictions. It has been claimed that the expression level of neurotransmitter receptors in the brain may be reflected in peripheral blood lymphocytes (PBLs). Methods Here, using a real-time PCR method, we have investigated the mRNA expression of GluN2A, GluN2D, GluN3A, and GluN3B subunits of the NMDA receptor in PBLs of male online computer game addicts (n = 25) in comparison with normal subjects (n = 26). Results Expression levels of GluN2A, GluN2D, and GluN3B subunits were not statistically different between game addicts and the control group. However, the mRNA expression of the GluN3A subunit was downregulated in PBLs of game addicts. Discussion and conclusions Transcriptional levels of GluN2A and GluN2D subunits in online computer game addicts are similar to our previously reported data of opioid addiction and are not different from the control group. However, unlike our earlier finding of drug addiction, the mRNA expression levels of GluN3A and GluN3B subunits in PBLs of game addicts are reduced and unchanged, respectively, compared with control subjects. It seems that the downregulated state of the GluN3A subunit of NMDA receptor in online computer game addicts is a finding that deserves more studies in the future to see whether it can serve as a peripheral biomarker in addiction studies, where the researcher wants to rule out the confusing effects of abused drugs.

  5. Recall and Recognition of In-Game Advertising: The Impact of Game Control

    Directory of Open Access Journals (Sweden)

    Laura eHerrewijn

    2014-01-01

    Full Text Available Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e. kinesthetic involvement. A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller. Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller

  6. Recall and recognition of in-game advertising: the role of game control.

    Science.gov (United States)

    Herrewijn, Laura; Poels, Karolien

    2013-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person's sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players' perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.

  7. Playing Action Video Games Improves Visuomotor Control.

    Science.gov (United States)

    Li, Li; Chen, Rongrong; Chen, Jing

    2016-08-01

    Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving. © The Author(s) 2016.

  8. Game-Based Rehabilitation for Myoelectric Prosthesis Control.

    Science.gov (United States)

    Prahm, Cosima; Vujaklija, Ivan; Kayali, Fares; Purgathofer, Peter; Aszmann, Oskar C

    2017-02-09

    A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed. The aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games. Eleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game. Results showed a significant improvement in fine accuracy electrode activation (Pgames when collecting items and facing challenging game play. Most upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by

  9. Towards gaze-controlled platform games

    DEFF Research Database (Denmark)

    Muñoz, Jorge; Yannakakis, Georgios N.; Mulvey, Fiona

    2011-01-01

    This paper introduces the concept of using gaze as a sole modality for fully controlling player characters of fast-paced action computer games. A user experiment is devised to collect gaze and gameplay data from subjects playing a version of the popular Super Mario Bros platform game. The initial...... analysis shows that there is a rather limited grid around Mario where the efficient player focuses her attention the most while playing the game. The useful grid as we name it, projects the amount of meaningful visual information a designer should use towards creating successful player character...... controllers with the use of artificial intelligence for a platform game like Super Mario. Information about the eyes' position on the screen and the state of the game are utilized as inputs of an artificial neural network, which is trained to approximate which keyboard action is to be performed at each game...

  10. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  11. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  12. Game-Theoretic Learning in Distributed Control

    KAUST Repository

    Marden, Jason R.

    2018-01-05

    In distributed architecture control problems, there is a collection of interconnected decision-making components that seek to realize desirable collective behaviors through local interactions and by processing local information. Applications range from autonomous vehicles to energy to transportation. One approach to control of such distributed architectures is to view the components as players in a game. In this approach, two design considerations are the components’ incentives and the rules that dictate how components react to the decisions of other components. In game-theoretic language, the incentives are defined through utility functions, and the reaction rules are online learning dynamics. This chapter presents an overview of this approach, covering basic concepts in game theory, special game classes, measures of distributed efficiency, utility design, and online learning rules, all with the interpretation of using game theory as a prescriptive paradigm for distributed control design.

  13. High user control in game design elements increases compliance and in-game performance in a memory training game

    Directory of Open Access Journals (Sweden)

    Aniket eNagle

    2015-11-01

    Full Text Available Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old playing a game-like version of the n-back task on a tablet at home for three weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (USER-CONTROL and AUTO were compared for frequency of play, duration of play, and performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better performance, with an emphasis on home-based training.

  14. Effectance and control as determinants of video game enjoyment.

    Science.gov (United States)

    Klimmt, Christoph; Hartmann, Tilo; Frey, Andreas

    2007-12-01

    This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N=500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex.

  15. Action video game players and deaf observers have larger Goldmann visual fields.

    Science.gov (United States)

    Buckley, David; Codina, Charlotte; Bhardwaj, Palvi; Pascalis, Olivier

    2010-03-05

    We used Goldmann kinetic perimetry to compare how training and congenital auditory deprivation may affect the size of the visual field. We measured the ability of action video game players and deaf observers to detect small moving lights at various locations in the central (around 30 degrees from fixation) and peripheral (around 60 degrees ) visual fields. Experiment 1 found that 10 habitual video game players showed significantly larger central and peripheral field areas than 10 controls. In Experiment 2 we found that 13 congenitally deaf observers had significantly larger visual fields than 13 hearing controls for both the peripheral and central fields. Here the greatest differences were found in the lower parts of the fields. Comparison of the two groups showed that whereas VGP players have a more uniform increase in field size in both central and peripheral fields deaf observers show non-uniform increases with greatest increases in lower parts of the visual field.

  16. Influence of control and physical effort on cardiovascular reactivity to a video game task.

    Science.gov (United States)

    Weinstein, Suzanne E; Quigley, Karen S; Mordkoff, J Toby

    2002-09-01

    This study investigated the influences of both perceived control and physical effort on cardiovascular reactivity. Undergraduates (N = 32) played a video game task interrupted by aversive noise. Perceived control of the noise was manipulated by instructions indicating the presence or absence of a contingency between performance and noise presentations. Physical effort was manipulated by controlling the physical force required to perform the task. There was a significant main effect of control on systolic blood pressure (SBP) and total peripheral resistance (TPR), with both increasing more during low than high control conditions. The results suggest that high perceived control over aversive noise in an effortful task reduces SBP and TPR reactivity relative to low perceived control. The results are consistent with the idea that control buffers the reactivity associated with task performance under aversive conditions.

  17. Towards Adaptive Virtual Camera Control In Computer Games

    DEFF Research Database (Denmark)

    Burelli, Paolo; Yannakakis, Georgios N.

    2011-01-01

    Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We inves- tigate the relationship between camera placement and playing behaviour in games and build a user...... model of the camera behaviour that can be used to control camera movements based on player preferences. For this purpose, we collect eye gaze, camera and game-play data from subjects playing a 3D platform game, we cluster gaze and camera information to identify camera behaviour profiles and we employ...... camera control in games is discussed....

  18. Sleep Control Game for Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    Sang Hoon Lee

    2016-01-01

    Full Text Available In wireless sensor networks (WSNs, each node controls its sleep to reduce energy consumption without sacrificing message latency. In this paper we apply the game theory, which is a powerful tool that explains how each individual acts for his or her own economic benefit, to analyze the optimal sleep schedule for sensor nodes. We redefine this sleep control game as a modified version of the Prisoner’s Dilemma. In the sleep control game, each node decides whether or not it wakes up for the cycle. Payoff functions of the sleep control game consider the expected traffic volume, network conditions, and the expected packet delay. According to the payoff function, each node selects the best wake-up strategy that may minimize the energy consumption and maintain the latency performance. To investigate the performance of our algorithm, we apply the sleep control game to X-MAC, which is one of the recent WSN MAC protocols. Our detailed packet level simulations confirm that the proposed algorithm can effectively reduce the energy consumption by removing unnecessary wake-up operations without loss of the latency performance.

  19. Sensitivity of the Game Control of Ship in Collision Situations

    Directory of Open Access Journals (Sweden)

    Lisowski Józef

    2015-12-01

    Full Text Available The paper introduces the application of the theory of deterministic sensitivity control systems for sensitivity analysis taking place in game control systems of moving objects, such as ships. The sensitivity of parametric model of game ship control process and game control in collision situations - sensitivity to changes in its parameters have been presented. First-order and k-th order sensitivity functions of parametric model of the process and game control are described. The structure of the game ship control system in collision situations and the mathematical model of game control process in the form of state equations are given. Characteristics of sensitivity functions of the model and game ship control process on the base of computer simulation in Matlab/Simulink software have been presented. At the end are given proposals regarding the use of sensitivity analysis to practical synthesis of computer-aided system navigator in potential collision situations.

  20. Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment.

    Science.gov (United States)

    Limperos, Anthony M; Schmierbach, Michael G; Kegerise, Andrew D; Dardis, Frank E

    2011-06-01

    Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of flow and enjoyment during the game-play experience. Results indicated that participants reported greater feelings of control and enjoyment with a traditional control scheme (Playstation 2) than with the more technologically advanced control scheme (Nintendo Wii). Further mediation analysis showed that enjoyment was driven by the sense of control that participants experienced and not simply by whether they won the game. Theoretical and practical implications are discussed.

  1. Exploring sociality and engagement in play through game-control distribution

    NARCIS (Netherlands)

    Rozendaal, M.C.; Braat, B.A.L.; Wensveen, S.A.G.

    2010-01-01

    This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the

  2. Video game performances are preserved in ADHD children compared with controls.

    Science.gov (United States)

    Bioulac, Stéphanie; Lallemand, Stéphanie; Fabrigoule, Colette; Thoumy, Anne-Laure; Philip, Pierre; Bouvard, Manuel Pierre

    2014-08-01

    Although ADHD and excessive video game playing have received some attention, few studies have explored the performances of ADHD children when playing video games. The authors hypothesized that performances of ADHD children would be as good as those of control children in motivating video games tasks but not in the Continuous Performance Test II (CPT II). The sample consisted of 26 ADHD children and 16 control children. Performances of ADHD and control children were compared on three commercially available games, on the repetition of every game, and on the CPT II. ADHD children had lower performances on the CPT II than did controls, but they exhibited equivalent performances to controls when playing video games at both sessions and on all three games. When playing video games, ADHD children present no difference in inhibitory performances compared with control children. This demonstrates that cognitive difficulties in ADHD are task dependent. © 2012 SAGE Publications.

  3. The role of executive control in young children's serious gaming behavior

    NARCIS (Netherlands)

    Sande, E. van de; Segers, P.C.J.; Verhoeven, L.T.W.

    2015-01-01

    The present study examined (1) how executive control contributed to in-game behaviors in young children while playing a serious game, (2) whether the levels of control changed when the game was played repeatedly, and (3) how the first experience with the game mediated the role of executive control

  4. Hand held control unit for controlling a display screen-oriented computer game, and a display screen-oriented computer game having one or more such control units

    NARCIS (Netherlands)

    2001-01-01

    A hand-held control unit is used to control a display screen-oriented computer game. The unit comprises a housing with a front side, a set of control members lying generally flush with the front side for through actuating thereof controlling actions of in-game display items, and an output for

  5. Effectance and control as determinants of video game enjoyment

    NARCIS (Netherlands)

    Klimmt, C.; Hartmann, T.; Frey, A.

    2007-01-01

    This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was

  6. Excessive and addictive gaming control using counselling agent in online game design

    Science.gov (United States)

    Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd

    2017-10-01

    In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

  7. Measuring Effectiveness of Persuasive Games Using an Informative Control Condition

    Directory of Open Access Journals (Sweden)

    Mara Soekarjo

    2015-06-01

    Full Text Available Research about the effectiveness of persuasive games is still emerging. This article presents a literature review of studies that empirically evaluate the effectiveness of persuasive games. The review concluded that limited empirical evidence is currently available to prove their effectiveness in attitude change. It further revealed that almost no study employed an informative control condition, making it difficult to conclude that the game was more effective than a control condition. Next, in a pretest-posttest design an empirical study tested whether change in attitude was different for people playing the persuasive game "EnerCities" compared to a control condition where participants read a document with highly similar information. No significant differences in increase of attitude or knowledge between participants that played the game and participants in the informative control condition were found. Based on the results of the literature review and the empirical study presented, it hence cannot be concluded that playing a game leads to a greater change in attitude or knowledge acquisition than experiencing conventional media would. Future work should employ designs with proper control conditions and focus on which game features lead to significant effects.

  8. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    OpenAIRE

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Ribisl, Kurt M.; Bowling, J. Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0....

  9. Control of peripheral units by satellite computer

    International Nuclear Information System (INIS)

    Tran, K.T.

    1974-01-01

    A computer system was developed allowing the control of nuclear physics experiments, and use of the results by means of graphical and conversational assemblies. This system which is made of two computers, one IBM-370/135 and one Telemecanique Electrique T1600, controls the conventional IBM peripherals and also the special ones made in the laboratory, such as data acquisition display and graphics units. The visual display is implemented by a scanning-type television, equipped with a light-pen. These units in themselves are universal, but their specifications were established to meet the requirements of nuclear physics experiments. The input-output channels of the two computers have been connected together by an interface, designed and implemented in the Laboratory. This interface allows the exchange of control signals and data (the data are changed from bytes into word and vice-versa). The T1600 controls the peripherals mentionned above according to the commands of the IBM370. Hence the T1600 has here the part of a satellite computer which allows conversation with the main computer and also insures the control of its special peripheral units [fr

  10. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Ribisl, Kurt M.; Bowling, J. Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg−1 · hr−1) produced 0.10 kcal · kg−1 · hr−1 (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg−1 · hr−1, P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior. PMID:22028959

  11. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    Directory of Open Access Journals (Sweden)

    Elizabeth J. Lyons

    2012-01-01

    Full Text Available Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100 were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12. An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal ⋅ kg-1 ⋅ hr-1 produced 0.10 kcal ⋅ kg-1 ⋅ hr-1 (95% confidence interval 0.03 to 0.17 greater energy expenditure than traditional control (0.86 [0.17] kcal ⋅ kg-1 ⋅ hr-1, P = .048. All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior.

  12. Do motion controllers make action video games less sedentary? A randomized experiment.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Ribisl, Kurt M; Bowling, J Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0.96 [0.20] kcal · kg(-1) · hr(-1)) produced 0.10 kcal · kg(-1) · hr(-1) (95% confidence interval 0.03 to 0.17) greater energy expenditure than traditional control (0.86 [0.17] kcal · kg(-1) · hr(-1), P = .048). All games were sedentary. As currently implemented, motion control is unlikely to produce moderate intensity physical activity in action games. However, some games produce small but significant increases in energy expenditure, which may benefit health by decreasing sedentary behavior.

  13. Zilog UPC, a higher performance slave peripheral controller

    Energy Technology Data Exchange (ETDEWEB)

    Walters, S.M.

    1982-01-01

    The universal peripheral controllers Z8090 and Z8590 (UPC) is an intelligent peripheral controller. It may be mask-programmed to execute dedicated I/O tasks that would otherwise need to be done by the host microprocessor. The UPC is actually a single-chip microcomputer with a complete host bus interface on-chip. It offers the hardware features of a programmable parallel I/O port, a programmable counter/timer, an I/O buffer RAM, and an intelligent interrupt controller. In addition, it provides a stored program processing element that is capable of pre-processing information before it is transferred to the host. Perhaps as important as its features is the fact that when used in volume, the UPC will be comparable in cost to non-programmable LSI parallel I/O and counter/timer functions. The UPC, simply stated, offers a cost effective multi-processor approach for offloading the host microprocessor of routine peripheral control tasks in high volume applications.

  14. Game Cinematography: from Camera Control to Player Emotions

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2016-01-01

    Building on the definition of cinematography (Soanes and Stevenson, Oxford dictionary of English. Oxford University Press, Oxford/New York, 2005), game cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its...... traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her perception of the events represented. However, game events are not necessarily pre-scripted and player interaction has a major role on the quality of a game...... experience; therefore, the role of the camera and the challenges connected to it are different in game cinematography as the virtual camera has to both dynamically react to unexpected events to correctly convey the game story and take into consideration player actions and desires to support her interaction...

  15. Learning an EMG Controlled Game: Task-Specific Adaptations and Transfer.

    Science.gov (United States)

    van Dijk, Ludger; van der Sluis, Corry K; van Dijk, Hylke W; Bongers, Raoul M

    2016-01-01

    Video games that aim to improve myoelectric control (myogames) are gaining popularity and are often part of the rehabilitation process following an upper limb amputation. However, direct evidence for their effect on prosthetic skill is limited. This study aimed to determine whether and how myogaming improves EMG control and whether performance improvements transfer to a prosthesis-simulator task. Able-bodied right-handed participants (N = 28) were randomly assigned to 1 of 2 groups. The intervention group was trained to control a video game (Breakout-EMG) using the myosignals of wrist flexors and extensors. Controls played a regular Mario computer game. Both groups trained 20 minutes a day for 4 consecutive days. Before and after training, two tests were conducted: one level of the Breakout-EMG game, and grasping objects with a prosthesis-simulator. Results showed a larger increase of in-game accuracy for the Breakout-EMG group than for controls. The Breakout-EMG group moreover showed increased adaptation of the EMG signal to the game. No differences were found in using a prosthesis-simulator. This study demonstrated that myogames lead to task-specific myocontrol skills. Transfer to a prosthesis task is therefore far from easy. We discuss several implications for future myogame designs.

  16. Centralised gaming models: providing optimal gambling behaviour controls

    OpenAIRE

    Griffiths, MD; Wood, RTA

    2009-01-01

    The expansion in the gaming industry and its widening attraction points to the need for ever more verifiable means of controlling problem gambling. Various strategies have been built into casino venue operations to address this, but recently, following a new focus on social responsibility, a group of experts considered the possibilities of a centralised gaming model as a more effective control mechanism for dealing with gambling behaviours.

  17. Topology control with IPD network creation games

    International Nuclear Information System (INIS)

    Scholz, Jan C; Greiner, Martin O W

    2007-01-01

    Network creation games couple a two-players game with the evolution of network structure. A vertex player may increase its own payoff with a change of strategy or with a modification of its edge-defined neighbourhood. By referring to the iterated prisoners dilemma (IPD) game we show that this evolutionary dynamics converges to network-Nash equilibria, where no vertex is able to improve its payoff. The resulting network structure exhibits a strong dependence on the parameter of the payoff matrix. Degree distributions and cluster coefficients are also strongly affected by the specific interactions chosen for the neighbourhood exploration. This allows network creation games to be seen as a promising artificial-social-systems approach for a distributive topology control of complex networked systems

  18. Central and peripheral control of food intake

    Directory of Open Access Journals (Sweden)

    Abdalla M. M. I.

    2017-01-01

    Full Text Available The maintenance of the body weight at a stable level is a major determinant in keeping the higher animals and mammals survive. Th e body weight depends on the balance between the energy intake and energy expenditure. Increased food intake over the energy expenditure of prolonged time period results in an obesity. Th e obesity has become an important worldwide health problem, even at low levels. The obesity has an evil effect on the health and is associated with a shorter life expectancy. A complex of central and peripheral physiological signals is involved in the control of the food intake. Centrally, the food intake is controlled by the hypothalamus, the brainstem, and endocannabinoids and peripherally by the satiety and adiposity signals. Comprehension of the signals that control food intake and energy balance may open a new therapeutic approaches directed against the obesity and its associated complications, as is the insulin resistance and others. In conclusion, the present review summarizes the current knowledge about the complex system of the peripheral and central regulatory mechanisms of food intake and their potential therapeutic implications in the treatment of obesity.

  19. Central and peripheral control of food intake.

    Science.gov (United States)

    Abdalla, M M I

    2017-01-01

    The maintenance of the body weight at a stable level is a major determinant in keeping the higher animals and mammals survive. Th e body weight depends on the balance between the energy intake and energy expenditure. Increased food intake over the energy expenditure of prolonged time period results in an obesity. Th e obesity has become an important worldwide health problem, even at low levels. The obesity has an evil effect on the health and is associated with a shorter life expectancy. A complex of central and peripheral physiological signals is involved in the control of the food intake. Centrally, the food intake is controlled by the hypothalamus, the brainstem, and endocannabinoids and peripherally by the satiety and adiposity signals. Comprehension of the signals that control food intake and energy balance may open a new therapeutic approaches directed against the obesity and its associated complications, as is the insulin resistance and others. In conclusion, the present review summarizes the current knowledge about the complex system of the peripheral and central regulatory mechanisms of food intake and their potential therapeutic implications in the treatment of obesity.

  20. Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.

    Science.gov (United States)

    King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H

    2012-09-01

    There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.

  1. A negative association between video game experience and proactive cognitive control.

    Science.gov (United States)

    Bailey, Kira; West, Robert; Anderson, Craig A

    2010-01-01

    Some evidence demonstrates that video game experience has a beneficial effect on visuospatial cognition. In contrast, other evidence indicates that video game experience may be negatively related to cognitive control. In this study we examined the specificity of the influence of video game experience on cognitive control. Participants with high and low video game experience performed the Stroop task while event-related brain potentials were recorded. The behavioral data revealed no difference between high and low gamers for the Stroop interference effect and a reduction in the conflict adaptation effect in high gamers. The amplitude of the medial frontal negativity and a frontal slow wave was attenuated in high gamers, and there was no effect of gaming status on the conflict slow potential. These data lead to the suggestion that video game experience has a negative influence on proactive, but not reactive, cognitive control.

  2. The new gatekeepers: the occupational ideology of game journalism

    NARCIS (Netherlands)

    Nieborg, D.B.; Sihvonen, T.

    2009-01-01

    This paper will contextualize the occupational ideology of game journalism by providing a brief introduction to the political economy of game publications. The role of various industry actors (e.g. game publishers, PR agents and brand managers) will be positioned against those of the peripheral

  3. 'CosmoCult Card Game': A Methodological Tool to Understand the Hybrid and Peripheral Cultural Consumption of Young People

    Directory of Open Access Journals (Sweden)

    Wilson Roberto Bekesas

    2018-04-01

    Full Text Available This article discusses the authors’ use of a specially designed card game as part of the survey ‘Youth Cosmopolitanisms in Brazil’, a constituent part of the international project ‘Cultures Juveniles à l’ère de la globalization’, developed in France. As part of the challenges encountered in the process of applying this project in a hybrid and post-colonial context, such as that of Brazil, we experienced different manifestations of what Angela Prysthon (2002 has called ‘peripheral cosmopolitanism’. We propose to present the experiences that resulted as contributory material for research on the cultural consumption of young people in such contexts, and to discuss the value of this research tool as a way to reach and understand spontaneous cultural references, within the subjects’ own conceptions, without the bias that a Western-centered perspective might introduce. Concerning the card game as a research tool, it seems that only recently, and still modestly, have games been thought of in a broader sense of learning and research (Girard, Ecalle & Magnan, 2012; Calvillo Gámez et al., 2011. This moves us to consider the potential that it has for our and others’ research that seeks a methodological tool that reduces cultural biases and borders. Among the examples from the 12- to 24-year-old research subjects, the narratives display their relationships with global and local elements, such as the use of a Brazilian song, ‘Atoladinha’, or Harry Potter characters, used to solve situations proposed in the game.

  4. 76 FR 53817 - Minimum Internal Control Standards for Class II Gaming

    Science.gov (United States)

    2011-08-30

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission 25 CFR Parts 542 and 543 Minimum Internal Control Standards for Class II Gaming AGENCY: National Indian Gaming Commission, Interior. ACTION: Final rule; delay of effective date and request for comments. SUMMARY: The National Indian Gaming...

  5. 77 FR 60625 - Minimum Internal Control Standards for Class II Gaming

    Science.gov (United States)

    2012-10-04

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission 25 CFR Parts 542 and 543 RIN 3141-AA-37 Minimum Internal Control Standards for Class II Gaming AGENCY: National Indian Gaming Commission. ACTION: Final rule; delay of effective date; suspension. SUMMARY: The National Indian Gaming Commission...

  6. 75 FR 55269 - Minimum Internal Control Standards for Class II Gaming

    Science.gov (United States)

    2010-09-10

    ... DEPARTMENT OF THE INTERIOR National Indian Gaming Commission 25 CFR Parts 542 and 543 RIN 3141-AA-37 Minimum Internal Control Standards for Class II Gaming AGENCY: National Indian Gaming Commission. ACTION: Delay of effective date of final rule; request for comments. SUMMARY: The National Indian Gaming...

  7. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  8. Discrete-time optimal control and games on large intervals

    CERN Document Server

    Zaslavski, Alexander J

    2017-01-01

    Devoted to the structure of approximate solutions of discrete-time optimal control problems and approximate solutions of dynamic discrete-time two-player zero-sum games, this book presents results on properties of approximate solutions in an interval that is independent lengthwise, for all sufficiently large intervals. Results concerning the so-called turnpike property of optimal control problems and zero-sum games in the regions close to the endpoints of the time intervals are the main focus of this book. The description of the structure of approximate solutions on sufficiently large intervals and its stability will interest graduate students and mathematicians in optimal control and game theory, engineering, and economics. This book begins with a brief overview and moves on to analyze the structure of approximate solutions of autonomous nonconcave discrete-time optimal control Lagrange problems.Next the structures of approximate solutions of autonomous discrete-time optimal control problems that are discret...

  9. Discrete Control Processes, Dynamic Games and Multicriterion Control Problems

    Directory of Open Access Journals (Sweden)

    Dumitru Lozovanu

    2002-07-01

    Full Text Available The discrete control processes with state evaluation in time of dynamical system is considered. A general model of control problems with integral-time cost criterion by a trajectory is studied and a general scheme for solving such classes of problems is proposed. In addition the game-theoretical and multicriterion models for control problems are formulated and studied.

  10. Perceptual Game Controllers and Fibromyalgia studies

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis; Petersson, Eva

    2012-01-01

    D Medialogy student. Control was treatment-as-usual (TAU) patients via the patient’s doctor who conducted pre- and post- interviews, tests, and VAS registrations of pain, disturbed sleep, lack of energy, and depression. Included was patient-reported global subjective improvement or otherwise. A Nintendo Wii...... was used with a sports compilation game ‘Sports Resort’ with the Wiimote MotionPlus Accessory to increase accuracy of gesture. Facilitator in vivo noted observations and the doctors’ research were supplemented by multiple angle (3) video cameras synchronized to the game play for correlation analysis...

  11. Impaired decision-making and impulse control in Internet gaming addicts: evidence from the comparison with recreational Internet game users.

    Science.gov (United States)

    Wang, Yifan; Wu, Lingdan; Wang, Lingxiao; Zhang, Yifen; Du, Xiaoxia; Dong, Guangheng

    2017-11-01

    Although Internet games have been proven to be addictive, only a few game players develop online gaming addiction. A large number of players play online games recreationally without being addicted to it. These individuals are defined as recreational Internet gaming users (RGU). So far, no research has investigated decision-making and impulse control in RGU. In the current study, we used delay discounting (DD) task and probabilistic discounting (PD) task to examine decision-making and impulse control in 20 healthy controls, 20 subjects with Internet gaming disorder (IGD) and 23 RGU during fMRI scanning. At the behavioral level, RGU showed lower DD rate and higher PD rate than subjects with IGD and there was no significant difference between RGU and healthy controls on the DD and PD rates. At the neural level, RGU showed increased neural response in the parahippocampal gyrus, the anterior cingulate cortex, the medial frontal gyrus and the inferior frontal gyrus as compared with subjects with IGD. These brain regions may play an important role in preventing RGU from developing addiction. The results suggest that the RGU are capable of inhibiting impulse due to additional cognitive endeavor and the subjects with IGD have deficit in decision-making and impulsive control, which are associated with brain dysfunction. © 2016 Society for the Study of Addiction.

  12. Infinite Dimensional Differential Games with Hybrid Controls

    Indian Academy of Sciences (India)

    ... zero-sum infinite dimensional differential game of infinite duration with discounted payoff involving hybrid controls is studied. The minimizing player is allowed to take continuous, switching and impulse controls whereas the maximizing player is allowed to take continuous and switching controls. By taking strategies in the ...

  13. Resting-State Peripheral Catecholamine and Anxiety Levels in Korean Male Adolescents with Internet Game Addiction.

    Science.gov (United States)

    Kim, Nahyun; Hughes, Tonda L; Park, Chang G; Quinn, Laurie; Kong, In Deok

    2016-03-01

    The purpose of this study was to compare the resting-state plasma catecholamine and anxiety levels of Korean male adolescents with Internet game addiction (IGA) and those without IGA. This cross-sectional comparative study was conducted with 230 male high school students in a South Korean city. Convenience and snowball sampling methods were employed, and data were collected using (1) participant blood samples analyzed for dopamine (DA), epinephrine (Epi), and norepinephrine (NE) and (2) two questionnaires to assess IGA and anxiety levels. Using SPSS 15.0, data were analyzed by descriptive analysis, χ(2)-tests, t-tests, and Pearson's correlation tests. The plasma Epi (t = 1.962, p < 0.050) and NE (t = 2.003, p = 0.046) levels were significantly lower in the IGA group than in the non-IGA group; DA levels did not significantly differ between the groups. The mean anxiety level of the IGA group was significantly higher compared with the non-IGA group (t = -6.193, p < 0.001). No significant correlations were found between catecholamine and anxiety levels. These results showed that excessive Internet gaming over time induced decreased peripheral Epi and NE levels, thus altering autonomic regulation, and increasing anxiety levels in male high school students. Based on these physiological and psychological effects, interventions intended to prevent and treat IGA should include stabilizing Epi, NE, and anxiety levels in adolescents.

  14. Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls.

    Science.gov (United States)

    Stockdale, Laura; Coyne, Sarah M

    2018-01-01

    The Internet Gaming Disorder Scale (IGDS) is a widely used measure of video game addiction, a pathology affecting a small percentage of all people who play video games. Emerging adult males are significantly more likely to be video game addicts. Few researchers have examined how people who qualify as video game addicts based on the IGDS compared to matched controls based on age, gender, race, and marital status. The current study compared IGDS video game addicts to matched non-addicts in terms of their mental, physical, social-emotional health using self-report, survey methods. Addicts had poorer mental health and cognitive functioning including poorer impulse control and ADHD symptoms compared to controls. Additionally, addicts displayed increased emotional difficulties including increased depression and anxiety, felt more socially isolated, and were more likely to display internet pornography pathological use symptoms. Female video game addicts were at unique risk for negative outcomes. The sample for this study was undergraduate college students and self-report measures were used. Participants who met the IGDS criteria for video game addiction displayed poorer emotional, physical, mental, and social health, adding to the growing evidence that video game addictions are a valid phenomenon. Copyright © 2017 Elsevier B.V. All rights reserved.

  15. Game-Theoretic Learning in Distributed Control

    KAUST Repository

    Marden, Jason R.; Shamma, Jeff S.

    2018-01-01

    from autonomous vehicles to energy to transportation. One approach to control of such distributed architectures is to view the components as players in a game. In this approach, two design considerations are the components’ incentives and the rules

  16. "Roda Boa", "Roda Boa": Legitimate Peripheral Participation in Diasporic "Capoeira"

    Science.gov (United States)

    Stephens, Neil; Delamont, Sara

    2010-01-01

    "Capoeira", the Brazilian dance and martial art, is taught across the world. Learners acquire vital knowledge and are socialised as "capoeiristas" through legitimate peripheral participation, in particular when watching games in the "roda". The "roda", the circle within which the "capoeira" game is played, is a classic place for learning by…

  17. The relationship between online game addiction and aggression, self-control and narcissistic personality traits.

    Science.gov (United States)

    Kim, Eun Joo; Namkoong, Kee; Ku, Taeyun; Kim, Se Joo

    2008-04-01

    This study aimed to explore the relationship between online game addiction and aggression, self-control, and narcissistic personality traits, which are known as the psychological characteristics linked to "at-risk" populations for online game addiction. A total of 1471 online game users (males 82.7%, females 17.3%, mean age 21.30+/-4.96) participated in this study and were asked to complete several self-report measures using an online response method. Questionnaires included demographic information and game use-related characteristics of the samples, the online game addiction scale (modified from Young's Internet addiction scale), the Buss-Perry aggression questionnaire, a self-control scale, and the narcissistic personality disorder scale. Our results indicated that aggression and narcissistic personality traits are positively correlated with online game addiction, whereas self-control is negatively correlated with online game addiction (ponline game addiction could be predicted based on the person's narcissistic personality traits, aggression, self-control, interpersonal relationship, and occupation. However, only 20% of the variance in behavioral consequences was explained with the model. An interesting profile has emerged from the results of this study, suggesting that certain psychological characteristics such as aggression, self-control, and narcissistic personality traits may predispose some individuals to become addicted to online games. This result will deepen our understanding of the "at-risk" population for online game addiction and provide basic information that can contribute to developing a prevention program for people who are addicted to online games.

  18. Development the Controller Input Power of Peripheral Interfacing Controller Using Other Micro controller

    International Nuclear Information System (INIS)

    Syirrazie Che Soh; Harzawardi Hashim; Nor Arymaswati Abdullah; Nur Aira Abdul Rahman; Mohd Ashhar Khalid

    2011-01-01

    This Controller Input Power of a Peripheral Interfacing Controller was developed using the other micro controller. This paper discuss the switching technique are practiced using proper electronic device to develop the controller, thus enable to control the input power of a PIC in order to expand their interfacing capacity and control. This may allow the PIC could be used to acquire input and control output signal from electronic and electromechanical device and instrument as well as software in wide scale and application. (author)

  19. Asymmetric public goods game cooperation through pest control.

    Science.gov (United States)

    Reeves, T; Ohtsuki, H; Fukui, S

    2017-12-21

    Cooperation in a public goods game has been studied extensively to find the conditions for sustaining the commons, yet the effect of asymmetry between agents has been explored very little. Here we study a game theoretic model of cooperation for pest control among farmers. In our simple model, each farmer has a paddy of the same size arranged adjacently on a line. A pest outbreak occurs at an abandoned paddy at one end of the line, directly threatening the frontier farmer adjacent to it. Each farmer pays a cost of his or her choice to an agricultural collective, and the total sum held by the collective is used for pest control, with success probability increasing with the sum. Because the farmers' incentives depend on their distance from the pest outbreak, our model is an asymmetric public goods game. We derive each farmer's cost strategy at the Nash equilibrium. We find that asymmetry among farmers leads to a few unexpected outcomes. The individual costs at the equilibrium do not necessarily increase with how much the future is valued but rather show threshold behavior. Moreover, an increase in the number of farmers can sometimes paradoxically undermine pest prevention. A comparison with a symmetric public goods game model reveals that the farmer at the greatest risk pays a disproportionate amount of cost in the asymmetric game, making the use of agricultural lands less sustainable. Copyright © 2017 The Authors. Published by Elsevier Ltd.. All rights reserved.

  20. Using Off-the-Shelf Gaming Controllers For Computer Control in the K-12 Classroom

    Science.gov (United States)

    Bourgoin, N. L.; Withee, J.; Segee, M.; Birkel, S. D.; Albee, E.; Koons, P. O.; Zhu, Y.; Segee, B.

    2009-12-01

    In the classroom, the interaction between students, teachers, and datasets is becoming more game like. Software such as GoogleEarth allow students to interact with data on a more personal level; allowing them the dynamically change variables, move arbitrarily, and personalize their experience with the datasets. As this becomes more immersive, traditional software control such as keyboard and mouse begin to hold the student back in terms of intuitive interfacing with the data. This is a problem that has best been tackled by modern gaming systems such as the Wii, XBox 360, and Playstation 3 Systems. By utilizing the solutions given by these gaming systems, it is possible to further a students immersion with a system. Through an NSF ITEST (Information and Technology Experiences for Students and Teachers) grant, researchers at the University of Maine have experimented with using the game controller that is used for interacting with the Nintendo Wii (often called a Wiimote) with existing geodynamic systems in an effort to eases interaction with these systems. Since these game controllers operate using Bluetooth, a common protocol in computing, Wiimotes can easily communicate with existing laptop computers that are issued to Maine students. This paper describes the technical requirements, setup, and usage of Wiimotes as an input device to complex geodynamical systems for use in the K-12 classroom.

  1. Adaptive Incentive Controls for Stackelberg Games with Unknown Cost Functionals.

    Science.gov (United States)

    1984-01-01

    APR EZT:: F I AN 73S e OsL:-: UNCLASSI?:-- Q4~.’~- .A.., 6, *~*i i~~*~~*.- U ADAPTIVE INCENTIVE CONTROLS FOR STACKELBERG GAMES WITH UNKNOWN COST...AD-A161 885 ADAPTIVE INCENTIVE CONTROLS FOR STACKELBERG GAMES WITH i/1 UNKNOWN COST FUNCTIONALSCU) ILLINOIS UNIV AT URBANA DECISION AND CONTROL LAB T...ORGANIZATION 6b. OFFICE SYMBOL 7.. NAME OF MONITORING ORGANIZATION CoriaeLcenef~pda~ Joint Services Electronics Program Laboratory, Univ. of Illinois N/A

  2. A Fuzzy Control System for Inductive Video Games

    OpenAIRE

    Lara-Alvarez, Carlos; Mitre-Hernandez, Hugo; Flores, Juan; Fuentes, Maria

    2017-01-01

    It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational games. Unlike conventional approaches that only modify the game level, the proposed technique also induces emotions in the player for supporting the learning process. This paper explores a fuzzy system that analyzes the players' performance and their emotion...

  3. Controlling Access to Input/Output Peripheral Devices

    Directory of Open Access Journals (Sweden)

    E. Y. Rodionov

    2010-03-01

    Full Text Available In this paper the author proposes a system that manages information security policy on enterprise. Problems related to managing information security policy on enterprise and access to peripheral devices in computer systems functioning under control of Microsoft Windows NT operating systems are considered.

  4. Overcoming selfishness: reciprocity, inhibition, and cardiac autonomic control in the ultimatum game

    Directory of Open Access Journals (Sweden)

    Stefan eSütterlin

    2011-07-01

    Full Text Available The processes underlying decision-making in response to unfair offers in the ultimatum game (UG have recently been discussed in light of models of reciprocity and fairness-related behavior. It has been suggested that behavior following norm-oriented, internalized expectations of reciprocity requires overcoming economic self-interest. In this study we investigated both, behavioral and peripheral-physiological indicators of inhibitory capacity related to neuronal networks that are likely to be involved in the behavioral response to unfair offers. Both heart-rate variability as an index of inhibitory capacity, and performance in a motor response inhibition task predicted rejection of unfair offers in an ultimatum game, suggesting an important role of inhibitory processes in overcoming economic temptations and regulating behavior conforming to social norms of reciprocity and fairness. The role of parasympathetic activity as a physiological trait-marker predicting inter-individual differences in the rejection of unfair offers is discussed.

  5. Dramatic pretend play games uniquely improve emotional control in young children.

    Science.gov (United States)

    Goldstein, Thalia R; Lerner, Matthew D

    2017-09-15

    Pretense is a naturally occurring, apparently universal activity for typically developing children. Yet its function and effects remain unclear. One theorized possibility is that pretense activities, such as dramatic pretend play games, are a possible causal path to improve children's emotional development. Social and emotional skills, particularly emotional control, are critically important for social development, as well as academic performance and later life success. However, the study of such approaches has been criticized for potential bias and lack of rigor, precluding the ability to make strong causal claims. We conducted a randomized, component control (dismantling) trial of dramatic pretend play games with a low-SES group of 4-year-old children (N = 97) to test whether such practice yields generalized improvements in multiple social and emotional outcomes. We found specific effects of dramatic play games only on emotional self-control. Results suggest that dramatic pretend play games involving physicalizing emotional states and traits, pretending to be animals and human characters, and engaging in pretend scenarios in a small group may improve children's emotional control. These findings have implications for the function of pretense and design of interventions to improve emotional control in typical and atypical populations. Further, they provide support for the unique role of dramatic pretend play games for young children, particularly those from low-income backgrounds. A video abstract of this article can be viewed at: https://youtu.be/2GVNcWKRHPk. © 2017 John Wiley & Sons Ltd.

  6. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    Science.gov (United States)

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  7. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  8. Resilient control of cyber-physical systems against intelligent attacker: a hierarchal stackelberg game approach

    Science.gov (United States)

    Yuan, Yuan; Sun, Fuchun; Liu, Huaping

    2016-07-01

    This paper is concerned with the resilient control under denial-of-service attack launched by the intelligent attacker. The resilient control system is modelled as a multi-stage hierarchical game with a corresponding hierarchy of decisions made at cyber and physical layer, respectively. Specifically, the interaction in the cyber layer between different security agents is modelled as a static infinite Stackelberg game, while in the underlying physical layer the full-information H∞ minimax control with package drops is modelled as a different Stackelberg game. Both games are solved sequentially, which is consistent with the actual situations. Finally, the proposed method is applied to the load frequency control of the power system, which demonstrates its effectiveness.

  9. The Effectiveness of Gaze-Contingent Control in Computer Games.

    Science.gov (United States)

    Orlov, Paul A; Apraksin, Nikolay

    2015-01-01

    Eye-tracking technology and gaze-contingent control in human-computer interaction have become an objective reality. This article reports on a series of eye-tracking experiments, in which we concentrated on one aspect of gaze-contingent interaction: Its effectiveness compared with mouse-based control in a computer strategy game. We propose a measure for evaluating the effectiveness of interaction based on "the time of recognition" the game unit. In this article, we use this measure to compare gaze- and mouse-contingent systems, and we present the analysis of the differences as a function of the number of game units. Our results indicate that performance of gaze-contingent interaction is typically higher than mouse manipulation in a visual searching task. When tested on 60 subjects, the results showed that the effectiveness of gaze-contingent systems over 1.5 times higher. In addition, we obtained that eye behavior stays quite stabile with or without mouse interaction. © The Author(s) 2015.

  10. Home-Based Computer Gaming in Vestibular Rehabilitation of Gaze and Balance Impairment.

    Science.gov (United States)

    Szturm, Tony; Reimer, Karen M; Hochman, Jordan

    2015-06-01

    Disease or damage of the vestibular sense organs cause a range of distressing symptoms and functional problems that could include loss of balance, gaze instability, disorientation, and dizziness. A novel computer-based rehabilitation system with therapeutic gaming application has been developed. This method allows different gaze and head movement exercises to be coupled to a wide range of inexpensive, commercial computer games. It can be used in standing, and thus graded balance demands using a sponge pad can be incorporated into the program. A case series pre- and postintervention study was conducted of nine adults diagnosed with peripheral vestibular dysfunction who received a 12-week home rehabilitation program. The feasibility and usability of the home computer-based therapeutic program were established. Study findings revealed that using head rotation to interact with computer games, when coupled to demanding balance conditions, resulted in significant improvements in standing balance, dynamic visual acuity, gaze control, and walking performance. Perception of dizziness as measured by the Dizziness Handicap Inventory also decreased significantly. These preliminary findings provide support that a low-cost home game-based exercise program is well suited to train standing balance and gaze control (with active and passive head motion).

  11. Doping control analysis at the Rio 2016 Olympic and Paralympic Games.

    Science.gov (United States)

    Pereira, Henrique Marcelo Gualberto; Sardela, Vinicius Figueiredo; Padilha, Monica Costa; Mirotti, Luciana; Casilli, Alessandro; de Oliveira, Fabio Azamor; de Albuquerque Cavalcanti, Gustavo; Rodrigues, Lucas Martins Lisandro; de Araujo, Amanda Lessa Dutra; Levy, Rachel Santos; Teixeira, Pedro Antonio Castelo; de Oliveira, Felipe Alves Gomes; Duarte, Ana Carolina Giordani; Carneiro, Ana Carolina Dudenhoeffer; Evaristo, Joseph Albert Medeiros; Dos Santos, Gustavo Ramalho Cardoso; da Costa, Giovanni Carlo Verissimo; de Lima Castro, Fernando; Nogueira, Fabio Cesar Sousa; Scalco, Fernanda Bertão; Pizzatti, Luciana; de Aquino Neto, Francisco Radler

    2017-11-01

    This paper summarises the results obtained from the doping control analyses performed during the Summer XXXI Olympic Games (August 3-21, 2016) and the XV Paralympic Games (September 7-18, 2016). The analyses of all doping control samples were performed at the Brazilian Doping Control Laboratory (LBCD), a World Anti-Doping Agency (WADA)-accredited laboratory located in Rio de Janeiro, Brazil. A new facility at Rio de Janeiro Federal University (UFRJ) was built and fully operated by over 700 professionals, including Brazilian and international scientists, administrative staff, and volunteers. For the Olympic Games, 4913 samples were analysed. In 29 specimens, the presence of a prohibited substance was confirmed, resulting in adverse analytical findings (AAFs). For the Paralympic Games, 1687 samples were analysed, 12 of which were reported as AAFs. For both events, 82.8% of the samples were urine, and 17.2% were blood samples. In total, more than 31 000 analytical procedures were conducted. New WADA technical documents were fully implemented; consequently, state-of-the-art analytical toxicology instrumentation and strategies were applied during the Games, including different types of mass spectrometry (MS) analysers, peptide, and protein detection strategies, endogenous steroid profile measurements, and blood analysis. This enormous investment yielded one of the largest Olympic legacies in Brazil and South America. Copyright © 2017 John Wiley & Sons, Ltd. Copyright © 2017 John Wiley & Sons, Ltd.

  12. Using Biometric Measurement in Real-Time as a Sympathetic System in Computer Games

    Science.gov (United States)

    Charij, Stephanie; Oikonomou, Andreas

    2013-01-01

    With the increasing potential for gaming hardware and peripherals to support biometrics, their application within the games industry for software and design should be considered. This paper assesses the ability to use a form of biometric measurement, heart rate, in real-time to improve the challenge and enjoyment of a game by catering it to…

  13. Effects of active video games on body composition: a randomized controlled trial.

    Science.gov (United States)

    Maddison, Ralph; Foley, Louise; Ni Mhurchu, Cliona; Jiang, Yannan; Jull, Andrew; Prapavessis, Harry; Hohepa, Maea; Rodgers, Anthony

    2011-07-01

    Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition. The aim of this study was to evaluate the effect of active video games over a 6-mo period on weight, body composition, physical activity, and physical fitness. We conducted a 2-arm, parallel, randomized controlled trial in Auckland, New Zealand. A total of 322 overweight and obese children aged 10-14 y, who were current users of sedentary video games, were randomly assigned at a 1:1 ratio to receive either an active video game upgrade package (intervention, n = 160) or to have no change (control group, n = 162). The primary outcome was the change from baseline in body mass index (BMI; in kg/m(2)). Secondary outcomes were changes in percentage body fat, physical activity, cardiorespiratory fitness, video game play, and food snacking. At 24 wk, the treatment effect on BMI (-0.24; 95% CI: -0.44, -0.05; P = 0.02) favored the intervention group. The change (±SE) in BMI from baseline increased in the control group (0.34 ± 0.08) but remained the same in the intervention group (0.09 ± 0.08). There was also evidence of a reduction in body fat in the intervention group (-0.83%; 95% CI: -1.54%, -0.12%; P = 0.02). The change in daily time spent playing active video games at 24 wk increased (10.03 min; 95% CI: 6.26, 13.81 min; P video games (-9.39 min; 95% CI: -19.38, 0.59 min; P = 0.06). An active video game intervention has a small but definite effect on BMI and body composition in overweight and obese children. This trial was registered in the Australian New Zealand Clinical Trials Registry at http://www.anzctr.org.au/ as ACTRN12607000632493.

  14. Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial

    Science.gov (United States)

    Gomes, Evelim L. F. D.; Carvalho, Celso R. F.; Peixoto-Souza, Fabiana Sobral; Teixeira-Carvalho, Etiene Farah; Mendonça, Juliana Fernandes Barreto; Stirbulov, Roberto; Sampaio, Luciana Maria Malosá; Costa, Dirceu

    2015-01-01

    Objective The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma. Design A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20) or a treadmill group (TG; n = 16). Both groups completed an eight-week supervised program with two weekly 40-minute sessions. Pre-training and post-training evaluations involved the Asthma Control Questionnaire, exhaled nitric oxide levels (FeNO), maximum exercise testing (Bruce protocol) and lung function. Results No differences between the VGG and TG were found at the baseline. Improvements occurred in both groups with regard to asthma control and exercise capacity. Moreover, a significant reduction in FeNO was found in the VGG (p video game had a positive impact on children with asthma in terms of clinical control, improvementin their exercise capacity and a reductionin pulmonary inflammation. Trial Registration Clinicaltrials.gov NCT01438294 PMID:26301706

  15. Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial.

    Science.gov (United States)

    Gomes, Evelim L F D; Carvalho, Celso R F; Peixoto-Souza, Fabiana Sobral; Teixeira-Carvalho, Etiene Farah; Mendonça, Juliana Fernandes Barreto; Stirbulov, Roberto; Sampaio, Luciana Maria Malosá; Costa, Dirceu

    2015-01-01

    The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma. A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20) or a treadmill group (TG; n = 16). Both groups completed an eight-week supervised program with two weekly 40-minute sessions. Pre-training and post-training evaluations involved the Asthma Control Questionnaire, exhaled nitric oxide levels (FeNO), maximum exercise testing (Bruce protocol) and lung function. No differences between the VGG and TG were found at the baseline. Improvements occurred in both groups with regard to asthma control and exercise capacity. Moreover, a significant reduction in FeNO was found in the VGG (p video game had a positive impact on children with asthma in terms of clinical control, improvement in their exercise capacity and a reduction in pulmonary inflammation. Clinicaltrials.gov NCT01438294.

  16. The effect of active video gaming on children's physical activity, behavior preferences and body composition.

    Science.gov (United States)

    Graves, Lee E F; Ridgers, Nicola D; Atkinson, Greg; Stratton, Gareth

    2010-11-01

    Active video game interventions typically provide children a single game that may become unappealing. A peripheral device (jOG) encourages step-powered gaming on multiple games. This trial evaluated the effect of jOG on children's objectively measured PA, body fat and self-reported behaviors. 42 of 58 eligible children (8-10 y) randomly assigned to an intervention (jOG) or control (CON) completed the trial. Intervention children received two jOG devices for home use. Analyses of covariance compared the intervention effect at 6 and 12 weeks from baseline. No differences were found between groups for counts per minute (CPM; primary outcome) at 6 and 12 weeks (p > .05). Active video gaming increased (adjusted change 0.95 (95% CI 0.25, 1.65) h·d⁻¹, p video gaming decreased (-0.34 (-1.24, 0.56) h·d⁻¹, p > .05) at 6 weeks relative to CON. No body fat changes were observed between groups. Targeted changes in video game use did not positively affect PA. Larger trials are needed to verify the impact of active video games on children's PA and health.

  17. Imbalanced functional link between executive control network and reward network explain the online-game seeking behaviors in Internet gaming disorder.

    Science.gov (United States)

    Dong, Guangheng; Lin, Xiao; Hu, Yanbo; Xie, Chunming; Du, Xiaoxia

    2015-03-17

    Literatures have shown that Internet gaming disorder (IGD) subjects show impaired executive control and enhanced reward sensitivities than healthy controls. However, how these two networks jointly affect the valuation process and drive IGD subjects' online-game-seeking behaviors remains unknown. Thirty-five IGD and 36 healthy controls underwent a resting-states scan in the MRI scanner. Functional connectivity (FC) was examined within control and reward network seeds regions, respectively. Nucleus accumbens (NAcc) was selected as the node to find the interactions between these two networks. IGD subjects show decreased FC in the executive control network and increased FC in the reward network when comparing with the healthy controls. When examining the correlations between the NAcc and the executive control/reward networks, the link between the NAcc - executive control network is negatively related with the link between NAcc - reward network. The changes (decrease/increase) in IGD subjects' brain synchrony in control/reward networks suggest the inefficient/overly processing within neural circuitry underlying these processes. The inverse proportion between control network and reward network in IGD suggest that impairments in executive control lead to inefficient inhibition of enhanced cravings to excessive online game playing. This might shed light on the mechanistic understanding of IGD.

  18. Joystick-controlled video console game practice for developing power wheelchairs users' indoor driving skills.

    Science.gov (United States)

    Huang, Wei Pin; Wang, Chia Cheng; Hung, Jo Hua; Chien, Kai Chun; Liu, Wen-Yu; Cheng, Chih-Hsiu; Ng, How-Hing; Lin, Yang-Hua

    2015-02-01

    [Purpose] This study aimed to determine the effectiveness of joystick-controlled video console games in enhancing subjects' ability to control power wheelchairs. [Subjects and Methods] Twenty healthy young adults without prior experience of driving power wheelchairs were recruited. Four commercially available video games were used as training programs to practice joystick control in catching falling objects, crossing a river, tracing the route while floating on a river, and navigating through a garden maze. An indoor power wheelchair driving test, including straight lines, and right and left turns, was completed before and after the video game practice, during which electromyographic signals of the upper limbs were recorded. The paired t-test was used to compare the differences in driving performance and muscle activities before and after the intervention. [Results] Following the video game intervention, participants took significantly less time to complete the course, with less lateral deviation when turning the indoor power wheelchair. However, muscle activation in the upper limbs was not significantly affected. [Conclusion] This study demonstrates the feasibility of using joystick-controlled commercial video games to train individuals in the control of indoor power wheelchairs.

  19. Interactive motion-controlled games in the neurorehabilitation of adult post-stroke patients

    Directory of Open Access Journals (Sweden)

    Emilia Mikołajewska

    2015-08-01

    Emilia Mikołajewska Rehabilitation Clinic Military Clinical Hospital No. 10 and Polyclinic Bydgoszcz, Poland e-mail: e.mikolajewska@wp.pl, emiliam@cm.umk.pl www: http://emikolajewska.netstrefa.eu   Keywords: neurorehabilitation; physiotherapy; stroke; neurological deficit; therapeutic game.   Abstract   Despite efforts of scientists and clinicians stroke still constitutes one of the major causes of disability worldwide. Motion-controlled video games become increasingly common adjunct to the traditional physical therapy. Such games are usually available, low-cost, fun, and functional ways to increase everyday treatment possibilities, both in hospital, ambulatory and home settings. Research and scientific publications concerning this issue are still rare. Assessment how interactive motion-controlled games can be incorporated into current guidelines of the eclectic approach within neurorehabilitation of adult post-stroke survivors is key issue within contemporary neurorehabilitation of adults. Complementary use of such games may constitute another breakthrough both in in-patient and out-patient rehabilitation and care. This review aims at potential of aforementioned solutions and modalities for the rehabilitation of function in cases of stroke.

  20. Video game practice optimizes executive control skills in dual-task and task switching situations.

    Science.gov (United States)

    Strobach, Tilo; Frensch, Peter A; Schubert, Torsten

    2012-05-01

    We examined the relation of action video game practice and the optimization of executive control skills that are needed to coordinate two different tasks. As action video games are similar to real life situations and complex in nature, and include numerous concurrent actions, they may generate an ideal environment for practicing these skills (Green & Bavelier, 2008). For two types of experimental paradigms, dual-task and task switching respectively; we obtained performance advantages for experienced video gamers compared to non-gamers in situations in which two different tasks were processed simultaneously or sequentially. This advantage was absent in single-task situations. These findings indicate optimized executive control skills in video gamers. Similar findings in non-gamers after 15 h of action video game practice when compared to non-gamers with practice on a puzzle game clarified the causal relation between video game practice and the optimization of executive control skills. Copyright © 2012 Elsevier B.V. All rights reserved.

  1. Cognitive Callisthenics: Do FPS computer games enhance the player’s cognitive abilities?

    OpenAIRE

    Kearney, Paul

    2005-01-01

    It is widely accepted that educational video games are a valuable resource for learning. Action video games however, are often viewed as mindless entertainment, but research completed recently show other benefits are gained from video games, such as the enhancement of peripheral vision (University of Rochester, 2003). It has long been known that puzzle games such as Tetris enhance the player’s cognitive abilities. Okagaki and Frensch (1994) used Tetris in their research. They found that spati...

  2. Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.

    Science.gov (United States)

    Malone, Laurie A; Padalabalanarayanan, Sangeetha; McCroskey, Justin; Thirumalai, Mohanraj

    2017-06-16

    Individuals with disabilities are typically more sedentary and less fit compared to their peers without disabilities. Furthermore, engaging in physical activity can be extremely challenging due to physical impairments associated with disability and fewer opportunities to participate. One option for increasing physical activity is playing active video games (AVG), a category of video games that requires much more body movement for successful play than conventional push-button or joystick actions. However, many current AVGs are inaccessible or offer limited play options for individuals who are unable to stand, have balance issues, poor motor control, or cannot use their lower body to perform game activities. Making AVGs accessible to people with disabilities offers an innovative approach to overcoming various barriers to participation in physical activity. Our aim was to compare the effect of off-the-shelf and adapted game controllers on quality of game play, enjoyment, and energy expenditure during active video gaming in persons with physical disabilities, specifically those with mobility impairments (ie, unable to stand, balance issues, poor motor control, unable to use lower extremity for gameplay). The gaming controllers to be evaluated include off-the-shelf and adapted versions of the Wii Fit balance board and gaming mat. Participants (10-60 years old) came to the laboratory a total of three times. During the first visit, participants completed a functional assessment and became familiar with the equipment and games to be played. For the functional assessment, participants performed 18 functional movement tasks from the International Classification of Functioning, Disability, and Health. They also answered a series of questions from the Patient Reported Outcomes Measurement Information System and Quality of Life in Neurological Conditions measurement tools, to provide a personal perspective regarding their own functional ability. For Visit 2, metabolic data were

  3. Efficient Approximation of Optimal Control for Markov Games

    DEFF Research Database (Denmark)

    Fearnley, John; Rabe, Markus; Schewe, Sven

    2011-01-01

    We study the time-bounded reachability problem for continuous-time Markov decision processes (CTMDPs) and games (CTMGs). Existing techniques for this problem use discretisation techniques to break time into discrete intervals, and optimal control is approximated for each interval separately...

  4. Energy expenditure and enjoyment during video game play: differences by game type.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  5. Free and controlled game and activities in pre-school education in terms of teachers

    OpenAIRE

    Kázmerová, Jana

    2015-01-01

    This thesis deals with free and controlled play activities in preschool education in terms of teachers. It focuses primarily on the game preschool children playing children spend most of their time is their most important activities for the advancement of their entire personality. The theoretical part is focused on defining the concept of game play and substance of the relationship and the importance of play of preschool children. It is focused on free and controlled the game and activities, ...

  6. Impacts of temporary traffic control measures on vehicular emissions during the Asian games in Guangzhou, China.

    Science.gov (United States)

    Yao, Zhiliang; Zhang, Yingzhi; Shen, Xianbao; Wang, Xintong; Wu, Ye; He, Kebin

    2013-01-01

    To guarantee good traffic and air quality during the 16th Asian Games in Guangzhou, China, the government carried out two traffic control Drills before the Games and adopted traffic control measures during the Games. Vehicle activities before and during the first and second Drills, and during the Games, were surveyed. Based on the data under investigation, the impacts of control measures on traffic volumes and driving characteristics were analyzed during the first and second Drills, and the Games. The emission reduction of traffic control measures was also evaluated during the three stages using the MOBILE-China model. The results show that there were significant effects of implementing temporary traffic control measures on transportation activity and vehicular emissions. During the first and second Drills, and the Games, the average traffic volumes in monitored roads decreased, and the average speed of vehicles increased significantly The co-effects of traffic flow reduction, traffic congestion improvement, and the banning of high-emitting vehicles helped to greatly reduce the estimated emissions from motor vehicles in Guangzhou during the first and second Drills, and the Games. Estimated vehicular emissions were reduced by 38-52% during the first Drill and 28-36% for the second Drill. During the Asian Games, vehicular emissions of carbon monoxide (CO), hydrocarbon (HC), oxides of nitrogen (NO), and particulate matter with an aerodynamic diameter vehicular emissions of CO, HC, NOx, and PM10. Motor vehicles have become the most prevalent source of emissions and subsequently air pollution within Chinese cities. Understanding the impacts that different control measures have on vehicular emissions is very important in order to be able to control vehicle emissions. The results of this study will be very helpful for the further control of vehicle emissions in Guangzhou in the future. In addition, the effects of temporary transportation control measures will provide

  7. Parent-child relationships and self‑control in male university students' desire to play video games.

    Science.gov (United States)

    Karbasizadeh, Sina; Jani, Masih; Keshvari, Mahtab

    2018-06-12

    To determine the relationship between the parent-child relationship, self-control and demographic characteristics and the desire to play video games among male university students at one university in Iran. This was a correlational, descriptive, applied study. A total of 103 male students were selected randomly as a study sample from the population of male students at Isfahan University in Iran. Data collection tools used were the Video Games Questionnaire, Tanji's Self-Control Scale, Parent-Child Relationship Questionnaire, and Demographic Questionnaire. Data were analysed using stepwise regression analysis. This study found several factors increased male students' desire to play video games. Demographic characteristics associated with increased tendency to play video games among male students in Iran are older age, larger number of family members, lower parental level of education and higher socio-economic class, while other significant factors are a lower level of self‑control and a poorer parent-child relationship. PARTICIPANTS': higher socio-economic class, lower level of self-control and older age explained 8.2%, 5.2% and 5.9% of their desire to play video games, respectively. These three variables together accounted for significantly 16.9% of a male student's desire to play video games in this study ( P video games in Iran. Moreover, lower levels of self-control and a poorer parent-child relationship were found to be accompanied by a greater desire to play video games among male university students. © 2018 RCN Publishing Company Ltd. All rights reserved. Not to be copied, transmitted or recorded in any way, in whole or part, without prior permission of the publishers.

  8. Neutrophil-to-lymphocyte ratio in patients with peripheral vertigo: a prospective controlled clinical study.

    Science.gov (United States)

    Ozbay, Isa; Kahraman, Cuneyt; Balikci, Hasan Huseyin; Kucur, Cuneyt; Kahraman, Nilufer Kuzeyli; Ozkaya, Derya Pınar; Oghan, Fatih

    2014-01-01

    We aimed to investigate the relationship between peripheral vertigo and inflammation by using the neutrophil-to-lymphocyte ratio (NLR) as an inflammatory marker. We recruited 103 patients with peripheral vertigo (71 women, 32 men; mean age, 39.8 ± 14.7 years) who presented to the Otolaryngology Department of Dumlupinar University Hospital. Vertigo patients with systemic diseases, neurological disorders, malignancy or any inflammatory disease that could alter the NLR were excluded from the study. We also enrolled 103 age- and sex-matched healthy subjects (controls; 82 women, 21 men; mean age, 36.7 ± 13.5 years) who underwent routine checkups in our hospital. The vertigo patients underwent full otolaryngologic and neurologic examinations and audiometric tests to rule out any other pathology causing the peripheral vertigo. NLR was calculated in all subjects and was compared between the patient and control groups. There were no significant differences between the study and control groups in terms of lipid profiles, liver-function tests, white blood cell (WBC) count, hemoglobin level, mean platelet volume, and vitamin B12 and folate levels. The mean NLR was significantly higher in the patients than in the controls (Pvertigo, found that the NLR is significantly higher among peripheral vertigo patients than among healthy controls. This result suggests that the NLR is a novel potential marker of stress in peripheral vertigo patients. Copyright © 2014 Elsevier Inc. All rights reserved.

  9. Simple gambling or sophisticated gaming? : applying game analysis methods to modern video slot machine games

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

    Slot machine games have become the most popular form of gambling worldwide. In Finland, their pervasiveness in public spaces and popularity makes them one of the most common form of gaming. However, in game studies, gambling games are often regarded as borderline games due to the player’s lack of control. In this thesis I ask whether modern video slot machine games can be considered as games and if so, what similarities there are between them and contemporary video games. To find out if m...

  10. Effect of Vitamin E on Oxaliplatin-induced Peripheral Neuropathy Prevention: A Randomized Controlled Trial.

    Science.gov (United States)

    Salehi, Zeinab; Roayaei, Mahnaz

    2015-01-01

    Peripheral neuropathy is one of the most important limitations of oxaliplatin base regimen, which is the standard for the treatment of colorectal cancer. Evidence has shown that Vitamin E may be protective in chemotherapy-induced peripheral neuropathy. The aim of this study is to evaluate the effect of Vitamin E administration on prevention of oxaliplatin-induced peripheral neuropathy in patients with colorectal cancer. This was a prospective randomized, controlled clinical trial. Patients with colorectal cancer and scheduled to receive oxaliplatin-based regimens were enrolled in this study. Enrolled patients were randomized into two groups. The first group received Vitamin E at a dose of 400 mg daily and the second group observed, until after the sixth course of the oxaliplatin regimen. For oxaliplatin-induced peripheral neuropathy assessment, we used the symptom experience diary questionnaire that completed at baseline and after the sixth course of chemotherapy. Only patients with a score of zero at baseline were eligible for this study. Thirty-two patients were randomized to the Vitamin E group and 33 to the control group. There was no difference in the mean peripheral neuropathy score changes (after - before) between two groups, after sixth course of the oxaliplatin base regimen (mean difference [after - before] of Vitamin E group = 6.37 ± 2.85, control group = 6.57 ± 2.94; P = 0.78). Peripheral neuropathy scores were significantly increased after intervention compared with a base line in each group (P peripheral neuropathy.

  11. Energy Expenditure and Enjoyment during Video Game Play: Differences by Game Type

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Bowling, J. Michael; Ribisl, Kurt M.; Kalyararaman, Sriram

    2012-01-01

    Purpose Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Methods Energy expenditure (metabolic equivalents [METs]) and enjoyment were measured across ten games in 100 young adults aged 18 to 35 (50 females). Results All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322 (mean [SD] 3.10 [0.89] METs) and 298 (2.91 [0.87] METs) percent, which was greater than that produced by band simulation (73%, 1.28 [0.28] METs) and shooter games (23%, 0.91 [0.16] METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior. PMID:21364477

  12. Reflexology in the management of chemotherapy induced peripheral neuropathy: A pilot randomized controlled trial.

    Science.gov (United States)

    Kurt, Seda; Can, Gulbeyaz

    2018-02-01

    The current experimental study aimed to evaluate the effectiveness of reflexology on the management of symptoms and functions of chemotherapy-induced peripheral neuropathy (CIPN) in cancer patients. This study was conducted as a randomized controlled trial in 60 patients (30 experimental and 30 control patients) who had chemotherapy-induced Grade II-IV peripheral neuropathy complaints from July 2013 to November 2015. Data were collected using the patient identification form, European Organization for the Research and Treatment of Cancer Quality of Life Questionnaire Chemotherapy-Induced Peripheral Neuropathy (EORTC-CIPN-20) form, and BPI (used for related chemotherapy-induced peripheral neuropathy symptoms). The majority of the patients were being treated for gastrointestinal or breast cancer and were primarily receiving Eloxatine- or taxane-based treatment. It was found that reflexology applications did not lead to differences in either group in terms of peripheral neuropathy severity and incidence (p > 0.05) and only led to improvement in sensory functions in the experimental group (p Peripheral neuropathy, reflexology, chemotherapy, EORTC QLQ-CIPN-20, BPI. Copyright © 2017 Elsevier Ltd. All rights reserved.

  13. Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors.

    Science.gov (United States)

    Belkacem, Abdelkader Nasreddine; Saetia, Supat; Zintus-art, Kalanyu; Shin, Duk; Kambara, Hiroyuki; Yoshimura, Natsue; Berrached, Nasreddine; Koike, Yasuharu

    2015-01-01

    EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control.

  14. Associations of object control motor skill proficiency, game play competence, physical activity and cardiorespiratory fitness among primary school children.

    Science.gov (United States)

    Miller, Andrew; Eather, Narelle; Duncan, Mitch; Lubans, David Revalds

    2018-06-18

    This study investigated if object control relates to children's game play competence, and examined these competencies as correlates of physical activity and cardiorespiratory fitness. Game play (Game Performance Assessment Instrument), object control (The Test Gross Motor Development-3), moderate-to-vigorous physical activity (Accelerometry), and cardiorespiratory fitness (20-metre shuttle) assessments were completed for 107 children (57% Female, 43% Male) aged 9-12 years (M 10.53, SD 0.65). Two-level regression of object control on game play competence, and object control and game play competence on physical activity and cardiorespiratory fitness assessed associations. Object control competence was positively associated with game play competence (Std. B = 0.25, t (104.77) = 2.38, p = 0.001). Game play competence (Std. B = 0.33, t (99.81) = 5.21, p competence (Std. B = 0.20, t (106.93) = 2.96, p = 0.003). Likewise, game competence (Std. B = 0.39, t (104.41) = 4.36, p fitness than object control competence (Std. B = 0.22, t (106.69) = 2.63, p = 0.002). Object control and game competence are both important as correlates of physical activity and cardiorespiratory fitness in children.

  15. Development of a Novel Motor Imagery Control Technique and Application in a Gaming Environment.

    Science.gov (United States)

    Li, Ting; Zhang, Jinhua; Xue, Tao; Wang, Baozeng

    2017-01-01

    We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based on EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To enhance player's BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP) and the proposed multifeature extraction. To demonstrate the effectiveness of 3D game environment at enhancing player's event-related desynchronization (ERD) and event-related synchronization (ERS) production ability, we set the 2D Screen Game as the comparison experiment. According to a series of statistical results, the group performing MI in the 3D Tetris environment showed more significant improvements in generating MI-associated ERD/ERS. Analysis results of game-score indicated that the players' scores presented an obvious uptrend in 3D Tetris environment but did not show an obvious downward trend in 2D Screen Game. It suggested that the immersive and rich-control environment for MI would improve the associated mental imagery and enhance MI-based BCI skills.

  16. Development of a Novel Motor Imagery Control Technique and Application in a Gaming Environment

    Directory of Open Access Journals (Sweden)

    Ting Li

    2017-01-01

    Full Text Available We present a methodology for a hybrid brain-computer interface (BCI system, with the recognition of motor imagery (MI based on EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To enhance player’s BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP and the proposed multifeature extraction. To demonstrate the effectiveness of 3D game environment at enhancing player’s event-related desynchronization (ERD and event-related synchronization (ERS production ability, we set the 2D Screen Game as the comparison experiment. According to a series of statistical results, the group performing MI in the 3D Tetris environment showed more significant improvements in generating MI-associated ERD/ERS. Analysis results of game-score indicated that the players’ scores presented an obvious uptrend in 3D Tetris environment but did not show an obvious downward trend in 2D Screen Game. It suggested that the immersive and rich-control environment for MI would improve the associated mental imagery and enhance MI-based BCI skills.

  17. Enhancing the control of force in putting by video game training.

    Science.gov (United States)

    Fery, Y A; Ponserre, S

    2001-10-10

    Even if golf video games provide no proprioceptive afferences on actual putting movement, they may give sufficient substitutive visual cues to enhance force control in this skill. It was hypothesized that this usefulness requires, however, two conditions: the video game must provide reliable demonstrations of actual putts, and the user must want to use the game to make progress in actual putting. Accordingly, a video game was selected on the basis of its fidelity to the real-world game. It allowed two different methods of adjusting the virtual player's putting force in order to hole a putt: an analogue method that consisted of focusing on the virtual player's movement and a symbolic method that consisted of focusing on the movement of a gauge on a scale representing the virtual player's putting force. The participants had to use one of these methods with either the intention of making progress in actual putting or in a second condition to simply enjoy the game. Results showed a positive transfer of video playing to actual putting skill for the learning group and also, to a lesser degree, for the enjoyment group; but only when they used the symbolic method. Results are discussed in the context of how vision may convey force cues in sports video games.

  18. The effects of video game playing on attention, memory, and executive control.

    Science.gov (United States)

    Boot, Walter R; Kramer, Arthur F; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele

    2008-11-01

    Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.

  19. Game-based training environment for nuclear plant control room

    International Nuclear Information System (INIS)

    Hung Tamin; Sun Tienlung; Yang Chihwei; Yang Lichen; Cheng Tsungchieh; Wang Jyhgang

    2011-01-01

    Nuclear power plant's safety is very important problem. In this very conscientious environment if operator has a little mistake, they may threaten with many people influence their safety. Therefore, operating training of control room is very important. However, the operator training is in limited space and time. Each operator must go to simulative control room do some training. If we can let each trainee having more time to do training and does not go to simulative control room. It may have some advantages for trainee. Moreover, in the traditional training ways, each operator may through the video, teaching manual or through the experienced instructor to learn the knowledge. This training way may let operator feel bored and stressful. So, in this paper aims, we hope utilizing virtual reality technology developing a game-based virtual training environment of control room. Finally, we will use presence questionnaire evaluating realism and feasibility of our virtual training environment. Expecting this initial concept of game-based virtual training environment can attract trainees having more learning motivation to do training in off-hour. (author)

  20. Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors

    Directory of Open Access Journals (Sweden)

    Abdelkader Nasreddine Belkacem

    2015-01-01

    Full Text Available EEG-controlled gaming applications range widely from strictly medical to completely nonmedical applications. Games can provide not only entertainment but also strong motivation for practicing, thereby achieving better control with rehabilitation system. In this paper we present real-time control of video game with eye movements for asynchronous and noninvasive communication system using two temporal EEG sensors. We used wavelets to detect the instance of eye movement and time-series characteristics to distinguish between six classes of eye movement. A control interface was developed to test the proposed algorithm in real-time experiments with opened and closed eyes. Using visual feedback, a mean classification accuracy of 77.3% was obtained for control with six commands. And a mean classification accuracy of 80.2% was obtained using auditory feedback for control with five commands. The algorithm was then applied for controlling direction and speed of character movement in two-dimensional video game. Results showed that the proposed algorithm had an efficient response speed and timing with a bit rate of 30 bits/min, demonstrating its efficacy and robustness in real-time control.

  1. Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception

    Directory of Open Access Journals (Sweden)

    Niels Böttcher

    2013-01-01

    Full Text Available A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1 players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2 the use of procedural audio affects their motor-behavior, and (3 procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.

  2. Guest editorial: Introduction to the special issue on modern control for computer games.

    Science.gov (United States)

    Argyriou, Vasileios; Kotsia, Irene; Zafeiriou, Stefanos; Petrou, Maria

    2013-12-01

    A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.

  3. Peripheral neurostimulation for control of intractable occipital neuralgia.

    Science.gov (United States)

    Weiner, R L; Reed, K L

    1999-07-01

    Objective. To present a novel approach for treatment of intractable occipital neuralgia using percutaneous peripheral nerve electrostimulation techniques. Methods. Thirteen patients underwent 17 implant procedures for medically refractory occipital neuralgia. A subcutaneous electrode placed transversely at the level of C1 across the base of the occipital nerve trunk produced paresthesias and pain relief covering the regions of occipital nerve pain Results. With follow-up ranging from 1-½ to 6 years, 12 patients continue to report good to excellent response with greater than 50% pain control and requiring little or no additional medications. The 13th patient (first in the series) was subsequently explanted following symptom resolution. Conclusions. In patients with medically intractable occipital neuralgia, peripheral nerve electrostimulation subcutaneously at the level of C1 appears to be a reasonable alternative to more invasive surgical procedures following failure of more conservative therapies.

  4. Enhancing cognition with video games: a multiple game training study.

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    Full Text Available Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands.We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch for one hour a day/five days a week over four weeks (20 hours. Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training.Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  5. Enhancing Cognition with Video Games: A Multiple Game Training Study

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  6. Enhancing cognition with video games: a multiple game training study.

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  7. ''Illusion of control'' in Time-Horizon Minority and Parrondo Games

    Science.gov (United States)

    Satinover, J. B.; Sornette, D.

    2007-12-01

    Human beings like to believe they are in control of their destiny. This ubiquitous trait seems to increase motivation and persistence, and is probably evolutionarily adaptive [J.D. Taylor, S.E. Brown, Psych. Bull. 103, 193 (1988); A. Bandura, Self-efficacy: the exercise of control (WH Freeman, New York, 1997)]. But how good really is our ability to control? How successful is our track record in these areas? There is little understanding of when and under what circumstances we may over-estimate [E. Langer, J. Pers. Soc. Psych. 7, 185 (1975)] or even lose our ability to control and optimize outcomes, especially when they are the result of aggregations of individual optimization processes. Here, we demonstrate analytically using the theory of Markov Chains and by numerical simulations in two classes of games, the Time-Horizon Minority Game [M.L. Hart, P. Jefferies, N.F. Johnson, Phys. A 311, 275 (2002)] and the Parrondo Game [J.M.R. Parrondo, G.P. Harmer, D. Abbott, Phys. Rev. Lett. 85, 5226 (2000); J.M.R. Parrondo, How to cheat a bad mathematician (ISI, Italy, 1996)], that agents who optimize their strategy based on past information may actually perform worse than non-optimizing agents. In other words, low-entropy (more informative) strategies under-perform high-entropy (or random) strategies. This provides a precise definition of the “illusion of control” in certain set-ups a priori defined to emphasize the importance of optimization.

  8. Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial.

    Directory of Open Access Journals (Sweden)

    Evelim L F D Gomes

    Full Text Available The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma.A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20 or a treadmill group (TG; n = 16. Both groups completed an eight-week supervised program with two weekly 40-minute sessions. Pre-training and post-training evaluations involved the Asthma Control Questionnaire, exhaled nitric oxide levels (FeNO, maximum exercise testing (Bruce protocol and lung function.No differences between the VGG and TG were found at the baseline. Improvements occurred in both groups with regard to asthma control and exercise capacity. Moreover, a significant reduction in FeNO was found in the VGG (p < 0.05. Although the mean energy expenditure at rest and during exercise training was similar for both groups, the maximum energy expenditure was higher in the VGG.The present findings strongly suggest that aerobic training promoted by an active video game had a positive impact on children with asthma in terms of clinical control, improvement in their exercise capacity and a reduction in pulmonary inflammation.Clinicaltrials.gov NCT01438294.

  9. Playing to your skills: a randomised controlled trial evaluating a dedicated video game for minimally invasive surgery.

    Science.gov (United States)

    Harrington, Cuan M; Chaitanya, Vishwa; Dicker, Patrick; Traynor, Oscar; Kavanagh, Dara O

    2018-02-14

    Video gaming demands elements of visual attention, hand-eye coordination and depth perception which may be contiguous with laparoscopic skill development. General video gaming has demonstrated altered cortical plasticity and improved baseline/acquisition of minimally invasive skills. The present study aimed to evaluate for skill acquisition associated with a commercially available dedicated laparoscopic video game (Underground) and its unique (laparoscopic-like) controller for the Nintendo®Wii U™ console. This single-blinded randomised controlled study was conducted with laparoscopically naive student volunteers of limited (Virtual Reality (VR) simulator (LAP Mentor TM , 3D systems, Colorado, USA). Twenty participants were randomised to two groups; Group A was requested to complete 5 h of video gaming (Underground) per week and Group B to avoid gaming beyond their normal frequency. After 4 weeks participants were reassessed using the same VR tasks. Changes in simulator performances were assessed for each group and for intergroup variances using mixed model regression. Significant inter- and intragroup performances were present for the video gaming and controls across four basic tasks. The video gaming group demonstrated significant improvements in thirty-one of the metrics examined including dominant (p ≤ 0.004) and non-dominant (p entertainment distractions (11.1%). Our work revealed significant value in training using a dedicated laparoscopic video game for acquisition of virtual laparoscopic skills. This novel serious game may provide foundations for future surgical developments on game consoles in the home environment.

  10. Computer and video game addiction-a comparison between game users and non-game users.

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  11. Steady-State VEP-Based Brain-Computer Interface Control in an Immersive 3D Gaming Environment

    Directory of Open Access Journals (Sweden)

    Burke R

    2005-01-01

    Full Text Available This paper presents the application of an effective EEG-based brain-computer interface design for binary control in a visually elaborate immersive 3D game. The BCI uses the steady-state visual evoked potential (SSVEP generated in response to phase-reversing checkerboard patterns. Two power-spectrum estimation methods were employed for feature extraction in a series of offline classification tests. Both methods were also implemented during real-time game play. The performance of the BCI was found to be robust to distracting visual stimulation in the game and relatively consistent across six subjects, with 41 of 48 games successfully completed. For the best performing feature extraction method, the average real-time control accuracy across subjects was 89%. The feasibility of obtaining reliable control in such a visually rich environment using SSVEPs is thus demonstrated and the impact of this result is discussed.

  12. A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students.

    Science.gov (United States)

    Haghbin, Maryam; Shaterian, Fatemeh; Hosseinzadeh, Davood; Griffiths, Mark D

    2013-12-01

    Over the last two decades, research into video game addiction has grown increasingly. The present research aimed to examine the relationship between video game addiction, self-control, and academic achievement of normal and ADHD high school students. Based on previous research it was hypothesized that (i) there would be a relationship between video game addiction, self-control and academic achievement (ii) video game addiction, self-control and academic achievement would differ between male and female students, and (iii) the relationship between video game addiction, self-control and academic achievement would differ between normal students and ADHD students. The research population comprised first grade high school students of Khomeini-Shahr (a city in the central part of Iran). From this population, a sample group of 339 students participated in the study. The survey included the Game Addiction Scale (Lemmens, Valkenburg & Peter, 2009), the Self-Control Scale (Tangney, Baumeister & Boone, 2004) and the ADHD Diagnostic checklist (Kessler et al., 2007). In addition to questions relating to basic demographic information, students' Grade Point Average (GPA) for two terms was used for measuring their academic achievement. These hypotheses were examined using a regression analysis. Among Iranian students, the relationship between video game addiction, self-control, and academic achievement differed between male and female students. However, the relationship between video game addiction, self-control, academic achievement, and type of student was not statistically significant. Although the results cannot demonstrate a causal relationship between video game use, video game addiction, and academic achievement, they suggest that high involvement in playing video games leaves less time for engaging in academic work.

  13. 75 FR 24743 - In the Matter of Certain Game Controllers; Notice of Investigation

    Science.gov (United States)

    2010-05-05

    ... INTERNATIONAL TRADE COMMISSION [Inv. No. 337-TA-715] In the Matter of Certain Game Controllers... States, the sale for importation, and the sale within the United States after importation of certain game...; and D565,668. The complaint further alleges that an industry in the United States exists as required...

  14. Cognitive control and reward/loss processing in Internet gaming disorder: Results from a comparison with recreational Internet game-users.

    Science.gov (United States)

    Dong, G; Li, H; Wang, L; Potenza, M N

    2017-07-01

    Although playing of Internet games may lead to Internet gaming disorder (IGD), most game-users do not develop problems and only a relatively small subset experiences IGD. Game playing may have positive health associations, whereas IGD has been repeatedly associated with negative health measures, and it is thus important to understand differences between individuals with IGD, recreational (non-problematic) game use (RGU) and non-/low-frequency game use (NLFGU). Individuals with IGD have shown differences in neural activations from non-gamers, yet few studies have examined neural differences between individuals with IGD, RGU and NLFGU. Eighteen individuals with IGD, 21 with RGU and 19 with NFLGU performed a color-word Stroop task and a guessing task assessing reward/loss processing. Behavioral and functional imaging data were collected and compared between groups. RGU and NLFGU subjects showed lower Stroop effects as compared with those with IGD. RGU subjects as compared to those with IGD demonstrated less frontal cortical activation brain activation during Stroop performance. During the guessing task, RGU subjects showed greater cortico-striatal activations than IGD subjects during processing of winning outcomes and greater frontal brain during processing of losing outcomes. Findings suggest that RGU as compared with IGD subjects show greater executive control and greater activations of brain regions implicated in motivational processes during reward processing and greater cortical activations during loss processing. These findings suggest neural and behavioral features distinguishing RGU from IGD and mechanisms by which RGU may be motivated to play online games frequently yet avoid developing IGD. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  15. Attention deficit/hyperactivity disorder and video games: a comparative study of hyperactive and control children.

    Science.gov (United States)

    Bioulac, Stéphanie; Arfi, Lisa; Bouvard, Manuel P

    2008-03-01

    This study describes and compares the behavior of hyperactive and control children playing video games. The sample consisted of 29 ADHD children and 21 controls aged between 6 and 16 years playing video games. We used the Child Behavior Checklist and the Problem Videogame Playing scale (PVP scale). This instrument gives objective measures of problem use, which can be considered as an indication of addictive videogame playing. We designed a questionnaire for the parents, eliciting qualitative information about their child's videogame playing. There were no significant differences concerning frequency or duration of play between ADHD children and controls but differences were observed on the PVP scale. None of the controls scored above four whereas 10 hyperactive children answered affirmatively to five or more questions. These children presented a greater intensity of the disorder than the other ADHD children. While no differences concerning video game use were found, ADHD children exhibited more problems associated with videogame playing. It seems that a subgroup of ADHD children could be vulnerable to developing dependence upon video games.

  16. Robust optimal control design using a differential game approach for open-loop linear quadratic descriptor systems

    NARCIS (Netherlands)

    Musthofa, M.W.; Salmah, S.; Engwerda, Jacob; Suparwanto, A.

    This paper studies the robust optimal control problem for descriptor systems. We applied differential game theory to solve the disturbance attenuation problem. The robust control problem was converted into a reduced ordinary zero-sum game. Within a linear quadratic setting, we solved the problem for

  17. [A study on comparison of learning effects between a board game and a lecture about infection control].

    Science.gov (United States)

    Kawamura, Hitomi; Kishimoto, Keiko; Matsuda, Toshiyuki; Fukushima, Noriko

    2014-01-01

      In order to provide an opportunity for community pharmacists to actively learn about infection control, this study created learning materials through a board game format and verified characteristics of learning by determining and comparing evaluation according to viewpoint and motivational effects between a lecture and the game. To create the board game, we collected cases of infection from 30 community pharmacists. The game was created using collected and created case studies, and we held a workshop on infection control. Participants were assigned to a lecture (n=32) or game group (n=27) and completed a questionnaire before and after the workshop. The questionnaire included the evaluation according to viewpoint based on the ministry's curriculum guidelines and the motivational effect of Keller's ARCS motivation model. In the evaluation according to viewpoint, the lecture group scores were significantly higher on "knowledge and understanding" than the game group scores. In the comparison of the motivational effects, the game group was significantly higher in three out of the four items of the ARCS motivation model, "Attention", "Relevance", and "Satisfaction". These results indicate that learning through the game aroused the curiosity of the learners, increased the learning outcome, and maintained certain levels of motivation. In addition, the evaluation according to viewpoint showed that the lecture group understood the key concepts and knowledge regarding infection control, whereas there was a possibility that the game group required additional motivational factors for learning and maintaining motivation level.

  18. Brain activities associated with gaming urge of online gaming addiction.

    Science.gov (United States)

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

  19. A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students

    OpenAIRE

    Haghbin, Maryam; Shaterian, Fatemeh; Hosseinzadeh, Davood; Griffiths, Mark D.

    2013-01-01

    Background and aims: Over the last two decades, research into video game addiction has grown increasingly. The present research aimed to examine the relationship between video game addiction, self-control, and academic achievement of normal and ADHD high school students. Based on previous research it was hypothesized that (i) there would be a relationship between video game addiction, self-control and academic achievement (ii) video game addiction, self-control and academic achievement would ...

  20. Action video games and improved attentional control: Disentangling selection- and response-based processes.

    Science.gov (United States)

    Chisholm, Joseph D; Kingstone, Alan

    2015-10-01

    Research has demonstrated that experience with action video games is associated with improvements in a host of cognitive tasks. Evidence from paradigms that assess aspects of attention has suggested that action video game players (AVGPs) possess greater control over the allocation of attentional resources than do non-video-game players (NVGPs). Using a compound search task that teased apart selection- and response-based processes (Duncan, 1985), we required participants to perform an oculomotor capture task in which they made saccades to a uniquely colored target (selection-based process) and then produced a manual directional response based on information within the target (response-based process). We replicated the finding that AVGPs are less susceptible to attentional distraction and, critically, revealed that AVGPs outperform NVGPs on both selection-based and response-based processes. These results not only are consistent with the improved-attentional-control account of AVGP benefits, but they suggest that the benefit of action video game playing extends across the full breadth of attention-mediated stimulus-response processes that impact human performance.

  1. Peripheral airway impairment measured by oscillometry predicts loss of asthma control in children.

    Science.gov (United States)

    Shi, Yixin; Aledia, Anna S; Galant, Stanley P; George, Steven C

    2013-03-01

    We previously showed that impulse oscillometry (IOS) indices of peripheral airway function are associated with asthma control in children. However, little data exist on whether dysfunction in the peripheral airways can predict loss of asthma control. We sought to determine the utility of peripheral airway impairment, as measured by IOS, in predicting loss of asthma control in children. Fifty-four children (age, 7-17 years) with controlled asthma were enrolled in the study. Spirometric and IOS indices of airway function were obtained at baseline and at a follow-up visit 8 to 12 weeks later. Physicians who were blinded to the IOS measurements assessed asthma control (National Asthma Education and Prevention Program guidelines) on both visits and prescribed no medication change between visits. Thirty-eight (70%) patients maintained asthma control between 2 visits (group C-C), and 16 patients had asthma that became uncontrolled on the follow-up visit (group C-UC). There was no difference in baseline spirometric results between the C-C and C-UC groups, except for FEV1/forced vital capacity ratio (86% vs 82%, respectively; P IOS results, including resistance of the respiratory system at 5 Hz (R5; 6.4 vs 4.3 cm H2O · L(-1) · s), frequency dependence of resistance (difference of R5 and resistance of the respiratory system at 20 Hz [R5-20]; 2.0 vs 0.7 cm H2O · L(-1) · s), and reactance area (13.1 vs 4.1 cm H2O · L(-1)), of group C-UC were significantly higher than those of group C-C (P operating characteristic analysis showed baseline R5-20 and reactance area effectively predicted asthma control status at the follow-up visit (area under the curve, 0.91 and 0.90). Children with controlled asthma who have increased peripheral airway IOS indices are at risk of losing asthma control. Copyright © 2012 American Academy of Allergy, Asthma & Immunology. Published by Mosby, Inc. All rights reserved.

  2. Development of regenerative peripheral nerve interfaces for motor control of neuroprosthetic devices

    Science.gov (United States)

    Kemp, Stephen W. P.; Urbanchek, Melanie G.; Irwin, Zachary T.; Chestek, Cynthia A.; Cederna, Paul S.

    2017-05-01

    Traumatic peripheral nerve injuries suffered during amputation commonly results in debilitating neuropathic pain in the affected limb. Modern prosthetic technologies allow for intuitive, simultaneous control of multiple degrees of freedom. However, these state-of-the-art devices require separate, independent control signals for each degree of freedom, which is currently not possible. As a result, amputees reject up to 75% of myoelectric devices preferring instead to use body-powered artificial limbs which offer subtle sensory feedback. Without meaningful and intuitive sensory feedback, even the most advanced myoelectric prostheses remain insensate, burdensome, and are associated with enormous cognitive demand and mental fatigue. The ideal prosthetic device is one which is capable of providing intuitive somatosensory feedback essential for interaction with the environment. Critical to the design of such a bioprosthetic device is the development of a reliable biologic interface between human and machine. This ideal patient-prosthetic interface allows for transmission of both afferent somatosensory information and efferent motor signals for a closed-loop feedback system of neural control. Our lab has developed the Regenerative Peripheral Nerve Interface (RPNI) as a biologic nerve interface designed for stable integration of a prosthetic device with transected peripheral nerves in a residual limb. The RPNI is constructed by surgically implanting the distal end of a transected peripheral nerve into an autogenous muscle graft. Animal experiments in our lab have shown recording of motor signals from RPNI's implanted into both rodents and monkeys. Here, we achieve high amplitude EMG signals with a high signal to noise (SNR) ratio.

  3. Brain activation for response inhibition under gaming cue distraction in internet gaming disorder

    Directory of Open Access Journals (Sweden)

    Gin-Chung Liu

    2014-01-01

    Full Text Available We evaluated neural substrates related to the loss of control in college students with internet gaming disorder (IGD. We hypothesized that deficit in response inhibition under gaming cue distraction was the possible mechanism for the loss of control internet use. Eleven cases of IGD and 11 controls performed Go/NoGo tasks with/without gaming distraction in the functional magnetic resonance imaging scanner. When the gaming picture was shown as background while individuals were performing Go/NoGo tasks, the IGD group committed more commission errors. The control group increased their brain activations more over the right dorsolateral prefrontal cortex (DLPFC and superior parietal lobe under gaming cue distraction in comparison with the IGD group. Furthermore, brain activation of the right DLPFC and superior parietal lobe were negatively associated with performance of response inhibition among the IGD group. The results suggest that the function of response inhibition was impaired under gaming distraction among the IGD group, and individuals with IGD could not activate right DLPFC and superior parietal lobe to keep cognitive control and attention allocation for response inhibition under gaming cue distraction. This mechanism should be addressed in any intervention for IGD.

  4. Serious gaming technology in major incident triage training: a pragmatic controlled trial.

    Science.gov (United States)

    Knight, James F; Carley, Simon; Tregunna, Bryan; Jarvis, Steve; Smithies, Richard; de Freitas, Sara; Dunwell, Ian; Mackway-Jones, Kevin

    2010-09-01

    By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Pragmatic controlled trial. During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a card-sort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2=13.126, p=0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2=5.45, p=0.0196]. There was no significant difference in time to triage all casualties (card-sort=435+/-74 s vs video game=456+/-62 s, p=0.155). Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods. Copyright 2010 Elsevier Ireland Ltd. All rights reserved.

  5. Is it all about the self? The effect of self-control depletion on ultimatum game proposers

    Science.gov (United States)

    Halali, Eliran; Bereby-Meyer, Yoella; Ockenfels, Axel

    2013-01-01

    In the ultimatum-game, as in many real-life social exchange situations, the selfish motive to maximize own gains conflicts with fairness preferences. In the present study we manipulated the availability of cognitive-control resources for ultimatum-game proposers to test whether preference for fairness is a deliberative cognitive-controlled act or an automatic act. In two experiments we found that a shortage of cognitive control (ego depletion) led proposers in the ultimatum game (UG) to propose significantly more equal split offers than non-depleted proposers. These results can be interpreted as resulting from an automatic concern for fairness, or from a greater fear of rejection, which would be in line with a purely self-interested response. To separate these competing explanations, in Experiment 2 we conducted a dictator-game in which the responder cannot reject the offer. In contrast to the increased fairness behavior demonstrated by depleted ultimatum-game proposers, we found that depleted dictator-game allocators chose the equal split significantly less often than non-depleted allocators. These results indicate that fairness preferences are automatically driven among UG proposers. The automatic fair behavior, however, at least partially reflects concern about self-interest gain. We discuss different explanations for these results. PMID:23781182

  6. Game-theoretic control of PHEV charging with power flow analysis

    Directory of Open Access Journals (Sweden)

    Yuan Liu

    2016-03-01

    Full Text Available Due to an ever-increasing market penetration of plug-in hybrid electric vehicles (PHEVs, the charging demand is expected to become a main determinant of the load in future distribution systems. In this paper, we investigate the problem of controlling in-home charging of PHEVs to accomplish peak load shifting while maximizing the revenue of the distribution service provider (DSP and PHEV owners. A leader-follower game model is proposed to characterize the preference and revenue expectation of PHEV owners and DSP, respectively. The follower (PHEV owner decides when to start charging based on the pricing schedule provided by the leader (DSP. The DSP can incentivize the charging of PHEV owners to avoid system peak load. The costs associated with power distribution, line loss, and voltage regulation are incorporated in the game model via power flow analysis. Based on a linear approximation of the power flow equations, the solution of sub-game perfect Nash equilibrium (SPNE is obtained. A case study is performed based on the IEEE 13-bus test feeder and realistic PHEV charging statistics, and the results demonstrate that our proposed PHEV charging control scheme can significantly improve the power quality in distribution systems by reducing the peak load and voltage fluctuations.

  7. Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition

    Science.gov (United States)

    Steenbergen, Laura; Sellaro, Roberta; Stock, Ann-Kathrin; Beste, Christian; Colzato, Lorenza S.

    2015-01-01

    There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control. PMID:26655929

  8. Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition.

    Directory of Open Access Journals (Sweden)

    Laura Steenbergen

    Full Text Available There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs and individuals with little to no videogame experience (NVGPs performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control, as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control.

  9. Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition.

    Science.gov (United States)

    Steenbergen, Laura; Sellaro, Roberta; Stock, Ann-Kathrin; Beste, Christian; Colzato, Lorenza S

    2015-01-01

    There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control.

  10. An online spaced-education game among clinicians improves their patients' time to blood pressure control: a randomized controlled trial.

    Science.gov (United States)

    Kerfoot, B Price; Turchin, Alexander; Breydo, Eugene; Gagnon, David; Conlin, Paul R

    2014-05-01

    Many patients with high blood pressure (BP) do not have antihypertensive medications appropriately intensified at clinician visits. We investigated whether an online spaced-education (SE) game among primary care clinicians can decrease time to BP target among their hypertensive patients. A 2-arm randomized trial was conducted over 52 weeks among primary care clinicians at 8 hospitals. Educational content consisted of 32 validated multiple-choice questions with explanations on hypertension management. Providers were randomized into 2 groups: SE clinicians were enrolled in the game, whereas control clinicians received identical educational content in an online posting. SE game clinicians were e-mailed 1 question every 3 days. Adaptive game mechanics resent questions in 12 or 24 days if answered incorrectly or correctly, respectively. Clinicians retired questions by answering each correctly twice consecutively. Posting of relative performance among peers fostered competition. Primary outcome measure was time to BP target (game was completed by 87% of clinicians (48/55), whereas 84% of control clinicians (47/56) read the online posting. In multivariable analysis of 17 866 hypertensive periods among 14 336 patients, the hazard ratio for time to BP target in the SE game cohort was 1.043 (95% confidence interval, 1.007-1.081; P=0.018). The number of hypertensive episodes needed to treat to normalize one additional patient's BP was 67.8. The number of clinicians needed to teach to achieve this was 0.43. An online SE game among clinicians generated a modest but significant reduction in the time to BP target among their hypertensive patients. http://www.clinicaltrials.gov. Unique identifier: NCT00904007. © 2014 American Heart Association, Inc.

  11. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    Science.gov (United States)

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

  12. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  13. Moral disengagement moderates the effect of violent video games on self-control, cheating and aggression

    NARCIS (Netherlands)

    Gabbiadini, A.; Riva, P.; Andrighetto, L.; Volpato, C.; Bushman, B.J.

    2014-01-01

    Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression),

  14. Development of a Novel Motor Imagery Control Technique and Application in a Gaming Environment

    OpenAIRE

    Li, Ting; Zhang, Jinhua; Xue, Tao; Wang, Baozeng

    2017-01-01

    We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based on EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To enhance player’s BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP)...

  15. Robot Games for Elderly

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg

    2011-01-01

    improve a person’s overall health, and this thesis investigates how games based on an autonomous, mobile robot platform, can be used to motivate elderly to move physically while playing. The focus of the investigation is on the development of games for an autonomous, mobile robot based on algorithms using...... spatio-temporal information about player behaviour - more specifically, I investigate three types of games each using a different control strategy. The first game is based on basic robot control which allows the robot to detect and follow a person. A field study in a rehabilitation centre and a nursing....... The robot facilitates interaction, and the study suggests that robot based games potentially can be used for training balance and orientation. The second game consists in an adaptive game algorithm which gradually adjusts the game challenge to the mobility skills of the player based on spatio...

  16. Development and testing of Schisto and Ladders™, an innovative health educational game for control of schistosomiasis in schoolchildren.

    Science.gov (United States)

    Ejike, Cynthia Uchechukwu; Oluwole, Akinola Stephen; Mogaji, Hammed Oladeji; Adeniran, Adebiyi Abdulhakeem; Alabi, Oladimeji Michael; Ekpo, Uwem Friday

    2017-06-28

    Schistosomiasis remains a public health problem in many regions of the world, including Nigeria. Current control strategy involves mass drug administration with praziquantel to the endemic population. To complement and sustain on-going preventive chemotherapy, we developed a health educational game named Schisto and Ladders™ and tested its potential for the control of schistosomiasis among schoolchildren living in Imala-Odo, a highly endemic community near Abeokuta, Nigeria. One hundred school children were randomly selected and divided into intervention and control groups through balloting. Their knowledge, attitudes and practices (KAP) concerning schistosomiasis transmission, control and prevention were assessed using structured questionnaires. Schisto and Ladders™ game were given to the intervention group and the popular Snake and Ladders™ game to the control group. Both games were played for 2 months under the supervision of their class teachers. A post-KAP assessment was carried out in both groups, including focus group discussions (FGDs) to investigate knowledge and the impact of the games. Knowledge about urinary schistosomiasis and its transmission significantly improved (P = 0.000) in the intervention group (68.0%) compared to the control group (8.0%). FGDs showed that the frequency of visits to dam water also significantly reduced (P = 0.048) in the intervention group (18.0%) compared to the control group (40.0%). There was a significant increase in knowledge regarding risk behaviours, prevention and control of schistosomiasis among the intervention group, but no new knowledge gained in the control group. This study demonstrates the potential of the health education game Schisto and Ladders™ for teaching basic health education and promoting behavioural changes among schoolchildren in endemic communities.

  17. Learning an EMG Controlled Game : Task-Specific Adaptations and Transfer

    NARCIS (Netherlands)

    van Dijk, Ludger; van der Sluis, Corry K.; van Dijk, Hylke W.; Bongers, Raoul M.

    2016-01-01

    Video games that aim to improve myoelectric control (myogames) are gaining popularity and are often part of the rehabilitation process following an upper limb amputation. However, direct evidence for their effect on prosthetic skill is limited. This study aimed to determine whether and how myogaming

  18. Design for one: a game controller for a quadriplegic gamer

    NARCIS (Netherlands)

    Lin, H.W.J.; Aflatoony, L.; Wakkary, R.L.

    2014-01-01

    This paper explores utilizing digital fabrication and electronic prototyping techniques to build a game controller and a mouse for a quadriplegic patient over a six-month period. We present two products (keyboard and mouse) and DIY electronic prototyping techniques, which were developed in a

  19. Online games training aging brains: limited transfer to cognitive control functions.

    Science.gov (United States)

    van Muijden, Jesse; Band, Guido P H; Hommel, Bernhard

    2012-01-01

    The prevalence of age-related cognitive decline will increase due to graying of the global population. The goal of the present study was to test whether playing online cognitive training games can improve cognitive control (CC) in healthy older adults. Fifty-four older adults (age 60-77) played five different cognitive training games online for 30 min a day over a period of seven weeks (game group). Another group of 20 older adults (age 61-73) instead answered quiz questions about documentaries online (documentary group). Transfer was assessed by means of a cognitive test battery administered before and after the intervention. The test battery included measures of working memory updating, set shifting, response inhibition, attention, and inductive reasoning. Compared with the documentary group, the game group showed larger improvement of inhibition (Stop-Signal task) and inductive reasoning (Raven-SPM), whereas the documentary group showed more improvement in selective attention (UFoV-3). These effects qualify as transfer effects, because response inhibition, inductive reasoning and selective attention were not targeted by the interventions. However, because seven other indicators of CC did not show benefits of game training and some of those that did suffered from potential baseline differences, the study as a whole provides only modest support for the potential of videogame training to improve CC in healthy older adults.

  20. Online Games Training Aging Brains:Limited transfer to cognitive control functions

    Directory of Open Access Journals (Sweden)

    Jesse eVan Muijden

    2012-08-01

    Full Text Available The prevalence of age-related cognitive decline will increase due to graying of the global population. The goal of the present study was to test whether playing online cognitive training games can improve cognitive control (CC in healthy older adults. Fifty-four older adults (age 60-77 played five different cognitive training games online for 30 minutes a day over a period of seven weeks (game group. Another group of 20 older adults (age 61-73 instead answered quiz questions about documentaries online (documentary group. Transfer was assessed by means of a cognitive test battery administered before and after the intervention. The test battery included measures of working memory updating, set shifting, response inhibition, attention and inductive reasoning. Compared with the documentary group, the game group showed larger improvement of inhibition (Stop-Signal task and inductive reasoning (Raven-SPM, whereas the documentary group showed more improvement in selective attention (UFoV-3. These effects qualify as transfer effects, because response inhibition, inductive reasoning and selective attention were not targeted by the interventions. However, because seven other indicators of CC did not show benefits of game training and some of those that did suffered from potential baseline differences, the study as a whole provides only modest support for the potential of videogame training to improve CC in healthy older adults.

  1. Effect of video-game experience and position of flight stick controller on simulated-flight performance.

    Science.gov (United States)

    Cho, Bo-Keun; Aghazadeh, Fereydoun; Al-Qaisi, Saif

    2012-01-01

    The purpose of this study was to determine the effects of video-game experience and flight-stick position on flying performance. The study divided participants into 2 groups; center- and side-stick groups, which were further divided into high and low level of video-game experience subgroups. The experiment consisted of 7 sessions of simulated flying, and in the last session, the flight stick controller was switched to the other position. Flight performance was measured in terms of the deviation of heading, altitude, and airspeed from their respective requirements. Participants with high experience in video games performed significantly better (p increase (0.78 %). However, after switching from a center- to a side-stick controller, performance scores decreased (4.8%).

  2. A Team-Based Online Game Improves Blood Glucose Control in Veterans With Type 2 Diabetes: A Randomized Controlled Trial.

    Science.gov (United States)

    Kerfoot, B Price; Gagnon, David R; McMahon, Graham T; Orlander, Jay D; Kurgansky, Katherine E; Conlin, Paul R

    2017-09-01

    Rigorous evidence is lacking whether online games can improve patients' longer-term health outcomes. We investigated whether an online team-based game delivering diabetes self-management education (DSME) to patients via e-mail or mobile application (app) can generate longer-term improvements in hemoglobin A 1c (HbA 1c ). Patients ( n = 456) on oral diabetes medications with HbA 1c ≥58 mmol/mol were randomly assigned between a DSME game (with a civics booklet) and a civics game (with a DSME booklet). The 6-month games sent two questions twice weekly via e-mail or mobile app. Participants accrued points based on performance, with scores posted on leaderboards. Winning teams and individuals received modest financial rewards. Our primary outcome measure was HbA 1c change over 12 months. DSME game patients had significantly greater HbA 1c reductions over 12 months than civics game patients (-8 mmol/mol [95% CI -10 to -7] and -5 mmol/mol [95% CI -7 to -3], respectively; P = 0.048). HbA 1c reductions were greater among patients with baseline HbA 1c >75 mmol/mol: -16 mmol/mol [95% CI -21 to -12] and -9 mmol/mol [95% CI -14 to -5] for DSME and civics game patients, respectively; P = 0.031. Patients with diabetes who were randomized to an online game delivering DSME demonstrated sustained and meaningful HbA 1c improvements. Among patients with poorly controlled diabetes, the DSME game reduced HbA 1c by a magnitude comparable to starting a new diabetes medication. Online games may be a scalable approach to improve outcomes among geographically dispersed patients with diabetes and other chronic diseases. © 2017 by the American Diabetes Association.

  3. Applications and extensions of epigenetic game theory. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    Science.gov (United States)

    Wang, Yaqun

    2017-03-01

    The authors are to be congratulated for a thought-provoking article [1], which reviews the epigenetic game theory (epiGame) that utilizes differential equations to study the epigenetic control of embryo development. It is a novel application of evolutionary game theory and provides biology researchers with useful methodologies to address scientific questions related to biological coordination of competition and cooperation.

  4. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  5. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    Science.gov (United States)

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  6. Chaos Control on a Duopoly Game with Homogeneous Strategy

    Directory of Open Access Journals (Sweden)

    Manying Bai

    2016-01-01

    Full Text Available We study the dynamics of a nonlinear discrete-time duopoly game, where the players have homogenous knowledge on the market demand and decide their outputs based on adaptive expectation. The Nash equilibrium and its local stability are investigated. The numerical simulation results show that the model may exhibit chaotic phenomena. Quasiperiodicity is also found by setting the parameters at specific values. The system can be stabilized to a stable state by using delayed feedback control method. The discussion of control strategy shows that the effect of both firms taking control method is better than that of single firm taking control method.

  7. Allocation of control rights in the PPP Project: a cooperative game model

    Science.gov (United States)

    Zhang, Yunhua; Feng, Jingchun; Yang, Shengtao

    2017-06-01

    Reasonable allocation of control rights is the key to the success of Public-Private Partnership (PPP) projects. PPP are services or ventures which are financed and operated through cooperation between governmental and private sector actors and which involve reasonable control rights sharing between these two partners. After professional firm with capital and technology as a shareholder participating in PPP project firms, the PPP project is diversified in participants and input resources. Meanwhile the allocation of control rights of PPP project tends to be complicated. According to the diversification of participants and input resources of PPP projects, the key participants are divided into professional firms and pure investors. Based on the cost of repurchase of different input resources in markets, the cooperative game relationship between these two parties is analyzed, on the basis of which the allocation model of the cooperative game for control rights is constructed to ensure optimum allocation ration of control rights and verify the share of control rights in proportion to the cost of repurchase.

  8. 2016 Network Games, Control, and Optimization Conference

    CERN Document Server

    Jimenez, Tania; Solan, Eilon

    2017-01-01

    This contributed volume offers a collection of papers presented at the 2016 Network Games, Control, and Optimization conference (NETGCOOP), held at the University of Avignon in France, November 23-25, 2016. These papers highlight the increasing importance of network control and optimization in many networking application domains, such as mobile and fixed access networks, computer networks, social networks, transportation networks, and, more recently, electricity grids and biological networks. Covering a wide variety of both theoretical and applied topics in the areas listed above, the authors explore several conceptual and algorithmic tools that are needed for efficient and robust control operation, performance optimization, and better understanding the relationships between entities that may be acting cooperatively or selfishly in uncertain and possibly adversarial environments. As such, this volume will be of interest to applied mathematicians, computer scientists, engineers, and researchers in other relate...

  9. Active video-gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial.

    Science.gov (United States)

    Fritz, Stacy L; Peters, Denise M; Merlo, Angela M; Donley, Jonathan

    2013-01-01

    Treatments that provide feedback, increase practice with multiple repetitions, and motivate patients are essential to rehabilitation post stroke. To determine whether playing active video games results in improved balance and mobility post stroke. Thirty participants with chronic (time since stroke = 3.0 [2.9] years) hemiparesis post stroke were randomly assigned to a gaming group or normal activity control group. Gaming systems provided participants with an interactive interface of real-time movement of either themselves or an avatar on the screen. Participants played games 50-60 minutes/day, 4 days/week, for 5 weeks. The intervention was strictly game-play, in standing position, without physical therapy. The control group received no special intervention and continued with normal activity. Both groups were tested prior to, following the 5 weeks (post test), and 3 months following the completion of the study. Outcome measures included the Fugl-Meyer Assessment, Berg Balance Scale, Dynamic Gait Index, Timed Up & Go, 6-minute walk test, 3-meter walk (self-selected and fast), and perception of recovery. No statistically significant differences between or within groups were found through analysis of covariance (covaried for side of hemiparesis) at post test or follow-up. Although the within-group effect sizes were primarily indexed as "small" (gaming group exhibited higher within-group effect sizes before and after testing than did the control group on all 7 dependent variables analyzed. Even though the only intervention was game-play, there were small positive effects. Therapist assistance in making more optimum movement choices may be needed before significant improvements are seen with commercially available, general purpose games.

  10. Playbrush - Transforming Toothbrushes Into Gaming Controllers

    Directory of Open Access Journals (Sweden)

    Paul Varga

    2015-09-01

    Full Text Available Playbrush is a UCL alumni startup company that helps children with their daily oral hygiene. We are developing a smart hardware device that transforms any conventional manual toothbrush into a gaming controller, so children and young-at-hearts can play fun & instructional mobile games while brushing. Brushing teeth is still a huge problem in our society, especially among children. Tooth decay is the single-most reason children between 5 and 9 are admitted to hospital. Various public health experts and dentists have recently warned about the state of oral health in the UK. With Playbrush we have tested toothbrushing behavior with over 300 children and found that motivation and education are the keys missing in the current system. Over 50% of our testers have stated that brushing teeth is boring, annoying or a waste of time. Poor toothbrushing not only leads to discussions among parents and children, it also leads to frightening and painful dentist appointments and increased treatment costs. That’s why we came up with Playbrush, a simple technology solution to encourage children and teach them about proper oral hygiene. Out technology consists of both hardware and software. The hardware attaches to almost any conventional manual toothbrush via its elastic head. While the child is brushing it detects the brushing behavior and sends it in real-time via Bluetooth LE to a smartphone or tablet. On this device the data is processed and translated into unique simple games, which react to the users brushing. Using these games we help children to brush more regularly, longer and more accurately. We are supported by UCL, the Eastman Dental Hospital and various renowned dentists in the UK and Austria. So far we have tested Playbrush with over 300 children, who love what we do – and so do their parents and most dentists. Most of them enjoy brushing with Playbrush more than normal toothbrushing, and over 85% were brushing for at least 2 min. We could even

  11. Feasibility, design and conduct of a pragmatic randomized controlled trial to reduce overweight and obesity in children: The electronic games to aid motivation to exercise (eGAME study

    Directory of Open Access Journals (Sweden)

    Rodgers Anthony

    2009-05-01

    Full Text Available Abstract Background Childhood obesity has reached epidemic proportions in developed countries. Sedentary screen-based activities such as video gaming are thought to displace active behaviors and are independently associated with obesity. Active video games, where players physically interact with images onscreen, may have utility as a novel intervention to increase physical activity and improve body composition in children. The aim of the Electronic Games to Aid Motivation to Exercise (eGAME study is to determine the effects of an active video game intervention over 6 months on: body mass index (BMI, percent body fat, waist circumference, cardio-respiratory fitness, and physical activity levels in overweight children. Methods/Design Three hundred and thirty participants aged 10–14 years will be randomized to receive either an active video game upgrade package or to a control group (no intervention. Discussion An overview of the eGAME study is presented, providing an example of a large, pragmatic randomized controlled trial in a community setting. Reflection is offered on key issues encountered during the course of the study. In particular, investigation into the feasibility of the proposed intervention, as well as robust testing of proposed study procedures is a critical step prior to implementation of a large-scale trial. Trial registration Australian New Zealand Clinical Trials Registry ACTRN12607000632493

  12. Overcoming selfishness: reciprocity, inhibition, and cardiac-autonomic control in the ultimatum game.

    Science.gov (United States)

    Sütterlin, Stefan; Herbert, Cornelia; Schmitt, Michael; Kübler, Andrea; Vögele, Claus

    2011-01-01

    The processes underlying decision-making in response to unfair offers in the ultimatum game (UG) have recently been discussed in light of models of reciprocity and fairness-related behavior. It has been suggested that behavior following norm-oriented, internalized expectations of reciprocity requires overcoming economic self-interest. In this study we investigated both, behavioral and peripheral-physiological indicators of inhibitory capacity related to neuronal networks that are likely to be involved in the behavioral response to unfair offers. Both heart-rate variability as an index of inhibitory capacity, and performance in a motor response inhibition task predicted rejection of unfair offers in an UG, suggesting an important role of inhibitory processes in overcoming economic temptations and regulating behavior conforming to social norms of reciprocity and fairness. The role of parasympathetic activity as a physiological trait-marker predicting inter-individual differences in the rejection of unfair offers is discussed.

  13. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  14. Video game training enhances cognitive control in older adults.

    Science.gov (United States)

    Anguera, J A; Boccanfuso, J; Rintoul, J L; Al-Hashimi, O; Faraji, F; Janowich, J; Kong, E; Larraburo, Y; Rolle, C; Johnston, E; Gazzaley, A

    2013-09-05

    Cognitive control is defined by a set of neural processes that allow us to interact with our complex environment in a goal-directed manner. Humans regularly challenge these control processes when attempting to simultaneously accomplish multiple goals (multitasking), generating interference as the result of fundamental information processing limitations. It is clear that multitasking behaviour has become ubiquitous in today's technologically dense world, and substantial evidence has accrued regarding multitasking difficulties and cognitive control deficits in our ageing population. Here we show that multitasking performance, as assessed with a custom-designed three-dimensional video game (NeuroRacer), exhibits a linear age-related decline from 20 to 79 years of age. By playing an adaptive version of NeuroRacer in multitasking training mode, older adults (60 to 85 years old) reduced multitasking costs compared to both an active control group and a no-contact control group, attaining levels beyond those achieved by untrained 20-year-old participants, with gains persisting for 6 months. Furthermore, age-related deficits in neural signatures of cognitive control, as measured with electroencephalography, were remediated by multitasking training (enhanced midline frontal theta power and frontal-posterior theta coherence). Critically, this training resulted in performance benefits that extended to untrained cognitive control abilities (enhanced sustained attention and working memory), with an increase in midline frontal theta power predicting the training-induced boost in sustained attention and preservation of multitasking improvement 6 months later. These findings highlight the robust plasticity of the prefrontal cognitive control system in the ageing brain, and provide the first evidence, to our knowledge, of how a custom-designed video game can be used to assess cognitive abilities across the lifespan, evaluate underlying neural mechanisms, and serve as a powerful tool

  15. Cooperative Game for Fish Harvesting and Pollution Control

    KAUST Repository

    Dia, Ben Mansour

    2015-01-07

    We study fishery strategies in a shallow river subject to agricultural and industrial pollution. The flowing pollutants in the river are modeled by a nonlinear stochastic differential equation in a general manner. The logistic growth model for the fish population is modified to cover the pollution impact on the fish growth rate. A stochastic cooperative game is formulated to design strategies for preserving the fish population by controlling the pollution as well as the harvesting fish.

  16. Impact of an active video game on healthy children's physical activity.

    Science.gov (United States)

    Baranowski, Tom; Abdelsamad, Dina; Baranowski, Janice; O'Connor, Teresia Margareta; Thompson, Debbe; Barnett, Anthony; Cerin, Ester; Chen, Tzu-An

    2012-03-01

    This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside. Participants were children 9 to 12 years of age, with a BMI >50th percentile, but video games. A randomized clinical trial assigned children to receiving 2 active or 2 inactive video games, the peripherals necessary to run the games, and a Wii console. Physical activity was monitored by using accelerometers for 5 weeks over the course of a 13-week experiment. Neighborhood safety was assessed with a 12 item validated questionnaire. There was no evidence that children receiving the active video games were more active in general, or at anytime, than children receiving the inactive video games. The outcomes were not moderated by parent perceived neighborhood safety, child BMI z score, or other demographic characteristics. These results provide no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children.

  17. Method and Apparatus for Encouraging Physiological Self-Regulation Through Modulation of an Operator's Control Input to a Video Game or Training Simulator

    Science.gov (United States)

    Palsson, Olafur S. (Inventor); Harris, Randall L., Sr. (Inventor); Pope, Alan T. (Inventor)

    2002-01-01

    Apparatus and methods for modulating the control authority (i.e., control function) of a computer simulation or game input device (e.g., joystick, button control) using physiological information so as to affect the user's ability to impact or control the simulation or game with the input device. One aspect is to use the present invention, along with a computer simulation or game, to affect physiological state or physiological self-regulation according to some programmed criterion (e.g., increase, decrease, or maintain) in order to perform better at the game task. When the affected physiological state or physiological self-regulation is the target of self-regulation or biofeedback training, the simulation or game play reinforces therapeutic changes in the physiological signal(s).

  18. Controlling herding in minority game systems

    Science.gov (United States)

    Zhang, Ji-Qiang; Huang, Zi-Gang; Wu, Zhi-Xi; Su, Riqi; Lai, Ying-Cheng

    2016-02-01

    Resource allocation takes place in various types of real-world complex systems such as urban traffic, social services institutions, economical and ecosystems. Mathematically, the dynamical process of resource allocation can be modeled as minority games. Spontaneous evolution of the resource allocation dynamics, however, often leads to a harmful herding behavior accompanied by strong fluctuations in which a large majority of agents crowd temporarily for a few resources, leaving many others unused. Developing effective control methods to suppress and eliminate herding is an important but open problem. Here we develop a pinning control method, that the fluctuations of the system consist of intrinsic and systematic components allows us to design a control scheme with separated control variables. A striking finding is the universal existence of an optimal pinning fraction to minimize the variance of the system, regardless of the pinning patterns and the network topology. We carry out a generally applicable theory to explain the emergence of optimal pinning and to predict the dependence of the optimal pinning fraction on the network topology. Our work represents a general framework to deal with the broader problem of controlling collective dynamics in complex systems with potential applications in social, economical and political systems.

  19. A Game-Theoretic Approach to Information-Flow Control via Protocol Composition

    Directory of Open Access Journals (Sweden)

    Mário S. Alvim

    2018-05-01

    Full Text Available In the inference attacks studied in Quantitative Information Flow (QIF, the attacker typically tries to interfere with the system in the attempt to increase its leakage of secret information. The defender, on the other hand, typically tries to decrease leakage by introducing some controlled noise. This noise introduction can be modeled as a type of protocol composition, i.e., a probabilistic choice among different protocols, and its effect on the amount of leakage depends heavily on whether or not this choice is visible to the attacker. In this work, we consider operators for modeling visible and hidden choice in protocol composition, and we study their algebraic properties. We then formalize the interplay between defender and attacker in a game-theoretic framework adapted to the specific issues of QIF, where the payoff is information leakage. We consider various kinds of leakage games, depending on whether players act simultaneously or sequentially, and on whether or not the choices of the defender are visible to the attacker. In the case of sequential games, the choice of the second player is generally a function of the choice of the first player, and his/her probabilistic choice can be either over the possible functions (mixed strategy or it can be on the result of the function (behavioral strategy. We show that when the attacker moves first in a sequential game with a hidden choice, then behavioral strategies are more advantageous for the defender than mixed strategies. This contrasts with the standard game theory, where the two types of strategies are equivalent. Finally, we establish a hierarchy of these games in terms of their information leakage and provide methods for finding optimal strategies (at the points of equilibrium for both attacker and defender in the various cases.

  20. The Study of Reinforcement Learning for Traffic Self-Adaptive Control under Multiagent Markov Game Environment

    Directory of Open Access Journals (Sweden)

    Lun-Hui Xu

    2013-01-01

    Full Text Available Urban traffic self-adaptive control problem is dynamic and uncertain, so the states of traffic environment are hard to be observed. Efficient agent which controls a single intersection can be discovered automatically via multiagent reinforcement learning. However, in the majority of the previous works on this approach, each agent needed perfect observed information when interacting with the environment and learned individually with less efficient coordination. This study casts traffic self-adaptive control as a multiagent Markov game problem. The design employs traffic signal control agent (TSCA for each signalized intersection that coordinates with neighboring TSCAs. A mathematical model for TSCAs’ interaction is built based on nonzero-sum markov game which has been applied to let TSCAs learn how to cooperate. A multiagent Markov game reinforcement learning approach is constructed on the basis of single-agent Q-learning. This method lets each TSCA learn to update its Q-values under the joint actions and imperfect information. The convergence of the proposed algorithm is analyzed theoretically. The simulation results show that the proposed method is convergent and effective in realistic traffic self-adaptive control setting.

  1. Nash Bargaining Game-Theoretic Framework for Power Control in Distributed Multiple-Radar Architecture Underlying Wireless Communication System

    Directory of Open Access Journals (Sweden)

    Chenguang Shi

    2018-04-01

    Full Text Available This paper presents a novel Nash bargaining solution (NBS-based cooperative game-theoretic framework for power control in a distributed multiple-radar architecture underlying a wireless communication system. Our primary objective is to minimize the total power consumption of the distributed multiple-radar system (DMRS with the protection of wireless communication user’s transmission, while guaranteeing each radar’s target detection requirement. A unified cooperative game-theoretic framework is proposed for the optimization problem, where interference power constraints (IPCs are imposed to protect the communication user’s transmission, and a minimum signal-to-interference-plus-noise ratio (SINR requirement is employed to provide reliable target detection for each radar. The existence, uniqueness and fairness of the NBS to this cooperative game are proven. An iterative Nash bargaining power control algorithm with low computational complexity and fast convergence is developed and is shown to converge to a Pareto-optimal equilibrium for the cooperative game model. Numerical simulations and analyses are further presented to highlight the advantages and testify to the efficiency of our proposed cooperative game algorithm. It is demonstrated that the distributed algorithm is effective for power control and could protect the communication system with limited implementation overhead.

  2. Helping Video Games Rewire "Our Minds"

    Science.gov (United States)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  3. Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety and trait anxiety

    OpenAIRE

    Mehroof, M; Griffiths, MD

    2010-01-01

    Research into online gaming has steadily increased over the last decade, although relatively little research has examined the relationship between online gaming addiction and personality factors. This study examined the relationship between a number of personality traits (sensation seeking, self-control, aggression, neuroticism, state anxiety, and trait anxiety) and online gaming addiction. Data were collected over a 1-month period using an opportunity sample of 123 university students at an ...

  4. The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial.

    Science.gov (United States)

    Leiker, Amber M; Miller, Matthew; Brewer, Lauren; Nelson, Monica; Siow, Maria; Lohse, Keith

    2016-04-21

    Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills). To manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement's influence on learning. A group of 40 right-handed participants played the game under two different conditions (game condition or sterile condition). The mechanics of the game and the amount of practice were constant. During practice, event-related potentials (ERPs) to task-irrelevant probe tones were recorded during practice as an index of participants' attentional reserve. Participants returned for retention and transfer testing one week later. Although both groups improved in the task, there was no difference in the amount of learning between the game and sterile groups, countering previous research. A new finding was a statistically significant relationship between self-reported engagement and the amplitude of the early-P3a (eP3a) component of the ERP waveform, such that participants who reported higher levels of engagement showed a smaller eP3a (beta=-.08, P=.02). This finding provides physiological data showing that engagement elicits increased information processing (reducing attentional reserve), which yields new insight into engagement and its underlying neurophysiological properties. Future studies may objectively index engagement by quantifying ERPs (specifically the eP3a) to task-irrelevant probes.

  5. Modeling Game Avatar Synergy and Opposition through Embedding in Multiplayer Online Battle Arena Games

    OpenAIRE

    Chen, Zhengxing; Xu, Yuyu; Nguyen, Truong-Huy D.; Sun, Yizhou; El-Nasr, Magy Seif

    2018-01-01

    Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different strengths and weaknesses. Intuitively, putting together game avatars that complement each other (synergy) and suppress those of opponents (opposition) would result in a stronger team. In-depth understanding of synergy and opposition relationships among game ...

  6. Teaching Game Programming using Video Tutorials

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    . & Squire K. (2004). Design-Based Research: Putting a Stake in the Ground. Journal of Learning Sciences Vol. 13-1. Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation, Cambridge: Cambridge Univ. Majgaard, G. (2014). Teaching Design of Emerging Embodied Technologies......Background. What are the learning potentials of using online video tutorials as educational tools in game programming of Mixed Reality? The paper reports on the first experiences of teaching third semester engineering students design of Mixed Reality using online step-by-step programming video...... production makes video tutorials a promising alternative to paper tutorials. Software and game engine companies such as Unity has already switched to video and other online materials as the primary medium for their tutorials. It is often hard to find up to date thoroughly worked through textbooks on new...

  7. Bullwhip Entropy Analysis and Chaos Control in the Supply Chain with Sales Game and Consumer Returns

    Directory of Open Access Journals (Sweden)

    Wandong Lou

    2017-02-01

    Full Text Available In this paper, we study a supply chain system which consists of one manufacturer and two retailers including a traditional retailer and an online retailer. In order to gain a larger market share, the retailers often take the sales as a decision-making variable in the competition game. We devote ourselves to analyze the bullwhip effect in the supply chain with sales game and consumer returns via the theory of entropy and complexity and take the delayed feedback control method to control the system’s chaotic state. The impact of a statutory 7-day no reason for return policy for online retailers is also investigated. The bounded rational expectation is adopt to forecast the future demand in the sales game system with weak noise. Our results show that high return rates will hurt the profits of both the retailers and the adjustment speed of the bounded rational sales expectation has an important impact on the bullwhip effect. There is a stable area for retailers where the bullwhip effect doesn’t appear. The supply chain system suffers a great bullwhip effect in the quasi-periodic state and the quasi-chaotic state. The purpose of chaos control on the sales game can be achieved and the bullwhip effect would be effectively mitigated by using the delayed feedback control method.

  8. Altered Brain Reactivity to Game Cues After Gaming Experience.

    Science.gov (United States)

    Ahn, Hyeon Min; Chung, Hwan Jun; Kim, Sang Hee

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study.

  9. Impacts of mothers' occupation status and parenting styles on levels of self-control, addiction to computer games, and educational progress of adolescents.

    Science.gov (United States)

    Abedini, Yasamin; Zamani, Bibi Eshrat; Kheradmand, Ali; Rajabizadeh, Ghodratollah

    2012-01-01

    Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers' occupation status, and addiction to computer games, self-control, and educational progress of secondary school students. Using multistage cluster random sampling, 500 female and male secondary school students in Kerman (Iran) were selected and studied. The research tools included self-control, parenting styles, and addiction to computer games questionnaires and a self-made questionnaire containing demographic details. The data was analyzed using exploratory factor analysis, Cronbach's alpha coefficient and route analysis (in LISREL). We found self-control to have a linking role in the relationship between four parenting styles and educational progress. Mothers' occupation status was directly and significantly correlated with addiction to computer games. Although four parenting styles directly and significantly affected addiction to computer games, the findings did not support the linking role of addiction to computer games in the relationship between four parenting styles and educational progress. In agreement with previous studies, the current research reflected the impact of four parenting styles on self-control, addiction to computer games, and educational progress of students. Among the parenting styles, authoritative style can affect the severity of addiction to computer games through self-control development. It can thus indirectly influence the educational progress of students. Parents are recommended to use authoritative parenting style to help both self-management and psychological health of their children. The employed mothers are also recommended to have more supervision and control on the degree

  10. Impacts of Mothers’ Occupation Status and Parenting Styles on Levels of Self-Control, Addiction to Computer Games, and Educational Progress of Adolescents

    Science.gov (United States)

    Abedini, Yasamin; Zamani, Bibi Eshrat; Kheradmand, Ali; Rajabizadeh, Ghodratollah

    2012-01-01

    Background Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers’ occupation status, and addiction to computer games, self-control, and educational progress of secondary school students. Methods Using multistage cluster random sampling, 500 female and male secondary school students in Kerman (Iran) were selected and studied. The research tools included self-control, parenting styles, and addiction to computer games questionnaires and a self-made questionnaire containing demographic details. The data was analyzed using exploratory factor analysis, Cronbach’s alpha coefficient and route analysis (in LISREL). Findings We found self-control to have a linking role in the relationship between four parenting styles and educational progress. Mothers’ occupation status was directly and significantly correlated with addiction to computer games. Although four parenting styles directly and significantly affected addiction to computer games, the findings did not support the linking role of addiction to computer games in the relationship between four parenting styles and educational progress. Conclusion In agreement with previous studies, the current research reflected the impact of four parenting styles on self-control, addiction to computer games, and educational progress of students. Among the parenting styles, authoritative style can affect the severity of addiction to computer games through self-control development. It can thus indirectly influence the educational progress of students. Parents are recommended to use authoritative parenting style to help both self-management and psychological health of their children. The employed mothers are also recommended to

  11. The Importance of Postural Control in Relation to Technical Abilities in Small-Sided Soccer Games.

    Science.gov (United States)

    Edis, Çağlar; Vural, Faik; Vurgun, Hikmet

    2016-12-01

    Making assessments regarding postural control and balance is very important for injury prevention in soccer. However, there has been no study that has associated postural control variables with branch-specific technical properties in a game. The aim of the present study was to determine the relationships between variables designating postural control levels and technical performance variables in different (1:1, 2:2 and 3:3) small-sided games (SSGs). Sixteen trained male amateur soccer players volunteered to take part in the study (age 17.2 ± 1.02 years, body height 176.25 ± 0.07 m, body mass 67.67 ± 13.27 kg). Following familiarization sessions, postural control was evaluated using one-leg and both-leg quiet-stance positions by measuring postural sway with a Tekscan HR Mat™ in anterior-posterior and medial-lateral directions. Later, 1:1, 2:2 and 3:3 SSGs were performed at two-day intervals and the technical variables specified for each game were analyzed. A Spearman's rank-order correlation analysis demonstrated the relationship between postural control and soccer-specific technical variables in 1:1 (r-values ranging from 0.582 to 0.776), 2:2 (rvalues ranging from 0.511 to 0.740) and 3:3 (r-values ranging from 0.502 to 0.834) SSGs. In addition, a Wilcoxon signed rank test revealed differences between SSGs in terms of several variables. The results of the study showed that higher postural control levels are among the important variables that affect success in the performance of technical skills under rival pressure and suddenly changing conditions. Therefore, it is recommended that in addition to its use for injury prevention purposes, balance training should be conducted to improve branch-specific technical skills and to increase the levels of their successful performance in a game.

  12. Heparin for prolonging peripheral intravenous catheter use in neonates: a randomized controlled trial.

    Science.gov (United States)

    Upadhyay, A; Verma, K K; Lal, P; Chawla, D; Sreenivas, V

    2015-04-01

    To determine the efficacy of heparinized saline administered as intermittent flush on functional duration of the peripheral intravenous catheter (PIVC) in neonates. Randomized, double-blind and placebo-controlled trial. Neonatal intensive care unit of a teaching hospital. Term and preterm neonates born at >32 weeks of gestation who required PIVC only for intermittent administration of antibiotics. Eligible neonates were randomized to receive 1 ml of either heparinized saline (10 U ml(-1)) (n=60) or normal saline (n=60) every 12 h before and after intravenous antibiotics. Functional duration of first peripheral intravenous catheter. A total of 120 neonates were randomized to two groups of 60 neonates each. The mean (s.d.) of age of babies in case and control group was 5.7 (2.5) days and 4.6 (3.1) days, respectively. The average weight of babies in both the groups was 2.1 kg. Mean functional duration of first catheter was more in heparinized saline group, mean (s.d.) of 71.68 h  (27.3) as compared with 57.7 h (23.6) in normal saline group (P<0.005). The mean (95% confidence interval) difference in functional duration in the two groups was 13.9 h (4.7-23.15). Mean duration of patency for any catheter was also significantly more in heparinized saline group than control group. Heparinized saline flush increases the functional duration of peripheral intravenous catheter.

  13. Learning, attentional control, and action video games.

    Science.gov (United States)

    Green, C S; Bavelier, D

    2012-03-20

    While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. Copyright © 2012 Elsevier Ltd. All rights reserved.

  14. Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition

    Science.gov (United States)

    Wang, Qian; Gosik, Kirk; Xing, Sujuan; Jiang, Libo; Sun, Lidan; Chinchilli, Vernon M.; Wu, Rongling

    2017-03-01

    Epigenetic reprogramming is thought to play a critical role in maintaining the normal development of embryos. How the methylation state of paternal and maternal genomes regulates embryogenesis depends on the interaction and coordination of the gametes of two sexes. While there is abundant research in exploring the epigenetic interactions of sperms and oocytes, a knowledge gap exists in the mechanistic quantitation of these interactions and their impact on embryo development. This review aims at formulating a modeling framework to address this gap through the integration and synthesis of evolutionary game theory and the latest discoveries of the epigenetic control of embryo development by next-generation sequencing. This framework, named epigenetic game theory or epiGame, views embryogenesis as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. By implementing a system of ordinary differential equations, epiGame quantifies the pattern and relative magnitude of the methylation effects on embryogenesis by the mechanisms of cooperation and competition. epiGame may gain new insight into reproductive biology and can be potentially applied to design personalized medicines for genetic disorder intervention.

  15. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    OpenAIRE

    Edwards, Jacqueline; Jeffrey, Sarah; May, Tamara; Rinehart, Nicole J.; Barnett, Lisa M.

    2017-01-01

    Background: Active video games (AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder (ASD) show decreased fundamental movement skills in comparison with their typically developing (TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control (OC) skills of 11 children with ASD aged 6–1...

  16. Is it all in the game? Flow experience and scientific practices during an INPLACE mobile game

    Science.gov (United States)

    Bressler, Denise M.

    Mobile science learning games show promise for promoting scientific practices and high engagement. Researchers have quantified this engagement according to flow theory. Using an embedded mixed methods design, this study investigated whether an INPLACE mobile game promotes flow experience, scientific practices, and effective team collaboration. Students playing the game (n=59) were compared with students in a business-as-usual control activity (n=120). Using an open-ended instrument designed to measure scientific practices and a self-report flow survey, this study empirically assessed flow and learner's scientific practices. The game players had significantly higher levels of flow and scientific practices. Using a multiple case study approach, collaboration among game teams (n=3 teams) were qualitatively compared with control teams (n=3 teams). Game teams revealed not only higher levels of scientific practices but also higher levels of engaged responses and communal language. Control teams revealed lower levels of scientific practice along with higher levels of rejecting responses and command language. Implications for these findings are discussed.

  17. Investigating risk factors for Internet gaming disorder: a comparison of patients with addictive gaming, pathological gamblers and healthy controls regarding the big five personality traits.

    Science.gov (United States)

    Müller, K W; Beutel, M E; Egloff, B; Wölfling, K

    2014-01-01

    Engaging in online games has become increasingly important as a part of leisure activity in adolescents and adults. While the majority of people use these games in a healthy way, epidemiological studies show that some develop excessive use and symptoms that are related to those of substance-related addictions. Despite increasing research concerning the epidemiology of internet gaming disorder (IGD), predisposing factors have been examined to a lesser extent. Knowing about specific risk factors would help clarify the nosological features of IGD and enhance prevention and intervention. This study aimed to evaluate the relationships between personality traits and IGD. A total of 115 patients meeting the criteria for IGD were compared to 167 control subjects displaying either regular or intense use of online games. Additionally, 115 patients meeting diagnostic criteria for pathological gambling were included. IGD was associated with higher neuroticism, decreased conscientiousness and low extraversion. The comparisons to pathological gamblers indicate that low conscientiousness and low extraversion in particular are characteristic of IGD. An integration of personality variables into an etiopathological model describing presumable mechanisms fostering and maintaining addictive online gaming is proposed. This model could be helpful for the theoretical understanding of addictive gaming, public health campaigns and psychoeducation within therapeutic settings. © 2013 S. Karger AG, Basel.

  18. Designing and evaluating the effectiveness of a serious game for safe administration of blood transfusion: A randomized controlled trial.

    Science.gov (United States)

    Tan, Apphia Jia Qi; Lee, Cindy Ching Siang; Lin, Patrick Yongxing; Cooper, Simon; Lau, Lydia Siew Tiang; Chua, Wei Ling; Liaw, Sok Ying

    2017-08-01

    Preparing nursing students for the knowledge and skills required for the administration and monitoring of blood components is crucial for entry into clinical practice. Serious games create opportunities to develop this competency, which can be used as a self-directed learning strategy to complement existing didactic learning and simulation-based strategies. To describe the development and evaluation of a serious game to improve nursing students' knowledge, confidence, and performance in blood transfusion. An experiential gaming model was applied to guide the design of the serious game environment. A clustered, randomized controlled trial was conducted with 103 second-year undergraduate nursing students who were randomized into control or experimental groups. After a baseline evaluation of the participants' knowledge and confidence on blood transfusion procedure, the experimental group undertook a blood transfusion serious game and completed a questionnaire to evaluate their learning experience. All participants' clinical performances were evaluated in a simulated environment. The post-test knowledge and confidence mean scores of the experimental group improved significantly (pgame intervention compared to pre-test mean scores and to post-test mean scores of the control group (pgame positively. The study provided evidence on the effectiveness of a serious game in improving the knowledge and confidence of nursing students on blood transfusion practice. The features of this serious game could be further developed to incorporate additional scenarios with repetitive exercises and feedback to enhance the impact on clinical performance. Given the flexibility, practicality, and scalability of such a game, they can serve as a promising approach to optimize learning when blended with high-fidelity simulation. Copyright © 2017. Published by Elsevier Ltd.

  19. Using game theory for perceptual tuned rate control algorithm in video coding

    Science.gov (United States)

    Luo, Jiancong; Ahmad, Ishfaq

    2005-03-01

    This paper proposes a game theoretical rate control technique for video compression. Using a cooperative gaming approach, which has been utilized in several branches of natural and social sciences because of its enormous potential for solving constrained optimization problems, we propose a dual-level scheme to optimize the perceptual quality while guaranteeing "fairness" in bit allocation among macroblocks. At the frame level, the algorithm allocates target bits to frames based on their coding complexity. At the macroblock level, the algorithm distributes bits to macroblocks by defining a bargaining game. Macroblocks play cooperatively to compete for shares of resources (bits) to optimize their quantization scales while considering the Human Visual System"s perceptual property. Since the whole frame is an entity perceived by viewers, macroblocks compete cooperatively under a global objective of achieving the best quality with the given bit constraint. The major advantage of the proposed approach is that the cooperative game leads to an optimal and fair bit allocation strategy based on the Nash Bargaining Solution. Another advantage is that it allows multi-objective optimization with multiple decision makers (macroblocks). The simulation results testify the algorithm"s ability to achieve accurate bit rate with good perceptual quality, and to maintain a stable buffer level.

  20. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  1. Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial.

    Science.gov (United States)

    Fiellin, Lynn E; Hieftje, Kimberly D; Pendergrass, Tyra M; Kyriakides, Tassos C; Duncan, Lindsay R; Dziura, James D; Sawyer, Benjamin G; Mayes, Linda; Crusto, Cindy A; Forsyth, Brian Wc; Fiellin, David A

    2017-09-18

    Human immunodeficiency virus (HIV) disproportionately impacts minority youth. Interventions to decrease HIV sexual risk are needed. We hypothesized that an engaging theory-based digital health intervention in the form of an interactive video game would improve sexual health outcomes in adolescents. Participants aged 11 to 14 years from 12 community afterschool, school, and summer programs were randomized 1:1 to play up to 16 hours of an experimental video game or control video games over 6 weeks. Assessments were conducted at 6 weeks and at 3, 6, and 12 months. Primary outcome was delay of initiation of vaginal/anal intercourse. Secondary outcomes included sexual health attitudes, knowledge, and intentions. We examined outcomes by gender and age. A total of 333 participants were randomized to play the intervention (n=166) or control games (n=167): 295 (88.6%) were racial/ethnic minorities, 177 (53.2%) were boys, and the mean age was 12.9 (1.1) years. At 12 months, for the 258 (84.6%) participants with available data, 94.6% (122/129) in the intervention group versus 95.4% (123/129) in the control group delayed initiation of intercourse (relative risk=0.99, 95% CI 0.94-1.05, P=.77). Over 12 months, the intervention group demonstrated improved sexual health attitudes overall compared to the control group (least squares means [LS means] difference 0.37, 95% CI 0.01-0.72, P=.04). This improvement was observed in boys (LS means difference 0.67, P=.008), but not girls (LS means difference 0.06, P=.81), and in younger (LS means difference 0.71, P=.005), but not older participants (LS means difference 0.03, P=.92). The intervention group also demonstrated increased sexual health knowledge overall (LS means difference 1.13, 95% CI 0.64-1.61, Pvideo game intervention improves sexual health attitudes and knowledge in minority adolescents for at least 12 months. Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http

  2. Reaction time, impulsivity, and attention in hyperactive children and controls: a video game technique.

    Science.gov (United States)

    Mitchell, W G; Chavez, J M; Baker, S A; Guzman, B L; Azen, S P

    1990-07-01

    Maturation of sustained attention was studied in a group of 52 hyperactive elementary school children and 152 controls using a microcomputer-based test formatted to resemble a video game. In nonhyperactive children, both simple and complex reaction time decreased with age, as did variability of response time. Omission errors were extremely infrequent on simple reaction time and decreased with age on the more complex tasks. Commission errors had an inconsistent relationship with age. Hyperactive children were slower, more variable, and made more errors on all segments of the game than did controls. Both motor speed and calculated mental speed were slower in hyperactive children, with greater discrepancy for responses directed to the nondominant hand, suggesting that a selective right hemisphere deficit may be present in hyperactives. A summary score (number of individual game scores above the 95th percentile) of 4 or more detected 60% of hyperactive subjects with a false positive rate of 5%. Agreement with the Matching Familiar Figures Test was 75% in the hyperactive group.

  3. Designing an Educational Game

    DEFF Research Database (Denmark)

    Bjørner, Thomas; Hansen, Charina Benedikte Søgaard

    2010-01-01

    When designing games with learning purposes used in a classroom, there often occur problems about the lack of learning content or the lack of game contents. Other disadvantages of existing educational games are the difficulty to provide a continual balance between the challenge and the pupils......’ skill to control and solve the given task. In this paper we suggest three different perspectives that need to be communicated across in order to design a useful educational game: teachers, pupils and game designers. It is our intention with this paper to suggest some design principles for educational...... games, and to integrate teachers, pupils and game designers needs and requirements. To set up these design principles for educational games we have used a holistic perspective. This means that the design principles must be seen in coherence within the social and physical environment. The design...

  4. Peripherally applied opioids for postoperative pain

    DEFF Research Database (Denmark)

    Nielsen, B N; Henneberg, S W; Schmiegelow, K

    2015-01-01

    BACKGROUND: Opioids applied peripherally at the site of surgery may produce postoperative analgesia with few side effects. We performed this systematic review to evaluate the analgesic effect of peripherally applied opioids for acute postoperative pain. METHODS: We searched PubMed (1966 to June...... 2013), Embase (1980 to June 2013), and the Cochrane Central Register of Controlled Trials (The Cochrane Library 2013, Issue 6). Randomized controlled trials investigating the postoperative analgesic effect of peripherally applied opioids vs. systemic opioids or placebo, measured by pain intensity...... difference -5 mm, 95% CI: -7 to -3) for peripherally applied opioids vs. placebo and statistically significant increased time to first analgesic (mean difference 153 min, 95% CI: 41-265). When preoperative inflammation was reported (five studies), peripherally applied opioids significantly improved...

  5. Games at work: the recreational use of computer games during working hours.

    Science.gov (United States)

    Reinecke, Leonard

    2009-08-01

    The present study investigated the recreational use of video and computer games in the workplace. In an online survey, 833 employed users of online casual games reported on their use of computer games during working hours. The data indicate that playing computer games in the workplace elicits substantial levels of recovery experience. Recovery experience associated with gameplay was the strongest predictor for the use of games in the workplace. Furthermore, individuals with higher levels of work-related fatigue reported stronger recovery experience during gameplay and showed a higher tendency to play games during working hours than did persons with lower levels of work strain. Additionally, the social situation at work was found to have a significant influence on the use of games. Persons receiving less social support from colleagues and supervisors played games at work more frequently than did individuals with higher levels of social support. Furthermore, job control was positively related to the use of games at work. In sum, the results of the present study illustrate that computer games have a significant recovery potential. Implications of these findings for research on personal computer use during work and for games research in general are discussed.

  6. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    Science.gov (United States)

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  7. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    Science.gov (United States)

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  8. Emission controls and changes in air quality in Guangzhou during the Asian Games

    Science.gov (United States)

    Liu, Huan; Wang, Xuemei; Zhang, Jinpu; He, Kebin; Wu, Ye; Xu, Jiayu

    2013-09-01

    With the new air quality standards forthcoming in China, the Pearl River Delta region is facing new challenges to achieve its air quality goal. The success of the emission reduction measures introduced by local authorities in the run-up to the Guangzhou Asian Games demonstrated that the Pearl River Delta air quality can be improved by introducing integrated emission reduction measures. This paper combines observation data, emission reduction measures, and air quality simulations that were applied during the Asian Games (12-27 November 2010) to analyze the relationship between emissions and concentrations of pollutants in Guangzhou. The Asian Games abatement strategy totally reduced emissions of 41.1% SO2, 41.9% NOx, 26.5% PM10, 25.8% PM2.5 and 39.7% VOC. The concentrations of SO2, NO2, PM10 and PM2.5 were reduced by 66.8%, 51.3%, 21.5% and 17.1%, respectively. In Guangzhou, the main challenge to be overcome with the new air quality daily requirements is mostly for NO2, PM2.5, and hourly ozone maxima. If pollutants maintain the same concentrations before and after the Asian Games, there will be 47.4% and 31.6% non-attainment days for NO2 and PM2.5 respectively as a period average. Although PM10 concentration can meet the daily limits (150 μg m-3), it is quite difficult to meet the annual limit value (70 μg m-3). One important implication is that the long-term, step-by-step integrated measures of the past six years work better than the strict, intensive, short-term measures on SO2, NO2 and VOC control. Dust control by limiting construction sites and watering the roads can further reduce 12.8% of the PM10 concentration. However, to reduce ambient PM2.5, the abatement strategy should be more complex and extensive. On the contrary, ozone pollution was not improved during the Asian Games, indicating that alleviation strategies should be improved by scientific studies to determine the appropriate control ratio of NO2 and VOC in the Pearl River Delta region.

  9. Mortality reduction following the air pollution control measures during the 2010 Asian Games

    Science.gov (United States)

    Lin, Hualiang; Zhang, Yonghui; Liu, Tao; Xiao, Jianpeng; Xu, Yanjun; Xu, Xiaojun; Qian, Zhenmin; Tong, Shilu; Luo, Yuan; Zeng, Weilin; Ma, Wenjun

    2014-07-01

    Though increased particulate air pollution has been consistently associated with elevated mortality, evidence regarding whether diminished particulate air pollution would lead to mortality reduction is limited. Citywide air pollution mitigation program during the 2010 Asian Games in Guangzhou, China, provided such an opportunity. Daily mortality from non-accidental, cardiovascular and respiratory diseases was compared for 51 intervention days (November 1-December 21) in 2010 with the same calendar date of baseline years (2006-2009 and 2011). Relative risk (RR) and 95% confidence interval (95% CI) were estimated using a time series Poisson model, adjusting for day of week, public holidays, daily mean temperature and relative humidity. Daily PM10 (particle with aerodynamic diameter less than 10 μm) decreased from 88.64 μg/m3 during the baseline period to 80.61 μg/m3 during the Asian Games period. Other measured air pollutants and weather variables did not differ substantially. Daily mortality from non-accidental, cardiovascular and respiratory diseases decreased from 32, 11 and 6 during the baseline period to 25, 8 and 5 during the Games period, the corresponding RR for the Games period compared with the baseline period was 0.79 (95% CI: 0.73-0.86), 0.77 (95% CI: 0.66-0.89) and 0.68 (95% CI: 0.57-0.80), respectively. No significant decreases were observed in other months of 2010 in Guangzhou and intervention period in two control cities. This finding supports the efforts to reduce air pollution and improve public health through transportation restriction and industrial emission control.

  10. Postural Control and Gait Performance in the Diabetic Peripheral Neuropathy: A Systematic Review.

    Science.gov (United States)

    Mustapa, Amirah; Justine, Maria; Mohd Mustafah, Nadia; Jamil, Nursuriati; Manaf, Haidzir

    2016-01-01

    Purpose. The aim of this paper is to review the published studies on the characteristics of impairments in the postural control and gait performance in diabetic peripheral neuropathy (DPN). Methods. A review was performed by obtaining publication of all papers reporting on the postural control and gait performance in DPN from Google Scholar, Ovid, SAGE, Springerlink, Science Direct (SD), EBSCO Discovery Service, and Web of Science databases. The keywords used for searching were "postural control," "balance," "gait performance," "diabetes mellitus," and "diabetic peripheral neuropathy." Results. Total of 4,337 studies were hit in the search. 1,524 studies were screened on their titles and citations. Then, 79 studies were screened on their abstract. Only 38 studies were eligible to be selected: 17 studies on postural control and 21 studies on the gait performance. Most previous researches were found to have strong evidence of postural control impairments and noticeable gait deficits in DPN. Deterioration of somatosensory, visual, and vestibular systems with the pathologic condition of diabetes on cognitive impairment causes further instability of postural and gait performance in DPN. Conclusions. Postural instability and gait imbalance in DPN may contribute to high risk of fall incidence, especially in the geriatric population. Thus, further works are crucial to highlight this fact in the hospital based and community adults.

  11. Music Games: Potential Application and Considerations for Rhythmic Training.

    Science.gov (United States)

    Bégel, Valentin; Di Loreto, Ines; Seilles, Antoine; Dalla Bella, Simone

    2017-01-01

    Rhythmic skills are natural and widespread in the general population. The majority can track the beat of music and move along with it. These abilities are meaningful from a cognitive standpoint given their tight links with prominent motor and cognitive functions such as language and memory. When rhythmic skills are challenged by brain damage or neurodevelopmental disorders, remediation strategies based on rhythm can be considered. For example, rhythmic training can be used to improve motor performance (e.g., gait) as well as cognitive and language skills. Here, we review the games readily available in the market and assess whether they are well-suited for rhythmic training. Games that train rhythm skills may serve as useful tools for retraining motor and cognitive functions in patients with motor or neurodevelopmental disorders (e.g., Parkinson's disease, dyslexia, or ADHD). Our criteria were the peripheral used to capture and record the response, the type of response and the output measure. None of the existing games provides sufficient temporal precision in stimulus presentation and/or data acquisition. In addition, games do not train selectively rhythmic skills. Hence, the available music games, in their present form, are not satisfying for training rhythmic skills. Yet, some features such as the device used, the interface or the game scenario provide good indications for devising efficient training protocols. Guidelines are provided for devising serious music games targeting rhythmic training in the future.

  12. Music Games: Potential Application and Considerations for Rhythmic Training

    Directory of Open Access Journals (Sweden)

    Valentin Bégel

    2017-05-01

    Full Text Available Rhythmic skills are natural and widespread in the general population. The majority can track the beat of music and move along with it. These abilities are meaningful from a cognitive standpoint given their tight links with prominent motor and cognitive functions such as language and memory. When rhythmic skills are challenged by brain damage or neurodevelopmental disorders, remediation strategies based on rhythm can be considered. For example, rhythmic training can be used to improve motor performance (e.g., gait as well as cognitive and language skills. Here, we review the games readily available in the market and assess whether they are well-suited for rhythmic training. Games that train rhythm skills may serve as useful tools for retraining motor and cognitive functions in patients with motor or neurodevelopmental disorders (e.g., Parkinson’s disease, dyslexia, or ADHD. Our criteria were the peripheral used to capture and record the response, the type of response and the output measure. None of the existing games provides sufficient temporal precision in stimulus presentation and/or data acquisition. In addition, games do not train selectively rhythmic skills. Hence, the available music games, in their present form, are not satisfying for training rhythmic skills. Yet, some features such as the device used, the interface or the game scenario provide good indications for devising efficient training protocols. Guidelines are provided for devising serious music games targeting rhythmic training in the future.

  13. Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety.

    Science.gov (United States)

    Mehroof, Mehwash; Griffiths, Mark D

    2010-06-01

    Research into online gaming has steadily increased over the last decade, although relatively little research has examined the relationship between online gaming addiction and personality factors. This study examined the relationship between a number of personality traits (sensation seeking, self-control, aggression, neuroticism, state anxiety, and trait anxiety) and online gaming addiction. Data were collected over a 1-month period using an opportunity sample of 123 university students at an East Midlands university in the United Kingdom. Gamers completed all the online questionnaires. Results of a multiple linear regression indicated that five traits (neuroticism, sensation seeking, trait anxiety, state anxiety, and aggression) displayed significant associations with online gaming addiction. The study suggests that certain personality traits may be important in the acquisition, development, and maintenance of online gaming addiction, although further research is needed to replicate the findings of the present study.

  14. Cooperative and Non-Cooperative Game Control Strategies of the Ship in Collision Situation

    Directory of Open Access Journals (Sweden)

    Jozef Lisowski

    2018-03-01

    Full Text Available The paper introduces the positional cooperative and non-cooperative game of a greater number of met ships for the description of the process considered as well as for the synthesis of optimal control strategies of the own ship in collision situation. The approximated mathematical model of differential game in the form of triple linear programming problem is used for the synthesis of safe ship trajectory as a multistage process decision. The considerations have been illustrated an example of program computer simulation to determine the safe ship trajectories in situation of passing a many of the ships encountered.

  15. Using an Augmented Wobble Board as a Game Controller

    DEFF Research Database (Denmark)

    Nilsson, Niels Chr.; Serafin, Stefania

    2017-01-01

    Yearly more than a million succumb to ankle injuries in the United States alone, and it is not uncommon that individuals who have suffered such injuries lack the motivation necessary in order to successfully complete the rehabilitation process. In this article we describe three design and evaluat......Yearly more than a million succumb to ankle injuries in the United States alone, and it is not uncommon that individuals who have suffered such injuries lack the motivation necessary in order to successfully complete the rehabilitation process. In this article we describe three design...... and evaluation of three prototypes intended to provide individuals in need of ankle rehabilitation with the necessary motivation. The prototypes leverage video games potential as a source of intrinsic motivation by allowing individuals to control a game by means of a wobble board—an instrument used for ankle...... training–and thereby allow them to perform the needed exercises while playing. The design of the first prototype is informed by specific ankle exercises and theory pertaining to gameplay as emotional experience. An expert evaluation indicated that the prototype facilitated correct ankle training...

  16. Game controller modification for fMRI hyperscanning experiments in a cooperative virtual reality environment.

    Science.gov (United States)

    Trees, Jason; Snider, Joseph; Falahpour, Maryam; Guo, Nick; Lu, Kun; Johnson, Douglas C; Poizner, Howard; Liu, Thomas T

    2014-01-01

    Hyperscanning, an emerging technique in which data from multiple interacting subjects' brains are simultaneously recorded, has become an increasingly popular way to address complex topics, such as "theory of mind." However, most previous fMRI hyperscanning experiments have been limited to abstract social interactions (e.g. phone conversations). Our new method utilizes a virtual reality (VR) environment used for military training, Virtual Battlespace 2 (VBS2), to create realistic avatar-avatar interactions and cooperative tasks. To control the virtual avatar, subjects use a MRI compatible Playstation 3 game controller, modified by removing all extraneous metal components and replacing any necessary ones with 3D printed plastic models. Control of both scanners' operation is initiated by a VBS2 plugin to sync scanner time to the known time within the VR environment. Our modifications include:•Modification of game controller to be MRI compatible.•Design of VBS2 virtual environment for cooperative interactions.•Syncing two MRI machines for simultaneous recording.

  17. Being a Game Changer

    Science.gov (United States)

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  18. Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition.

    Science.gov (United States)

    Colzato, Lorenza S; van den Wildenberg, Wery P M; Zmigrod, Sharon; Hommel, Bernhard

    2013-03-01

    The interest in the influence of videogame experience in our daily life is constantly growing. "First Person Shooter" (FPS) games require players to develop a flexible mindset to rapidly react and monitor fast moving visual and auditory stimuli, and to inhibit erroneous actions. This study investigated whether and to which degree experience with such videogames generalizes to other cognitive control tasks. Experienced video game players (VGPs) and individuals with little to no videogame experience (NVGPs) performed on a N-back task and a stop-signal paradigm that provide a relatively well-established diagnostic measure of the monitoring and updating of working memory (WM) and response inhibition (an index of behavioral impulsivity), respectively. VGPs were faster and more accurate in the monitoring and updating of WM than NVGPs, which were faster in reacting to go signals, but showed comparable stopping performance. Our findings support the idea that playing FPS games is associated with enhanced flexible updating of task-relevant information without affecting impulsivity.

  19. Educational games for health professionals.

    Science.gov (United States)

    Akl, Elie A; Kairouz, Victor F; Sackett, Kay M; Erdley, William S; Mustafa, Reem A; Fiander, Michelle; Gabriel, Carolynne; Schünemann, Holger

    2013-03-28

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We searched the following databases in January 2012: MEDLINE, AMED, CINAHL, Cochrane Central Database of Controlled Trials, EMBASE, EPOC Register, ERIC, Proquest Dissertations & Theses Database, and PsycINFO. Related reviews were sought in DARE and the above named databases. Database searches identified 1546 citations. We also screened the reference lists of included studies in relevant reviews, contacted authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review. These search methods identified an additional 62 unique citations for a total of 1608 for this update. We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behavior (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified a total of 2079 unique citations. Out of 84 potentially eligible citations, we included two RCTs. The game evaluated in the first study used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The

  20. Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition.

    Science.gov (United States)

    Wang, Qian; Gosik, Kirk; Xing, Sujuan; Jiang, Libo; Sun, Lidan; Chinchilli, Vernon M; Wu, Rongling

    2017-03-01

    Epigenetic reprogramming is thought to play a critical role in maintaining the normal development of embryos. How the methylation state of paternal and maternal genomes regulates embryogenesis depends on the interaction and coordination of the gametes of two sexes. While there is abundant research in exploring the epigenetic interactions of sperms and oocytes, a knowledge gap exists in the mechanistic quantitation of these interactions and their impact on embryo development. This review aims at formulating a modeling framework to address this gap through the integration and synthesis of evolutionary game theory and the latest discoveries of the epigenetic control of embryo development by next-generation sequencing. This framework, named epigenetic game theory or epiGame, views embryogenesis as an ecological system in which two highly distinct and specialized gametes coordinate through either cooperation or competition, or both, to maximize the fitness of embryos under Darwinian selection. By implementing a system of ordinary differential equations, epiGame quantifies the pattern and relative magnitude of the methylation effects on embryogenesis by the mechanisms of cooperation and competition. epiGame may gain new insight into reproductive biology and can be potentially applied to design personalized medicines for genetic disorder intervention. Copyright © 2016 Elsevier B.V. All rights reserved.

  1. Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention

    Science.gov (United States)

    Green, C. Shawn; Bavelier, Daphne

    2006-01-01

    The authors investigated the effect of action gaming on the spatial distribution of attention. The authors used the flanker compatibility effect to separately assess center and peripheral attentional resources in gamers versus nongamers. Gamers exhibited an enhancement in attentional resources compared with nongamers, not only in the periphery but…

  2. [Doping in disabled sports. Doping control activities at the Paralympic Games 1984-2008 and in Germany 1992-2008].

    Science.gov (United States)

    Thevis, Mario; Hemmersbach, Peter; Geyer, Hans; Schänzer, Wilhelm

    2009-12-15

    Activities concerning the fight against doping with regard to the Paralympic Games have been initiated in 1984, when first doping controls were conducted. The foundation of the International Paralympic Committee exactly 20 years ago (1989) considerably supported systematic sports drug-testing programs specifically designed to meet the particular challenges related to disabled sports, which yielded a variety of adverse analytical findings (e.g., with anabolic steroids, diuretics, corticosteroids, and stimulants) especially at Paralympic Summer Games. In Germany, doping controls for handicapped athletes were established in 1992 and have been conducted since by the National Paralympic Committee Germany and the National Anti-Doping Agency. Also here, various analogies in terms of antidoping rule violations were found in comparison to doping controls of nondisabled athletes. In the present article, available numbers of samples analyzed at Paralympic Summer and Winter Games as well as within the doping control program for disabled sports in Germany are summarized, and particularities concerning sample collection and the doping method termed boosting are presented.

  3. Epigenetic game theory and its application in plants. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    Science.gov (United States)

    Zhang, Yuan-Ming; Zhang, Yinghao; Guo, Mingyue

    2017-03-01

    Wang's et al. article [1] is the first to integrate game theory (especially evolutionary game theory) with epigenetic modification of zygotic genomes. They described and assessed a modeling framework based on evolutionary game theory to quantify, how sperms and oocytes interact through epigenetic processes, to determine embryo development. They also studied the internal mechanisms for normal embryo development: 1) evolutionary interactions between DNA methylation of the paternal and maternal genomes, and 2) the application of game theory to formulate and quantify how different genes compete or cooperate to regulate embryogenesis through methylation. Although it is not very comprehensive and profound regarding game theory modeling, this article bridges the gap between evolutionary game theory and the epigenetic control of embryo development by powerful ordinary differential equations (ODEs). The epiGame framework includes four aspects: 1) characterizing how epigenetic game theory works by the strategy matrix, in which the pattern and relative magnitude of the methylation effects on embryogenesis, are described by the cooperation and competition mechanisms, 2) quantifying the game that the direction and degree of P-M interactions over embryo development can be explained by the sign and magnitude of interaction parameters in model (2), 3) modeling epigenetic interactions within the morula, especially for two coupled nonlinear ODEs, with explicit functions in model (4), which provide a good fit to the observed data for the two sexes (adjusted R2 = 0.956), and 4) revealing multifactorial interactions in embryogenesis from the coupled ODEs in model (2) to triplet ODEs in model (6). Clearly, this article extends game theory from evolutionary game theory to epigenetic game theory.

  4. Fair and efficient network congestion control based on minority game

    Science.gov (United States)

    Wang, Zuxi; Wang, Wen; Hu, Hanping; Deng, Zhaozhang

    2011-12-01

    Low link utility, RTT unfairness and unfairness of Multi-Bottleneck network are the existing problems in the present network congestion control algorithms at large. Through the analogy of network congestion control with the "El Farol Bar" problem, we establish a congestion control model based on minority game(MG), and then present a novel network congestion control algorithm based on the model. The result of simulations indicates that the proposed algorithm can make the achievements of link utility closing to 100%, zero packet lose rate, and small of queue size. Besides, the RTT unfairness and the unfairness of Multi-Bottleneck network can be solved, to achieve the max-min fairness in Multi-Bottleneck network, while efficiently weaken the "ping-pong" oscillation caused by the overall synchronization.

  5. Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial

    Science.gov (United States)

    2014-01-01

    Background Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games –i.e. active games- may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. Methods/Design The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12 – 16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents’ measured BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents’ self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games. Discussion This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in

  6. Adaptive game AI with dynamic scripting

    NARCIS (Netherlands)

    Spronck, P.; Ponsen, M.J.V.; Sprinkhuizen-Kuyper, I.G.; Postma, E.O.

    2006-01-01

    Online learning in commercial computer games allows computer-controlled opponents to adapt to the way the game is being played. As such it provides a mechanism to deal with weaknesses in the game AI, and to respond to changes in human player tactics.We argue that online learning of game AI should

  7. Control of octopus arm extension by a peripheral motor program.

    Science.gov (United States)

    Sumbre, G; Gutfreund, Y; Fiorito, G; Flash, T; Hochner, B

    2001-09-07

    For goal-directed arm movements, the nervous system generates a sequence of motor commands that bring the arm toward the target. Control of the octopus arm is especially complex because the arm can be moved in any direction, with a virtually infinite number of degrees of freedom. Here we show that arm extensions can be evoked mechanically or electrically in arms whose connection with the brain has been severed. These extensions show kinematic features that are almost identical to normal behavior, suggesting that the basic motor program for voluntary movement is embedded within the neural circuitry of the arm itself. Such peripheral motor programs represent considerable simplification in the motor control of this highly redundant appendage.

  8. Facial and Bodily Expressions for Control and Adaptation of Games (ECAG 2008)

    NARCIS (Netherlands)

    Nijholt, Antinus; Poppe, Ronald Walter; Unknown, [Unknown

    2008-01-01

    In this workshop of the 8th IEEE International Conference on Automatic Face and Gesture Recognition (FG 2008), the emphasis is on research on facial and bodily expressions for the control and adaptation of games. We distinguish between two forms of expressions, depending on whether the user has the

  9. Players' opinions on control and playability of a BCI game

    NARCIS (Netherlands)

    Gürkök, Hayrettin; van de Laar, B.L.A.; Plass - Oude Bos, D.; Poel, Mannes; Nijholt, Antinus; Stephanidis, C; Antona, M.

    2014-01-01

    Brain-computer interface (BCI) games can satisfy our need for competence by providing us with challenges that we should enjoy tackling. However, many BCI games that claim to provide enjoyable challenges fail to do so. Some common fallacies and pitfalls about BCI games play a role in this failure and

  10. Differential games a mathematical theory with applications to warfare and pursuit, control and optimization

    CERN Document Server

    Isaacs, Rufus

    1999-01-01

    Definitive work draws on game theory, calculus of variations, and control theory to solve an array of problems: military, pursuit and evasion, athletic contests, many more. Detailed examples, formal calculations. 1965 edition.

  11. Heparinization of alimentation solutions administered through peripheral veins in premature infants: a controlled study.

    Science.gov (United States)

    Alpan, G; Eyal, F; Springer, C; Glick, B; Goder, K; Armon, J

    1984-09-01

    A randomized controlled study was done to determine whether the addition of heparin (1 U/mL) to peripheral intravenous alimentation solutions would affect the incidence of phlebitis and duration of patency of intravenous catheters in premature infants. Twenty-two-gauge Teflon catheters were uniformly used. One hundred five catheters infused with heparin were placed in 13 infants, and 122 catheters were placed in the control group of 13 infants. The time, nature, and incidence of complications were noted for each infusion site. Infusion of heparin was found to double the duration of patency of intravenous catheters and to reduce significantly the incidence of phlebitis. No complications related to the administration of heparin were noted. Heparinization of intravenous alimentation solutions should therefore be considered in premature infants as a means of reducing the work load and incidence of complications associated with peripheral lines.

  12. Postural Control and Gait Performance in the Diabetic Peripheral Neuropathy: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Amirah Mustapa

    2016-01-01

    Full Text Available Purpose. The aim of this paper is to review the published studies on the characteristics of impairments in the postural control and gait performance in diabetic peripheral neuropathy (DPN. Methods. A review was performed by obtaining publication of all papers reporting on the postural control and gait performance in DPN from Google Scholar, Ovid, SAGE, Springerlink, Science Direct (SD, EBSCO Discovery Service, and Web of Science databases. The keywords used for searching were “postural control,” “balance,” “gait performance,” “diabetes mellitus,” and “diabetic peripheral neuropathy.” Results. Total of 4,337 studies were hit in the search. 1,524 studies were screened on their titles and citations. Then, 79 studies were screened on their abstract. Only 38 studies were eligible to be selected: 17 studies on postural control and 21 studies on the gait performance. Most previous researches were found to have strong evidence of postural control impairments and noticeable gait deficits in DPN. Deterioration of somatosensory, visual, and vestibular systems with the pathologic condition of diabetes on cognitive impairment causes further instability of postural and gait performance in DPN. Conclusions. Postural instability and gait imbalance in DPN may contribute to high risk of fall incidence, especially in the geriatric population. Thus, further works are crucial to highlight this fact in the hospital based and community adults.

  13. Dynamic Lighting for Tension in Games

    OpenAIRE

    Seif El-Nasr, Magy; Niedenthal, Simon; Kenz, Igor; Almeida, Priya; Zupko, Joseph

    2006-01-01

    Video and computer games are among the most complex forms of interactive media. Games simulate many elements of traditional media, such as plot, characters, sound and music, lighting and mise-en-scene. However, games are digital artifacts played through graphic interfaces and controllers. As interactive experiences, games are a host of player challenges ranging from more deliberate decision-making and problem solving strategies, to the immediate charge of reflex action. Games, thus, draw upon...

  14. Learning, attentional control and action video games

    Science.gov (United States)

    Green, C.S.; Bavelier, D.

    2012-01-01

    While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on ‘action video games’ produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. PMID:22440805

  15. Cancer treatment as a game: integrating evolutionary game theory into the optimal control of chemotherapy

    International Nuclear Information System (INIS)

    Orlando, Paul A; Gatenby, Robert A; Brown, Joel S

    2012-01-01

    Chemotherapy for metastatic cancer commonly fails due to evolution of drug resistance in tumor cells. Here, we view cancer treatment as a game in which the oncologists choose a therapy and tumors ‘choose’ an adaptive strategy. We propose the oncologist can gain an upper hand in the game by choosing treatment strategies that anticipate the adaptations of the tumor. In particular, we examine the potential benefit of exploiting evolutionary tradeoffs in tumor adaptations to therapy. We analyze a math model where cancer cells face tradeoffs in allocation of resistance to two drugs. The tumor ‘chooses’ its strategy by natural selection and the oncologist chooses her strategy by solving a control problem. We find that when tumor cells perform best by investing resources to maximize response to one drug the optimal therapy is a time-invariant delivery of both drugs simultaneously. However, if cancer cells perform better using a generalist strategy allowing resistance to both drugs simultaneously, then the optimal protocol is a time varying solution in which the two drug concentrations negatively covary. However, drug interactions can significantly alter these results. We conclude that knowledge of both evolutionary tradeoffs and drug interactions is crucial in planning optimal chemotherapy schedules for individual patients. (paper)

  16. Cancer treatment as a game: integrating evolutionary game theory into the optimal control of chemotherapy

    Science.gov (United States)

    Orlando, Paul A.; Gatenby, Robert A.; Brown, Joel S.

    2012-12-01

    Chemotherapy for metastatic cancer commonly fails due to evolution of drug resistance in tumor cells. Here, we view cancer treatment as a game in which the oncologists choose a therapy and tumors ‘choose’ an adaptive strategy. We propose the oncologist can gain an upper hand in the game by choosing treatment strategies that anticipate the adaptations of the tumor. In particular, we examine the potential benefit of exploiting evolutionary tradeoffs in tumor adaptations to therapy. We analyze a math model where cancer cells face tradeoffs in allocation of resistance to two drugs. The tumor ‘chooses’ its strategy by natural selection and the oncologist chooses her strategy by solving a control problem. We find that when tumor cells perform best by investing resources to maximize response to one drug the optimal therapy is a time-invariant delivery of both drugs simultaneously. However, if cancer cells perform better using a generalist strategy allowing resistance to both drugs simultaneously, then the optimal protocol is a time varying solution in which the two drug concentrations negatively covary. However, drug interactions can significantly alter these results. We conclude that knowledge of both evolutionary tradeoffs and drug interactions is crucial in planning optimal chemotherapy schedules for individual patients.

  17. Robotics and gaming to improve ankle strength, motor control, and function in children with cerebral palsy--a case study series.

    Science.gov (United States)

    Burdea, Grigore C; Cioi, Daniel; Kale, Angad; Janes, William E; Ross, Sandy A; Engsberg, Jack R

    2013-03-01

    The objective of this study was to investigate the feasibility of game-based robotic training of the ankle in children with cerebral palsy (CP). The design was a case study, 12 weeks intervention, with no follow-up. The setting was a university research laboratory. The participants were a referred sample of three children with cerebral palsy, age 7-12, all male. All completed the intervention. Participants trained on the Rutgers Ankle CP system for 36 rehabilitation sessions (12 weeks, three times/week), playing two custom virtual reality games. The games were played while participants were seated, and trained one ankle at-a-time for strength, motor control, and coordination. The primary study outcome measures were for impairment (DF/PF torques, DF initial contact angle and gait speed), function (GMFM), and quality of life (Peds QL). Secondary outcome measures relate to game performance (game scores as reflective of ankle motor control and endurance). Gait function improved substantially in ankle kinematics, speed and endurance. Overall function (GMFM) indicated improvements that were typical of other ankle strength training programs. Quality of life increased beyond what would be considered a minimal clinical important difference. Game performance improved in both games during the intervention. This feasibility study supports the assumption that game-based robotic training of the ankle benefits gait in children with CP. Game technology is appropriate for the age group and was well accepted by the participants. Additional studies are needed however, to quantify the level of benefit and compare the approach presented here to traditional methods of therapy.

  18. Which visual sight skill tested and developed the interaction between central and peripheral vision case duels dribbling soccer skills

    Directory of Open Access Journals (Sweden)

    Zerf Mohammed

    2016-09-01

    Full Text Available The present paper analyses the effects of visual keep sight to test and develop the interaction between central and peripheral vision the case of duels dribbling among soccer under 17 years. Where This research aims to propose a method evaluating and coaching this skill in the absence of laboratory tests and virtual visual exercises as a way for Algerian coaches to control the progress of their players. From the principle that the team which wins the most duels has the best chance of winning the game. [1] Our research supports the hypothesis which confirms in one hand that Dynamic visual acuity is the combine between Peripheral and Central vision to have one eye on the ball and the other on the defined [2] . While some authors confirm that the Top-class football players do not watch their steps, but dribble with their heads up [3]. Whereas Previous studies confirm estimate of distance ball foot player is the strategy to master this skill [4] which requires the involvement of the commitment of peripheral vision for information and central vision to master the ball [5]. From the proof and results statistics applied in the current study, we confirm that narrow spaces require the interaction of central vision than peripheral vision. Otherwise, free spaces require peripheral vision than the central vision. Which leaves us to confirm that peripheral vision in the limited space [6] can suffer because the player needs to pay close attention to each contact with the ball [7].

  19. Brain-Computer Interface Games: Towards a Framework.

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Nijholt, Antinus; Poel, Mannes; Herrlich, Marc; Malaka, Rainer; Masuch, Maic

    2012-01-01

    The brain-computer interface (BCI) community started to consider games as potential applications while the games community started to consider BCI as a game controller. However, there is a discrepancy between the BCI games developed by the two communities. In this paper, we propose a preliminary BCI

  20. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts , Cody; Sharlin , Ehud; Woytiuk , Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  1. Average-energy games

    Directory of Open Access Journals (Sweden)

    Patricia Bouyer

    2015-09-01

    Full Text Available Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.

  2. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  3. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  4. Brain Activity toward Gaming-Related Cues in Internet Gaming Disorder during an Addiction Stroop Task.

    Science.gov (United States)

    Zhang, Yifen; Lin, Xiao; Zhou, Hongli; Xu, Jiaojing; Du, Xiaoxia; Dong, Guangheng

    2016-01-01

    Attentional bias for drug-related stimuli is a key characteristic for drug addiction. Characterizing the relationship between attentional bias and brain reactivity to Internet gaming-related stimuli may help in identifying the neural substrates that critical to Internet gaming disorder (IGD). 19 IGD and 21 healthy control (HC) subjects were scanned with functional magnetic resonance imaging while they were performing an addiction Stroop task. Compared with HC group, IGD subjects showed higher activations when facing Internet gaming-related stimuli in regions including the inferior parietal lobule, the middle occipital gyrus and the dorsolateral prefrontal cortex. These brain areas were thought to be involved in selective attention, visual processing, working memory and cognitive control. The results demonstrated that compared with HC group, IGD subjects show impairment in both visual and cognitive control ability while dealing with gaming-related words. This finding might be helpful in understanding the underlying neural basis of IGD.

  5. The Sensitivity of State Differential Game Vessel Traffic Model

    Directory of Open Access Journals (Sweden)

    Lisowski Józef

    2016-04-01

    Full Text Available The paper presents the application of the theory of deterministic sensitivity control systems for sensitivity analysis implemented to game control systems of moving objects, such as ships, airplanes and cars. The sensitivity of parametric model of game ship control process in collision situations have been presented. First-order and k-th order sensitivity functions of parametric model of process control are described. The structure of the game ship control system in collision situations and the mathematical model of game control process in the form of state equations, are given. Characteristics of sensitivity functions of the game ship control process model on the basis of computer simulation in Matlab/Simulink software have been presented. In the end, have been given proposals regarding the use of sensitivity analysis to practical synthesis of computer-aided system navigator in potential collision situations.

  6. Brain-Computer Interface Games: Towards a Framework

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Nijholt, Antinus; Poel, Mannes; Nakatsu, Ryohei; Rauterberg, Matthias; Ciancarini, Paolo

    2015-01-01

    The brain-computer interface (BCI) community has started to consider games as potential applications, while the game community has started to consider BCI as a game controller. However, there is a discrepancy between the BCI games developed by the two communities. This not only adds to the workload

  7. Action video game training reduces the Simon Effect.

    Science.gov (United States)

    Hutchinson, Claire V; Barrett, Doug J K; Nitka, Aleksander; Raynes, Kerry

    2016-04-01

    A number of studies have shown that training on action video games improves various aspects of visual cognition including selective attention and inhibitory control. Here, we demonstrate that action video game play can also reduce the Simon Effect, and, hence, may have the potential to improve response selection during the planning and execution of goal-directed action. Non-game-players were randomly assigned to one of four groups; two trained on a first-person-shooter game (Call of Duty) on either Microsoft Xbox or Nintendo DS, one trained on a visual training game for Nintendo DS, and a control group who received no training. Response times were used to contrast performance before and after training on a behavioral assay designed to manipulate stimulus-response compatibility (the Simon Task). The results revealed significantly faster response times and a reduced cost of stimulus-response incompatibility in the groups trained on the first-person-shooter game. No benefit of training was observed in the control group or the group trained on the visual training game. These findings are consistent with previous evidence that action game play elicits plastic changes in the neural circuits that serve attentional control, and suggest training may facilitate goal-directed action by improving players' ability to resolve conflict during response selection and execution.

  8. Controlling chaotic transients: Yorke's game of survival

    DEFF Research Database (Denmark)

    Aguirre, Jacobo; D'ovidio, Francesco; Sanjuán, Miguel A. F.

    2004-01-01

    . This problem is focused as a two-person, mathematical game between two players called "the protagonist" and "the adversary." The protagonist's goal is to survive. He can lose but cannot win; the best he can do is survive to play another round, struggling ad infinitum. In the absence of actions by either player...... knows the action of the adversary in choosing his response and is permitted to choose the initial point x(0) of the game. We use the "slope 3" tent map in an example of this problem. We show that it is possible for the protagonist to survive....

  9. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  10. Educational games for health professionals.

    Science.gov (United States)

    Akl, E A; Sackett, K; Pretorius, R; Erdley, S; Bhoopathi, P S; Mustafa, R; Schünemann, H J

    2008-01-23

    The use of games as an educational strategy has the potential to improve health professionals' performance (e.g. adherence to standards of care) through improving their knowledge, skills and attitudes. The objective was to assess the effect of educational games on health professionals' performance, knowledge, skills, attitude and satisfaction, and on patient outcomes. We used a comprehensive search strategy including an electronic search of the following databases: DARE, EPOC register, CENTRAL, MEDLINE, EMBASE, CINAHL, AMED, ERIC, and Dissertation Abstracts Online (search date: January 2007). We also screened the reference list of included studies and relevant reviews, contact authors of relevant papers and reviews, and searched ISI Web of Science for papers citing studies included in the review We included randomized controlled trials (RCT), controlled clinical trials (CCT), controlled before and after (CBA) and interrupted time-series analysis (ITS). Study participants were qualified health professionals or in postgraduate training. The intervention was an educational game with "a form of competitive activity or sport played according to rules". Using a standardized data form we extracted data on methodological quality, participants, interventions and outcomes of interest that included patient outcomes, professional behaviour (process of care outcomes), and professional's knowledge, skills, attitude and satisfaction. The search strategy identified 1156 citations. Out of 55 potentially eligible citations, we included one RCT. The methodological quality was fair. The game, used as a reinforcement technique, was based on the television game show "Family Feud" and focused on infection control. The study did not assess any patient or process of care outcomes. The group that was randomized to the game had statistically higher scores on the knowledge test (P = 0.02). The findings of this systematic review do not confirm nor refute the utility of games as a teaching

  11. Motion Detection Implementation on a Game Using Raspberry Pi

    Directory of Open Access Journals (Sweden)

    Gunawan Putra Gozali

    2017-02-01

    Full Text Available Along with the development of advanced gaming technology, we can play the game with so many tools or platforms such as console games, PC games, mobile games and handheld games. The disadvantage of those games is the difficulty to connect additional sensors to the PC computer. Large power requirements will also be a constraint. Besides, the size of the PC could be a weakness that makes it difficult to carry and play anytime. Raspberry is a small computer that can be added with motion detection sensors. By using the raspberry, the researchers managed to create a game "Crows Adventure" that uses motion detection sensor as the controller. Some of the sensors used in the game is UDS Sensor ( Ultrasonic Sensor disctance and touch sensors are applied to smarthphone to control the game. This allows the use of sensors in making more varied games by using raspberry devices.

  12. Brain activity towards gaming-related cues in Internet gaming disorder during an addiction Stroop task

    Directory of Open Access Journals (Sweden)

    Yifen eZhang

    2016-05-01

    Full Text Available Background and aims: Attentional bias for drug-related stimuli is a key characteristic for drug addiction. Characterizing the relationship between attentional bias and brain reactivity to Internet gaming-related stimuli may help in identifying the neural substrates that critical to Internet gaming disorder (IGD.Methods: 19 IGD and 21 healthy control (HC subjects were scanned with functional magnetic resonance imaging while they were performing an addiction Stroop task.Results: Compared with HC group, IGD subjects showed higher activations when facing Internet gaming-related stimuli in regions including the inferior parietal lobule, the middle occipital gyrus and the dorsolateral prefrontal cortex. These brain areas were thought to be involved in selective attention, visual processing, working memory and cognitive control.Discussion and Conclusions: The results demonstrated that compared with HC group, IGD subjects show impairment in both visual and cognitive control ability while dealing with gaming-related words. This finding might be helpful in understanding the underlying neural basis of IGD.

  13. ''Playstation eyetoy games'' improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial.

    Science.gov (United States)

    Yavuzer, G; Senel, A; Atay, M B; Stam, H J

    2008-09-01

    To evaluate the effects of ''Playstation EyeToy Games'' on upper extremity motor recovery and upper extremity-related motor functioning of patients with subacute stroke. The authors designed a randomized, controlled, assessor-blinded, 4-week trial, with follow-up at 3 months. A total of 20 hemiparetic inpatients (mean age 61.1 years), all within 12 months post-stroke, received 30 minutes of treatment with ''Playstation EyeToy Games'' per day, consisting of flexion and extension of the paretic shoulder, elbow and wrist as well as abduction of the paretic shoulder or placebo therapy (watching the games for the same duration without physical involvement into the games) in addition to conventional program, 5 days a week, 2-5 hours/day for 4 weeks. Brunnstrom's staging and self-care sub-items of the functional independence measure (FIM) were performed at 0 month (baseline), 4 weeks (post-treatment), and 3 months (follow-up) after the treatment. The mean change score (95% confidence interval) of the FIM self-care score (5.5 [2.9-8.0] vs 1.8 [0.1-3.7], P=0.018) showed significantly more improvement in the EyeToy group compared to the control group. No significant differences were found between the groups for the Brunnstrom stages for hand and upper extremity. ''Playstation EyeToy Games'' combined with a conventional stroke rehabilitation program have a potential to enhance upper extremity-related motor functioning in subacute stroke patients.

  14. Mechanisms of video-game epilepsy.

    Science.gov (United States)

    Fylan, F; Harding, G F; Edson, A S; Webb, R M

    1999-01-01

    We aimed to elucidate the mechanisms underlying video-game epilepsy by comparing the flicker- and spatial-frequency ranges over which photic and pattern stimulation elicited photoparoxysmal responses in two different populations: (a) 25 patients with a history of seizures experienced while playing video games; and (b) 25 age- and medication-matched controls with a history of photosensitive epilepsy, but no history of video-game seizures. Abnormality ranges were determined by measuring photoparoxysmal EEG abnormalities as a function of the flicker frequency of patterned and diffuse intermittent photic stimulation (IPS) and the spatial frequency of patterns on a raster display. There was no significant difference between the groups in respect of the abnormality ranges elicited by patterned or diffuse IPS or by spatial patterns. When the groups were compared at one specific IPS frequency (-50 Hz), however, the flicker frequency of European television displays, the video-game patients were significantly more likely to be sensitive. The results suggest that video-game seizures are a manifestation of photosensitive epilepsy. The increased sensitivity of video-game patients to IPS at 50 Hz indicates that display flicker may underlie video-game seizures. The similarity in photic- and pattern-stimulation ranges over which abnormalities are elicited in video-game patients and controls suggests that all patients with photosensitive epilepsy may be predisposed toward video-game-induced seizures. Photosensitivity screening should therefore include assessment by using both IPS at 50 Hz and patterns displayed on a television or monitor with a 50-Hz frame rate.

  15. Games of stake: control, agency and ownership in World of Warcraft

    NARCIS (Netherlands)

    Glas, M.A.J.

    2010-01-01

    World of Warcraft has become one of the most significant computer games of recent years. The massively multiplayer online role-playing game (or MMORPG) has introduced millions of players around the world to new forms of community-based play within a constantly evolving virtual environment. The game

  16. [Online gaming. Potential risk and prevention programs].

    Science.gov (United States)

    Malischnig, Doris

    2014-12-01

    Online gaming is more and more common and increasingly accessible. Due to a lack of social control the participation could be a potential risk for certain customers. The given article focuses on prevention measures that are provided by the Austrian online gaming operator, the Austrian Lotteries, provider of the online gaming platform win2day, in the light of the specifics of Internet gaming in order to avoid problems with gaming.

  17. The Relationship of Experiential Avoidance, Familial Emotional Atmosphere and Self-Control with Online Gaming Addiction in Bachelor Student of Shahid Chamran University of Ahvaz

    OpenAIRE

    Arash Zandipayam; Iran davoudi; Mahnaz Mehrabizadeh

    2016-01-01

    Background and Objectives: online game addiction is considered as a compulsive, excessive, uncontrollable and destructive physical and psychological behavior. With regard to the problem of persons with addiction to online gaming in the fields of experiential avoidance, families emotional atmosphere and self-control, this study was carried out with the aim of determining the relationship of experiential avoidance, families emotional atmosphere and self-control with online gaming addiction in t...

  18. Validation of Serious Games

    Directory of Open Access Journals (Sweden)

    Katinka van der Kooij

    2015-09-01

    Full Text Available The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT are negative or difficult to interpret. One cause for the contradictory evidence could be that the standard RCT validation methods are not sensitive to serious games’ effects. To be able to adapt validation methods to the properties of serious games we need a framework that can connect properties of serious game design to the factors that influence the quality of quantitative research outcomes. The Persuasive Game Design model [1] is particularly suitable for this aim as it encompasses the full circle from game design to behavioral change effects on the user. We therefore use this model to connect game design features, such as the gamification method and the intended transfer effect, to factors that determine the conclusion validity of an RCT. In this paper we will apply this model to develop guidelines for setting up validation methods for serious games. This way, we offer game designers and researchers handles on how to develop tailor-made validation methods.

  19. Convex games versus clan games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  20. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  1. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  2. Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.

    Directory of Open Access Journals (Sweden)

    Rui Nouchi

    Full Text Available BACKGROUND: Do brain training games work? The beneficial effects of brain training games are expected to transfer to other cognitive functions. Yet in all honesty, beneficial transfer effects of the commercial brain training games in young adults have little scientific basis. Here we investigated the impact of the brain training game (Brain Age on a wide range of cognitive functions in young adults. METHODS: We conducted a double-blind (de facto masking randomized controlled trial using a popular brain training game (Brain Age and a popular puzzle game (Tetris. Thirty-two volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris. Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day, at least 5 days per week, for 4 weeks. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into eight categories (fluid intelligence, executive function, working memory, short-term memory, attention, processing speed, visual ability, and reading ability. RESULTS AND DISCUSSION: Our results showed that commercial brain training game improves executive functions, working memory, and processing speed in young adults. Moreover, the popular puzzle game can engender improvement attention and visuo-spatial ability compared to playing the brain training game. The present study showed the scientific evidence which the brain training game had the beneficial effects on cognitive functions (executive functions, working memory and processing speed in the healthy young adults. CONCLUSIONS: Our results do not indicate that everyone should play brain training games. However, the commercial brain training game might be a simple and convenient means to improve some cognitive functions. We believe that our findings are highly relevant to applications in educational and clinical fields

  3. Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.

    Science.gov (United States)

    Nouchi, Rui; Taki, Yasuyuki; Takeuchi, Hikaru; Hashizume, Hiroshi; Nozawa, Takayuki; Kambara, Toshimune; Sekiguchi, Atsushi; Miyauchi, Carlos Makoto; Kotozaki, Yuka; Nouchi, Haruka; Kawashima, Ryuta

    2013-01-01

    Do brain training games work? The beneficial effects of brain training games are expected to transfer to other cognitive functions. Yet in all honesty, beneficial transfer effects of the commercial brain training games in young adults have little scientific basis. Here we investigated the impact of the brain training game (Brain Age) on a wide range of cognitive functions in young adults. We conducted a double-blind (de facto masking) randomized controlled trial using a popular brain training game (Brain Age) and a popular puzzle game (Tetris). Thirty-two volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris). Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day, at least 5 days per week, for 4 weeks. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into eight categories (fluid intelligence, executive function, working memory, short-term memory, attention, processing speed, visual ability, and reading ability). Our results showed that commercial brain training game improves executive functions, working memory, and processing speed in young adults. Moreover, the popular puzzle game can engender improvement attention and visuo-spatial ability compared to playing the brain training game. The present study showed the scientific evidence which the brain training game had the beneficial effects on cognitive functions (executive functions, working memory and processing speed) in the healthy young adults. Our results do not indicate that everyone should play brain training games. However, the commercial brain training game might be a simple and convenient means to improve some cognitive functions. We believe that our findings are highly relevant to applications in educational and clinical fields. UMIN Clinical Trial Registry 000005618.

  4. Novel risk factors for premature peripheral arterial occlusive disease in non-diabetic patients: a case-control study.

    Directory of Open Access Journals (Sweden)

    Annie M Bérard

    Full Text Available BACKGROUND: This study aimed to determine the prevalence of genetic and environmental vascular risk factors in non diabetic patients with premature peripheral arterial disease, either peripheral arterial occlusive disease or thromboangiitis obliterans, the two main entities of peripheral arterial disease, and to established whether some of them are specifically associated with one or another of the premature peripheral arterial disease subgroups. METHODS AND RESULTS: This study included 113 non diabetic patients with premature peripheral arterial disease (diagnosis <45-year old presenting either a peripheral arterial occlusive disease (N = 64 or a thromboangiitis obliterans (N = 49, and 241 controls matched for age and gender. Both patient groups demonstrated common traits including cigarette smoking, low physical activity, decreased levels of HDL-cholesterol, apolipoprotein A-I, pyridoxal 5'-phosphate (active form of B6 vitamin and zinc. Premature peripheral arterial occlusive disease was characterized by the presence of a family history of peripheral arterial and carotid artery diseases (OR 2.3 and 5.8 respectively, 95% CI, high lipoprotein (a levels above 300 mg/L (OR 2.3, 95% CI, the presence of the factor V Leiden (OR 5.1, 95% CI and the glycoprotein Ia(807T,837T,873A allele (OR 2.3, 95% CI. In thromboangiitis obliterans group, more patients were regular consumers of cannabis (OR 3.5, 95% CI and higher levels in plasma copper has been shown (OR 6.5, 95% CI. CONCLUSIONS: According to our results from a non exhaustive list of study parameters, we might hypothesize for 1 a genetic basis for premature peripheral arterial occlusive disease development and 2 the prevalence of environmental factors in the development of thromboangiitis obliterans (tobacco and cannabis. Moreover, for the first time, we demonstrated that the 807T/837T/873A allele of platelet glycoprotein Ia may confer an additional risk for development of peripheral

  5. Video game training and the reward system.

    Science.gov (United States)

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  6. Mindfulness-Oriented Recovery Enhancement for Internet Gaming Disorder in U.S. Adults: A Stage 1 Randomized Controlled Trial

    Science.gov (United States)

    Li, Wen; Garland, Eric L.; McGovern, Patricia; O'Brien, Jennifer E.; Tronnier, Christine; Howard, Matthew O.

    2017-01-01

    Empirical studies have identified increasing rates of Internet Gaming Disorder (IGD) and associated adverse consequences. However, very few evidence-based interventions have been evaluated for IGD or problematic video gaming behaviors. This study evaluated Mindfulness-Oriented Recovery Enhancement (MORE) as a treatment for IGD. Thirty adults (M age = 25.0, SD = 5.4) with IGD or problematic video gaming behaviors were randomized to 8 weeks of group-based MORE or 8 weeks of a support group (SG) control condition. Outcome measures were administered at pre-and posttreatment, and 3-month following treatment completion using self-report instruments. Linear mixed models were used for outcome analyses. MORE participants had significantly greater reductions in the number of DSM-5 IGD criteria they met, craving for video gaming, and maladaptive cognitions associated with gaming than SG participants, and therapeutic benefits were maintained at 3-month follow-up. MORE is a promising treatment approach for IGD. PMID:28437120

  7. On Nash Equilibria in Stochastic Games

    Science.gov (United States)

    2003-10-01

    Traditionally automata theory and veri cation has considered zero sum or strictly competitive versions of stochastic games . In these games there are two players...zero- sum discrete-time stochastic dynamic games . SIAM J. Control and Optimization, 19(5):617{634, 1981. 18. R.J. Lipton, E . Markakis, and A. Mehta...Playing large games using simple strate- gies. In EC 03: Electronic Commerce, pages 36{41. ACM Press, 2003. 19. A. Maitra and W. Sudderth. Finitely

  8. Let's get technical! Gaming and technology for weight control and health promotion in children.

    Science.gov (United States)

    Baranowski, Tom; Frankel, Leslie

    2012-02-01

    Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to design these systems, including selecting the optimal requisite behavioral change theories; and identifies high-priority research issues. Gaming and technology offer many exciting, innovative opportunities for engaging children and promoting diet and physical activity changes that can contribute to obesity prevention and weight loss maintenance. Research needs to clarify optimal procedures for effectively promoting change with each change procedure.

  9. Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming

    Directory of Open Access Journals (Sweden)

    Andreas Gregersen

    2011-11-01

    Full Text Available Technology has been given relatively little attention in genre theory, but this article argues that material technologies can be important components in genre development. The argument is based on a historically informed analysis of digital games, with special attention paid to home console video games and recent genre developments within this domain commonly referred to as motion gaming. The main point is that digital game genres imply structured embodied activity. A constitutive element of digital game mediation is a control interface geared to player embodiment, and I propose the concept of ‘interaction modes’ to describe the coupling of technology and player embodiment and show how this can be integrated with genre theory. The resulting framework allows for increased attention to continuity and change in game and communication genres, material and digital technologies, and the related interaction modes.

  10. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  11. Investigating MCTS Modifications in General Video Game Playing

    DEFF Research Database (Denmark)

    Frydenberg, Frederik; Andersen, Kasper; Risi, Sebastian

    2015-01-01

    -style video games. This paper investigates of how well these modifications perform in general video game playing using the general video game AI (GVG-AI) framework and introduces a new MCTS modification called UCT reverse penalty that penalizes the MCTS controller for exploring recently visited children......While Monte Carlo tree search (MCTS) methods have shown promise in a variety of different board games, more complex video games still present significant challenges. Recently, several modifications to the core MCTS algorithm have been proposed with the hope to increase its effectiveness on arcade....... The results of our experiments show that a combination of two MCTS modifications can improve the performance of the vanilla MCTS controller, but the effectiveness of the modifications highly depends on the particular game being played....

  12. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience.

    Science.gov (United States)

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

    ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.

  13. GOLIAH (Gaming Open Library for Intervention in Autism at Home): a 6-month single blind matched controlled exploratory study.

    Science.gov (United States)

    Jouen, Anne-Lise; Narzisi, Antonio; Xavier, Jean; Tilmont, Elodie; Bodeau, Nicolas; Bono, Valentina; Ketem-Premel, Nabila; Anzalone, Salvatore; Maharatna, Koushik; Chetouani, Mohamed; Muratori, Filippo; Cohen, David

    2017-01-01

    To meet the required hours of intensive intervention for treating children with autism spectrum disorder (ASD), we developed an automated serious gaming platform (11 games) to deliver intervention at home (GOLIAH) by mapping the imitation and joint attention (JA) subset of age-adapted stimuli from the Early Start Denver Model (ESDM) intervention. Here, we report the results of a 6-month matched controlled exploratory study. From two specialized clinics, we included 14 children (age range 5-8 years) with ASD and 10 controls matched for gender, age, sites, and treatment as usual (TAU). Participants from the experimental group received in addition to TAU four 30-min sessions with GOLIAH per week at home and one at hospital for 6 months. Statistics were performed using Linear Mixed Models. Children and parents participated in 40% of the planned sessions. They were able to use the 11 games, and participants trained with GOLIAH improved time to perform the task in most JA games and imitation scores in most imitation games. GOLIAH intervention did not affect Parental Stress Index scores. At end-point, we found in both groups a significant improvement for Autism Diagnostic Observation Schedule scores, Vineland socialization score, Parental Stress Index total score, and Child Behavior Checklist internalizing, externalizing and total problems. However, we found no significant change for by time × group interaction. Despite the lack of superiority of TAU + GOLIAH versus TAU, the results are interesting both in terms of changes by using the gaming platform and lack of parental stress increase. A large randomized controlled trial with younger participants (who are the core target of ESDM model) is now discussed. This should be facilitated by computing GOLIAH for a web platform. Trial registration Clinicaltrials.gov NCT02560415.

  14. Symbolic BDD and ADD Algorithms for Energy Games

    Directory of Open Access Journals (Sweden)

    Shahar Maoz

    2016-11-01

    Full Text Available Energy games, which model quantitative consumption of a limited resource, e.g., time or energy, play a central role in quantitative models for reactive systems. Reactive synthesis constructs a controller which satisfies a given specification, if one exists. For energy games a synthesized controller ensures to satisfy not only the safety constraints of the specification but also the quantitative constraints expressed in the energy game. A symbolic algorithm for energy games, recently presented by Chatterjee et al., is symbolic in its representation of quantitative values but concrete in the representation of game states and transitions. In this paper we present an algorithm that is symbolic both in the quantitative values and in the underlying game representation. We have implemented our algorithm using two different symbolic representations for reactive games, Binary Decision Diagrams (BDD and Algebraic Decision Diagrams (ADD. We investigate the commonalities and differences of the two implementations and compare their running times on specifications of energy games.

  15. Adaptive game AI with dynamic scripting

    OpenAIRE

    Spronck, P.; Ponsen, M.J.V.; Sprinkhuizen-Kuyper, I.G.; Postma, E.O.

    2006-01-01

    Online learning in commercial computer games allows computer-controlled opponents to adapt to the way the game is being played. As such it provides a mechanism to deal with weaknesses in the game AI, and to respond to changes in human player tactics.We argue that online learning of game AI should meet four computational and four functional requirements. The computational requirements are speed, effectiveness, robustness and ef- ficiency. The functional requirements are clarity, variety, consi...

  16. Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

    Full Text Available Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work

  17. Game Strategies of Ship in the Collision Situations

    Directory of Open Access Journals (Sweden)

    Jozef Lisowski

    2014-03-01

    Full Text Available The paper introduced the basic model of process of safe ship control in a collision situation using a game model with j objects, which includes non-linear state equations and non-linear, time varying constraints of the state variables as well as the quality game control index in the forms of the game integral payment and the final payment. Approximated model of the process control as the model of multi-step matrix game in the form of dual linear programming problem has been adopted here. The Game Ship Control GSC computer program has been designed in the Matlab/Simulink software in order to determine the own ship's safe trajectory. These considerations have been illustrated with examples of a computer simulation using an GSC program for determining the safe ship's trajectory in real navigational situation. Simulation research were passed for five sets of strategies of the own ship and met ships.

  18. Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.

    Science.gov (United States)

    Simons, Monique; Brug, Johannes; Chinapaw, Mai J M; de Boer, Michiel; Seidell, Jaap; de Vet, Emely

    2015-01-01

    The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. We assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted. The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period. The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention group

  19. Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.

    Directory of Open Access Journals (Sweden)

    Monique Simons

    Full Text Available The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight.We assigned 270 gaming (i.e. ≥ 2 hours/week non-active video game time adolescents randomly to an intervention group (n = 140 (receiving active video games and encouragement to play or a waiting-list control group (n = 130. BMI-SDS (SDS = adjusted for mean standard deviation score, waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes. Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted.The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14, and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17 (overall effects. The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32 and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88 than the control group (overall effects. The process evaluation showed that 14% of the adolescents played the Move video games every week ≥ 1 hour/week during the whole intervention period.The active video game intervention did not result in lower values on anthropometrics in a group of 'excessive' non-active video gamers (mean ~ 14 hours/week who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI-SDS and skin folds than the intervention

  20. Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents

    Science.gov (United States)

    Simons, Monique; Brug, Johannes; Chinapaw, Mai J. M.; de Boer, Michiel; Seidell, Jaap; de Vet, Emely

    2015-01-01

    Objective The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. Methods We assigned 270 gaming (i.e. ≥2 hours/week non-active video game time) adolescents randomly to an intervention group (n = 140) (receiving active video games and encouragement to play) or a waiting-list control group (n = 130). BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds were measured at baseline, at four and ten months follow-up (primary outcomes). Sedentary screen time, physical activity, consumption of sugar-sweetened beverages and snacks, and process measures (not at baseline) were assessed with self-reports at baseline, one, four and ten months follow-up. Multi-level-intention to treat-regression analyses were conducted. Results The control group decreased significantly more than the intervention group on BMI-SDS (β = 0.074, 95%CI: 0.008;0.14), and sum of skinfolds (β = 3.22, 95%CI: 0.27;6.17) (overall effects). The intervention group had a significantly higher decrease in self-reported non-active video game time (β = -1.76, 95%CI: -3.20;-0.32) and total sedentary screen time (Exp (β = 0.81, 95%CI: 0.74;0.88) than the control group (overall effects). The process evaluation showed that 14% of the adolescents played the Move video games every week ≥1 hour/week during the whole intervention period. Conclusions The active video game intervention did not result in lower values on anthropometrics in a group of ‘excessive’ non-active video gamers (mean ~ 14 hours/week) who primarily were of healthy weight compared to a control group throughout a ten-month-period. Even some effects in the unexpected direction were found, with the control group showing lower BMI

  1. Functional integration of complex miRNA networks in central and peripheral lesion and axonal regeneration.

    Science.gov (United States)

    Ghibaudi, M; Boido, M; Vercelli, A

    2017-11-01

    New players are emerging in the game of peripheral and central nervous system injury since their physiopathological mechanisms remain partially elusive. These mechanisms are characterized by several molecules whose activation and/or modification following a trauma is often controlled at transcriptional level. In this scenario, microRNAs (miRNAs/miRs) have been identified as main actors in coordinating important molecular pathways in nerve or spinal cord injury (SCI). miRNAs are small non-coding RNAs whose functionality at network level is now emerging as a new level of complexity. Indeed they can act as an organized network to provide a precise control of several biological processes. Here we describe the functional synergy of some miRNAs in case of SCI and peripheral damage. In particular we show how several small RNAs can cooperate in influencing simultaneously the molecular pathways orchestrating axon regeneration, inflammation, apoptosis and remyelination. We report about the networks for which miRNA-target bindings have been experimentally demonstrated or inferred based on target prediction data: in both cases, the connection between one miRNA and its downstream pathway is derived from a validated observation or is predicted from the literature. Hence, we discuss the importance of miRNAs in some pathological processes focusing on their functional structure as participating in a cooperative and/or convergence network. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. Treatment of painful diabetic peripheral neuropathy.

    Science.gov (United States)

    Rosenberg, Casandra J; Watson, James C

    2015-02-01

    Painful diabetic peripheral neuropathy impairs quality of life and can be difficult to treat. To discuss current treatment recommendations for painful diabetic peripheral neuropathy. Literature review. Systematic review of the literature discussing treatment of painful diabetic peripheral neuropathy. Existing treatment guidelines were studied and compared. Painful diabetic peripheral neuropathy occurs in about one in six people with diabetes. This condition impairs quality of life and increases healthcare costs. Treatment recommendations exist, but individual patient therapy can require a trial-and-error approach. Many treatment options have adjuvant benefits or side effects which should be considered prior to initiating therapy. Often, a combination of treatment modalities with various mechanisms of action is required for adequate pain control. Adequate medication titration and a reasonable trial period should be allowed. The treatment of painful diabetic peripheral neuropathy can be challenging, but effective management can improve patient's quality of life. Painful diabetic peripheral neuropathy impairs quality of life and can be difficult to treat. Many treatment options have adjuvant benefits or side effects which should be considered prior to initiating therapy. Often, a combination of treatment modalities with various mechanisms of action is required for adequate pain control. © The International Society for Prosthetics and Orthotics 2014.

  3. Use of electronic games by young children and fundamental movement skills?

    Science.gov (United States)

    Barnett, Lisa M; Hinkley, Trina; Okely, Anthony D; Hesketh, Kylie; Salmon, Jo

    2012-06-01

    This study investigated associations between pre-school children's time spent playing electronic games and their fundamental movement skills. In 2009, 53 children had physical activity (Actigraph accelerometer counts per minute), parent proxy-report of child's time in interactive and non-interactive electronic games (min./week), and movement skill (Test of Gross Motor Development-2) assessed. Hierarchical linear regression, adjusting for age (range = 3-6 years), sex (Step 1), and physical activity (cpm; M=687, SD=175.42; Step 2), examined the relationship between time in (a) non-interactive and (b) interactive electronic games and locomotor and object control skill. More than half (59%, n=31) of the children were female. Adjusted time in interactive game use was associated with object control but not locomotor skill. Adjusted time in non-interactive game use had no association with object control or locomotor skill. Greater time spent playing interactive electronic games is associated with higher object control skill proficiency in these young children. Longitudinal and experimental research is required to determine if playing these games improves object control skills or if children with greater object control skill proficiency prefer and play these games.

  4. Video Game Training and the Reward System

    Directory of Open Access Journals (Sweden)

    Robert C. Lorenz

    2015-02-01

    Full Text Available Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual towards playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training.Fifty healthy participants were randomly assigned to a video game training (TG or control group (CG. Before and after training/control period, functional magnetic resonance imaging (fMRI was conducted using a non-video game related reward task.At pretest, both groups showed strongest activation in ventral striatum (VS during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated.This longitudinal study revealed that video game training may preserve reward responsiveness in the ventral striatum in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  5. Video game training and the reward system

    Science.gov (United States)

    Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962

  6. Computerized tabletop games as a form of a video game training for old-old.

    Science.gov (United States)

    Cujzek, Marina; Vranic, Andrea

    2017-11-01

    This research aimed at investigating the utility of a computerized version of a cognitively stimulating activity as a video game intervention for elderly. The study focused on the effect of a 6-week extensive practice intervention on aspects of cognitive functioning (vigilance, working memory (WM), inhibition, reasoning) of old-old participants (N = 29), randomly assigned to trained or active control group. The difference between groups was in the content of the extended video game practice - cognitively complex card game for trained and computerized version of a simple dice-game of chance for control participants. A pretest, posttest and a 4-month follow-up measurement was conducted. Results revealed improvements in both groups, except for improved reasoning found only in trained participants. These results suggest that: (1) improvements are dependent on the complexity of the program, (2) cognitively stimulating activity are a valid training procedure for old-old, (3) novelty of computer use is an important factor in determining training efficacy.

  7. Design and preliminary evaluation of the FINGER rehabilitation robot: controlling challenge and quantifying finger individuation during musical computer game play.

    Science.gov (United States)

    Taheri, Hossein; Rowe, Justin B; Gardner, David; Chan, Vicki; Gray, Kyle; Bower, Curtis; Reinkensmeyer, David J; Wolbrecht, Eric T

    2014-02-04

    This paper describes the design and preliminary testing of FINGER (Finger Individuating Grasp Exercise Robot), a device for assisting in finger rehabilitation after neurologic injury. We developed FINGER to assist stroke patients in moving their fingers individually in a naturalistic curling motion while playing a game similar to Guitar Hero. The goal was to make FINGER capable of assisting with motions where precise timing is important. FINGER consists of a pair of stacked single degree-of-freedom 8-bar mechanisms, one for the index and one for the middle finger. Each 8-bar mechanism was designed to control the angle and position of the proximal phalanx and the position of the middle phalanx. Target positions for the mechanism optimization were determined from trajectory data collected from 7 healthy subjects using color-based motion capture. The resulting robotic device was built to accommodate multiple finger sizes and finger-to-finger widths. For initial evaluation, we asked individuals with a stroke (n = 16) and without impairment (n = 4) to play a game similar to Guitar Hero while connected to FINGER. Precision design, low friction bearings, and separate high speed linear actuators allowed FINGER to individually actuate the fingers with a high bandwidth of control (-3 dB at approximately 8 Hz). During the tests, we were able to modulate the subject's success rate at the game by automatically adjusting the controller gains of FINGER. We also used FINGER to measure subjects' effort and finger individuation while playing the game. Test results demonstrate the ability of FINGER to motivate subjects with an engaging game environment that challenges individuated control of the fingers, automatically control assistance levels, and quantify finger individuation after stroke.

  8. Evolutionary game dynamics of controlled and automatic decision-making.

    Science.gov (United States)

    Toupo, Danielle F P; Strogatz, Steven H; Cohen, Jonathan D; Rand, David G

    2015-07-01

    We integrate dual-process theories of human cognition with evolutionary game theory to study the evolution of automatic and controlled decision-making processes. We introduce a model in which agents who make decisions using either automatic or controlled processing compete with each other for survival. Agents using automatic processing act quickly and so are more likely to acquire resources, but agents using controlled processing are better planners and so make more effective use of the resources they have. Using the replicator equation, we characterize the conditions under which automatic or controlled agents dominate, when coexistence is possible and when bistability occurs. We then extend the replicator equation to consider feedback between the state of the population and the environment. Under conditions in which having a greater proportion of controlled agents either enriches the environment or enhances the competitive advantage of automatic agents, we find that limit cycles can occur, leading to persistent oscillations in the population dynamics. Critically, however, these limit cycles only emerge when feedback occurs on a sufficiently long time scale. Our results shed light on the connection between evolution and human cognition and suggest necessary conditions for the rise and fall of rationality.

  9. Evolutionary game dynamics of controlled and automatic decision-making

    Science.gov (United States)

    Toupo, Danielle F. P.; Strogatz, Steven H.; Cohen, Jonathan D.; Rand, David G.

    2015-07-01

    We integrate dual-process theories of human cognition with evolutionary game theory to study the evolution of automatic and controlled decision-making processes. We introduce a model in which agents who make decisions using either automatic or controlled processing compete with each other for survival. Agents using automatic processing act quickly and so are more likely to acquire resources, but agents using controlled processing are better planners and so make more effective use of the resources they have. Using the replicator equation, we characterize the conditions under which automatic or controlled agents dominate, when coexistence is possible and when bistability occurs. We then extend the replicator equation to consider feedback between the state of the population and the environment. Under conditions in which having a greater proportion of controlled agents either enriches the environment or enhances the competitive advantage of automatic agents, we find that limit cycles can occur, leading to persistent oscillations in the population dynamics. Critically, however, these limit cycles only emerge when feedback occurs on a sufficiently long time scale. Our results shed light on the connection between evolution and human cognition and suggest necessary conditions for the rise and fall of rationality.

  10. Measuring Effectiveness of Persuasive Games Using an Informative Control Condition

    NARCIS (Netherlands)

    Soekarjo, Mara; van Oostendorp, H.

    2015-01-01

    Research about the effectiveness of persuasive games is still emerging. This article presents a literature review of studies that empirically evaluate the effectiveness of persuasive games. The review concluded that limited empirical evidence is currently available to prove their effectiveness in

  11. Gaming and Conventional Exercises for Improvement of Arm Function After Stroke: A Randomized Controlled Pilot Study.

    Science.gov (United States)

    Kottink, Anke I R; Prange, Gerdienke B; Krabben, Thijs; Rietman, Johan S; Buurke, Jaap H

    2014-06-01

    The use of new technologies in rehabilitation, such as virtual reality and/or computerized gaming exercises, may be useful to enable patients to practice intensively in a motivating way. The objective of the present randomized controlled pilot study was to compare the effect of reach training using a target group specific-designed rehabilitation game to time-matched standardized conventional reach training on arm function after stroke. Twenty chronic stroke patients were randomized to either the rehabilitation game group or the conventional training group. Both groups received three arm training sessions of 30 minutes each week, during a period of 6 weeks. Arm (the upper extremity part of Fugl-Meyer [FM] assessment) and hand (the Action Research Arm [ARA] test) functions were tested 1 week before (T0) and 1 week after (T1) training. A follow-up measurement was performed at 1 month after T1 (T2). ARA and FM scores improved significantly within both groups. Post hoc comparisons revealed significant increases in test scores between T0 and T1 and between T0 and T2 for both ARA and FM, but not for changes from T1 to T2. There were no significant differences between both groups for either clinical test. The present randomized controlled pilot study showed that both arm and hand function improved as much after training with a rehabilitation game as after time-matched conventional training.

  12. The metabolites in peripheral blood mononuclear cells showed greater differences between patients with impaired fasting glucose or type 2 diabetes and healthy controls than those in plasma.

    Science.gov (United States)

    Kim, Minjoo; Kim, Minkyung; Han, Ji Yun; Lee, Sang-Hyun; Jee, Sun Ha; Lee, Jong Ho

    2017-03-01

    To determine differences between peripheral blood mononuclear cells and the plasma metabolites in patients with impaired fasting glucose or type 2 diabetes and healthy controls. In all, 65 nononobese patients (aged 30-70 years) with impaired fasting glucose or type 2 diabetes and 65 nonobese sex-matched healthy controls were included, and fasting peripheral blood mononuclear cell and plasma metabolomes were profiled. The diabetic or impaired fasting glucose patients showed higher circulating and peripheral blood mononuclear cell lipoprotein phospholipase A 2 activities, high-sensitivity C-reactive protein and tumour necrosis factor-α than controls. Compared with controls, impaired fasting glucose or diabetic subjects showed increases in 11 peripheral blood mononuclear cell metabolites: six amino acids (valine, leucine, methionine, phenylalanine, tyrosine and tryptophan), l-pyroglutamic acid, two fatty acid amides containing palmitic amide and oleamide and two lysophosphatidylcholines. In impaired fasting glucose or diabetic patients, peripheral blood mononuclear cell lipoprotein phospholipase A 2 positively associated with peripheral blood mononuclear cell lysophosphatidylcholines and circulating inflammatory markers, including tumour necrosis factor-α, high-sensitivity C-reactive protein and lipoprotein phospholipase A 2 activities. In plasma metabolites between patients and healthy controls, we observed significant increases in only three amino acids (proline, valine and leucine) and decreases in only five lysophosphatidylcholines. This study demonstrates significant differences in the peripheral blood mononuclear cell metabolome in patients with impaired fasting glucose or diabetes compared with healthy controls. These differences were greater than those observed in the plasma metabolome. These data suggest peripheral blood mononuclear cells as a useful tool to better understand the inflammatory pathophysiology of diabetes.

  13. C# game programming cookbook for Unity 3D

    CERN Document Server

    Murray, Jeff W

    2014-01-01

    Making Games the Modular Way Important Programming ConceptsBuilding the Core Game Framework Controllers and Managers Building the Core Framework ScriptsPlayer Structure Game-Specific Player Controller Dealing with Input Player Manager User Data ManagerRecipes: Common Components Introduction The Timer Class Spawn ScriptsSet Gravity Pretend Friction-Friction Simulation to Prevent Slipping Around Cameras Input Scripts Automatic Self-Destruction Script Automatic Object SpinnerScene Manager Building Player Movement ControllersShoot 'Em Up Spaceship Humanoid Character Wheeled Vehicle Weapon Systems

  14. Game on… girls: associations between co-playing video games and adolescent behavioral and family outcomes.

    Science.gov (United States)

    Coyne, Sarah M; Padilla-Walker, Laura M; Stockdale, Laura; Day, Randal D

    2011-08-01

    Video game use has been associated with several behavioral and health outcomes for adolescents. The aim of the current study was to assess the relationship between parental co-play of video games and behavioral and family outcomes. Participants consisted of 287 adolescents and their parents who completed a number of video game-, behavioral-, and family-related questionnaires as part of a wider study. Most constructs included child, mother, and father reports. At the bivariate level, time spent playing video games was associated with several negative outcomes, including heightened internalizing and aggressive behavior and lowered prosocial behavior. However, co-playing video games with parents was associated with decreased levels of internalizing and aggressive behaviors, and heightened prosocial behavior for girls only. Co-playing video games was also marginally related to parent-child connectedness for girls, even after controlling for age-inappropriate games played with parents. This is the first study to show positive associations for co-playing video games between girls and their parents. Copyright © 2011 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  15. [Catering for client groups during the XXII Olympic winter games and XI Paralympic winter games of 2014 in Sochi].

    Science.gov (United States)

    Popova, A Yu; Gus'kov, A S; Ivanov, G E; Chikina, L V; Klindukhov, V P; Nikolaevich, P N; Grechanaya, T V; Balaeva, M I; Vechernyaya, L S; Vechernyaya, E A; Bozhko, I I; Parkhomenko, V V; Kulichenko, O A; Tushina, O V; Manin, E A; Taran, T V

    2016-01-01

    The problems of catering control various client groups during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi is one of the priorities of the sanitary and epidemiological welfare of the population during mass events. The data on the order of nutrition of guests and participants of the games, control of food items, sanitary and microbiological monitoring of drinking water, food raw materials and products are presented. It is noted that the ongoing supervisory activities contributed to the sanitary and epidemiological well-being during the Games. The purpose of this study was to lighting modern achievements in the field of nutrition and food microbiology in the period of the Olympic Games and the determination of their value to the further improvement and use at when conducting mass gatherings.

  16. Local Voltage Control in Distribution Networks: A Game-Theoretic Perspective

    Energy Technology Data Exchange (ETDEWEB)

    Zhou, Xinyang; Tian, Jie; Chen, Lijun; Dall' Anese, Emiliano

    2016-11-21

    Inverter-based voltage regulation is gaining importance to alleviate emerging reliability and power-quality concerns related to distribution systems with high penetration of photovoltaic (PV) systems. This paper seeks contribution in the domain of reactive power compensation by establishing stability of local Volt/VAr controllers. In lieu of the approximate linear surrogate used in the existing work, the paper establishes existence and uniqueness of an equilibrium point using nonlinear AC power flow model. Key to this end is to consider a nonlinear dynamical system with non-incremental local Volt/VAr control, cast the Volt/VAr dynamics as a game, and leverage the fixed-point theorem as well as pertinent contraction mapping argument. Numerical examples are provided to complement the analytical results.

  17. Peripheral blood flow control in diabetes mellitus

    DEFF Research Database (Denmark)

    Hilsted, Jannik

    1991-01-01

    Long term diabetes has a profound effect on the peripheral circulation. This has been demonstrated to be due to the presence of angiopathy and autonomic neuropathy, affecting autoregulation and distensibility of the vessels as well as local and central reflex regulation of the vascular resistance...

  18. The Relationship of Experiential Avoidance, Familial Emotional Atmosphere and Self-Control with Online Gaming Addiction in Bachelor Student of Shahid Chamran University of Ahvaz

    Directory of Open Access Journals (Sweden)

    Arash Zandipayam

    2016-06-01

    Full Text Available Background and Objectives: online game addiction is considered as a compulsive, excessive, uncontrollable and destructive physical and psychological behavior. With regard to the problem of persons with addiction to online gaming in the fields of experiential avoidance, families emotional atmosphere and self-control, this study was carried out with the aim of determining the relationship of experiential avoidance, families emotional atmosphere and self-control with online gaming addiction in the bachelor student of Shahid Chamran University of Ahvaz. Materials and Methods: The research design was descriptive and correlational, performed on 200 bachelor student of Shahid Chamran University of Ahvaz, Iran. Sampling was conducted using multi-stage random sampling. Information were collected via SPSS 16 and to analyze the data, Pearson’s correlation and regression (inter tests were used. Results: The results showed a significant positive correlation in familial emotional atmosphere and experiential avoidance with addiction to online games and there was a significant negative correlation between self-control and addiction to online games. Regression analysis indicated that familial emotional atmosphere determined 28% of the variance of addiction to online games. Conclusions: The results confirmed the relationship of addiction to online games with familial emotional atmosphere and experiential avoidance, also emphasized on the importance of family environment in intensified use of internet. The results of this study can be used to plan appropriate interventions, including awareness among students and practitioners in the field of symptoms and consequences of addiction to online games, and try to correct the use of internet among users, to prevent and effectively manage this disorder.

  19. 76 FR 75911 - Certain Video Game Systems and Controllers; Investigations: Terminations, Modifications and Rulings

    Science.gov (United States)

    2011-12-05

    ... INTERNATIONAL TRADE COMMISSION [Investigation No. 337-TA-743] Certain Video Game Systems and Controllers; Investigations: Terminations, Modifications and Rulings AGENCY: U.S. International Trade Commission. ACTION: Notice. Section 337 of the Tariff Act of 1930 provides that if the Commission finds a violation it shall exclude the articles...

  20. InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians

    Science.gov (United States)

    2017-01-01

    Background Most patients with diabetes mellitus (DM) are followed by primary care physicians, who often lack knowledge or confidence to prescribe insulin properly. This contributes to clinical inertia and poor glycemic control. Effectiveness of traditional continuing medical education (CME) to solve that is limited, so new approaches are required. Electronic games are a good option, as they can be very effective and easily disseminated. Objective The objective of our study was to assess applicability, user acceptance, and educational effectiveness of InsuOnline, an electronic serious game for medical education on insulin therapy for DM, compared with a traditional CME activity. Methods Primary care physicians (PCPs) from South of Brazil were invited by phone or email to participate in an unblinded randomized controlled trial and randomly allocated to play the game InsuOnline, installed as an app in their own computers, at the time of their choice, with minimal or no external guidance, or to participate in a traditional CME session, composed by onsite lectures and cases discussion. Both interventions had the same content and duration (~4 h). Applicability was assessed by the number of subjects who completed the assigned intervention in each group. Insulin-prescribing competence (factual knowledge, problem-solving skills, and attitudes) was self-assessed through a questionnaire applied before, immediately after, and 3 months after the interventions. Acceptance of the intervention (satisfaction and perceived importance for clinical practice) was also assessed immediately after and 3 months after the interventions, respectively. Results Subjects’ characteristics were similar between groups (mean age 38, 51.4% [69/134] male). In the game group, 69 of 88 (78%) completed the intervention, compared with 65 of 73 (89%) in the control group, with no difference in applicability. Percentage of right answers in the competence subscale, which was 52% at the baseline in both

  1. Virtual immersive gaming to optimize recovery (VIGOR) in low back pain: A phase II randomized controlled trial.

    Science.gov (United States)

    France, Christopher R; Thomas, James S

    2018-06-01

    The virtual immersive gaming to optimize recovery (VIGOR) study is a randomized controlled trial of the effects of virtual reality games to encourage lumbar spine flexion among individuals with chronic low back pain and fear of movement. Whereas traditional graded activity or graded exposure therapies for chronic low back pain have high attrition and poor long-term efficacy, we believe that virtual reality games have distinct advantages that can enhance adherence and clinical outcomes. First, they are engaging and enjoyable activities that can distract from pain and fear of harm. In addition, because they gradually reinforce increases in lumbar spine flexion to achieve game objectives, continued engagement over time is expected to promote recovery through restoration of normal spinal motion. The study design includes two treatment groups which differ in the amount of lumbar flexion required to achieve the game objectives. All participants will play the games for nine weeks, and pre-treatment to 1-week post-treatment changes in pain and disability will serve as the co-primary clinical outcomes. In addition, changes in lumbar flexion and expectations of pain/harm will be examined as potential treatment outcome mediators. Maintenance of treatment outcomes will also be assessed for up to 48-weeks post-treatment. In brief, we hypothesize that the virtual reality games will reduce pain and disability by promoting spinal motion and allowing participants to develop an implicit understanding that they are capable of engaging in significant lumbar spine motion in their daily lives without a risk of injury to their back. Copyright © 2018 Elsevier Inc. All rights reserved.

  2. General Video Game Evaluation Using Relative Algorithm Performance Profiles

    DEFF Research Database (Denmark)

    Nielsen, Thorbjørn; Barros, Gabriella; Togelius, Julian

    2015-01-01

    In order to generate complete games through evolution we need generic and reliably evaluation functions for games. It has been suggested that game quality could be characterised through playing a game with different controllers and comparing their performance. This paper explores that idea throug...

  3. Risk Factors for Internet Gaming Disorder: Psychological Factors and Internet Gaming Characteristics.

    Science.gov (United States)

    Rho, Mi Jung; Lee, Hyeseon; Lee, Taek-Ho; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin; Choi, In Young

    2017-12-27

    Background : Understanding the risk factors associated with Internet gaming disorder (IGD) is important to predict and diagnose the condition. The purpose of this study is to identify risk factors that predict IGD based on psychological factors and Internet gaming characteristics; Methods : Online surveys were conducted between 26 November and 26 December 2014. There were 3568 Korean Internet game users among a total of 5003 respondents. We identified 481 IGD gamers and 3087 normal Internet gamers, based on Diagnostic and Statistical Manual for Mental Disorders (DSM-5) criteria. Logistic regression analysis was applied to identify significant risk factors for IGD; Results : The following eight risk factors were found to be significantly associated with IGD: functional and dysfunctional impulsivity (odds ratio: 1.138), belief self-control (1.034), anxiety (1.086), pursuit of desired appetitive goals (1.105), money spent on gaming (1.005), weekday game time (1.081), offline community meeting attendance (2.060), and game community membership (1.393; p < 0.05 for all eight risk factors); Conclusions : These risk factors allow for the prediction and diagnosis of IGD. In the future, these risk factors could also be used to inform clinical services for IGD diagnosis and treatment.

  4. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  5. Motor Control and Sequencing of Boys with Attention-Deficit/Hyperactivity Disorder (ADHD) During Computer Game Play

    Science.gov (United States)

    Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin

    2004-01-01

    The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…

  6. Guest editorial: Brain/neuronal computer games interfaces and interaction

    OpenAIRE

    Coyle, D.; Principe, J.; Lotte, F.; Nijholt, Antinus

    2013-01-01

    Nowadays brainwave or electroencephalogram (EEG) controlled games controllers are adding new options to satisfy the continual demand for new ways to interact with games, following trends such as the Nintendo® Wii, Microsoft® Kinect and Playstation® Move which are based on accelerometers and motion capture. EEG-based brain-computer games interaction are controlled through brain-computer interface (BCI) technology which requires sophisticated signal processing to produce a low communication ban...

  7. Can interface features affect aggression resulting from violent video game play? An examination of realistic controller and large screen size.

    Science.gov (United States)

    Kim, Ki Joon; Sundar, S Shyam

    2013-05-01

    Aggressiveness attributed to violent video game play is typically studied as a function of the content features of the game. However, can interface features of the game also affect aggression? Guided by the General Aggression Model (GAM), we examine the controller type (gun replica vs. mouse) and screen size (large vs. small) as key technological aspects that may affect the state aggression of gamers, with spatial presence and arousal as potential mediators. Results from a between-subjects experiment showed that a realistic controller and a large screen display induced greater aggression, presence, and arousal than a conventional mouse and a small screen display, respectively, and confirmed that trait aggression was a significant predictor of gamers' state aggression. Contrary to GAM, however, arousal showed no effects on aggression; instead, presence emerged as a significant mediator.

  8. A Virtual Reality Game to Assess Obsessive-Compulsive Disorder.

    Science.gov (United States)

    van Bennekom, Martine J; Kasanmoentalib, M Soemiati; de Koning, Pelle P; Denys, Damiaan

    2017-11-01

    The retrospective and subjective nature of clinical interviews is an important shortcoming of current psychiatric diagnosis. Consequently, there is a clear need for objective and standardized tools. Virtual reality (VR) can be used to achieve controlled symptom provocation, which allows direct assessment for the clinician. We developed a video VR game to provoke and assess obsessive-compulsive disorder (OCD) symptoms in a standardized and controlled environment. The first objective was to evaluate if the VR game is capable of provoking symptoms in OCD patients as opposed to healthy controls. The second objective was to evaluate the tolerability of the VR game in OCD patients. The VR game was created using a first-person perspective and confronted patients with 15 OCD-specific items, while simultaneously measuring OCD symptoms, including the number of compulsions, anxiety, tension, uncertainty, and urge to control. In this pilot study, eight patients and eight healthy controls performed the VR game. OCD patients performed significantly more compulsions (U = 5, p = 0.003) during the VR game. The anxiety, tension, uncertainty, and urge to control in response to the specific items were also higher for OCD patients, although significance was not yet reached because of the small sample. There were no substantial adverse effects. The results of this pilot study indicate that the VR game is capable of provoking a variety of OCD symptoms in OCD patients, as opposed to healthy controls, and is a potential valuable tool to objectify and standardize an OCD diagnosis.

  9. Gamers on Games and Gaming : Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  10. Why is happy-sad more difficult? Focal emotional information impairs inhibitory control in children and adults.

    Science.gov (United States)

    Kramer, Hannah J; Lagattuta, Kristin Hansen; Sayfan, Liat

    2015-02-01

    This study compared the relative difficulty of the happy-sad inhibitory control task (say "happy" for the sad face and "sad" for the happy face) against other card tasks that varied by the presence and type (focal vs. peripheral; negative vs. positive) of emotional information in a sample of 4- to 11-year-olds and adults (N = 264). Participants also completed parallel "name games" (direct labeling). All age groups made more errors and took longer to respond to happy-sad compared to other versions, and the relative difficulty of happy-sad increased with age. The happy-sad name game even posed a greater challenge than some opposite games. These data provide insight into the impact of emotions on cognitive processing across a wide age range. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  11. Peripheral Circulatory Features during High-Frequency Jet Ventilation

    Directory of Open Access Journals (Sweden)

    M. B. Kontorovich

    2010-01-01

    Full Text Available The paper gives the results of a study of peripheral circulatory features during high-frequency jet ventilation (HFJV. The main specific features of peripheral circulation and oxygen transport during HFJV are formulated on the basis of a study of cardiac output (impedance cardiography, peripheral vascular resistance, peripheral vascular blood filling (photoplethysmogram analysis, adaptive peripheral blood flow reactions (spectral analysis of peripheral vascular pulsation. HFJV gives rise to the peculiar pattern of peripheral hemodynamics and tissue gas exchange, which is characterized by higher oxygen uptake without a decrease in mixed venous blood saturation, with normal extraction coefficient and preserved low peripheral vascular resistance. During HFJV, unlike traditional ventilation, the main peripheral hemodynamic feature is the increased capillary bed blood volume caused by the blood flow involvement of reserve capillaries under control of volume (parasympathetic regulation of adaptive peripheral hemodynamic reactions. Key words: high-frequency jet ventilation, oxygen transport, peripheral hemodynamics.

  12. Game hoarding in Europe

    DEFF Research Database (Denmark)

    Aabo, Tom; Pantzalis, Christos; Sørensen, Maja Stoholm

    2013-01-01

    Local bias within a country and between countries is well established in the empirical literature. However, the underlying reasons are less well established. In a simple supply and demand framework, Hong, Kubik and Stein (JFE 2008) find an “only-game-in-town” effect in the U.S. - the stock price...... controlling for differences in origin of law, investor rights, corruption and Euro adoption, neither a game-hoarding effect nor an only-game-in-town effect is strongly supported in the European case. The results are important in understanding the concept of local bias in a cross-country framework....

  13. Impacts of pollution controls on air quality in Beijing during the 2008 Olympic Games.

    Science.gov (United States)

    Shen, Jianlin; Tang, Aohan; Liu, Xuejun; Kopsch, Jenny; Fangmeier, Andreas; Goulding, Keith; Zhang, Fusuo

    2011-01-01

    Air pollution has become one of the main environmental concerns in China since the 1980s due to China's rapid economic growth and resultant pollution. However, it is difficult to directly evaluate the anthropogenic contribution to air pollution in China. The 2008 Olympic Games in Beijing provided a unique opportunity for testing the contribution of anthropogenic pollution because of the clean-up controls on air quality in Beijing enforced over the period of the Games. In this case study, we monitored the concentrations of major air pollutants before, during, and after the Olympics at a suburban site in Beijing. Atmospheric concentrations of PM10, PM2.5, NH3, NO2, SO2, and the particulate ions NH4+, NO3-, SO4(2-) Ca2+, Mg2+, and K+ all decreased during the Olympic period because of strict emission controls, compared with the same period from 2005 to 2007. For example, the average PM10 concentration (61 microg m(-3)) during the Olympics was only 37% of that (166 microg m(-3)) in the same month (August) from 2005 to 2007. However, just 1 mo and 1 yr after the Games had ended, mean concentrations of these pollutants had increased significantly again. This rapid "recovery' of air pollutant concentrations after the Olympics suggests that China needs to implement long-lasting decreases in its air pollution in Beijing and other major cities.

  14. Joint Machine Learning and Game Theory for Rate Control in High Efficiency Video Coding.

    Science.gov (United States)

    Gao, Wei; Kwong, Sam; Jia, Yuheng

    2017-08-25

    In this paper, a joint machine learning and game theory modeling (MLGT) framework is proposed for inter frame coding tree unit (CTU) level bit allocation and rate control (RC) optimization in High Efficiency Video Coding (HEVC). First, a support vector machine (SVM) based multi-classification scheme is proposed to improve the prediction accuracy of CTU-level Rate-Distortion (R-D) model. The legacy "chicken-and-egg" dilemma in video coding is proposed to be overcome by the learning-based R-D model. Second, a mixed R-D model based cooperative bargaining game theory is proposed for bit allocation optimization, where the convexity of the mixed R-D model based utility function is proved, and Nash bargaining solution (NBS) is achieved by the proposed iterative solution search method. The minimum utility is adjusted by the reference coding distortion and frame-level Quantization parameter (QP) change. Lastly, intra frame QP and inter frame adaptive bit ratios are adjusted to make inter frames have more bit resources to maintain smooth quality and bit consumption in the bargaining game optimization. Experimental results demonstrate that the proposed MLGT based RC method can achieve much better R-D performances, quality smoothness, bit rate accuracy, buffer control results and subjective visual quality than the other state-of-the-art one-pass RC methods, and the achieved R-D performances are very close to the performance limits from the FixedQP method.

  15. Improved control of exogenous attention in action video game players

    Directory of Open Access Journals (Sweden)

    Matthew S Cain

    2014-02-01

    Full Text Available Action video game players have demonstrated a number of attentional advantages over non-players. Here, we propose that many of those benefits might be underpinned by improved control over exogenous (i.e., stimulus-driven attention. To test this we used an anti-cuing task, in which a sudden-onset cue indicated that the target would likely appear in a separate location on the opposite side of the fixation point. When the time between the cue onset and the target onset was short (40 ms, non-players (nVGPs showed a typical exogenous attention effect. Their response times were faster to targets presented at the cued (but less probable location compared with the opposite (more probable location. Video game players (VGPs, however, were less likely to have their attention drawn to the location of the cue. When the onset asynchrony was long (600 ms, VGPs and nVGPs were equally able to endogenously shift their attention to the likely (opposite target location. In order to rule out processing-speed differences as an explanation for this result, we also tested VGPs and nVGPs on an attentional blink task. In a version of the attentional blink task that minimized demands on task switching and iconic memory, VGPs and nVGPs did not differ in second target identification performance (i.e., VGPs had the same magnitude of attentional blink as nVGPs, suggesting that the anti-cuing results were due to flexible control over exogenous attention rather than to more general speed-of-processing differences.

  16. "Braingame Brian": Toward an Executive Function Training Program with Game Elements for Children with ADHD and Cognitive Control Problems.

    Science.gov (United States)

    Prins, Pier J M; Brink, Esther Ten; Dovis, Sebastiaan; Ponsioen, Albert; Geurts, Hilde M; de Vries, Marieke; van der Oord, Saskia

    2013-02-01

    In the area of childhood attention-deficit hyperactivity disorder, there is an urgent need for new, innovative, and child-focused treatments. A computerized executive functioning training with game elements aimed at enhancing self-control was developed. The first results are promising, and the next steps involve replication with larger samples, evaluating transfer of training effects to daily life, and enhancing motivation through more gaming elements.

  17. A Game-theoretical Approach for Distributed Cooperative Control of Autonomous Underwater Vehicles

    KAUST Repository

    Lu, Yimeng

    2018-05-01

    This thesis explores a game-theoretical approach for underwater environmental monitoring applications. We first apply game-theoretical algorithm to multi-agent resource coverage problem in drifting environments. Furthermore, existing utility design and learning process of the algorithm are modified to fit specific constraints of underwater exploration/monitoring tasks. The revised approach can take the real scenario of underwater monitoring applications such as the effect of sea current, previous knowledge of the resource and occasional communications between agents into account, and adapt to them to reach better performance. As the motivation of this thesis is from real applications, in this work we emphasize highly on implementation phase. A ROS-Gazebo simulation environment was created for preparation of actual tests. The algorithms are implemented in simulating both the dynamics of vehicles and the environment. After that, a multi-agent underwater autonomous robotic system was developed for hardware test in real settings with local controllers to make their own decisions. These systems are used for testing above mentioned algorithms and future development of other underwater projects. After that, other works related to robotics during this thesis will be briefly mentioned, including contributions in MBZIRC robotics competition and distributed control of UAVs in an adversarial environment.

  18. Peripheral visual performance enhancement by neurofeedback training.

    Science.gov (United States)

    Nan, Wenya; Wan, Feng; Lou, Chin Ian; Vai, Mang I; Rosa, Agostinho

    2013-12-01

    Peripheral visual performance is an important ability for everyone, and a positive inter-individual correlation is found between the peripheral visual performance and the alpha amplitude during the performance test. This study investigated the effect of alpha neurofeedback training on the peripheral visual performance. A neurofeedback group of 13 subjects finished 20 sessions of alpha enhancement feedback within 20 days. The peripheral visual performance was assessed by a new dynamic peripheral visual test on the first and last training day. The results revealed that the neurofeedback group showed significant enhancement of the peripheral visual performance as well as the relative alpha amplitude during the peripheral visual test. It was not the case in the non-neurofeedback control group, which performed the tests within the same time frame as the neurofeedback group but without any training sessions. These findings suggest that alpha neurofeedback training was effective in improving peripheral visual performance. To the best of our knowledge, this is the first study to show evidence for performance improvement in peripheral vision via alpha neurofeedback training.

  19. Game Theory in Wireless Ad-Hoc Opportunistic Radios

    OpenAIRE

    Mumtaz, Shahid; Gameiro, Atilio

    2010-01-01

    Emerging research in game theory based power control applied to ad hoc opportunist networks shows much promise to help understand the complex interactions between OR nodes in this highly dynamic and distributed environment. Also, the employment of game theory in modeling dynamic situations for opportunist ad hoc networks where OR nodes have incomplete information has led to the application of largely unexplored games such as games of imperfect monitoring. Ad hoc security using game theory is ...

  20. A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents.

    Directory of Open Access Journals (Sweden)

    Hanneke Scholten

    Full Text Available Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, and leads to substantial long-term problems. A randomized controlled trial (n = 138 was conducted to test the effectiveness of a biofeedback video game (Dojo for adolescents with elevated levels of anxiety. Adolescents (11-15 years old were randomly assigned to play Dojo or a control game (Rayman 2: The Great Escape. Initial screening for anxiety was done on 1,347 adolescents in five high schools; only adolescents who scored above the "at-risk" cut-off on the Spence Children Anxiety Survey were eligible. Adolescents' anxiety levels were assessed at pre-test, post-test, and at three month follow-up to examine the extent to which playing Dojo decreased adolescents' anxiety. The present study revealed equal improvements in anxiety symptoms in both conditions at follow-up and no differences between Dojo and the closely matched control game condition. Latent growth curve models did reveal a steeper decrease of personalized anxiety symptoms (not of total anxiety symptoms in the Dojo condition compared to the control condition. Moderation analyses did not show any differences in outcomes between boys and girls nor did age differentiate outcomes. The present results are of importance for prevention science, as this was the first full-scale randomized controlled trial testing indicated prevention effects of a video game aimed at reducing anxiety. Future research should carefully consider the choice of control condition and outcome measurements, address the potentially high impact of participants' expectations, and take critical design issues into consideration, such as individual- versus group-based intervention and contamination issues.

  1. Drinking Games: Simulating Alcoholic Behavior Patterns in the ”Pubcrawler” Video Game

    OpenAIRE

    Ferguson, J.; Tolentino, C.

    2017-01-01

    Pubcrawler is an interactive video game that presents con-cepts of alcoholic behavior within actionable gameplay. By implementing simulations of impairment in gameplay controls and player tasks based on denial, rationalization and concealments behaviors, this game is intended to use traditional gameplay elements to immerse the non-alcoholic user in the alcoholic’s experience and promote understanding and empathy, and also elicit reflection in the alcoholic user to aid therapy.

  2. Information spread in networks: Games, optimal control, and stabilization

    Science.gov (United States)

    Khanafer, Ali

    This thesis focuses on designing efficient mechanisms for controlling information spread in networks. We consider two models for information spread. The first one is the well-known distributed averaging dynamics. The second model is a nonlinear one that describes virus spread in computer and biological networks. We seek to design optimal, robust, and stabilizing controllers under practical constraints. For distributed averaging networks, we study the interaction between a network designer and an adversary. We consider two types of attacks on the network. In Attack-I, the adversary strategically disconnects a set of links to prevent the nodes from reaching consensus. Meanwhile, the network designer assists the nodes in reaching consensus by changing the weights of a limited number of links in the network. We formulate two problems to describe this competition where the order in which the players act is reversed in the two problems. Although the canonical equations provided by the Pontryagin's Maximum Principle (MP) seem to be intractable, we provide an alternative characterization for the optimal strategies that makes connection to potential theory. Further, we provide a sufficient condition for the existence of a saddle-point equilibrium (SPE) for the underlying zero-sum game. In Attack-II, the designer and the adversary are both capable of altering the measurements of all nodes in the network by injecting global signals. We impose two constraints on both players: a power constraint and an energy constraint. We assume that the available energy to each player is not sufficient to operate at maximum power throughout the horizon of the game. We show the existence of an SPE and derive the optimal strategies in closed form for this attack scenario. As an alternative to the "network designer vs. adversary" framework, we investigate the possibility of stabilizing unknown network diffusion processes using a distributed mechanism, where the uncertainty is due to an attack

  3. 25 CFR 542.12 - What are the minimum internal control standards for table games?

    Science.gov (United States)

    2010-04-01

    ... this section, if a gaming operation uses plastic cards (not plastic-coated cards), the cards may be... distribution, use, and control. Personnel from the cashier or pit departments shall have no access to the... cards and dice shall be maintained in a secure location to prevent unauthorized access and to reduce the...

  4. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  5. Control of somatic membrane potential in nociceptive neurons and its implications for peripheral nociceptive transmission

    Science.gov (United States)

    Du, Xiaona; Hao, Han; Gigout, Sylvain; Huang, Dongyang; Yang, Yuehui; Li, Li; Wang, Caixue; Sundt, Danielle; Jaffe, David B.; Zhang, Hailin; Gamper, Nikita

    2014-01-01

    Peripheral sensory ganglia contain somata of afferent fibres conveying somatosensory inputs to the central nervous system. Growing evidence suggests that the somatic/perisomatic region of sensory neurons can influence peripheral sensory transmission. Control of resting membrane potential (Erest) is an important mechanism regulating excitability, but surprisingly little is known about how Erest is regulated in sensory neuron somata or how changes in somatic/perisomatic Erest affect peripheral sensory transmission. We first evaluated the influence of several major ion channels on Erest in cultured small-diameter, mostly capsaicin-sensitive (presumed nociceptive) dorsal root ganglion (DRG) neurons. The strongest and most prevalent effect on Erest was achieved by modulating M channels, K2P and 4-aminopiridine-sensitive KV channels, while hyperpolarization-activated cyclic nucleotide-gated, voltage-gated Na+, and T-type Ca2+ channels to a lesser extent also contributed to Erest. Second, we investigated how varying somatic/perisomatic membrane potential, by manipulating ion channels of sensory neurons within the DRG, affected peripheral nociceptive transmission in vivo. Acute focal application of M or KATP channel enhancers or a hyperpolarization-activated cyclic nucleotide-gated channel blocker to L5 DRG in vivo significantly alleviated pain induced by hind paw injection of bradykinin. Finally, we show with computational modelling how somatic/perisomatic hyperpolarization, in concert with the low-pass filtering properties of the t-junction within the DRG, can interfere with action potential propagation. Our study deciphers a complement of ion channels that sets the somatic Erest of nociceptive neurons and provides strong evidence for a robust filtering role of the somatic and perisomatic compartments of peripheral nociceptive neuron. PMID:25168672

  6. Efficacy of a Virtual Reality Commercial Gaming Device in Upper Limb Recovery after Stroke: A Randomized, Controlled Study.

    Science.gov (United States)

    Kong, Keng-He; Loh, Yong-Joo; Thia, Ernest; Chai, Audrey; Ng, Chwee-Yin; Soh, Yan-Ming; Toh, Shirlene; Tjan, Soon-Yin

    2016-10-01

    To compare the efficacy of a virtual reality commercial gaming device, Nintendo wii (NW) with conventional therapy and customary care in facilitating upper limb recovery after stroke. Randomized, controlled, single-blinded study. Tertiary rehabilitation center. 105 subjects admitted to in inpatient rehabilitation program within 6 weeks of stroke onset. Subjects were randomly assigned to one of three groups of upper limb exercises: (1) NW gaming; (2) conventional therapy; (3) control. NW gaming and conventional therapy were provided fourtimes a week for 3 weeks. The main outcome measure was Fugl-Meyer assessment (FMA) of upper limb function. Secondary outcome measures included Action Research Arm Test, Functional Independence Measure, and Stroke Impact Scale. These measures were assessed at baseline, completion of intervention (week 3) and at 4 weeks and 8 weeks after completion of intervention. The primary outcome measure was the change in FMA scores at completion of intervention. The mean age was 57.5±9.8 years, and subjects were enrolled at a mean of 13.7±8.9 days after stroke. The mean baseline FMA score was 16.4±14.2. There was no difference in FMA scores between all 3 groups at the end of intervention, and at 4 and 8 weeks after completion of intervention. Similar findings were also noted for the secondary outcome measures. Twelve sessions of augmented upper limb exercises via NW gaming or conventional therapy over a 3-week period was not effective in enhancing upper limb motor recovery compared to control.

  7. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  8. Computer-Based Simulation Games in Public Administration Education

    Directory of Open Access Journals (Sweden)

    Kutergina Evgeniia

    2017-12-01

    Full Text Available Computer simulation, an active learning technique, is now one of the advanced pedagogical technologies. Th e use of simulation games in the educational process allows students to gain a firsthand understanding of the processes of real life. Public- administration, public-policy and political-science courses increasingly adopt simulation games in universities worldwide. Besides person-to-person simulation games, there are computer-based simulations in public-administration education. Currently in Russia the use of computer-based simulation games in Master of Public Administration (MPA curricula is quite limited. Th is paper focuses on computer- based simulation games for students of MPA programmes. Our aim was to analyze outcomes of implementing such games in MPA curricula. We have done so by (1 developing three computer-based simulation games about allocating public finances, (2 testing the games in the learning process, and (3 conducting a posttest examination to evaluate the effect of simulation games on students’ knowledge of municipal finances. Th is study was conducted in the National Research University Higher School of Economics (HSE and in the Russian Presidential Academy of National Economy and Public Administration (RANEPA during the period of September to December 2015, in Saint Petersburg, Russia. Two groups of students were randomly selected in each university and then randomly allocated either to the experimental or the control group. In control groups (n=12 in HSE, n=13 in RANEPA students had traditional lectures. In experimental groups (n=12 in HSE, n=13 in RANEPA students played three simulation games apart from traditional lectures. Th is exploratory research shows that the use of computer-based simulation games in MPA curricula can improve students’ outcomes by 38 %. In general, the experimental groups had better performances on the post-test examination (Figure 2. Students in the HSE experimental group had 27.5 % better

  9. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial

    Science.gov (United States)

    Ballesteros, Soledad; Mayas, Julia; Prieto, Antonio; Ruiz-Marquez, Eloísa; Toril, Pilar; Reales, José M.

    2017-01-01

    Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although, previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508) tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity, a commercial platform (http://www.lumosity.com/) or to an active control group trained for the same number of sessions with simulation strategy games. The final sample included 55 older adults (30 in the experimental group and 25 in the active control group). Participants were tested individually before and after training to assess working memory (WM) and selective attention and also reported their perceived improvement, motivation and engagement. The results showed improved performance across the training sessions. The main results were: (1) the experimental group did not show greater improvements in measures of selective attention and working memory than the active control group (the opposite occurred in the oddball task); (2) a marginal training effect was observed for the N-back task, but not for the Stroop task while both groups improved in the Corsi Blocks task. Based on these results, one can conclude that training with non-action games provide modest benefits for untrained tasks. The effect is not specific for that kind of training as a similar effect was observed for strategy video games. Groups did not differ in motivation, engagement or expectations. PMID:29163136

  10. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial

    Directory of Open Access Journals (Sweden)

    Soledad Ballesteros

    2017-11-01

    Full Text Available Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although, previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508 tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity, a commercial platform (http://www.lumosity.com/ or to an active control group trained for the same number of sessions with simulation strategy games. The final sample included 55 older adults (30 in the experimental group and 25 in the active control group. Participants were tested individually before and after training to assess working memory (WM and selective attention and also reported their perceived improvement, motivation and engagement. The results showed improved performance across the training sessions. The main results were: (1 the experimental group did not show greater improvements in measures of selective attention and working memory than the active control group (the opposite occurred in the oddball task; (2 a marginal training effect was observed for the N-back task, but not for the Stroop task while both groups improved in the Corsi Blocks task. Based on these results, one can conclude that training with non-action games provide modest benefits for untrained tasks. The effect is not specific for that kind of training as a similar effect was observed for strategy video games. Groups did not differ in motivation, engagement or expectations.

  11. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial.

    Science.gov (United States)

    Ballesteros, Soledad; Mayas, Julia; Prieto, Antonio; Ruiz-Marquez, Eloísa; Toril, Pilar; Reales, José M

    2017-01-01

    Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although, previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508) tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity , a commercial platform (http://www.lumosity.com/) or to an active control group trained for the same number of sessions with simulation strategy games. The final sample included 55 older adults (30 in the experimental group and 25 in the active control group). Participants were tested individually before and after training to assess working memory (WM) and selective attention and also reported their perceived improvement, motivation and engagement. The results showed improved performance across the training sessions. The main results were: (1) the experimental group did not show greater improvements in measures of selective attention and working memory than the active control group (the opposite occurred in the oddball task); (2) a marginal training effect was observed for the N -back task, but not for the Stroop task while both groups improved in the Corsi Blocks task. Based on these results, one can conclude that training with non-action games provide modest benefits for untrained tasks. The effect is not specific for that kind of training as a similar effect was observed for strategy video games. Groups did not differ in motivation, engagement or expectations.

  12. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  13. Verification and Performance Evaluation of Timed Game Strategies

    DEFF Research Database (Denmark)

    David, Alexandre; Fang, Huixing; Larsen, Kim Guldstrand

    2014-01-01

    Control synthesis techniques, based on timed games, derive strategies to ensure a given control objective, e.g., time-bounded reachability. Model checking verifies correctness properties of systems. Statistical model checking can be used to analyse performance aspects of systems, e.g., energy...... consumption. In this work, we propose to combine these three techniques. In particular, given a strategy synthesized for a timed game and a given control objective, we want to make a deeper examination of the consequences of adopting this strategy. Firstly, we want to apply model checking to the timed game...... under the synthesized strategy in order to verify additional correctness properties. Secondly, we want to apply statistical model checking to evaluate various performance aspects of the synthesized strategy. For this, the underlying timed game is extended with relevant price and stochastic information...

  14. A uniform Tauberian theorem in dynamic games

    Science.gov (United States)

    Khlopin, D. V.

    2018-01-01

    Antagonistic dynamic games including games represented in normal form are considered. The asymptotic behaviour of value in these games is investigated as the game horizon tends to infinity (Cesàro mean) and as the discounting parameter tends to zero (Abel mean). The corresponding Abelian-Tauberian theorem is established: it is demonstrated that in both families the game value uniformly converges to the same limit, provided that at least one of the limits exists. Analogues of one-sided Tauberian theorems are obtained. An example shows that the requirements are essential even for control problems. Bibliography: 31 titles.

  15. Risk Factors for Internet Gaming Disorder: Psychological Factors and Internet Gaming Characteristics

    Directory of Open Access Journals (Sweden)

    Mi Jung Rho

    2017-12-01

    Full Text Available Background: Understanding the risk factors associated with Internet gaming disorder (IGD is important to predict and diagnose the condition. The purpose of this study is to identify risk factors that predict IGD based on psychological factors and Internet gaming characteristics; Methods: Online surveys were conducted between 26 November and 26 December 2014. There were 3568 Korean Internet game users among a total of 5003 respondents. We identified 481 IGD gamers and 3087 normal Internet gamers, based on Diagnostic and Statistical Manual for Mental Disorders (DSM-5 criteria. Logistic regression analysis was applied to identify significant risk factors for IGD; Results: The following eight risk factors were found to be significantly associated with IGD: functional and dysfunctional impulsivity (odds ratio: 1.138, belief self-control (1.034, anxiety (1.086, pursuit of desired appetitive goals (1.105, money spent on gaming (1.005, weekday game time (1.081, offline community meeting attendance (2.060, and game community membership (1.393; p < 0.05 for all eight risk factors; Conclusions: These risk factors allow for the prediction and diagnosis of IGD. In the future, these risk factors could also be used to inform clinical services for IGD diagnosis and treatment.

  16. Risk Factors for Internet Gaming Disorder: Psychological Factors and Internet Gaming Characteristics

    Science.gov (United States)

    Lee, Hyeseon; Lee, Taek-Ho; Cho, Hyun; Kim, Dai-Jin; Choi, In Young

    2017-01-01

    Background: Understanding the risk factors associated with Internet gaming disorder (IGD) is important to predict and diagnose the condition. The purpose of this study is to identify risk factors that predict IGD based on psychological factors and Internet gaming characteristics; Methods: Online surveys were conducted between 26 November and 26 December 2014. There were 3568 Korean Internet game users among a total of 5003 respondents. We identified 481 IGD gamers and 3087 normal Internet gamers, based on Diagnostic and Statistical Manual for Mental Disorders (DSM-5) criteria. Logistic regression analysis was applied to identify significant risk factors for IGD; Results: The following eight risk factors were found to be significantly associated with IGD: functional and dysfunctional impulsivity (odds ratio: 1.138), belief self-control (1.034), anxiety (1.086), pursuit of desired appetitive goals (1.105), money spent on gaming (1.005), weekday game time (1.081), offline community meeting attendance (2.060), and game community membership (1.393; p < 0.05 for all eight risk factors); Conclusions: These risk factors allow for the prediction and diagnosis of IGD. In the future, these risk factors could also be used to inform clinical services for IGD diagnosis and treatment. PMID:29280953

  17. Morfofunctional indices of peripheric blood for persons working within the strict radiation control area

    International Nuclear Information System (INIS)

    Nyagu, A.I.; Yukhimuk, L.N.; Egorova, D.M.; Pogontseva, I.M.

    1992-01-01

    The blood of 118 people permanently working within the area of strict radiation control has been investigated. Erythrocyte morphofunctional value has been estimated taking into consideration the erythrocyte morphological index as well as mechanical and osmotic resistivity of erythrocytes. For people permanently working within the area of strict radiation control intensity of signals of EPR for blood paramagnetic centres essentially changes. It proves profound changes in functioning of blood plasma antioxidant system for people working in the area of strict radiation control. For the people permanently working within the area of strict radiation control in peripheric blood growth of echynocytes and spherocytes as well as lowering of mechanical resistivity of erythrocytes is observed. 4 refs.; 1 fig.; 1 tab

  18. Linear Quadratic Mean Field Type Control and Mean Field Games with Common Noise, with Application to Production of an Exhaustible Resource

    Energy Technology Data Exchange (ETDEWEB)

    Graber, P. Jameson, E-mail: jameson-graber@baylor.edu [Baylor University, Department of Mathematics (United States)

    2016-12-15

    We study a general linear quadratic mean field type control problem and connect it to mean field games of a similar type. The solution is given both in terms of a forward/backward system of stochastic differential equations and by a pair of Riccati equations. In certain cases, the solution to the mean field type control is also the equilibrium strategy for a class of mean field games. We use this fact to study an economic model of production of exhaustible resources.

  19. InsuOnline, an Electronic Game for Medical Education on Insulin Therapy: A Randomized Controlled Trial With Primary Care Physicians.

    Science.gov (United States)

    Diehl, Leandro Arthur; Souza, Rodrigo Martins; Gordan, Pedro Alejandro; Esteves, Roberto Zonato; Coelho, Izabel Cristina Meister

    2017-03-09

    Most patients with diabetes mellitus (DM) are followed by primary care physicians, who often lack knowledge or confidence to prescribe insulin properly. This contributes to clinical inertia and poor glycemic control. Effectiveness of traditional continuing medical education (CME) to solve that is limited, so new approaches are required. Electronic games are a good option, as they can be very effective and easily disseminated. The objective of our study was to assess applicability, user acceptance, and educational effectiveness of InsuOnline, an electronic serious game for medical education on insulin therapy for DM, compared with a traditional CME activity. Primary care physicians (PCPs) from South of Brazil were invited by phone or email to participate in an unblinded randomized controlled trial and randomly allocated to play the game InsuOnline, installed as an app in their own computers, at the time of their choice, with minimal or no external guidance, or to participate in a traditional CME session, composed by onsite lectures and cases discussion. Both interventions had the same content and duration (~4 h). Applicability was assessed by the number of subjects who completed the assigned intervention in each group. Insulin-prescribing competence (factual knowledge, problem-solving skills, and attitudes) was self-assessed through a questionnaire applied before, immediately after, and 3 months after the interventions. Acceptance of the intervention (satisfaction and perceived importance for clinical practice) was also assessed immediately after and 3 months after the interventions, respectively. Subjects' characteristics were similar between groups (mean age 38, 51.4% [69/134] male). In the game group, 69 of 88 (78%) completed the intervention, compared with 65 of 73 (89%) in the control group, with no difference in applicability. Percentage of right answers in the competence subscale, which was 52% at the baseline in both groups, significantly improved

  20. Optimal Control Strategies in a Two Dimensional Differential Game Using Linear Equation under a Perturbed System

    Directory of Open Access Journals (Sweden)

    Musa Danjuma SHEHU

    2008-06-01

    Full Text Available This paper lays emphasis on formulation of two dimensional differential games via optimal control theory and consideration of control systems whose dynamics is described by a system of Ordinary Differential equation in the form of linear equation under the influence of two controls U(. and V(.. Base on this, strategies were constructed. Hence we determine the optimal strategy for a control say U(. under a perturbation generated by the second control V(. within a given manifold M.

  1. Peripheral neuropathy

    Science.gov (United States)

    ... peripheral; Neuritis - peripheral; Nerve disease; Polyneuropathy; Chronic pain - peripheral neuropathy ... Philadelphia, PA: Elsevier; 2016:chap 107. Shy ME. Peripheral neuropathies. In: Goldman L, Schafer AI, eds. Goldman's Cecil ...

  2. The inhibition of proactive interference among adults with Internet gaming disorder.

    Science.gov (United States)

    Ko, Chih-Hung; Wang, Peng-Wei; Liu, Tai-Ling; Yen, Cheng-Fang; Chen, Cheng-Sheng; Yen, Ju-Yu

    2015-06-01

    Cognitive control plays a pivotal role in the mechanism of addictive behavior. The aim of the study was to evaluate the deficit in inhibition of proactive interference of Internet gaming disorder (IGD) using a directed forgetting task among young adults. A total of 64 participants with IGD and 69 controls were recruited on a university campus. They completed the directed forgetting task for online gaming words and neutral words. The results demonstrated that the IGD group had a poorer performance on the directed forgetting task, and this represented a deficit in inhibition of proactive interference. They also had a higher tendency to remember online gaming words rather than neutral words in comparison with the control group. This demonstrated memory bias toward online gaming words. These results suggested that more attention should be paid to deficits in inhibition of proactive interference and memory bias toward gaming content when treating subjects with IGD. Furthermore, it is essential and practical to prevent exposure to online gaming-related cues when endeavoring to control online gaming behavior. © 2014 Wiley Publishing Asia Pty Ltd.

  3. Effectiveness of conventional versus virtual reality based vestibular rehabilitation in the treatment of dizziness, gait and balance impairment in adults with unilateral peripheral vestibular loss: a randomised controlled trial.

    Science.gov (United States)

    Meldrum, Dara; Herdman, Susan; Moloney, Roisin; Murray, Deirdre; Duffy, Douglas; Malone, Kareena; French, Helen; Hone, Stephen; Conroy, Ronan; McConn-Walsh, Rory

    2012-03-26

    Unilateral peripheral vestibular loss results in gait and balance impairment, dizziness and oscillopsia. Vestibular rehabilitation benefits patients but optimal treatment remains unknown. Virtual reality is an emerging tool in rehabilitation and provides opportunities to improve both outcomes and patient satisfaction with treatment. The Nintendo Wii Fit Plus® (NWFP) is a low cost virtual reality system that challenges balance and provides visual and auditory feedback. It may augment the motor learning that is required to improve balance and gait, but no trials to date have investigated efficacy. In a single (assessor) blind, two centre randomised controlled superiority trial, 80 patients with unilateral peripheral vestibular loss will be randomised to either conventional or virtual reality based (NWFP) vestibular rehabilitation for 6 weeks. The primary outcome measure is gait speed (measured with three dimensional gait analysis). Secondary outcomes include computerised posturography, dynamic visual acuity, and validated questionnaires on dizziness, confidence and anxiety/depression. Outcome will be assessed post treatment (8 weeks) and at 6 months. Advances in the gaming industry have allowed mass production of highly sophisticated low cost virtual reality systems that incorporate technology previously not accessible to most therapists and patients. Importantly, they are not confined to rehabilitation departments, can be used at home and provide an accurate record of adherence to exercise. The benefits of providing augmented feedback, increasing intensity of exercise and accurately measuring adherence may improve conventional vestibular rehabilitation but efficacy must first be demonstrated. Clinical trials.gov identifier: NCT01442623.

  4. Engagement, enjoyment, and energy expenditure during active video game play.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Ribisl, Kurt M; Bowling, J Michael; Kalyanaraman, Sriram

    2014-02-01

    Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games. Young adults aged 18-35 (N = 97, 50 female) game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis. A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  5. Identification of the effects of peripheral nerves injury on the muscle control - A review

    Science.gov (United States)

    Cabaj, Anna; Zmyslowski, Wojciech

    2011-01-01

    Impairment of motor function following peripheral nerve injury is a serious clinical problem. Generally nerve injury leads to erroneous control of muscle activity that results in gait and voluntary movement abnormalities followed by muscle atrophy. This article presents a review of studies on the effects of peripheral nerve injury on the motor system performed on animal models. We focused our attention on the results that are fundamental for better understanding of the degenerative and regenerative processes induced by nerve injury as well as of the mechanisms of structural changes in neuronal networks controlling movement. Quoted results are also important for clinical applications because they allow to develop new diagnostic and therapeutic techniques that can be used after nerve injury inducing motor deficits. However, till now no efficient therapy inducing satisfactory recovery was found. There is still a need to continue an advanced basic research directed to develop effective therapies. Thus the aim of this review is to compare the results of recent studies performed on various animal models in order to propose new methods for identification of mechanisms responsible for muscle deficits and propose targets for new pharmacological therapies.

  6. Price game and chaos control among three oligarchs with different rationalities in property insurance market.

    Science.gov (United States)

    Ma, Junhai; Zhang, Junling

    2012-12-01

    Combining with the actual competition in Chinese property insurance market and assuming that the property insurance companies take the marginal utility maximization as the basis of decision-making when they play price games, we first established the price game model with three oligarchs who have different rationalities. Then, we discussed the existence and stability of equilibrium points. Third, we studied the theoretical value of Lyapunov exponent at Nash equilibrium point and its change process with the main parameters' changes though having numerical simulation for the system such as the bifurcation, chaos attractors, and so on. Finally, we analyzed the influences which the changes of different parameters have on the profits and utilities of oligarchs and their corresponding competition advantage. Based on this, we used the variable feedback control method to control the chaos of the system and stabilized the chaos state to Nash equilibrium point again. The results have significant theoretical and practical application value.

  7. Price game and chaos control among three oligarchs with different rationalities in property insurance market

    Science.gov (United States)

    Ma, Junhai; Zhang, Junling

    2012-12-01

    Combining with the actual competition in Chinese property insurance market and assuming that the property insurance companies take the marginal utility maximization as the basis of decision-making when they play price games, we first established the price game model with three oligarchs who have different rationalities. Then, we discussed the existence and stability of equilibrium points. Third, we studied the theoretical value of Lyapunov exponent at Nash equilibrium point and its change process with the main parameters' changes though having numerical simulation for the system such as the bifurcation, chaos attractors, and so on. Finally, we analyzed the influences which the changes of different parameters have on the profits and utilities of oligarchs and their corresponding competition advantage. Based on this, we used the variable feedback control method to control the chaos of the system and stabilized the chaos state to Nash equilibrium point again. The results have significant theoretical and practical application value.

  8. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    Science.gov (United States)

    Azizi, Elham; Abel, Larry A; Stainer, Matthew J

    2017-02-01

    Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.

  9. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal

  10. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Science.gov (United States)

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  11. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    Science.gov (United States)

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  12. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

    Full Text Available Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD. Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1 individuals who played only computer games; (2 individuals who played computer games more than smartphone games; (3 individuals who played computer and smartphone games evenly; (4 individuals who played smartphone games more than computer games; (5 individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers (B = 0.457, odds ratio = 1.579. Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  13. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  14. Diabetic peripheral neuropathy, is it an autoimmune disease?

    Science.gov (United States)

    Janahi, Noor M; Santos, Derek; Blyth, Christine; Bakhiet, Moiz; Ellis, Mairghread

    2015-11-01

    Autoimmunity has been identified in a significant number of neuropathies, such as, proximal neuropathies, and autonomic neuropathies associated with diabetes mellitus. However, possible correlations between diabetic peripheral neuropathy and autoimmunity have not yet been fully investigated. This study was conducted to investigate whether autoimmunity is associated with the pathogenesis of human diabetic peripheral neuropathy. A case-control analysis included three groups: 30 patients with diabetic peripheral neuropathy, 30 diabetic control patients without neuropathy, and 30 healthy controls. Blood analysis was conducted to compare the percentages of positive antinuclear antibodies (ANA) between the three groups. Secondary analysis investigated the correlations between the presence of autoimmune antibodies and sample demographics and neurological manifestations. This research was considered as a pilot study encouraging further investigations to take place in the near future. Antinuclear antibodies were significantly present in the blood serum of patients with diabetic peripheral neuropathy in comparison to the control groups (pneuropathy group were 50 times higher when compared to control groups. Secondary analysis showed a significant correlation between the presence of ANA and the neurological manifestation of neuropathy (Neuropathy symptom score, Neuropathy disability score and Vibration Perception Threshold). The study demonstrated for the first time that human peripheral diabetic neuropathy may have an autoimmune aetiology. The new pathogenic factors may lead to the consideration of new management plans involving new therapeutic approaches and disease markers. Copyright © 2015 Elsevier B.V. All rights reserved.

  15. Experimenting with Educational Games using the Xbox, PC, and iPad

    Science.gov (United States)

    Rohrlick, D.; Kilb, D. L.; Peach, C. L.; Simms, E.; Yang, A.; Layman, C.; Deutscher, R.

    2012-12-01

    Daniel Rohrlick, Alan Yang, Eric Simms, Debi Kilb, Cheryl Peach, Charina Layman, Rebecca Deutscher 1. Scripps Institution of Oceanography, La Jolla, CA, USA 2. Harvard University Center for the Environment, Cambridge, MA, USA 3. Birch Aquarium at Scripps, La Jolla, CA, USA 4. The Lawrence Hall of Science, University of California Berkeley, Berkeley, CA, USA As videogames continue to grow in popularity, especially with today's youth, it is becoming clear that gaming can be a potent learning tool. But what is the best way to engage a player in learning from a videogame? Based on our five years of developing and testing our own educational games, we experimented with various forms of gaming techniques and player interaction. Our first game, "Deep-sea Extreme Environment Pilot (DEEP)", is an Xbox 360 game where players learn about deep-sea environments while controlling a Remotely Operated Vehicle (ROV). DEEP is a "traditional" videogame where players interact with a controller and a TV screen. The second game we developed for the PC is called the "Quake Catcher Network (QCN)" game. With the gameplay focused on earth sciences, players must quickly deploy seismic sensors to record aftershocks from a large earthquake. Instead of using a game controller to play the QCN game, we instead incorporate the Microsoft Kinect motion sensor for the game input. Finally, the "Glider Game" is our third and most recent game designed for use on the mobile device platform such as iPods and iPads. In this game players control ocean gliders and must complete missions while battling ocean currents, power consumption, and other unanticipated problems. Here, the gameplay is aimed toward the casual gamer using touch-screen based controls in the hope that players can easily pick up and play this game with little gaming experience. After testing our games numerous times in museums, informal science learning centers, and classrooms we have been able to track qualitatively which educational

  16. General general game AI

    OpenAIRE

    Togelius, Julian; Yannakakis, Georgios N.; 2016 IEEE Conference on Computational Intelligence and Games (CIG)

    2016-01-01

    Arguably the grand goal of artificial intelligence research is to produce machines with general intelligence: the capacity to solve multiple problems, not just one. Artificial intelligence (AI) has investigated the general intelligence capacity of machines within the domain of games more than any other domain given the ideal properties of games for that purpose: controlled yet interesting and computationally hard problems. This line of research, however, has so far focuse...

  17. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Soo-Hyun Paik; Hyun Cho; Ji-Won Chun; Jo-Eun Jeong; Dai-Jin Kim

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  18. Games of Multitude

    Directory of Open Access Journals (Sweden)

    Nick Dyer-Witheford

    2010-07-01

    Full Text Available Our hypothesis is that videogames are a paradigmatic media of Empire as described by Hardt and Negri–planetary, militarized hyper-capitalism–and of some of the forces presently challenging it. Why are virtual games the media of Empire, integral to and expressive of it like no other? They originated in the US military-industrial complex, the nuclear-armed core of capital’s global domination, to which power they remain umbilically connected. They were created by the hard-to-control hacker knowledge of a new type of intellectual worker, immaterial labour, vital to a fresh phase of capitalist expansion. In that phase, game machines have served as ubiquitous everyday incubators for the most advanced forces of production and communication, tutoring entire generations in digital technologies and networked communication. The game industry has pioneered methods of accumulation based on intellectual property rights, cognitive exploitation, cultural hybridization, transcontinentally subcontracted dirty work, and world-marketed commodities. Game making blurs the lines between work and play, production and consumption, voluntary activity and precarious exploitation, in a way that typifies the boundless exercise of biopower. At the same time, games themselves are an expensive consumer commodity which the global poor can only access illicitly, demonstrating the massive inequalities of this regime. Virtual games simulate identities as citizen-soldiers, free-agent workers, cyborg-adventurers, and corporate-criminals: virtual play trains flexible personalities for flexible jobs, shapes subjects for militarized markets, and makes becoming a neoliberal subject fun. And—taking us to the focus of this article—games exemplify Empire because they are also exemplary of the multitude, in that game culture includes subversive and alternative experiments searching for a way out. Just as the eighteenth-century novel was a textual apparatus generating the bourgeois

  19. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  20. Gamers' insights into the phenomenology of normal gaming and game "addiction": A mixed methods study.

    Science.gov (United States)

    Colder Carras, Michelle; Porter, Anne Marie; Van Rooij, Antonius J; King, Daniel; Lange, Amanda; Carras, Matthew; Labrique, Alain

    2018-02-01

    In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the "gamer culture" describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game "addiction". Participants discussed and ranked the criteria in order of conceptual importance. The rankings were analyzed quantitatively, and then a multidisciplinary team compared the ranked criteria to the DSM-5 IGD proposed criteria. The strongest agreement between participants' rankings and IGD symptomatology was found for harms/functional impairment due to gaming, continued use despite problems, unsuccessful attempts to control gaming, and loss of interest in previous hobbies and entertainment. There was less support for other IGD criteria. Participants also offered new content domains. These findings suggest that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific to problematic video game play and improve content validity of IGD criteria. Future efforts may benefit from multi-stakeholder approaches to refine IGD criteria and inform theory, measurement and intervention.

  1. Arcuate NPY neurons sense and integrate peripheral metabolic signals to control feeding.

    Science.gov (United States)

    Kohno, Daisuke; Yada, Toshihiko

    2012-12-01

    NPY neuron in the hypothalamic arcuate nucleus is a key feeding center. Studies have shown that NPY neuron in the arcuate nucleus has a role to induce food intake. The arcuate nucleus is structurally unique with lacking blood brain barrier. Peripheral energy signals including hormones and nutrition can reach the arcuate nucleus. In this review, we discuss sensing and integrating peripheral signals in NPY neurons. In the arcuate nucleus, ghrelin mainly activates NPY neurons. Leptin and insulin suppress the ghrelin-induced activation in 30-40% of the ghrelin-activated NPY neurons. Lowering glucose concentration activates 40% of NPY neurons. These results indicate that NPY neuron in the arcuate nucleus is a feeding center in which major peripheral energy signals are directly sensed and integrated. Furthermore, there are subpopulations of NPY neurons in regard to their responsiveness to peripheral signals. These findings suggest that NPY neuron in the arcuate nucleus is an essential feeding center to induce food intake in response to peripheral metabolic state. Copyright © 2012 Elsevier Ltd. All rights reserved.

  2. Quality Evaluation of Mobile Game: Miftah Alfasaha

    Directory of Open Access Journals (Sweden)

    Ghada Alhuhud

    2016-01-01

    Full Text Available Due to evolution of digital games towards mobile platforms, a large exposure to mobile games is nowadays recorded. This is because of the availability of the cell phone with individuals anytime anywhere. Hence, a vital role of game quality assessment is raised. This is for the purpose of serving as a guide for developing healthy games. Accordingly, the mobile games would help in boosting the educational entertainment, healthy diets control, and behavioral sciences studies and research. This paper presents quality assurance and quality models for ISO based educational game. In this paper, an ISO quality model is presented and quality application behavioral impact measures are justified to evaluate the development quality of Miftah Alfasaha game. The quality model and proposed quality assessment plan are tested through a CodePro Analytix tool and six sigma evaluations.

  3. Gold rush - A swarm dynamics in games

    Science.gov (United States)

    Zelinka, Ivan; Bukacek, Michal

    2017-07-01

    This paper is focused on swarm intelligence techniques and its practical use in computer games. The aim is to show how a swarm dynamics can be generated by multiplayer game, then recorded, analyzed and eventually controlled. In this paper we also discuss possibility to use swarm intelligence instead of game players. Based on our previous experiments two games, using swarm algorithms are mentioned briefly here. The first one is strategy game StarCraft: Brood War, and TicTacToe in which SOMA algorithm has also take a role of player against human player. Open research reported here has shown potential benefit of swarm computation in the field of strategy games and players strategy based on swarm behavior record and analysis. We propose new game called Gold Rush as an experimental environment for human or artificial swarm behavior and consequent analysis.

  4. Altered cardiorespiratory coupling in young male adults with excessive online gaming.

    Science.gov (United States)

    Chang, Jae Seung; Kim, Eun Young; Jung, Dooyoung; Jeong, Seong Hoon; Kim, Yeni; Roh, Myoung-Sun; Ahn, Yong Min; Hahm, Bong-Jin

    2015-09-01

    This study aimed to investigate changes in heart rate variability and cardiorespiratory coupling in male college students with problematic Internet use (PIU) excessive gaming type during action video game play to assess the relationship between PIU tendency and central autonomic regulation. Electrocardiograms and respiration were simultaneously recorded from 22 male participants with excessive online gaming and 22 controls during action video game play. Sample entropy (SampEn) was computed to assess autonomic regularity, and cross-SampEn was calculated to quantify autonomic coordination. During video game play, reduced cardiorespiratory coupling (CRC) was observed in individuals with PIU excessive gaming type compared with controls, implicating central autonomic dysregulation. The PIU tendency was associated with the severity of autonomic dysregulation. These findings indicate impaired CRC in PIU excessive gaming type, which may reflect alterations of central inhibitory control over autonomic responses to pleasurable online stimuli. Copyright © 2015 Elsevier B.V. All rights reserved.

  5. Local Voltage Control in Distribution Networks: A Game-Theoretic Perspective: Preprint

    Energy Technology Data Exchange (ETDEWEB)

    Zhou, Xinyang; Tian, Jie; Chen, Lijun; Dall' Anese, Emiliano

    2016-09-01

    Inverter-based voltage regulation is gaining importance to alleviate emerging reliability and power-quality concerns related to distribution systems with high penetration of photovoltaic (PV) systems. This paper seeks contribution in the domain of reactive power compensation by establishing stability of local Volt/VAr controllers. In lieu of the approximate linear surrogate used in the existing work, the paper establishes existence and uniqueness of an equilibrium point using nonlinear AC power flow model. Key to this end is to consider a nonlinear dynamical system with non-incremental local Volt/VAr control, cast the Volt/VAr dynamics as a game, and leverage the fixed-point theorem as well as pertinent contraction mapping argument. Numerical examples are provided to complement the analytical results.

  6. Peripheral Artery Disease

    Science.gov (United States)

    ... pressure High blood cholesterol Coronary heart disease Stroke Metabolic syndrome Screening and Prevention Taking action to control your risk factors can help prevent or delay peripheral artery disease (P.A.D.) and its complications. Know your family history of health problems related to P.A. ...

  7. Pattern of video game use in children with attention-deficit-hyperactivity disorder and typical development.

    Science.gov (United States)

    Kietglaiwansiri, Tanyawan; Chonchaiya, Weerasak

    2018-06-01

    Video game playing is a favorite leisure activity among children worldwide. Individuals with attention-deficit-hyperactivity disorder (ADHD) often lack self-control, making them at risk for substance abuse and game addiction. There are conflicting results, however, between studies on the pattern of video gaming and game addiction between those with ADHD and healthy controls. We therefore compared the pattern of video game use and game addiction between Thai children with ADHD and healthy controls. A total of 80 participants with ADHD (median age, 9.5 years) and 102 controls (median age, 10 years) were recruited in this study. ADHD was diagnosed by a developmental pediatrician. Each control subject's teacher completed the ADHD questionnaire to ensure that they did not have the diagnosis of ADHD. Pattern of video game use and Game Addiction Screening Test (GAST) were completed by participants' parents. More than half of the children with and without ADHD spent >2 h/day playing video games rather than engaging in other age-appropriate leisure activities, particularly on weekends. Participants with ADHD, however, had a higher rate of compulsive video game use than controls (37.5% vs 11.8%, P video game playing was relatively prevalent in children regardless of ADHD status, those with ADHD had a higher rate of problematic video game use than controls. The pattern of leisure activities including video game use should be assessed during health supervision visits. As such, those at risk for game addiction could be identified early, resulting in appropriate intervention. © 2018 Japan Pediatric Society.

  8. Overall and peripheral lung function assessment by spirometry and forced oscillation technique in relation to asthma diagnosis and control.

    Science.gov (United States)

    Heijkenskjöld Rentzhog, C; Janson, C; Berglund, L; Borres, M P; Nordvall, L; Alving, K; Malinovschi, A

    2017-12-01

    Classic spirometry is effort dependent and of limited value in assessing small airways. Peripheral airway involvement, and relation to poor control, in asthma, has been highlighted recently. Forced oscillation technique (FOT) offers an effort-independent assessment of overall and peripheral lung mechanics. We studied the association between lung function variables, obtained either by spirometry or multifrequency (5, 11 and 19 Hz) FOT, and asthma diagnosis and control. Spirometry measures, resistance at 5 (R5) and 19 Hz (R19), reactance at 5 Hz (X5), resonant frequency (f res ), resistance difference between 5-19 Hz (R5-R19) and Asthma Control Test scores were determined in 234 asthmatic and 60 healthy subjects (aged 13-39 years). We used standardized lung function variables in logistic regression analyses, unadjusted and adjusted for age, height, gender and weight. Lower FEV 1 /FVC (OR [95% CI] 0.47 [0.32, 0.69]) and FEF 50 (0.62 [0.46, 0.85]) per standard deviation increase, and higher R5 (3.31 [1.95, 5.62]) and R19 (2.54 [1.65, 3.91]) were associated with asthma diagnosis. Independent predictive effects of FEV 1 /FVC and R5 or R19, respectively, were found for asthma diagnosis. Lower FEV 1 /FVC and altered peripheral FOT measures (X5, f res and R5-R19) were associated with uncontrolled asthma (P-values < .05). Resistance FOT measures were equally informative as spirometry, related to asthma diagnosis, and, furthermore, offered additive information to FEV 1 /FVC, supporting a complementary role for FOT. Asthma control was related to FOT measures of peripheral airways, suggesting a potential use in identifying such involvement. Further studies are needed to determine a clinical value and relevant reference values in children, for the multifrequency FOT measurements. © 2017 John Wiley & Sons Ltd.

  9. Video Game Adapts To Brain Waves

    Science.gov (United States)

    Pope, Alan T.; Bogart, Edward H.

    1994-01-01

    Electronic training system based on video game developed to help children afflicted with attention-deficit disorder (ADD) learn to prolong their attention spans. Uses combination of electroencephalography (EEG) and adaptive control to encourage attentiveness. Monitors trainee's brain-wave activity: if EEG signal indicates attention is waning, system increases difficulty of game, forcing trainee to devote more attention to it. Game designed to make trainees want to win and, in so doing, learn to pay attention for longer times.

  10. Simulations, serious games and their applications

    CERN Document Server

    Goei, Sui

    2014-01-01

    This book presents the state of the art technology in Serious Games which is driven extensive by applications and research in simulation. The topics in this book include: (1) Fashion simulation; (2) Chinese calligraphy ink diffusion simulation; (3) Rehabilitation (4) Long vehicle turning simulation; (5) Marine traffic conflict control; (6) CNC simulation; (7) Special needs education. The book also addresses the fundamental issues in Simulation and Serious Games such as rapid collision detection, game engines or game development platforms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games and Simulation. The major part of this book comprises of papers presented at the 2012 Asia-Europe Workshop on Serious Games and Simulation held in Nanyang Technological University, Singapore (May 9, 2012).  All the contributions have been peer reviewed and by scientific committee members with report about quality, content and originality.

  11. THE EFFECT OF MOTIVATION ON PURCHASING INTENTION OF ONLINE GAMES AND VIRTUAL ITEMS PROVIDED BY ONLINE GAME PROVIDER

    Directory of Open Access Journals (Sweden)

    Sisca Stefany

    2014-05-01

    Full Text Available The development of online games is so high that leads many companies to compose games. To increase competitiveness, extra service is needed for the customers. Before giving service, online games provider has to know what factor that motivates player to buy online games and virtual items that are presented in order to increase competitiveness. The research is done by using case of online games perfect world, where the area of respondents is Jakarta and the age ranges between 15 to 24. This research involves survey for 186 respondents in which 30 respondents are for pilot test while 156 are for actual test. The data processing is used SEM which the measurement variables consist of effort expectancy, performance expectancy, perceived value, enjoyment story, enjoyment length, enjoyment graphic, enjoyment control, customization, purchase intention and actual purchase behavior. The result of research shows that motivation factor that has high effect to purchase intention is perceived value, enjoyment story, enjoyment length, enjoyment control and customization. While, purchase intention affects actual purchase behavior significantly

  12. Conflict and Compromise: A Simulation Game.

    Science.gov (United States)

    Rossi, John; Digenakis, Paula

    1980-01-01

    The authors describe a simulation game for gifted children which involves three factions--government, business, and labor--who have to come to agreement on questions, contracts, and environmental controls. Sections outline pregame activities, statement of the problem, game objectives, the scenario, characters and their goals, procedures, and…

  13. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  14. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  15. Massively multiplayer online role-playing games (MMORPG): association between its addiction, self-control and mental disorders among young people in Vietnam.

    Science.gov (United States)

    Son, Dinh Thai; Yasuoka, Junko; Poudel, Krishna C; Otsuka, Keiko; Jimba, Masamine

    2013-09-01

    To explore the association between MMORPG addiction and mental health status, and between self-control ability and mental health status among young male MMORPG players in Hanoi, Vietnam. In this cross-sectional study, 10 computer game rooms were randomly selected out of 77 in five communes in Hanoi. From these game rooms, 350 MMORPG players were purposively recruited as a study group, of whom 344 completed the questionnaire. In the same five communes, 344 non-players were selected as a control group. An online game addiction scale, a self-control scale and the Vietnamese SRQ-20 were used to measure the degree of MMORPG addiction, self-control ability and level of mental disorders. MMORPG players had significantly higher mental disorders scale scores than non-players (p MMORPG addiction scale scores and mental disorders scale scores (r = 0.730, p MMORPG addiction scale score and self-control scale score were considered the best predictors of a higher mental disorders scale score. Young, male MMORPG players with higher addiction scores were more likely to have higher mental disorders scale scores, and such mental status was negatively associated with the level of self-control in Hanoi, Vietnam. Closer attention should be paid to prevent mental disorders among MMORPG players.

  16. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  17. D2D-Enabled Small Cell Network Control Scheme Based on the Dynamic Stackelberg Game

    Directory of Open Access Journals (Sweden)

    Sungwook Kim

    2017-01-01

    Full Text Available For current and future cellular networks, small cell structure with licensed and unlicensed bandwidth, caching content provisioning, and device-to-device (D2D communications is seen as a necessary architecture. Recently, a series of control methods have been developed to address a myriad of challenges in next-generation small cell networks. In this study, we focus on the design of novel D2D-enabled small cell network control scheme by allowing caching and unlicensed D2D communications. Motivated by game theory and learning algorithm, the proposed scheme adaptively selects caching contents and splits the available bandwidth for licensed and unlicensed communications. Under dynamically changing network environments, we capture the dynamics of the network system and design a new dynamic Stackelberg game model. Based on a hierarchical and feedback based control manner, small base stations and users can be leaders or followers dynamically while improving 5G network performance. Simulations and performance analysis verify the efficiency of the proposed scheme, showing that our approach can outperform existing schemes by about 5%~15% in terms of bandwidth utilization, cache hit ratio, and system throughput.

  18. Brain activity and desire for internet video game play

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A.; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F.

    2010-01-01

    Objective Recent studies have suggested that the brain circuitry mediating cue induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for internet video games during cue presentation would activate similar brain regions to those which have been linked with craving for drugs or pathological gambling. Methods This study involved the acquisition of diagnostic MRI and fMRI data from 19 healthy male adults (ages 18–23 years) following training and a standardized 10-day period of game play with a specified novel internet video game, “War Rock” (K-network®). Using segments of videotape consisting of five contiguous 90-second segments of alternating resting, matched control and video game-related scenes, desire to play the game was assessed using a seven point visual analogue scale before and after presentation of the videotape. Results In responding to internet video game stimuli, compared to neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (FDR video game (MIGP) cohort showed significantly greater activity in right medial frontal lobe, right and left frontal pre-central gyrus, right parietal post-central gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the internet video game in the MIGP cohort was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathological gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus. PMID:21220070

  19. The challenges and beauty of peripheral nerve regrowth.

    Science.gov (United States)

    Zochodne, Douglas W

    2012-03-01

    This review provides an overview of selected aspects of peripheral nerve regeneration and potential avenues to explore therapeutically. The overall coordinated and orchestrated pattern of recovery from peripheral nerve injury has a beauty of execution and progress that rivals all other forms of neurobiology. It involves changes at the level of the perikaryon, coordination with important peripheral glial partners, the Schwann cells, a controlled inflammatory response, and growth that overcomes surprising intrinsic roadblocks. Both regenerative axon growth and collateral sprouting encompass fascinating aspects of this story. Better understanding of peripheral nerve regeneration may also lead to enhanced central nervous system recovery. © 2012 Peripheral Nerve Society.

  20. Cognitive rehabilitation of attention deficits in traumatic brain injury using action video games: A controlled trial

    Directory of Open Access Journals (Sweden)

    Alexandra Vakili

    2016-12-01

    Full Text Available This paper investigates the utility and efficacy of a novel eight-week cognitive rehabilitation programme developed to remediate attention deficits in adults who have sustained a traumatic brain injury (TBI, incorporating the use of both action video game playing and a compensatory skills programme. Thirty-one male TBI patients, aged 18–65 years, were recruited from 2 Australian brain injury units and allocated to either a treatment or waitlist (treatment as usual control group. Results showed improvements in the treatment group, but not the waitlist control group, for performance on the immediate trained task (i.e. the video game and in non-trained measures of attention and quality of life. Neither group showed changes to executive behaviours or self-efficacy. The strengths and limitations of the study are discussed, as are the potential applications and future implications of the research.

  1. [New Developments in Video Games for Psychotherapy].

    Science.gov (United States)

    Brezinka, Veronika

    2016-01-01

    A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run.

  2. Altered Cytokine Gene Expression in Peripheral Blood Monocytes across the Menstrual Cycle in Primary Dysmenorrhea: A Case-Control Study

    Science.gov (United States)

    Ma, Hongyue; Hong, Min; Duan, Jinao; Liu, Pei; Fan, Xinsheng; Shang, Erxin; Su, Shulan; Guo, Jianming; Qian, Dawei; Tang, Yuping

    2013-01-01

    Primary dysmenorrhea is one of the most common gynecological complaints in young women, but potential peripheral immunologic features underlying this condition remain undefined. In this paper, we compared 84 common cytokine gene expression profiles of peripheral blood mononuclear cells (PBMCs) from six primary dysmenorrheic young women and three unaffected controls on the seventh day before (secretory phase), and the first (menstrual phase) and the fifth (regenerative phase) days of menstruation, using a real-time PCR array assay combined with pattern recognition and gene function annotation methods. Comparisons between dysmenorrhea and normal control groups identified 11 (nine increased and two decreased), 14 (five increased and nine decreased), and 15 (seven increased and eight decreased) genes with ≥2-fold difference in expression (Pdysmenorrhea. This first study of cytokine gene expression profiles in PBMCs from young primary dysmenorrheic women demonstrates a shift in the balance between expression patterns of pro-inflammatory cytokines and TGF-β superfamily members across the whole menstrual cycle, underlying the peripheral immunologic features of primary dysmenorrhea. PMID:23390521

  3. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

    The video game industry continues to grow. Competition is tough as games become more and more popular and easier for the users to get, thanks to digital distribution and social media platforms that support games. Thanks to the readily available internet connections and games using them, data of player behaviour can be acquired. This is where game analytics come in. What sort of player actions provide meaningful information that can be used to iterate the game? Typically game analytics is appl...

  4. Self-control with spiking and non-spiking neural networks playing games.

    Science.gov (United States)

    Christodoulou, Chris; Banfield, Gaye; Cleanthous, Aristodemos

    2010-01-01

    Self-control can be defined as choosing a large delayed reward over a small immediate reward, while precommitment is the making of a choice with the specific aim of denying oneself future choices. Humans recognise that they have self-control problems and attempt to overcome them by applying precommitment. Problems in exercising self-control, suggest a conflict between cognition and motivation, which has been linked to competition between higher and lower brain functions (representing the frontal lobes and the limbic system respectively). This premise of an internal process conflict, lead to a behavioural model being proposed, based on which, we implemented a computational model for studying and explaining self-control through precommitment behaviour. Our model consists of two neural networks, initially non-spiking and then spiking ones, representing the higher and lower brain systems viewed as cooperating for the benefit of the organism. The non-spiking neural networks are of simple feed forward multilayer type with reinforcement learning, one with selective bootstrap weight update rule, which is seen as myopic, representing the lower brain and the other with the temporal difference weight update rule, which is seen as far-sighted, representing the higher brain. The spiking neural networks are implemented with leaky integrate-and-fire neurons with learning based on stochastic synaptic transmission. The differentiating element between the two brain centres in this implementation is based on the memory of past actions determined by an eligibility trace time constant. As the structure of the self-control problem can be likened to the Iterated Prisoner's Dilemma (IPD) game in that cooperation is to defection what self-control is to impulsiveness or what compromising is to insisting, we implemented the neural networks as two players, learning simultaneously but independently, competing in the IPD game. With a technique resembling the precommitment effect, whereby the

  5. Testing the feasibility and safety of the Nintendo Wii gaming console in orthopedic rehabilitation: a pilot randomized controlled study.

    Science.gov (United States)

    Ficklscherer, Andreas; Stapf, Jonas; Meissner, Kay Michael; Niethammer, Thomas; Lahner, Matthias; Wagenhäuser, Markus; Müller, Peter E; Pietschmann, Matthias F

    2016-12-01

    The Nintendo Wii game console is already used as an additional training device for e.g. neurological wards. Still there are limited data available regarding orthopedic rehabilitation. The authors' objective was to examine whether the Nintendo Wii is an appropriate and safe tool in rehabilitation after orthopedic knee surgery. A prospective, randomized, controlled study comparing standard physiotherapy vs. standard physiotherapy plus game console training (Wii group) in patients having anterior cruciate ligament (ACL) repair or knee arthroplasty was conducted. The subjects of the Wii group ( n = 17; mean age: 54 ±19 years) performed simple knee exercises daily under the supervision of a physiotherapist in addition to the normal rehabilitation program. The patients of the control group ( n = 13; 52 ±18 years) were treated with physiotherapy only. The participants of both groups completed a questionnaire including the International Knee Documentation Committee (IKDC) score, the Modified Cincinnati Rating System and the Tegner Lysholm Knee Score prior to the operation, before discharge from hospital and four weeks after treatment. There was no significant difference in the score results between the Wii and the control group ( p > 0.05). We demonstrated that physiotherapy using the Nintendo Wii gaming console after ACL reconstruction and knee arthroplasty does not negatively influence outcome. Because training with the Wii device was highly accepted by patients, we see an opportunity whereby additional training with a gaming console for a longer period of time could lead to even better results, regarding the training motivation and the outcome after orthopedic surgery.

  6. Optical cuff for optogenetic control of the peripheral nervous system

    Science.gov (United States)

    Michoud, Frédéric; Sottas, Loïc; Browne, Liam E.; Asboth, Léonie; Latremoliere, Alban; Sakuma, Miyuki; Courtine, Grégoire; Woolf, Clifford J.; Lacour, Stéphanie P.

    2018-02-01

    Objective. Nerves in the peripheral nervous system (PNS) contain axons with specific motor, somatosensory and autonomic functions. Optogenetics offers an efficient approach to selectively activate axons within the nerve. However, the heterogeneous nature of nerves and their tortuous route through the body create a challenging environment to reliably implant a light delivery interface. Approach. Here, we propose an optical peripheral nerve interface—an optocuff—, so that optogenetic modulation of peripheral nerves become possible in freely behaving mice. Main results. Using this optocuff, we demonstrate orderly recruitment of motor units with epineural optical stimulation of genetically targeted sciatic nerve axons, both in anaesthetized and in awake, freely behaving animals. Behavioural experiments and histology show the optocuff does not damage the nerve thus is suitable for long-term experiments. Significance. These results suggest that the soft optocuff might be a straightforward and efficient tool to support more extensive study of the PNS using optogenetics.

  7. The Effect of Game-Based Interventions in Rehabilitation of Diabetics

    DEFF Research Database (Denmark)

    Christensen, Jan; Valentiner, Laura Staun; Petersen, Rikke Juelsgaard

    2016-01-01

    on the effect of game-based interventions on HbA1c, diabetes-related knowledge, and physical outcomes in rehabilitation of diabetes patients. METHODS: We conducted a systematic literature search in MEDLINE, EMBASE, PEDro, Scopus, Cochrane Central Register of Controlled Trials, CINAHL, and Psych INFO in October...... 2014 based on a priori defined inclusion criteria: patients with diabetes (type 1 or type 2), game-based interventions, and randomized controlled trials. RESULTS: The database search identified 1,101 potential articles for screening, four of which were eligible for the present systematic review. Game......). No difference was found between game-based interventions and usual care or waiting lists in terms of diabetes-related knowledge (one study). DISCUSSION: PA is important for diabetes management. The present review indicates that game-based interventions are not superior to ordinary PA in controlling HbA1c. Due...

  8. Brain correlates of craving for online gaming under cue exposure in subjects with Internet gaming addiction and in remitted subjects.

    Science.gov (United States)

    Ko, Chih-Hung; Liu, Gin-Chung; Yen, Ju-Yu; Chen, Chiao-Yun; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2013-05-01

    This study aimed to evaluate brain correlates of cue-induced craving to play online games in subjects with Internet gaming addiction (IGA), subjects in remission from IGA and controls. The craving response was assessed by event-related design of functional magnetic resonance images (fMRIs). Fifteen subjects with IGA, 15 in remission from IGA and 15 controls were recruited in this study. The subjects were arranged to view the gaming screenshots and neutral images under investigation of fMRIs. The results showed that bilateral dorsolateral prefrontal cortex (DLPFC), precuneus, left parahippocampus, posterior cingulate and right anterior cingulate were activated in response to gaming cues in the IGA group and their activation was stronger in the IGA group than those in the control group. Their region-of-interest was also positively correlated with subjective gaming urge under cue exposure. These activated brain areas represent the brain circuit corresponding to the mechanism of substance use disorder. Thus, it would suggest that the mechanism of IGA is similar to substance use disorder. Furthermore, the IGA group had stronger activation over right DLPFC and left parahippocampus than did the remission group. The two areas would be candidate markers for current addiction to online gaming and should be investigated in future studies. © 2011 The Authors, Addiction Biology © 2011 Society for the Study of Addiction.

  9. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  10. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

    Science.gov (United States)

    Ballesteros, Soledad; Prieto, Antonio; Mayas, Julia; Toril, Pilar; Pita, Carmen; Ponce de León, Laura; Reales, José M.; Waterworth, John

    2014-01-01

    Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others. PMID:25352805

  11. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial.

    Science.gov (United States)

    Ballesteros, Soledad; Prieto, Antonio; Mayas, Julia; Toril, Pilar; Pita, Carmen; Ponce de León, Laura; Reales, José M; Waterworth, John

    2014-01-01

    Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others.

  12. Power and Surveillance in Video Games

    Directory of Open Access Journals (Sweden)

    Héctor Puente Bienvenido

    2014-08-01

    Full Text Available In this article we explore the history of video games (focusing on multiplayer ones, from the perspective of power relationships and the ways in which authority has been excesiced by the game industry and game players over time. From a hierarchical system of power and domain to the increasing flatness of the current structure, we address the systems of control and surveillance. We will finish our display assessing the emergent forms of production and relationships between players and developers.

  13. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

    Full Text Available Perkembangan game saat ini sangat pesat sehingga banyak orang yang tertarik untuk memainkannya bahkan sampai lupa waktu,suatu game akan membuat orang tertarik dan penasaran karena didalam nya terdapat AI (artificial intelegent. Tujuan pengembangan kecerdasan buatan adalah untuk membuat aksi dan reaksi otonom agen atau NPC (Non-Player Character dari game. Dua NPC bisa saling membantu dalam menjalankan strategi menyerang terhadap musuh. penelitian  ini menjelaskan tentang bagaimana orang dapat bermain game secara bersama-sama dengan menggunakan jaringan computer atau jaringan internet . Dua NPC yang dimaksud  adalahNPC Scout yang bertugas memancing serangan musuh, dan NPC Sniper yang bertugas memberikan back up serangan dari jarak jauh.. Perilaku yangdimaksud adalah menyerang brutal, menyerang, bertahan dan melarikan diri. Masing-masing perilaku diujicobakan dalam game First Person Shooter menggunakan unity engine. Dalam simulasi game terjadi respon perubahan perilaku masing-masing NPC terhadap kondisi yang dihadapi dengan mengetahui respon dari NPC maka akan dapat menentukan strategi dalam game tersebut.

  14. Adding Social Elements to Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Chien-Hung Lai

    2014-05-01

    Full Text Available Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenarios in games with proper courses. However, in the past game-based learning, students were gathered in regular places for several times of game-based learning. Students’ learning was limited by time and space. Therefore, for students’ game-based learning at any time and in any places, based on theories of design elements of online community game Aki Järvinen, this study treats Facebook as the platform of games. The development by online community game is easier, faster and cheaper than traditional video games. In 2006, Facebook allowed API program of the third party. Therefore, by Facebook, this study provides the platform for students to learn in social lives to explore students’ activities in online community games. Questionnaire survey is conducted to find out if the design of non-single user game is attractive for students to participate in game-based learning. In order to make sure that the questionnaires can be the criteria to investigate students’ intention to play games, by statistical program of social science; this study validates reliability and validity of items of questionnaire to effectively control the effect of online community games on students’ learning intention.

  15. Laser peripheral iridoplasty for angle-closure.

    Science.gov (United States)

    Ng, Wai Siene; Ang, Ghee Soon; Azuara-Blanco, Augusto

    2012-02-15

    Angle-closure glaucoma is a leading cause of irreversible blindness in the world. Treatment is aimed at opening the anterior chamber angle and lowering the IOP with medical and/or surgical treatment (e.g. trabeculectomy, lens extraction). Laser iridotomy works by eliminating pupillary block and widens the anterior chamber angle in the majority of patients. When laser iridotomy fails to open the anterior chamber angle, laser iridoplasty may be recommended as one of the options in current standard treatment for angle-closure. Laser peripheral iridoplasty works by shrinking and pulling the peripheral iris tissue away from the trabecular meshwork. Laser peripheral iridoplasty can be used for crisis of acute angle-closure and also in non-acute situations.   To assess the effectiveness of laser peripheral iridoplasty in the treatment of narrow angles (i.e. primary angle-closure suspect), primary angle-closure (PAC) or primary angle-closure glaucoma (PACG) in non-acute situations when compared with any other intervention. In this review, angle-closure will refer to patients with narrow angles (PACs), PAC and PACG. We searched CENTRAL (which contains the Cochrane Eyes and Vision Group Trials Register) (The Cochrane Library 2011, Issue 12), MEDLINE (January 1950 to January 2012), EMBASE (January 1980 to January 2012), Latin American and Caribbean Literature on Health Sciences (LILACS) (January 1982 to January 2012), the metaRegister of Controlled Trials (mRCT) (www.controlled-trials.com), ClinicalTrials.gov (www.clinicaltrials.gov) and the WHO International Clinical Trials Registry Platform (ICTRP) (www.who.int/ictrp/search/en). There were no date or language restrictions in the electronic searches for trials. The electronic databases were last searched on 5 January 2012. We included only randomised controlled trials (RCTs) in this review. Patients with narrow angles, PAC or PACG were eligible. We excluded studies that included only patients with acute presentations

  16. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...

  17. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  18. Game theory application to operation control and pricing in deregulated power systems

    International Nuclear Information System (INIS)

    Yokoyama, G.R.

    2000-01-01

    Rapid move to a market-based electric power industry will significantly change electric utility operations. In this paper, we consider economic load dispatching rules in power systems under competitive environment when independent power producers (IPPs) are introduced and analyze their economic consequences by using game theory. An electric utility and IPPs are included in the model as players of the game where IPPs enter into the game firstly as a group, and secondly as individually. The utility and IPPs intend to maximize their own profit. We mainly use the Stackelberg strategy game theory and Nash equilibrium solution to analyze the negotiation process between the electric utility and IPPS, since it is widely recognized as rational decisions for competitive markets in terms of axiom. (author)

  19. Analysis of Nonlinear Duopoly Games with Product Differentiation: Stability, Global Dynamics, and Control

    Directory of Open Access Journals (Sweden)

    S. S. Askar

    2017-01-01

    Full Text Available Many researchers have used quadratic utility function to study its influences on economic games with product differentiation. Such games include Cournot, Bertrand, and a mixed-type game called Cournot-Bertrand. Within this paper, a cubic utility function that is derived from a constant elasticity of substitution production function (CES is introduced. This cubic function is more desirable than the quadratic one besides its amenability to efficiency analysis. Based on that utility a two-dimensional Cournot duopoly game with horizontal product differentiation is modeled using a discrete time scale. Two different types of games are studied in this paper. In the first game, firms are updating their output production using the traditional bounded rationality approach. In the second game, firms adopt Puu’s mechanism to update their productions. Puu’s mechanism does not require any information about the profit function; instead it needs both firms to know their production and their profits in the past time periods. In both scenarios, an explicit form for the Nash equilibrium point is obtained under certain conditions. The stability analysis of Nash point is considered. Furthermore, some numerical simulations are carried out to confirm the chaotic behavior of Nash equilibrium point. This analysis includes bifurcation, attractor, maximum Lyapunov exponent, and sensitivity to initial conditions.

  20. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  1. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

    Full Text Available Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures. 

  2. A game-theoretic method for cross-layer stochastic resilient control design in CPS

    Science.gov (United States)

    Shen, Jiajun; Feng, Dongqin

    2018-03-01

    In this paper, the cross-layer security problem of cyber-physical system (CPS) is investigated from the game-theoretic perspective. Physical dynamics of plant is captured by stochastic differential game with cyber-physical influence being considered. The sufficient and necessary condition for the existence of state-feedback equilibrium strategies is given. The attack-defence cyber interactions are formulated by a Stackelberg game intertwined with stochastic differential game in physical layer. The condition such that the Stackelberg equilibrium being unique and the corresponding analytical solutions are both provided. An algorithm is proposed for obtaining hierarchical security strategy by solving coupled games, which ensures the operational normalcy and cyber security of CPS subject to uncertain disturbance and unexpected cyberattacks. Simulation results are given to show the effectiveness and performance of the proposed algorithm.

  3. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder

    NARCIS (Netherlands)

    Lemmens, J.S.; Hendriks, S.J.F.

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games.

  4. Streaming Video Games: Copyright Infringement or Protected Speech?

    Directory of Open Access Journals (Sweden)

    Eirik Evert Elias Jungar

    2016-12-01

    Full Text Available Streaming video games, that is, live broadcasting playing video games on the internet, is incredibly popular. Millions tune into twitch.tv daily to watch eSport tournaments, their favourite streamer, and chat with other viewers. But all is not rosy in the world of streaming games. Recently, some game developers have aggressively exercised their copyright to, firstly, claim part of the streamers’ revenue, and secondly, control the context in which their game is shown. The article analyzes whether game developers have, and should have, such rights under EU copyright law. Reaching the conclusion that video game streams infringe the game developer’s right to communicate their works to the public, I argue that freedom of expression can and should be used to rein in their rights in certain cases. Subjecting the lawfulness of streams to game developers’ good will risks stifling the expressions of streamers. The streamers, their audience, and even the copyright holders, would be worse off for it.

  5. The role of central and peripheral muscle fatigue in postcancer fatigue: a randomized controlled trial.

    Science.gov (United States)

    Prinsen, Hetty; van Dijk, Johannes P; Zwarts, Machiel J; Leer, Jan Willem H; Bleijenberg, Gijs; van Laarhoven, Hanneke W M

    2015-02-01

    Postcancer fatigue is a frequently occurring problem, impairing quality of life. Little is known about (neuro)physiological factors determining postcancer fatigue. It may be hypothesized that postcancer fatigue is characterized by low peripheral muscle fatigue and high central muscle fatigue. The aims of this study were to examine whether central and peripheral muscle fatigue differ between fatigued and non-fatigued cancer survivors and to examine the effect of cognitive behavioral therapy (CBT) on peripheral and central muscle fatigue of fatigued cancer survivors in a randomized controlled trial. Sixteen fatigued patients in the intervention group (CBT) and eight fatigued patients in the waiting list group were successfully assessed at baseline and six months later. Baseline measurements of 20 fatigued patients were compared with 20 non-fatigued patients. A twitch interpolation technique and surface electromyography were applied, respectively, during sustained contraction of the biceps brachii muscle. Muscle fiber conduction velocity (MFCV) and central activation failure (CAF) were not significantly different between fatigued and non-fatigued patients. Change scores of MFCV and CAF were not significantly different between patients in the CBT and waiting list groups. Patients in the CBT group reported a significantly larger decrease in fatigue scores than patients in the waiting list group. Postcancer fatigue is neither characterized by abnormally high central muscle fatigue nor by low peripheral muscle fatigue. These findings suggest a difference in the underlying physiological mechanism of postcancer fatigue vs. other fatigue syndromes. Copyright © 2015 American Academy of Hospice and Palliative Medicine. Published by Elsevier Inc. All rights reserved.

  6. Cyber-Physical War Gaming

    OpenAIRE

    Colbert, E. J. M.; Sullivan, D. T.; Kott, A

    2017-01-01

    This paper presents general strategies for cyber war gaming of Cyber-Physical Systems (CPSs) that are used for cyber security research at the U.S. Army Research Laboratory (ARL). Since Supervisory Control and Data Acquisition (SCADA) and other CPSs are operational systems, it is difficult or impossible to perform security experiments on actual systems. The authors describe how table-top strategy sessions and realistic, live CPS war games are conducted at ARL. They also discuss how the recorde...

  7. Towards a Generic Method of Evaluating Game Levels

    DEFF Research Database (Denmark)

    Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian

    2013-01-01

    This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high...... generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike...... dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres....

  8. Cognitive training with casual video games: Points to consider

    Directory of Open Access Journals (Sweden)

    Pauline L Baniqued

    2014-01-01

    Full Text Available Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicate interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a no-contact control group. Before and after 15 hours of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs

  9. Cognitive training with casual video games: points to consider.

    Science.gov (United States)

    Baniqued, Pauline L; Kranz, Michael B; Voss, Michelle W; Lee, Hyunkyu; Cosman, Joshua D; Severson, Joan; Kramer, Arthur F

    2014-01-07

    Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a no-contact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual games.

  10. Cognitive training with casual video games: points to consider

    Science.gov (United States)

    Baniqued, Pauline L.; Kranz, Michael B.; Voss, Michelle W.; Lee, Hyunkyu; Cosman, Joshua D.; Severson, Joan; Kramer, Arthur F.

    2014-01-01

    Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory–reasoning group, an adaptive working memory–reasoning group, an active control game group, and a no-contact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory–reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual

  11. Gaming and conventional exercises for improvement of arm function after stroke: a randomised controlled pilot study

    NARCIS (Netherlands)

    Kottink, A.I.R.; Prange, Grada Berendina; Krabben, T.; Rietman, Johan Swanik; Buurke, Jaap

    2014-01-01

    Objective: The use of new technologies in rehabilitation, such as virtual reality and/or computerized gaming exercises, may be useful to enable patients to practice intensively in a motivating way. The objective of the present randomized controlled pilot study was to compare the effect of reach

  12. Customising games for non-formal rehabilitation

    DEFF Research Database (Denmark)

    Herbelin, Bruno; Ciger, Jan; Brooks, A.L.

    2011-01-01

    The field of rehabilitation has increasingly adopted commercially available games using perceptual interfaces as a means for physically training patients. The adaptability of such systems to match each person ’ s need and rehabilitation goal remains problematic. This paper presents a rapid...... prototyping approach for customising gaming technology using various affordable commercial devices and open source software. We fi rst demonstrate how a freely available game is adapted for training disabled people through different sensors and control modes. We then show how an open online virtual world...

  13. Ice Flows: A Game-based Learning approach to Science Communication

    Science.gov (United States)

    Le Brocq, Anne

    2017-04-01

    Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.

  14. Infinite dimensional differential games with hybrid controls

    Indian Academy of Sciences (India)

    The study of differential games with Elliott–Kalton strategies in the viscosity solution ... studied by Yong [6, 7]. ... Section 3 is devoted to the proof of the main uniqueness result for SQVI and the existence ...... Moreover, we have given explicit formulation of dynamic programming ... Financial support from NBHM is gratefully.

  15. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  16. Interactive Health Games

    Science.gov (United States)

    ... Q R S T U V W XYZ A Anatomy Body Parts (National Museum of American History) B ... for Disease Control and Prevention) Nobel Prize in Physiology or Medicine (Nobel Foundation) Sleep for Kids: Games ...

  17. Model for Educational Game Using Natural User Interface

    Directory of Open Access Journals (Sweden)

    Azrulhizam Shapi’i

    2016-01-01

    Full Text Available Natural User Interface (NUI is a new approach that has become increasingly popular in Human-Computer Interaction (HCI. The use of this technology is widely used in almost all sectors, including the field of education. In recent years, there are a lot of educational games using NUI technology in the market such as Kinect game. Kinect is a sensor that can recognize body movements, postures, and voices in three dimensions. It enables users to control and interact with game without the need of using game controller. However, the contents of most existing Kinect games do not follow the standard curriculum in classroom, thus making it do not fully achieve the learning objectives. Hence, this research proposes a design model as a guideline in designing educational game using NUI. A prototype has been developed as one of the objectives in this study. The prototype is based on proposed model to ensure and assess the effectiveness of the model. The outcomes of this study conclude that the proposed model contributed to the design method for the development of the educational game using NUI. Furthermore, evaluation results of the prototype show a good response from participant and in line with the standard curriculum.

  18. Online Game Addiction among Chinese College Students Measurement and Attribution.

    Science.gov (United States)

    Zhou, Yuqiong; Li, Zhitian

    2009-01-01

    This study made an initial attempt to measure and attribute online game addiction among Chinese college students. We generated three factors of online game addiction: Control Disorder, Conflict, and Injury, as well as proposed a comprehensive model that attributed online game addiction to three groups of driving forces: environmental influences (most significant), characteristics of online games, and personal reasons.

  19. Guest editorial: Brain/neuronal computer games interfaces and interaction

    NARCIS (Netherlands)

    Coyle, D.; Principe, J.; Lotte, F.; Nijholt, Antinus

    2013-01-01

    Nowadays brainwave or electroencephalogram (EEG) controlled games controllers are adding new options to satisfy the continual demand for new ways to interact with games, following trends such as the Nintendo® Wii, Microsoft® Kinect and Playstation® Move which are based on accelerometers and motion

  20. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  1. Adaptive Motor Resistance Video Game Exercise Apparatus and Method of Use Thereof

    Science.gov (United States)

    Reich, Alton (Inventor); Shaw, James (Inventor)

    2015-01-01

    The invention comprises a method and/or an apparatus using computer configured exercise equipment and an electric motor provided physical resistance in conjunction with a game system, such as a video game system, where the exercise system provides real physical resistance to a user interface. Results of user interaction with the user interface are integrated into a video game, such as running on a game console. The resistance system comprises: a subject interface, software control, a controller, an electric servo assist/resist motor, an actuator, and/or a subject sensor. The system provides actual physical interaction with a resistance device as input to the game console and game run thereon.

  2. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

  3. Lipid-lowering drugs (statins) and peripheral neuropathy.

    Science.gov (United States)

    Emad, Mohammadreza; Arjmand, Hosein; Farpour, Hamid Reza; Kardeh, Bahareh

    2018-03-01

    Peripheral neuropathy is a disorder with often unknown causes. Some drugs, including statins, are proposed to be among the causes of peripheral neuropathy. This study aimed at evaluating this condition by electrodiagnostic study among patients who had received statins. This case-control study was conducted in Shiraz, Iran in 2015, and included 39 patients aged 35-55 who had received statins for at least 6 months, and 39 healthy matched controls. Using electrodiagnosis, the sensory and motor wave features (amplitude, latency and nerve conduction velocity) of the peripheral nerves (Median, Ulnar, Tibial, Sural, and Peroneal) were evaluated among the subjects. Data were analyzed using SPSS software and pneuropathy, there were no significant differences in any of the definitions presented for peripheral neuropathy. However, the difference was close to significance for one definition [2 abnormalities in 2 nerves (p=0.055)]. Regarding mean values of the features, significant differences were observed in two features: amplitude of the peroneal motor nerve (p=0.048) and amplitude of the sural sensory nerve (p=0.036). Since statins are widely used, awareness regarding their side-effects would lead to better treatment. Even though no significant differences were found between the groups regarding the occurrence of peripheral neuropathy, there were significant differences in amplitudes of the sural sensory response and the peroneal motor response. This indicates the involvement of peripheral nerves. Therefore, we recommend that patients and physicians should be informed about the possible symptoms of this condition.

  4. Impaired postural control in children with developmental coordination disorder is related to less efficient central as well as peripheral control

    DEFF Research Database (Denmark)

    Speedtsberg, Merete Brink; Christensen, Sofie Bouschinger; Andersen, Ken Kjøller

    2017-01-01

    BACKGROUND: Developmental coordination disorder (DCD) is a neurodevelopmental impairment that affects approximately 6% of children in primary school age. Children with DCD are characterized by impaired postural control. It has yet to be determined what effect peripheral and central neuromuscular...... control has on their balance control. OBJECTIVE: The aim of this study was to investigate the underlying mechanisms to impaired postural control in children with DCD using the rambling-trembling decomposition of the center of pressure (CoP). METHOD: Nine children with DCD (9.0±0.5years, 7 boys, 2 girls...... with fixed support surface. In ML direction children with DCD had a lower relative contribution of rambling to total sway (p=0.013). CONCLUSION: This study showed that impaired postural control in children with DCD is associated with less efficient supraspinal control represented by increased rambling...

  5. Acute effects of video-game playing versus television viewing on stress markers and food intake in overweight and obese young men: A randomised controlled trial.

    Science.gov (United States)

    Siervo, Mario; Gan, Jason; Fewtrell, Mary S; Cortina-Borja, Mario; Wells, Jonathan C K

    2018-01-01

    Sedentary or near-sedentary activities are associated with overweight/obesity in epidemiological studies. This has traditionally been attributed to physical activity displacement. A little-explored area is whether behavioural stresses alter sensations of appetite and eating behaviour. We examined whether behaviours conducted seated (television viewing, video gaming) induce different eating patterns, associated with differential levels of stress response. We conducted a randomized controlled trial in 72 overweight/obese adult males, assigned to three groups (24 per group): (i) non-violent television (control group); (ii) non-violent game (FIFA); (iii) violent game (Call of Duty). Following a standardized breakfast, the 1-h intervention was followed by 25-min rest, with sweet and savoury snacks and drinks available ad libitum. Stress markers (heart rate, blood pressure, visual analogue scale (VAS)) were measured throughout. Heart rate, systolic blood pressure, and stress by VAS were significantly higher (p games than watching non-violent television, though the two game groups did not differ. Considered separately, only the violent video game group consumed more energy (Δ = 208.3 kcal, 95%CI 16, 400), sweet foods (Δ = 25.9 g, 95%CI 9.9, 41.9) and saturated fat (Δ = 4.36 g, 95%CI 0.76, 7.96) than controls. Playing video games in overweight/obese adult males is associated with an acute stress response relative to watching non-violent television, associated with greater subsequent food intake. These findings highlight the need to focus on the metabolic effects, as well as the energy costs, of activities involving sitting in relation to obesity risk. Copyright © 2017 Elsevier Ltd. All rights reserved.

  6. A serving of blueberry (V. corymbosum) acutely improves peripheral arterial dysfunction in young smokers and non-smokers: two randomized, controlled, crossover pilot studies.

    Science.gov (United States)

    Del Bo', Cristian; Deon, Valeria; Campolo, Jonica; Lanti, Claudia; Parolini, Marina; Porrini, Marisa; Klimis-Zacas, Dorothy; Riso, Patrizia

    2017-11-15

    Several studies have documented the important role of polyphenol-rich foods in the modulation of vascular remodelling and function. This study aimed to evaluate the capacity of a single portion of blueberry (V. corymbosum) to acutely improve peripheral arterial dysfunction in a group of young volunteers. Twenty-four healthy males (12 non-smokers and 12 smokers) were recruited for two different randomized, controlled, crossover pilot acute studies. In the first study, non-smokers were exposed to a control treatment (C; 300 mL of water with sugar) and a blueberry treatment (BB; 300 g of blueberry). In the second study, smokers underwent 3 different protocols: (1) - smoking treatment (S); (2) - control treatment (CS; 300 mL of water with sugar + smoking); (3) - blueberry treatment (BS; 300 g of blueberry + smoking). Each treatment (1 day long) was separated by a one week washout period. Blood pressure, peripheral arterial function (reactive hyperemia index, RHI, a marker of endothelial function) and arterial stiffness (digital augmentation index, dAix and dAix normalized by considering a heart rate of 75 bpm, dAix@75) were measured before and after each treatment. In the first study, the consumption of blueberry and control treatment acutely increased peripheral arterial function in the group of non-smokers. The improvement in RHI was higher and significantly different after blueberry treatment compared to the control treatment (54.8 ± 8.4% BB vs. 28.2 ± 8.3% C; p = 0.01). No effects were observed for markers of arterial stiffness, blood pressure and heart rate. Acute cigarette smoke significantly increased blood pressure and heart rate, while no significant effect was registered in peripheral arterial function and stiffness. The intake of blueberry and control treatment before a cigarette did not counteract the increase in blood pressure and heart rate, while it significantly improved peripheral arterial function. In particular, a significant increase was observed

  7. Early pregnancy peripheral blood gene expression and risk of preterm delivery: a nested case control study

    Directory of Open Access Journals (Sweden)

    Muhie Seid Y

    2009-12-01

    Full Text Available Abstract Background Preterm delivery (PTD is a significant public health problem associated with greater risk of mortality and morbidity in infants and mothers. Pathophysiologic processes that may lead to PTD start early in pregnancy. We investigated early pregnancy peripheral blood global gene expression and PTD risk. Methods As part of a prospective study, ribonucleic acid was extracted from blood samples (collected at 16 weeks gestational age from 14 women who had PTD (cases and 16 women who delivered at term (controls. Gene expressions were measured using the GeneChip® Human Genome U133 Plus 2.0 Array. Student's T-test and fold change analysis were used to identify differentially expressed genes. We used hierarchical clustering and principle components analysis to characterize signature gene expression patterns among cases and controls. Pathway and promoter sequence analyses were used to investigate functions and functional relationships as well as regulatory regions of differentially expressed genes. Results A total of 209 genes, including potential candidate genes (e.g. PTGDS, prostaglandin D2 synthase 21 kDa, were differentially expressed. A set of these genes achieved accurate pre-diagnostic separation of cases and controls. These genes participate in functions related to immune system and inflammation, organ development, metabolism (lipid, carbohydrate and amino acid and cell signaling. Binding sites of putative transcription factors such as EGR1 (early growth response 1, TFAP2A (transcription factor AP2A, Sp1 (specificity protein 1 and Sp3 (specificity protein 3 were over represented in promoter regions of differentially expressed genes. Real-time PCR confirmed microarray expression measurements of selected genes. Conclusions PTD is associated with maternal early pregnancy peripheral blood gene expression changes. Maternal early pregnancy peripheral blood gene expression patterns may be useful for better understanding of PTD

  8. F wave index: A diagnostic tool for peripheral neuropathy

    Directory of Open Access Journals (Sweden)

    G R Sathya

    2017-01-01

    Interpretation & conclusions: Our results showed that F wave index in upper limb was significantly lower in patients with peripheral neuropathy than the healthy controls, and could be used for early detection of peripheral neuropathy.

  9. A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke.

    Science.gov (United States)

    Chen, Mei-Hsiang; Huang, Lan-Ling; Lee, Chang-Franw; Hsieh, Ching-Lin; Lin, Yu-Chao; Liu, Hsiuchih; Chen, Ming-I; Lu, Wen-Shian

    2015-07-01

    To investigate the acceptability and potential efficacy of two commercial video games for improving upper extremity function after stroke in order to inform future sample size and study design. A controlled clinical trial design using sequential allocation into groups. A clinical occupational therapy department. Twenty-four first-stroke patients. Patients were assigned to one of three groups: conventional group, Wii group, and XaviX group. In addition to regular one-hour conventional rehabilitation, each group received an additional half-hour of upper extremity exercises via conventional devices, Wii games, or XaviX games, for eight weeks. The Fugl-Meyer Assessment of motor function, Box and Block Test of Manual Dexterity, Functional Independence Measure, and upper extremity range of motion were used at baseline and postintervention. Also, a questionnaire was used to assess motivation and enjoyment. The effect size of differences in change scores between the Wii and conventional groups ranged from 0.71 (SD 0.59) to 0.28 (SD 0.58), on the Fugl-Meyer Assessment of motor function (d = 0.74) was larger than that between the XaviX and conventional groups, ranged from 0.44 (SD 0.49) to 0.28 (SD 0.58) (d = 0.30). Patient enjoyment was significantly greater in the video game groups (Wii mean 4.25, SD 0.89; XaviX mean 4.38, SD 0.52) than in the conventional group (mean 2.25, SD 0.89, F = 18.55, p video games in rehabilitation. A sample size of 72 patients (24 per group) would be appropriate for a full study. © The Author(s) 2014.

  10. Game, game, game and again game, de Jason Nelson: aspectos da contemporaneidade

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

    Full Text Available Embora pensadores como o escritor Mario Vargas Llosa afirmem que os tempos hodiernos têm como característica principal a frivolidade, por conta da velocidade e quantidade de informações a serem digeridas diariamente, artistas em sua pulsão criativa exploram tais paradoxos de grandeza/pequenez em suas obras de arte. Este artigo visa apreender na obra Game, game, game and again game aspectos da contemporaneidade, como o conceito de lúdico e a enorme gama de entretenimentos voltados a um público imerso na indústria da cultura, através da forma como eles são trabalhados junto a conceitos como interatividade como forma de coautoria da obra de arte, finitude artística e permanência no meio digital, e transmidialidade na criação estética.

  11. Effectiveness of conventional versus virtual reality based vestibular rehabilitation in the treatment of dizziness, gait and balance impairment in adults with unilateral peripheral vestibular loss: a randomised controlled trial

    Directory of Open Access Journals (Sweden)

    Dara Meldrum

    2012-03-01

    Full Text Available Abstract Background Unilateral peripheral vestibular loss results in gait and balance impairment, dizziness and oscillopsia. Vestibular rehabilitation benefits patients but optimal treatment remains unkown. Virtual reality is an emerging tool in rehabilitation and provides opportunities to improve both outcomes and patient satisfaction with treatment. The Nintendo Wii Fit Plus® (NWFP is a low cost virtual reality system that challenges balance and provides visual and auditory feedback. It may augment the motor learning that is required to improve balance and gait, but no trials to date have investigated efficacy. Methods/Design In a single (assessor blind, two centre randomised controlled superiority trial, 80 patients with unilateral peripheral vestibular loss will be randomised to either conventional or virtual reality based (NWFP vestibular rehabilitation for 6 weeks. The primary outcome measure is gait speed (measured with three dimensional gait analysis. Secondary outcomes include computerised posturography, dynamic visual acuity, and validated questionnaires on dizziness, confidence and anxiety/depression. Outcome will be assessed post treatment (8 weeks and at 6 months. Discussion Advances in the gaming industry have allowed mass production of highly sophisticated low cost virtual reality systems that incorporate technology previously not accessible to most therapists and patients. Importantly, they are not confined to rehabilitation departments, can be used at home and provide an accurate record of adherence to exercise. The benefits of providing augmented feedback, increasing intensity of exercise and accurately measuring adherence may improve conventional vestibular rehabilitation but efficacy must first be demonstrated. Trial registration Clinical trials.gov identifier: NCT01442623

  12. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

    Directory of Open Access Journals (Sweden)

    Soledad eBallesteros

    2014-10-01

    Full Text Available Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-hr non-action video game training sessions with games selected from a commercially available package (Lumosity on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time, attention (reduction of distraction and increase of alertness, immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM and executive control (shifting strategy did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others. Trial Registration: ClinicalTrials.gov identifier NCT02007616http://clinicaltrials.gov/show/NCT02007616

  13. Application of European standards for health and quality control of game meat on game ranches in South Africa

    OpenAIRE

    M. van der Merwe; P. J. Jooste; L. C. Hoffman

    2011-01-01

    The health and quality compliance of game carcasses (n = 295) intended for the South African export market and aspiring to comply with the strict hygiene requirements of the European Union were compared with game carcasses (n = 330) available for the local market and currently not subjected to meat safety legislation. Samples were collected in similar seasons and geographical areas in South Africa from 2006 to 2009. Aerobic plate counts (APC) of the heart blood verified that both groups posse...

  14. Pilot trial of spirometer games for airway clearance practice in cystic fibrosis.

    Science.gov (United States)

    Bingham, Peter M; Lahiri, Thomas; Ashikaga, Taka

    2012-08-01

    Many children with cystic fibrosis (CF) adhere poorly to airway clearance techniques (ACTs), and would rather play video games that challenge their dexterity and visual tracking skills. We developed gaming technology that encourages forced expiratory maneuvers. Following interviews regarding recreational activities and subjects' practice of ACTs, we conducted a pilot trial of spirometer games in 13 adolescents with CF, to test the hypothesis that games could increase subjects' engagement with forced expiratory breathing maneuvers and improve pulmonary function tests (PFTs). After baseline PFTs, subjects were provided with digital spirometers and computers set up as "game only" or "control" devices. After the first of 2 periods (each > 2 weeks), the computer was set-up for the alternate condition for period 2. The t test and non-parametric correlation analyses examined use, number of expiratory high flow events (HFEs), and change in PFTs, identifying trends at P ≤ .1, significance at P games and control software a similar percentage of days during the game (26%) and control periods (32%). There was a trend toward more minutes with the game versus control setup (P = .07), though HFE count did not differ between the 2 conditions (P = .71). Game play showed no overall effect on FEV(1), though correlation analysis showed a modest relation between minutes of play and change in FEV(1) from baseline (r = 0.50, P = .09). The game period showed a trend to increased vital capacity (P = .05). Spirometer games elicit forced expiratory breath maneuvers in pediatric CF patients. Improvement in PFTs may be due to improved test performance technique, though improved obstructive/restrictive lung function due to game play cannot be excluded. A formal clinical trial of this approach is planned.

  15. Expression of squid iridescence depends on environmental luminance and peripheral ganglion control.

    Science.gov (United States)

    Gonzalez-Bellido, P T; Wardill, T J; Buresch, K C; Ulmer, K M; Hanlon, R T

    2014-03-15

    Squid display impressive changes in body coloration that are afforded by two types of dynamic skin elements: structural iridophores (which produce iridescence) and pigmented chromatophores. Both color elements are neurally controlled, but nothing is known about the iridescence circuit, or the environmental cues, that elicit iridescence expression. To tackle this knowledge gap, we performed denervation, electrical stimulation and behavioral experiments using the long-fin squid, Doryteuthis pealeii. We show that while the pigmentary and iridescence circuits originate in the brain, they are wired differently in the periphery: (1) the iridescence signals are routed through a peripheral center called the stellate ganglion and (2) the iridescence motor neurons likely originate within this ganglion (as revealed by nerve fluorescence dye fills). Cutting the inputs to the stellate ganglion that descend from the brain shifts highly reflective iridophores into a transparent state. Taken together, these findings suggest that although brain commands are necessary for expression of iridescence, integration with peripheral information in the stellate ganglion could modulate the final output. We also demonstrate that squid change their iridescence brightness in response to environmental luminance; such changes are robust but slow (minutes to hours). The squid's ability to alter its iridescence levels may improve camouflage under different lighting intensities.

  16. Atlanta Centennial Olympic Games and Paralympic Games event study, 1996. Final report, July 1996--August 1996

    Energy Technology Data Exchange (ETDEWEB)

    Amodei, R.; Bard, E.; Brong, B.; Cahoon, F.; Jasper, K.

    1998-11-01

    The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects--a Central Transportation Management Center (TMC), six Traffic Control Centers (TCCs), one Transit Information Center (TIC), The Travel Information Showcase (TIS), and the extension of the Metropolitan Atlanta Rapid Transit Authority (MARTA) Rail network and the new high-occupancy vehicle (HOV) lanes on I-85 and I-75. The 1996 Atlanta Centennial Olympic Games and Paralympic Games created a focus for these projects. All of these systems were to be brought on-line in time for the Olympic Games. This report presents the findings of the 1996 Olympic and Paralympic Games Events Study--a compilation of findings of system performance, the benefits realized, and the lessons learned during their operations over the event period. The study assessed the performance of the various Travel Demand Management (TDM) plans employed for Olympic Games traffic management.

  17. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  18. Improving Children's Mental Health with a Digital Social Skills Development Game: A Randomized Controlled Efficacy Trial of Adventures aboard the S.S. GRIN.

    Science.gov (United States)

    Sanchez, Rebecca; Brown, Emily; Kocher, Kelly; DeRosier, Melissa

    2017-02-01

    The purpose of this study was to investigate whether a computer-based game to improve social skills and mental health in children with social skills deficits would be efficacious. The program, Adventures aboard the S.S. GRIN, translates a proven in-person intervention into a nine-episode interactive online adventure game that provides opportunity for knowledge acquisition and skill practice. Participants (children aged 7-11 years with social skills challenges) were randomly assigned to immediate treatment group (n = 33) or waitlist control group (n = 36). Children in the immediate treatment condition completed the game at home over the course of 9 weeks. Before playing the game and again within 1 week of game completion, children completed surveys about social literacy, social anxiety, bullying, social self-efficacy, and social satisfaction. Children who played Adventures improved significantly more from pretest to posttest than children who did not play the game in social literacy, social anxiety, bullying victimization, and social satisfaction. Online interactive games can be effective in improving mental health for children who struggle with social skills. For children who can access them, serious games have the potential to increase the reach of effective programs by overcoming the logistical and implementation barriers (such as cost, travel, and accessibility) that limit traditionally delivered mental health interventions.

  19. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    OpenAIRE

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in vir...

  20. Trading Shovels for Controllers: A Brief Exploration of the Portrayal of Archaeology in Video Games

    OpenAIRE

    Reinhard, Andrew; Meyers Emery, Kathryn

    2016-01-01

    Archaeology has been a persistent theme for video games, from the long-running Indiana Jones and Lara Croft franchises to more recent uses of archaeology in games like Destiny and World of Warcraft. In these games, archaeology is often portrayed as a search for treasure among lost worlds that leads to looting and the destruction of cultural heritage. In this article, we review the current state of archaeological video games, including mainstream and educational games. While this is not an exh...

  1. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  2. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  3. Interpersonal dependency and online gaming addiction.

    Science.gov (United States)

    Škařupová, Kateřina; Blinka, Lukas

    2016-03-01

    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein's concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth's conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement.

  4. Games on Games. Game Design as Critical Reflexive Practice

    OpenAIRE

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

  5. Engagement states and learning from educational games.

    Science.gov (United States)

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and learning. Emphasis is placed on individual differences in attention, memory, motor speed and control, persistence, and positive and negative affect (approach/avoidance), and how these pertain to social cognitions regarding mathematics achievement. Our challenge is to develop educational games that are effective for a wide variety of student engagement states. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  6. Does Using Language Games Affect Vocabulary Learning in EFL Classes?

    Directory of Open Access Journals (Sweden)

    Beyza Silsüpür

    2017-01-01

    Full Text Available The present study attempted to investigate the role of using word games in L2 vocabulary acquisition. 12 female participants from Uludag University were selected for control and experimental groups. Additionally, 35 participants from different universities in Turkey were invited to attend the study. First, an online questionnaire about the effect of games on vocabulary learning was administered to 35 participants. And results were analysed.  Secondly, 12 female participants were divided into two groups as control group and experimental group. Both groups were taught certain words, however, a word game known as “Bingo” were utilized for the experimental group. Finally, a vocabulary quiz was administered to both groups to determine the differences between them. The scores obtained from vocabulary quiz showed that the experimental group outperformed the control group in vocabulary quiz. Even so, there was not a significant difference between the results of the quiz. Similarly, the findings of the questionnaire indicated that the participants preferred learning through vocabulary games rather than traditional way. Also, the findings revealed that games reduce negative feelings during the learning process. It was suggested that teachers should reconsider the role of games and appreciate their educational value.

  7. Pathological video-gaming among Singaporean youth.

    Science.gov (United States)

    Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  8. Game Learning Analytics: Learning Analytics for Serious Games

    NARCIS (Netherlands)

    Freire, Manuel; Serrano-Laguna, Angel; Manero, Borja; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2016-01-01

    Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when

  9. Rationale, design and methods for a randomised and controlled trial to investigate whether home access to electronic games decreases children's physical activity

    Directory of Open Access Journals (Sweden)

    Piek Jan P

    2009-06-01

    Full Text Available Abstract Background Many children are reported to have insufficient physical activity (PA placing them at greater risk of poor health outcomes. Participating in sedentary activities such as playing electronic games is widely believed to contribute to less PA. However there is no experimental evidence that playing electronic games reduces PA. There is also no evidence regarding the effect of different types of electronic games (traditional sedentary electronic games versus new active input electronic games on PA. Further, there is a poor understanding about how characteristics of children may moderate the impact of electronic game access on PA and about what leisure activities are displaced when children play electronic games. Given that many children play electronic games, a better understanding of the effect of electronic game use on PA is critical to inform child health policy and intervention. Methods This randomised and controlled trial will examine whether PA is decreased by access to electronic games and whether any effect is dependent on the type of game input or the child's characteristics. Children aged 10–12 years (N = 72, 36 females will be recruited and randomised to a balanced ordering of 'no electronic games', 'traditional' electronic games and 'active' electronic games. Each child will participate in each condition for 8 weeks, and be assessed prior to participation and at the end of each condition. The primary outcome is PA, assessed by Actical accelerometers worn for 7 days on the wrist and hip. Energy expenditure will be assessed by the doubly labelled water technique and motor coordination, adiposity, self-confidence, attitudes to technology and PA and leisure activities will also be assessed. A sample of 72 will provide a power of > 0.9 for detecting a 15 mins difference in PA (sd = 30 mins. Discussion This is the first such trial and will provide critical information to understand whether access to electronic games affects

  10. Cortical thickness abnormalities in late adolescence with online gaming addiction.

    Science.gov (United States)

    Yuan, Kai; Cheng, Ping; Dong, Tao; Bi, Yanzhi; Xing, Lihong; Yu, Dahua; Zhao, Limei; Dong, Minghao; von Deneen, Karen M; Liu, Yijun; Qin, Wei; Tian, Jie

    2013-01-01

    Online gaming addiction, as the most popular subtype of Internet addiction, had gained more and more attention from the whole world. However, the structural differences in cortical thickness of the brain between adolescents with online gaming addiction and healthy controls are not well unknown; neither was its association with the impaired cognitive control ability. High-resolution magnetic resonance imaging scans from late adolescence with online gaming addiction (n = 18) and age-, education- and gender-matched controls (n = 18) were acquired. The cortical thickness measurement method was employed to investigate alterations of cortical thickness in individuals with online gaming addiction. The color-word Stroop task was employed to investigate the functional implications of the cortical thickness abnormalities. Imaging data revealed increased cortical thickness in the left precentral cortex, precuneus, middle frontal cortex, inferior temporal and middle temporal cortices in late adolescence with online gaming addiction; meanwhile, the cortical thicknesses of the left lateral orbitofrontal cortex (OFC), insula, lingual gyrus, the right postcentral gyrus, entorhinal cortex and inferior parietal cortex were decreased. Correlation analysis demonstrated that the cortical thicknesses of the left precentral cortex, precuneus and lingual gyrus correlated with duration of online gaming addiction and the cortical thickness of the OFC correlated with the impaired task performance during the color-word Stroop task in adolescents with online gaming addiction. The findings in the current study suggested that the cortical thickness abnormalities of these regions may be implicated in the underlying pathophysiology of online gaming addiction.

  11. Persuasion in Complex Games

    OpenAIRE

    Guhe, M.; Lascarides, A.

    2014-01-01

    We study the power of persuasion in a game where each player’s own preferences over the negotiation’s outcomes are dynamic and uncertain. Our empirical set up supports evaluating individual aspects of the persuasion and reaction strategies in controlled ways. We show how this general method gives rise to domain-specific conclusions, in our case for The Settlers of Catan: e.g., the less scope there is for persuading during the game, the more one must ensure one gains an immediate benefit from ...

  12. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    Science.gov (United States)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  13. Orthogonally Evolved AI to Improve Difficulty Adjustment in Video Games

    DEFF Research Database (Denmark)

    Hintze, Arend; Olson, Randal; Lehman, Joel Anthony

    2016-01-01

    Computer games are most engaging when their difficulty is well matched to the player's ability, thereby providing an experience in which the player is neither overwhelmed nor bored. In games where the player interacts with computer-controlled opponents, the difficulty of the game can be adjusted...... not only by changing the distribution of opponents or game resources, but also through modifying the skill of the opponents. Applying evolutionary algorithms to evolve the artificial intelligence that controls opponent agents is one established method for adjusting opponent difficulty. Less-evolved agents...... (i.e. agents subject to fewer generations of evolution) make for easier opponents, while highly-evolved agents are more challenging to overcome. In this publication we test a new approach for difficulty adjustment in games: orthogonally evolved AI, where the player receives support from collaborating...

  14. Replaying the game: hypnagogic images in normals and amnesics.

    Science.gov (United States)

    Stickgold, R; Malia, A; Maguire, D; Roddenberry, D; O'Connor, M

    2000-10-13

    Participants playing the computer game Tetris reported intrusive, stereotypical, visual images of the game at sleep onset. Three amnesic patients with extensive bilateral medial temporal lobe damage produced similar hypnagogic reports despite being unable to recall playing the game, suggesting that such imagery may arise without important contribution from the declarative memory system. In addition, control participants reported images from previously played versions of the game, demonstrating that remote memories can influence the images from recent waking experience.

  15. Use of commercial video games to improve postural balance in patients with multiple sclerosis: A systematic review and meta-analysis of randomised controlled clinical trials.

    Science.gov (United States)

    Parra-Moreno, M; Rodríguez-Juan, J J; Ruiz-Cárdenas, J D

    2018-03-07

    Commercial video games are considered an effective tool to improve postural balance in different populations. However, the effectiveness of these video games for patients with multiple sclerosis (MS) is unclear. To analyse existing evidence on the effects of commercial video games on postural balance in patients with MS. We conducted a systematic literature search on 11 databases (Academic-Search Complete, AMED, CENTRAL, CINAHL, WoS, IBECS, LILACS, Pubmed/Medline, Scielo, SPORTDiscus, and Science Direct) using the following terms: "multiple sclerosis", videogames, "video games", exergam*, "postural balance", posturography, "postural control", balance. Risk of bias was analysed by 2 independent reviewers. We conducted 3 fixed effect meta-analyses and calculated the difference of means (DM) and the 95% confidence interval (95% CI) for the Four Step Square Test, Timed 25-Foot Walk, and Berg Balance Scale. Five randomized controlled trials were included in the qualitative systematic review and 4 in the meta-analysis. We found no significant differences between the video game therapy group and the control group in Four Step Square Test (DM: -.74; 95% CI, -2.79-1.32; P=.48; I 2 =0%) and Timed 25-Foot Walk scores (DM: .15; 95% CI, -1.06-.76; P=.75; I 2 =0%). We did observe intergroup differences in BBS scores in favour of video game therapy (DM: 5.30; 95% CI, 3.39-7.21; P<.001; I 2 =0%), but these were not greater than the minimum detectable change reported in the literature. The effectiveness of commercial video game therapy for improving postural balance in patients with MS is limited. Copyright © 2018 Sociedad Española de Neurología. Publicado por Elsevier España, S.L.U. All rights reserved.

  16. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

    Full Text Available Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.

  17. Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

    Science.gov (United States)

    Weis, Robert; Cerankosky, Brittany C

    2010-04-01

    Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.

  18. Measurable Strategies in Differential Games

    Science.gov (United States)

    Ivanov, R. P.

    1990-02-01

    Nonlinear approach-evasion differential games are considered in which the initial data depend on the time. These games are investigated in the class of strategies that are functions of three variables, namely, the time, the phase variable, and the current value of the other player's control, and are measurable jointly with respect to the time and the phase variable. The ideas of the Pontryagin methods in differential games and Krasovskiĭ's ideas on extremal aiming are developed, and it is shown that measurable strategies have broad applicability. It is proved that measurable strategies are compatible with differential equations with discontinuous right-hand side, and general theorems on the existence of solving measurable strategies in approach-evasion problems are proved, along with some auxiliary assertions. It is shown that the saddle point condition in the small game ensures the existence of solving measurable strategies. An example is given. Bibliography: 14 titles.

  19. Computer games and fine motor skills.

    Science.gov (United States)

    Borecki, Lukasz; Tolstych, Katarzyna; Pokorski, Mieczyslaw

    2013-01-01

    The study seeks to determine the influence of computer games on fine motor skills in young adults, an area of incomplete understanding and verification. We hypothesized that computer gaming could have a positive influence on basic motor skills, such as precision, aiming, speed, dexterity, or tremor. We examined 30 habitual game users (F/M - 3/27; age range 20-25 years) of the highly interactive game Counter Strike, in which players impersonate soldiers on a battlefield, and 30 age- and gender-matched subjects who declared never to play games. Selected tests from the Vienna Test System were used to assess fine motor skills and tremor. The results demonstrate that the game users scored appreciably better than the control subjects in all tests employed. In particular, the players did significantly better in the precision of arm-hand movements, as expressed by a lower time of errors, 1.6 ± 0.6 vs. 2.8 ± 0.6 s, a lower error rate, 13.6 ± 0.3 vs. 20.4 ± 2.2, and a shorter total time of performing a task, 14.6 ± 2.9 vs. 32.1 ± 4.5 s in non-players, respectively; p computer games on psychomotor functioning. We submit that playing computer games may be a useful training tool to increase fine motor skills and movement coordination.

  20. Social activities, self-efficacy, game attitudes, and game addiction.

    Science.gov (United States)

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  1. Fixed Duration Pursuit-Evasion Differential Game with Integral Constraints

    International Nuclear Information System (INIS)

    Ibragimov G I; Kuchkarov A Sh

    2013-01-01

    We investigate a pursuit-evasion differential game of countably many pursuers and one evader. Integral constraints are imposed on control functions of the players. Duration of the game is fixed and the payoff of the game is infimum of the distances between the evader and pursuers when the game is completed. Purpose of the pursuers is to minimize the payoff and that of the evader is to maximize it. Optimal strategies of the players are constructed, and the value of the game is found. It should be noted that energy resource of any pursuer may be less than that of the evader.

  2. Model based design introduction: modeling game controllers to microprocessor architectures

    Science.gov (United States)

    Jungwirth, Patrick; Badawy, Abdel-Hameed

    2017-04-01

    We present an introduction to model based design. Model based design is a visual representation, generally a block diagram, to model and incrementally develop a complex system. Model based design is a commonly used design methodology for digital signal processing, control systems, and embedded systems. Model based design's philosophy is: to solve a problem - a step at a time. The approach can be compared to a series of steps to converge to a solution. A block diagram simulation tool allows a design to be simulated with real world measurement data. For example, if an analog control system is being upgraded to a digital control system, the analog sensor input signals can be recorded. The digital control algorithm can be simulated with the real world sensor data. The output from the simulated digital control system can then be compared to the old analog based control system. Model based design can compared to Agile software develop. The Agile software development goal is to develop working software in incremental steps. Progress is measured in completed and tested code units. Progress is measured in model based design by completed and tested blocks. We present a concept for a video game controller and then use model based design to iterate the design towards a working system. We will also describe a model based design effort to develop an OS Friendly Microprocessor Architecture based on the RISC-V.

  3. Gender and computer games / video games : girls’ perspective orientation

    OpenAIRE

    Yan, Jingjing

    2010-01-01

    The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies ...

  4. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  5. Fusimotor control of spindle sensitivity regulates central and peripheral coding of joint angles.

    Science.gov (United States)

    Lan, Ning; He, Xin

    2012-01-01

    Proprioceptive afferents from muscle spindles encode information about peripheral joint movements for the central nervous system (CNS). The sensitivity of muscle spindle is nonlinearly dependent on the activation of gamma (γ) motoneurons in the spinal cord that receives inputs from the motor cortex. How fusimotor control of spindle sensitivity affects proprioceptive coding of joint position is not clear. Furthermore, what information is carried in the fusimotor signal from the motor cortex to the muscle spindle is largely unknown. In this study, we addressed the issue of communication between the central and peripheral sensorimotor systems using a computational approach based on the virtual arm (VA) model. In simulation experiments within the operational range of joint movements, the gamma static commands (γ(s)) to the spindles of both mono-articular and bi-articular muscles were hypothesized (1) to remain constant, (2) to be modulated with joint angles linearly, and (3) to be modulated with joint angles nonlinearly. Simulation results revealed a nonlinear landscape of Ia afferent with respect to both γ(s) activation and joint angle. Among the three hypotheses, the constant and linear strategies did not yield Ia responses that matched the experimental data, and therefore, were rejected as plausible strategies of spindle sensitivity control. However, if γ(s) commands were quadratically modulated with joint angles, a robust linear relation between Ia afferents and joint angles could be obtained in both mono-articular and bi-articular muscles. With the quadratic strategy of spindle sensitivity control, γ(s) commands may serve as the CNS outputs that inform the periphery of central coding of joint angles. The results suggest that the information of joint angles may be communicated between the CNS and muscles via the descending γ(s) efferent and Ia afferent signals.

  6. Development of a Car Racing Simulator Game Using Artificial Intelligence Techniques

    Directory of Open Access Journals (Sweden)

    Marvin T. Chan

    2015-01-01

    Full Text Available This paper presents a car racing simulator game called Racer, in which the human player races a car against three game-controlled cars in a three-dimensional environment. The objective of the game is not to defeat the human player, but to provide the player with a challenging and enjoyable experience. To ensure that this objective can be accomplished, the game incorporates artificial intelligence (AI techniques, which enable the cars to be controlled in a manner that mimics natural driving. The paper provides a brief history of AI techniques in games, presents the use of AI techniques in contemporary video games, and discusses the AI techniques that were implemented in the development of Racer. A comparison of the AI techniques implemented in the Unity platform with traditional AI search techniques is also included in the discussion.

  7. 25 CFR 542.20 - What is a Tier A gaming operation?

    Science.gov (United States)

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false What is a Tier A gaming operation? 542.20 Section 542.20 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.20 What is a Tier A gaming operation? A Tier A gaming operation is one with annual...

  8. 25 CFR 542.30 - What is a Tier B gaming operation?

    Science.gov (United States)

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false What is a Tier B gaming operation? 542.30 Section 542.30 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.30 What is a Tier B gaming operation? A Tier B gaming operation is one with gross...

  9. 25 CFR 542.40 - What is a Tier C gaming operation?

    Science.gov (United States)

    2010-04-01

    ... 25 Indians 2 2010-04-01 2010-04-01 false What is a Tier C gaming operation? 542.40 Section 542.40 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM INTERNAL CONTROL STANDARDS § 542.40 What is a Tier C gaming operation? A Tier C gaming operation is one with annual...

  10. Games and Agents: Designing Intelligent Gameplay

    Directory of Open Access Journals (Sweden)

    F. Dignum

    2009-01-01

    Full Text Available There is an attention shift within the gaming industry toward more natural (long-term behavior of nonplaying characters (NPCs. Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state-of-the-art multiagent system technology. In this paper, we will focus on three specific problem areas that arise from this difference of view: synchronization, information representation, and communication. We argue that the current attempts for integration still fall short on some of these aspects. We show that to fully integrate intelligent agents in games, one should not only use a technical solution, but also a design methodology that is amenable to agents. The game design should be adjusted to incorporate the possibilities of agents early on in the process.

  11. Experiencing BCI control in a popular computer game

    NARCIS (Netherlands)

    van de Laar, B.L.A.; Coyle, D.; Gürkök, Hayrettin; Principe, J.; Lotte, F.; Plass - Oude Bos, D.; Poel, Mannes; Nijholt, Antinus

    2013-01-01

    Brain–computer interfaces (BCIs) are not only being developed to aid disabled individuals with motor substitution, motor recovery, and novel communication possibilities, but also as a modality for healthy users in entertainment and gaming. This study investigates whether the incorporation of a BCI

  12. Energy Cost of Active and Sedentary Music Video Games: Drum and Handheld Gaming vs. Walking and Sitting.

    Science.gov (United States)

    Miranda, Edwin; Overstreet, Brittany S; Fountain, William A; Gutierrez, Vincent; Kolankowski, Michael; Overstreet, Matthew L; Sapp, Ryan M; Wolff, Christopher A; Mazzetti, Scott A

    2017-01-01

    To compare energy expenditure during and after active and handheld video game drumming compared to walking and sitting. Ten experienced, college-aged men performed four protocols (one per week): no-exercise seated control (CTRL), virtual drumming on a handheld gaming device (HANDHELD), active drumming on drum pads (DRUM), and walking on a treadmill at ~30% of VO 2max (WALK). Protocols were performed after an overnight fast, and expired air was collected continuously during (30min) and after (30min) exercise. DRUM and HANDHELD song lists, day of the week, and time of day were identical for each participant. Significant differences (p DRUM > HANDHELD. No significant differences in the rates of energy expenditure among groups during recovery were observed. Total energy expenditure was significantly greater (p < 0.05) during WALK (149.5 ± 30.6 kcal) compared to DRUM (118.7 ± 18.8 kcal) and HANDHELD (44.9±11.6 kcal), and greater during DRUM compared to HANDHELD. Total energy expenditure was not significantly different between HANDHELD (44.9 ± 11.6 kcal) and CTRL (38.2 ± 6.0 kcal). Active video game drumming at expert-level significantly increased energy expenditure compared to handheld, but it hardly met moderate-intensity activity standards, and energy expenditure was greatest during walking. Energy expenditure with handheld video game drumming was not different from no-exercise control. Thus, traditional aerobic exercise remains at the forefront for achieving the minimum amount and intensity of physical activity for health, individuals desiring to use video games for achieving weekly physical activity recommendations should choose games that require significant involvement of lower-body musculature, and time spent playing sedentary games should be a limited part of an active lifestyle.

  13. Game Theory of Pollution: National Policies and Their International Effects

    NARCIS (Netherlands)

    Schüller, Katharina; Stankova, Katerina; Thuijsman, Frank

    2017-01-01

    In this paper we put forward a simple game-theoretical model of pollution control, where each country is in control of its own pollution, while the environmental effects of policies do not stop at country borders. In our noncooperative differential game, countries as players minimize the present

  14. The effectiveness of a serious game to enhance empathy for care workers for people with disabilities: A parallel randomized controlled trial.

    Science.gov (United States)

    Sterkenburg, P S; Vacaru, V S

    2018-04-04

    Empathic care is fundamental in healthcare settings and is associated to several positive outcomes for care workers (i.e. burnout, compassion satisfaction) and patients (i.e. therapeutic alliance, trust, wellbeing). Yet, studies showed a decrease in empathy in care workers, which is argued to be a product of personal distress. Thus, interventions should aim at enhancing empathy in care workers working for vulnerable populations to ensure optimal client-carer relationships. The current study investigates the effectiveness of the serious game "The world of EMPA" in enhancing empathy in care workers for people with disabilities, and tests the effect of personal distress on empathy change post intervention. We conducted a superiority parallel randomized controlled trial (RCT) and tested 224 participants in two conditions: the experimental group (n = 111) played a serious game and the control group (n = 113) read a digital information package about disabilities. Participants were assessed on empathy and personal distress prior to and after the intervention. Main results showed that the serious game did not significantly enhance empathy in care workers, whereas reading a digital information package yield a significant decrease in empathy. Exploratory analysis showed that the serious game decreased significantly personal distress in care-workers. This study showed that while the serious game "The world of EMPA" did not enhance empathy, it resulted in a decrease in personal distress in care workers for people with disabilities. Further evidence should corroborate these findings to unveil the mechanisms of this intervention and the long-term effects on personal distress. Copyright © 2018 Elsevier Inc. All rights reserved.

  15. Effects of thai foot massage on balance performance in diabetic patients with peripheral neuropathy: a randomized parallel-controlled trial.

    Science.gov (United States)

    Chatchawan, Uraiwan; Eungpinichpong, Wichai; Plandee, Piyawan; Yamauchi, Junichiro

    2015-04-20

    BACKGROUND Peripheral neuropathy is the most common complications of diabetic patients and leads to loss of plantar cutaneous sensation, movement perception, and body balance. Thai foot massage is an alternative therapy to improve balance. Therefore, the purpose of this study was to investigate the effects of Thai foot massage on balance performance in diabetic patients with peripheral neuropathy. MATERIAL AND METHODS Sixty patients with type-2 diabetes were recruited and randomly assigned into either the Thai foot massage or control groups. The Thai foot massage group received a modified Thai traditional foot massage for 30 min, 3 days per week for 2 weeks. We measured timed up and go (TUG), one leg stance: OLS), the range of motion (ROM) of the foot, and foot sensation (SWMT) before treatment, after the first single session, and after the 2-week treatment. RESULTS After the single treatment session, only the Thai foot massage group showed a significant improvement in TUG. After the 2-week treatment, both Thai foot massage and control groups showed a significant improvement of TUG and OLS (Pfoot massage group showed better improvement in TUG than the control group (pfoot massage group also showed significant improvements in ROM and SWMT after the 2-week treatment. CONCLUSIONS The results of this study suggest that Thai foot massage is a viable alternative treatment for balance performance, ROM of the foot, and the foot sensation in diabetic patients with peripheral neuropathy.

  16. Neurobiological correlates of avatar identification processing and emotional inhibitory control in internet gaming disorder

    OpenAIRE

    Dieter, Julia

    2017-01-01

    Internet gaming disorder (IGD) is the most prevalent subcategory of internet addiction. It has been associated with self-concept deficits and related characteristics such as emotional as well as social competence deficits, increased social anxiety and a stronger identification with the own avatar (i.e. a graphical agent that often seems to be constructed according to gamers’ ideal). In addition, IGD seems to be linked with inhibitory control deficits, definable as impairments in the inhibitio...

  17. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  18. Effect of peripheral morphine in a human model of acute inflammatory pain

    DEFF Research Database (Denmark)

    Lillesø, J; Hammer, N A; Pedersen, J L

    2000-01-01

    Several studies have demonstrated the presence of opioid inducible receptors on peripheral nerves and peripheral antinociceptive effects of opioids. However, the effects of peripheral opioid administration in man are controversial. Our study used a randomized, double-blind, placebo-controlled, th......Several studies have demonstrated the presence of opioid inducible receptors on peripheral nerves and peripheral antinociceptive effects of opioids. However, the effects of peripheral opioid administration in man are controversial. Our study used a randomized, double-blind, placebo......-controlled, three-way crossover design in a human model of acute inflammatory pain (heat injury). We studied 18 healthy volunteers who each received morphine locally (2 mg), morphine systemically (2 mg), or placebo on three separate study days. The subjects received morphine infiltration subcutaneously (s.c.). 1 h......, but local morphine infiltration neither reduced pain during the burn, nor primary or secondary hyperalgesia to mechanical and heat stimuli after the burn. In conclusion, peripherally applied morphine had no acute antinociceptive effects in this human model of acute inflammatory pain....

  19. Management of spastic hand by selective peripheral neurotomies ...

    African Journals Online (AJOL)

    Introduction: Selective peripheral neurotomies (SPN) are proposed when spasticity is focalized on muscles that are under the control of a single or few peripheral nerves. Objective: This study was done to evaluate the functional results of SPN of median and ulnar nerves in 10 patients who had spastic hyperflexion of the ...

  20. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  1. Effectiveness of conventional versus virtual reality-based balance exercises in vestibular rehabilitation for unilateral peripheral vestibular loss: results of a randomized controlled trial.

    Science.gov (United States)

    Meldrum, Dara; Herdman, Susan; Vance, Roisin; Murray, Deirdre; Malone, Kareena; Duffy, Douglas; Glennon, Aine; McConn-Walsh, Rory

    2015-07-01

    To compare the effectiveness of virtual reality-based balance exercises to conventional balance exercises during vestibular rehabilitation in patients with unilateral peripheral vestibular loss (UVL). Assessor-blind, randomized controlled trial. Two acute care university teaching hospitals. Patients with UVL (N=71) who had dizziness/vertigo, and gait and balance impairment. Patients with UVL were randomly assigned to receive 6 weeks of either conventional (n=36) or virtual reality-based (n=35) balance exercises during vestibular rehabilitation. The virtual reality-based group received an off-the-shelf virtual reality gaming system for home exercise, and the conventional group received a foam balance mat. Treatment comprised weekly visits to a physiotherapist and a daily home exercise program. The primary outcome was self-preferred gait speed. Secondary outcomes included other gait parameters and tasks, Sensory Organization Test (SOT), dynamic visual acuity, Hospital Anxiety and Depression Scale, Vestibular Rehabilitation Benefits Questionnaire, and Activities Balance Confidence Questionnaire. The subjective experience of vestibular rehabilitation was measured with a questionnaire. Both groups improved, but there were no significant differences in gait speed between the groups postintervention (mean difference, -.03m/s; 95% confidence interval [CI], -.09 to .02m/s). There were also no significant differences between the groups in SOT scores (mean difference, .82%; 95% CI, -5.00% to 6.63%) or on any of the other secondary outcomes (P>.05). In both groups, adherence to exercise was high (∼77%), but the virtual reality-based group reported significantly more enjoyment (P=.001), less difficulty with (P=.009) and less tiredness after (P=.03) balance exercises. At 6 months, there were no significant between-group differences in physical outcomes. Virtual reality-based balance exercises performed during vestibular rehabilitation were not superior to conventional balance

  2. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  3. Core Cognition and Embodied Agency in Gaming

    DEFF Research Database (Denmark)

    Gregersen, Andreas Lindegaard

    The dissertation is premised on the assumption that video game structure is geared towards the functionality of challenging interaction by embodied human individuals. The first chapter introduces "core cognition", referring to a stable and common human embodiment of cognitive powers related...... to perception and cognition. The next chapter analyses intentional goal-related action and embodied awareness of action in depth. This is followed by a discussion of play and related phenomena leading to the preliminary conclusion that play and playfulness may involve goal-related actions in several ways...... that of the game world, or virtual world. Games are, in accordance with previous claims, defined as simulations of game worlds which are recruited for game functionalities of challenges of control in relation to artificial conflict. On the basis of core cognition, intentional agency, and play-related phenomena...

  4. Benefits of mitigated ambient air quality due to transportation control on childhood asthma hospitalization during the 2002 summer Asian games in Busan, Korea.

    Science.gov (United States)

    Lee, Jong-Tae; Son, Ji-Young; Cho, Yong-Sung

    2007-08-01

    The objective of this study is to see whether there were any health benefits of mitigated air pollution concentration due to reduced traffic flow during a citywide intervention for the 2002 Summer Asian Games. Relative risks of hospitalization for childhood asthma during the post-Asian Game period compared with the baseline period were estimated using a time-series analysis of the generalized additive Poisson model. Fourteen consecutive days of traffic volume control in Busan during the Games reduced all regulated air pollutant levels by 1-25%. The estimated relative risk of hospitalization during the post-Games period over the baseline period was 0.73 (95% confidence interval [CI] = 0.49, 1.11). We observed that this reduced air pollution was unique in 2002 when the traffic volume reduction program was applied during the Games period. This empirical data provides epidemiologic evidence of the health benefits resulting from environmental interventions to reduce ambient air pollution.

  5. Measuring how game feel is influenced by the player avatar's acceleration and deceleration

    DEFF Research Database (Denmark)

    Dahl, Gustav; Kraus, Martin

    2015-01-01

    The feel of videogames is important, but not very well understood. Game feel is an integral part of game design and can be defined as the moment-to-moment sensation of control in games. It is important for game designers to understand when a game feels a certain way, since it is something...

  6. Cortical thickness abnormalities in late adolescence with online gaming addiction.

    Directory of Open Access Journals (Sweden)

    Kai Yuan

    Full Text Available Online gaming addiction, as the most popular subtype of Internet addiction, had gained more and more attention from the whole world. However, the structural differences in cortical thickness of the brain between adolescents with online gaming addiction and healthy controls are not well unknown; neither was its association with the impaired cognitive control ability. High-resolution magnetic resonance imaging scans from late adolescence with online gaming addiction (n = 18 and age-, education- and gender-matched controls (n = 18 were acquired. The cortical thickness measurement method was employed to investigate alterations of cortical thickness in individuals with online gaming addiction. The color-word Stroop task was employed to investigate the functional implications of the cortical thickness abnormalities. Imaging data revealed increased cortical thickness in the left precentral cortex, precuneus, middle frontal cortex, inferior temporal and middle temporal cortices in late adolescence with online gaming addiction; meanwhile, the cortical thicknesses of the left lateral orbitofrontal cortex (OFC, insula, lingual gyrus, the right postcentral gyrus, entorhinal cortex and inferior parietal cortex were decreased. Correlation analysis demonstrated that the cortical thicknesses of the left precentral cortex, precuneus and lingual gyrus correlated with duration of online gaming addiction and the cortical thickness of the OFC correlated with the impaired task performance during the color-word Stroop task in adolescents with online gaming addiction. The findings in the current study suggested that the cortical thickness abnormalities of these regions may be implicated in the underlying pathophysiology of online gaming addiction.

  7. From Game Design Elements to Gamefulness: Defining “Gamification”

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  8. Interpersonal dependency and online gaming addiction

    Science.gov (United States)

    Škařupová, Kateřina; Blinka, Lukas

    2016-01-01

    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein’s concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth’s conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement. PMID:26690326

  9. Mining Experiential Patterns from Game-Logs of Board Game

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

    Full Text Available In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

  10. Impacts of Mothers’ Occupation Status and Parenting Styles on Levels of Self-Control, Addiction to Computer Games, and Educational Progress of Adolescents

    OpenAIRE

    Abedini, Yasamin; Zamani, Bibi Eshrat; Kheradmand, Ali; Rajabizadeh, Ghodratollah

    2012-01-01

    Background Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers’ occupation status, and addiction to computer games, self-control, and educational progress of secondary school students. ...

  11. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  12. Effects of online games on student performance in undergraduate physics

    Science.gov (United States)

    Sadiq, Irfan

    The present state of physics teaching and learning is a reflection of the difficulty of the subject matter which has resulted in students' low motivation toward physics as well as lack of meaningful and deeper learning experiences. In light of an overall decline in interest in physics, an investigation of alternate teaching and learning methods and tools was appropriate. The research posed the following question: To what extent do online games about kinematics and two-dimensional motion impact student performance in undergraduate general physics as measured by a unit posttest? Two intact classes of 20 students each were randomly assigned to either the experimental group or the control group. Only the experimental group received the treatment of using online games. The duration of topics covered in the game content was identical to the lecture on kinematics and two-dimensional motion. Instructors for the experimental group incorporated online games in their regular classroom teaching, whereas those in the control group continued with their previously used curriculum without games. This study was conducted in three weekly sessions. Although students were not selected using random sampling, existing classes were randomly assigned to either the experimental group or the control group. There were 20 students in the experimental group and 20 students in the control group. The independent samples t test was conducted to compare the means of two independently sampled experimental and control groups. Analysis of covariance (ANCOVA) was used to determine if the two groups were significantly different with regard to their general physics performance on the posttest while controlling for the pretest scores. Analysis of posttest and pretest scores revealed that game-based learning did not significantly impact student performance.

  13. Serious Gaming and Social Connect—Games for Good (SGSC 2012)

    CERN Document Server

    Ko, Ryan; Marsh, Tim; Trends and Applications of Serious Gaming and Social Media

    2014-01-01

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers ...

  14. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  15. A game theoretic approach to a finite-time disturbance attenuation problem

    Science.gov (United States)

    Rhee, Ihnseok; Speyer, Jason L.

    1991-01-01

    A disturbance attenuation problem over a finite-time interval is considered by a game theoretic approach where the control, restricted to a function of the measurement history, plays against adversaries composed of the process and measurement disturbances, and the initial state. A zero-sum game, formulated as a quadratic cost criterion subject to linear time-varying dynamics and measurements, is solved by a calculus of variation technique. By first maximizing the quadratic cost criterion with respect to the process disturbance and initial state, a full information game between the control and the measurement residual subject to the estimator dynamics results. The resulting solution produces an n-dimensional compensator which expresses the controller as a linear combination of the measurement history. A disturbance attenuation problem is solved based on the results of the game problem. For time-invariant systems it is shown that under certain conditions the time-varying controller becomes time-invariant on the infinite-time interval. The resulting controller satisfies an H(infinity) norm bound.

  16. Creating wheelchair-controlled video games: challenges and opportunities when involving young people with mobility impairments and game design experts

    OpenAIRE

    Gerling, Kathrin; Linehan, Conor; Kirman, Ben; Kalyn, Michael; Evans, Adam; Hicks, Kieran

    2016-01-01

    Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to...

  17. Time distortion for expert and novice online game players.

    Science.gov (United States)

    Rau, Pei-Luen Patrick; Peng, Shu-Yun; Yang, Chin-Chow

    2006-08-01

    Online game addiction is a new mental disorder. This disorder is difficult to describe because of its comprehensive nature. Many online game players have problems controlling their playing time. They cannot stop playing a game that they enjoy. This research surveyed the past literature on "flow" and time disorder theory. A time distortion experiment was conducted. This research invited 64 children, teenagers, and young adults to investigate player skill and playing time effects on online game break-off. The playing experience and degree of time distortion were measured and analyzed. The results showed that both novice and expert online game players were subject to time distortion. The participants had difficulty breaking off from the game without intrusion by others in the real world. This research also suggests eight questions for self-evaluation for online game addiction.

  18. Pegembangan Game dengan Menggunakan Teknologi Voice Recognition Berbasis Android

    Directory of Open Access Journals (Sweden)

    Franky Hadinata Marpaung

    2014-06-01

    Full Text Available The purpose of this research is to create a new kind of game by using technology that rarely used in current games. It is developed as an entertainment media and also a social media in which the users can play the games together via multiplayer mode. This research uses Scrum development method since it supports small scaled developer and it supports software increment along the development. Using this game application, the users can play and watch interesting animations by controlling it with their voice, listen the character imitating the users’ voice, play various mini games both in single player or multiplayer mode via Bluetooth connection. The conclusion is that game application of My Name is Dug use voice recognition and inter-devices connection as its main features. It also has various mini games that support both single player and multiplayer.

  19. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

    Full Text Available A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction. This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty. Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes towards the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players’ evaluations of different games and risk factors for pathological video game use.

  20. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  1. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  2. Altered Brain Activities Associated with Craving and Cue Reactivity in People with Internet Gaming Disorder: Evidence from the Comparison with Recreational Internet Game Users

    Directory of Open Access Journals (Sweden)

    Lingxiao Wang

    2017-07-01

    Full Text Available Although the neural substrates of cue reactivity in Internet gaming disorder (IGD have been examined in previous studies, most of these studies focused on the comparison between IGD subjects and healthy controls, which cannot exclude a potential effect of cue-familiarity. To overcome this limitation, the current study focuses on the comparison between IGD subjects and recreational Internet game users (RGU who play online games recreationally but do not develop dependence. Data from 40 RGU and 30 IGD subjects were collected while they were performing an event-related cue reactivity task in the fMRI scanner. The results showed that the IGD subjects were associated with enhanced activation in the left orbitofrontal cortex (OFC and decreased activation in the right anterior cingulate cortex (ACC, right precuneus, left precentral gyrus and right postcentral gyrus in comparison with the RGU subjects. OFC is involved in reward evaluation and ACC is implicated in executive control function based on previous researches. Moreover, the activation of OFC were correlated with the desire for game-playing. Thus, the higher activation in OFC might suggests high desire for game playing, and the lower activation in ACC might indicates impaired ability in inhibiting the urge to gaming-related stimuli in IGD subjects. Additionally, decreased activation in the precuneus, the precentral and postcentral gyrus may suggest the deficit in disentangling from game-playing stimuli. These findings explain why IGD subjects develop dependence on game-playing while RGU subjects can play online games recreationally and prevent the transition from voluntary game-playing to eventually IGD.

  3. Altered Brain Activities Associated with Craving and Cue Reactivity in People with Internet Gaming Disorder: Evidence from the Comparison with Recreational Internet Game Users.

    Science.gov (United States)

    Wang, Lingxiao; Wu, Lingdan; Wang, Yifan; Li, Hui; Liu, Xiaoyue; Du, Xiaoxia; Dong, Guangheng

    2017-01-01

    Although the neural substrates of cue reactivity in Internet gaming disorder (IGD) have been examined in previous studies, most of these studies focused on the comparison between IGD subjects and healthy controls, which cannot exclude a potential effect of cue-familiarity. To overcome this limitation, the current study focuses on the comparison between IGD subjects and recreational Internet game users (RGU) who play online games recreationally but do not develop dependence. Data from 40 RGU and 30 IGD subjects were collected while they were performing an event-related cue reactivity task in the fMRI scanner. The results showed that the IGD subjects were associated with enhanced activation in the left orbitofrontal cortex (OFC) and decreased activation in the right anterior cingulate cortex (ACC), right precuneus, left precentral gyrus and right postcentral gyrus in comparison with the RGU subjects. OFC is involved in reward evaluation and ACC is implicated in executive control function based on previous researches. Moreover, the activation of OFC were correlated with the desire for game-playing. Thus, the higher activation in OFC might suggests high desire for game playing, and the lower activation in ACC might indicates impaired ability in inhibiting the urge to gaming-related stimuli in IGD subjects. Additionally, decreased activation in the precuneus, the precentral and postcentral gyrus may suggest the deficit in disentangling from game-playing stimuli. These findings explain why IGD subjects develop dependence on game-playing while RGU subjects can play online games recreationally and prevent the transition from voluntary game-playing to eventually IGD.

  4. The brain activations for both cue-induced gaming urge and smoking craving among subjects comorbid with Internet gaming addiction and nicotine dependence.

    Science.gov (United States)

    Ko, Chih-Hung; Liu, Gin-Chung; Yen, Ju-Yu; Yen, Cheng-Fang; Chen, Cheng-Sheng; Lin, Wei-Chen

    2013-04-01

    Internet gaming addiction (IGA) has been classified as an addictive disorder in the proposed DSM 5 draft. However, whether its underlying addiction mechanism is similar to other substance use disorders has not been confirmed. The present functional magnetic resonance images study is aimed at evaluating the brain correlates of cue-induced gaming urge or smoking craving in subjects with both IGA and nicotine dependence to make a simultaneous comparison of cue induced brain reactivity for gaming and smoking. For this purpose, 16 subjects with both IGA and nicotine dependence (comorbid group) and 16 controls were recruited from the community. All subjects were made to undergo 3-T fMRIs scans while viewing images associated with online games, smoking, and neutral images, which were arranged according to an event-related design. The resultant image data was analyzed with full factorial and conjunction analysis of SPM5. The results demonstrate that anterior cingulate, and parahippocampus activates higher for both cue-induced gaming urge and smoking craving among the comorbid group in comparison to the control group. The conjunction analysis demonstrates that bilateral parahippocampal gyrus activates to a greater degree for both gaming urge and smoking craving among the comorbid group in comparison to the control group. Accordingly, the study demonstrates that both IGA and nicotine dependence share similar mechanisms of cue-induced reactivity over the fronto-limbic network, particularly for the parahippocampus. The results support that the context representation provided by the parahippocampus is a key mechanism for not only cue-induced smoking craving, but also for cue-induced gaming urge. Copyright © 2012 Elsevier Ltd. All rights reserved.

  5. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  6. Game theory and experimental games the study of strategic interaction

    CERN Document Server

    Colman, Andrew M

    1982-01-01

    Game Theory and Experimental Games: The Study of Strategic Interaction is a critical survey of the essential ideas of game theory and the findings of empirical research on strategic interaction. Some experiments using lifelike simulations of familiar kinds of strategic interactions are presented, and applications of game theory to the study of voting, the theory of evolution, and moral philosophy are discussed.Comprised of 13 chapters, this volume begins with an informal definition of game theory and an outline of the types of social situations to which it applies. Games of skill, games of cha

  7. Gender-related functional connectivity and craving during gaming and immediate abstinence during a mandatory break: Implications for development and progression of internet gaming disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Ziliang; Wang, Yifan; Du, Xiaoxia; Potenza, Marc N

    2018-04-20

    Although males more frequently develop Internet gaming disorder (IGD) as compared with females, few studies have examined gender-related neurocognitive differences in IGD. TASK AND DESIGN: fMRI and subjective data were collected from 119 subjects (IGD, male 29, female 25; recreational game use (RGU), male 34, female 31) when they were actively playing games and during a forced mandatory break. Analyses investigating effects of group (IGD, RGU) and gender (male, female) on the functional connectivity (FC) of executive control and reward systems linked to the dorsolateral prefrontal cortex (DLPFC) and striatum, respectively, were performed. Correlations between FC and subjective craving measures were also calculated. Gaming-group-by-gender interactions were observed. During gaming in males but not in females, the FC between the DLPFC and superior frontal gyrus was relatively decreased, and that between the striatum and thalamus was relatively increased. During the mandatory break, changes in the FC between DLPFC and superior frontal gyrus and the FC between the striatum and thalamus varied by gender with greater RGU-IGD differences observed in females. Significant correlations between FC and self-reported craving were observed. During both gaming and a forced mandatory break, brain regions implicated in executive control and reward processing showed changes in FC that varied by gender. Brain regions implicated in executive control showed differential FC in males during gaming, and FC during the forced mandatory break appeared relevant to both genders, and perhaps particularly for females. The findings suggest possible neural mechanisms for why males appear more likely to develop IGD, and why it may be particularly difficult for individuals with IGD to cease gaming. Copyright © 2018. Published by Elsevier Inc.

  8. Tongue-controlled computer game: a new approach for rehabilitation of tongue motor function.

    Science.gov (United States)

    Kothari, Mohit; Svensson, Peter; Jensen, Jim; Holm, Trine Davidsen; Nielsen, Mathilde Skorstengaard; Mosegaard, Trine; Nielsen, Jørgen Feldbæk; Ghovanloo, Maysam; Baad-Hansen, Lene

    2014-03-01

    To investigate the influence of tongue disability, age, and sex on motor performance for a tongue-training paradigm involving playing a computer game using the Tongue Drive System (TDS). Two controlled observational studies. A neurorehabilitation center and a dental school. In study 1, tongue-disabled patients with symptoms of dysphagia and dysarthria (n=11) and age- and sex-matched controls (n=11) participated in tongue training. In study 2, healthy elderly persons (n=16) and healthy young persons (n=16) volunteered. In study 1 and study 2, the tongue training lasted 30 and 40 minutes, respectively. Participants were instructed to play a computer game with the tongue using TDS. Motor performance was compared between groups in both studies. Correlation analyses were performed between age and relative improvement in performance. Subject-based reports of motivation, fun, pain, and fatigue evaluated on 0-to-10 numeric rating scales were compared between groups. In study 1, tongue-disabled patients performed poorer than healthy controls (P=.005) and with a trend of a sex difference (P=.046). In study 2, healthy young participants performed better than healthy elderly participants (Peffect of sex (P=.140). There was a significant negative correlation between age and relative improvement in performance (δ=-.450; P=.009). There were no significant differences in subject-based reports of motivation, fun, pain, and fatigue between groups in any of the studies (P>.094). The present study provides evidence that tongue disability and age can influence behavioral measures of tongue motor performance. TDS may be a new adjunctive neurorehabilitation regimen in treating tongue-disabled patients. Copyright © 2014 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  9. THE IMPORTANCE OF THE PERIPHERAL RETINA IN PATIENTS WITH CENTRAL SEROUS CHORIORETINOPATHY.

    Science.gov (United States)

    Oztas, Zafer; Akkin, Cezmi; Ismayilova, Nergiz; Nalcaci, Serhad; Afrashi, Filiz

    2018-03-01

    This research investigated the peripheral retinas of patients with central serous chorioretinopathy (CSCR). Sixty patients with CSCR and 60 age- and gender-matched controls were included in this prospective cross-sectional study. All 120 participants underwent ocular examinations and peripheral retinal evaluations using a Goldmann three-mirror lens. The examinations demonstrated peripheral retinal degeneration, atrophic or hyperplastic retinal pigment epithelial changes, and retinal breaks. The peripheral retinal degeneration rate was 39% in the CSCR group and 15% in the control group, and the CSCR group reported significantly more lattice degeneration than the control group (22 vs. 3%) (P = 0.004, odds ratio = 1.97, confidence interval = 0.68-5.65 and P = 0.002, odds ratio = 4.55, confidence interval = 0.77-26.83, respectively). Symptomatic U-shaped retinal breaks were found in three eyes (5%) in the CSCR group, and the rate of peripheral retinal degeneration was higher in the patients with chronic CSCR (vs. acute CSCR). However, this difference was not significant (P = 0.244). This study showed that peripheral retinal abnormalities, particularly lattice degeneration, are more common in patients with CSCR. Therefore, the authors recommend regular retinal examinations, with the inclusion of peripheral retinal assessments, for patients with CSCR.

  10. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    Science.gov (United States)

    Gleich, Tobias; Lorenz, Robert C; Gallinat, Jürgen; Kühn, Simone

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  11. Towards an affordable alternative educational video game input device

    CSIR Research Space (South Africa)

    Smith, Andrew C

    2008-05-01

    Full Text Available The authors present the prototype design results of an alternative physical educational video gaming input device. The device elicits increased physical activity from the players as compared to the compact gaming controller. Complicated...

  12. Adaptive Motion Gaming AI for Health Promotion

    OpenAIRE

    Paliyawan, Pujana; Kusano, Takahiro; Nakagawa, Yuto; Harada, Tomohiro; Thawonmas, Ruck

    2017-01-01

    This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using FightingICE, a fighting game platform for AI development. A middleware called UKI is used to allow the player to control the game by using body motion instead of the keyboard and mouse. During gameplay, the proposed AI analyze health states of the player; it d...

  13. The Cognitive Psychopathology of Internet Gaming Disorder in Adolescence.

    Science.gov (United States)

    King, Daniel L; Delfabbro, Paul H

    2016-11-01

    Adolescents are known to be an at-risk population for developing Internet gaming disorder (IGD). A recent clinical model has proposed that adolescents with IGD may endorse a unique set of maladaptive beliefs that underlie persistent and excessive involvement in Internet gaming activities. These include (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c) over-reliance on gaming to meet self-esteem needs, and (d) gaming as a method of gaining social acceptance. A sample of 824 adolescents (402 male and 422 female) were recruited from multiple secondary schools and administered a survey that included measures of IGD symptomatology, problematic Internet gaming cognition, and psychological distress. The results showed that adolescents with IGD report significantly more maladaptive gaming beliefs than adolescents without IGD, including those who play Internet games for more than 30 h per week. The size of observed effects were large. The strong association between gaming cognitions and IGD symptoms still held after controlling for measures of gaming activity and psychological distress. These findings indicate that adolescents with IGD have distinct problematic thoughts about gaming, and highlight the importance of addressing these cognitions in therapeutic interventions for the disorder.

  14. Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial.

    Science.gov (United States)

    Mayas, Julia; Parmentier, Fabrice B R; Andrés, Pilar; Ballesteros, Soledad

    2014-01-01

    A major goal of recent research in aging has been to examine cognitive plasticity in older adults and its capacity to counteract cognitive decline. The aim of the present study was to investigate whether older adults could benefit from brain training with video games in a cross-modal oddball task designed to assess distraction and alertness. Twenty-seven healthy older adults participated in the study (15 in the experimental group, 12 in the control group. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the intervention using a cross-modal oddball task measuring alertness and distraction. The results showed a significant reduction of distraction and an increase of alertness in the experimental group and no variation in the control group. These results suggest neurocognitive plasticity in the old human brain as training enhanced cognitive performance on attentional functions. ClinicalTrials.gov NCT02007616.

  15. Cognitive behavioral game design: a unified model for designing serious games.

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  16. Reliability and Validity of the Behavioral Addiction Measure for Video Gaming.

    Science.gov (United States)

    Sanders, James L; Williams, Robert J

    2016-01-01

    Most tests of video game addiction have weak construct validity and limited ability to correctly identify people in denial. The purpose of the present research was to investigate the reliability and validity of a new test of video game addiction (Behavioral Addiction Measure-Video Gaming [BAM-VG]) that was developed in part to address these deficiencies. Regular adult video gamers (n = 506) were recruited from a Canadian online panel and completed a survey containing three measures of excessive video gaming (BAM-VG; DSM-5 criteria for Internet Gaming Disorder [IGD]; and the IGD-20), as well as questions concerning extensiveness of video game involvement and self-report of problems associated with video gaming. One month later, they were reassessed for the purposes of establishing test-retest reliability. The BAM-VG demonstrated good internal consistency as well as 1 month test-retest reliability. Criterion-related validity was demonstrated by significant correlations with the following: time spent playing, self-identification of video game problems, and scores on other instruments designed to assess video game addiction (DSM-5 IGD, IGD-20). Consistent with the theory, principal component analysis identified two components underlying the BAM-VG that roughly correspond with impaired control and significant negative consequences deriving from this impaired control. Together with its excellent construct validity and other technical features, the BAM-VG represents a reliable and valid test of video game addiction.

  17. Kaledo, a board game for nutrition education of children and adolescents at school: cluster randomized controlled trial of healthy lifestyle promotion.

    Science.gov (United States)

    Viggiano, Alessandro; Viggiano, Emanuela; Di Costanzo, Anna; Viggiano, Andrea; Andreozzi, Eleonora; Romano, Vincenzo; Rianna, Ines; Vicidomini, Claudia; Gargano, Giuliana; Incarnato, Lucia; Fevola, Celeste; Volta, Pietro; Tolomeo, Caterina; Scianni, Giuseppina; Santangelo, Caterina; Battista, Roberta; Monda, Marcellino; Viggiano, Adela; De Luca, Bruno; Amaro, Salvatore

    2015-02-01

    During childhood and adolescence, a game could be an effective educational tool to learn healthy eating habits. We developed Kaledo, a new board game, to promote nutrition education and to improve dietary behavior. A two-group design with one pre-treatment assessment and two post-treatment assessments was employed. A total of 3,110 subjects (9-19 years old) from 20 schools in Campania, Italy, were included in the trial. In the treated group, the game was introduced each week over 20 consecutive weeks. Control group did not receive any intervention. The primary outcomes were (i) score on the "Adolescent Food Habits Checklist" (AFHC), (ii) scores on a dietary questionnaire, and (iii) BMI z-score. At the first post-assessment (6 months), the treated group obtained significantly higher scores than the control group on the AFHC (14.4 (95 % confidence interval (CI) 14.0 to 14.8) vs 10.9 (95 % CI 10.6 to -11.2); F(1,20) = 72.677; p childhood and adolescence obesity prevention programs.

  18. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  19. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  20. Another frame, another game? : Explaining framing effects in economic games

    NARCIS (Netherlands)

    Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.

    2016-01-01

    Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate