Blake, Catherine; Sherry, James; Gissane, Conor
Referees in Gaelic games are exposed to injury risk in match-play and training. Little is currently know about the degree of exposure or the prevalence of injury in this group. The aim of this study was to determine the time commitment to refereeing and training in elite-level Gaelic referees and to establish, for the first time, point and period (past 12 months) prevalence of Gaelic games injury in these officials. A retrospective survey was posted to the complete list of 111 male referees who officiated in elite-level competition in Gaelic football and hurling at the end of the 2005 competition season. Data were summarised using percentages with 95% Confidence Intervals. The response rate was 80% (n = 89). Mean age was 42 +/- 6 years, ranging from 28-55 years. Forty eight percent were football referees, 25% were hurling referees and 27% refereed both football and hurling. Most referees (69%) officiated at 3-4 games weekly (range 1-6) and most (62%) trained 2-3 times per week (range 1-7). Fourteen percent (n = 12) were currently injured (95% CI 9-21%). Annual injury prevalence was 58% (95% CI 46 to 70%) for football, 50% (95% CI 33 to 67%) for hurling and 42% (95% CI 27 to 58%) for dual referee groups. Sixty percent of injuries were sustained while refereeing match play. The majority (83%, n = 40) were to the lower limb and the predominant (56%, n = 27) injury mechanism was running or sprinting. The most prevalent injuries were hamstring strain (n = 12, 25% of injuries) and calf strain (n = 9, 19% of injuries). Injury causing time off from refereeing was reported by 31% of all referees (95% CI 24 to 40%, n = 28), for a median duration of 3 weeks. Participation in official duties and training is high in elite Gaelic games referees, despite the amateur status of the sports. Gaelic games injury is common in the referee cohort, with lower limb injury predominating. These injuries have implications for both the referee and for organisation of the games.
Full Text Available Abstract Background Referees in Gaelic games are exposed to injury risk in match-play and training. Little is currently know about the degree of exposure or the prevalence of injury in this group. The aim of this study was to determine the time commitment to refereeing and training in elite-level Gaelic referees and to establish, for the first time, point and period (past 12 months prevalence of Gaelic games injury in these officials. Methods A retrospective survey was posted to the complete list of 111 male referees who officiated in elite-level competition in Gaelic football and hurling at the end of the 2005 competition season. Data were summarised using percentages with 95% Confidence Intervals. Results The response rate was 80% (n = 89. Mean age was 42 ± 6 years, ranging from 28–55 years. Forty eight percent were football referees, 25% were hurling referees and 27% refereed both football and hurling. Most referees (69% officiated at 3–4 games weekly (range 1–6 and most (62% trained 2–3 times per week (range 1–7. Fourteen percent (n = 12 were currently injured (95% CI 9–21%. Annual injury prevalence was 58% (95% CI 46 to 70% for football, 50% (95% CI 33 to 67% for hurling and 42% (95% CI 27 to 58% for dual referee groups. Sixty percent of injuries were sustained while refereeing match play. The majority (83%, n = 40 were to the lower limb and the predominant (56%, n = 27 injury mechanism was running or sprinting. The most prevalent injuries were hamstring strain (n = 12, 25% of injuries and calf strain (n = 9, 19% of injuries. Injury causing time off from refereeing was reported by 31% of all referees (95% CI 24 to 40%, n = 28, for a median duration of 3 weeks. Conclusion Participation in official duties and training is high in elite Gaelic games referees, despite the amateur status of the sports. Gaelic games injury is common in the referee cohort, with lower limb injury predominating. These injuries have implications for both
BACKGROUND: Referees in Gaelic games are exposed to injury risk in match-play and training. Little is currently know about the degree of exposure or the prevalence of injury in this group. The aim of this study was to determine the time commitment to refereeing and training in elite-level Gaelic referees and to establish, for the first time, point and period (past 12 months) prevalence of Gaelic games injury in these officials. METHODS: A retrospective survey was posted to the complete list of 111 male referees who officiated in elite-level competition in Gaelic football and hurling at the end of the 2005 competition season. Data were summarised using percentages with 95% Confidence Intervals. RESULTS: The response rate was 80% (n = 89). Mean age was 42 +\\/- 6 years, ranging from 28-55 years. Forty eight percent were football referees, 25% were hurling referees and 27% refereed both football and hurling. Most referees (69%) officiated at 3-4 games weekly (range 1-6) and most (62%) trained 2-3 times per week (range 1-7). Fourteen percent (n = 12) were currently injured (95% CI 9-21%). Annual injury prevalence was 58% (95% CI 46 to 70%) for football, 50% (95% CI 33 to 67%) for hurling and 42% (95% CI 27 to 58%) for dual referee groups. Sixty percent of injuries were sustained while refereeing match play. The majority (83%, n = 40) were to the lower limb and the predominant (56%, n = 27) injury mechanism was running or sprinting. The most prevalent injuries were hamstring strain (n = 12, 25% of injuries) and calf strain (n = 9, 19% of injuries). Injury causing time off from refereeing was reported by 31% of all referees (95% CI 24 to 40%, n = 28), for a median duration of 3 weeks. CONCLUSION: Participation in official duties and training is high in elite Gaelic games referees, despite the amateur status of the sports. Gaelic games injury is common in the referee cohort, with lower limb injury predominating. These injuries have implications for both the referee and
Full Text Available The question concerning such a person who is forced to work in the conditions of increased stress and about work safety still is a psycho-physiological part of a broader problem. Referees of sports games can also be added to this group as this occupation has become their profession. Today, there is a situation that in order to enroll the most suitable individuals in this job position it is necessary to select the candidates for sports game referees according to strictly worked-out criteria. The aim of the study was to investigate the abilities characterizing high quality sports game referees. 18 international level referees of sports games in Latvia were selected as subjects of the research. To state the subjects' physical ability, functional state, psychological peculiarities the following were applied: a computerized testing device “Omega” was used to assess the functional state of the body; situation alertness, psycho-emotional stability, self-regulation ability and motivation were stated with the help of tests used in sport psychology; simple reactions and the quickness of alternative reaction were measured using the computer system Vienna Test System. 16 parameters of each subject were obtained, and they were processed using Factor analysis – closed variant of the main components with the following turning of the referent axis according to the Varimax criterion. With the Factor analysis nine main factors were obtained characterizing sports game referees. Their contribution in the common dispersion is 93.7%. Seven factors of higher value were interpreted, and they were as follows: choice reaction time, its contribution in the dispersion 30.31%; functional state of the body and readiness (17.92%; correctness of the answers in choice reaction time test (the quality of the decisions made 15.40%; the simple reaction time (9.02%; IQ coefficient (7.20%; psychological preparedness (5.01% and the ability to concentrate (4.80%. The quickness of
Roe, Mark; Blake, Catherine; Gissane, Conor; Collins, Kieran
Context: Gaelic games (Gaelic football and hurling) are indigenous Irish sports with increasing global participation in recent years. Limited information is available on longitudinal injury trends. Reviews of insurance claims can reveal the economic burden of injury and guide cost-effective injury-prevention programs. Objective: To review Gaelic games injury claims from 2007–2014 for male players to identify the costs and frequencies of claims. Particular attention was devoted to lower limb injuries due to findings from previous epidemiologic investigations of Gaelic games. Design: Descriptive epidemiology study. Setting: Open-access Gaelic Athletic Association Annual Reports from 2007–2014 were reviewed to obtain annual injury-claim data. Patients or Other Participants: Gaelic Athletic Association players. Main Outcome Measure(s): Player age (youth or adult) and relationships between lower limb injury-claim rates and claim values, Gaelic football claims, hurling claims, youth claims, and adult claims. Results: Between 2007 and 2014, €64 733 597.00 was allocated to 58 038 claims. Registered teams had annual claim frequencies of 0.36 with average claim values of €1158.4 ± 192.81. Between 2007 and 2014, average adult claims were always greater than youth claims (6217.88 versus 1036.88), while Gaelic football claims were always greater than hurling claims (5395.38 versus 1859.38). Lower limb injuries represented 60% of all claims. The number of lower limb injury claims was significantly correlated with annual injury-claim expenses (r = 0.85, P = .01) and adult claims (r = 0.96, P = .01) but not with youth claims (r = 0.69, P = .06). Conclusions: Reducing lower limb injuries will likely reduce injury-claim expenses. Effective injury interventions have been validated in soccer, but whether such changes can be replicated in Gaelic games remains to be investigated. Injury-claim data should be integrated into current elite injury
Krustrup, Peter; Helsen, Werner; Randers, Morten Bredsgaard
Time-motion analyses and physiological measurements were performed to investigate the physiological demands of football referees (n = 15) and assistant referees (n = 15) in international games and to examine whether high-intensity running (HIR) correlates to the referees' ability to keep up with ...... running activities are reduced during games. Referees performing the most high-intensity work are better to keep up with play. The match activities differ significantly between referees and assistant referees, which should be considered in training and testing procedures.......Time-motion analyses and physiological measurements were performed to investigate the physiological demands of football referees (n = 15) and assistant referees (n = 15) in international games and to examine whether high-intensity running (HIR) correlates to the referees' ability to keep up...... referees (42%), whereas HIR was unaltered. HIR was inversely correlated with the five highest distances from infringements in both halves (r = -0.60 and -0.58, P games, while low-intensity and unorthodox...
Schlingermann, Brenagh E; Lodge, Clare A; Gissane, Conor; Rankin, Paula M
The purpose of this Observational Analytical Cohort Study was to assess the effectiveness of an injury prevention programme (IPP) - GAA15 (Gaelic Athletic Association 15) - on the incidence of injury in collegiate Gaelic games. 131 Gaelic games players (mean age 20.5 years ± SD 3.0) were used for analysis in this study. Participants completed preseason and postseason testing which involved performance of the Y Balance test. The GAA15 was employed for the intervention group; coaches were instructed to implement the programme before every training session and match throughout the collegiate GAA (Gaelic Athletic Association) season. The control group adopted their normal warm up procedures for the season. Player's injuries were documented on a weekly basis by allied health care professionals working with the teams using an online database system. Results showed significant improvements in composite Y balance scores in favour of the intervention group (Adjusted mean difference Right: 1.8 % Normalised Mean Reach Distance (%NMRD) [p= 0.007] / Left: 2.3 %NMRD [p= 0.001]). Injury rates in the intervention group (2.62 injuries per 1000h) were reduced by 66% (p=0.001) in comparison to an age matched control group (7.62 per 1000h). Training injuries, hamstring injuries, non-contact injuries and severe injuries were also reduced as a result of the implementation of the GAA15 (Injury Rate Ratio (IRR): 0.20, 0.59, 0.39, and 0.45 respectively). Implementation of an IPP such as the GAA15 can reduce the risk of injury in Gaelic games and influence player's neuromuscular performance assessed through the Y Balance test.
Doran, D A; Mc Geever, S; Collins, K D; Quinn, C; McElhone, R; Scott, M
Dual-energy X-ray absorptiometry (DXA) and adipose tissue percentage estimates (AT%) derived from regression based skinfold equations were compared. 35 Gaelic games players [20.9 ± 1.7 years; 78.1 ± 8.6 kg; 179.5 ± 5.7 cm] underwent whole body fan beam DXA scans following a standardised protocol and assessment of skinfold thickness at 8 sites. Adipose tissue% from the sum of skinfolds and/or via body density were calculated for general and athlete specific equations (SKf-AT %). The relationship, i. e., proportional bias, fixed bias and random error (SEE) between DXA-AT % and AT % derived from the 6 skinfold equations were determined using least squares regression analysis. Skinfold AT% estimates were underestimated relative to DXA-AT % across all skinfold equations except that of Durnin and Wormersley  (D&W-∑(4AT %)) (16.7 ± 3.4 vs. 16.6 ± 4.0 %). All equations demonstrated 95 % prediction intervals ranges exceeding ~10 %. Each equation failed to predict AT% relative to DXA within an accepted ± 3.5 % anthropometric error rate. It is recommended that the conversion of absolute skinfold thickness to an AT % is avoided and that the skinfold equations assessed herein are not utilised in Gaelic games players. Alternate 'sum of skinfold' approaches should be considered. © Georg Thieme Verlag KG Stuttgart · New York.
Nabli, Mohamed Ali; Abdelkrim, Nidhal Ben; Jabri, Imed; Batikh, Tahar; Castagna, Carlo; Chamari, Karim
To examine the relation between game performance, physiological responses, and field-test results in Tunisian basketball referees. Computerized time-motion analysis, heart rate (HR), and blood lactate concentration [La - ] were measured in 15 referees during 8 competitive games (under-19-y-old Tunisian league). Referees also performed a repeated-sprint test (RSA), Yo-Yo Intermittent Recovery Test level 1 (YYIRTL1), agility T-test, and 30-m sprint with 10-m lap time. Computerized video analysis determined the time spent in 5 locomotor activities (standing, walking, jogging, running, and sprint), then grouped in high-, moderate-, and low-intensity activities (HIAs, MIAs, and LIAs, respectively). YYIRTL1 performance correlated with (1) total distance covered during the 4th quarter (r = .52, P = .04) and (2) distance covered in LIA during all game periods (P basketball referees and (2) referees' RSA correlates with the amount of HIA performed during the 2nd half, which represents the ability to keep up with play.
Conti, D J; McClintock, S L
In brief: To determine the heart rate responses of a football official to both physical and psychological stress during actual game conditions, a head referee was telemetered continuously from one- half hour before until the end of a college football game. The referee's cardiac system was stressed throughout the monitoring period: The highest average heart rate was 161 beats min(-1) (85% of maximum), and the lowest average heart rate was 140 beats min(-1) (74% of maximum). Because officiating is largely anaerobic, the sustained sinus tachycardia was probably caused by psychological stress. Football officials should have a maximal ECG stress test every year and participate in an aerobic conditioning program on a regular basis.
Reilly, Thomas; Gregson, Warren
The referee has responsibility for control of players' behaviour during competitive football and implementing the rules of the game. To do this, the referee and the two assistant referees are obliged to keep up with play. Referees cover 10,000 m on average during a game, mean heart rate is about 160 - 165 beats . min(-1) and oxygen uptake is close to 80% of maximum (VO(2max). Assistant referees cover approximately 7500 m, mean heart rate is about 140 beats . min(-1) and the corresponding oxygen uptake is 65% VO(2max). Both groups display evidence of fatigue towards the end of the game, a phenomenon that has not been thoroughly examined for nutritional interventions. The estimated energy expenditure of referees during a game exceeds 5600 kJ. Both referees and assistant referees execute unorthodox patterns of movement during match-play that increase energy expenditure over normal locomotion. As high standards of fitness and decision making are expected of professional referees, there are nutritional consequences associated with the training regimes they adopt. The effects of nutritional interventions on cognitive performance during the later stages of a game are in need of further investigation.
Full Text Available The aim of this research is to establish a relation in-between the basic physical capabilities and the theoretic knowledge laws of the game with the success in refereeing of football referees of the Sarajevo Canton. The population from which samples were taken are football referees of the Sarajevo Canton, 90 of them, age span from 18- 45 years of age and who have met the criteria for getting a license to be referees in football matches in the next season at all levels of competition in Bosnia and Herzegovina. The sample of variables in this research covers areas of basic motorics (18, theoretic knowledge laws of the games (17 and the estimate of success in refereeing in football games (7 variables. The results of the final analysis show that the whole system of variables which in this research represent basic physical capabilities and the knowledge Laws of the game by the football referees of the Sarajevo Canton has a statistical connection with the system of variables which in this research makes the success of refereeing of football referees. Since football is an activity that has almost the most complexity (referees are a part of football, we can say that the selected system of variables has a relatively good connection for success and that these variables are very important in order for one referee to perform his task as good as possible at one match.. Of course during the training process attention should be given on the development of all basic physical capabilities, and not only one dimension of the physical area because in general we have to be physically and cognitively be present in order to finish the game at a high rhythm but making mistakes the least as possible
Sheridan, Mark; MacDonald, Iona; Byrne, Charles G.
A recent report by UNESCO placed Scots Gaelic on a list of 2500 endangered languages highlighting the perilous state of a key cornerstone of Scottish culture. Scottish Gaelic song, poems and stories have been carried through oral transmission for many centuries reflecting the power of indigenous peoples to preserve cultural heritage from…
Full Text Available The aim of the present study is to identify the potentials innovation in football industry. Data were collected from 10 national and international referees, assistant referees and referees’ supervisors in Iran. In this study, technological innovations are identified that assist better refereeing performances. The analysis revealed a significant relationship between using new technologies and referees ‘performance. The results indicate that elite referees, assistant referees and supervisors agreed to use new technological innovations during the game. According to their comments, this kind of technology causes the referees’ performance development.
OʼMalley, Edwenia; Murphy, John C; McCarthy Persson, Ulrik; Gissane, Conor; Blake, Catherine
O'Malley, E, Murphy, JC, McCarthy Persson, U, Gissane, C, and Blake, C. The effects of the Gaelic Athletic Association 15 training program on neuromuscular outcomes in Gaelic football and hurling players: A randomized cluster trial. J Strength Cond Res 31(8): 2119-2130, 2017-Team-based neuromuscular training programs for injury prevention have been tested primarily in female and adolescent athletes in soccer, handball, and basketball with limited research in adult male field sports. This study explored whether the GAA 15, a multifaceted 8-week neuromuscular training program developed by the Gaelic Athletic Association (GAA), could improve risk factors for lower limb injury in male Gaelic footballers and hurlers. Four Gaelic sports collegiate teams were randomized into intervention or control groups. Two teams (n = 41), one football and one hurling, were allocated to the intervention, undertaking a 15 minutes program of neuromuscular training exercises at the start of team training sessions, twice weekly for 8 weeks. Two matched teams (n = 37) acted as controls, participating in usual team training. Lower extremity stability (Y-Balance test [YBT]) and jump-landing technique using the Landing Error Scoring System (LESS) were assessed preintervention and postintervention. There were moderate effect sizes in favor of the intervention for right (d = 0.59) and left (d = 0.69) composite YBT scores, with adjusted mean differences between intervention and control of 3.85 ± 0.91% and 4.34 ± 0.92% for right and left legs, respectively (p training (Cohen's d = 0.72, adjusted mean difference 2.49 ± 0.54, p jump-landing technique occurred in collegiate level Gaelic football and hurling players who adopted the GAA 15, when compared with usual training. These findings support application and evaluation of the GAA 15 in other player groups within the Gaelic games playing population.
Malone, Shane; Solan, Barry; Collins, Kieran D; Doran, Dominic A
Malone, S, Solan, B, Collins, KD, and Doran, DA. Positional match running performance in elite Gaelic football. J Strength Cond Res 30(8): 2292-2298, 2016-There is currently limited information available on match running performance in Gaelic football. The objective of the current study was to report on the match running profile of elite male Gaelic football and assess positional running performance. In this observational study, 50 elite male Gaelic football players wore 4-Hz global positioning systems units (VX Sports) across 30 competitive games with a total of 215 full game data sets collected. Activity was classed according to total distance, high-speed distance (≥17 km·h), sprint distance (≥22 km·h), mean velocity (km·h), peak velocity (km·h), and number of accelerations. The average match distance was 8,160 ± 1,482 m, reflective of a relative distance of 116 ± 21 m·min, with 1,731 ± 659 m covered at high speed, which is reflective of a relative high-speed distance of 25 ± 9 m·min. The observed sprint distance was 445 ± 169 m distributed across 44 sprint actions. The peak velocity was 30.3 ± 1.8 km·h with a mean velocity of 6.5 ± 1.2 km·h. Players completed 184 ± 40 accelerations, which represent 2.6 ± 0.5 accelerations per minute. There were significant differences between positional groups for both total running distance, high-speed running distance, and sprint distance, with midfielders covering more total and high-speed running distance, compared with other positions (p football match play.
Dohmen, Thomas; Sauermann, Jan
This paper surveys the empirical literature on the behavior of referees in professional football and other sports. Referees are typically appointed by a principal to be impartial, especially when unbiased referee judgment is vital for the accomplishment of the principal's objective. Answering whether referees make biased decisions and understanding the causes that lead referees to digress from their principal duty of impartiality is therefore fundamental from a theoretical point of view. At t...
Alberto Inácio da Silva
Full Text Available The aim of this work was to estimate the energetic expenditure of the soccer referee and the assistant soccer referee during a soccer game. Fourteen soccer referees from Curitiba city were observed, 9 acting as referees (mean age of 36.3 years and body mass of 82 kg and 5 as assistant referees (mean age of 30 years and body mass of 77 kg. They were filmed during official state and national games. The time spent by the referees in each motor action was chronometered by watching the tapes. The energetic expenditure was estimated determining oxygen consumption through the equation suggested by the ACSM (1980 for running and sprinting and the equation suggested by Bubb, Martin and Howley apud Vivacqua e Hespanha (1992 for walking and jogging. The oxygen consumption is a function that depends on the intensity of the realized work and on the dislocated mass. The value of consumed O2 was transformed in kcal multiplying it by 5 (constant kcal per liter of O2. A mean energetic expenditure of 740.42 kcal and 494.64 kcal were observed as results for the referees and assistants, respectively. In conclusion, their physical activity is of moderate intensity, as the performance of the referee and the assistant represented an oxygen consumption equal or less than 16.17 ml/kg/min in 73.98% and 89.97% of the total game time, respectively.
Morris, Gavin; O'Connor, Donna
Experiential knowledge of elite National Rugby League (NRL) referees was investigated to determine the key attributes contributing to expert officiating performance. Fourteen current first-grade NRL referees were asked to identify the key attributes they believed contributed to their expert refereeing performance. The modified Delphi method involved a 3-round process of an initial semi-structured interview followed by 2 questionnaires to reach consensus of opinion. The data revealed 25 attributes that were rated as most important that underpin expert NRL refereeing performance. Results illustrate the significance of the cognitive category, with the top 6 ranked attributes all cognitive skills. Of these, the referees ranked decision-making accuracy as the most important attribute, followed by reading the game, communication, game understanding, game management and knowledge of the rules. Player rapport, positioning and teamwork were the top ranked game skill attributes underpinning performance excellence. Expert referees also highlighted a number of psychological attributes (e.g., concentration, composure and mental toughness) that were significant to performance. There were only 2 physiological attributes (fitness, aerobic endurance) that were identified as significant to elite officiating performance. In summary, expert consensus was attained which successfully provided a hierarchy of the most significant attributes of expert NRL refereeing performance.
Nabli, Mohamed Ali; Ben Abdelkrim, Nidhal; Castagna, Carlo; Jabri, Imed; Batikh, Tahar; Chamari, Karim
This study aimed to examine the physical and physiological demands of basketball refereeing. 16 elite-level basketball referees were studied during U-19 basketball games (n=8) for time-motion analyses, exercise heart rates (HR) and blood lactate concentration [La]. Game activities were considered as time spent and distance covered in five locomotors activities (standing, walking, jogging, running and sprinting). Referees spent more time (pbasketball refereeing is a moderate intensity activity where referees spent 81% of total game time at low-intensity with bouts of high-intensity activities throughout the game.
We aimed to identify any pattern of injuries that impacted on the long-term physical wellbeing o f players, sustained by Senior County Gaelic-football players during their playing career and the impact of those injuries on their quality of life. A questionnaire was sent to different Donegal-Panels looking for injuries and surgical procedures undergone in playing and post-playing career including chronic joint and musculoskeletal problems.
Full Text Available The purpose of this study was to determine whether male and female soccer (football referees would execute the Laws of the Game despite players' verbal abuse. Law 12 (Fouls and misconduct instructs the referees as to how they should react when a player, substitute or substituted player expresses a swear word. The player should be issued a red card. Referees (n = 113 were presented with 28 swear words and asked how they would respond if this situation occurred in a real game (red card, yellow/blue card [blue cards are used in juvenile games, player leaves field of game for 10 minutes], admonition, no reaction. The selected words were divided into categories (such as pertaining to intelligence or sexual abuse indicating different degrees of insult. Approximately half of the referees would have responded to players saying swear words in a game by issuing a red card (55.7% red card, 25.2% yellow/blue card, 12.1% admonition, and 7.0% no reaction. The response was independent of the referees' qualification and experience. It was found that the insulting content of a swear word determines the referee's decision. Referees would apply Law 12 only in one half of the cases, depending on the insulting content. The findings are discussed in the context of game management
Praschinger, Andrea; Pomikal, Christine; Stieger, Stefan
The purpose of this study was to determine whether male and female soccer (football) referees would execute the Laws of the Game despite players' verbal abuse. Law 12 (Fouls and misconduct) instructs the referees as to how they should react when a player, substitute or substituted player expresses a swear word. The player should be issued a red card. Referees (n = 113) were presented with 28 swear words and asked how they would respond if this situation occurred in a real game (red card, yellow/blue card [blue cards are used in juvenile games, player leaves field of game for 10 minutes], admonition, no reaction). The selected words were divided into categories (such as pertaining to intelligence or sexual abuse) indicating different degrees of insult. Approximately half of the referees would have responded to players saying swear words in a game by issuing a red card (55.7% red card, 25.2% yellow/blue card, 12.1% admonition, and 7.0% no reaction). The response was independent of the referees' qualification and experience. It was found that the insulting content of a swear word determines the referee's decision. Referees would apply Law 12 only in one half of the cases, depending on the insulting content. The findings are discussed in the context of game management. Key pointsLack of consistency in referees' response to a verbal offence.Referees' qualification as well as the duration of serving as a referee did not influence the effect.The insulting content is crucial for a red card.
Stulp, Gert; Buunk, Abraham P; Verhulst, Simon; Pollet, Thomas V
Throughout the animal kingdom, larger males are more likely to attain social dominance. Several lines of evidence suggest that this relationship extends to humans, as height is positively related to dominance, status and authority. We hypothesized that height is also a determinant of authority in professional refereeing. According to the International Football Association Board, FIFA, football ("soccer") referees have full authority to enforce the laws of the game and should use their body language to show authority and to help control the match. We show that height is indeed positively related to authority status: referees were taller than their assistants (who merely have an advisory role) in both a national (French League) and an international (World Cup 2010) tournament. Furthermore, using data from the German League, we found that height was positively associated with authoritative behavior. Taller referees were better able to maintain control of the game by giving fewer fouls, thereby increasing the "flow of the game". Referee height was also positively associated with perceived referee competence, as taller referees were assigned to matches in which the visiting team had a higher ranking. Thus, height appears to be positively related to authority in professional refereeing.
Full Text Available Throughout the animal kingdom, larger males are more likely to attain social dominance. Several lines of evidence suggest that this relationship extends to humans, as height is positively related to dominance, status and authority. We hypothesized that height is also a determinant of authority in professional refereeing. According to the International Football Association Board, FIFA, football (“soccer” referees have full authority to enforce the laws of the game and should use their body language to show authority and to help control the match. We show that height is indeed positively related to authority status: referees were taller than their assistants (who merely have an advisory role in both a national (French League and an international (World Cup 2010 tournament. Furthermore, using data from the German League, we found that height was positively associated with authoritative behavior. Taller referees were better able to maintain control of the game by giving fewer fouls, thereby increasing the “flow of the game”. Referee height was also positively associated with perceived referee competence, as taller referees were assigned to matches in which the visiting team had a higher ranking. Thus, height appears to be positively related to authority in professional refereeing.
Reilly, Brian; Akubat, Ibrahim; Lyons, Mark; Collins, D Kieran
Global positioning systems (GPS) technology has made athlete-tracking a convenient and accepted technique to specify movement patterns and physical demands in sport. The purpose of this study was to examine positional demands of elite youth Gaelic football match-play using portable GPS technology to examine movement patterns and heart rates across match periods. Fifty-six elite youth male Gaelic footballers (age, 15 ± 0.66 years) fitted with portable 4-Hz GPS units were observed during 6 competitive matches (60 minutes). Data provided from the GPS unit included total distance, high-intensity (≥17·km·h(-1)) distance, sprint (≥22 km·h(-1)) distance, and total number of sprints. Heart rate was monitored continuously throughout the games. Players covered a mean distance of 5732 ± 1047 m, and the mean intensity of match-play was 85% of the peak heart rate. There was a significant (p = 0.028) drop in the total distance covered in the second half (2783 ± 599 m) compared with the first half (2948 ± 580 m). In particular, there is a noticeable drop in the distance covered in the third quarter of the game (after half-time), which has implications for re-warming up at the end of the half-time interval. There was a highly significant (p < .001) difference in the distance traveled across the 5 positional groups with midfielders covering the greatest total distance (6740 ± 384 m). The significant differences found with respect to positional groups support the implementation of individual, position-specific strength and conditioning programs.
The referee is an essential part of the codified form of Association Football that we know today. Nevertheless, this has not always been the case; whilst a referee, in some form, has been a requirement since codification in order for football matches to occur, referees have not always been central in the thought process of rule makers and those developing the game. This essay explores the evolution of the referee within Association Football and, more specifically, the training, support and as...
Full Text Available Purpose : To study the structure of the motor activity of foreign (European football referees qualifications and Ukrainian arbitrators (Premier League, the first, second league. The objectives of the study was to determine the amount and direction of the motor activity of soccer referees. Also perform a comparative analysis of the motor activity of football referees of different qualifications in Europe and Ukraine. Material : The study involved 38 referees - soccer referees first, second, of the Premier League with the different regions of Ukraine, as well as foreign arbitrators FIFA. Results : It was found that in the period of the motor activity of the arbitrator was walking - 13.0% of the total distance when moving, running at a moderate pace - 67.4%, accelerating - 16.7%, jumps - 2.9%. Average per match referee overcomes distance 8970.2 m: foreign arbitrators - 12,030.0 m., Arbitrators Premier League - 9292.5 m., 1 league - 7530.0 m., 2 leagues - 7028.3 m. Ukrainian Premier League referees are inferior to move moderate jogging foreign arbitrators FIFA respectively - 6,425.0 m (69.1% and 9615.3 m (79.9%. Conclusions : The results of the research showed that the magnitude of motor activity during football matches in professional arbitrators may be different. It depends on their physical fitness Championship (competition, the league, the level of the teams playing, the nature of the intensity of the match. The arbitrator must remain near the gaming moments to control them and prevent possible confrontation.
The Ladies Gaelic Football Association has a playing population of 150,000 of which 33% are adults. A number of studies have been published on rates of injury among male athletes but none on female athletes in Gaelic football. A retrospective review of insurance claims, submitted under the Gaelic Athletic Association Player Insurance Injury Scheme. 405 injuries were recorded, 248 [107 (70%) male, 141 (58%) female] to the lower limb, 91 [33 (21%) male, 58 (23%) female] to the upper limb. The majority of lower limb injuries [56 (52%) male, 56 (40%) female] were to muscle. Almost a third of upper limb injuries were fractures [10 (30.3%) male, 33 (57%) female]. injuries\\/1000 hours playing was 8.25 for men and 2.4 for women. The injury rate in ladies Gaelic football was found to be significantly lower than in men\\'s Gaelic football. Lower limb injuries accounted for the majority of injuries in both sports.
Full Text Available This paper presents a conceptual model of referee efficacy, defines the concept, proposes sources of referee specific efficacy information, and suggests consequences of having high or low referee efficacy. Referee efficacy is defined as the extent to which referees believe they have the capacity to perform successfully in their job. Referee efficacy beliefs are hypothesized to be influenced by mastery experiences, referee knowledge/education, support from significant others, physical/mental preparedness, environmental comfort, and perceived anxiety. In turn, referee efficacy beliefs are hypothesized to influence referee performance, referee stress, athlete rule violations, athlete satisfaction, and co-referee satisfaction.
Severgnini, Battista; Boeri, Tito
in detail the assignment of the referees to the most important matches, which is an important step in their career. Moreover, we can relate this choice to the performance of referees in previous matches and the evaluations they received in this context. We find that referees involved in match rigging were......This paper contributes to the literature on career concerns and corruption by drawing on extensive information on the performance of referees and records from Calciopoli, a judicial inquiry carried out in 2006 on corruption in the Italian football league. Unlike previous studies, we can analyse...... promoted to top games and that their evaluation was not negatively affected by their involvement in documented episodes of match rigging....
Mallo, Javier; Frutos, Pablo Gonzalez; Juárez, Daniel; Navarro, Enrique
The aim of this study was to examine the effect of positioning on the correctness of decision making of top-class referees and assistant referees during international games. Match analyses were carried out during the Fédération Internationale de Football Association (FIFA) Confederations Cup 2009 and 380 foul play incidents and 165 offside situations were examined. The error percentage for the referees when indicating the incidents averaged 14%. The lowest error percentage occurred in the central area of the field, where the collaboration of the assistant referee is limited, and was achieved when indicating the incidents from a distance of 11-15 m, whereas this percentage peaked (23%) in the last 15-min match period. The error rate for the assistant referees was 13%. Distance of the assistant referee to the offside line did not have an impact on the quality of the offside decision. The risk of making incorrect decisions was reduced when the assistant referees viewed the offside situations from an angle between 46 and 60°. Incorrect offside decisions occurred twice as often in the second as in the first half of the games. Perceptual-cognitive training sessions specific to the requirements of the game should be implemented in the weekly schedule of football officials to reduce the overall error rate.
Metz, Lore; Deleuze, Thomas; Pereira, Bruno; Thivel, David
Although the physiological cost of refereeing has been already studied in the literature, especially in soccer umpires, it remains unknown whether referees spontaneously adapt their energy intake during game days. Six national soccer referees completed 24-hour dietary recalls (assisted by the SU.VI.MAX copybook) during a control day (CON) and a day with a game (GAME). The stress level and hunger feelings were assessed using visual analogue scales. Total energy intake, energy derived from macronutrients and energy intake at each meal were analyzed using the Bilnuts nutrition software. Total daily energy intake was not significantly different between conditions (CON: 2270 ± 535 vs. GAME: 2782 ± 293). Energy derived from fat and protein was not different between conditions but the participants ingested more calories derived from carbohydrates during the GAME day (45.5 ± 5.9% vs. 54.9 ± 5.5%, respectively, p<0.05). The calories ingested during snacking were significantly increased during GAME compared with CON (p<0.05). The stress level was significantly higher during GAME and especially before the breakfast, lunch and snack (p<0.05). Hunger feeling was not different between conditions. Referring leads to nutritional adaptations in elite soccer umpires, who tend to increase their energy intake mainly during snacking, by increasing their carbohydrate consumption. PMID:26240651
Full Text Available Although the physiological cost of refereeing has been already studied in the literature, especially in soccer umpires, it remains unknown whether referees spontaneously adapt their energy intake during game days. Six national soccer referees completed 24-hour dietary recalls (assisted by the SU.VI.MAX copybook during a control day (CON and a day with a game (GAME. The stress level and hunger feelings were assessed using visual analogue scales. Total energy intake, energy derived from macronutrients and energy intake at each meal were analyzed using the Bilnuts nutrition software. Total daily energy intake was not significantly different between conditions (CON: 2270 ± 535 vs. GAME: 2782 ± 293. Energy derived from fat and protein was not different between conditions but the participants ingested more calories derived from carbohydrates during the GAME day (45.5 ± 5.9% vs. 54.9 ± 5.5%, respectively, p<0.05. The calories ingested during snacking were significantly increased during GAME compared with CON (p<0.05. The stress level was significantly higher during GAME and especially before the breakfast, lunch and snack (p<0.05. Hunger feeling was not different between conditions. Referring leads to nutritional adaptations in elite soccer umpires, who tend to increase their energy intake mainly during snacking, by increasing their carbohydrate consumption.
Castagna, Carlo; Abt, Grant; D'Ottavio, Stefano
The role of the referee is far from minimal in the economy of soccer, as very often, particularly in professional soccer, a wrong judgment may have profound implications on the outcome of the game. In this regard, a better knowledge of soccer refereeing can obviously benefit the game. Recent studies have shown that during a competitive match, an elite soccer referee may cover 9-13 km attaining approximately 85-90% and approximately 70-80% of maximal heart rate and maximal oxygen uptake (VO2max), respectively. Of the total distance covered about 4-18% is covered at high intensity. Blood lactate concentration has been reported to be in the range of 4-5 mmol/L; however, during competitive matches, blood lactate concentrations as high as 14 mmol/L have been observed. This figure is similar to that extensively reported for soccer players, specifically paralleling that observed in midfield players. However, compared with players, referees are 15-20 years older, often have a non-professional status and cannot be substituted during the game. Furthermore, this important physical stress superimposes onto a high perceptual-cognitive workload throughout the entire game. In relation to fitness status, referees possess VO2max values somewhat lower than the players they officiate, with mean values in the range of 44-50 mL/kg/min. However, the methods used by the Federation Internationale de Football Association and the Union of European Football Associations to test referee fitness need to be changed as the current fitness tests do not relate to match performance. More task-specific tests such as the Yo-Yo Intermittent Recovery Test (YYIRT) have been devised and validated for use with referees. Given that aerobic performance is positively correlated with match performance, it is important that referees are trained to improve their ability to cover large distances during a match and also to repeat high-intensity efforts. A number of studies have shown large improvements in YYIRT
Full Text Available Aim: study was to investigate any possible effect(s of experiences from active membership and participation in task or ego orientations among referees in the sport of wrestling. Material: The sample consisted of 213 international referees from 30 countries (Greece, Turkey, Bulgaria, France, Italy, Germany, Sweden, Finland, Switzerland, Russia, Poland, Hungary, U.S.A, Ukraine, Armenia, Azerbaijan, Iran, Japan, Korea, Mongolia, Kazakhstan, Egypt, Canada, Georgia, Croatia, Uzbekistan, Norway, Cuba, Belarus, & Tunisia. Their age ranged from 26 to 60 yrs. old ( M =43, SD =8.6. During the procedure, the participants were asked to fill a specific questionnaire, the «Task and Ego Orientation in Sport Questionnaire» (Duda & Nicholls, 1992. Results: Results showed that the referees from elite wrestling level’ countries (Russia, Azerbaijan, Iran, Turkey, Georgia, Armenia, Bulgaria, Ukraine, U.S.A., Korea, Japan, Kazakhstan, & Cuba are more task oriented than those from the non-elite wrestling level’ countries. Researchers believe that this occurred because referees from non-elite wrestling level’ countries might have less game-sport experience and more specifically in high level games. At the same time, the Olympic experience referees were more task oriented than the non-Olympic experienced. Conclusion: Referee’s decisions are an important issue in the sport milieu. The investigations in decision-making by referees and factors that affect it are rather scarce and research should focus on such topics. Improvement of decision-making by referees, would lead to safer and better performance. Thus, better understanding of referees’ behavior, through identification and operationalization of the factors affecting it, might lead to more effective selection, training and performance.
Full Text Available In addition to the researchers, referees have important roles for publishing a valuable scholarly paper. A scientific work is evaluated in different phases from the beginning till it is published. In each of these phases, unpleasant experiences may happen for researchers and referees. Researchers as the producers of scientific papers experience research anxiety, library anxiety, information seeking anxiety, and referee anxiety. On the other hand, referees experience referees’ anxiety. So it is very important to recognize the effective factors causing anxiety and try to eliminate these problems. As the research area is very broad, all these mentioned concepts are parts of the research process. But one of the most critical stages of research is the review of scientific works particularly in the field of health. “The selection of the referee is the most important decision that the editors make about a scientific work” (1. Referee selection is very important in the area of health because the results of these researches have direct or indirect effects on public health (2. If the facilities are not properly provided for referees, many problems may occur including anxiety referee. Findings of Von Glinow and Novelli showed that there was an unpleasant sense for referees when they feel particular biases from the editor (3. Weller also states that there is an unpleasant sensation if the authors identify their referees (4. Other factors that cause anxiety during the referee process are: receiving several papers to review (5, selecting an inappropriate referee for a paper by the editor (6, lack of clear guidelines and standards of review (4, young and inexperienced referees and inappropriate behavior of journal staff and research centers, lack of scientific knowledge of the referee, and lack of enough ability for the referee to reject the article, all causing unpleasant feelings. In a simple definition, referee anxiety includes any discomfort of
In ancient times games played an integral role in society. Whilst in today’s hyperlinked world, games have evolved into complex, sophisticated mechanisms that enthral millions. http://www.um.edu.mt/think/the-school-of-games/
Scottish Gaelic, among the nearly 7,000 languages spoken in the world today, is endangered. In the 1980s the Gaelic Medium Education (GME) movement emerged with an emphasis on teaching students all subjects via this ancient tongue with the hope of revitalizing the language. Concomitantly, many linguists have called for problematizing traditional…
Mazaheri, Reza; Halabchi, Farzin; Seif Barghi, Tohid; Mansournia, Mohammad Ali
The elite-level referee is exposed to similar physical demands to those placed on a midfield soccer player. They have an important responsibility to implement the rules of the game. So, good health and performance of soccer referees have a great importance. The purpose of this study was to assess the cardiorespiratory fitness and body composition of all 78 soccer referees officiating at the Iranian Premier League and determine the correlation between these parameters and performance. In a cross-sectional study, all referees selected for the competitions were enrolled. Participants underwent exercise stress test, pulmonary function test and body composition assessment. Then the weekly scores of each referee, assessed by qualified supervisors of national federation were obtained using the FIFA standard form throughout the season (34 weeks) and registered. Among 78 participants (including 32 center and 46 side referees), mean and standard deviation of age, body mass index, percent of body fat, VO2max and performance scores were 37 ± 3.8, 23.6 ± 2.1, 20.7 ± 3.9, 59.9 ± 7.1 and 85.8 ± 0.25, respectively. No significant correlation between referees' mean score and selected parameters were found. It seems that the acquired scores of top-class referees may be influenced by multiple factors other than the laboratory findings of cardiopulmonary fitness and body composition.
Lago-Peñas, Carlos; Gómez-López, Maite
Referees have discretion over the addition of extra time at the end of the soccer game to compensate for lost time due to unusual stoppages. This study assesses if referees favor big teams by shortening close games where the big team is ahead and lengthening close games where the big team is behind. The sample comprises all 380 matches in the Spanish La Liga during the 2014-2015 season. The dependent variable was the extra time the referee decides to add to the second half. The independent variables were the score difference, opponent team's level of play, yellow cards, red cards, player substitutions, average attendance, and fouls committed. Linear regression analysis suggested that the greater the score difference between teams, the less extra time was added by the referee. However, in close games, referees tended to add more time for a higher level team when they were behind and add less time when they were ahead. Red cards and the number of fouls committed increased the extra time. © The Author(s) 2016.
Background Injury among soccer referees is rarely studied, especially with regard to differences in the quality level of the refereeing. Additionally, we have found no study that has reported injury occurrence during official physical fitness testing for soccer referees. The aim of this study was to investigate the frequency, type and consequences of match-related and fitness-testing related injuries among soccer referees of different competitive levels. Methods We studied 342 soccer referees (all males; mean age 32.9 ± 5.02 years). The study was retrospective, and a self-administered questionnaire was used. In the first phase of the study, the questionnaire was tested for its reliability and applicability. The questionnaire included morphological/anthropometric data, refereeing variables, and musculoskeletal disorders together with the consequences. Results The sample comprised 157 main referees (MR; mean age 31.4 ± 4.9 years) and 185 assistant referees (AR; mean age 34.1 ± 5.1 years) divided into: international level (Union of European Football Associations-UEFA) referees (N = 18; 6 MRs; 12 ARs) ; 1st (N = 78; 31 MRs; 47 ARs), 2nd (N = 91; 45 MRs; 46 ARs); or 3rd national level referees (N = 155; 75 MRs; 80 ARs). In total, 29% (95%CI: 0.23–0.37) of the MRs and 30% (95%CI: 0.22–0.36) of the ARs had experienced an injury during the previous year, while 13% (95%CI: 0.05–0.14) of the MRs, and 19% (95%CI: 0.14–0.25) of the ARs suffered from an injury that occurred during fitness testing. There was an obvious increase in injury severity as the refereeing advanced at the national level, but the UEFA referees were the least injured of all referees. The results showed a relatively high prevalence of injuries to the upper leg (i.e., quadriceps and hamstrings) during physical fitness testing for all but the UEFA referees. During game refereeing, the ankles and lower legs were the most commonly injured regions. The MRs primarily
Full Text Available Correlations between values of components of subjective psychological experiences and states in 26 male football referees before the match and after the match were explored using factor analysis. For evaluation of subjective psychological experiences and states the standardized questionnaire SUPSO was used. The questionnaire was filled in twice by refer ees: before the match and immediately after the match. Four most important factors were described and named. The first factor was called "tendency to discomfort". It relates to referee ́s current mental state being probably a reflection of long - term negativ e circumstances in referee ́s life. It is neither related to the completed match, nor referee ́s temperament . The second factor was called "depression from failure" and it is connected directly to the completed match. It is probably determined by current ref eree ́s physical and mental conditions . The third and fourth factors proved to be consequences of temperament of referees. In conclusion, the two most important factors of current mental state of football referee during the game can probably be influenced b y a systematic psychological preparation . Psychological preparation should therefore become an effective part of the pre - match preparation of football referees.
Riedl, Dennis; Strauss, Bernd; Heuer, Andreas; Rubner, Oliver
The role of referees has become a central issue in the investigation of home advantage. The main aim of this study was a thorough examination of the referee bias concerning injury time in football, which is currently seen as an important example for the assertion that referees contribute to home advantage. First, we use archival data from the German Bundesliga (seasons 2000/2001-2010/2011) to confirm the existence of an asymmetry in the allocation of injury time. We show this asymmetry to be a bias by ruling out hitherto remaining alternative explanations (effect = 18 s, P referee bias, stating that referees systematically accord more injury time when one team leads in the game compared to a draw (effect = 21 s, P = 0.004, R2(adj) = 0.06). Third, the quantitative benefit of home or away teams in goals and points due to these biases is assessed. Overall, referee decisions on injury time indeed reveal biases, but they do not contribute to the home advantage, that is, there is no significant effect on goals scored by the teams. The qualitative findings (a new bias on injury time) as well as the quantitative findings (no overall effect) shed new light on the role of referees for home advantage.
Helsen, Werner; Bultynck, Jean-Baptist
The aim of this study was to examine the physical and perceptual-cognitive demands imposed on UEFA top-class referees and assistant referees during the final round of the Euro 2000 Championship. To investigate the physical workload, the heart rates during matches were monitored by short-range radio telemetry and translated to different workloads expressed as a percentage of maximal heart rate. For measurement of the perceptual-cognitive workload, video-recordings of games were used to obtain the average number of observable decisions taken by a referee. On average, referees and assistant referees performed the matches at 85 +/- 5% and 77 +/- 7% of their maximal heart rate, respectively. Over the 31 games, the mean number of observable decisions was 137 (range 104-162), 64% of which were based on communication with the assistant referees and/or the fourth official. To optimize the physical preparation of top-class match officials, the results of this study support the application of intensive and intermittent training sessions, which should place priority on high-intensity aerobic stimuli. In addition, video training is discussed as an additional method for improving match officials' decision making.
Over the last two decades a relatively new sort of board gaming has emerged which you might not have heard about. ‘Hobby’ or ‘modern’ board gaming is sweeping across the world. http://www.um.edu.mt/think/rise-of-the-ancients/
Mangan, Shane; Malone, Shane; Ryan, Martin; Gahan, Jason Mc; Warne, Joe; Martin, Denise; O'Neill, Cian; Burns, Con; Collins, Kieran
It is currently unknown how team rating influences running performance in Gaelic football. GPS technologies were used to quantify match-running performance within 5 elite Gaelic football teams over a period of 5 years (2012-2016). In total 780 player data sets were collected over 95 matches. Running performance variables included total distance, high-speed distance (≥17 km h) and the percentage of high-speed distance. Team ratings were determined objectively using the Elo Ratings System for Gaelic football. Reference team rating had trivial effects on total distance (p = 0.011, partial η2 = 0.008) and high-speed distance (p = 0.011, partial η2 = 0.008). Opposition team rating had small effects on total distance (p = 0.005, partial η2 = 0.016) and high-speed distance (p = 0.001, partial η2 = 0.020). Top tier teams cover greater total distances and high-speed distance than lower tier teams. Players cover considerably less total distance and high-speed distance against tier 3 and tier 4 teams. Tier 1 players ran a significantly higher percentage of distance at high-speed, than players who played for tier 2 teams (p = 0.020). The competitive advantage of top tier Gaelic football teams is closely linked with their ability to demonstrate a higher physical intensity than lower tier teams.
Crotty, Yvonne; D'Arcy, Jimmy; Sweeney, David
The Gaelic Athletic Association (GAA) is an Irish amateur sporting and cultural organisation. It represents in excess of 20,000 teams nationwide and is committed to supporting the development of players and coaches through its Coach Education Programme (CEP). A strategic goal of the CEP is to supplement the traditional field based coach education…
Smakman, D.; Smith-Christmas, C.; Graaf, de T.; Ostler, N.; Salverda, R.
This paper analyzes the language loss of three generations of a Gaelic-speaking family located on the Isle of Skye, Scotland. Participants' linguistic skills were assessed via language ability tests. We focused on plurals, passives, and tense, and we examined synthetic forms. The results confirmed
Paterson, Lindsay; O'Hanlon, Fiona
Two social roles for language have been distinguished by Edwards--the communicative and the symbolic. Using data from a survey of public attitudes to Gaelic in Scotland, the article investigates the extent to which people's view of language may be characterised as relating to these roles. Respondents were grouped, using statistical cluster…
Parker-Jenkins, Marie; Masterson, Mary
Irish society has experienced unprecedented demographic change since the turn of the twenty-first century, and increasingly, educators are facing the prospect of having to respond to the changing nature of cultural diversity in their classrooms. Traditionally characterised as"Catholic, white and Gaelic", Irish schools are said to be…
Jeffrey T Leek
Full Text Available Peer review is fundamentally a cooperative process between scientists in a community who agree to review each other's work in an unbiased fashion. Peer review is the foundation for decisions concerning publication in journals, awarding of grants, and academic promotion. Here we perform a laboratory study of open and closed peer review based on an online game. We show that when reviewer behavior was made public under open review, reviewers were rewarded for refereeing and formed significantly more cooperative interactions (13% increase in cooperation, P = 0.018. We also show that referees and authors who participated in cooperative interactions had an 11% higher reviewing accuracy rate (P = 0.016. Our results suggest that increasing cooperation in the peer review process can lead to a decreased risk of reviewing errors.
Duke, Richard D
Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor. Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode
Keller, Dagmar I; Bizzini, Mario; Feddermann, Nina; Junge, Astrid; Dvorak, Jiri
Precompetition screening was implemented for male referees during the 2010 Fédération Internationale de Football Association (FIFA) Word Cup. In contrast, female football referees have been neglected in this respect although they experience similar physical work loads compared to male referees. The standardised football-specific pre-competition medical assessment (PCMA) was performed in 51 referees and assistant referees selected for the 2011 FIFA Women's World Cup. Family history for sudden cardiac death (SCD) was positive in four referees (7.8%), but cardiac examinations did not reveal any pathological findings. Training-unrelated ECG changes were identified in three referees (5.9%), all without correlates in echocardiography or clinical examination. Most common echocardiography findings (66.6%, n=34) were asymptomatic tricuspid and mitral regurgitations. During the present screening, no elite female referee was identified being at risk for SCD, and no referee had to be excluded from participating in the 2011 FIFA Women's World Cup.
Rebelo, António N.; Ascensão, António A.; Magalhães, José F.
between activity profile and endurance capacity of futsal referees. Eighteen elite futsal referees (33.0 ± 5.1 years, 173 ± 5 cm, and 73.2 ± 8.4 kg) were studied. Video filming (n = 18) and heart rate (HR) recordings were performed throughout games. Blood lactate (n = 14) was determined at rest and after...... the game. Endurance capacity was determined with the Yo-Yo IE2. The number of activity changes was as high as 1,395 ± 218 (±SD). Total distance covered, high-intensity running (HIR), sprinting (SPR), and sideways running were 5.89 ± 0.56, 0.96 ± 0.29, 0.09 ± 0.07, and 0.91 ± 0.46 km, respectively....... The number of HIR and SPR bouts was 129 ± 41 and 9 ± 8, respectively, with a mean duration of ~1.4 seconds. Blood lactate content was 1.0 ± 0.3 and 1.5 ± 0.5 mM before and after the game. The amount of HIR performed during the match correlated significantly (r = 0.77; p
Karaçam, Aydin; Pulur, Atilla
The aim of this study is to examine the relationship between referee self-efficacy and general self-efficacy levels of football, basketball and handball referees in terms of gender, refereeing branch, age and refereeing experience. Study group was created within a convenience sampling method. 195 referees, 14% (n = 27) female and 86% (n = 168)…
Full Text Available Abstract Background Hamstring injury is one of the most common injuries affecting gaelic footballers, similar to other field sports. Research in other sports on whether residual hamstring weakness is present after hamstring injury is inconsistent, and no study has examined this factor in irish gaelic footballers. The aim of this study was to examine whether significant knee muscle weakness is present in male Irish gaelic footballers who have returned to full activity after hamstring injury. Methods The concentric isokinetic knee flexion and extension strength of 44 members of a university gaelic football team was assessed at 60, 180 and 300 degrees per second using a Contrex dynamometer. Results Fifteen players (34% reported a history of hamstring strain, with 68% of injuries affecting the dominant (kicking limb. The hamstrings were significantly stronger (p 0.05 using this comparison. The previously unilaterally injured hamstrings were significantly weaker (p Conclusion Hamstring muscle weakness was observed in male Irish gaelic footballers with a history of hamstring injury. This weakness is most evident when comparisons are made to multiple control populations, both within and between subjects. The increased strength of the dominant limb should be considered as a potential confounding variable in future trials. The study design does not allow interpretation of whether these changes in strength were present before or after injury.
Full Text Available The problems of functional training of arbitrators of different skills are considered. The study involved 12 referees for the highest, first and second league championship and the championship of Ukraine on football. The level of Simply-weights is studied. It was used the methodology of S.A. Dushanin. Revealed the results of anatomical and physiological condition of the body: heart rate, body temperature and body weight reduction referees during a soccer match. Found that the anthropometric characteristics and the length of body weight statistically significant differences between the arbitrators are not. It is noted that the weight of the arbitrators is markedly reduced during the game. The average weight loss during a major league game the referee is 2.67 kg in the first league of referees’ weight decreased by 1.83 kg in the second league referees - is reduced by 1.92 kg. It is established that the level of functional training arbitrators league above the results of their younger colleagues.
Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John
We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al. concerning monogamy-of-entanglement games.
Referees (N=7) and assistant referees (N=13) who were on the national panel underwent body composition, flexibility, core stability, aerobic endurance, agility, acceleration, speed and anaerobic testing. The results of the study showed that no significant differences existed between the referees and assistant referees for the ...
In this research thesis, the author proposes three methods of resolution of incompletely defined games. According to the first one, combined strategies are introduced in an incompletely defined matrix game. According to the second and new one, a new strategy type (C-strategies) is defined for which the payoff function is always defined but not necessarily unequivocal. This leads to assume the existence of a referee who will decide the payoff assigned to players when they use these C-strategies which generate several possibilities. According to the last one, players are informed of the referee's choice. The three methods are compared, and the author shows that they are equivalent to the conventional method of resolution of matrix games in the case of a completely defined game. In another part, the author applied results obtained for incompletely defined matrix games to the case of multi-stage games with target
Full Text Available Purpose: the analysis of problems in the training of referees in wrestling. Material & Methods: theoretical analysis and generalization of literary sources, pedagogical observation. Results: the analysis and generalization of the opinions of experts shows that the success of the complex of judicial activities caused by the judges' experience, knowledge of the techniques and tactics of wrestling and a high level of development of professionally important psycho-physiological functions. Conclusions: given the lack of professional officiating freestyle and Greco-Roman wrestling, the preference shall be given independent forms of training short-term precompetitive workshops not only for training, but and for testing of individual capabilities of individual judges.
Where did the figure of the scientific ``referee'' come from, and why? Beginning in the 1820s, in the midst of reform movements in English science and in English politics, a number of British scientific societies established formal systems for reading and reporting on manuscripts by special readers, who soon became known as referees. In this personage came to be juxtaposed elements of the legal expert, the trustworthy gentleman, the state bureaucrat, and even the anonymous literary reviewer. But when the scientific referee appeared on the scene of British science, it was not certain who he was, or what he was supposed to be for. The initial impetus for the Royal Society of London's referee system had been as much about generating publicity as making anonymous judgments. But gradually the referee report became shrouded in secrecy, and the referee was increasingly viewed as an agent for conferring rewards on authors in exchange for contributions to knowledge. The conception of the referee as primarily a gatekeeper of knowledge became dominant only later in the century, as scientific practitioners came to perceive the existence of a special set of texts called the scientific literature that could be marked off from other periodicals and which required protecting. The notion that some form of peer review - as it came to be known during the Cold War - was a sine qua non of legitimate scientific journals was an even later development.
Andersen, Thor Einar; Engebretsen, Lars; Bahr, Roald
Foul play is an important cause of injury in football. Reduction of foul play and adherence to the laws of the game may be possible interventions to reduce the rate of injuries. To evaluate how violations of the laws of the game contribute to injury and to investigate whether the decisions made by the referees are correct in high-risk situations. Prospective cohort study. Videotapes and injury information were collected for 174 of 182 matches from the male Norwegian professional league during the 2000 season. Three Norwegian FIFA referees performed retrospective blinded evaluation of the 406 incidents. Less than one-third of the injuries identified on video and about 40% of the incidents with a high risk of injury resulted in a free kick being awarded. About 1 in 10 of these situations led to either a yellow or red card. The agreement between decisions made by the match referee and the expert referee panel was good, that is, their decisions agreed in 85% of the situations in which injury occurred. There may be a need for an improvement of the laws of the game of football to protect players from dangerous play.
Full Text Available Purpose: determine the level of individual functionality referees qualifications. Objective of the study was to determine the physiological parameters characterizing the functionality of football referees qualifications. Material : mainly experiment involved 29 highly qualified referees aged 21-45 years. In the main experiment participated 29 referees and 40 assistant referees (n = 69 Ukrainian Premier League. Results: found that the means and methods that use Ukrainian football referee high qualification in the special physical training for a competition, are not effective enough. Consequence of poorly planned training process is to increase the number of wrong decisions of the referees during the match associated with poor motor activity. Conclusions: data obtained in the course of educational research confirmed our theory about the necessity of individualization process special physical training qualifications of referees, which would entail increasing the functional and motor abilities of the referees, and as a consequence of better and successful completion of the work.
Prof A Mastamet-Mason, Department of Fashion Design, Tshwane University of. Technology. •. Prof A Minnaar (obiit), Department of Food Science, University of Pretoria. •. Mr A Mathumbi, Department of Consumer Science, University of Pretoria. •. Prof W Oldewage-Theron, Centre of Sustainable Livelihoods, Vaal University ...
Prof A Mastamet-Mason, Department of Fashion Design and Technology, Tshwane University of Technology. •. Dr B Nkosi, University of the Western Cape. •. Prof W Oldewage-Theron, Centre of sustainable Livelihoods, Vaal University of Technology. •. Dr A Retief, Department of Consumer Science, University of Pretoria.
articles published. •. Prof CL Bester, Professor Emeritus, Department of Industrial Psychology, University of the. Free State ... Psychology, Nelson Mandela Metropolitan University. •. Prof HM de Klerk, ... Prof LR J van Rensburg, School of Entrepreneurship, North West University, Potchefstroom. •. Mr T Kotze, Department of ...
Di Salvo, Valter; Carmont, Michael R; Maffulli, Nicola
We compared the notational activity of 68 referees and 170 referee's assistants or linesmen officiating European matches from UEFA and the Champions League together with matches from the English Premiership and the English Championship competitions during the 2005/2006 football season using a computerised video system. We studied 328 games (14 European matches, UEFA and Champions league, 202 matches from the English Premiership and 112 from the English Championship). Referees covered a mean overall distance of 11.634 km, and assistants 6.508 km per match. Both referees and assistant referees covered significantly shorter distances jogging, running and high speed running in the second half compared to the first. There is a significant negative correlation between the distance covered and activity of officials compared with competition standard. Although we have demonstrated a negative correlation between distance covered and activity and competition standard, the physical activity across all competitions was intense and this reaffirms the high levels of fitness required by officials.
Alberto Inacio da Silva
Full Text Available http://dx.doi.org/10.5007/1980-0037.2008v10n2p143 The aim of this study was to determine and compare the somatotype and body composition of principal soccer referees and assistant soccer referees from the state of Paraná in Brazil, all working for the Brazilian Soccer Confederation – (CBF Confederaçao Brasileira de Futebol. Twenty-five referees participated in this study: 12 principal referees (PR and 13 assistant referees (AR, all male. The variables body mass, height, skinfolds, body girth and bone diameters were collected with the aim of estimating the referees’ body composition and determining their somatotypes. Data are presented in the form of descriptive statistics. Comparisons between the PR and AR groups were made using Student’s t test for independent samples. The PR referees had a mean age of 38.5 + 5.1 years of age, body mass of 80.9 + 7.61 Kg, mean height of 179 + 3.3 cm and an average percentage of fat of 20.81 + 3.29%. The AR group were significantly younger on average (37.3 + 3.1 years old, p < 0.05. None of the variables body mass (77.2 + 8.2 Kg, height (178.3 + 5.23 or percentage body fat (18.1 + 4.2% exhibited any statistical differences. As for somatotypes, it was noted that the PR had predominantly endomorphic characteristics (3.9- 3.6-1.7, while the AR were characterized as mesomorphic (3.7-4.1-2.1. Significant differences were observed between the mesomorphic and ectomorphic components when referees and assistant referees were compared. Therefore, refereeing category was not influenced by the morphological profile of the referees who were analyzed.
Gaoua, Nadia; de Oliveira, Rita F; Hunter, Steve
Different professional domains require high levels of physical performance alongside fast and accurate decision-making. Construction workers, police officers, firefighters, elite sports men and women, the military and emergency medical professionals are often exposed to hostile environments with limited options for behavioral coping strategies. In this (mini) review we use football refereeing as an example to discuss the combined effect of intense physical activity and extreme temperatures on decision-making and suggest an explicative model. In professional football competitions can be played in temperatures ranging from -5°C in Norway to 30°C in Spain for example. Despite these conditions, the referee's responsibility is to consistently apply the laws fairly and uniformly, and to ensure the rules are followed without waning or adversely influencing the competitiveness of the play. However, strenuous exercise in extreme environments imposes increased physiological and psychological stress that can affect decision-making. Therefore, the physical exertion required to follow the game and the thermal strain from the extreme temperatures may hinder the ability of referees to make fast and accurate decisions. Here, we review literature on the physical and cognitive requirements of football refereeing and how extreme temperatures may affect referees' decisions. Research suggests that both hot and cold environments have a negative impact on decision-making but data specific to decision-making is still lacking. A theoretical model of decision-making under the constraint of intense physical activity and thermal stress is suggested. Future naturalistic studies are needed to validate this model and provide clear recommendations for mitigating strategies.
da Silva, Alberto Inácio; Fernandes, Luiz Cláudio; Fernandez, Ricardo
The aim of this study was to determine the caloric expenditure and the intensity of physical activities performed by official soccer referees during a match expressed in Metabolic Equivalent (METs). The physical activity of referees accredited by CBF (Brazilian Confederation of Soccer) was video-recorded during twenty-nine official games of Paraná Championship (Brasil), Series A and B of the 2005/2006. Computerized video analysis was used to determine the time spent in 6 locomotor activities (standing still, walking, jogging, backwards running, running and sprint). The frequency and duration of each activity were recorded and these data were utilized to calculate the distance covered by the referee. Energy expenditure values were estimated, utilizing specific equations, from the time players spent in each motor activity. The referees observed in this study had a mean age of 38.9 ± 3.8 years, body mass of 86.1 ± 7.1 kg, stature of 1.80 ± 0.07 m and a body mass index of 26.5 ± 0.6 kg·m(-2). During match-play, referees covered an average distance of 9155.4 ± 70.3 meters (8411 - 9765), with a mean energy expenditure of 734.7 ± 65 kcal. This energy expenditure was significantly reduced in the second half: 359.9 ± 6.3 vs 374.7 ± 6.6 kcal (p = 0.006), and averaged to be moderate energy intensity (5 METs) with predominant utilization of the aerobic energy system. In total, during 67% of match-play the intensity was equal or lower than 3.8 METs and in 33% it was higher than 9.8 METs. The pattern of movement observed in the present study confirms that soccer refereeing may be considered as a highly intermittent exercise mode. The high to low-intensity activity ratio may be defined as 1:7.1. In conclusion, referees officiating in professional soccer matches in Brazil should perform a physical conditioning regime that provides the stamina required at this level and consume appropriate and adequate nutrition to meet the energetic demands for match-play. Key points
Da Silva, A I; Fernandez, R
To study hydration status in referees (main) and assistant referees (linesmen) during official football matches. Twelve male football referees were evaluated; all were volunteers. Before and after each match, the referee and one of the assistants were weighed without clothes and a blood sample was taken. Total water loss was determined for each subject from the change in body weight. The main haematological variables were analysed in the blood samples. Total plasma protein concentration and osmolarity were also determined. Variation in plasma volume was determined from changes in packed cell volume and a combination of changes in packed cell volume and haemoglobin concentrations. During a match, total body water loss was 1.60 (0.13) litres, equivalent to 2.05 (0.18)% of body weight. Body weight was reduced by 1.55 (0.12)%, showing that water ingestion during the interval replaces only 24.4% of the body fluids lost during the match. The assistants lost 0.79 (0.19) litre of water, equivalent to 1.05 (0.25)% of body weight. The referees showed a significant decrease in plasma volume of 4.99 (1.33)%. The assistants showed a non-significant increase in plasma volume. The reduction in plasma volume observed in the referees correlated significantly with total body water loss (r = 0.9623). From these data, it is possible to predict that a dehydration of 1% reflects a reduction in plasma volume of nearly 2.5%. Referees are moderately dehydrated after a football match (2%), whereas assistants show a non-significant dehydration of 1% of their body weight.
Cui, Jianjiang; Liu, Zixuan; Xu, Long
As referee's decisions are made artificially in traditional table tennis matches, many factors in a match, such as fatigue and subjective tendency, may lead to unjust decision. Based on finite state machine (FSM), this paper presents a model for table tennis referee regulation to substitute manual decisions. In this model, the trajectory of the ball is recorded through a binocular visual system while the complete rules extracted from the International Table Tennis Federation (ITTF) rules are described based on FSM. The final decision for the competition is made based on expert system theory. Simulation result shows that the proposed model has high accuracy, and can be generalised to other similar games such as badminton, volleyball, etc.
Alberto Inácio da Silva
Full Text Available The aim of this study was to determine the caloric expenditure and the intensity of physical activities performed by official soccer referees during a match expressed in Metabolic Equivalent (METs. The physical activity of referees accredited by CBF (Brazilian Confederation of Soccer was video-recorded during twenty-nine official games of Paraná Championship (Brasil, Series A and B of the 2005/2006. Computerized video analysis was used to determine the time spent in 6 locomotor activities (standing still, walking, jogging, backwards running, running and sprint. The frequency and duration of each activity were recorded and these data were utilized to calculate the distance covered by the referee. Energy expenditure values were estimated, utilizing specific equations, from the time players spent in each motor activity. The referees observed in this study had a mean age of 38.9 ± 3.8 years, body mass of 86.1 ± 7.1 kg, stature of 1.80 ± 0.07 m and a body mass index of 26.5 ± 0.6 kg·m-2. During match-play, referees covered an average distance of 9155.4 ± 70.3 meters (8411 - 9765, with a mean energy expenditure of 734.7 ± 65 kcal. This energy expenditure was significantly reduced in the second half: 359.9 ± 6.3 vs 374.7 ± 6.6 kcal (p = 0.006, and averaged to be moderate energy intensity (5 METs with predominant utilization of the aerobic energy system. In total, during 67% of match-play the intensity was equal or lower than 3.8 METs and in 33% it was higher than 9.8 METs. The pattern of movement observed in the present study confirms that soccer refereeing may be considered as a highly intermittent exercise mode. The high to low-intensity activity ratio may be defined as 1:7.1. In conclusion, referees officiating in professional soccer matches in Brazil should perform a physical conditioning regime that provides the stamina required at this level and consume appropriate and adequate nutrition to meet the energetic demands for match-play
Roe, Mark; Malone, Shane
Roe, M and Malone, S. Yo-Yo intermittent recovery test performance in subelite Gaelic football players from under thirteen to senior age groups. J Strength Cond Res 30 (11): 3187-3193, 2016-Gaelic football is indigenous to Ireland and has similar locomotion profiles to soccer and Australian Football. Given the increasing attention on long-term player development, investigations on age-related variation in Yo-Yo intermittent recovery test level 1 (Yo-YoIR1) performance may provide useful information in talent identification, program design, and player monitoring. Therefore, the aim of this study was to evaluate Yo-YoIR1 performance across Gaelic football age groups. Male participants (n = 355) were recruited from division one, Gaelic football teams. Participants were allocated to one of the 7 groups according to respective age groups from under 13 (U13), under 14, under 15 (U15), under 16 (U16), minor, under 21 (U21), to senior age groups. Total Yo-YoIR1 distance (m) increased progressively from U13 (885 ± 347 m) to U16 (1,595 ± 380 m) equating to a rate of change of 180.2%. In comparison to U13, total distance at minor (1,206 ± 327 m) increased by 136.4%. Subsequent increases were observed in U21 (1,585 ± 445 m) and senior players (2,365 ± 489). Minimum (800-880 m) and maximum (2,240-2,280 m) total distances were comparable for U15, U16, and U21 players. Differences in total distance (m) for all age groups were statistically significant when compared to U13 players (p age groups for total distance was deemed to be large (effect size > 0.8). Similar trends were observed for maximum velocity and estimated V[Combining Dot Above]O2max. The evolution of Yo-YoIR1 performance in Gaelic football players from adolescents to adulthood highlights how maturation may influence sport-related running ability. Changes in Yo-YoIR1 performance should be closely monitored to optimize interventions for individuals transitioning across age groups.
Boyko, Ryan H; Boyko, Adam R; Boyko, Mark G
Officiating bias is thought to contribute to home advantage. Recent research has shown that sports with subjective officiating tend to experience greater home advantage and that referees' decisions can be influenced by crowd noise, but little work has been done to examine whether individual referees vary in their home bias or whether biased decisions contribute to overall home advantage. We develop an ordinal regression model to determine whether various measures of home advantage are affected by the official for the match and by crowd size while controlling for team ability. We examine 5244 English Premier League (EPL) match results involving 50 referees and find that home bias differs between referees. Individual referees give significantly different levels of home advantage, measured as goal differential between the home and away teams, although the significance of this result depends on one referee with a particularly high home advantage (an outlier). Referees vary significantly and robustly in their yellow card and penalty differentials even excluding the outlier. These results confirm that referees are responsible for some of the observed home advantage in the EPL and suggest that home advantage is dependent on the subjective decisions of referees that vary between individuals. We hypothesize that individual referees respond differently to factors such as crowd noise and suggest further research looking at referees' psychological and behavioural responses to biased crowds.
Cregg, Cathal J
Purpose: To compare the effects of high intensity interval training (HIIT) and high volume endurance training (HVET) on indices of endurance, speed and power in male Gaelic football players. Methods: Club level Gaelic football players (n=25) ranging from 18 to 35 years of age were randomly assigned to a HIIT (mean ± SD; 27.2 ± 3.6 yr) or a HVET ( mean ± SD 24.7 ± 4.0 yr) group. Participants trained 3 d.wk-1 for 6 weeks. Maximal aerobic capacity, vertical jump (VJ), countermovement jump (C...
Whittington, C A
The C282Y mutation is held to have arisen in either a Celtic or a Viking ancestor some 60 generations ago. While the Scandinavians have a high frequency of C282Y, the Irish have the highest frequency of the C282Y mutation in the world. However testing of the Irish people for C282Y has been patchy. The true frequency of the C282Y mutation in Ireland and specifically in the relatively isolated western province of Connaught is unknown. Establishment of the C282Y frequency in the Irish male population of Connaught with traditional Irish surnames, a group which has a virtual fixation for Y chromosome R1b3, could help establish C282Y as an Irish mutation. Elucidation of greater C282Y haplotype diversity for the Irish as opposed to the Scandinavians would indicate the Irish as the likely source population for C282Y. Taken together, linking of C282Y to the Irish Gaelic male population of Connaught and establishment of an Irish origin of the C282Y mutation would point to dissemination of the C282Y mutation by Viking raiders and colonizers.
Thaweesub Koeipakvaen Acting Sub L., t.
The purpose of the research to study physical fitness for futsal Referee of Football Association in Thailand and Compare of the Physical Fitness for first level, second and third futsal Referee of Football Association in Thailand. The population of first level, second and third level futsal Referee of Football Association in Thailand 107 person. The sample were futsal Referee of Football Association in Thailand 97 person. First level futsal Referee 22 person. Second level futsal Referee 11 person. Third level futsal Referee 64 person. The instrument used was futsal physical fitness test of Football Association in Thailand. Endurance Test (1,000 meter), Speed Test (4x10 meter) 2 time, and Agility Test (80 meter) 2 time. The statistic for data analysis were one way Anova, Percentage, Mean, Standard Deviation and F-test. The results were as the follow: (1) the result comparing F-test first level futsal referee with level second and first level futsal referee with third level. the statically significant different at the 0.05 level, and the result comparing Endurance as the follow the Physical Fitness for first level, second and third futsal Referee. the statically significant different at the 0.05 level.
Neto, Joao Pedro
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.
O'Rourke, K P
OBJECTIVES: Children presenting with sport related injuries (SRIs) as a result of soccer, rugby and gaelic football are frequently seen in an emergency medicine (EM) setting in Ireland. A comparison of the demographics of injuries in these three sports has however not previously been performed. The purpose of this study was to provide up-to-date data on the nature of these SRIs. METHOD: Data was collected retrospectively on all children (<17 years of age), injured in these three sports, presenting to an emergency medicine department over 6 months, and was entered into a database for analysis. RESULTS: Retrospective analysis was performed on 23,000 charts, and 409 SRIs were identified over a 6-month period. None of the children reported using any form of protective gear, and 27% reported a previous presentation to the emergency department with a SRI. Most injuries were as a result of soccer (56%), with 24% occurring in gaelic football, and 20% occurring in rugby. The predominant mechanism of injury was different in each sport, in soccer-falls (38%), in gaelic football-collisions with objects (balls) (37%), and in rugby-collision with persons (55%). Although the predominant type of injury in soccer and gaelic football was a fracture, accounting for 50% and 42% of injuries, respectively, in rugby however, skin\\/soft tissue injuries presented more commonly, accounting for 44% of injuries. When the general site of injury was investigated, the upper limb accounted for the majority of SRIs in each sport. In the management of SRIs, oral analgesics were prescribed in 50%, however, it was observed that no use was made of topical, intramuscular or rectal analgesic routes of administration. In addition it was observed that RICE\\/general injury advice was given in only 27%, physiotherapy was requested in 2%, and no injury prevention advice was given to any child. Overall, 8% required admission. CONCLUSIONS: The data provided from this study may raise awareness of the nature
O'Rourke, K P; Quinn, F; Mun, S; Browne, M; Sheehan, J; Cusack, S; Molloy, M
Children presenting with sport related injuries (SRIs) as a result of soccer, rugby and gaelic football are frequently seen in an emergency medicine (EM) setting in Ireland. A comparison of the demographics of injuries in these three sports has however not previously been performed. The purpose of this study was to provide up-to-date data on the nature of these SRIs. Data was collected retrospectively on all children (sports, presenting to an emergency medicine department over 6 months, and was entered into a database for analysis. Retrospective analysis was performed on 23,000 charts, and 409 SRIs were identified over a 6-month period. None of the children reported using any form of protective gear, and 27% reported a previous presentation to the emergency department with a SRI. Most injuries were as a result of soccer (56%), with 24% occurring in gaelic football, and 20% occurring in rugby. The predominant mechanism of injury was different in each sport, in soccer-falls (38%), in gaelic football-collisions with objects (balls) (37%), and in rugby-collision with persons (55%). Although the predominant type of injury in soccer and gaelic football was a fracture, accounting for 50% and 42% of injuries, respectively, in rugby however, skin/soft tissue injuries presented more commonly, accounting for 44% of injuries. When the general site of injury was investigated, the upper limb accounted for the majority of SRIs in each sport. In the management of SRIs, oral analgesics were prescribed in 50%, however, it was observed that no use was made of topical, intramuscular or rectal analgesic routes of administration. In addition it was observed that RICE/general injury advice was given in only 27%, physiotherapy was requested in 2%, and no injury prevention advice was given to any child. Overall, 8% required admission. The data provided from this study may raise awareness of the nature of SRIs affecting children in each of these three sports, and may be useful in
Bizzini, M; Junge, A; Bahr, R; Helsen, W; Dvorak, J
There is a considerable amount of scientific literature on football, but few studies have focused on referees, despite their key role in this sport. Existing studies focus on the physiological demands and training of referees. To analyse injuries and musculoskeletal complaints in referees and assistant referees selected for the 2006 FIFA World Cup. Retrospective survey and prospective study. During the preparation camps for the 2006 FIFA World Cup in Germany, all 123 referees pre-selected for the tournament completed a questionnaire on injuries and musculoskeletal complaints. During the tournament, the characteristics and consequences of all injuries and complaints incurred by the 63 officiating referees were documented. More than 40% of the referees reported having incurred an injury and more than 60% having had musculoskeletal complaints during their career. About 20% of the group reported having suffered from musculoskeletal complaints in the last match. During the World Cup, 14 referees (22%) incurred an injury and more than 30% had musculoskeletal complaints. This prospectively collected data showed an incidence of 20.8 injuries per 1000 match hours (95% CI: 4.17 to 37.4). The most common acute injuries were hamstring strains, calf strains, and ankle sprains, while the most frequent locations of complaints were the low back, hamstring and knee. Considering the injury profile, the prevalence of associated musculoskeletal complaints, and the high physiological demands of refereeing, it appears that injury prevention programmes should be developed and integrated into the fitness training routine of the referee.
Full Text Available The purpose of this paper is to identify the profile of the referee from the Football County Association from the Timis county. With the help of the sociological investigation, a questionnaire with 32 items was applied on a group of 63 referees (57 male and 6 female. It has been noticed that the majority of referees have practiced football up to a certain level and failing to make a sportive career in football has determined the choice of a career in refereeing. In conclusion, refereeing is an option for a future career that can be practiced at the highest level (1st League of UEFA referee until the age of 45. After reaching this age, these people can become observers (for the Romanian Football Federation or UEFA.
Delahunt, Eamonn; Fitzpatrick, Helen; Blake, Catherine
To determine if pre-season adductor squeeze test and HAGOS function, sport and recreation subscale scores can identify Gaelic football players at risk of developing groin injury. Prospective study. Senior inter-county Gaelic football team. Fifty-five male elite Gaelic football players (age = 24.0 ± 2.8 years, body mass = 84.48 ± 7.67 kg, height = 1.85 ± 0.06 m, BMI = 24.70 ± 1.77 kg/m 2 ) from a single senior inter-county Gaelic football team. Occurrence of groin injury during the season. Ten time-loss groin injuries were registered representing 13% of all injuries. The odds ratio for sustaining a groin injury if pre-season adductor squeeze test score was below 225 mmHg, was 7.78. The odds ratio for sustaining a groin injury if pre-season HAGOS function, sport and recreation subscale score was football players at risk of developing groin injury. Copyright © 2016 Elsevier Ltd. All rights reserved.
From the early days of modern science, it has been recognized that scientific claims must be verified by someone who is not the maker of those claims, and who furthermore has no stake in the matter. In other words, claims need to be evaluated objectively, by the community. The way in which this tends to be done is by peer review conducted by journals. Peer review as currently practiced touches on the themes of trust, where the trust is in institutions and procedures that emerge from expert communities. The practice of peer review is viewed as a citizenly duty of scientists in the scientific community, because all scientists take turns serving either as authors, referees, and editors in the peer review process We lack the resources to have a work evaluated by the entire community, so we substitute with a representative. Yet, in most examples of scientific review, the referee or referees are anonymous. This question is particularly important when the peer review process is brought to bear in order to evaluate matters beyond scientific validity, more ``subjective'' criteria such as relative importance, broadness of interest - criteria that do not appear to have an objective standard of comparison and validation. I will show that the anonymity of referees, far from endangering this trust, actually strengthens it. I will show that this anonymity is crucial in order to maintain any objectivity in scientific peer review, and why authors should not try to unmask the referee. Also at American Physical Society (APS).
Brightmore, Amy; O'Hara, John; Till, Kevin; Cobley, Steve; Hubka, Tate; Emmonds, Stacey; Cooke, Carlton
To evaluate the movement and physiological demands of Australasian National Rugby League (NRL) referees, officiating with a 2-referee (ie, lead and pocket) system, and to compare the demands of the lead and pocket referees. Global positioning system devices (10 Hz) were used to obtain 86 data sets (lead, n = 41; pocket, n = 45) on 19 NRL referees. Total distance, relative distance covered, and heart rate per half and across match play were examined within and between referees using t tests. Distance, time, and number of movement "efforts" were examined in 6 velocity classifications (ie, standing 7.0 m/s) using analysis of variance. Cohen d effect sizes are reported. There were no significant differences between the lead and pocket referees for any movement or physiological variable. There was an overall significant (large, very large) effect for distance (% distance) and time (% time) (P 5.51 m/s. Findings highlight the intermittent nature of rugby league refereeing but show that there were no differences in the movement and physiological demands of the 2 refereeing roles. Findings are valuable for those responsible for the preparation, training, and conditioning of NRL referees and to ensure that training prepares for and simulates match demands.
Ruf, C. S.
The use of data in refereed journal publications has always been an integral part of the reporting of experimental research results. As data sets have become larger, more formalized, and more widely distributed for use by analysts and modelers, the value of proper citations of that data has grown. This is especially the case with datasets produced by spaceborne remote sensing instruments, for which highly structured documentation, calibration procedures, and version and configuration controls exist. The data sets are also often widely used by modelers and analysts who are not directly involved with the sensor technology, engineering, or calibration but who report their research results in the refereed literature. In general, standardized policies do not exist with the journals for the ways in which these data can and should be cited. In this talk, some common protocols used by the major space agencies for the documentation of spaceborne remote sensing data sets will be reviewed, suggestion will be made regarding how those protocols might be adapted and used for the citation of the data sets in the refereed literature, and possible pitfalls and complications that might be encountered will be considered.
Weston, M; Bird, S; Helsen, W; Nevill, A; Castagna, C
The aim of the present study was to examine the effect of match standard and referee experience on the objective and subjective workload of referees during English Premier League and Football League soccer matches. We also examined the relationship between heart rate (HR) and ratings of perceived exertion (RPE) for assessing match intensity in soccer referees. Heart rate responses were recorded using short-range telemetry and RPE scores were collected using a 10-point scale. Analysis revealed a significant relationship between mean match HR and match RPE scores (r=0.485, pFootball League 81.5+/-2.2%HRmax, pFootball League 6.9+/-0.8, pReferee experience had no effect on match HR and RPE responses to Premier League and Football League matches. The results of the present study demonstrate the validity of using HR and RPE as a measure of global match intensity in soccer referees. Referee experience had no effect on the referees' objective and subjective match workload assessments, whereas match intensity was correlated to competition standard. These findings have implications for fitness preparation and evaluation in soccer referees. When progressing to a higher level of competition, referees should ensure that appropriate levels of fitness are developed in order to enable them to cope with an increase in physical match demands.
Fruchart, Eric; Carton, Annie
The refereeing system in amateur football is not without weakness. Some referees could be deliberately led to destabilize a match in order to demonstrate their skills in regulating a situation of potential conflict. This has posed an ethical problem to soccer institutions. Our study proposes to focus on this phenomenon by questioning seventy four…
Injuries to soccer players have been extensively examined, but not the injury experience of referees and assistant referees. This study aimed to determine the injury incidence and activity profile of soccer match officials. A 12 month prospective cohort study was used to collect activity and injury data of 31 participants who reported their training and match exposure and their injury incidence by means of weekly online questionnaire. Study participants spent a mean of 2632 hrs training and 1704 hrs officiating over the 12 month study period. Thirty eight injuries were recorded, (8.8 injuries\\/1000 hr of training (CI 6.2 to 12.0) and 16.4 injuries\\/1000 hr for match officiating (CI 10.9 to 23.8)), (Risk Ratio 4.3, 2.1 to 8.9). Fifty five percent (CI 40 to 70%) of the injuries were to muscles, and 76% (CI 61 to 87%) were to the lower leg. Overuse injuries represented 61% (CI 45 to 74%) of all cases. Findings showed that the injury frequency rate associated with soccer referees is higher than that in a number of other non contact sports. The injury incidence associated with training for soccer referees is higher than that associated with training for soccer players. Further prospective studies are merited to examine effectiveness and availability of injury management programmes to establish the welfare of this population.
Schenk, K; Bizzini, M; Gatterer, H
Referees are an integral part of soccer, and their performance is fundamental for regular match flow, irrespective of the competition level or age classes. So far, scientific interest was mainly limited to aspects of exercise physiology and match performance of soccer referees, whereas recommendations for nutrition were adopted from active professional soccer. In contrast to elite soccer players, most referees are non-professional and engaged in different occupations. Furthermore, elite referees and soccer players differ in regard to age, body composition, aerobic capacity, and training load. Thus, referees' caloric needs and recommended daily carbohydrate intake may generally be lower compared to active soccer players, with higher intakes limited to periods of increased training load and match days or for referees engaged in physical demanding occupations. With respect to fluid intake, pre-match and in-match hydration strategies generally valid in sports are recommended also for referees to avoid cognitive and physical performance loss, especially when officiating in extreme climates and altitude. In contrast to elite soccer, professional assistance concerning nutrition and training is rarely available for national elite referees of most countries. Therefore, special attention on education about adequate nutrition and fluid intake, about the dietary prevention of deficiencies (iron in female referees, vitamin D irrespective of sex and age), and basic precautions for travels abroad is warranted. In conclusion, the simple adoption of nutritional considerations from active soccer for referees may not be appropriate. Recommendations should respect gender differences, population-specific physical characteristics, and demands just as well as individual characteristics and special needs. © 2017 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Helliwell, John R
This article provides an overview of the preservation of raw diffraction data, then addresses the impact on future plans in the education and training of our community with respect to raw diffraction data and its potential reuse, and, thirdly presents the issue of referee access to the underpinning diffraction data and coordinates, as well as the Protein Data Bank Validation Report, in the review process of structural biology articles submitted for publication. Overall I pay tribute to the scientific achievements of Alex Wlodawer, who is also an ardent advocate of the importance of experimental data.
Computer Games : 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised selected papers
Cazenave, Tristan; Winands, Mark H. M; Edelkamp, Stefan; Schiffel, Stephan; Thielscher, Michael; Togelius, Julian
This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July
Full Text Available The study aimed to identify factors predicting self-efficacy in a sample of 248 Italian handball referees. The main hypothesis was that perception of teamwork efficacy would be a significant predictor of self-efficacy in handball referees. Participants completed an online questionnaire including Referee Self-Efficacy Scale (α = 0.85, Self-Determination Scale (α = 0.78, and an adaptation for Referees of the Sport Commitment Model (α = 0.80. Two hierarchical regression analyses have identified: (1 Enjoyment (β = 0.226, Couple Efficacy (β = 0.233, and Personal Awareness (β = 0.243, as predictors of Self-Efficacy; (2 Span of Co-Refereeing (β = 0.253, Perceived Quality of the Relationship (β = 0.239, and Mutual Agreement (β = 0.274, as predictors of Couple Self-Efficacy. A further SEM analysis confirmed the fit of a structural model of Self-efficacy considering the reciprocal influence of Couple Efficacy, Enjoyment and Awareness (χ2: 5.67; RMSEA: 0.000; SRMR: 0.019. The study underlines the importance of teamwork (or co-refereeing as it relates to enjoyment and awareness in officiating and how it enhances the psychological well-being of handball referees. Future studies should investigate the relationship between factors influencing perceived teamwork efficacy and officiating performance outcome.
Diotaiuti, Pierluigi; Falese, Lavinia; Mancone, Stefania; Purromuto, Francesco
The study aimed to identify factors predicting self-efficacy in a sample of 248 Italian handball referees. The main hypothesis was that perception of teamwork efficacy would be a significant predictor of self-efficacy in handball referees. Participants completed an online questionnaire including Referee Self-Efficacy Scale (α = 0.85), Self-Determination Scale (α = 0.78), and an adaptation for Referees of the Sport Commitment Model (α = 0.80). Two hierarchical regression analyses have identified: (1) Enjoyment (β = 0.226), Couple Efficacy (β = 0.233), and Personal Awareness (β = 0.243), as predictors of Self-Efficacy; (2) Span of Co-Refereeing (β = 0.253), Perceived Quality of the Relationship (β = 0.239), and Mutual Agreement (β = 0.274), as predictors of Couple Self-Efficacy. A further SEM analysis confirmed the fit of a structural model of Self-efficacy considering the reciprocal influence of Couple Efficacy, Enjoyment and Awareness (χ 2 : 5.67; RMSEA: 0.000; SRMR: 0.019). The study underlines the importance of teamwork (or co-refereeing) as it relates to enjoyment and awareness in officiating and how it enhances the psychological well-being of handball referees. Future studies should investigate the relationship between factors influencing perceived teamwork efficacy and officiating performance outcome.
Full Text Available Different professional domains require high levels of physical performance alongside fast and accurate decision-making. Construction workers, police officers, firefighters, elite sports men and women, the military and emergency medical professionals are often exposed to hostile environments with limited options for behavioral coping strategies. In this (mini review we use football refereeing as an example to discuss the combined effect of intense physical activity and extreme temperatures on decision-making and suggest an explicative model. In professional football competitions can be played in temperatures ranging from -5°C in Norway to 30°C in Spain for example. Despite these conditions, the referee’s responsibility is to consistently apply the laws fairly and uniformly, and to ensure the rules are followed without waning or adversely influencing the competitiveness of the play. However, strenuous exercise in extreme environments imposes increased physiological and psychological stress that can affect decision-making. Therefore, the physical exertion required to follow the game and the thermal strain from the extreme temperatures may hinder the ability of referees to make fast and accurate decisions. Here, we review literature on the physical and cognitive requirements of football refereeing and how extreme temperatures may affect referees’ decisions. Research suggests that both hot and cold environments have a negative impact on decision-making but data specific to decision-making is still lacking. A theoretical model of decision-making under the constraint of intense physical activity and thermal stress is suggested. Future naturalistic studies are needed to validate this model and provide clear recommendations for mitigating strategies.
Martin, J; Smith, N C; Tolfrey, K; Jones, A M
Little is known about the physiological demands placed on officials during sporting activities. The purpose of this study was to ascertain the movement activities of referees during English Premiership rugby football union matches, and to determine the frequency and duration of these activities. Nine referees who were ranked in the top 20 referees in England were videotaped during a total of 19 matches. During playback of the videotapes, a single observer coded the referees' activities into one of six distinct categories (standing, walking forwards, walking backwards, jogging, running and sprinting) using a computerized video editing system (Observer Video-Pro). The referees were timed over a 20 m distance for the modes of locomotory activity, and the average velocity of the referee for each activity was used to calculate the total distance covered in each mode of activity during matches. The total distance covered during a match was (chi +/- SD) 8581 +/- 668 m. The mean percentage of total playing time spent in each activity was: standing still, 37.0 +/- 11.0%; walking forward, 29.5 +/- 7.2%; walking backward, 9.9 +/- 3.2%; jogging, 12.8 +/- 3.2%; running, 9.8 +/- 2.3%; and sprinting, 1.0 +/- 0.4%. There were a total of 672 transitions between modes of activity during a match. The results of this study suggest that refereeing top English rugby football union matches is physically demanding. Although the major physiological load is placed on the oxygen transport system, frequent sprint bouts and the associated requirements for acceleration and deceleration impose additional metabolic demands on referees. This information may be used in the design of physical training programmes to optimize performance in referees.
Within the nuclear community, shipper-receiver differences generate considerable concern. Current methods of resolving these differences are discussed, prticularly the use of an umpire or referee. Numerous statistical problems connected with the present procedures are also considered
Catteeuw, Peter; Helsen, Werner; Gilis, Bart; Wagemans, Johan
In association football, two similar but arguably different refereeing roles are required, those of the referee and assistant referee. Role specificity was investigated with a foul play assessment task and an offside decision-making task. Deliberate practice was investigated to account for role-specific differences. First, role specificity was clearly observed. Second, years of officiating, hours of practice per week, and number of matches officiated were each positively correlated with skill. The results support role specificity in association football refereeing. Further research should help to create role-specific perception and decision-making training programmes both for referees and assistant referees.
Home advantage is well documented in a wide range of team sports including association football (soccer). Home team crowd support has been shown to be a likely causal factor and its influence on referee decision-making appears to play a significant role. Match data from the 2009/2010 and 2010/2011 seasons of the Union of European Football Associations (UEFA) Champions League and Europa League were used to investigate referee bias in terms of the association between match location (home vs. away) and disciplinary sanctions used by football referees. The adjusted mean number of yellow cards received by home and away teams and the ratios of these means were estimated from Poisson regression models. After controlling for within-match measures of attacking dominance referees in the Champions League and Europa League issued 25% (preferee bias increased with increasing crowd density (preferee bias after controlling for crowd density. These results provide further evidence that crowd support influences referee decisions. Failure to control for within-match team performance may over-estimate the extent of referee bias in terms of the number of disciplinary sanctions used.
Kerr, Aphra; Ivory, James D.
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 ...
Weston, Matthew; Castagna, Carlo; Impellizzeri, Franco M; Bizzini, Mario; Williams, A Mark; Gregson, Warren
Soccer referees are required to keep up with play at all times to ensure optimal positioning in making key decisions. While the physiological aspects of soccer refereeing have been extensively reviewed, other key areas of preparation and performance have yet to be considered in detail. We present a contemporary examination of methodological considerations for the interpretation of referees' match activities, the validation of fitness testing and training protocols, match and training injury profiles, and the understanding and development of perceptual-cognitive expertise. A referee covers approximately 11 km during a match, with ∼900 m of high-speed running and, consequently, the demands of match play represent a significant physical challenge. The analyses of within-match activity profiles have attempted to assess the possible occurrence of referee fatigue, with equivocal findings. However, researchers have demonstrated that referees' physical performances are interrelated with those of the players during the same match. Therefore, the evaluation of referees' match activity profiles should be made in the context of the players' performances. High match-to-match variability in key variables, namely, high-speed running and sprinting, along with age-related reductions in match running are other factors that require due consideration when interpreting physical performances. Fitness testing is used by national and international referee governing bodies as part of their match selection criteria. Therefore, the tests need to reflect the physical task of refereeing, yet for the recent fitness tests introduced by the Fédération Internationale de Football Association--a 20 × 150 m high-intensity and 6 × 40 m repeated-sprint test - only the repeated-sprint test possesses the appropriate construct validity for assessment of match-related running capacity. Also, the performance standards of the tests have not been validated. Consequently, the scientific
Brânzei, R.; Mallozzi, L.; Tijs, S.H.
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 two-person Cournot games.
This thesis was conducted for a startup game company called Kaamos Games Oy. The company specializes in the development of mobile games, and was looking to expand their expertise and list of developed games. The aim of this thesis was to develop a mobile game for Kaamos Games. The thesis introduces concepts which are relevant to mobile game development and the game development process. The general stages of a game development process are explained and the activities that went into this de...
Cassiano Ricardo Rech
Full Text Available The aim of this study was to determine and compare the somatotype and body composition of principal soccer referees and assistant soccer referees from the state of Paraná in Brazil, all working for the Brazilian Soccer Confederation – (CBF Confederaçao Brasileira de Futebol. Twenty-five referees participated in this study: 12 principal referees (PR and 13 assistant referees (AR, all male. The variables body mass, height, skinfolds, body girth and bone diameters were collected with the aim of estimating the referees’ body composition and determining their somatotypes. Data are presented in the form of descriptive statistics. Comparisons between the PR and AR groups were made using Student’s t test for independent samples. The PR referees had a mean age of 38.5 + 5.1 years of age, body mass of 80.9 + 7.61 Kg, mean height of 179 + 3.3 cm and an average percentage of fat of 20.81 + 3.29%. The AR group were significantly younger on average (37.3 + 3.1 years old, p Resumo O objetivo do presente estudo foi determinar e comparar o somatotipo e a composição corporal de árbitros e árbitros assistentes de futebol do Estado do Paraná, Brasil, que atuam junto à Confederação Brasileira de Futebol (CBF. Participaram do estudo 25 árbitros, sendo 12 árbitros principais (AP e 13 árbitros assistentes (AA ambos do sexo masculino. As variáveis de massa corporal, estatura, espessura de dobras cutâneas, perímetros corporais e diâmetros ósseos foram coletados com a finalidade de estimar a composição corporal e determinar o somatotipo dos árbitros. Os dados são apresentados mediante estatística descritiva, a comparação entre os grupos de AP e AA foi realizada por meio do teste “t” de student para amostras independentes. Os AP apresentaram uma idade média de 38,5±5,1 anos, massa corporal de 80,9±7,61 kg, estatura 179±3,3 cm e um percentual de gordura médio de 20,81±3,29 %. O grupo de AA apresentou uma idade média menor (37,3±3
Andersen, Christian Ulrik
The correspondence between game and reality is usually regarded as a representational relationship. Discussing the correspondence, one must, however, also look into the relation between game and player: The interests of the player and the staging of the player in the game. Games can be consumer...... software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...... seem to be emerging in the field of gaming. The presentation focuses on this new correspondence, describes its different appearances, elaborates various historical traces and argues that user access to a textual, constitutive level of the game seems intrinsically linked to the genre....
Brandstätter , Ulrich; Sommerer , Christa
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...
Karaçam, Aydin; Pulur, Atilla
This study aims to determine the relation between basketball classification referees' problem solving ability and empathetic tendencies. Research model of the study is relational screening model. Sampling of the study is constituted by 124 male and 18 female basketball classification referees who made active refereeing within Turkish Basketball…
Muniroglu, S.; Subak, E.
The football referees perform many actions as jogging, running, sprinting, side steps and backward steps during a football match. Further, the football referees change match activities every 5-6 seconds. Many tests are being conducted to determine the physical levels and competences of football referees like 50 m running, 200 m running, 12 minutes…
Warmelink, H.J.G.; Siitonen, M.
Numerous researchers have written about the social dynamics of player communities in multiplayer online games. Following a systematic review of refereed empirical research publications from 2000-2010, this article synthesizes the key methods and concepts researchers have used to study and
Maria Regina Ferreira Brandão
Full Text Available The purpose of this study was to assess the psychometric properties of the Burnout Inventory for Referees (BIR in Portuguese in a sample of professional soccer referees and to explore the nomological validity of the inventory through concurrent validation. The analysis showed a factorial structure of burnout for the referees with one second order factor and three first order factors; physical and emotional exhaustion, reduced sense of accomplishment and sport devaluation. A cross-validation procedure showed that the factor structure was replicable, and the inventory demonstrated internal reliability as well as convergent and discriminant validity. In addition, the study assessed the concurrent validity of the inventory by examining the correlation between the scores of the Burnout Inventory for Referees and the scores of the Profile of Mood States (POMS. The subscales of burnout and total burnout were positively correlated with tension, depression, anger, fatigue and confusion and negatively with vigor, as expected. In conclusion, the Portuguese version of BIR presents good evidence of validity and reliability in the assessment of referees who may be at risk of suffering from burnout.
Brânzei, R.; Mallozzi, L.; Tijs, S.H.
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
Football has surpassed the status of being a social phenomenon at a national and international scale for a long time, as it is the new “religion of the 21st century” which brings together game practitioners under its scope regardless of religion, skin colour, geographical area, culture, philosophy, gender, age which has been proven by the number of members in more than 200 FIFA member national federations. As stated in the FIFA status, “each FIFA member shall organize football games by the La...
Bozdoğan Tuba Kızılet
Full Text Available Physical fitness and physiological status play an important role in the referees’ performance. Therefore, the aim of this study was to analyze the body structure and morphological characteristics of Turkish Ssccer refereesand assistant referees and to determine the effect of these variables on physical performance. A sample of 158 male referees and 55 asisstant referees (mean age 31.8 ± 4.2 and 37.4 ± 3.3 yearswas evaluated. Physical assesment were conducted using the Yo-Yo Intermittent Recovery Test Level 1 (YYIRTL1 and Repeated Sprint Ability (RSA for referees and Active Recovery Intermittent Endurance Test (ARIET and the RSA for assistant referees. We analyzed heart rate assesments. The measures used to assess morphological characteristics were age, weight, body mass index (BMI, body fat (BF, body mass, and fat free mass.The ANOVA test (Tukey testwas used to determine the result. Correlations between the referees’ fitness test performance and their morphological characteristics were examined using Pearson’s correlation (p<0.05. To result of this study, point to the existence of a strong correlation between morphological and physical and physiological characteristics. According to the literature, we found that greater BF and a higher BMI may negatively affect areferee’s running performance.
Kordi, Ramin; Chitsaz, Alireza; Rostami, Mohsen; Mostafavi, Reza; Ghadimi, Mahmoodreza
Background: Despite the crucial role of referees in a soccer match, few researchers have targeted the injury profile of referees in their studies. Understanding the incidence, nature, and pattern of injuries could provide important information for educational and preventative efforts at the international level. Hypothesis: The incidence rate and patterns of acute injuries to official referees of the Iranian Premier Football League during the 2009-2010 season are similar to those reported among referees in short-term international competitions such as FIFA World Cup. Study Design: Prospective cohort study. Methods: Demographic data for 74 referees, including 30 main referees and 44 assistant referees, were collected at the beginning of the season. To record injuries and refereeing time, weekly contact was made by a physician. Results: In total, 102 injuries were reported by referees during the football season. The incidence rates of injuries among referees during training and matches were 4.6 and 19.6 injuries per 1000 hours, respectively. Muscular and tendon injuries were found to be the most common type of injury, and the most common site of injury was the lower leg followed by the hip and groin. Conclusion: The results of this study are consistent with similar prospective studies evaluating injuries to referees over the course of a short-term tournament. Clinical Relevance: These findings provide a base for suggesting possible preventive recommendations in future studies. PMID:24427414
van Damme, E.E.C.; Wright, J.
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
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
Vaquera, Alejandro; Mielgo-Ayuso, Juan; Calleja-González, Julio; Leicht, Anthony S
The aims of this study were to determine the heart rate (HR) response of referees during men's Eurobasket Championship and identify relationships body composition and other match variables as predictor of HR. Thirty-one elite basketball referees (REF, 40.4±4.3 years) were analyzed during a random sample of 38 matches in the 2013 men's Eurobasket Championship, one of the best basketball competitions in the World. The height, body mass, triceps, abdominal, supraspinale, subscapular, front thigh and medial calf skinfolds were measured. The result was that out of all 4 quarters of every game (Q1, Q2, Q3 and Q4), HR (bpm and % HRmax) in Q1 (164.2±13.9 bpm; 90.5±7.1%) was the highest (P<0.05). Likewise, Q2 (162.5±15.7 bpm; 90.5±7.1%) values were higher (P<0.05) than Q3 (158.5±13.2 bpm; 88.2±7.3%) and Q4 (158.4±13.4 bpm; 88.2±7.5%). The study also showed that variables of triceps skinfold (β: 1.33; P<0.000), years of experience (β: -0.40; P<0.05) and fat mass (β: -2.51; P<0.000) were the variables that significantly predicted the physical performance. In conclusion, the heart rate directly was associated with REF's anthropometric features and years of experience. However did not show any association with different match variables such as: total scores, differences scores among teams, duration of the match or ratio time/point ratio.
Loughran, Martin; Glasgow, Philip; Bleakley, Chris; McVeigh, Joseph
To determine the effect of three different static-dynamic stretching protocols on sprint and jump performance in Gaelic footballers. Double-blind, controlled, crossover trial. Sports Institute research environment. Seventeen male elite level Gaelic footballers, aged 18-30 years, completed three stretching protocols. Athletic performance was measured by countermovement jump height and power, and timed 10 m, 20 m, and 40 m sprints. Static stretching reduced sprint speed by 1.1% over 40 m and 1.0% over 20 m. Static stretching also reduced countermovement jump height by 10.6% and jump power by 6.4%. When static stretching was followed by dynamic stretching, sprint speed improved by 1.0% over 20 m and 0.7% over 40 m (p static - dynamic stretching protocol also improved countermovement jump height by 8.7% (p Static stretching reduces sprint speed and jump performance. Static stretching should be followed by dynamic stretching during warm-up to nullify any performance deficits caused by static stretching. Copyright © 2016 Elsevier Ltd. All rights reserved.
Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.
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
Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.
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
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
Adams, Ernest; Dormans, Joris
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
Van Yperen, N.W.
This study aimed to predict stay/leave behavior among volleyball referees. The predictor variables reflect commitment aspects from the literature: attraction, perceived lack of alternatives, personal investments, and feelings of obligation to remain. Intent to quit was assumed to mediate the link
Andrew M. Lane
Full Text Available Evidence points to the existence of a home advantage effect in soccer with referees giving more decisions to the home team being a plausible explanation for this effect. The purpose of the present study was to use qualitative methods to explore the factors that influence experienced referees when making decisions. Five experienced referees volunteered to participate in semi-structured interviews of 30-40 minutes duration. Examples of questions/probes included 'Are there times when it is difficult to make a decision on whether there was a foul or not? When? Why?' and 'Do you worry about making the wrong / unpopular decision? What affect does this have on you?' Content analysis identified 13 inter-related themes that describe four higher-order themes. The themes 'accuracy-error', 'regulations', and 'professionalism' form a higher-order theme labeled 'ideal-decision making'. The themes 'opinion', 'concentration', and 'control' represent a higher- order theme labeled 'individual factors'; 'experience', 'personality', and 'personal life' represent a higher-order factor labeled 'experience factors', and crowd factors, player reaction, environmental factors, and crowd interaction represent a higher-order factor labeled 'situational factors'. Findings from the present study offer some insight into difficulties and coping strategies used by referees to perform consistently in professional soccer. Future research could use quantitative methods to test the relative contribution of themes identified above to the decision-making process in referees. At an applied level, practitioners should develop strategies that accelerate the process of learning to cope with performance-related stressors such as the crowd noise
Full Text Available Abstract The primary objective of this research is to study the relationship between reaction time (RT and movement time (MT in a sample of 121 football referees. Assessment has been performed using an objective computerised test (RT, Vienna Test System©, with regard to the average score obtained for refereeing performance over the season (RAR in Spanish. To perform the analysis, the following variables have been considered: a Level refereed (2 levels; b Age (3 levels; and c Experience (4 levels. The hypothesis states that: (i The higher the level refereeing at, better results are expected in RT and MT; (ii The older the referee, the greater the expected value in RT and MT; (iii The more experienced the referee, the lower the score expected in RT and MT; and (iv It is expected that there will be a negative correlation between the RAR and the RT and MT scores. The results show that: (i RT and MT do not differentiate between semi-professionals and amateur referees; (ii Only the older group has differences in line with the proposed hypothesis; (iii There are no differences in RT and MT regarding refereeing experience; (iv The RT scores, taking the optimal transformation parameters, show significant correlations with the RAR (r = -.271, p = .020; but not regarding the MT and RAR. Future research should take a deeper look into the results obtained, including professional referees in the comparisons, as well as investigating the effects of other psychological variables in refereeing performance.
This is the accepted, refereed and final manuscript to the article The blame game is a term often used to describe a phenomenon which happens in groups of people when something goes wrong. The blame game hypothesis postulates that private investigators may be misled in their search for suspects, and that suspected individuals do not necessarily become subject to a fair investigation by financial crime specialists and fraud examiners. The rotten apple hypothesis postulates that it is comfor...
Bakkes, S.; Tan, C.T.; Pisan, Y.
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
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....
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....
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
Varaiya, P. P.
General discussion of the theory of differential games with two players and zero sum. Games starting at a fixed initial state and ending at a fixed final time are analyzed. Strategies for the games are defined. The existence of saddle values and saddle points is considered. A stochastic version of a differential game is used to examine the synthesis problem.
Lane, Andrew M; Nevill, Alan M; Ahmad, Nahid S; Balmer, Nigel
Evidence points to the existence of a home advantage effect in soccer with referees giving more decisions to the home team being a plausible explanation for this effect. The purpose of the present study was to use qualitative methods to explore the factors that influence experienced referees when making decisions. Five experienced referees volunteered to participate in semi-structured interviews of 30-40 minutes duration. Examples of questions/probes included 'Are there times when it is difficult to make a decision on whether there was a foul or not? When? Why?' and 'Do you worry about making the wrong / unpopular decision? What affect does this have on you?' Content analysis identified 13 inter-related themes that describe four higher-order themes. The themes 'accuracy-error', 'regulations', and 'professionalism' form a higher-order theme labeled 'ideal-decision making'. The themes 'opinion', 'concentration', and 'control' represent a higher- order theme labeled 'individual factors'; 'experience', 'personality', and 'personal life' represent a higher-order factor labeled 'experience factors', and crowd factors, player reaction, environmental factors, and crowd interaction represent a higher-order factor labeled 'situational factors'. Findings from the present study offer some insight into difficulties and coping strategies used by referees to perform consistently in professional soccer. Future research could use quantitative methods to test the relative contribution of themes identified above to the decision-making process in referees. At an applied level, practitioners should develop strategies that accelerate the process of learning to cope with performance-related stressors such as the crowd noise. Key PointsFive experienced described factors associated with decision making in soccer leading to the identification of 13 inter-related themes that describe four higher-order themes.Higher order themes include ideal-decision making', 'individual factors
Lane, Andrew M.; Nevill, Alan M.; Ahmad, Nahid S.; Balmer, Nigel
Evidence points to the existence of a home advantage effect in soccer with referees giving more decisions to the home team being a plausible explanation for this effect. The purpose of the present study was to use qualitative methods to explore the factors that influence experienced referees when making decisions. Five experienced referees volunteered to participate in semi-structured interviews of 30-40 minutes duration. Examples of questions/probes included ‘Are there times when it is diffi...
Oldřich Racek; Ondřej Pelikán
In our article we present the preparation of football referees, who are duly registered under the banner of the FACR - Football Association of the Czech Republic. We deal with referees who participate in various educational programmes and seminars led by teachers and other practitioners. The main communication represents the structure of competition in the Czech Republic, a way of organizing football referee and course preparation at individual levels of performance, which is unique within Eu...
Bakkes, S.; Tan, C.T.; Pisan, Y.
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 literature. The motivation concerns (a) the psychological foundation, (b) the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions....
Kevin Curran; Paul Canning; Martin Laughlin; Ciarán McGowan; Rory Carlin
Computer gaming is a medium by which we can entertain ourselves, a medium that has expanded to the online worldwide market as part as globalization. The growth of online gaming has close ties with the use of broadband, as a good online gaming experience requires a broadband connection. Through online gaming, people can play and communicate with each other freely in almost any country, at any given time. This paper examines the phenomenon of online gaming.
Picazo-Tadeo, Andr??s J.; Gonz??lez-G??mez, Francisco; Guardiola, Jorge
The importance of time in referee home bias due to social pressure. Evidence from Spanish football Abstract: This paper analyses referee home bias due to social pressure with data from the matches played in the First Division of the Spanish football league between the 2002/03 and 2009/10 seasons. Finally, our main conclusion is that the time the referee has to make a decision does affect the final outcome; while there is no referee home bias when a free kick is awarded, in the case of book...
Downward, Paul; Jones, Marc
Data were collected on the number of first yellow cards awarded during 857 games, over six seasons (1996 - 2002), played in the Football Association (FA) Cup. Overall, a significantly higher number of yellow cards were awarded against the away team, while a non-linear relationship between crowd size and yellow cards was observed. In general, the probability of a yellow card being awarded against the home team decreased as crowd size increased, but was attenuated for the largest crowd sizes. Crowd size may be related to the probability of the home team receiving a yellow card in two potential ways. Crowd noise may be a decision-making heuristic whereby the likelihood that an incident is a foul is increased when accompanied by crowd noise. Alternatively, referees may seek to appease the crowd and are more likely to do so as crowd size increases. The present findings have implications for the training of match officials and for coaches and players as they prepare to play away from home.
Roe, Mark; Malone, Shane; Delahunt, Eamonn; Collins, Kieran; Gissane, Conor; Persson, Ulrik McCarthy; Murphy, John C; Blake, Catherine
Report eccentric knee flexor strength values of elite Gaelic football players from underage to adult level whilst examining the influence of body mass and previous hamstring injury. Cross-sectional study. Team's training facility. Elite Gaelic football players (n = 341) from under 14 years to senior age-grades were recruited from twelve teams. Absolute (N) and relative (N·kg -1 ) eccentric hamstring strength as well as corresponding between-limb imbalances (%) were calculated for all players. Mean maximum force was 329.4N (95% CI 319.5-340.2) per limb. No statistically significant differences were observed in relative force values (4.4 N ·kg -1 , 95% CI 4.2-4.5) between age-groups. Body mass had moderate-to-large and weak associations with maximum force in youth (r = 0.597) and adult (r =0 .159) players, respectively. Overall 40% (95 CI 31.4-48.7) presented with a maximum strength between-limb imbalance >10%. Players with a hamstring injury had greater relative maximum force (9.3%, 95% CI 7.0-11.8; p > 0.05) and a 28% (95% CI 10.0-38.0) higher prevalence of between-limb imbalances ≥15% compared to their uninjured counterparts. Overlapping strength profiles across age-groups, combined with greater strength in previously injured players, suggests difficulties for establishing cut-off thresholds associated with hamstring injury risk. Copyright © 2018 Elsevier Ltd. All rights reserved.
Bizzini, Mario; Junge, Astrid; Bahr, Roald; Dvorak, Jiri
To analyze the extent and characteristics of injuries and musculoskeletal complaints in elite football referees and to analyze differences between match and assistant referees. Retrospective cohort study. Training camp organized by the Swiss Referees Association. All 71 referees of the 2 top divisions of the Swiss Football League (2005-2006 season). The referees (66 males and 5 females) completed a questionnaire on their personal characteristics, referee qualifications, time spent in training and matches, career history of injuries, and musculoskeletal complaints caused by training or refereeing and were subsequently interviewed about the location, type, circumstances, and consequences of reported injuries. Incidence of injuries, frequency of musculoskeletal complaints, type of injuries, and complaints. A total of 41 injuries during the career were reported by 31 of 71 referees (44%). Injuries were incurred more frequently in training than during matches, and all injuries reported resulted in at least 2 weeks of absence from sport. About a quarter of the referees reported an injury, and almost 90% of the referees reported musculoskeletal complaints caused by refereeing during the preceding 12 months. In male referees, hamstring strains and ankle sprains were the most common injuries, and the hamstrings, knee, Achilles tendon, and calf were the most prevalent locations of musculoskeletal complaints. No significant difference in the incidence of injury or in the frequency of complaints was observed between match and assistant referees. Future studies should be designed prospectively and should include a larger group of female referees. Regarding the incidence of injuries and frequency of musculoskeletal complaints related to refereeing, prevention programs for football referees should be developed, evaluated, and implemented.
Bonanno, G.; Löwe, B.; van der Hoek, W.
This book constitutes the refereed proceedings of the 8th International Conference on Logic and the Foundations of the Theory of Game and Decision Theory, LOFT8 2008, held in Amsterdam, The Netherlands, July 2008. This volume is based on a selection of the presented papers and invited talks. They
Hansen, Ole Ertløv
Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....
Full Text Available In this study, in a football competition, which is one of the most interesting sports encounters today, the state of the decision-making strategies of referees, who play an important role in terms of final scores, is investigated. In line with this aim, efforts have been made to determine the decision-making strategies of Kocaeli football referees. Whether the decision-making strategies determined have changed according to variables such as gender, age, marital status, educational status, economic income, work done outside of refereeing, professional experience and refereeing years. For this purpose, “Decision Strategies Scale and Personal Information Form” developed by Bacanlı and Kuzgun , have been applied to a total of 117 football referees, 11 female and 106 male active football referees in Kocaeli. The results obtained from the scale applications were evaluated in the SPSS 21.00 statistical package program. As a result of the analyzes made; Subscales of decision-making strategies of referees are not significant in terms of gender, marital status, education, work experience, work done outside refereering, refereeing years; while it is not meaningful in terms of unstable, logical and dependent decision making sub-scales when compared to the economic level, it has been seen that only internal tepic decision making increases significantly when economic level is lower.
, 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...
Full Text Available In our article we present the preparation of football referees, who are duly registered under the banner of the FACR - Football Association of the Czech Republic. We deal with referees who participate in various educational programmes and seminars led by teachers and other practitioners. The main communication represents the structure of competition in the Czech Republic, a way of organizing football referee and course preparation at individual levels of performance, which is unique within Europe. Introducing individual education programmes that the FACR used for education and training of referees. We also describe the content of curricula for football referees. An integral part of the article is also showing the claims that are arbitration subject to performance levels.
Castagna, Carlo; Bendiksen, Mads; Impellizzeri, Franco M
We examined the reliability and validity of the assistant referee intermittent endurance test (ARIET), a modified Yo-Yo IE2 test including shuttles of sideways running. The ARIET was carried out on 198 Italian (Serie A-B, Lega-Pro and National Level) and 47 Danish elite soccer assistant referees...... = 0.95, P valid test that is able to discriminate between assistant referees of different competitive levels. The lack of correlation with sprinting ability and close correlations....... Reproducibility was tested for 41 assistant referees on four occasions each separated by one week. The ARIET intraclass correlation coefficients and typical error of measurement ranged from 0.96 to 0.99 and 3.1 to 5.7%, respectively. ARIET performance for Serie A and B was 23 and 25% greater than in Lega-Pro (P...
Pöyhtäri, A. (Aleksi)
Abstract The purpose of this thesis is to provide a clearer picture of how gamers view gaming as a social construct and how social interaction changes the gaming experience. Social interaction in games brings people together. Online games have been researched from many points of view. However, the research done from social perspective is relatively new and this is why I wanted to write my thesis from the social interaction ...
Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.
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...
This is the accepted, refereed and final manuscript to the article. The activity of private investigations by fraud examiners is a business of lawyers, auditors and other professionals who investigate suspicions of financial crime by white-collar criminals. This article presents results from an empirical study of investigation reports. The available sample consists of 28 reports written mostly by auditing firms such as Deloitte, Ernst & Young and PwC. The blame game can occurs at two s...
Kordi, Ramin; Chitsaz, Alireza; Rostami, Mohsen; Mostafavi, Reza; Ghadimi, Mahmoodreza
Despite the crucial role of referees in a soccer match, few researchers have targeted the injury profile of referees in their studies. Understanding the incidence, nature, and pattern of injuries could provide important information for educational and preventative efforts at the international level. The incidence rate and patterns of acute injuries to official referees of the Iranian Premier Football League during the 2009-2010 season are similar to those reported among referees in short-term international competitions such as FIFA World Cup. Prospective cohort study. Demographic data for 74 referees, including 30 main referees and 44 assistant referees, were collected at the beginning of the season. To record injuries and refereeing time, weekly contact was made by a physician. In total, 102 injuries were reported by referees during the football season. The incidence rates of injuries among referees during training and matches were 4.6 and 19.6 injuries per 1000 hours, respectively. Muscular and tendon injuries were found to be the most common type of injury, and the most common site of injury was the lower leg followed by the hip and groin. The results of this study are consistent with similar prospective studies evaluating injuries to referees over the course of a short-term tournament. These findings provide a base for suggesting possible preventive recommendations in future studies.
Mcgregor, E. B.; Baker, R. F.
This is a critique of a new management game being used in the federal government - Goddard Research Engineering Management Exercise (GREMEX). The exercise involves teams of players who act as managers of a research and development project - the orbiting optical observatory - of the National Aeronautics and Space Administration. During this exercise a computer and the referee-instructor together provide the realistic environment within which the team participants make their decisions affecting the course of the project. The article discusses the place of GREMEX in a tradition of games and simulations, and notes the similarities and differences between GREMEX and other management games currently in use for business training. Some of the actual decisions being made by the GREMEX teams are described to illustrate the nature of the exercise.
Full Text Available This report examines the agility and level of acceleration capacity of Spanish soccer referees and investigates the possible differences between field referees of different categories. The speed test consisted of 3 maximum acceleration stretches of 15 metres. The change of direction ability (CODA test used in this study was a modification of the Modified Agility Test (MAT. The study included a sample of 41 Spanish soccer field referees from the Navarre Committee of Soccer Referees divided into two groups: i the higher level group (G1, n = 20: 2ndA, 2ndB and 3rd division referees from the Spanish National Soccer League (28.43 ± 1.39 years; and ii the lower level group (G2, n = 21: Navarre Provincial League soccer referees (29.54 ± 1.87 years. Significant differences were found with respect to the CODA between G1 (5.72 ± 0.13 s and G2 (6.06 ± 0.30 s, while no differences were encountered between groups in acceleration ability. No significant correlations were obtained in G1 between agility and the capacity to accelerate. Significant correlations were found between sprint and agility times in the G2 and in the total group. The results of this study showed that agility can be used as a discriminating factor for differentiating between national and regional field referees; however, no observable differences were found over the 5 and 15 m sprint tests.
Los, Arcos A; Grande, I; Casajús, JA
This report examines the agility and level of acceleration capacity of Spanish soccer referees and investigates the possible differences between field referees of different categories. The speed test consisted of 3 maximum acceleration stretches of 15 metres. The change of direction ability (CODA) test used in this study was a modification of the Modified Agility Test (MAT). The study included a sample of 41 Spanish soccer field referees from the Navarre Committee of Soccer Referees divided into two groups: i) the higher level group (G1, n = 20): 2ndA, 2ndB and 3rd division referees from the Spanish National Soccer League (28.43 ± 1.39 years); and ii) the lower level group (G2, n = 21): Navarre Provincial League soccer referees (29.54 ± 1.87 years). Significant differences were found with respect to the CODA between G1 (5.72 ± 0.13 s) and G2 (6.06 ± 0.30 s), while no differences were encountered between groups in acceleration ability. No significant correlations were obtained in G1 between agility and the capacity to accelerate. Significant correlations were found between sprint and agility times in the G2 and in the total group. The results of this study showed that agility can be used as a discriminating factor for differentiating between national and regional field referees; however, no observable differences were found over the 5 and 15 m sprint tests. PMID:27274111
Full Text Available Soccer referees enforce the laws of the game and the decisions they make can directly affect match results. Fixtures within European competitions take place in climatic conditions that are often challenging (e.g. Moscow ~ -5oC, Madrid ~30oC. Effects of these temperatures on player performance are well documented; however, little is known how this environmental stress may impair cognitive performance of soccer referees and if so, whether exercise exasperates this. The present study aims to investigate the effect of cold (COLD; 5oC, 40% relative humidity (RH, hot (HOT; 30oC, 40% RH and temperate (CONT; 18oC, 40% RH conditions on decision making during soccer specific exercise. On separate occasions within each condition, thirteen physically active males; either semi-professional referees or semi-professional soccer players completed three 90 min intermittent treadmill protocols that simulated match play, interspersed with 4 computer delivered cognitive tests to measure vigilance and dual task capacity. Core and skin temperature, heart rate, rating of perceived exertion and thermal sensation were recorded throughout the protocol. There was no significant difference between conditions for decision making (p > 0.05 despite significant differences in measured physiological variables (skin temperature = HOT 34.5 ± 5.1°C; CONT 31.2 ± 0.1°C and COLD 26.7 ± 0.5°C; p < 0.05. It is hypothesised that the lack of difference observed in decision making ability between conditions was due to the exercise protocol used, as it may not have elicited an appropriate and valid soccer specific internal load to alter cognitive functioning.
Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor
This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.
Ollis, Stewart; Macpherson, Alan; Collins, Dave
We explore how expertise is obtained in the domain of rugby refereeing. The research data are qualitative and are drawn from an 18 month period working in collaboration with the Rugby Football Union Elite Referee Unit. Adopting an ethnographic mode of enquiry, the study combined long-term participant observation with in-depth interviewing, indirect observations and the collection of artefacts including existing protocol, coach feedback forms and strategic reports. The diversity of methodologies allowed us to examine how expertise is developed across various domains of analysis, including the intrapersonal, interpersonal, group and social perspectives. Building on expertise studies in "deliberate practice", further prerequisites for expertise, at least in this domain and with these participants, incorporated "deliberate experience" and "transfer of skills". Additionally, a key issue in the findings concerns a shift from "descriptive" towards a "non-linear processes"-oriented model of development. We conclude by identifying opportunities and limitations associated with the adoption of ethnography as a method for studying expertise.
This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-dominant cultural mode of narrative. Th...
Madeira, Filipa; Arriaga, Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves, Francisco
In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...
Strate, Simon Wolter; Dreyer, Maria; Petersen, Freja Astrid; Willumsen, Ea Christina
This paper investigates the psychological and social consequences of excessive online computer use. The study is based on an assumption that immoderate time spent on online gaming will have negative consequences for the identity creation processes and the ability to socialize in a non-gaming context. The paper argues that by asserting that gaming addiction exist a question of autonomy vs. beneficence will be raised, as some will search to find a treatment for such a diagnosis. By using differ...
Geraldus Galehantomo P.S
Full Text Available In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.
Johansson, Martin Wetterstrand
In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...
Andersen, Christian Ulrik
T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....
Johansson, Theis; Beck-Bang, Kathrine; Rishøj, Kristian Starup; Erlendsson, Katrine Winther
The aim of this report has been to investigate what effects online gaming can have on an online gamer and his everyday life. To meet the requirements from our term, we have approached the subject from a technological point of view. By analyzing the different game functions of the online game League of Legends, we have been able to discuss the attraction of online games and why the players keep spending their time in this online world. By interviewing four different gamers and comparing their ...
Eilon Solan; Nicolas Vieille
Quitting games are sequential games in which, at any stage, each player has the choice between continuing and quitting. The game ends as soon as at least player chooses to quit; player i then receives a payoff r, which depends on the set S of players that did choose to quit. If the game never ends, the payoff to each player is 0. We prove the existence of cyclic E-equilibrium under some assumptions on the payoff function (r sub s). We prove on an example that our result is essentially optimal...
Eberly, David H
""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa
This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...
design of an interactive Petri net-based token (ludo) game is presented in which transition firing is determined by dice cast. Programming is ... that always invigorates every type of persons from small to big. This is the element of chance or ..... via the game, just like video films engaged people with watching TV. 5. Conclusion.
This article tries to outline what game theory is all about. It illustrates game theory's fundamental solution concept viz., Nash equilibrium, using various examples. The Genesis. In the late thirties, the mathematician John von Neumann turned his prodigious innovative talents towards economics. This brief encounter of his with ...
Shaffer, David Williamson
In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…
DE Oliveira, Mario Cesar; Orbetelli, Rogerio; DE Barros Neto, Turibio Leite
Refereeing decisions in soccer has always been a controversial issue. In order to better understand this subject, foul calls made by Brazilian soccer referees were evaluated to determine the potential relationship between the distance from the referee to a foul play and the accuracy of the call. Soccer matches supervised by the São Paulo State Football Federation were recorded and 321 foul calls were analyzed. No significant association was found between the referee's distance from a foul play and accuracy of the call ( p = 0.561). However, there was a significant increase in the number of correct calls in the last 15 minutes of the second half compared with the number of correct calls in the first 30 minutes of the same half ( p = 0.003).
KARATAŞ, Özgür; SAVUCU, Yüksel; BİÇER, Yonca; YILDIRIM, Eyyup; ÇEVRİM, Hakan
This study was performed to determine the level of job satisfaction (gender, age, marital status, class status, branch, other job, duration of referee, duration of playing the branch, and revenue status) on totally 222 Handball, Basketball and Volleyball referees who working in federation leagues. One-way variance analysis (ANOVA) and LSD test was performed to determine the differences between the groups for the statistical data. Measuring tool has two sections in the study. In the first sect...
Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...
Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar
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
David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas
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....
Anttila, Jani; Annila, Arto
A course of a game is formulated as a physical process that will consume free energy in the least time. Accordingly, the rate of entropy increase is the payoff function that will subsume all forms of free energy that motivate diverse decisions. Also other concepts of game theory are related to their profound physical counterparts. When the physical portrayal of behavior is mathematically analyzed, the course of a game is found to be inherently unpredictable because each move affects motives in the future. Despite the non-holonomic character of the natural process, the objective of consuming free energy in the least time will direct an extensive-form game toward a Lyapunov-stable point that satisfies the minimax theorem. -- Highlights: → Behavior in the context of game theory is described as a natural process. → The rate of entropy increase, derived from statistical physics of open systems, is identified as the payoff function. → Entropy as the payoff function also clarifies motives of collaboration and subjective nature of decision making. → Evolutionary equation of motion that accounts for the course of a game is inherently unpredictable.
Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo
Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.
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Magnusson, Lars V
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...
Sullivan, Lindsay; Thomas, Audrey Alforque; Molcho, Michal
Sports-related concussions are now recognized as a major public health concern. However, despite the association of concussion with short- and long-term health consequences, many young athletes still lack basic knowledge about concussion and seem to believe that concussions may be "toughed out" and do not require medical attention. This study assessed self-reported practice of playing in training or a match while concussed among Gaelic Athletic Association (GAA) athletes in Ireland aged 13-25 years old (M=19.19, SD=3.54). This study also assessed knowledge about and attitudes towards sports-related concussion in GAA players in Ireland. Using a self-report questionnaire, data were captured electronically on GAA athletes aged 13-25 years old (n=80) regarding knowledge about the detection, assessment and management of sports-related concussion, as well as participant's attitudes towards concussion and self-reported practice of playing in training or a match while concussed. Data were collected from June to August 2013. This study revealed that approximately one in four athletes reported having played while concussed in practice or during a match. Males were significantly more likely to play while concussed than females (40.9% and 17.2%, respectively). Results from this study indicated participants lack a complete understanding of concussion, as common misconceptions about concussion prevailed. Analyses revealed that participants generally have safe attitudes towards concussion and concussion management. Generating awareness of the potential short- and long-term health consequences of concussion, coupled with the promotion of safer attitudes towards this injury, could minimize the number of players who return-to-play pre-maturely and promote a more safety-conscious sports culture in Ireland.
Macdonald, Ben; O'Neill, John; Pollock, Noel; Van Hooren, Bas
Poor hamstring strength-endurance is a risk factor for hamstring injuries. This study investigated the effectiveness of the single-leg Roman hold and Nordic hamstring curl in improving hamstring strength-endurance. Twelve Gaelic footballers (mean ± standard deviation age, height and mass were 25.17 ± 3.46 years, 179.25 ± 5.88 cm, 85.75 ± 4.75 kilo) with a history of hamstring injury were randomized into 2 groups that performed 6 weeks of either Nordic hamstring curl, or single-leg Roman chair hold training. The single-leg hamstring bridge (SLHB) was measured pre- and post- intervention. The Roman chair group showed a very likely moderate magnitude improvement on SLHB performance for both legs (23.7% for the previously injured leg [90% confidence interval 9.6% to 39.6%] and 16.9% for the non-injured leg [6.2% to 28.8%]). The Nordic curl group showed a likely trivial change in SLHB performance for the non-injured leg (-2.1% [-6.7% to 2.6%]) and an unclear, but possibly trivial change for the previously injured leg (0.3% [-5.6% to 6.6%]). The Roman chair group improved very likely more with a moderate magnitude in both the non-injured (19.5% [8.0% to 32.2%]) and the previously injured leg (23.3% [8.5% to 40.0%]) compared to the Nordic curl group. This study demonstrated that 6-weeks single-leg Roman chair training substantially improved SLHB performance, suggesting that it may be an efficacious strategy to mitigate hamstring (re-) injury risk. Conversely, 6-weeks Nordic curl training did not substantially improve SLHB performance, suggesting this may not be the intervention of choice for modifying this risk factor.
Debus, Michael S.
The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....
Geraldus Galehantomo P.S
In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacks All platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those gam...
Presents the description and analysis of referees' comments contained in a corpus of 40 peer reviews of short scientific papers written by nonnative speakers of English and known as letters. Results highlight the strongly interpersonal orientation of referees' concerns, with two-thirds of all comments in the corpus focusing on interactional…
Ogabor, J. O.; Sanusi, M.; Saulawa, A. I.
The purpose of this study was to compare selected motor fitness profile of football referees in Cross River and Akwa Ibom States. Motor fitness profiles compared were running speed and agility of the referees. Standardized equipment and procedures were employed in the tests. To achieve the objectives of the study, two research hypotheses were…
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
Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. Det...... amerikanske militær har været fødselshjælper for den nye teknologi. Herfra har serious games bredt sig til andre sektorer og og i-lande, inkl. Danmark. Bogen skildrer, hvordan det nye forretningsområde er i færd med at blive udkrystalliseret af en række beslægtede industrigrene, og hvordan udviklingen er...
There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...
Jirjis, Farah; Midjord, Maria H.; Christiansen, Katinka; Tårnes, Elin; Jespersen, Sussie
Projektrapporten søger at finde en definition af Urban Gaming fænomenet. Dette sker ved tematisk analyse af komponenterne, spilteori, stedspecifikhed og rollespil, der har været med til at forme fænomenet. Projektrapporten bruger desuden disse teorier i praksis, ved sammenligning med egen indsamlet empiri. Endelig lyder definitionen: Urban Gaming er spil, hvor spillerne er fysisk aktive, opfylder McGonigals fire spilkriterier og foregår i urbane områder. Derudover skal spillets...
Kiniry, Joseph Roland; Zimmerman, Daniel
---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...... as a target domain for software engineering project courses that focus on reliable systems engineering. This position paper summarizes our experiences in incorporating rigorous software engineering into courses whose projects include computer games....
Full Text Available Purpose of this study is to conduct validity and reliability analyses of the scale prepared for determining the mobbing of indoor sports referees, who take active duties in different classes (basketball, handball and volleyball. In orde r to develop the scale, a trial scale made of 31 items in likert type was prepared and applied to referees and then factor analysis method was used, which converts many variables into meaningful and independent factors in fewer number. According to the dat a obtained from factor analysis, the scale has a structure of 14 articles and single component. It was determined that the total variance of scale items was 43.721 and factor load was between 0.48 and 0.76. The cronbach alpha internal coefficient of consis tency was computed as 0.82. Based on the values obtained from the scale it could be said that the Mobbing Scale for Indoor Sports Referees is valid and reliable.
Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah
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…
Full Text Available This article discusses the methodological implications of using a figurational approach to the study of Gaelic games (the Irish sports of hurling and Gaelic football and their organisation and governance from the late nineteenth century onwards. Following Norbert Elias, we argue that data generation guided by theories, and potentially modifying such theories, are essential components of research endeavours. The problem of generalisation or representativeness of historical documents can be addressed by treating documents as part of a fi guration of evidence, thereby constituting a mutually supporting network of data that serves as a scaffold or structure for theoretical and empirical findings. Based on the experience of using documents such as newspaper and referee reports of matches, and also organisational documents such as the minutes of meetings at various levels of governance, we contribute to the discussion concerning borders and boundary maintenance between history, sociology and historical sociology. While we elaborate on the Eliasian perspective on emotional detachment, and secondary involvement, when conducting research, we also note the dificulties in avoiding ‘preferred’ readings of national history given that Gaelic games have been intertwined with the narrative and project of national self-determination in Ireland. Researchers are compelled to recognise the theoretical significance of sports as a motor and symbol of emotional identifications, but must also create distance from their own national habitus in order to prioritise participation in intergenerational knowledge generation over further national myth-making.
Chambers, David W
A defining characteristic of humans is our capacity to create a better world through mutual action. Traditional ethics attempts to define and impose the one or several things we should all want. The alternative argued here is that we can retain our individual definitions of what matters and still work together for mutual improvement. Agreeing on common ethical principles is not a precondition for an effective moral life. This approach to morality is based on game theory, which holds that in purposely social interactions: (a) there are basic understandings, (b) individuals pursue their own interests, (c) we can judge others' interests, and (d) the distribution of benefits and burdens depends on the joint action of individuals, not on the action of individuals in isolation. In this view, immorality becomes a matter of cheating in the game of life. The three primary forms of cheating are deception (misleading others into thinking they are playing a game other than the one that is to their advantage to play), coercion (blocking courses of action others would normally be entitled to), and reneging (playing the game and then dodging the payoff if one does not like the outcome). These three evils are illustrated by Shakespeare's plays Othello, Richard III, and Antony and Cleopatra.
profession in their now classic book 'Theory of Games and Economic. Behavior'. In this book, they developed ... Professor at Indira Gandhi. Institute of Development. Research .... academic career offers a complete contrast to the fairy tale career of John Nash Jr along with whom he shared a Nobel Prize in 1994. Rational ...
Løssing, Tobias; Nielsen, Rune
Games, er ikke produktudvikling i traditionel forstand, men derimod en reflekteret designproces, der forsøger at optage spilteoretiske og HCI-relaterede problemstillinger. I denne artikel vil vi koncentrere os om udvalgte principielle overvejelser i udviklingen af især forhandlings- og debatspil, som...
van Bottenburg, Maarten
Why is soccer the sport of choice in South America, while baseball has soared to popularity in the Carribean? How did cricket become India's national sport, while China is a stronghold of table tennis? In Global Games, Maarten van Bottenburg asserts that it is the 'hidden competition' of social and
Helms, Niels Henrik
at forsøge at beskrive nogle af de mekanismer, som gør, at nogle af disse kreative industrier bliver netop kreative og innovative, at de ikke alene kan klare sig, men også ændre og udvikle både indhold, form og organisering – at de bliver det der på managementsprog hedder game changers....
Novak, Sebastian; Chatterjee, Krishnendu; Nowak, Martin A
The basic idea of evolutionary game theory is that payoff determines reproductive rate. Successful individuals have a higher payoff and produce more offspring. But in evolutionary and ecological situations there is not only reproductive rate but also carrying capacity. Individuals may differ in their exposure to density limiting effects. Here we explore an alternative approach to evolutionary game theory by assuming that the payoff from the game determines the carrying capacity of individual phenotypes. Successful strategies are less affected by density limitation (crowding) and reach higher equilibrium abundance. We demonstrate similarities and differences between our framework and the standard replicator equation. Our equation is defined on the positive orthant, instead of the simplex, but has the same equilibrium points as the replicator equation. Linear stability analysis produces the classical conditions for asymptotic stability of pure strategies, but the stability properties of internal equilibria can differ in the two frameworks. For example, in a two-strategy game with an internal equilibrium that is always stable under the replicator equation, the corresponding equilibrium can be unstable in the new framework resulting in a limit cycle. Copyright © 2013 The Authors. Published by Elsevier Ltd.. All rights reserved.
terms of people playing Nash equilibrium strategies in all our decision situations narrated earlier. Why or using what process do, people come to learn to play such strategies? This deep question has led the game theorists to inquire into a variety of interesting issues such as formation of conventions and in general,.
This article explores the role of digital (video and computer) games in the rise of what Büscher (2014) calls "nature 2.0": new web-related media that allow users to move beyond passive voyeurism to actively "co-create" or "prosume" the images and processes promoted by organizations committed to
San jay Jain for this opportunity. I thank the editor-in-charge of the paper for valuable comments . This is an expository article; no originality, other than that of the ..... and left with equal probability 1/2. The last strategy, that of randomizing, is what is known as a 'mixed strategy'. Classical game theory gives no clues as to what ...
Ruiz Estrada, M.A.
This paper introduces the concept of Multi-Dimensional games (MD-games) based on the application of an alternative mathematical and graphical modeling approach to study the game theory from a multi-dimensional perspective. In fact, the MD-Games request the application of the mega-space coordinate system to visualize a large number of games, players, strategies and pay-offs functions into the same graphical space.
Jørgensen, Ida Kathrine Hammeleff
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....
Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...
Sicart (Vila), Miguel Angel
This article defins game mechanics in relation to rules and challenges. Game mechanics are methods invoked by agents for interacting with the game world. I apply this definition to a comparative analysis of the games Rez, Every Extend Extra and Shadow of the Colossus that will show the relevance...... of a formal definition of game mechanics. Udgivelsesdato: Dec 2008...
Valente, Andrea; Marchetti, Emanuela
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...... 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...... 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....
Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...... entertainment and society. A companion website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study....
The Green Revolution game helps college students learn about agrarian change in which people use science to transform nature. The rational and basic objectives of the game are discussed, and the game's strengths and weaknesses are examined. (RM)
Original games, like traditional games, can be an integral part of the total games curriculum for children and are a continuation of the progression in skill development and conception of the rules governing formally organized sports. (JD)
Olsen, Jesper Lind
Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision/innovatio......Flow Game er et dialogspil, der kan bruges som ledelsesværktøj, ledertræning, samtaletræning, coachingtræning og ideudvikling m.m. Gennem dilemmakort provokeres en dialog og teori-U inspireret afklaring- og udviklingsproces, hvor der enten arbejdes på en gruppes eller et individs vision...
This book offers an in-depth examination of the strategic use of State sovereignty in contemporary European and international affairs and the consequences of this for authority relations in Europe and beyond. It suggests a new approach to the study of State sovereignty, proposing to understand th...... the use of sovereignty as games where States are becoming more instrumental in their claims to sovereignty and skilled in adapting it to the challenges that they face....
A board game comprises a board, a number of counters and two dice. The board is marked to provide a central area, representing the nucleus of an atom, and six or more annular rings extending concentrically around the central area, the rings being divided into 2,8,18,32,48 and 72 squares. Each ring represents an electron shell, and some of the squares are numbered, the number representing the atomic number of different elements. (author)
Andrade, Eduardo B.; Ho, Teck
One's own emotions may influence others' behavior in a given social interaction. If one believes this, s/he has an incentive to game emotions - to strategically conceal a current emotion or display a non-experienced emotion - in an attempt to influence her/his counterpart. In a series of three experiments, we show that people deliberately conceal (experiment 1) or misrepresent (experiments 2 and 3) their emotional state in a negotiation setting. When given the opportunity to either hide or ex...
Main goal of this work is to create new web application "game server" in PHP programming language. Server consists of Main module and extension modules: Chess module and Fun module. It also enables user to share pictures, videos and funny texts, chat and play chess. Part of the application is system of user roles that is used to manage and apply rights for common operations and administrative interface to manage server users and modules. Extension of server functionality can be done by adding...
Griffin, Steffan Arthur; Ranson, Craig; Moore, Isabel; Mathema, Prabhat
Background Rugby union is a collision sport where participants are at high risk of sustaining a concussion. In settings where there is little qualified medical supervision, certain stakeholders (eg, coaches and officials) should possess sufficient knowledge in regard to the recognition and management of concussion. Aim The aim of this study was to assess the knowledge and experience of various aspects of concussion among coaches and referees involved in Welsh amateur rugby union. Methods A questionnaire was distributed to 1843 coaches and 420 referees. Results A total of 333 coaches and 283 referees completed the questionnaire (18% and 68% response rates, respectively). Participants exhibited greater knowledge of concussion symptom recognition relative to knowledge of both the consequences of concussion and associated return-to-play protocols, both of which could be considered poor. There were no differences in knowledge levels between coaches and referees or between participants with or without a history of concussion. Two-thirds of participants incorrectly believed that headgear could prevent concussion, and nearly 30% of coaches reported having witnessed other coaches allowing a potentially concussed player to continue playing. Conclusions Identification of several misconceptions indicates that concussion management within Welsh amateur rugby union needs to be improved, warranting a multi-faceted educational intervention. PMID:29259806
Cheung, Yin Ling
This research studies the first attempts by applied linguistics doctoral students in Hong Kong to publish their work in a refereed journal in English. Interviews were conducted with students to learn about their experience in the publication process. The interview data indicate that the applied linguistics doctoral students adopted specific…
Hancock, David J.; Ste-Marie, Diane M.
Much is known about sport officials' decisions (e.g., anticipation, visual search, and prior experience). Comprehension of the entire decision process, however, requires an ecologically valid examination. To address this, we implemented a 2-part study using an expertise paradigm with ice hockey referees. Purpose: Study 1 explored the…
This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle......', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game....
Chatterjee, Krishnendu; Doyen, Laurent
Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative o...
Costa, Eduardo C.; Vieira, Caio M. A.; Moreira, Alexandre; Ugrinowitsch, Carlos; Castagna, Carlo; Aoki, Marcelo S.
This study aimed to assess the external and internal loads of Brazilian soccer referees during official matches. A total of 11 field referees (aged 36.2 ± 7.5 years) were monitored during 35 matches. The external (distance covered, mean and maximal speed) and internal load parameters (session ratings of perceived exertion [RPE] training load [TL], Edwards' TL, and time spent in different heart rate [HR] zones) were assessed in 3-4 matches per referee. External load parameters were measured using a wrist Global Positioning System (GPS) receiver. No differences in distance covered (5.219 ± 205 vs. 5.230 ± 237 m) and maximal speed (19.3 ± 1.0 vs. 19.4 ± 1.4 km·h-1) were observed between the halves of the matches (p > 0.05). However, the mean speed was higher in the first half of the matches (6.6 ± 0.4 vs. 6.4 ± 0.3 km·h-1) (p < 0.05) than in the second half. The mean HR during the matches was ~89% of HRmax. In ~95% of the matches, the referees demonstrated a HR ≥ 80% of HRmax. Nonetheless, the time spent at 90-100% of HRmax was higher in the first half (59.9 vs. 52.3%) (p < 0.05). Significant correlations between session RPE TL and distance covered at 90-100% of HRmax (r = 0.62) and session RPE TL and maximal speed (r = 0.54) (p < 0.05) were noted. Furthermore, there was a positive correlation between session RPE TL and Edwards' TL (r = 0.61) (p < 0.05). Brazilian soccer referees demonstrated high external and internal load demands during official matches. The portable GPS/HR monitors and session RPE method can provide relevant information regarding the magnitude of the physiological strain during official matches. Key Points High external and internal loads were imposed on Brazilian soccer referees during official matches. There was a high positive correlation between a subjective marker of internal load (session RPE) and parameters of external load (distance covered between 90-100% of HRmax and maximal speed). There was a high positive correlation between
Beasley, John D
""Mind-exercising and thought-provoking.""-New ScientistIf playing games is natural for humans, analyzing games is equally natural for mathematicians. Even the simplest of games involves the fundamentals of mathematics, such as figuring out the best move or the odds of a certain chance event. This entertaining and wide-ranging guide demonstrates how simple mathematical analysis can throw unexpected light on games of every type-games of chance, games of skill, games of chance and skill, and automatic games.Just how random is a card shuffle or a throw of the dice? Is bluffing a valid poker strat
Thomas, L C
Anyone with a knowledge of basic mathematics will find this an accessible and informative introduction to game theory. It opens with the theory of two-person zero-sum games, two-person non-zero sum games, and n-person games, at a level between nonmathematical introductory books and technical mathematical game theory books. Succeeding sections focus on a variety of applications - including introductory explanations of gaming and meta games - that offer nonspecialists information about new areas of game theory at a comprehensible level. Numerous exercises appear with full solutions, in addition
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Full Text Available Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.. This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones.
Playing games of any kind, from tennis to board games, it is easy to notice that games are 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 visual border in a game like hide....... This makes sense, but also demands that play and non-play can be easily separated. I will examine how games make use of space, and show that the magic circle not only is a viable, though criticized, concept but should be understood as a spatial concept. In order to do this several games are examined, leading...... to introduce a spatial model of the game performance comprising a primary and secondary game space. I will show how new game genres can profit from using this model when designing new games....
Bumb, A.F.; Hoede, C.
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
Hansen, H.H.; Kupke, C.; Marti, J.; Venema, Y.; Madeira, A.; Benevides, M.
Parikh’s game logic is a PDL-like fixpoint logic interpreted on monotone neighbourhood frames that represent the strategic power of players in determined two-player games. Game logic translates into a fragment of the monotone μ-calculus, which in turn is expressively equivalent to monotone modal
Andersson, Stig Haugsboe; Cardinale, Marco; Whiteley, Rod; Popovic, Nebojsa; Hansen, Clint; Lopez, Fernando Sanz; Bere, Tone; Bahr, Roald; Myklebust, Grethe
Although handball is a contact sport with a high risk of acute match injuries, their mechanisms have not yet been investigated. We aimed to describe the mechanisms of acute match injuries in elite male handball and evaluate referee performance in injury situations. Based on injury surveillance from the 24 th Men's Handball World Championship 2015 in Qatar, injury situations and the referee decisions were identified on video footage. A total of 55 injury situations and 37 referee decisions were included for analysis. The injury situations were analysed individually by five handball experts, followed by a consensus meeting. An expert referee panel performed individual blinded evaluation of the referee decisions, followed by an online consensus meeting. Injuries were evenly distributed among attackers (n=29) and defenders (n=26). The most frequent injury cause was contact trauma due to a tackle (n=27). At the time of injury, attackers were most frequently performing a jump shot (n=9), while defenders were completing a tackle (n=10). Defenders most commonly tackled the throwing arm (n=7) or towards the head/face region (n=6) of injured attackers, while attackers most frequently hit injured defenders with the knee during jump shots (n=5). Agreement between the referees and the expert panel was weak (kappa: 0.22, 95% CI 0.07 to 0.36), with substantially more lenient rule interpretation by the referees. Our results suggest that stricter refereeing and rule amendments should be considered to prevent acute match injuries in elite handball, especially in relation to tackling episodes when an attacker is performing a jump shot. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
Hansen, Kristoffer Arnsfelt; Ibsen-Jensen, Rasmus; Podolskii, Vladimir V.
For matrix games we study how small nonzero probability must be used in optimal strategies. We show that for image win–lose–draw games (i.e. image matrix games) nonzero probabilities smaller than image are never needed. We also construct an explicit image win–lose game such that the unique optimal...
Gee, James Paul
Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…
The separation game is different from the connection game, but has some similarities. In the game of Go, it is often useful because it helps to enclose groups and areas. An evaluation function, moves generation functions and a search algorithm for the separation game are described in this paper.
Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…
This chapter outlines theoretical and empirical perspectives on how Game-Based Teaching can be integrated within the context of formal schooling. Initially, this is done by describing game scenarios as models for possible actions that need to be translated into curricular knowledge practices...... approaches to game-based teaching, which may or may not correspond with the pedagogical models of particular games....
Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.
Mallo, J; Veiga, S; López de Subijana, C; Navarro, E
The aim of this study was to describe the activity profile of top-class female soccer referees during competition and to relate it to the position of the ball. Ten matches from the Fédération Internationale de Football Association (FIFA) under-20 female World Championships held in Russia in 2006 were filmed and the kinematical parameters of the female referees (n=10) and the ball were determined using a two-dimensional photogrammetric video system based on direct linear transformation (DLT) algorithms. Total distance covered during a match was 10 km, of which 1.3 km represented high-intensity activities (>13 km/h). The referees' highest mobility was achieved in the initial 15 min of the match, covering greater distance and performing more intense exercise (Preferee to the ball was 19.5+/-2.4m, with no significant differences between 15 min match periods. The results of this study show that: (1) the physical demands placed on top-class female referees are much like those experienced during male moderate-standard refereeing and (2) the referees were able to maintain the distance from the ball throughout the match. Copyright (c) 2008 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Mahdavi Mohtasham, Hamid; Shahrbanian, Shahnaz; Khoshroo, Fatemeh
Abstract: Background: The purpose of this study was to determine the epidemiology and history of knee injury and its impact on activity limitation among football premier league professional referees in Iran. Methods: This was a descriptive study. 59 Football Premier League professional referees participated in the study. The knee injury related information such as injury history and mechanism was recorded. Injury related symptoms and their impacts on the activity limitation, ability to perform activities of daily living as well participation in sports and recreational activities was obtained through the Knee Outcome Survey (KOS). Results: The results indicated that 31 out of 59 participants reported the history of knee injury. In addition, 18.6%, 22.4% and 81% of the referees reported that they had been injured during the last 6 months of the last year, and at some point in their refereeing careers, respectively. Results further indicated that 48.8% of the injuries occurred in the non-dominant leg and they occurred more frequently during training sessions (52%). Furthermore, the value of KOS was 85 ± 13 for Activities of Daily Living subscale and 90 ± 9 for Sports and Recreational Activities subscale of the KOS. Conclusions: Knee injury was quite common among the Football Premier League professional referees. It was also indicated that the injuries occurred mainly due to insufficient physical fitness. Therefore, it is suggested that football referees undergo the proper warm-up program to avoid knee injury. PMID:29362295
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)
In this thesis, we study cooperative interval games, a generalized model of cooperative games in which worth of every coalition corresponds with a closed interval representing all possible outcomes of their cooperation. We give a brief introduction into classical cooperative games, interval analysis and finally introduction to cooperative interval games with focus on selections, that is on all possible outcomes of interval game with no additional uncertainty. We introduce new selection-based ...
Andersson, Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro
We revisit the deterministic graphical games of Washburn. A deterministic graphical game can be described as a simple stochastic game (a notion due to Anne Condon), except that we allow arbitrary real payoffs but disallow moves of chance. We study the complexity of solving deterministic graphical...... games and obtain an almost-linear time comparison-based algorithm for computing an equilibrium of such a game. The existence of a linear time comparison-based algorithm remains an open problem....
Hirshleifer, DA; Berk, J; Harvey, C
Drawing on insights of current and past editors of top economics and finance journals, we provide guidelines for reviewers in preparing referee reports and cover letters for journals. Peer review is fundamental to the progress of science and we believe that fundamental changes in reviewing practices are needed to improve the integrity, quality, and efficiency of the publication process. Such changes will also allow scholars to reallocate time from navigating the publication process to develop...
Gaoua, N; de Oliveira, RF; Hunter, S
Different professional domains require high levels of physical performance alongside fast and accurate decision-making. Construction workers, police officers, firefighters, elite sports men and women, the military and emergency medical professionals are often exposed to hostile environments with limited options for behavioral coping strategies. In this (mini) review we use football refereeing as an example to discuss the combined effect of intense physical activity and extreme temperatures on...
Hamid Mahdavi Mohtasham
Conclusion: The results of this study highlight the importance of including special training in warm-up programs such as interval training, proprioception exercises, strength training (e.g. Nordic hamstring, flexibility training, and muscular endurance training which have been designed to prevent knee injuries. The results help to design and set-up an injury prevention program for the Referees Committee of the Iranian Football Federation.
Eduardo C. Costa
Full Text Available This study aimed to assess the external and internal loads of Brazilian soccer referees during official matches. A total of 11 field referees (aged 36.2 ± 7.5 years were monitored during 35 matches. The external (distance covered, mean and maximal speed and internal load parameters (session ratings of perceived exertion [RPE] training load [TL], Edwards' TL, and time spent in different heart rate [HR] zones were assessed in 3-4 matches per referee. External load parameters were measured using a wrist Global Positioning System (GPS receiver. No differences in distance covered (5.219 ± 205 vs. 5.230 ± 237 m and maximal speed (19.3 ± 1.0 vs. 19.4 ± 1.4 km·h-1 were observed between the halves of the matches (p > 0.05. However, the mean speed was higher in the first half of the matches (6.6 ± 0.4 vs. 6.4 ± 0.3 km·h-1 (p 80% of HRmax. Nonetheless, the time spent at 90-100% of HRmax was higher in the first half (59.9 vs. 52.3% (p < 0.05. Significant correlations between session RPE TL and distance covered at 90-100% of HRmax (r = 0.62 and session RPE TL and maximal speed (r = 0.54 (p < 0.05 were noted. Furthermore, there was a positive correlation between session RPE TL and Edwards' TL (r = 0.61 (p < 0.05. Brazilian soccer referees demonstrated high external and internal load demands during official matches. The portable GPS/HR monitors and session RPE method can provide relevant information regarding the magnitude of the physiological strain during official matches
What. Urban Games are games that take place in the real-world of the players, and which make use of the properties of the city. Alternate Reality Games (ARGs) are urban games that pretend to be conspiracy theories that really are happening in the life of the players. The games are experienced...... through events, challenges and collaborative puzzle solving and may evolve through the engagement of the players. This new design method, Aulaia, addresses the design of urban games in the form of ARGs. Along with the design method several examples from real world ARGs are given. Why. ARGs and other urban...... games are usually large and complicated undertakings, which require many coordinated activities in order to make successful games. This design method secures a structured approach, not only for the design of the game, but also for the launch and running. ARGs develop along with the players and require...
Sapp, Ryan M; Spangenburg, Espen E; Hagberg, James M
Current trends suggest professional soccer is becoming less aggressive, with England often argued to have the most aggressive of the top European leagues. The purpose of this study was to investigate differences in fouls and cards as indicators of aggressive play in the first divisions of England, France, Germany, Italy, and Spain over the past decade. Number of fouls per match and per yellow card has decreased in all leagues since 2007/08, though attempted tackles per foul has not changed or has increased. A lack of substantial rule changes suggests players have become less aggressive in tackling as opposed to referees becoming more lenient. Total number of fouls and cards per match were consistently lower in the English Premier League, however attempted tackles per foul was higher. The data also demonstrate the notions of home advantage and potentially referee bias, since referees tended to call more fouls and award more cards to away teams. Lastly, number of attempted tackles per foul and yellow cards received exhibited the strongest correlations with final league position across the leagues. In conclusion, our data support that elite European soccer has become less aggressive and the English Premier League is the most aggressive league.
Dietzenbacher, Bas; Borm, Peter; Hendrickx, Ruud
Using network control structures this paper introduces network communication games as a generalization of vertex games and edge games corresponding to communication situations and studies their decomposition into unanimity games. We obtain a relation between the dividends of the network
We present a scheme for playing quantum repeated 2 × 2 games based on Marinatto and Weber’s approach to quantum games. As a potential application, we study the twice repeated Prisoner’s Dilemma game. We show that results not available in the classical game can be obtained when the game is played in the quantum way. Before we present our idea, we comment on the previous scheme of playing quantum repeated games proposed by Iqbal and Toor. We point out the drawbacks that make their results unacceptable. (paper)
Full Text Available The purpose of this project was to determine how long the social network game Scratch-Offs, created by game development company Spice Rack Media, will remain financially viable. The game Scratch-Offs is a freeware game (users pay nothing for the actual software and is funded through micro transactions (users must pay small amounts of money to play actual games. This implies a relationship between total games played and revenue earned. Using data provided by Spice Rack, we were able to develop an exponential equation that accurately depicts usage trends over time. This equation was used to determine the date Scratch-Offs will no longer be profitable.
Jessen, Jari Due; Jessen, Carsten
When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....
Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro
Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...... measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted....
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?
Elementary school teachers are provided with materials and instructions for using a variety of social studies games. The 15 games described are: charades, checker states, hollywood squares, states guessing game, index relay, jeopardy, the match game, the money game, password, the states game, sequence, stump the students, track meet, famous person…
Discusses the value of simulation games in moral education in four categories: fun and games; games as simulations of real life; games as motivators; and morality and game theory. Also examines the gaming aspects of morality, as well as the physical, psychological, precedent-setting, and internal consequences of an action. (Author/JK)
Solmeyer, Neal; Dixon, Ricky; Balu, Radhakrishnan
Quantum games with incomplete information can be studied within a Bayesian framework. We consider a version of prisoner's dilemma (PD) in this framework with three players and characterize the Nash equilibria. A variation of the standard PD game is set up with two types of the second prisoner and the first prisoner plays with them with probability p and 1-p, respectively. The Bayesian nature of the game manifests in the uncertainty that the first prisoner faces about his opponent's type which is encoded either in a classical probability or in the amplitudes of a wave function. Here, we consider scenarios with asymmetric payoffs between the first and second prisoner for different values of the probability, p, and the entanglement. Our results indicate a class of Nash equilibria (NE) with rich structures, characterized by a phase relationship on the strategies of the players. The rich structure can be exploited by the referee to set up rules of the game to push the players toward a specific class of NE. These results provide a deeper insight into the quantum advantages of Bayesian games over their classical counterpart.
Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin
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...
Bowles, Richard; O'Sullivan, Mary
Background: Extra-curricular sport is an important aspect of life in Irish primary schools. Team invasion games hold a dominant position and, within this category, Gaelic games are extremely popular. Teachers have, historically, played a significant role in the promotion of Gaelic games through the organization of inter-school competitions. The…
Hansen, Kristoffer Arnsfelt; Koucky, Michal; Lauritzen, Niels
Shapley's discounted stochastic games, Everett's recursive games and Gillette's undiscounted stochastic games are classical models of game theory describing two-player zero-sum games of potentially infinite duration. We describe algorithms for exactly solving these games....
Mello, Luiz A. de; Monteiro Filho, Joselio S.; Belem, Lilia M.J.; Torres, Luiz F.B.
The organization of a major public event involving large numbers of spectators and participants, presents important security challenges. Taking this into consideration, the Brazilian Nuclear Energy Commission (CNEN) has been requested, by the National Secretary of Public Security/ Ministry of Justice (SENASP/MJ), by the end of 2006, to participate on the security actions to be implemented in both the XV Pan American Games and III Para Pan American Games. The XV Pan American Games 2007 and the III Para Pan American Games were held in Rio de Janeiro, Brazil from 13 to 29 July 2007 and from 12 to 19 August 2007, respectively. Those events had 8700 participants between athletes, coaches and referees from 42 countries. More than 300 competition events were held at 17 different venues and were covered by 4910 professionals from TV, radio and written press. Around 2 million tickets have been sold or distributed and 18,000 volunteers participated on the organization. The participation of CNEN was concentrated on the implementation of specific nuclear and radiological security measures to be applied at those events. This was part of a multi-institutional plan for the security of the Games, coordinated by the National Secretary of Public Security of the Ministry of Justice (SENASP/MJ). The support provided by IAEA under a Cooperation Arrangement with the Brazilian authorities was a key factor for the success of the whole operation. The actions taken and the lessons identified by the Brazilian Nuclear Energy Commission related to nuclear and radiological security for the Pan American Games and for the Para Pan American Games are presented. (author)
Myers, Stephanie A.
The Molecular Model Game is used to review Lewis structures and VSEPR theory. In this game, teams of students compete to complete problems quickly. Variations with other types of problems involving stoichiometry or equilibria are also possible.
We present a quantum approach to a signaling game; a special kind of extensive game of incomplete information. Our model is based on quantum schemes for games in strategic form where players perform unitary operators on their own qubits of some fixed initial state and the payoff function is given by a measurement on the resulting final state. We show that the quantum game induced by our scheme coincides with a signaling game as a special case and outputs nonclassical results in general. As an example, we consider a quantum extension of the signaling game in which the chance move is a three-parameter unitary operator whereas the players' actions are equivalent to classical ones. In this case, we study the game in terms of Nash equilibria and refine the pure Nash equilibria adapting to the quantum game the notion of a weak perfect Bayesian equilibrium. (paper)
Marchetti, Emanuela; Valente, Andrea
In this paper we argue that there is a need for digital games that could be easy to alter by young learners. Unfortunately it was found that digital games do not enable children to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table...... top games). Therefore, we propose here a middle ground between digital and traditional table top games, so to grant children more freedom to express themselves, articulate their understanding and difficulties individually or socially; this approach is an alternative to the current trend of associating...... programming with digital creativity. In our preliminary study we transposed a digital game into a card game and observed students while shifting between playing and design thinking. Results from this study suggest that the notion of altering a digital game through a card-based transposition of the same game...
If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.
Vermont Center for Geographic Information — Point locations of big game reporting stations. Big game reporting stations are places where hunters can legally report harvested deer, bear, or turkey. These are...
Describes secondary school students making and playing games related to specific themes in their course work. Transcripts of student discussions are used to illustrate the language and social skills to which the gaming contributed. (AA)
Full Text Available Purpose: to consider the development of volunteer activity in relation to the Olympic Games. Material & Methods: theoretical scientific works of domestic and foreign scientists on the development of volunteer activities regarding their participation in the Olympic Games are analyzed, considered the main legal documents relating to the Olympic sport. Results: Statistical indicators of participation of volunteers in the Winter and Summer Olympics Games are analyzed and presented. The role and significance of volunteers' activity in the organization and holding of the Olympic Games are revealed. Conclusion: evolution of the volunteer movement, with reference to the Olympic Games, originates from the first games that took place in 1896 in Athens. To date, volunteers are an integral part of the organization and holding of the Olympic Games, their activities help to solve a number of organizational issues, the creation of a corresponding atmosphere and image at a sporting event, largely determine the success of games.
... for Kids ▸ Stinging Insect Matching Game Share | Stinging Insect Matching Game Stinging insects can ruin summer fun for those who are ... the difference between the different kinds of stinging insects in order to keep your summer safe and ...
This paper devoted to the research of educational resources and possibilities of modern computer games. The “internal” educational aspects of computer games include educational mechanism (a separate or integrated “tutorial”) and representation of a real or even fantastic educational process within virtual worlds. The “external” dimension represents educational opportunities of computer games for personal and professional development in different genres of computer games (various transport, so...
Francoise Forges; Frédéric Koessler
This paper characterizes geometrically the set of all Nash equilibrium payoffs achievable with unmediated communication in persuasion games, i.e., games with an informed expert and an uninformed decisionmaker in which the expert's information is certifiable. The first equilibrium characterization is provided for unilateral persuasion games, and the second for multistage, bilateral persuasion games. As in Aumann and Hart (2003), we use the concepts of diconvexification and dimartingale. A lead...
J. C. Read
This paper describes some of the tensions around serious games in education by considering how serious games might be designed for learners who may not be especially motivated to play them. Beginning with a narrative that sets out where serious games position within educational settings, with a focus on high school and college, the paper describes two elements that are considered essential for serious games for this demographic – fun and cool.
Ortiz, Luis E.
Potential games, originally introduced in the early 1990's by Lloyd Shapley, the 2012 Nobel Laureate in Economics, and his colleague Dov Monderer, are a very important class of models in game theory. They have special properties such as the existence of Nash equilibria in pure strategies. This note introduces graphical versions of potential games. Special cases of graphical potential games have already found applicability in many areas of science and engineering beyond economics, including ar...
This bachelor thesis deals with the problem of computer games addiction. The attention is paid mainly to on-line games for more players. The purpose of this thesis was to describe this problem and to check - through questionnaire investigation - if the addiction to computer games and the impacts connected with the games really deserve excessive experts and laics attention. The thesis has two parts -- theoretical and practical ones. The theoretical part describes the possibilities of diagnosin...
Hansen, Poul H. Kyvsgård; Mikkola, Juliana Hsuan
is the application of on-line games in order to provide training for decision makers and in order to generate overview over the implications of platform decisions. However, games have to be placed in a context with other methods and we argue that a mixture of games, workshops, and simulations can provide improved...
If you want to create your own game, but don't know where to start, this is the book for you. Whether you've used GameSalad before, or have prior game development experience or not you are sure to learn! Imaging software experience, such as Photoshop, is good to have, but art and assets are provided in the book's resources.
Alparslan-Gok, S.Z.; Brânzei, R.; Tijs, S.H.
In this paper, convex interval games are introduced and some characterizations are given. Some economic situations leading to convex interval games are discussed. The Weber set and the Shapley value are defined for a suitable class of interval games and their relations with the interval core for
Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer
We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...
... by You are here Home » Games and Quizzes Games and Quizzes Facebook Twitter Tumblr Shares · 58 quiz ... Year’s Relationship Resolution Be? Shares · 6 Comments · 0 game Block Party Shares · 36 Comments · 0 quiz Should ...
Eckalbar, John C.
Illustrates how principles and intermediate microeconomic students can gain an understanding for strategic price setting by playing a relatively large oligopoly game. Explains that the game extends to a continuous price space and outlines appropriate applications. Offers the Mathematica code to instructors so that the assumptions of the game can…
The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…
de Bruin, B.P.
Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals
Corbin, Sandra J.
Board games called Games of Rapport are being developed at the University of Alberta. The first, "Angels and Devils," is designed for play by nursing home residents. Results of a study involving "Angels and Devils" show that board games are useful in communicating rehabilitative objectives and sources of conflict. (Author/BEF)
Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos
The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…
Herrig, Brian; Taranto, Greg
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…
The visual quality of game worlds increased massively in the last three decades. However, the closer game worlds depict reality, the more noticeable it is for gamers when objects do not behave accordingly. An important problem is that the data of a game world is often scattered across different
Duke, Richard D.
This personal narrative traces the background of instructional gaming from 1958 to 1995. The advantages and disadvantages of gaming as a disciplined activity are considered. The evolution of professional organizations, related academic activity, the game design process, and the need for consistent use of terms are addressed. Contains 57…
Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera handling in computer games is managed primarily through custom scripts and anim...
Estevez, A.; Borm, P.E.M.; Fiestras-Janeiro, G.
In this paper, we analyze bankruptcy problems with nontransferable utility (NTU) from a game theoretical perspective by redefining corresponding NTU-bankruptcy games in a tailor-made way. It is shown that NTU-bankruptcy games are both coalitional merge convex and ordinal convex. Generalizing the
Peeters, R.J.A.P.; Potters, J.A.M.
Standard game-theoretic solution concepts do not guarantee meaningful commu- nication in cheap-talk games. In this paper, we define a solution concept which guarantees communication for a large class of games by designing a behavior pro- tocol which the receiver uses to judge messages sent by the
This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity…
Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders
This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…
Michael J. Fox
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.
Plessner, Henning; Schweizer, Geoffrey; Brand, Ralf; O'Hare, David
A significant proportion of all referee decisions during a soccer match are about fouls and misconduct. We argue that most of these decisions can be considered as a perceptual-categorization task in which the referee has to categorize a set of features into two discrete classes (foul/no-foul). Due to the dynamic nature of tackling situations in football, these features share a probabilistic rather that a deterministic relationship with the decision criteria. Accordingly, these processes can be studied on the basis of a multiple-cue learning framework as proposed by Brunswick (1955), which focuses among others on how people learn from repeated exposure to probabilistic information. Such learning processes have been studied on a wide range of tasks, but until now not (to our knowledge) in the area of judging sport performance. We suggest that decision accuracy of referees can be improved by creating a learning environment that fits the requirements of this theoretical perspective.
This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3 , 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs.
Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.Filled with examples and exe
Raúl Alvarado Sibaja
Full Text Available This is the continuation of a previous article titled "Fuzzy Games", where I defined a new type of games based on the Multilinear extensions f, of characteristic functions and most of standard theorems for cooperative games also hold for this new type of games: The fuzzy games. Now we give some other properties and the extension of the definition of Shapley¨s Value for Fuzzy Games Keywords: game theory, fuzzy sets, multiattribute decisions.
Barbosa, André Filipe Santos
With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning proc...
Tesio, Luigi; Simone, Anna; Grzeda, Mariuzs T; Ponzio, Michela; Dati, Gabriele; Zaratin, Paola; Perucca, Laura; Battaglia, Mario A
The funding policy of research projects often relies on scores assigned by a panel of experts (referees). The non-linear nature of raw scores and the severity and inconsistency of individual raters may generate unfair numeric project rankings. Rasch measurement (many-facets version, MFRM) provides a valid alternative to scoring. MFRM was applied to the scores achieved by 75 research projects on multiple sclerosis sent in response to a previous annual call by FISM-Italian Foundation for Multiple Sclerosis. This allowed to simulate, a posteriori, the impact of MFRM on the funding scenario. The applications were each scored by 2 to 4 independent referees (total = 131) on a 10-item, 0-3 rating scale called FISM-ProQual-P. The rotation plan assured "connection" of all pairs of projects through at least 1 shared referee.The questionnaire fulfilled satisfactorily the stringent criteria of Rasch measurement for psychometric quality (unidimensionality, reliability and data-model fit). Arbitrarily, 2 acceptability thresholds were set at a raw score of 21/30 and at the equivalent Rasch measure of 61.5/100, respectively. When the cut-off was switched from score to measure 8 out of 18 acceptable projects had to be rejected, while 15 rejected projects became eligible for funding. Some referees, of various severity, were grossly inconsistent (z-std fit indexes less than -1.9 or greater than 1.9). The FISM-ProQual-P questionnaire seems a valid and reliable scale. MFRM may help the decision-making process for allocating funds to MS research projects but also in other fields. In repeated assessment exercises it can help the selection of reliable referees. Their severity can be steadily calibrated, thus obviating the need to connect them with other referees assessing the same projects.
Hansen, Søren Tranberg
for players showing non-standard behaviour. The last game allows multiple users to compete against the robot based on an AI system originally created for real-time strategic computer games. This game has been evaluated in simulation, and the outcome is a generic software framework which can be used...... 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...
Vila, Miguel Angel Sicart
As the contemporary heirs of popular music or cinema, computer games are gradually taking over the markets of entertainment. Much like cinema and music, computer games are taking the spotlight in another front – that which blames them for encouraging unethical behaviors. Apparently, computer games...... a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games....... turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing...
This paper presents a categorisation of science game formats in relation to the educational possibilities or limitations they offer in science education. This includes discussion of new types of science game formats and gamification of science. Teaching with the use of games and simulations...... in science education dates back to the 1970s and early 80s were the potentials of games and simulations was discussed extensively as the new teaching tool ( Ellington et al. , 1981). In the early 90s the first ITC -based games for exploration of science and technical subjects was developed (Egenfeldt......-Nielsen, 2005). After the turn of the millennium, there has been an increasing awareness both on potentials in using commercial computer games in science education, and on developing so serious games for scientific subjects such as chemistry, physics and biology (Squire & Klopfer, 2007; Shaffer, 2006; Magnussen...
Ulione, M S
Simulation games can be used in nursing education to promote problem solving or to impart information. Most games focus upon one of the two areas: cognitive knowledge or affective knowledge. We call these types of games content games and process games, respectively. Simulation games of both types are used in nursing education. Since simulation gaming in nursing education is a relatively new teaching strategy much of its use has been haphazard. In order for a simulation game to be an effective teaching strategy; there must be a "fit" between the game and the instructional objectives. The game operator should analyze the components of each game used prior to playing the game, so he will be able to use the game appropriately. One disadvantage of gaming is that there is a risk of experiencing untoward reactions in the gaming experience. For this reason, the operator should support all the participants throughout the game. Finally, the game operator should assess the effectiveness of the gaming process through the debriefing session and through research. To extend our knowledge of the effects of simulation games, game operators can research the effect of simulation gaming on student motivation, cognitive learning, and affective learning.
Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.
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
Ida Bagus Made Oka Widharma
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.
Full Text Available The aim of this study was to measure the energy expenditure for locomotor activities usually performed by soccer referees during a match (walking, jogging, and running under laboratory conditions, and to compare forward with backward movements. The sample was composed by 10 male soccer referees, age 29±7.8 years, body mass 77.5±6.2 kg, stature 1.78±0.07 m and professional experience of 7.33±4.92 years. Referees were evaluated on two separate occasions. On the first day, maximal oxygen uptake (VO2max was determined by a maximal treadmill test, and on the second day, the oxygen consumption was determined in different speeds of forward and backward movements. The mean VO2max was 41.20±3.60 mL·kg-1·min-1 and the mean heart rate achieved in the last stage of the test was 190.5±7.9 bpm. When results of forward and backward movements were compared at 1.62 m/s (walking speed, we found significant differences in VO2, in metabolic equivalents, and in kcal. However, the same parameters in forward and backward movements at jogging velocities (2.46 m/s were not significantly different, showing that these motor activities have similar intensity. Backward movements at velocities equivalent to walking and jogging are moderate-intensity activities, with energy expenditure less than 9 kcal. Energy expenditure was overestimated by at least 35% when calculated by mathematical equations. In summary, we observed that backward movements are not high-intensity activities as has been commonly reported, and when calculated using equations available in the literature, energy expenditure was overestimated compared to the values obtained by indirect calorimetry.
Castagna, Carlo; Bizzini, Mario; Póvoas, Susana Cristina Araújo; D'Ottavio, Stefano
To examine the effect of recall timing on training-session rating of perceived exertion (sRPE) in a population of athletes well familiarized with the method and procedures during a 5-d training microcycle. Fifty-one top-class field referees (FRs) (age 38.4 ± 3.3 y, height 181 ± 5.6 cm, body mass 76.8 ± 6.8 kg, body-mass index 23.4 ± 1.7 kg/m 2 , body fat 20.4% ± 3.6%, international refereeing experience 5 ± 3.5 y) from 43 national football associations worldwide, preselected by the FIFA refereeing department for officiating during the FIFA World Cup 2014 Brazil, volunteered for this study. The FRs were randomly allocated into 3 assessment groups (n = 17 each), defined according to the timing of the sRPE, ie, immediately at the end of or 30 min or 7 h after the training sessions' end. The CR10 Borg scale was used to rate the training sessions (n = 5). All FRs again rated each training session of the 5-d training microcycle on the next morning (~20 h after) for confirmation (absolute and relative reliability). No significant timing effect was found between or within groups. Relative reliability ranged from large to very large with trivial within- and between-groups differences. This study showed no effect of recall timing on postexercise RPE when well-familiarized athletes are submitted to training during a weekly microcycle. Posttraining RPE was reported to be a reliable subjective measure; however, specific timing is advisable to reduce difference in RPE values.
Larsen, Lasse Juel; Majgaard, Gunver
This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing......, providing a clear game design assignment that involves the formulation of intended player experience and a description of game mechanics. The second layer focuses on game design thinking from six different aspects of game design chosen in relation to the framing of the game design assignment. The third...
Kearney, Paul; Pivec, Maja
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
New branches of scientific disciplines often have a few paradigmatic models that serve as a testing ground for theories and a starting point for new inquiries. In the late 1990s, one of these models found fertile ground in the growing field of econophysics: the Minority Game (MG), a model for speculative markets that combined conceptual simplicity with interesting emergent behaviour and challenging mathematics. The two basic ingredients were the minority mechanism (a large number of players have to choose one of two alternatives in each round, and the minority wins) and limited rationality (each player has a small set of decision rules, and chooses the more successful ones). Combining these, one observes a phase transition between a crowded and an inefficient market phase, fat-tailed price distributions at the transition, and many other nontrivial effects. Now, seven years after the first paper, three of the key players-Damien Challet, Matteo Marsili and Yi-Cheng Zhang-have published a monograph that summarizes the current state of the science. The book consists of two parts: a 100-page overview of the various aspects of the MG, and reprints of many essential papers. The first chapters of Part I give a well-written description of the motivation and the history behind the MG, and then go into the phenomenology and the mathematical treatment of the model. The authors emphasize the 'physics' underlying the behaviour and give coherent, intuitive explanations that are difficult to extract from the original papers. The mathematics is outlined, but calculations are not carried out in great detail (maybe they could have been included in an appendix). Chapter 4 then discusses how and why the MG is a model for speculative markets, how it can be modified to give a closer fit to observed market statistics (in particular, reproducing the 'stylized facts' of fat-tailed distributions and volatility clustering), and what conclusions one can draw from the behaviour of the MG when
Achtergrond Serious gaming is het gebruik van games voor serieuze, niet-entertainment, doelen. U kunt daarbij denken aan het gebruik van games voor: leren en onderwijzen (formeel, non-formeel, en informeel), gedragsveranderingen (bijvoorbeeld: therapie, gezondheid), ondersteuning van
Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia
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...
Full Text Available Dementia is a serious, progressive, and often debilitating illness with no known cure, having a severe adverse effect on memory, behaviour, reasoning, and communication. A comprehensive review of current refereed research material in the use of games in this area is scarce and suffers from being orientated towards commercially available games or derivatives such as “Dr. Kawashima’s brain training.” There is much lesser concern for bespoke research grade alternatives. This review will attempt to assess the current state of the art in research orientated games for dementia, importantly identifying systems capable of prediction before the onset of the disease. It can be ascertained from the literature reviewed that there are clearly a large number of interactive computer game based mechanisms used for dementia. However, these are each highly intrusive in terms of affecting normal living and the patient is aware of being tested; furthermore their long-term or real benefits are unknown as is their effect over conventional tests. It is important to predict cognitive impairment at a stage early enough to maximise benefit from treatment and therapeutic intervention. Considering the availability, use, and increasing power of modern mobile smartphones, it is logically plausible to explore this platform for dementia healthcare.
In the 1930s the mathematical physicist Howard P. Robertson was the main referee of the journal Physical Review for papers concerning general relativity and related subjects. The rich correspondence between Robertson and the editors of the journal enables a historical investigation of the refereeing process of Physical Review at the time that it was becoming one of the most influential physics periodicals in the world. By focusing on this case study, the paper investigates two complementary aspects of the evolution of the refereeing process: first, the historical evolution of the refereeing practices in connection with broader contextual changes, and second, the attempts to define the activity of the referee, including the epistemic virtues required and the journal's functions according to the participants' categories. By exploring the tension between Robertson's idealized picture about how the referee should behave and the desire to promote his intellectual agenda, I show that the evaluation criteria that Robertson employed were contextually dependent and I argue that, in the 1930s, through his reports the referee had an enormous power in defining what direction future research should take. PMID:27386715
María Prat Grau
Full Text Available The figure of referees and their role in sports competitions have been the object of numerous studies, but few have analysed the role of referees from a more training based perspective. This article analyses the function of the referee in the area of university sports, based on the idea that the intervention of referees can help with the development of sportsmanship and fair play. The study examines the internal 7-a-side football league played by the Physical Activity Service (SAF at the Universidad Autónoma de Barcelona (UAB, and the research objectives are focused on analyzing the current reality of this group, detecting possible problems, and generating proposals for improvement aimed at seeking more educational refereeing. The instruments used are interviews, observation and document analysis. The results obtained reveal the need for referees to be trained pedagogically in the university environment; the establishment of ethical commitments that enable compliance with possible decalogues and codes of conduct; and the introduction of women to the refereeing collective.
Weston, Matthew; Castagna, Carlo; Impellizzeri, Franco M; Rampinini, Ermanno; Abt, Grant
The aim of the present study was to examine the influence of first half activity, overall match intensity and seasonal variation on the physical match performances of English Premier League football referees. Match analysis data was collected using the Prozone match analysis system from 19 full-time professional referees during a total of 254 matches in the 2004-2005 season. Physical match performances were classified into three separate categories: 1, total distance covered (TD); 2, high-intensity running distance (running speed>5.5m/s, HIR); 3, average distance from infringements (DI). Using these match activity variables the influence of first half TD and HIR distances on second half activities and also the influence of players' match activities upon the referees' physical match performances were examined. The main finding of the present study was that the physical match performances of the referees were partly related to those of the players, in that the referees' HIR correlated with players' HIR (r=0.43, preferees (r=0.47 and r=0.52, respectively, preferee. Further examination is required as to whether reduced physical performances in the second half of matches are a consequence of referee fatigue, tactical strategies on behalf of the referee or reduced player match activities resulting in a slower tempo of match.
In the 1930s the mathematical physicist Howard P. Robertson was the main referee of the journal Physical Review for papers concerning general relativity and related subjects. The rich correspondence between Robertson and the editors of the journal enables a historical investigation of the refereeing process of Physical Review at the time that it was becoming one of the most influential physics periodicals in the world. By focusing on this case study, the paper investigates two complementary aspects of the evolution of the refereeing process: first, the historical evolution of the refereeing practices in connection with broader contextual changes, and second, the attempts to define the activity of the referee, including the epistemic virtues required and the journal's functions according to the participants' categories. By exploring the tension between Robertson's idealized picture about how the referee should behave and the desire to promote his intellectual agenda, I show that the evaluation criteria that Robertson employed were contextually dependent and I argue that, in the 1930s, through his reports the referee had an enormous power in defining what direction future research should take.
Iqbal, Azhar; Weigert, Stefan
A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of correlations, i.e. without reference to classical or quantum mechanics. Classical bi-matrix games are reproduced if the input states are classical and perfectly anti-correlated, that is, for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. For example, the Prisoners' Dilemma acquires a Nash equilibrium if both players apply a mixed strategy. It appears to be conceptually impossible to reproduce the properties of quantum correlation games within the framework of classical games
Karlin, Anna R
This book presents a rigorous introduction to the mathematics of game theory without losing sight of the joy of the subject. This is done by focusing on theoretical highlights (e.g., at least six Nobel Prize winning results are developed from scratch) and by presenting exciting connections of game theory to other fields, such as computer science, economics, social choice, biology, and learning theory. Both classical topics, such as zero-sum games, and modern topics, such as sponsored search auctions, are covered. Along the way, beautiful mathematical tools used in game theory are introduced, including convexity, fixed-point theorems, and probabilistic arguments. The book is appropriate for a first course in game theory at either the undergraduate or graduate level, whether in mathematics, economics, computer science, or statistics. Game theory's influence is felt in a wide range of disciplines, and the authors deliver masterfully on the challenge of presenting both the breadth and coherence of its underlying ...
Marchetti, Emanuela; Valente, Andrea
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children...... to express their creativity at full, in contrast with low-fidelity prototypes and non-digital toys (such as card or table top games). Therefore, we propose here a novel approach that serves as a middle ground between digital and traditional table top games, and grants children more freedom to express...... themselves, articulate their understanding and difficulties both individually and socially. This approach, called card-based model for digital game design, is an alternative to the current trend of associating programming with digital creativity. A preliminary study was conducted by transposing a digital...
Bjørner, Thomas; Hansen, Charina Benedikte Søgaard
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...... engage both pupils and teachers, and the interplay between game play, pupils and teachers creates some dynamic learning opportunities.......’ 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...
Sifa, Rafet; Bauckhage, C.; Drachen, Anders
Contemporary users (players, consumers) of digital games have thousands of products to choose from, which makes nding games that t their interests challenging. Towards addressing this challenge, in this paper two dierent formulations of Archetypal Analysis for Top-L recommender tasks using implicit...... feedback are presented: factor- and neighborhood-oriented models. These form the rst application of rec- ommender systems to digital games. Both models are tested on a dataset of 500,000 users of the game distribution platform Steam, covering game ownership and playtime data across more than 3000 games....... Compared to four other recommender models (nearest neighbor, two popularity mod- els, random baseline), the archetype based models provide the highest recall rates showing that Archetypal Analysis can be successfully applied for Top-L recommendation purposes...
Full Text Available We report an experiment exploring sequential context effects on strategy choices in one-shot Prisoner's Dilemma (PD game. Rapoport and Chammah (1965 have shown that some PDs are cooperative and lead to high cooperation rate, whereas others are uncooperative. Participants played very cooperative and very uncooperative games, against anonymous partners. The order in which these games were played affected their cooperation rate by producing perceptual contrast, which appeared only between the trials, but not between two separate sequences of games. These findings suggest that people may not have stable perceptions of absolute cooperativeness. Instead, they judge the cooperativeness of each fresh game only in relation to the previous game. The observed effects suggest that the principles underlying judgments about highly abstract magnitudes such as cooperativeness may be similar to principles governing the perception of sensory magnitudes.
Iqbal, Azhar; Weigert, Stefan [HuMP-Hull Mathematical Physics, Department of Mathematics, University of Hull (United Kingdom)
A new approach to play games quantum mechanically is proposed. We consider two players who perform measurements in an EPR-type setting. The payoff relations are defined as functions of correlations, i.e. without reference to classical or quantum mechanics. Classical bi-matrix games are reproduced if the input states are classical and perfectly anti-correlated, that is, for a classical correlation game. However, for a quantum correlation game, with an entangled singlet state as input, qualitatively different solutions are obtained. For example, the Prisoners' Dilemma acquires a Nash equilibrium if both players apply a mixed strategy. It appears to be conceptually impossible to reproduce the properties of quantum correlation games within the framework of classical games.
Full Text Available This study investigated the effect of the officiating role on physical activity profiles of rugby league match officials during match-play. Physical performance indicators were collated from 23 match officials, resulting in 78 observations. Match officials were categorised into two groups: referees and touch judges. Microtechnology facilitated the quantification of total distance (m, relative distance (m⋅min-1, maximum velocity (m⋅s-1, the percentage of high intensity running distance (% total > 3.01 m⋅s-1, walking distance (5 m⋅s-1. Multivariate analysis modelled the main effect of the officiating role with follow up univariate analyses identifying significant differences. A significant effect was noted (V = 750; F(8, 66 = 24.71; p < 0.05 with referees covering a greater total distance (7767 ± 585 vs. 7022 ± 759 m, relative distance (90 ± 6 vs. 82 ± 8 m⋅min-1, jogging distance (3772 ± 752 vs. 3110 ± 553 m, and fast jogging distance (2565 ± 631 vs. 1816 ± 440 m compared to touch judges. Touch judges covered greater distances while sprinting (1012 ± 385 vs. 654 ± 241 m. Results provide important guidance in the development of training programs for match officials.
Full Text Available The objective of this study was to investigate whether a ten week training programme would improve repeated short sprints of football referees in Malaysia. Sixty national football referees were randomly assigned into 3 groups (n=20 namely the control group, experimental one and experimental two. Experimental one followed a 10 week training programme (duration of training 4 days in a week, each session=90 minutes and time 5 pm supervised by a physical education lecturer and his assistants. Experimental two reported for training at a different venue and trained on their own (duration, frequency and time as for experimental one. Pre-test and post-test results were used to determine whether there was an improvement. SPANOVA results rejected the null hypothesis [F (2, 57 =75.86 p<0.05]. Pillai’s Trace indicated there was a significant difference between pre-test and post-test results and significant interaction effect. Tukey Pair Wise Comparison indicated best performance by experimental one and the control group the poorest. The results indicated that the training programme was acceptable.
Anshel, Mark Howard; Sutarso, Toto; Ekmekci, Ridvan; Saraswati, Intan W
Purpose of this study was to externally validate and test a conceptual transient model involving six paths that linked sources of acute stress to avoidance and approach coping styles among Turkish basketball referees. The sample consisted of 125 Turkish basketball referees ranging in age from 18 to 36 years (mean = 25.58. σ = 3.69). The path analysis tested the relationships simultaneously from stressors, in consecutive order, distractions, subpar performance and verbal abuse, to coping styles, first both avoidance-cognitive and approach-cognitive, and then approach-behaviour. Results indicated that the model achieved a good fit and that all paths tested simultaneously were significant. The distractions stressor was positively related to subpar performance, which, in turn, was positively related to verbal abuse. Verbal abuse was negatively associated with an avoidance-cognitive coping style and positively related to the approach-cognitive coping style. The results also supported a crossover effect of both avoidance-cognitive and approach-cognitive on approach-behaviour. One implication of this study is that coping should be studied in naturally occurring stages, a process-oriented approach. Another implication is that approach and avoidance coping styles, each sub-divided into cognitive and behavioural categories, provide a meaningful framework which provides sports officials a coherent structure for learning and improving ways to cope with acute stress experienced during the contest.
Lange, B; Flynn, Sheryl M; Rizzo, A A
This article summarizes the recent accomplishments and current challenges facing game-based virtual reality (VR) telerehabilitation. Specifically this article addresses accomplishments relative to realistic practice scenarios, part to whole practice, objective measurement of performance and progress, motivation, low cost, interaction devices and game design. Furthermore, a description of the current challenges facing game based telerehabilitation including the packaging, internet capabilities and access, data management, technical support, privacy protection, seizures, distance trials, scientific scrutiny and support from insurance companies.
Flitney, A P; Abbott, D
A protocol for considering decoherence in quantum games is presented. Results for two-player, two-strategy quantum games subject to decoherence are derived and some specific examples are given. Decoherence in other types of quantum games is also considered. As expected, the advantage that a quantum player achieves over a player restricted to classical strategies is diminished for increasing decoherence but only vanishes in the limit of maximum decoherence
Wolpert, David H.
Probability theory governs the outcome of a game; there is a distribution over mixed strat.'s, not a single "equilibrium". To predict a single mixed strategy must use our loss function (external to the game's players. Provides a quantification of any strategy's rationality. Prove rationality falls as cost of computation rises (for players who have not previously interacted). All extends to games with varying numbers of players.
11 2.3 Bridging Game Theory and Large-Scale Optimization under Uncertainty...it would represent a major step forward in the field of computational game theory . 2.2 Cost Sharing and Network Fortification As a side project... Theory and Large-Scale Optimization under Uncertainty 2.3.1 Potential games and their relationship to optimization In the above-described work, all
Henriksen, Thomas Duus
Learning games are facing a new challenge if it is to meet the educational demand for creativity training. In the article, it is argued that reflection is the key to teach creativity, and that we have to reconsider our current approach to creating educational role-playing games in order to meet...... this demand. The article presents a number of challenges to accomplishing this, as well as a number of tools for designing and using creativity facilitating games....
Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.
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
Brox, E; Fernandez-Luque, L; Tøllefsen, T
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.
In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...
Hearn, Robert A
The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation-quite different from the usual models of automata and circuits-offering a new way of thinking about computation. The appendices provide a substantial survey of all known results in the field of game complexity, serving as a reference guide for readers interested in the computational complexity of particular games, or interested in open problems about such complexities.
Full Text Available Although educational games have revealed to be a very effective focus in diverse situations, their use in education is still very limited. In this paper we analyse the main challenges concerning educational games that, from our perspective, have to be approached so that the use of this kind of games can be widespread. These challenges are classified in three main dimensions: socio-cultural, educational and technological. Once the challenges are identified, some possible measures are suggested to address or reduce these problems so that the use of educational games may be widespread.
Vila, Miguel Angel Sicart
turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order to understand better the ways we can evaluate their morality in western cultures providing...... a framework to understand some of these concerns. This paper poses questions about the ontology of games and their ethical meaning, in an attempt to give ethical theory a word in the analysis of computer games....
hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....
The event known as #GamerGate (GG) emphasized the need to take the study of game culture seriously and pursue it across several platforms. It demonstrated how seemingly ephemeral media created echo chambers of anger, and how the outbursts of hypermasculine aggression exemplified by hooligans also...... can connect to games and play. Starting from how GG gained popular attention, this article outlines and discusses the nature of GG, the relation to the victims, the sense of victimization among the participants, and how it may have been provoked by the long-standing, general disregard of games...... the image of game culture as mainly a culture of isolated consumption...
Westerberg, Andreas Rytter; Schoenau-Fog, Henrik
This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...... they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio....
van Lankveld, Giel; Schreurs, Sonny; Spronck, Pieter; van den Herik, Jaap
The behavior of a human player in a game expresses the personality of that player. Personality is an important characteristic for modeling the player's profile. In our research we use the five factor model of personality, in which extraversion is a notable factor. Extraversion is the human tendency of being sensitive to rewards. This often results in humans seeking socially rewarding situations. Extraversion plays a prominent part in the in-game behavior of a player. The in-game behavior can be decomposed in 20 different in-game elements.
This book focuses on various aspects of dynamic game theory, presenting state-of-the-art research and serving as a testament to the vitality and growth of the field of dynamic games and their applications. The selected contributions, written by experts in their respective disciplines, are outgrowths of presentations originally given at the 13th International Symposium of Dynamic Games and Applications held in WrocACaw. The book covers a variety of topics, ranging from theoretical developments in game theory and algorithmic methods to applications, examples, and analysis in fields as varied as
Borup Lynggaard, Aviaja
This paper will examine how probes can be useful for game designers in the preliminary phases of a design process. The work is based upon a case study concerning pervasive mobile phone games where Mobile Game Probes have emerged from the project. The new probes are aimed towards a specific target...... group and the goal is to specify the probes so they will cover the most relevant areas for our project. The Mobile Game Probes generated many interesting results and new issues occurred, since the probes came to be dynamic and favorable for the process in new ways....
Katinka van der Kooij
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  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.
Combining actionable, real-world source code with graphics, Pro Android Games, Third Edition shows you how to build more sophisticated and addictive Android game apps with minimum effort. Harness the power of the latest Android 5.0 SDK to bring countless legendary, action-packed PC games to the Android platform. With actionable real-world source code, this one of a kind book shows you how to build more sophisticated and addictive Android game apps, by leveraging the power of the recent advancements found in the new Android 5.0 software development kit as well as those you've counted on in e
Larsen, Kim Guldstrand; Laursen, Simon; Srba, Jiri
We introduce the formalism of action investment energy games where we study the trade-off between investments limited by given budgets and resource constrained (energy) behavior of the underlying system. More specifically, we consider energy games extended with costs of enabling actions and fixed...... budgets for each player. We ask the question whether for any Player 2 investment there exists a Player 1 investment such that Player 1 wins the resulting energy game. We study the action investment energy game for energy intervals with both upper and lower bounds, and with a lower bound only, and give...
Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologi
and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games...... and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including...
The announcement that goal line technology will be used in the 2014 FIFA World Cup to be hosted by Brazil has sparked renewed interest and debate regarding its accuracy and reliability, its influence on the fluidity and rhythm of the game, its influence on the nature of the game, its practical implementation and the ...
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...
Schoenau-Fog, Henrik; Reng, Lars; Kofoed, Lise
The concept of Game based learning has proven to have many possibilities for supporting better learning outcomes, when using educational or commercial games in the classroom. However, there is also a great potential in using game development as a motivator in several other kinds of learning...... scenarios. Using game development as an approach for including game based learning in various educations has become more accessible due to more user friendly game development tools and systems. This study will thus focus on an exploration on how game development motivates students and what they learn when...... creating games. We exemplify the potential of using game fabrication as a learning environment with the investigation of a game production, which involved over 25 students across semesters. In order to investigate students’ experiences during this purposive game production, we set up an experiment where...
Vorob’ev, Nicolai N
The English edition differs only slightly from the Russian original. The main struc tural difference is that all the material on the theory of finite noncooperative games has been collected in Chapter 2, with renumbering of the material of the remain ing chapters. New sections have been added in this chapter: devoted to general questions of equilibrium theory in nondegenerate games, subsections 3.9-3.17, by N.N. Vorob'ev, Jr.; and § 4, by A.G. Chernyakov; and § 5, by N.N. Vorob'ev, Jr., on the computational complexity of the process of finding equilibrium points in finite games. It should also be mentioned that subsections 3.12-3.14 in Chapter 1 were written by E.B. Yanovskaya especially for the Russian edition. The author regrets that the present edition does not reflect the important game-theoretical achievements presented in the splendid monographs by E. van Damme (on the refinement of equilibrium principles for finite games), as well as those by J.e. Harsanyi and R. Selten, and by W. Giith and B. Ka...
Videogames can be used to help children change their obesity-related diet and physical activity behaviors. A review of the relevant literature in this special issue of the Games for Health Journal indicated that video games did influence children's adiposity, but only among children who were alread...
States making game theory relevant and accessible to students is challenging. Describes the primary goal of GameTheory.net is to provide interactive teaching tools. Indicates the site strives to unite educators from economics, political and computer science, and ecology by providing a repository of lecture notes and tests for courses using…
van Damme, E.E.C.
Non-cooperative games are mathematical models of interactive strategic decision situations.In contrast to cooperative models, they build on the assumption that all possibilities for commitment and contract have been incorporated in the rules of the game.This contribution describes the main models
Home; Journals; Bulletin of Materials Science. D N GAME. Articles written in Bulletin of Materials Science. Volume 40 Issue 7 December 2017 pp 1441-1445. Microwave-assisted synthesis and photoluminescence properties of ZnS:Pb 2 + nanophosphor for solid-state lighting · D N GAME C B PALAN N B INGALE S K ...
Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna
Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…
Marty, Jean-Charles; Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane; Houzet, Gregory
The authors' research work deals with the development of new game-based learning (gbl) environments. They think that the way of acquiring knowledge during a learning session is similar to following an adventure in a role-playing game and they apply the metaphor of exploring a virtual world, where each student embarks on a quest in order to collect…
Rauschenbach, James; Swartz, Daniel R.
Sometimes through a single person's efforts, a new and innovative game is developed and promoted locally. Occasionally, circumstances cause these games to remain on a local level without being adopted by mainstream physical educators and physical activity professionals. Unfortunately, some educators tend to stick to what they know and teach…
van Damme, E.E.C.
We describe non-cooperative 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
For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...
Clark, Aaron C.; Ernst, Jeremy V.
The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…
The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its…
(Butler, 2005; Butler, 2004). This calls attention to conceptual and critical questions around the values, qualities and activities increasingly claimed and collated with gaming expertise: Who, or what, is a digital game expert and what is evident in the name of expertise? Who can claim to be an expert...
Uz, Cigdem; Cagiltay, Kursat
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…
Kolotev, Sergei; Malyutin, Aleksandr; Burovski, Evgeni; Shchur, Lev
We investigate geometrical aspects of a spatial evolutionary game. The game is based on the Prisoner’s dilemma. We analyze the geometrical structure of the space distribution of cooperators and defectors in the steady-state regime of evolution. We develop algorithm for the identification of the interfaces between clusters of cooperators and defectors, and measure fractal properties of the interfaces.
Iversen, Sara Mosberg
Digital games are still to a great degree considered a medium mainly for young boys. However, available statistics on Western media use show that this is far from the case. Increasingly, people of all ages and genders play digital games, also older adults in their early 60s and beyond. The aim of...
An easy-to-follow, tutorial manner that uses the learning-by-example approach.If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.
Gomes, Diogo A.
In this talk we will report on new results concerning the existence of smooth solutions for time dependent mean-field games. This new result is established through a combination of various tools including several a-priori estimates for time-dependent mean-field games combined with new techniques for the regularity of Hamilton-Jacobi equations.
Freire, Manuel; Serrano-Laguna, Angel; Manero, Borja; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar
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
Korteling, J.E.; Helsdingen, A.S.; Sluimer, R.R.; Emmerik, M.L. van; Kappé, B.
Serious gaming for learning purposes exploits characteristics of play to help people learn by using computer games. The combination of play, learning and simulation may explain the popularity of the concept of serious gaming. Furthermore, PC based games may have great learning value because they
Games of strategic complementarities are those in which any player increases his action in response to an increase in the level of actions of rivals. This paper provides an introduction to the theory of games of strategic complementarities, considers Bayesian games, and provides an application to global games.
Bauckhage, C.; Drachen, Anders; Sifa, Rafet
Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons for this data surge are many and include the introduction of new business models, technical innovations, the popularity of online games, and the increasing persistence of games. Irrespective...... of the causes, the proliferation of behavioral data poses the problem of how to derive insights therefrom. Behavioral data sets can be large, time-dependent and high-dimensional. Clustering offers a way to explore such data and to discover patterns that can reduce the overall complexity of the data. Clustering...... scientists and present a review and tutorial focusing on the application of clustering techniques to mine behavioral game data. Several algorithms are reviewed and examples of their application shown. Key topics such as feature normalization are discussed and open problems in the context of game analytics...
Eriksen, Mette Agger; Brandt, Eva; Mattelmäki, Tuuli
Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we...... will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from...... Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participation, and opening up for or hindering negotiations and decision-making, thus starting...
Andersson, Klas Olof Daniel; Hansen, Kristoffer Arnsfelt; Miltersen, Peter Bro
Starting from Zermelo’s classical formal treatment of chess, we trace through history the analysis of two-player win/lose/draw games with perfect information and potentially infinite play. Such chess-like games have appeared in many different research communities, and methods for solving them......, such as retrograde analysis, have been rediscovered independently. We then revisit Washburn’s deterministic graphical games (DGGs), a natural generalization of chess-like games to arbitrary zero-sum payoffs. We study the complexity of solving DGGs and obtain an almost-linear time comparison-based algorithm...... for finding optimal strategies in such games. The existence of a linear time comparison-based algorithm remains an open problem....
Filip, Diane; Lindegaard, Hanne
The Object Game is an exploratory design game and an experiment of developing a tangible object that can spark dialogue and retrospection between collaborative partners and act as a boundary object. The objective of this article is to show and elaborate on the development of the Object Game......, and to provide case examples of the game in action. The Object Game has two parts – Story-building and Co-rating of objects – with the aim of stimulating a collaborative reflection on knowledge sharing with different objects. In Story-building, the participants visualize their knowledge sharing process...... these facilitated knowledge transfer, knowledge exchange, knowledge generation, and knowledge integration. The participants collaborative reflected on their use of different objects for knowledge sharing and learn which objects have been effective (and which have not been effective) in their collaborative...
Colman, Andrew M
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
Martin, Michael W.; Shen, Yuzhong
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.
Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin
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.
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.
Strategy games are a popular genre of games with a long history, originating from games like Chess or Go. The first strategy games were published as “Kriegspiele” (engl. wargames) in the late 18th century, intended for the education of young cadets. Since then strategy games were refined...... and transformed over two centuries into a medium of entertainment. Today’s computer strategy games have their roots in the board- and roleplaying games of the 20th century and enjoy great popularity. We use strategy games as an application for the procedural generation of game content. Procedural game content...... of the game is, how players may manipulate the game world, etc. We present the Strategy Games Description Language (SGDL), a tree-based approach to model the game mechanics of strategy games. SGDL allows game designers to rapid prototype their game ideas with the help of our customisable game engine. We...
Dalam Tugas Akhir ini dibahas mengenai perancangan game Role Playing Game (RPG) menggunakan RPG Maker VX. Software RPG Maker VX ini digunakan untuk mempermudah dalam pembuatan perangkat lunak game atau software game. Objektif utama adalah mengembangkan permainan atau game menggunakan RPG Maker VX sehingga menghasilkan perangkat lunak game atau software game yang berbasis RPG. 072406137
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.
Sostmann, K; Tolks, D; Fischer, M; Buron, S
Serious Games (SG) are a new medium in the context of e-learning. Serious Games use the multimedial advantages of computer and video games to fulfil the didactic requirements to teach target groups in classical and new learning scenarios.Serious Games for Health (SGH) can be applied in the domains of medical therapy, continuing medical education and in the fields of prevention and health promotion. From a didactic and instructional psychology perspective the impact of Serious Games is based o...
In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to the Interactive Digital Software Association’s 2003 survey, 72% of all video game players are male. This is unfortunate, as early game playing not only fosters specific cognitive and motor skills (Subrahmanyam, Kraut, Greenfield, & Gross, 2000), it is also a gateway to shaping the future of technology. How can we better attract, engage, and sustain the interests of girls in gaming? One str...
Dietzenbacher, Bas; Borm, Peter; Hendrickx, Ruud
Using network control structures, this paper introduces a general class of network communication games and studies their decomposition into unanimity games. We obtain a relation between the dividends in any network communication game and its underlying transferable utility game, which depends on the
"Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
This study was designed to compare the attitudinal and lifestyle patterns of video game players with the amount of time they play, the number of games they play, and the types of video games they play, to determine whether their personal use of time and attitude toward leisure is different when playing video games. Subjects were 200 individuals…
This paper posits that Inventing Games (IG), an aspect of the games curriculum based on principles of Teaching Games for Understanding (TGfU), opens up important spaces for teaching social and ethical understanding. Games have long been regarded as a site for moral development. For most teachers, however, ethical principles have been seen as…
Jong, Morris S. Y.; Shang, Junjie; Lee, Fong-Lok; Lee, Jimmy H. M.
Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based…
Mark J. P. Wolf
Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.
Rehm, Matthias; Christensen, Bianca Clavio; Nielsen, Thorsten B.
Although movement is essential in location-based games to get from one point of interest to the next, it is seldom taken into account for the game design and the selection of locations. Instead, player movement is usually analyzed after the fact, i.e. when the game is ready to play. In this paper......-based educational games....
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an Approval of the Gaming..., Office of Indian Gaming, Office of the Deputy Assistant Secretary--Policy and Economic Development...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the Gaming..., 2011. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming.... FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming..., 2013. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of approved Tribal-State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming.... FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of Gaming... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the Deputy...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an approval of the gaming...: September 13, 2011. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming...
... Bureau of Indian Affairs Indian Gaming AGENCY: Bureau of Indian Affairs, Interior. ACTION: Notice of Approved Tribal--State Class III Gaming Compact. SUMMARY: This notice publishes an extension of the gaming..., 2013. FOR FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Office of the...
Arctic Game Theory Strategic Analysis War Game ... Strategic War Game – Arctic Response A. P. Billyard I. A. Collin H. A. Hrychuk Canadian Forces Aerospace Warfare Center Operational...Operational Research Strategic War Game – Arctic Response A. P. Billyard I. A. Collin H. A. Hrychuk Canadian Forces Aerospace
This paper analyzes bankruptcy games with nontransferable utility as a generalization of bankruptcy games with monetary payoffs. Following the game theoretic approach to NTU-bankruptcy problems, we study some appropriate properties and the core of NTU-bankruptcy games. Generalizing the core cover
This paper analyzes bankruptcy games with nontransferable utility as a generalization of bankruptcy games with monetary payoffs. Following the game theoretic approach to NTU-bankruptcy problems, we study some appropriate properties and the core of NTU-bankruptcy games. Generalizing the core cover
Harnad, S; Brody, T
Researchers publish their findings in order to make an impact on research, not in order to sell their words. Access-tolls are barriers to research impact. Authors can now free their refereed research papers from all access tolls immediately by self-archiving them on-line in their own institution's Eprint Archives. Free eprints.org software creates Archives compliant with the Open Archives Initiative metadata-tagging Protocol OAI 1.0. These distributed institutional Archives are interoperable and can hence be harvested into global "virtual" archives, citation-linked and freely navigable by all. Self-archiving should enhance research productivity and impact as well as providing powerful new ways of monitoring and measuring it.
Cooper, M E; Wolin, P M
The presentation of posterior ankle pain in any patient poses a diagnostic dilemma. The os trigonum syndrome and flexor hallucis longus stenosing tenosynovitis have been reported to occur in professional and amateur ballet dancers. It is important to consider these diagnoses in a patient who is not a dancer, as is shown in the case presented here. The patient in this case is a professional referee who injured his ankle while working on artificial turf. The treatment for os trigonum syndrome and flexor hallucis longus tenosynovitis is initially conservative, but in refractory cases, surgical removal of the os and release of the flexor hallucis longus tendon can be successfully performed. This is the first reported case of os trigonum syndrome and flexor hallucis longus tenosynovitis presenting simultaneously in a patient who is not a dancer.
An authoritative and quantitative approach to modern game theory with applications from diverse areas including economics, political science, military science, and finance. Explores areas which are not covered in current game theory texts, including a thorough examination of zero-sum game.Provides introductory material to game theory, including bargaining, parlour games, sport, networking games and dynamic games.Explores Bargaining models, discussing new result such as resource distributions, buyer-seller instructions and reputation in bargaining models.Theoretical results are presented along
Bryan Randolph Bruns
Full Text Available Prisoner’s Dilemma, Chicken, Stag Hunts, and other two-person two-move (2 × 2 models of strategic situations have played a central role in the development of game theory. The Robinson–Goforth topology of payoff swaps reveals a natural order in the payoff space of 2 × 2 games, visualized in their four-layer “periodic table” format that elegantly organizes the diversity of 2 × 2 games, showing relationships and potential transformations between neighboring games. This article presents additional visualizations of the topology, and a naming system for locating all 2 × 2 games as combinations of game payoff patterns from the symmetric ordinal 2 × 2 games. The symmetric ordinal games act as coordinates locating games in maps of the payoff space of 2 × 2 games, including not only asymmetric ordinal games and the complete set of games with ties, but also ordinal and normalized equivalents of all games with ratio or real-value payoffs. An efficient nomenclature can contribute to a systematic understanding of the diversity of elementary social situations; clarify relationships between social dilemmas and other joint preference structures; identify interesting games; show potential solutions available through transforming incentives; catalog the variety of models of 2 × 2 strategic situations available for experimentation, simulation, and analysis; and facilitate cumulative and comparative research in game theory.
Markussen, Thomas; Knutz, Eva
In this paper we introduce social games as a new terrain for studies in participatory culture. Social games defy easy classification and cannot be appropriately understood from existing research perspectives. Initially, we therefore attempt to define social games by comparing it with related game...... genres, notably serious games and health games. To further increase knowledge of social games we introduce a typology of playful participation in social games. The typology is build up by using formal concepts from theories of participatory art. Its range of application is then demonstrated through...... an empirical analysis of eight social game prototypes that are designed as part of an on-going 3-year research project called Social Games against Crime. The purpose of this project is to develop socialgames that can help children build resilience towards many of the personal and social problems...
Hansen, Søren Tranberg; Svenstrup, Mikael; Dalgaard, Lars
The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal is to im...... to the behavior of the interacting person. This paper presents a simple ball game between a single player and a mobile robot platform. The algorithm has been validated using simulation and real world experiments.......The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal...... is to improve the mental and physical state of the user by playing a physical game with the robot. Ideally, a robot game should be simple to learn but difficult to master, providing an appropriate degree of challenge for players with different skills. In order to achieve that, the robot should be able to adapt...
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.
Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje
Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. PMID:26337753
McAvoy, Alex; Hauert, Christoph
Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.
Full Text Available Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner's Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games.
Highly developed mobile technology and devices enable the rise of mobile game industry and mobile marketing. Hence mobile marketing for mobile game is an essential key for a mobile game success. Even though there are many articles on marketing for mobile games, there is a need of highly understanding mobile marketing strategies, how to launch a mobile campaign for a mobile game. Besides that, it is essential to understand the relationship between mobile advertising and users behaviours. There...
Jang, YeiBeech; Ryu, SeoungHo
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…
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.
Full Text Available Previous research has suggested that bribery is more normative in some countries than in others. To understand the underlying process, this paper examines the effects of social norm and gender on bribe-giving behavior. We argue that social norms provide information for strategic planning and impression management, and thus would impact participants' bribe amount. Besides, males are more agentic and focus more on impression management than females. We predicted that males would defy the norm in order to win when the amount of their bribe was kept private, but would conform to the norm when it was made public. To test this hypothesis, we conducted two studies using a competitive game. In each game, we asked three participants to compete in five rounds of creative tasks, and the winner was determined by a referee's subjective judgment of the participants' performance on the tasks. Participants were allowed to give bribes to the referee. Bribe-giving norms were manipulated in two domains: norm level (high vs. low and norm context (private vs. public, in order to investigate the influence of informational and affiliational needs. Studies 1 and 2 consistently showed that individuals conformed to the norm level of bribe-giving while maintaining a relative advantage for economic benefit. Study 2 found that males gave larger bribes in the private context than in the public, whereas females gave smaller bribes in both contexts. We used a latent growth curve model (LGCM to depict the development of bribe-giving behaviors during five rounds of competition. The results showed that gender, creative performance, and norm level all influence the trajectory of bribe-giving behavior.
Lan, Tian; Hong, Ying-Yi
Previous research has suggested that bribery is more normative in some countries than in others. To understand the underlying process, this paper examines the effects of social norm and gender on bribe-giving behavior. We argue that social norms provide information for strategic planning and impression management, and thus would impact participants' bribe amount. Besides, males are more agentic and focus more on impression management than females. We predicted that males would defy the norm in order to win when the amount of their bribe was kept private, but would conform to the norm when it was made public. To test this hypothesis, we conducted two studies using a competitive game. In each game, we asked three participants to compete in five rounds of creative tasks, and the winner was determined by a referee's subjective judgment of the participants' performance on the tasks. Participants were allowed to give bribes to the referee. Bribe-giving norms were manipulated in two domains: norm level (high vs. low) and norm context (private vs. public), in order to investigate the influence of informational and affiliational needs. Studies 1 and 2 consistently showed that individuals conformed to the norm level of bribe-giving while maintaining a relative advantage for economic benefit. Study 2 found that males gave larger bribes in the private context than in the public, whereas females gave smaller bribes in both contexts. We used a latent growth curve model (LGCM) to depict the development of bribe-giving behaviors during five rounds of competition. The results showed that gender, creative performance, and norm level all influence the trajectory of bribe-giving behavior.
The editor of the Journal of Family Ecology and Consumer Sciences wishes to express her sincere gratitude to the following persons and members of the scientific editorial committee who were re- sponsible for the evaluation of articles during 2009. Their evaluations ensured the quality of the arti- cles published.
The editorial staff of the Journal of Family Ecology and Consumer Sciences wishes to express their sincere gratitude to the following persons and members of the scientific ... Dr R du Preez, Department of Industrial Psychology, University of Stellenbosch. Dr LA Greyvenstein, Retired from Department of Consumer Science, ...
Prof E North, Department of Marketing and Communication Management, University of Preto- ria. Prof JF Potgieter, Professor emeritus, University of Port Elizabeth. Prof GG Rousseau, Department of Industrial Psychology, Nelson Mandela Metropolitan Uni- versity. Dr HC Schönfeldt, Department of Consumer Science, ...
Prof A Brink, Dept Business Management, UNISA. Prof HM de Klerk, Dept of Consumer Science, Univ Pretoria. Prof PJ du Plessis, Dept of Marketing and Communication Management, Univ Pretoria US. Prof JB du Toit, Dept Industrial Psychology, Univ Stellenbosch. Dr JM Green, Dept of Community Resources, Univ Natal.
Prof GG Rousseau, Department of Industrial and Organizational Psychology, Nelson Mandela. Metropolitan University. Ms H Temple, Fibre and Polymer Technology, SABS. Dr M Senekal, Division of Human Nutrition, Department of Human Biology, University of Cape. Town. Prof A-M Trollip, Professor Emeritus, Department ...
Prof GG Rousseau, Department of Industrial and Organizational Psychology, Nelson Mandela. Metropolitan University. Ms H Temple, Fibre and Polymer Technology, SABS. Prof A-M Trollip, (Prof Emeritus), Department of Consumer Science, University of Pretoria. Prof AS van Wyk, (Prof Emeritus), former Department of ...
Dr ES Toerien, Department of Consumer Science, University of South Africa. Dr E van Heerden, Department of Anthropology and Archaeology, University of South Africa. Prof EM Visser, Department of Consumer Science, University of Stellenbosch. Dr DP Visser, Assistant Director, Animal Improvement Institute, Irene.
Histologically, squamous odontogenic tumour is composed basically of islands of squamous epithelium scattered randomly throughout a background of mature fibrous connective tissue. The epithelial islands could be round to ovoid, to markedly irregular in shape without a peripheral palisaded or polarized columnar layer.
Prof PG Mostert, School of Entrepreneurship, Marketing and Tourism Management, North-. West University, Potchefstroom. Dr S Schembri, Department of Marketing, Griffith Business School, Griffith University,. Australia. Prof HC Schönfeldt, School of Agricultural and Food Sciences, University of Pretoria. Dr I van Heerden, ...
ameloblastoma or well differentiated squamous cell carcinoma. Although, it has an infiltrative pattern of growth, S.O.T. has become accepted as a distinct lesion rather than a variant of ameloblastoma. Treatment should be by conservative excision. Keywords: Squamous odontogenic tumour, report, Nigeria. INTRODUCTION ...
Prof V Roos, Dept of Psychology, North-West University, Potchefstroom. Prof GG Roussouw, , Department of Industrial and Organizational Psychology, Nelson Man- dela Metropolitan University. Prof HC Schönfeldt, School of Agricultural and Food Sciences, University of Pretoria. Ms N Sonnenberg, Dept of Consumer ...
The editor of the Journal of Family Ecology and Consumer Sciences wishes to express her sincere gratitude to the following persons and members of the scientific editorial committee who were re- sponsible for the evaluation of articles during 2010. Their evaluations ensured the quality of the arti- cles published. Prof AB ...
The editorial staff of the Journal of Family Ecology and Consumer Sciences wish to express their sincere gratitude to the following persons and members of the scientific editorial committee who were responsible for the evaluation of the articles published under the headings of Research, Articles and Education in Volume 30 ...
""… this book is the best of its kind, and you're lucky to have found it. It covers the huge field of game engine architecture in a succinct, clear way, and expertly balances the breadth and depth of its coverage, offering enough detail that even a beginner can easily understand the concepts it presents. The author, Jason Gregory, is not only a world expert in his field; he's a working programmer with production-quality knowledge and many shipped game projects under his belt. … Jason is also an experienced educator who has taught in the top-ranked university game program in North America. …
Reng, Lars; Schoenau-Fog, Henrik
At Aalborg University’s department of Medialogy, we are utilizing the Problem Based Learning method to encourage students to solve game design problems by pushing the boundaries and designing innovative games. This paper is concerned with describing this method, how students employ it in various...... projects and how they learn to analyse, design, and develop for innovation by using it. We will present various cases to exemplify the approach and focus on how the method engages students and aspires for innovation in digital entertainment and games....
Barron, E N
An exciting new edition of the popular introduction to game theory and its applications The thoroughly expanded Second Edition presents a unique, hands-on approach to game theory. While most books on the subject are too abstract or too basic for mathematicians, Game Theory: An Introduction, Second Edition offers a blend of theory and applications, allowing readers to use theory and software to create and analyze real-world decision-making models. With a rigorous, yet accessible, treatment of mathematics, the book focuses on results that can be used to
This paper introduces the notion of game coloured Petri nets. This allows the modeler to explicitly model what parts of the model comprise the modeled system and what parts are the environment of the modeled system. We give the formal definition of game coloured Petri nets, a means of reachability...... analysis of this net class, and an application of game coloured Petri nets to automatically generate easy-to-understand visualizations of the model by exploiting the knowledge that some parts of the model are not interesting from a visualization perspective (i.e. they are part of the environment...
Barron, E N
A fundamental introduction to modern game theory from a mathematical viewpoint. Game theory arises in almost every fact of human and inhuman interaction since oftentimes during these communications objectives are opposed or cooperation is viewed as an option. From economics and finance to biology and computer science, researchers and practitioners are often put in complex decision-making scenarios, whether they are interacting with each other or working with evolving technology and artificial intelligence. Acknowledging the role of mathematics in making logical and advantageous decisions, Game
Full Text Available Handphone besides as a communication tool also has a function as a medium of entertainment. Various multimedia services and communications facilities contained therein, one Bluetooth. Games is one application that always exist in the mobile phone, and with a wider variety of games development by utilizing the services in mobile. In this research, the development of the multiplayer games for mobile phones utilizing Bluetooth communication media using the programming language Java Micro Edition (J2ME. Design method using the grapple, NetBeans IDE 6.1 is used as tools to assist programming.
We begin by reviewing and proving the basic facts of combinatorial game theory. We then consider scoring games (also known as Milnor games or positional games), focusing on the "fixed-length" games for which all sequences of play terminate after the same number of moves. The theory of fixed-length scoring games is shown to have properties similar to the theory of loopy combinatorial games, with operations similar to onsides and offsides. We give a complete description of the structure of fixe...
Kafai, Yasmin B.; Burke, Quinn
There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536
Kafai, Yasmin B; Burke, Quinn
There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.
Wagner-Egger, Pascal; Gygax, Pascal; Ribordy, Farfalla
This experiment investigated challenge evaluations in soccer and their relation to prejudice: more precisely, whether skin colour may influence judgments of soccer tackles. Three groups of participants (soccer players, referees,and soccer fans) were asked to evaluate challenges, featuring Black and White players as aggressors and victims in a mixed-design study. Results showed that participants made some differentiations between Black and White players in a challenge evaluation task. Participants were more likely to consider within-group challenges as fouls and were faster to consider challenges made by Black players as fouls. On the other hand, fouls made by White players were seen as more severe. There were no major differences between the participating groups, suggesting that the observed effects were independent of how good players were or whether the participants were referees or not.
Leino, Olli Tapio
Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player......’s experience leans toward the empirical-scientific, in the forms (neuro)psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer...... game play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests...
Harrer, Sabine; Schoenau-Fog, Henrik
This paper investigates how designers might initiate a dialogue with underrepresented groups, infusing design with individuals’ personal stories and imaginations. It does so alongside the example of Jocoi, a game aiming at mediating the experience of loss and grief over a dead baby. Apart from...... being a taboo subject in general, there is no explanation for the absence of this fairly common experience in games. Drawing on the emotional worlds and tastes of individuals identifying as bereft parents, Jocoi involved a collaboration with an Austrian self-help group for affected parents. The stories...... of four informants then served as an initial orientation point marking out the direction of our ensuing game design process. Working out central themes, needs and concerns conveyed by the group, the aim was to addresses some of their emotional challenges appropriately through a game. The paper first...
Aabo, Tom; Pantzalis, Christos; Sørensen, Maja Stoholm
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.......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...... in a region decreases in the ratio of aggregate book value of listed firms to the aggregate personal income (“RATIO”). We first replicate the HKS (2008) study using European data and find an opposite effect, a “game-hoarding” effect. We then investigate the underlying factors of RATIO and find that after...
Flavio Pereira Senra
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.
Sawyer, Benjamin G
Using the conference convening resources of the Games for Health Project, operated by Digital Mill, we worked to further advance TATRC goals and current efforts by helping TATRC network and exchange...
Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A
The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.
Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild
The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....
If you are someone who loves to play games and are interested in learning more about the capabilities of your Raspberry Pi, this book is for you. Basic knowledge of Raspberry Pi programming is expected.
Ein-Dor, Liat; Metzler, Richard; Kanter, Ido; Kinzel, Wolfgang
The generalization of the problem of adaptive competition, known as the minority game, to the case of K possible choices for each player, is addressed, and applied to a system of interacting perceptrons with input and output units of a type of K-state Potts spins. An optimal solution of this minority game, as well as the dynamic evolution of the adaptive strategies of the players, are solved analytically for a general K and compared with numerical simulations
The Utopia game has been played by the participants of the course Social Work and Spirituality at the Inter University Center, Dubrovnik, Croatia (June 2012) in order to emagine drafts how to construct a "good society".......The Utopia game has been played by the participants of the course Social Work and Spirituality at the Inter University Center, Dubrovnik, Croatia (June 2012) in order to emagine drafts how to construct a "good society"....
Bourgonjon, Jeroen; Soetaert, Ronald
In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship. Bourgonjon and Soetaert respond to the call of Gert Biesta for the contextualized study of young people's practices by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new so...
Lombardo, Valerio; Rubbia, Giuliana
Childhood stage is indispensable in the education of human beings and especially critical to arise scientific interest in children. We discuss the participatory design of a didactic videogame, i.e. a "serious" game to teach geophysics and Earth sciences to high and low-school students. Geophysics is the application of the laws and techniques of physics to uncover knowledge about the earth's dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the earth's physical processes and our ability to predict reoccurrences. Effective mitigation of risks from catastrophic geologic hazards requires knowledge and understanding of local geology and geologic processes. Scientific outreach can be defined as discourse activity, whose main objective is to communicate some knowledge previously produced in scientific contexts to a non-expert massive audience. One of the difficulties science educators need to overcome is to explain specific concepts from a given discipline in a language simple and understandable for their audience. Digital games today play a large role in young people's lives. Games are directly connected to the life of today's adolescents. Therefore, digital games should be included and broached as a subject in the classroom. The ardor and enthusiasm that digital games evoke in teenagers has indeed brought many researchers, school leaders and teachers to the question "how video games" can be used to engage young people and support their learning inside the classroom. Additionally, studies have shown that digital games can enhance various skills such as the ability to concentrate, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Thus, videogames become an effective didactic mechanism and should have a place in the classroom. The project aims to explore the potentials of entertainment technologies in educational processes
Using learning games in education gives rise to a learning situation where game culture meets school culture and the result can be successful or corrupting for both. In this paper I present a case study of school classes and their teachers playing the game ‘Homicide', a game where children play...... present examples of teachers who adopt different roles in the game, and discuss how understanding the background for these roles can help us define the game-based learning situation. Finally I discuss what consequences the problems presented here may have for the design of future learning games....... the roles as forensic experts who solve a series of murder cases. When teachers use this type of games, they have to adapt to new teaching situations and roles. This includes the fictional role in a game, but also the role as a supervisor for a group of students that play the role as professional experts. I...
Valente, Andrea; Marchetti, Emanuela
This study is based on an iterative, participatory design investigation that we are conducting in order to create digital games that could be flexibly re-designed by players, without requiring programming knowledge. In particular we focus on digital game development, both design and implementation......, for primary school pupils and their teachers. We propose a scenario where digital game development is mediated by tinkering with paper prototypes similar to board games. We address the problems of making sense and expressing rules of a digital game without programming. Analysis of our latest participatory...... workshop offers evidence that a board game can work as a tangible model of the computation happening in a digital game. Children understand the practice of designing games mainly as manipulation of features and behaviors of the visual elements of a game. We attempt at looking beyond visual programming...
Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R
Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.
Tuyls, Karl; Pérolat, Julien; Lanctot, Marc; Ostrovski, Georg; Savani, Rahul; Leibo, Joel Z; Ord, Toby; Graepel, Thore; Legg, Shane
We introduce new theoretical insights into two-population asymmetric games allowing for an elegant symmetric decomposition into two single population symmetric games. Specifically, we show how an asymmetric bimatrix game (A,B) can be decomposed into its symmetric counterparts by envisioning and investigating the payoff tables (A and B) that constitute the asymmetric game, as two independent, single population, symmetric games. We reveal several surprising formal relationships between an asymmetric two-population game and its symmetric single population counterparts, which facilitate a convenient analysis of the original asymmetric game due to the dimensionality reduction of the decomposition. The main finding reveals that if (x,y) is a Nash equilibrium of an asymmetric game (A,B), this implies that y is a Nash equilibrium of the symmetric counterpart game determined by payoff table A, and x is a Nash equilibrium of the symmetric counterpart game determined by payoff table B. Also the reverse holds and combinations of Nash equilibria of the counterpart games form Nash equilibria of the asymmetric game. We illustrate how these formal relationships aid in identifying and analysing the Nash structure of asymmetric games, by examining the evolutionary dynamics of the simpler counterpart games in several canonical examples.
Jørgensen, Ida Kathrine Hammeleff
Illusion (A Game Against)”. Games and Culture 2007; 2 Juul. J. (2005). Half-real. Video Games between Real Rules and Fictional Worlds. Cambridge, MA: The MIT Press Leino. O. (2009). “Understanding Games as Played: Sketch for a first-person perspective for computer game analysis” The Philosophy of Computer......A prevailing understanding of how games convey meaning relates to the idea of games as rule-based systems as expressed by Juul (2005) “A game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values(…)". This understanding of games...... highlights formal aspects of a game, such as the rules or the mechanics, as the game elements that describe what the player can do in the game and how. These formal aspects thus become the meaning-carriers that shapes the game-play by giving the player information about how she can interact with the game...
Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.
The only Unity book specifically covering 2D game development Written by Alan Thorn, experience game developer and author of seven books on game programming Hands-on examples of all major aspects of 2D game development using Unity
Kuss, Daria J
In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that
Kuss, Daria J
In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that
Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng
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.
Xiong, Shuo; Iida, Hiroyuki
Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refine...
Frisvad, Jeppe Revall; Christensen, Niels Jørgen; Falster, Peter
Adapting games to the miniature screens and limited processing power of mobile phones is quite a challenge. To accommodate these technical limitations, mobile games are often two-dimensional (2D), tile-based, and seen from above. Such games rarely present much creativity with respect to dynamic...... lighting. Textures are merely plastered onto the tiles. A recent game release has, however, shown that effects such as dynamic light sources can spice up a mobile game of this type quite a bit. In this paper we carry the idea of dynamic lighting effects for tile-based 2D games even further. In particular...
Operational Gaming: An International Approach focuses on various research on this method of systems analysis. The text points out the value of this method in decision making, planning, and in the implementation of policies. The book presents a survey that highlights the connection of experimental gaming, game theory, and operational gaming. The value of gaming as a balancing method in assessing multifaceted computer models, most notably about their assumptions on human behavior, is noted. The book also offers an overview of gaming in other countries, such as Bulgaria, Soviet Union, and Japan,
Full Text Available Digital games are an increasingly prominent media form but are consistently ignored in critical communication scholarship. Several voices in the field of game studies have advocated the application of communication and rhetorical theory to the study of games, but this effort to cross-pollinate game studies and communication studies has not been reciprocated. This article addresses this lacunae, making the case for critical studies of communication to take up the study of digital games. I argue that digital games are both ready objects of inquiry well-suited for rhetorical methods and generative sites with the potential to stimulate thinking about communication processes in general and rhetoric in particular.
Lidya Oktorina Kusuma Sakti
Now there are blind people who have their formal and informal education. Even though they cannot see, they can take benefit from another sense, like sense of hearing, palpability, smell, and taste. Their senses can be a modal to study. Developer games have their build game in audio to blind people too. Their game is variation between audio games and online games, so games can be used for blind people as an education tools. In this paper, there will be an explanation about how to facilitate blind people to study with paper
Denikin Anton A.
Full Text Available The article considers the aesthetical and practical possibilities for sounds (sound design in video games and interactive applications. Outlines the key features of the game sound, such as simulation, representativeness, interactivity, immersion, randomization, and audio-visuality. The author defines the basic terminology in study of game audio, as well as identifies significant aesthetic differences between film sounds and sounds in video game projects. It is an attempt to determine the techniques of art analysis for the approaches in study of video games including aesthetics of their sounds. The article offers a range of research methods, considering the video game scoring as a contemporary creative practice.
Abstract Game development is the one of the most popular fields in IT, which is responsible for creating games. Many people like playing games on different platforms such as PC, consoles. Therefore, this point is very profitable for game developers. The purposes of this project were to learn basic things about game development, game engines and to make a game with the original design. The tutorials and instructions were used to get the necessary information about game ...
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.
Full Text Available Wherein Ian Bogost and Simon Ferrari review Nick Dyer-Witheford and Greig de Peuter's 2009 title, Games of Empire: Global Capitalism and Video Games (University of Minnesota Press.
Schmitz, Birgit; Kelle, Sebastian
Schmitz, B., & Kelle, S. (2010, 1-6 February). Rethinking Game Based Learning: applying pedagogical standards to educational games. Presentation at JTEL Winter School 2010 on Advanced Learning Technologies, Innsbruck, Austria.
Reng, Lars; Schoenau-Fog, Henrik; Kofoed, Lise B.
to develop games and to meet new people. We believe that the community building as well as the motivation and engagement due to social aspects and the desire to learn more about game development among participants at such events might have beneficial ripple effects, which are valuable to investigate more......Game jams have become a rapid growing phenomenon. Every year brings new and larger game jams. In this study, we closely followed the world’s largest single location game jam in order to explore the engagement among participants. The authors joined the organizing group of the Nordic Game Jam 2013......, and gained a favorable opportunity to observe the 470 game developers efforts during the 48 hours of non-stop development. The paper presents the results of two surveys conducted just before and after the event as well as observations during the game jam. The main motivational factors among participants were...
Deterding, Sebastian; Dixon, Dan; Khaled, Rilla
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.......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...
Brandt, Eva; Messeter, Jörn; Binder, Thomas
. Next we look more closely at what constitutes game and play, we discuss other authors’ use of games in collaborative settings and finally we examine the board game as a particularly interesting game format. In the second part of the article we present and discuss two board games: the User Game...
Introduction: Meta-games and meta-gaming refer to various second-order conceptions of games and gaming. The present article discusses the applicability of the notions of meta-game and meta-gaming in understanding the patterns of how people use, misuse, work and work-around information and information infrastructures. Method: Twenty-two qualitative…
Schleicher, Dierk; Stoll, Michael
This is an introduction into John Conway's beautiful Combinatorial Game Theory, providing precise statements and detailed proofs for the fundamental parts of his theory. (1) Combinatorial game theory, (2) the GROUP of games, (3) the FIELD of numbers, (4) ordinal numbers, (5) games and numbers, (6) infinitesimal games, (7) impartial games.
Oei, Adam C.; Patterson, Michael D.
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 mob...
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research on how games can be designed to promote engagement. This mixed methods case study aimed to discover effective game elements for promoting 17-18 year old high school students' engagement with an educational game. Using within-case and cross-case analyses an...
Kafai, Yasmin B.; Burke, Quinn
There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions?namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined th...
Darmasaputra, Adrian; Handojo, Priska Febrinia
This project is a gaming information blog that contains types of interesting news referring to the result of the survey on the news that might interest youth video gamers. Based on the survey, the types of news are games' soundtrack, games technology, and superheroes news. The project is also designed based on copywriting theory to create emotional breakthrough and simple design theory to create a truly-simple gaming information blog. The basic concepts of the blog are simple design, four new...
Korteling, J.E.; Helsdingen, A.S.; Sluimer, R.R.; Emmerik, M.L. van; Kappé, B.
Serious gaming for learning purposes exploits characteristics of play to help people learn by using computer games. The combination of play, learning and simulation may explain the popularity of the concept of serious gaming. Furthermore, PC based games may have great learning value because they offer the opportunity to create dynamic an elaborate learning environments where learners can actively work on authentic problems. Following the introduction, Chapter 2 to 6 cover the most crucial asp...
Kafai, Yasmin B.; Burke, Quinn
There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…
Kranenburg, K. van; Mijke Slot, M.; Staal, M.; Leurdijk, A.; Burgmeijer, J.
Gaming is een wereldwijde, omvangrijke industrie geworden. In deze industrie komt uit onverwachte hoek een interessante innovatie: serious gaming. In serious gaming gaat het niet om entertainment, maar staat een nuttige toepassing centraal. De toepassingen zijn zeer divers en kunnen variëren van
Veel kinderen en volwassenen spelen regelmatig spellen (games) ter ontspanning en in toenemende mate zijn dit digitale games. Hoewel de mensheid al heel lang zulke entertainment games speelt is het pas relatief recent (ongeveer sinds de eerste helft van de vorige eeuw ) dat er aandacht is gekomen
O'Roark, Brian; Grant, William
The valuable insights of game theory sometimes remain out of reach for students who are overwhelmed by the subject's complexity. Comic book applications of game theory, with superheroes as players, can facilitate enthusiasm and classroom interaction to enhance the learning of game theory. Drawing from content in superhero movies and books, the…
Vegt, N.J.H.; Visch, V.T.
In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection
Unsupported claims have been made for the use of games in education and the gamification (game-like aspects, such as scores and point goals) of various learning elements. This brief article examines what may be the motivational basis of gaming and how it can affect students' behavior and ultimate success.
Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…
In this article, the author proposes a multi-layered methodology for researching religion in video games. The author differentiates between five levels at which religion can be encountered in video games and/or video game research: material, referential, reflexive, ritual and meta level. These
Thien-bao Thuc Phi
Full Text Available Even video games by Asian creators tend to depict primarily white characters or reference Asian stereotypes such as kung fu fighters or yakuza thugs. Games depicting the Vietnam war are particularly troubling for Asian players expected to identify with white characters. As the game industry continues to expand, its representation of Asians and Asian Americans must change.
Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro
Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…