WorldWideScience

Sample records for high stakes games

  1. Stakes Matter in Ultimatum Games

    DEFF Research Database (Denmark)

    Andersen, Steffen; Ertaç, Seda; Gneezy, Uri

    2011-01-01

    One of the most robust findings in experimental economics is that individuals in one-shot ultimatum games reject unfair offers. Puzzlingly, rejections have been found robust to substantial increases in stakes. By using a novel experimental design that elicits frequent low offers and uses much...... larger stakes than in the literature, we are able to examine stakes' effects over ranges of data that are heretofore unexplored. Our main result is that proportionally equivalent offers are less likely to be rejected with high stakes. In fact, our paper is the first to present evidence that as stakes...

  2. Economic games on the internet: the effect of $1 stakes.

    Science.gov (United States)

    Amir, Ofra; Rand, David G; Gal, Ya'akov Kobi

    2012-01-01

    Online labor markets such as Amazon Mechanical Turk (MTurk) offer an unprecedented opportunity to run economic game experiments quickly and inexpensively. Using Mturk, we recruited 756 subjects and examined their behavior in four canonical economic games, with two payoff conditions each: a stakes condition, in which subjects' earnings were based on the outcome of the game (maximum earnings of $1); and a no-stakes condition, in which subjects' earnings are unaffected by the outcome of the game. Our results demonstrate that economic game experiments run on MTurk are comparable to those run in laboratory settings, even when using very low stakes.

  3. Economic games on the internet: the effect of $1 stakes.

    Directory of Open Access Journals (Sweden)

    Ofra Amir

    Full Text Available Online labor markets such as Amazon Mechanical Turk (MTurk offer an unprecedented opportunity to run economic game experiments quickly and inexpensively. Using Mturk, we recruited 756 subjects and examined their behavior in four canonical economic games, with two payoff conditions each: a stakes condition, in which subjects' earnings were based on the outcome of the game (maximum earnings of $1; and a no-stakes condition, in which subjects' earnings are unaffected by the outcome of the game. Our results demonstrate that economic game experiments run on MTurk are comparable to those run in laboratory settings, even when using very low stakes.

  4. The effect of $1, $5 and $10 stakes in an online dictator game.

    Science.gov (United States)

    Raihani, Nichola J; Mace, Ruth; Lamba, Shakti

    2013-01-01

    The decision rules underpinning human cooperative behaviour are often investigated under laboratory conditions using monetary incentives. A major concern with this approach is that stake size may bias subjects' decisions. This concern is particularly acute in online studies, where stakes are often far lower than those used in laboratory or field settings. We address this concern by conducting a Dictator Game using Amazon Mechanical Turk. In this two-player game, one player (the dictator) determines the division of an endowment between himself and the other player. We recruited subjects from India and the USA to play an online Dictator Game. Dictators received endowments of $1, $5 or $10. We collected two batches of data over two consecutive years. We found that players from India were less generous when playing with a $10 stake. By contrast, the effect of stake size among players from the USA was very small. This study indicates that the effects of stake size on decision making in economic games may vary across populations.

  5. Selfish play increases during high-stakes NBA games and is rewarded with more lucrative contracts.

    Science.gov (United States)

    Uhlmann, Eric Luis; Barnes, Christopher M

    2014-01-01

    High-stakes team competitions can present a social dilemma in which participants must choose between concentrating on their personal performance and assisting teammates as a means of achieving group objectives. We find that despite the seemingly strong group incentive to win the NBA title, cooperative play actually diminishes during playoff games, negatively affecting team performance. Thus team cooperation decreases in the very high stakes contexts in which it is most important to perform well together. Highlighting the mixed incentives that underlie selfish play, personal scoring is rewarded with more lucrative future contracts, whereas assisting teammates to score is associated with reduced pay due to lost opportunities for personal scoring. A combination of misaligned incentives and psychological biases in performance evaluation bring out the "I" in "team" when cooperation is most critical.

  6. Selfish play increases during high-stakes NBA games and is rewarded with more lucrative contracts.

    Directory of Open Access Journals (Sweden)

    Eric Luis Uhlmann

    Full Text Available High-stakes team competitions can present a social dilemma in which participants must choose between concentrating on their personal performance and assisting teammates as a means of achieving group objectives. We find that despite the seemingly strong group incentive to win the NBA title, cooperative play actually diminishes during playoff games, negatively affecting team performance. Thus team cooperation decreases in the very high stakes contexts in which it is most important to perform well together. Highlighting the mixed incentives that underlie selfish play, personal scoring is rewarded with more lucrative future contracts, whereas assisting teammates to score is associated with reduced pay due to lost opportunities for personal scoring. A combination of misaligned incentives and psychological biases in performance evaluation bring out the "I" in "team" when cooperation is most critical.

  7. The effect of $1, $5 and $10 stakes in an online dictator game.

    Directory of Open Access Journals (Sweden)

    Nichola J Raihani

    Full Text Available The decision rules underpinning human cooperative behaviour are often investigated under laboratory conditions using monetary incentives. A major concern with this approach is that stake size may bias subjects' decisions. This concern is particularly acute in online studies, where stakes are often far lower than those used in laboratory or field settings. We address this concern by conducting a Dictator Game using Amazon Mechanical Turk. In this two-player game, one player (the dictator determines the division of an endowment between himself and the other player. We recruited subjects from India and the USA to play an online Dictator Game. Dictators received endowments of $1, $5 or $10. We collected two batches of data over two consecutive years. We found that players from India were less generous when playing with a $10 stake. By contrast, the effect of stake size among players from the USA was very small. This study indicates that the effects of stake size on decision making in economic games may vary across populations.

  8. How much is our fairness worth? The effect of raising stakes on offers by Proposers and minimum acceptable offers in Dictator and Ultimatum Games.

    Directory of Open Access Journals (Sweden)

    Julie Novakova

    Full Text Available BACKGROUND: The aim of this study was to determine whether people respond differently to low and high stakes in Dictator and Ultimatum Games. We assumed that if we raised the stakes high enough, we would observe more self-orientated behavior because fairness would become too costly, in spite of a possible risk of a higher punishment. METHODS: A questionnaire was completed by a sample of 524 university students of biology. A mixed linear model was used to test the relation between the amount at stake (CZK 20, 200, 2,000, 20,000 and 200,000, i.e., approximately $1-$10,000 and the shares, as well as the subjects' gender and the design of the study (single vs. multiple games for different amounts. RESULTS: We have discovered a significant relationship between the amount at stake and the minimum acceptable offer in the Ultimatum Game and the proposed shares in both Ultimatum and Dictator Games (p = 0.001, p<0.001, p = 0.0034. The difference between playing a single game or more games with several amounts at stake did not influence the relation between the stakes and the offered and minimum acceptable shares. Women proved significantly more generous than men in their offers in the Dictator Game (p = 0.007. CONCLUSION: Our results suggest that people's behavior in the Dictator and Ultimatum Games depends on the amount at stake. The players tended to lower their relative proposed shares, as well as their relative minimum acceptable offers. We propose that the Responders' sense of equity and fair play depends on the stakes because of the costs of maintaining fairness. However, our results also suggest that the price of fairness is very high and that it is very difficult, probably even impossible, to buy the transition of Homo sociologicus into Homo economicus.

  9. Trans-Saharan geopolitics. The game and the stakes

    International Nuclear Information System (INIS)

    Chegrouche, L.

    2010-01-01

    The geopolitics of energy exports from the trans-Saharan region are similar to the Caspian great game' at the end of the last century. In North/West Africa as in West/Central Asia, the question of control over hydrocarbon reserves and lines of access to those reserves lies at the source of various conflicts. Rivalries are expressed through open and complex conflicts in which powers confront one another over oil-rich zones through proxy ethnic, religious or cultural groups, as dictated by the colossal economic interests at stake. The increasing number of conflicts - the Niger Delta, Darfur, the Azawak, etc. - is an illustration of this. The shock waves from this rivalry undermine regional peace and security, as well as the security of international energy supplies. The question here is to understand the game and the stakes of this trans-Saharan chess-board, to study its principal features and its energetic consequences. The national oil companies and states of the region can work around or through the geopolitical rifts caused by local rivalries and extra-regional appetites. There is therefore a need to understand the ways in which the players in the trans-Saharan 'great game' interact with one another, an to identifies the effects these interactions may have in the field of energy, in terms of potential reserves and transport projects. The TSGP is presented as an illustration of this geopolitical dynamics. (author)

  10. Correlates of cooperation in a one-shot high-stakes televised prisoners' dilemma.

    Directory of Open Access Journals (Sweden)

    Maxwell N Burton-Chellew

    Full Text Available Explaining cooperation between non-relatives is a puzzle for both evolutionary biology and the social sciences. In humans, cooperation is often studied in a laboratory setting using economic games such as the prisoners' dilemma. However, such experiments are sometimes criticized for being played for low stakes and by misrepresentative student samples. Golden balls is a televised game show that uses the prisoners' dilemma, with a diverse range of participants, often playing for very large stakes. We use this non-experimental dataset to investigate the factors that influence cooperation when "playing" for considerably larger stakes than found in economic experiments. The game show has earlier stages that allow for an analysis of lying and voting decisions. We found that contestants were sensitive to the stakes involved, cooperating less when the stakes were larger in both absolute and relative terms. We also found that older contestants were more likely to cooperate, that liars received less cooperative behavior, but only if they told a certain type of lie, and that physical contact was associated with reduced cooperation, whereas laughter and promises were reliable signals or cues of cooperation, but were not necessarily detected.

  11. Emotion at Stake—The Role of Stake Size and Emotions in a Power-to-Take Game Experiment in China with a Comparison to Europe

    Directory of Open Access Journals (Sweden)

    Ronald Bosman

    2017-03-01

    Full Text Available This paper experimentally investigates how monetary incentives and emotions influence behavior in a two-player power-to-take game (PTTG. In this game, one player can claim any part of the other's endowment (take rate, and the second player can respond by destroying any part of his or her own endowment. The experiment is run in China. We further compare our findings with the behavior of two European subject pools. Our results give new insights regarding emotion regulation. Even though stake size does not appear to matter for take rates and destruction rates, it does matter for the reaction function of the responder regarding the take rate. When stakes are high, there is less destruction for low and intermediate take rates, and more destruction for high take rates, compared to relatively low stakes. Under low incentives, ‘hot’ anger-type emotions are important for destruction, while ‘cool’ contempt becomes prominent under high monetary incentives. These results suggest emotion regulation in the high-stake condition. Moreover, emotions are found to fully mediate the impact of the take rate on destruction when stakes are low, whereas they only partially do so if stakes are high. Comparing the low-stakes data for China with existing European data, we find similarities in behavior, emotions and emotion intensities, as well as the full mediation of the take rate by emotions. We find some differences related to the type of emotions that are important for destruction. Whereas anger and joy are important in both, in addition, irritation and fear play a role in China, while this holds for contempt in the EU.

  12. Raising the stakes: How students' motivation for mathematics associates with high- and low-stakes test achievement.

    Science.gov (United States)

    Simzar, Rahila M; Martinez, Marcela; Rutherford, Teomara; Domina, Thurston; Conley, AnneMarie M

    2015-04-01

    This study uses data from an urban school district to examine the relation between students' motivational beliefs about mathematics and high- versus low-stakes math test performance. We use ordinary least squares and quantile regression analyses and find that the association between students' motivation and test performance differs based on the stakes of the exam. Students' math self-efficacy and performance avoidance goal orientation were the strongest predictors for both exams; however, students' math self-efficacy was more strongly related to achievement on the low-stakes exam. Students' motivational beliefs had a stronger association at the low-stakes exam proficiency cutoff than they did at the high-stakes passing cutoff. Lastly, the negative association between performance avoidance goals and high-stakes performance showed a decreasing trend across the achievement distribution, suggesting that performance avoidance goals are more detrimental for lower achieving students. These findings help parse out the ways motivation influences achievement under different stakes.

  13. Children Do Not Behave Like Adults: Gender Gaps in Performance and Risk Taking within a Random Social Context in the High-StakesGame Shows Jeopardy and Junior Jeopardy

    OpenAIRE

    Säve-Söderbergh, Jenny; Lindquist, Gabriella Sjögren

    2014-01-01

    Using unique panel data, we compare cognitive performance and wagering behavior of children (10-11 years) with adults playing in the Swedish version of the TV-shows Jeopardy and Junior Jeopardy. Although facing the same well-known high-stakes game, and controlling for performance differences, there is no gender gap in risk-taking among girls and boys in contrast with adults, and, while girls take more risk than women, boys take less risk than men. We also find that female behavior is differen...

  14. Trans-Saharan geopolitics. The game and the stakes; Geopolitique transsaharienne. Le jeu et l'enjeu

    Energy Technology Data Exchange (ETDEWEB)

    Chegrouche, L. [Universite Paris 1, 75 (France)

    2010-02-15

    The geopolitics of energy exports from the trans-Saharan region are similar to the Caspian great game' at the end of the last century. In North/West Africa as in West/Central Asia, the question of control over hydrocarbon reserves and lines of access to those reserves lies at the source of various conflicts. Rivalries are expressed through open and complex conflicts in which powers confront one another over oil-rich zones through proxy ethnic, religious or cultural groups, as dictated by the colossal economic interests at stake. The increasing number of conflicts - the Niger Delta, Darfur, the Azawak, etc. - is an illustration of this. The shock waves from this rivalry undermine regional peace and security, as well as the security of international energy supplies. The question here is to understand the game and the stakes of this trans-Saharan chess-board, to study its principal features and its energetic consequences. The national oil companies and states of the region can work around or through the geopolitical rifts caused by local rivalries and extra-regional appetites. There is therefore a need to understand the ways in which the players in the trans-Saharan 'great game' interact with one another, an to identifies the effects these interactions may have in the field of energy, in terms of potential reserves and transport projects. The TSGP is presented as an illustration of this geopolitical dynamics. (author)

  15. High-stakes educational testing and democracy

    DEFF Research Database (Denmark)

    Ydesen, Christian

    2014-01-01

    This article investigates the relation between high-stakes educational testing and democracy drawn from the experiences of 20th-century high-stakes educational testing practices in the Danish history of education. The article presents various concepts of democracy using leading propositions within...... the field of education. Then a sample of relevant historic case studies are examined in light of these definitions. Among other things, the article concludes that a combination of different evaluation technologies – some formative and some summative – might be the safest way to go from a democratic...

  16. Split or Steal? Cooperative Behavior When the Stakes Are Large

    NARCIS (Netherlands)

    M.J. van den Assem (Martijn); D. van Dolder (Dennie); R.H. Thaler (Richard)

    2012-01-01

    textabstractWe examine cooperative behavior when large sums of money are at stake, using data from the television game show Golden Balls. At the end of each episode, contestants play a variant on the classic prisoner's dilemma for large and widely ranging stakes averaging over $20,000. Cooperation

  17. Reconsidering the Impact of High-stakes Testing

    Directory of Open Access Journals (Sweden)

    Henry Braun

    2004-01-01

    Full Text Available Over the last fifteen years, many states have implemented high-stakes tests as part of an effort to strengthen accountability for schools, teachers, and students. Predictably, there has been vigorous disagreement regarding the contributions of such policies to increasing test scores and, more importantly, to improving student learning. A recent study by Amrein and Berliner (2002a has received a great deal of media attention. Employing various databases covering the period 1990-2000, the authors conclude that there is no evidence that states that implemented high-stakes tests demonstrated improved student achievement on various external measures such as performance on the SAT, ACT, AP, or NAEP. In a subsequent study in which they conducted a more extensive analysis of state policies (Amrein & Berliner, 2002b, they reach a similar conclusion. However, both their methodology and their findings have been challenged by a number of authors. In this article, we undertake an extended reanalysis of one component of Amrein and Berliner (2002a. We focus on the performance of states, over the period 1992 to 2000, on the NAEP mathematics assessments for grades 4 and 8. In particular, we compare the performance of the high-stakes testing states, as designated by Amrein and Berliner, with the performance of the remaining states (conditioning, of course, on a state’s participation in the relevant NAEP assessments. For each grade, when we examine the relative gains of states over the period, we find that the comparisons strongly favor the high-stakes testing states. Moreover, the results cannot be accounted for by differences between the two groups of states with respect to changes in percent of students excluded from NAEP over the same period. On the other hand, when we follow a particular cohort (grade 4, 1992 to grade 8, 1996 or grade 4, 1996 to grade 8, 2000, we find the comparisons slightly favor the low-stakes testing states, although the discrepancy can

  18. High-Stakes Educational Testing and Democracy--Antagonistic or Symbiotic Relationship?

    Science.gov (United States)

    Ydesen, Christian

    2014-01-01

    This article argues that high-stakes educational testing, along with the attendant questions of power, education access, education management and social selection, cannot be considered in isolation from society at large. Thus, high-stakes testing practices bear numerous implications for democratic conditions in society. For decades, advocates of…

  19. Implications of Fuzziness for the Practical Management of High-Stakes Risks

    Directory of Open Access Journals (Sweden)

    Mark Jablonowski

    2010-04-01

    Full Text Available High-stakes (dangerous, catastrophic risks take on a wider profile as progress unfolds. What are the impacts of technological and social change on the risk landscape? Due to the complexities and dynamics involved, we can only answer these questions approximately. By using the concept of fuzziness, we can formalize our imprecision about high-stakes risk, and therefore place their management on a stronger footing. We review here the impacts of fuzziness, i.e., knowledge imperfection, on high-stakes risk management, including its implementation via computationally intelligent decision aids.

  20. Validating High-Stakes Testing Programs.

    Science.gov (United States)

    Kane, Michael

    2002-01-01

    Makes the point that the interpretations and use of high-stakes test scores rely on policy assumptions about what should be taught and the content standards and performance standards that should be applied. The assumptions built into an assessment need to be subjected to scrutiny and criticism if a strong case is to be made for the validity of the…

  1. eSports Gaming and You

    Science.gov (United States)

    Engerman, Jason A.; Hein, Robert J.

    2017-01-01

    Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…

  2. Politics in evaluation: Politically responsive evaluation in high stakes environments.

    Science.gov (United States)

    Azzam, Tarek; Levine, Bret

    2015-12-01

    The role of politics has often been discussed in evaluation theory and practice. The political influence of the situation can have major effects on the evaluation design, approach and methods. Politics also has the potential to influence the decisions made from the evaluation findings. The current study focuses on the influence of the political context on stakeholder decision making. Utilizing a simulation scenario, this study compares stakeholder decision making in high and low stakes evaluation contexts. Findings suggest that high stakes political environments are more likely than low stakes environments to lead to reduced reliance on technically appropriate measures and increased dependence on measures better reflect the broader political environment. Copyright © 2015 Elsevier Ltd. All rights reserved.

  3. Competing with peers: mentalizing-related brain activity reflects what is at stake.

    Science.gov (United States)

    Halko, Marja-Liisa; Hlushchuk, Yevhen; Hari, Riitta; Schürmann, Martin

    2009-06-01

    Competition imposes constraints for humans who make decisions. Concomitantly, people do not only maximize their personal profit but they also try to punish unfair conspecifics. In bargaining games, subjects typically accept equal-share offers but reject unduly small offers; competition affects this balance. Here we used functional magnetic resonance imaging (fMRI) to study adjustment to competition in a bargaining game where subjects competed against another person for a share of the stake. For medium-sized, but not for minimum offers, competition increased the likelihood of acceptance and thus shifted behavior towards maximizing personal profits, emphasizing the importance of financial incentives. Specifically for medium-sized offers, competition was associated with increased brain activation bilaterally in the temporo-parietal junction, a region associated with mentalizing. In the right inferior frontal region, competition-related brain activation was strongest in subjects whose high acceptance rates in the standard ultimatum game hinted at a profit-oriented approach. The results suggest a network of brain areas supporting decision making under competition, with incentive-dependent mentalizing engaged when the competitor's behavior is difficult to predict and when the stake is attractive enough to justify the effort.

  4. Play for Performance: Using Computer Games to Improve Motivation and Test-Taking Performance

    Science.gov (United States)

    Dennis, Alan R.; Bhagwatwar, Akshay; Minas, Randall K.

    2013-01-01

    The importance of testing, especially certification and high-stakes testing, has increased substantially over the past decade. Building on the "serious gaming" literature and the psychology "priming" literature, we developed a computer game designed to improve test-taking performance using psychological priming. The game primed…

  5. Why Has High-Stakes Testing So Easily Slipped into Contemporary American Life?

    Science.gov (United States)

    Nichols, Sharon L.; Berliner, David C.

    2008-01-01

    High-stakes testing is the practice of attaching important consequences to standardized test scores, and it is the engine that drives the No Child Left Behind (NCLB) Act. The rationale for high-stakes testing is that the promise of rewards and the threat of punishments will cause teachers to work more effectively, students to be more motivated,…

  6. Authentic Game-Based Learning and Teachers' Dilemmas in Reconstructing Professional Practice

    Science.gov (United States)

    Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan

    2015-01-01

    Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…

  7. Learning to Label: Socialisation, Gender, and the Hidden Curriculum of High-Stakes Testing

    Science.gov (United States)

    Booher-Jennings, Jennifer

    2008-01-01

    Although high-stakes tests play an increasing role in students' schooling experiences, scholars have not examined these tests as sites for socialisation. Drawing on qualitative data collected at an American urban primary school, this study explores what educators teach students about motivation and effort through high-stakes testing, how students…

  8. Hiding behind High-Stakes Testing: Meritocracy, Objectivity and Inequality in U.S. Education

    Science.gov (United States)

    Au, Wayne

    2013-01-01

    This paper analyses how high-stakes, standardised testing became the policy tool in the U.S. that it is today and discusses its role in advancing an ideology of meritocracy that fundamentally masks structural inequalities related to race and economic class. This paper first traces the early history of high-stakes testing within the U.S. context,…

  9. Curricular constraints, high-stakes testing and the reality of reform in high school science classrooms

    Science.gov (United States)

    Coble, Jennifer

    Through a series of open-ended interviews, this study investigated the beliefs of six third year high school science teachers about how they implement science education reform ideals in their practice and the contextual challenges they face as they attempt to implement reform. The teachers argue that the lack of connection between their curricula and students' lives serves as a significant obstacle to them utilizing more inquiry-based and student-centered strategies. In their science classes that are not subject to a high stakes exam, the teachers shared instances where they engage students in inquiry by refraining the focus of their curricula away from the decontextualized factual information and onto how the information relates to human experience. In their science classes subject to a high stakes test, however, the teachers confessed to feeling no choice but to utilize more teacher-centered strategies focused on information transmission. This study provides an in depth analysis of how the presence of high stakes tests discourages teachers from utilizing reform based teaching strategies within high school science classrooms.

  10. Raising the Stakes: High-Stakes Testing and the Attack on Public Education in New York

    Science.gov (United States)

    Hursh, David

    2013-01-01

    Over the last almost two decades, high-stakes testing has become increasingly central to New York's schools. In the 1990s, the State Department of Education began requiring that secondary students pass five standardized exams to graduate. In 2002, the federal No Child Left Behind Act required students in grades three through eight to take math and…

  11. Re-analysis of NAEP Math and Reading Scores in States with and without High-stakes Tests: Response to Rosenshine

    Directory of Open Access Journals (Sweden)

    Audrey Amrein-Beardsley

    2003-08-01

    Full Text Available Here we address the criticism of our NAEP analyses by Rosenshine (2003. On the basis of his thoughtful critique we redid some of the analyses on which he focused. Our findings contradict his. This is no fault of his, the reasons for which are explained in this paper. Our findings do support our position that high-stakes tests do not do much to improve academic achievement. The extent to which states with high-stakes tests outperform states without high-stakes tests is, at best, indeterminable. Using 1994-1998 NAEP reading and 1996-2000 NAEP math data and accounting for NAEP exemption rates for the same years, we found that states with high-stakes tests are not outperforming states without high-stakes tests in reading in the 4th grade or math in the 8th grade at a statistically significant level. States with high-stakes tests are, however, outperforming states without high-stakes tests in math in the 4th grade at a statistically significant level. Our findings also support our earlier stance that states with high-stakes tests are exempting more students from participating in the NAEP than are states without high-stakes tests. This is more prevalent the more recent the NAEP test administration. This is illustrated in the tables below.

  12. Mindfulness, anxiety, and high-stakes mathematics performance in the laboratory and classroom.

    Science.gov (United States)

    Bellinger, David B; DeCaro, Marci S; Ralston, Patricia A S

    2015-12-01

    Mindfulness enhances emotion regulation and cognitive performance. A mindful approach may be especially beneficial in high-stakes academic testing environments, in which anxious thoughts disrupt cognitive control. The current studies examined whether mindfulness improves the emotional response to anxiety-producing testing situations, freeing working memory resources, and improving performance. In Study 1, we examined performance in a high-pressure laboratory setting. Mindfulness indirectly benefited math performance by reducing the experience of state anxiety. This benefit occurred selectively for problems that required greater working memory resources. Study 2 extended these findings to a calculus course taken by undergraduate engineering majors. Mindfulness indirectly benefited students' performance on high-stakes quizzes and exams by reducing their cognitive test anxiety. Mindfulness did not impact performance on lower-stakes homework assignments. These findings reveal an important mechanism by which mindfulness benefits academic performance, and suggest that mindfulness may help attenuate the negative effects of test anxiety. Copyright © 2015 Elsevier Inc. All rights reserved.

  13. High School Students with Learning Disabilities: Mathematics Instruction, Study Skills, and High Stakes Tests

    Science.gov (United States)

    Steele, Marcee M.

    2010-01-01

    This article reviews characteristics of high school students with learning disabilities and presents instructional modifications and study skills to help them succeed in algebra and geometry courses and on high stakes mathematics assessments.

  14. Does high-stakes testing increase cultural capital among low-income and racial minority students?

    Directory of Open Access Journals (Sweden)

    Won-Pyo Hong

    2008-03-01

    Full Text Available This article draws on research from Texas and Chicago to examine whether high-stakes testing enables low-income and racial minority students to acquire cultural capital. While students' performance on state or district tests rose after the implementation of high-stakes testing and accountability policies in Texas and Chicago in the 1990s, several studies indicate that these policies seemed to have had deleterious effects on curriculum, instruction, the percentage of students excluded from the tests, and student dropout rates. As a result, the policies seemed to have had mixed effects on students' opportunities to acquire embodied and institutionalized cultural capital. These findings are consistent with the work of Shepard (2000, Darling-Hammond (2004a, and others who have written of the likely negative repercussions of high-stakes testing and accountability policies.

  15. High Stakes Testing and Its Impact on Rural Schools.

    Science.gov (United States)

    Hodges, V. Pauline

    2002-01-01

    The movement to standardization and high-stakes testing has been driven by ideological and political concerns and has adversely affected teaching/learning, democratic discourse, and educational equity. Rural schools are hit harder because of geographic isolation and insufficient staff and resources. Testing used for purposes other than measuring…

  16. Negotiating the terrain of high-stakes accountability in science teaching

    Science.gov (United States)

    Aronson, Isaak

    Teachers interact with their students on behalf of the entire educational system. The aim of this study is to explore how biology teachers understand and construct their practice in a high-stakes accountability environment that is likely to be riddled with tensions. By critically questioning the technical paradigms of accountability this study challenges the fundamental assumptions of accountability. Such a critical approach may help teachers develop empowerment strategies that can free them from the de-skilling effects of the educational accountability system. This interpretive case study of a high-school in Maryland is grounded in three streams of research literature: quality science instruction based on scientific inquiry, the effects of educational accountability on the curriculum, and the influence of policy on classroom practice with a specific focus on how teachers balance competing tensions. This study theoretically occurs at the intersection of educational accountability and pedagogy. In terms of data collection, I conduct two interviews with all six biology teachers in the school. I observe each teacher for at least fifteen class periods. I review high-stakes accountability policy documents from the federal, state, and district levels of the education system. Three themes emerge from the research. The first theme, "re-defining science teaching," captures how deeply accountability structures have penetrated the science curriculum. The second theme, "the pressure mounts," explores how high-stakes accountability in science has increased the stress placed on teachers. The third theme, "teaching-in-between," explores how teachers compromise between accountability mandates and their own understandings of quality teaching. Together, the three themes shed light on the current high-stakes climate in which teachers currently work. This study's findings inform the myriad paradoxes at all levels of the educational system. As Congress and advocacy groups battle over

  17. Large Stroke High Fidelity PZN-PT Single-Crystal "Stake" Actuator.

    Science.gov (United States)

    Huang, Yu; Xia, Yuexue; Lin, Dian Hua; Yao, Kui; Lim, Leong Chew

    2017-10-01

    A new piezoelectric actuator design, called "Stake" actuator, is proposed and demonstrated in this paper. As an example, the stake actuator is made of four d 32 -mode PZN-5.5%PT single crystals (SCs), each of 25 mm ( L ) ×8 mm ( W ) ×0.4 mm (T) in dimensions, bonded with the aid of polycarbonate edge guide-cum-stiffeners into a square-pipe configuration for improved bending and twisting strengths and capped with top and bottom pedestals made of 1.5-mm-thick anodized aluminum. The resultant stake actuator measured 9 mm ×9 mm ×28 mm. The hollow structure is a key design feature, which optimizes SC usage efficiency and lowers the overall cost of the actuator. The displacement-voltage responses, blocking forces, resonance characteristics of the fabricated stake actuator, as well as the load and temperature effects, are measured and discussed. Since d 32 is negative for [011]-poled SC, the "Stake" actuator contracts in the axial direction when a positive-polarity field is applied to the crystals. Biased drive is thus recommended when extensional displacement is desired. The SC stake actuator has negligible (0.13% when driven up to +300 V (i.e., 0.75 kV/mm), which is close to the rhombohedral-to-orthorhombic transformation field ( E RO ) of 0.85 kV/mm of the SC used. The stake actuator displays a stroke of [Formula: see text] (at +300 V) despite its small overall dimensions, and has a blocking force of 114 N. The SC d 32 stake actuator fabricated displays more than 30% larger axial strain than the state-of-the-art PZT stack actuators of comparable length as well as moderate blocking forces. Said actuators are thus ideal for applications when large displacements with simple open-loop control are preferred.

  18. The Rise of High-Stakes Educational Testing in Denmark (1920-1970)

    DEFF Research Database (Denmark)

    Ydesen, Christian

    The Rise of High-Stakes Educational Testing in Denmark (1920–1970) is an attempt to determine why and how tests rose to prominence in an educational system that used to rely on qualitative tests and teacher evaluations. The study addresses the important issues of how testing interacts...... with and influences an educational system, and which common factors are involved in order to implement testing in an educational system. The study is based on three relatively unknown case studies – illustrious examples of high-stakes educational testing practices in the Danish public school system. The first case...... to 1959. The third case study examines the testing of Greenlandic children during the preparation scheme in the Greenlandic educational system from 1961 to 1976....

  19. The Impact of High Stakes Testing: The Australian Story

    Science.gov (United States)

    Klenowski, Val; Wyatt-Smith, Claire

    2012-01-01

    High stakes testing in Australia was introduced in 2008 by way of the National Assessment Program--Literacy and Numeracy (NAPLAN). Currently, every year all students in Years 3, 5, 7 and 9 are assessed on the same days using national tests in Reading, Writing, Language Conventions (Spelling, Grammar and Punctuation) and Numeracy. In 2010 the…

  20. The Mediating Role of Textbooks in High-Stakes Assessment Reform

    Science.gov (United States)

    Leung, Ching Yin; Andrews, Stephen

    2012-01-01

    Whenever high-stakes assessment/curriculum reforms take place, new textbooks appear on the market. These textbooks inevitably play a significant mediating role in the implementation of any reform and on teaching and learning. This paper reports on a small-scale study which attempts to investigate the role of textbooks in the mediation of a…

  1. The Effects of High-Stakes Testing Policy on Arts Education

    Science.gov (United States)

    Baker, Richard A., Jr.

    2012-01-01

    This study examined high-stakes test scores for 37,222 eighth grade students enrolled in music and/or visual arts classes and those students not enrolled in arts courses. Students enrolled in music had significantly higher mean scores than those not enrolled in music (p less than 0.001). Results for visual arts and dual arts were not as…

  2. Risk Aversion in Game Shows

    DEFF Research Database (Denmark)

    Andersen, Steffen; Harrison, Glenn W.; Lau, Morten I.

    2008-01-01

    We review the use of behavior from television game shows to infer risk attitudes. These shows provide evidence when contestants are making decisions over very large stakes, and in a replicated, structured way. Inferences are generally confounded by the subjective assessment of skill in some games......, and the dynamic nature of the task in most games. We consider the game shows Card Sharks, Jeopardy!, Lingo, and finally Deal Or No Deal. We provide a detailed case study of the analyses of Deal Or No Deal, since it is suitable for inference about risk attitudes and has attracted considerable attention....

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

    NARCIS (Netherlands)

    Glas, M.A.J.

    2010-01-01

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

  4. The Role of Policy Assumptions in Validating High-stakes Testing Programs.

    Science.gov (United States)

    Kane, Michael

    L. Cronbach has made the point that for validity arguments to be convincing to diverse audiences, they need to be based on assumptions that are credible to these audiences. The interpretations and uses of high stakes test scores rely on a number of policy assumptions about what should be taught in schools, and more specifically, about the content…

  5. Teacher and headmaster attitudes towards benchmarking and high-stakes testing in adult teaching in Denmark

    DEFF Research Database (Denmark)

    Petersen, Karen Bjerg

    Based on research, surveys and interviews the paper traces teacher and headmaster attitudes towards the introduction of benchmarking and high-stakes language testing introduced in the wake of a neo-liberal education policy in adult teaching for migrants in Denmark in the 2000s. The findings show...... students, reduced use of both project work and non test related activities and stressful working conditions....... that the majority of teachers and headmasters reject benchmarking. Meanwhile, due to both headmasters and language teachers the introduction of high stakes language testing has had an immense impact on the organization, content and quality of adult language teaching. On the one side teachers do not necessarily...

  6. Students' Attitudes toward High-Stakes Testing and Its Effect on Educational Decisions

    Science.gov (United States)

    Moran, Aldo Alfredo

    2010-01-01

    With the recent increase in accountability due to No Child Left Behind, graduation rates and drop-out rates are important indicators of how well a school district is performing. High-stakes testing scores are at the forefront of a school's success and recognition as a school that is preparing and graduating students to meet society's challenging…

  7. Social stakes of the reversibility in the deep storage of high level radioactive wastes

    International Nuclear Information System (INIS)

    Heriard-Dubreuil, G.; Schieber, C.; Schneider, T.

    1998-06-01

    This document proposes a study of the conditions which surrounded the reversibility introduction in high activity wastes deep storage at an international scale, as well as a reflexion on the social stakes associated there. In France, the law of december 30, 1991 concerning the research on the radioactive wastes prescribes '' the study of possibilities retrieval or non retrieval storage in deep geological deposits''. The analysis of the reversibility associated social stakes emphasizes the necessity to prevent irreversible consequences, to take care to the choices reversibility, to preserve the future generations autonomy. Thus to elaborate a more satisfactory solution between deep disposal and surface storage, a deep storage, capable of gradually evolution, concept is defined. (A.L.B.)

  8. The Complex and Unequal Impact of High Stakes Accountability on Untested Social Studies

    Science.gov (United States)

    Pace, Judith L.

    2011-01-01

    This article contributes to research on the impact of high stakes accountability on social studies teaching where it is "not" tested by the state, and addresses the question of what is happening in middle and higher performing versus struggling schools (Wills, 2007). The author presents complex findings from a qualitative study in five…

  9. Exploring Partnerships between Local Communities and Timber Companies: An Experiment Using the Role-Playing Games Approach

    International Nuclear Information System (INIS)

    Purnomo, H.; Guizol, Ph.; Mendoza, G.A.

    2009-01-01

    Cooperation among stake holders is widely accepted as an effective management strategy. This paper describes an experimental study that explores this cooperation using role-playing games, which is formulated within a multi agent simulation framework. This framework enables participants to take active roles in mimicking the collaborative decision environment and the behaviors and attitudes of the different stake holders. The paper examines a forest plantation company in South Sumatra, Indonesia, which has cooperated with local communities since 2000. The experimental pilot study described in this paper explored the role of communication in partnership relationships between the company and the local communities living within and around the surroundings of the company's plantation. These partnerships were explored and analyzed using the gaming approach involving university students taking the role of forest stake holders, from both the timber company and the local communities. Lessons learned from the game provided the rationale for the establishment of a communication institution called Forum Sebahu Sejalan. This formal forum was constituted after a facilitated ex-post interaction between representatives from the timber company and local communities. Results and observations drawn from the interactions show the potentials of the RPG approach and the formal forum in crafting resilient partnerships among stake holders.

  10. The Disproportionate Erosion of Local Control: Urban School Boards, High-Stakes Accountability, and Democracy

    Science.gov (United States)

    Trujillo, Tina M.

    2013-01-01

    This case study of an urban school board's experiences under high-stakes accountability demonstrates how the district leaders eschewed democratic governance processes in favor of autocratic behaviors. They possessed narrowly defined goals for teaching and learning that emphasized competitive, individualized means of achievement. Their decision…

  11. Examining a Public Montessori School’s Response to the Pressures of High-Stakes Accountability

    Directory of Open Access Journals (Sweden)

    Corrie Rebecca Block

    2015-11-01

    Full Text Available In order to succeed in the current school assessment and accountability era, a public Montessori school is expected to achieve high student scores on standardized assessments. A problem for a public Montessori elementary school is how to make sense of the school’s high-stakes assessment scores in terms of its unique educational approach. This case study examined a public Montessori elementary school’s efforts as the school implemented the Montessori Method within the accountability era. The research revealed the ways the principal, teachers, and parents on the school council modified Montessori practices, curriculum, and assessment procedures based on test scores. A quality Montessori education is designed to offer children opportunities to develop both cognitive skills and affective components such as student motivation and socio-emotional skills that will serve them beyond their public school experiences. Sadly, the high-stakes testing environment influences so much of public education today. When quality education was measured through only one narrow measure of success the result in this school was clearly a restriction of priorities to areas that were easily assessed.

  12. Philosophical Questions about Teaching Philosophy: What's at Stake in High School Philosophy Education?

    Science.gov (United States)

    Norris, Trevor

    2015-01-01

    What is at stake in high school philosophy education, and why? Why is it a good idea to teach philosophy at this level? This essay seeks to address some issues that arose in revising the Ontario grade 12 philosophy curriculum documents, significant insights from philosophy teacher education, and some early results of recent research funded by the…

  13. Group Differences in Test-Taking Behaviour: An Example from a High-Stakes Testing Program

    Science.gov (United States)

    Stenlund, Tova; Eklöf, Hanna; Lyrén, Per-Erik

    2017-01-01

    This study investigated whether different groups of test-takers vary in their reported test-taking behaviour in a high-stakes test situation. A between-group design (N = 1129) was used to examine whether high and low achievers, as well as females and males, differ in their use of test-taking strategies, and in level of reported test anxiety and…

  14. Examining a Public Montessori School's Response to the Pressures of High-Stakes Accountability

    Science.gov (United States)

    Block, Corrie Rebecca

    2015-01-01

    A public Montessori school is expected to demonstrate high student scores on standardized assessments to succeed in the current school accountability era. A problem for a public Montessori elementary school is how to make sense of the school's high-stakes assessment scores in terms of Montessori's unique educational approach. This case study…

  15. Is the Physical Being Taken out of Physical Education? On the Possible Effects of High-Stakes Testing on an Embattled Profession's Curriculum Goals

    Science.gov (United States)

    Seymour, Clancy; Garrison, Mark

    2015-01-01

    Building on recent discussions regarding how current national standards for physical education promote cognitive outcomes over physical outcomes, the authors explore how a new era in high-stakes testing is also contributing to an emphasis on the cognitive, over the physical. While high-stakes testing has been linked to reducing the amount of…

  16. Figuring out How to Be a Teacher in a High-Stakes Context: A Case Study of First-Year Teachers' Conceptual and Practical Development

    Science.gov (United States)

    Brown, Christopher P.; Bay-Borelli, Debra E.; Scott, Jill

    2015-01-01

    High-stakes education reforms across the United States and the globe continue to alter the landscape of teaching and teacher education. One key but understudied aspect of this reform process is the experiences of first-year teachers, particularly those who participated in these high-stakes education systems as students and as a…

  17. Economic Rationality in the Ultimatum Game

    Directory of Open Access Journals (Sweden)

    Jan Fiala

    2017-03-01

    Full Text Available Rigorous application of experimental methodology to the interdisciplinary research of economic decision making is the main purpose of our work. In this paper, we introduce the main decisionmaking theories and outline economic rationality. We explain why we find it useful to discriminate between the “irrational” and “non-rational” components of decision making. We offer an oriented interdisciplinary point of view on economic rationality. In the applied section, we describe the main features of the Ultimatum game and summarize the up-to-date theories explaining the non-rational course of the game. We discuss in detail the reported relations between the nominal value of the stakes and the distribution of the offers and responses. We introduce the blinded, randomized Ultimatum game experiment that we conducted in our laboratory. We stress the importance of anonymity of the study subjects and the difference in salience of a factual reward against a  hypothetical reward. We present the results of our study, showing that a  duly chosen non-monetary reward, directly inconvertible into money, leads to a different offer distribution in the Ultimatum game without the necessity to invest excessive sums of money in the rewards. We compare our results to research published by other authors. According to our theory, the rational, non-rational and irrational components contribute to the decision making in Ultimatum differently depending on the different reward stakes.

  18. Negotiating the Literacy Block: Constructing Spaces for Critical Literacy in a High Stakes Setting

    Science.gov (United States)

    Paugh, Patricia; Carey, Jane; King-Jackson, Valerie; Russell, Shelley

    2007-01-01

    This article focuses on the evolution of the classroom literacy block as a learning space where teachers and students renegotiated activities for independent vocabulary and word work within a high-stakes reform environment. When a second grade classroom teacher and literacy support specialist decided to co-teach, they invited all students in the…

  19. Academically Buoyant Students Are Less Anxious about and Perform Better in High-Stakes Examinations

    Science.gov (United States)

    Putwain, David W.; Daly, Anthony L.; Chamberlain, Suzanne; Sadreddini, Shireen

    2015-01-01

    Background: Prior research has shown that test anxiety is negatively related to academic buoyancy, but it is not known whether test anxiety is an antecedent or outcome of academic buoyancy. Furthermore, it is not known whether academic buoyancy is related to performance on high-stakes examinations. Aims: To test a model specifying reciprocal…

  20. "I'm Just Going through the Motions": High-Stakes Accountability and Teachers' Access to Intrinsic Rewards

    Science.gov (United States)

    Rooney, Erin

    2015-01-01

    This article explores teachers' experiences under high-stakes accountability and shows how the narrowing of curriculum depleted teachers' intrinsic work rewards. The article analyzes data from an ethnographic study of teachers' work in two high-poverty urban public schools. The study shows that as instructional mandates emphasized a narrowed…

  1. Stress Induces Contextual Blindness in Lotteries and Coordination Games

    Directory of Open Access Journals (Sweden)

    Isabelle Brocas

    2017-12-01

    Full Text Available In this paper, we study how stress affects risk taking in three tasks: individual lotteries, Stag Hunt (coordination games, and Hawk-Dove (anti-coordination games. Both control and stressed subjects take more risks in all three tasks when the value of the safe option is decreased and in lotteries when the expected gain is increased. Also, subjects take longer to take decisions when stakes are high, when the safe option is less attractive and in the conceptually more difficult Hawk-Dove game. Stress (weakly increases reaction times in those cases. Finally, our main result is that the behavior of stressed subjects in lotteries, Stag Hunt and Hawk-Dove are all highly predictive of each other (p-value < 0.001 for all three pairwise correlations. Such strong relationship is not present in our control group. Our results illustrate a “contextual blindness” caused by stress. The mathematical and behavioral tensions of Stag Hunt and Hawk-Dove games are axiomatically different, and we should expect different behavior across these games, and also with respect to the individual task. A possible explanation for the highly significant connection across tasks in the stress condition is that stressed subjects habitually rely on one mechanism to make a decision in all contexts whereas unstressed subjects utilize a more cognitively flexible approach.

  2. The impact of high-stakes school admission exams on study achievements: quasi-experimental evidence from Slovakia

    Czech Academy of Sciences Publication Activity Database

    Federičová, Miroslava; Münich, Daniel

    2017-01-01

    Roč. 30, č. 4 (2017), s. 1069-1092 ISSN 0933-1433 Institutional support: Progres-Q24 Keywords : high-stakes exams * students’ motivation * achievement Subject RIV: AH - Economics OBOR OECD: Applied Economics , Econometrics Impact factor: 1.136, year: 2016

  3. Markets, Managerialism and Teachers' Work: The Invisible Hand of High Stakes Testing in England

    Science.gov (United States)

    Stevenson, Howard; Wood, Phil

    2013-01-01

    High stakes testing has been long established in the English school system. In this article, we seek to demonstrate how testing has become pivotal to securing the neo-liberal restructuring of schools, that commenced during the Thatcher era, and is reaching a critical point at the current time. Central to this project has been the need to assert…

  4. High-Stakes and Non-Stakes Testing States and the Transfer of Knowledge to Students' Advanced Placement Test, Advanced Placement U.S. History Test, and SAT Exam Scores

    Science.gov (United States)

    Lessler, Karen Jean

    2010-01-01

    The Federal education policy No Child Left Behind Act (NCLB) has initiated high-stakes testing among U.S. public schools. The premise of the NCLB initiative is that all students reach proficiency in reading and math by 2014. Under NCLB, individual state education departments were required to implement annual assessments in grades two through eight…

  5. Altered economic decision-making in abstinent heroin addicts: Evidence from the ultimatum game.

    Science.gov (United States)

    Hou, Yu; Zhao, Liyan; Yao, Qi; Ding, Lixiang

    2016-08-03

    The development and persistence of drug addiction has been suggested to involve decision-making deficits. The Ultimatum Game is a widely used economic decision-making paradigm that illustrates the tension between financial self-interest and fairness motives. The behavior of responders in the Ultimatum Game has been associated with emotional reactions and cognitive control abilities, both of which are dysregulated in drug addicts. In this study, we investigated whether this economic decision-making process that involves considerations of social norms is affected by heroin addiction. Heroin addicts (n=17) and demographically matched healthy control subjects (n=18) were recruited to play the part of responders in the Ultimatum Game, during which they decided to accept or reject the monetary offers proposed by strangers. The offers were manipulated by varying the stake sizes and fairness scales. The rejection rates of all of the offer categories, response times, fairness judgments, and impulsivity were compared between heroin addicts and healthy controls. Compared with healthy subjects, the rejection rates of most unfair offers in the Ultimatum Game were significantly higher under low-offer-size conditions among heroin addicts. In contrast, the most unfair offers were more likely to be accepted by heroin addicts in the high-offer-size condition than by healthy subjects. The ratings of unfairness were equal in both conditions although the rejection rates were different. Heroin addicts had higher scores on BIS attentional/cognitive impulsivity and non-planning impulsivity, but not in motor impulsivity. Rejection rates to most unfair offers under low-offer-size conditions significantly correlated with score on BIS non-planning impulsivity and total score of impulsivity. Heroin addicts differentially responded under different stake-level conditions in the Ultimatum Game, with emotional impulses in low-offer-size conditions and selfish motives in the face of high monetary

  6. The Contradictions of High-Stakes Accountability "Success": A Case Study of Focused Leadership and Performance Agency

    Science.gov (United States)

    Black, William R.

    2008-01-01

    This article seeks to advance the discussion of the availability of contemporary notions of school leadership for school leaders working within high-stakes accountability reform environment that produce discourses of urgency and legitimize practices of performance that implicitly favour centralized, neo-Tayloristic managerial approaches. Drawing…

  7. Small Stakes Risk Aversion in the Laboratory

    DEFF Research Database (Denmark)

    Harrison, Glenn W.; Lau, Morten I.; Ross, Don

    2017-01-01

    Evidence of risk aversion in laboratory settings over small stakes leads to a priori implausible levels of risk aversion over large stakes under certain assumptions. One core assumption in statements of this calibration puzzle is that small-stakes risk aversion is observed over all levels of wealth...

  8. High-stakes conflicts and the link between theory and practice : celebrating the work of Ellen Giebels

    NARCIS (Netherlands)

    Oostinga, Miriam S.D.; Rispens, Sonja; Taylor, Paul J.; Ufkes, Elze G.

    2018-01-01

    In this tribute to the 2012 recipient of the IACM's Jeffrey Rubin's Theory-to-Practice Award, we celebrate the work of Ellen Giebels. We highlight her groundbreaking research on influence tactics in crisis negotiations and other high-stakes conflict situations, showing how her focus on theoretical

  9. High-Stakes Conflicts and the Link between Theory and Practice : Celebrating the Work of Ellen Giebels

    NARCIS (Netherlands)

    Oostinga, Miriam S.D.; Rispens, Sonja; Taylor, Paul J.; Ufkes, Elze G.

    2018-01-01

    In this tribute to the 2012 recipient of the IACM's Jeffrey Rubin's Theory-to-Practice Award, we celebrate the work of Ellen Giebels. We highlight her groundbreaking research on influence tactics in crisis negotiations and other high-stakes conflict situations, showing how her focus on theoretical

  10. Policy Implications for Continuous Employment Decisions of High School Principals: An Alternative Methodological Approach for Using High-Stakes Testing Outcomes

    Science.gov (United States)

    Young, I. Phillip; Fawcett, Paul

    2013-01-01

    Several teacher models exist for using high-stakes testing outcomes to make continuous employment decisions for principals. These models are reviewed, and specific flaws are noted if these models are retrofitted for principals. To address these flaws, a different methodology is proposed on the basis of actual field data. Specially addressed are…

  11. Let's Poem: The Essential Guide to Teaching Poetry in a High-Stakes, Multimodal World (Middle through High School). Language & Literacy Practitioners Bookshelf

    Science.gov (United States)

    Dressman, Mark

    2010-01-01

    This cutting-edge guide presents multiple approaches to teaching poetry at the middle and high school levels. The author provides field-tested activities with detailed how-to instructions, as well as advice for how educators can "justify" their teaching within a high-stakes curriculum environment. "Let's Poem" will show pre- and inservice teachers…

  12. The impact of high-stakes school admission exams on study achievements: quasi-experimental evidence from Slovakia

    Czech Academy of Sciences Publication Activity Database

    Federičová, Miroslava; Münich, Daniel

    2017-01-01

    Roč. 30, č. 4 (2017), s. 1069-1092 ISSN 0933-1433 R&D Projects: GA ČR(CZ) GBP402/12/G130 Institutional support: RVO:67985998 Keywords : high-stakes exams * students’ motivation * achievement Subject RIV: AH - Economics OBOR OECD: Applied Economics , Econometrics Impact factor: 1.136, year: 2016

  13. A Case Study of Co-Teaching in an Inclusive Secondary High-Stakes World History I Classroom

    Science.gov (United States)

    van Hover, Stephanie; Hicks, David; Sayeski, Kristin

    2012-01-01

    In order to provide increasing support for students with disabilities in inclusive classrooms in high-stakes testing contexts, some schools have implemented co-teaching models. This qualitative case study explores how 1 special education teacher (Anna) and 1 general education history teacher (John) make sense of working together in an inclusive…

  14. Sophisticated Epistemologies of Physics versus High-Stakes Tests: How Do Elite High School Students Respond to Competing Influences about How to Learn Physics?

    Science.gov (United States)

    Yerdelen-Damar, Sevda; Elby, Andrew

    2016-01-01

    This study investigates how elite Turkish high school physics students claim to approach learning physics when they are simultaneously (i) engaged in a curriculum that led to significant gains in their epistemological sophistication and (ii) subject to a high-stakes college entrance exam. Students reported taking surface (rote) approaches to…

  15. High-Level Development of Multiserver Online Games

    Directory of Open Access Journals (Sweden)

    Frank Glinka

    2008-01-01

    Full Text Available Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today's online games. As a possible base for this high-level approach, we describe the real-time framework (RTF middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios.

  16. Introducing Computer-Based Testing in High-Stakes Exams in Higher Education: Results of a Field Experiment.

    Science.gov (United States)

    Boevé, Anja J; Meijer, Rob R; Albers, Casper J; Beetsma, Yta; Bosker, Roel J

    2015-01-01

    The introduction of computer-based testing in high-stakes examining in higher education is developing rather slowly due to institutional barriers (the need of extra facilities, ensuring test security) and teacher and student acceptance. From the existing literature it is unclear whether computer-based exams will result in similar results as paper-based exams and whether student acceptance can change as a result of administering computer-based exams. In this study, we compared results from a computer-based and paper-based exam in a sample of psychology students and found no differences in total scores across the two modes. Furthermore, we investigated student acceptance and change in acceptance of computer-based examining. After taking the computer-based exam, fifty percent of the students preferred paper-and-pencil exams over computer-based exams and about a quarter preferred a computer-based exam. We conclude that computer-based exam total scores are similar as paper-based exam scores, but that for the acceptance of high-stakes computer-based exams it is important that students practice and get familiar with this new mode of test administration.

  17. The Validity and Incremental Validity of Knowledge Tests, Low-Fidelity Simulations, and High-Fidelity Simulations for Predicting Job Performance in Advanced-Level High-Stakes Selection

    Science.gov (United States)

    Lievens, Filip; Patterson, Fiona

    2011-01-01

    In high-stakes selection among candidates with considerable domain-specific knowledge and experience, investigations of whether high-fidelity simulations (assessment centers; ACs) have incremental validity over low-fidelity simulations (situational judgment tests; SJTs) are lacking. Therefore, this article integrates research on the validity of…

  18. Teaching under the New Taylorism: High-Stakes Testing and the Standardization of the 21st Century Curriculum

    Science.gov (United States)

    Au, Wayne

    2011-01-01

    The application of the principles of scientific management within the structure, organization, and curriculum of public schools in the US became dominant during the early 1900s. Based upon research evidence from the modern day era of high-stakes testing in US public education, the fundamental logics guiding scientific management have resurfaced…

  19. Introducing Computer-Based Testing in High-Stakes Exams in Higher Education: Results of a Field Experiment

    Science.gov (United States)

    Boevé, Anja J.; Meijer, Rob R.; Albers, Casper J.; Beetsma, Yta; Bosker, Roel J.

    2015-01-01

    The introduction of computer-based testing in high-stakes examining in higher education is developing rather slowly due to institutional barriers (the need of extra facilities, ensuring test security) and teacher and student acceptance. From the existing literature it is unclear whether computer-based exams will result in similar results as paper-based exams and whether student acceptance can change as a result of administering computer-based exams. In this study, we compared results from a computer-based and paper-based exam in a sample of psychology students and found no differences in total scores across the two modes. Furthermore, we investigated student acceptance and change in acceptance of computer-based examining. After taking the computer-based exam, fifty percent of the students preferred paper-and-pencil exams over computer-based exams and about a quarter preferred a computer-based exam. We conclude that computer-based exam total scores are similar as paper-based exam scores, but that for the acceptance of high-stakes computer-based exams it is important that students practice and get familiar with this new mode of test administration. PMID:26641632

  20. The creation of a pedagogy of promise: Examples of educational excellence in high-stakes science classrooms

    Science.gov (United States)

    McCollough, Cherie A.

    The current reform movement in education has two forces that appear contradictory in nature. The first is an emphasis on rigor and accountability that is assessed through high-stakes testing. The second is the recommendation to have student centered approaches to teaching and learning, especially those that emphasize inquiry methodology and constructivist pedagogy. Literature reports that current reform efforts involving accountability through high-stakes tests are detrimental to student learning and are contradictory to student-centered teaching approaches. However, by focusing attention on those teachers who "teach against the grain" and raise the achievement levels of students from diverse backgrounds, instructional strategies and personal characteristics of exemplary teachers can be identified. This mixed-methods research study investigated four exemplary urban high school science teachers in high-stakes (TAKS) tested science classrooms. Classroom observations, teacher and student interviews, pre-/postcontent tests and the Constructivist Learning Environment Survey (CLES) (Johnson & McClure, 2004) provided the main data sources. The How People Learn (National Research Council, 2000) theoretical framework provided evidence of elements of inquiry-based, student-centered teaching. Descriptive case analysis (Yin, 1994) and quantitative analysis of pre/post tests and the CLES revealed the following results. First, all participating teachers included elements of learner-centeredness, knowledge-centeredness, assessment-centeredness and community-centeredness in their teaching as recommended by the National Research Council, (2000), thus creating student-centered classroom environments. Second, by establishing a climate of caring where students felt supported and motivated to learn, teachers managed tensions resulting from the incorporation of student-centered elements and the accountability-based instructional mandates outlined by their school district and state

  1. Inquiry-Based Instruction and High Stakes Testing

    Science.gov (United States)

    Cothern, Rebecca L.

    Science education is a key to economic success for a country in terms of promoting advances in national industry and technology and maximizing competitive advantage in a global marketplace. The December 2010 Program for International Student Assessment (PISA) ranked the United States 23rd of 65 countries in science. That dismal standing in science proficiency impedes the ability of American school graduates to compete in the global market place. Furthermore, the implementation of high stakes testing in science mandated by the 2007 No Child Left Behind (NCLB) Act has created an additional need for educators to find effective science pedagogy. Research has shown that inquiry-based science instruction is one of the predominant science instructional methods. Inquiry-based instruction is a multifaceted teaching method with its theoretical foundation in constructivism. A correlational survey research design was used to determine the relationship between levels of inquiry-based science instruction and student performance on a standardized state science test. A self-report survey, using a Likert-type scale, was completed by 26 fifth grade teachers. Participants' responses were analyzed and grouped as high, medium, or low level inquiry instruction. The unit of analysis for the achievement variable was the student scale score average from the state science test. Spearman's Rho correlation data showed a positive relationship between the level of inquiry-based instruction and student achievement on the state assessment. The findings can assist teachers and administrators by providing additional research on the benefits of the inquiry-based instructional method. Implications for positive social change include increases in student proficiency and decision-making skills related to science policy issues which can help make them more competitive in the global marketplace.

  2. Small Stakes Risk Aversion in the Laboratory

    DEFF Research Database (Denmark)

    Harrison, Glenn W.; Lau, Morten; Ross, Don

    Evidence of risk aversion in laboratory settings over small stakes leads to a priori implausible levels of risk aversion over large stakes under certain assumptions. One core assumption in standard statements of this calibration puzzle is that individuals define utility over terminal wealth......, and that terminal wealth is defined as the sum of extra-lab wealth and any wealth accumulated in the lab. This assumption is often used in Expected Utility Theory, as well as popular alternatives such as RankDependent Utility theory. Another core assumption is that the small-stakes risk aversion is observed over...... all levels of wealth, or over a “sufficiently large” range of wealth. Although this second assumption if often viewed as self-evident from the vast experimental literature showing risk aversion over laboratory stakes, it actually requires that lab wealth be varied for a given subject as one takes...

  3. High-­Stakes Schooling: What We Can Learn from Japan's Experiences with Testing, Accountability, and Education Reform

    Science.gov (United States)

    Bjork, Christopher

    2015-01-01

    If there is one thing that describes the trajectory of American education, it is this: more high-stakes testing. In the United States, the debates surrounding this trajectory can be so fierce that it feels like we are in uncharted waters. As Christopher Bjork reminds us in this study, however, we are not the first to make testing so central to…

  4. Comparison of Online Game Addiction in High School Students with Habitual Computer Use and Online Gaming

    Science.gov (United States)

    Müezzin, Emre

    2015-01-01

    The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…

  5. Multilevel stake holder consensus building in radioactive waste management

    International Nuclear Information System (INIS)

    Dreimanis, Andrejs

    2008-01-01

    Full text: The increased demand of our society to its quality of life, global security and environmental safety as well as to observing a basic ethical principle of equity have advanced our attitude towards the recent proposals to develop shared multinational projects in the use of nuclear energy technologies, in particular, to: a) Siting of shared deep repositories for high-level radioactive waste (RW) and spent nuclear fuel safe disposal. In turn, arrangement of multinational facilities requires to gain more complex consensus between all involved parties. Method: We propose an interdisciplinary synergetic approach to multilevel consensus building for siting and construction of shared multinational repositories for RW deep disposal, based on self-organization (SO) of various stake holders, chaos and fuzziness concepts as well as Ashby principle of requisite variety. In the siting of a multi-national repository there appears an essential novel component of stake holder consensus building, namely: to reach consent - political, social, economic, ecological - among international partners, in addition to solving the whole set of intra-national consensus building items. An entire partnering country is considered as a national stake holder, represented by the national government, being faced to simultaneous seeking an upward (international) and a downward (intra-national) consensus in a psychologically stressed environment, having possibly diverse political, economic and social interests. Main Results: Following inferences about building of multilevel consensus are developed: 1) The basis of synergetic approach to stake holder interaction - informational SO, by forming a knowledge-creating stake holder community via cooperation and competition among individuals, public bodies/groups, companies, institutions; 2) Building of international stake holder consensus could be promoted by activating and diversifying multilateral interactions between intra- and international stake

  6. Diving in or Guarding the Tower: Mina Shaughnessy's Resistance and Capitulation to High-Stakes Writing Tests at City College

    Science.gov (United States)

    Molloy, Sean

    2012-01-01

    Mina Shaughnessy continues to exert powerful influences over Basic Writing practices, discourses and pedagogy thirty-five years after her death: Basic Writing remains in some ways trapped by Shaughnessy's legacy in what Min-Zhan Lu labeled as essentialism, accommodationism and linguistic innocence. High-stakes writing tests, a troubling hallmark…

  7. High Stakes Principalship--Sleepless Nights, Heart Attacks and Sudden Death Accountabilities: Reading Media Representations of the United States Principal Shortage.

    Science.gov (United States)

    Thomson, Pat; Blackmore, Jill; Sachs, Judyth; Tregenza, Karen

    2003-01-01

    Subjects a corpus of predominantly United States news articles to deconstructive narrative analysis and finds that the dominant media representation of principals' work is one of long hours, low salary, high stress, and sudden death from high stakes accountabilities. Notes that the media picture may perpetuate the problem, and that it is at odds…

  8. Teaching Game Programming using Video Tutorials

    DEFF Research Database (Denmark)

    Majgaard, Gunver

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

  9. What does social research say about high-stakes tests?

    Directory of Open Access Journals (Sweden)

    Rafael Feito Alonso

    2017-03-01

    Full Text Available High-stake tests, which students need to pass in order to gain a Secondary education certificate, have aroused a lot of controversy whenever they have been implemented. Especially in the USA these tests have produced a dramatic shrinking of school knowledge as they have been focused into questions posed by the very tests. At the same time, there has been a critical modification of the learning processes due to the fact that these tests encourage students to pay more attention to factual knowledge, which is far away from hands-on learning, debating in class or working in teams. In spite of certain discrepancies, by and large, research casts serious doubts about whether these tests are conductive to better academic performance. Nevertheless, the dropout rate is on the rise. More often than not, school principals have been found preventing struggling students to sit the exams. A review of the research into this matter allows us to put into context the debate surrounding external exams posed by the current education law (LOMCE: Law for the Improvement of Educational Quality passed by the parliamentary majority of the Popular Party in Spain in 2013.

  10. "I Like to Read, but I Know I'm Not Good at It": Children's Perspectives on High-Stakes Testing in a High-Poverty School

    Science.gov (United States)

    Dutro, Elizabeth; Selland, Makenzie

    2012-01-01

    A significant body of research articulates concerns about the current emphasis on high-stakes testing as the primary lever of education reform in the United States. However, relatively little research has focused on how children make sense of the assessment policies in which they are centrally located. In this article, we share analyses of…

  11. High Stakes Trigger the Use of Multiple Memories to Enhance the Control of Attention

    Science.gov (United States)

    Reinhart, Robert M.G.; Woodman, Geoffrey F.

    2014-01-01

    We can more precisely tune attention to highly rewarding objects than other objects in our environment, but how our brains do this is unknown. After a few trials of searching for the same object, subjects' electrical brain activity indicated that they handed off the memory representations used to control attention from working memory to long-term memory. However, when a large reward was possible, the neural signature of working memory returned as subjects recruited working memory to supplement the cognitive control afforded by the representations accumulated in long-term memory. The amplitude of this neural signature of working memory predicted the magnitude of the subsequent behavioral reward-based attention effects across tasks and individuals, showing the ubiquity of this cognitive reaction to high-stakes situations. PMID:23448876

  12. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

    Science.gov (United States)

    Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria

    2017-09-14

    Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

  13. A Better Leveled Playing Field for Assessing Satisfactory Job Performance of Superintendents on the Basis of High-Stakes Testing Outcomes

    Science.gov (United States)

    Young, I. Phillip; Cox, Edward P.; Buckman, David G.

    2014-01-01

    To assess satisfactory job performance of superintendents on the basis of school districts' high-stakes testing outcomes, existing teacher models were reviewed and critiqued as potential options for retrofit. For these models, specific problems were identified relative to the choice of referent groups. An alternate referent group (statewide…

  14. French government to trim direct stake in Total

    International Nuclear Information System (INIS)

    Anon.

    1992-01-01

    This paper reports that the French government has decided to slash its direct stake in partly state owned oil company Total to 5% from 31.7%, a surprise move expected to raise 10 billion francs ($1.8 billion). At the same time, other state owned entities will be asked to boost their combined 2.2% stake in Total to 10%, leaving the government with a net 15% interest in Total vs. the current 34%. Initially, state owned insurance companies Groupe des Assurances Nationales and Assurances Generale de France will be asked to hike their stakes in Total, but others could be asked to join if needed to meet the 10% target. The government the its phase-down of participation in Total, established in 1924 to manage French interests in Iraq Petroleum Co., was prompted by the evolution of the oil context, which differs greatly from what had prompted a significant stake of the state in Total's capital

  15. High-testosterone men reject low ultimatum game offers.

    Science.gov (United States)

    Burnham, Terence C

    2007-09-22

    The ultimatum game is a simple negotiation with the interesting property that people frequently reject offers of 'free' money. These rejections contradict the standard view of economic rationality. This divergence between economic theory and human behaviour is important and has no broadly accepted cause. This study examines the relationship between ultimatum game rejections and testosterone. In a variety of species, testosterone is associated with male seeking dominance. If low ultimatum game offers are interpreted as challenges, then high-testosterone men may be more likely to reject such offers. In this experiment, men who reject low offers ($5 out of $40) have significantly higher testosterone levels than those who accept. In addition, high testosterone levels are associated with higher ultimatum game offers, but this second finding is not statistically significant.

  16. The impact of high-stakes, state-mandated student performance assessment on 10th grade English, mathematics, and science teachers' instructional practices

    Science.gov (United States)

    Vogler, Kenneth E.

    The purpose of this study was to determine if the public release of student results on high-stakes, state-mandated performance assessments influence instructional practices, and if so in what manner. The research focused on changes in teachers' instructional practices and factors that may have influenced such changes since the public release of high-stakes, state-mandated student performance assessment scores. The data for this study were obtained from a 54-question survey instrument given to a stratified random sample of teachers teaching at least one section of 10th grade English, mathematics, or science in an academic public high school within Massachusetts. Two hundred and fifty-seven (257) teachers, or 62% of the total sample, completed the survey instrument. An analysis of the data found that teachers are making changes in their instructional practices. The data show notable increases in the use of open-response questions, creative/critical thinking questions, problem-solving activities, use of rubrics or scoring guides, writing assignments, and inquiry/investigation. Teachers also have decreased the use of multiple-choice and true-false questions, textbook-based assignments, and lecturing. Also, the data show that teachers felt that changes made in their instructional practices were most influenced by an "interest in helping my students attain MCAS assessment scores that will allow them to graduate high school" and by an "interest in helping my school improve student (MCAS) assessment scores," Finally, mathematics teachers and teachers with 13--19 years of experience report making significantly more changes than did others. It may be interpreted from the data that the use of state-mandated student performance assessments and the high-stakes attached to this type of testing program contributed to changes in teachers' instructional practices. The changes in teachers' instructional practices have included increases in the use of instructional practices deemed

  17. RWE sells Nafta stake

    International Nuclear Information System (INIS)

    Janoska, J.

    2004-01-01

    At year-end 2000, state-owned Slovensky plynarensky priemysel (SPP) signed a Memorandum of Understanding that set the conditions for the German concern RWE to purchase a 40 % stake in Nafta Gbely. This partnership agreement was meant to grant RWE participation in the management of the gas storage operator, which is controlled by SPP, and allow RWE to increase the use of Nafta's capacities. But in the 3 years since then, these objectives were not met. RWE representatives were not appointed to the Nafta Board and not a single cubic meter of RWE gas was stored at Nafta. RWE denied that it was considering leaving Nafta. Control of Nafta and SPP gradually passed to RWE's major competitors. The attitude of RWE only changed last week, when it sold its stake in Nafta to Ruhrgas under favourable conditions. Although Ruhrgas already more or less controlled Nafta via SPP, it paid RWE 62.22 million Eur for its stake. This represents a price per share of about 12.44 Eur more than RWE paid over two years ago and about double the market price. One of the possible reasons why RWE decided to leave the company is, apart from uncertainty surrounding future participation in the company management, uncertainty regarding whether there is a profit to be made on future dividends. Another reason may be the joint operation of both rivals in a number of companies. And so the Nafta trade may be part of the establishment of areas of influence

  18. Proportion offered in the Dictator and Ultimatum Games decreases with amount and social distance.

    Science.gov (United States)

    Bechler, Christopher; Green, Leonard; Myerson, Joel

    2015-06-01

    Behavior in both the Dictator Game and the Ultimatum Game is of special interest because proposers often violate the predictions of normative economic theory: On average, offers in both games are higher than what would be considered income-maximizing. In the present study, the initial amount provided to the proposer and the social distance between the proposer and the respondent were both varied across a wide range, and the effects of these manipulations on offers in the Dictator Game and the Ultimatum Game were examined in a broad sample of participants recruited via MTurk. Although the amount offered was consistently higher in the Ultimatum Game, the proportion of the amount offered decreased as the size of the initial amount increased in both games. Moreover, the proportion offered also decreased as a function of the social distance between the proposer and the responder. The present results extend our knowledge of the determinants of proposers' behavior in two-person economic games and emphasize the importance of social distance and the amount of money at stake as factors that affect people's economic decisions. Copyright © 2015 Elsevier B.V. All rights reserved.

  19. The Influence of Financial 'Skin in the Game' on New Venture Creation

    DEFF Research Database (Denmark)

    Frid, Casey J.; Wyman, David M.; Gartner, William B.

    2015-01-01

    A common theme in entrepreneurship research is that the founder must be committed inorder for a new venture to succeed. Although investments of time and sweat equity can indicatecommitment, external stakeholders may prefer founders who have made a significant, personalfinancial stake in their nas......A common theme in entrepreneurship research is that the founder must be committed inorder for a new venture to succeed. Although investments of time and sweat equity can indicatecommitment, external stakeholders may prefer founders who have made a significant, personalfinancial stake...... in their nascent ventures. This personal financial commitment is known as “skinin the game.” Founders that invest more of their own money into their ventures signal greater commitment to potential business partners, suppliers, and resource providers.This studyexamines the amount of personal funds invested by 1...

  20. Game farms as sustainable ecotourist attractions

    Directory of Open Access Journals (Sweden)

    P. van der Merwe

    2005-12-01

    Full Text Available The main goal of this research was to determine aspects that will contribute to the development of sustainable ecotourism on game farms. In order to achieve this, empirical research was done by means of a survey sample consisting of all the active members of the South African Game Farmers Organisation. There are a total of 1244 members, of whom 50 % (n = 622 were randomly sampled for the research. In the main findings of the research, aspects were identified that are developed according to the criterion for sustainable ecotourism. These aspects include natural/conservation/environmental considerations as well as cultural aspects, such as learning local languages. Aspects that are neglected include working closely with the local community to develop new products; developing partnerships and joint ventures in which the community has a significant stake; fostering the development of community-based tourism products by providing marketing and mentoring support; and considering using local entrepreneurs in the development of community initiatives.

  1. Measuring Motivation in Low-Stakes Assessments. Research Report. ETS RR-15-19

    Science.gov (United States)

    Finn, Bridgid

    2015-01-01

    There is a growing concern that when scores from low-stakes assessments are reported without considering student motivation as a construct of interest, biased conclusions about how much students know will result. Low motivation is a problem particularly relevant to low-stakes testing scenarios, which may be low stakes for the test taker but have…

  2. Extreme Consumption Drinking Gaming and Prepartying among High School Students

    Science.gov (United States)

    Tomaso, Cara C.; Zamboanga, Byron L.; Haas, Amie L.; Kenney, Shannon R.; Ham, Lindsay S.; Borsari, Brian

    2016-01-01

    Drinking games and prepartying (i.e., drinking before going to a social gathering/event) have emerged as high-risk drinking behaviors in high school students. The present study examines the current prepartying behaviors of high school students who report current participation in extreme-consumption games (e.g., chugging) with those who do not.…

  3. Strategic Motives Drive Proposers to Offer Fairly in Ultimatum Games: An fMRI Study.

    Science.gov (United States)

    Chen, Yin-Hua; Chen, Ying-Chun; Kuo, Wen-Jui; Kan, Kamhon; Yang, C C; Yen, Nai-Shing

    2017-04-03

    The hypothesis of strategic motives postulates that offering fairly in the Ultimatum Game (UG) is to avoid rejection and receive money. In this fMRI study, we used a modified UG to elucidate how proposers reached decisions of offering fairly and to what extent they considered offering selfishly with different stakes. We had proposers choose between a fair and a selfish offer with different degrees of selfishness and stake sizes. Proposers were less likely and spent more time choosing the fair offer over a slightly-selfish offer than a very selfish offer independent of stakes. Such choices evoked greater activation in the dorsal anterior cingulate cortices that typically involve in allocation of cognitive control for cost/benefit decision making. Choosing a fair offer in higher stakes evoked greater activation in the anterior cingulate gyrus (ACCg) and the areas that previously have been implicated in reward and theory of mind. Furthermore, choosing a slightly selfish offer over a fair offer evoked greater activation in the anterior cingulate sulcus, ACCg, ventral tegmental area (or substantia nigra) and anterior insular cortex signalling the higher gain and implying higher rejection risk. In conclusion, our findings favoured the hypothesis that proposers offer fairly based on the strategic motives.

  4. Social and psychological challenges of poker.

    Science.gov (United States)

    Siler, Kyle

    2010-09-01

    Poker is a competitive, social game of skill and luck, which presents players with numerous challenging strategic and interpersonal decisions. The adaptation of poker into a game played over the internet provides the unprecedented opportunity to quantitatively analyze extremely large numbers of hands and players. This paper analyzes roughly twenty-seven million hands played online in small-stakes, medium-stakes and high-stakes games. Using PokerTracker software, statistics are generated to (a) gauge the types of strategies utilized by players (i.e. the 'strategic demography') at each level and (b) examine the various payoffs associated with different strategies at varying levels of play. The results show that competitive edges attenuate as one moves up levels, and tight-aggressive strategies--which tend to be the most remunerative--become more prevalent. Further, payoffs for different combinations of cards, varies between levels, showing how strategic payoffs are derived from competitive interactions. Smaller-stakes players also have more difficulty appropriately weighting incentive structures with frequent small gains and occasional large losses. Consequently, the relationship between winning a large proportion of hands and profitability is negative, and is strongest in small-stakes games. These variations reveal a meta-game of rationality and psychology which underlies the card game. Adopting risk-neutrality to maximize expected value, aggression and appropriate mental accounting, are cognitive burdens on players, and underpin the rationality work--reconfiguring of personal preferences and goals--players engage into be competitive, and maximize their winning and profit chances.

  5. Active Gaming Among High School Students--United States, 2010.

    Science.gov (United States)

    Song, MinKyoung; Carroll, Dianna D; Lee, Sarah M; Fulton, Janet E

    2015-08-01

    Our study is the first to describe the prevalence and correlates (demographics, body mass index [BMI], sedentary behaviors, and physical activity) of high school youth who report active videogame playing (active gaming) in a U.S. representative sample. The National Youth Physical Activity and Nutrition Study of 2010 provided data for this study. Active gaming was assessed as the number of days in the 7 days prior to the survey that students in grades 9-12 (14-18 years of age) reported participating in active videogames (e.g., "Wii™ Fit" [Nintendo, Kyoto, Japan], "Dance Dance Revolution" [Konami, Osaka, Japan]). Students reporting ≥1 days were classified as active gamers. Logistic regression was used to examine the association among active gaming and demographic characteristics, BMI, sedentary behaviors, and physical activity. Among 9125 U.S. high school students in grades 9-12 surveyed, 39.9 percent (95 percent confidence interval=37.9 percent, 42.0 percent) reported active gaming. Adjusting for covariates, the following characteristics were positively associated (Pblack, non-Hispanic race/ethnicity; being overweight or obese; watching DVDs >0 hours/day; watching TV >0 hours/day; and meeting guidelines for aerobic and muscle-strengthening physical activity. Four out of 10 U.S. high school students report participating in active gaming. Active gamers tend to spend more time watching DVDs or TV, meet guidelines for physical activity, and/or be overweight or obese compared with nonactive gamers. These findings may serve to provide a baseline to track active gaming in U.S. youth and inform interventions that target sedentary behaviors and/or physical activity.

  6. A moderated mediated path analysis of factors influencing student performance on a standardized high-stakes science test

    Science.gov (United States)

    Pelkey, Ramona K.

    Gender, ethnicity, family economic status, reading score, mathematics score, and number of science semesters successfully completed were examined for their contributory role to a student's science score on a high-stakes, high school exit examination. Path analysis and analysis of variance procedures were used to quantify each variable's influence on science score. Gender, ethnicity, and family economic status were found to be moderators while reading proved to mediate within the model. The path model was created using a calibration sample and cross-validated using a hold-out validation sample. Bootstrapping was used to verify the goodness of fit of the model. A predictive equation explained 66% (R2 = .66) of the variance in observed TAKS science score.

  7. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    Science.gov (United States)

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  8. Staking solutions to tube vibration problems (developed by Technos et Compagnie - FRANCE)

    International Nuclear Information System (INIS)

    Hewitt, E.W.; Bizard, A.; Horn, M.J.

    1989-01-01

    Electric generating plant steam surface condensers have been prone to vibration induced tube failures. One common and effective method for stopping this vibration has been to insert stakes into the bundle to provide additional support. Stakes have been fabricated of a variety of rigid and semi-rigid materials of fixed dimensions. Installation difficulties and problems of incomplete tube support have been associated with this approach. New developments in the application of plastic technology has offered another approach. Stakes made of plastic tubes which are flattened, by evacuation, at the time of manufacture may now be easily inserted into the tube bundle. After insertion, the vacuum is released and the memory of the plastic causes the stakes to expand and assume their original form. The spring force of the plastic cradles the adjacent condenser tubes and stops the vibration. Developed for Electricite de France (EDF), the stakes are currently installed in 19 units of the French utility system, and two units in the United States

  9. "It's Important for Them to Know Who They Are": Teachers' Efforts to Sustain Students' Cultural Competence in an Age of High-Stakes Testing

    Science.gov (United States)

    Zoch, Melody

    2017-01-01

    This article examines how four urban elementary teachers designed their literacy instruction in ways that sought to sustain students' cultural competence--maintaining their language and cultural practices while also gaining access to more dominant ones--amid expectations to prepare students for high-stakes testing. A large part of their teaching…

  10. Wind power: Areva acquires a 51% stake in Multibrid

    International Nuclear Information System (INIS)

    2007-01-01

    AREVA announced the acquisition of a 51% stake in Multibrid, a designer and manufacturer of multi-megawatt off-shore wind turbines based in Germany. With this acquisition, AREVA has entered into a joint venture with Prokon Nord, a German off-shore wind turbine and biomass plant developer and current owner of Multibrid. This transaction values Multibrid at euro 150 million. AREVA plans to rapidly further develop Multibrid's activities by giving the company access to its industrial resources, financial base and international commercial network. In return, Multibrid will provide AREVA with its leading-edge technology which, developed for 5 MW turbines, can achieve a very high output while reducing operating costs thanks to a simplified maintenance system. With this stake in Multibrid, AREVA aims to increase its presence on the offshore wind market that meets land settlement requirements and that should grow significantly in the years to come (from 300 MW in Europe today to an expected 1400 MW by 2011). As an exclusive supplier of Prokon Nord, Multibrid will participate in projects such as Borkum West (30 MW), the first offshore project in Germany, Borkum West 2 (400 MW), and Cote d'Albatre (105 MW), the first offshore wind farm project in France. The stake in Multibrid strengthens AREVA's strategic positioning on the CO 2 -free energy market, thanks to complementary solutions ranging from nuclear technologies to renewables. A number of recent achievements illustrate this strategy: - bio-energy (crucial energy supply in numerous rural areas): delivery of turnkey biomass power plants; ongoing construction of 10 plants in India, Thailand and Brazil; future development plans in fast-growing regions, such as Latin America; - wind power: Multibrid adds to the Group's stake in REpower and to its partnership with Suzlon for which AREVA is the number one supplier of transmission and distribution solutions for wind power; - hydrogen and fuel cells: design and manufacture of

  11. Usability Testing Analysis on The Bana Game as Education Game Design References on Junior High School

    Directory of Open Access Journals (Sweden)

    F. Adnan

    2017-04-01

    Full Text Available Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students’ learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.

  12. Estimating the energy use of high definition games consoles

    International Nuclear Information System (INIS)

    Webb, A.; Mayers, K.; France, C.; Koomey, J.

    2013-01-01

    As the energy use of games consoles has risen, due to increased ownership and use and improved performance and functionality, various governments have shown an interest in ways to improve their energy efficiency. Estimates of console energy use vary widely between 32 and 500 kWh/year. Most such estimates are unreliable as they are based on incorrect assumptions and unrepresentative data. To address the shortcomings of existing estimates of console energy use, this study collates, normalises and analyses available data for power consumption and usage. The results show that the average energy use of high definition games consoles (sold between 2005 and 2011 inclusive) can be estimated at 102 kWh/year, and 64 kWh/year for new console models on sale in early 2012. The calculations herein provide representative estimates of console energy use during this period, including a breakdown of the relative contribution of different usage modes. These results could be used as a baseline to evaluate the potential energy savings from efficiency improvements in games consoles, and also to assess the potential effectiveness of any proposed energy efficiency standards. Use of accurate data will help ensure the implementation of the most effective efficiency policies and standards. - Highlights: • Estimates of games console energy use vary significantly. • New energy use estimates calculated for high definition games consoles. • Consoles currently on sale use 37% less energy than earlier models. • Gaming accounts for over 50% of console energy use. • Further research regarding console usage is needed, particularly inactive time

  13. The energy stakes - After Fukushima. 2. ed.

    International Nuclear Information System (INIS)

    Iacona, Estelle; Taine, Jean; Tamain, Bernard

    2012-01-01

    The energy question today is worldwide and depends on major geopolitical stakes (demography, development, water, health, environment, research, risks). The energy must be universally produced and distributed together with minimizing pollutions, nuclear risks and CO 2 emissions. This new edition of 'the energy stakes' is fully updated and approaches some of the main questions that any responsible citizen should ask. It comprises 3 parts dealing with: a comprehensive review of the energy question in most of countries in the world, the constraints and challenges to take up to manage energy in an optimum way, and a prospective study about the control of energy consumption and about the existing technical solutions. (J.S)

  14. Elite female soccer players perform more high-intensity running when playing in international games compared with domestic league games.

    Science.gov (United States)

    Andersson, Helena A; Randers, Morten B; Heiner-Møller, Anja; Krustrup, Peter; Mohr, Magni

    2010-04-01

    The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM. The distances covered in high-intensity running (HIR) and sprinting were longer (p game types, the amount of HIR was reduced by 24-27% (p game. The midfielders covered longer (p game and in the most intense 5-minute period of the games, whereas no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus, our results are important to coaches to prepare players to meet the challenges of international soccer games and show that the ability to perform intense intermittent exercise should be trained regularly in elite female players.

  15. Video gaming enhances psychomotor skills but not visuospatial and perceptual abilities in surgical trainees.

    Science.gov (United States)

    Kennedy, A M; Boyle, E M; Traynor, O; Walsh, T; Hill, A D K

    2011-01-01

    There is considerable interest in the identification and assessment of underlying aptitudes or innate abilities that could potentially predict excellence in the technical aspects of operating. However, before the assessment of innate abilities is introduced for high-stakes assessment (such as competitive selection into surgical training programs), it is essential to determine that these abilities are stable and unchanging and are not influenced by other factors, such as the use of video games. The aim of this study was to investigate whether experience playing video games will predict psychomotor performance on a laparoscopic simulator or scores on tests of visuospatial and perceptual abilities, and to examine the correlation, if any, between these innate abilities. Institutional ethical approval was obtained. Thirty-eight undergraduate medical students with no previous surgical experience were recruited. All participants completed a self-reported questionnaire that asked them to detail their video game experience. They then underwent assessment of their psychomotor, visuospatial, and perceptual abilities using previously validated tests. The results were analyzed using independent samples t tests to compare means and linear regression curves for subsequent analysis. Students who played video games for at least 7 hours per week demonstrated significantly better psychomotor skills than students who did not play video games regularly. However, there was no difference on measures of visuospatial and perceptual abilities. There was no correlation between psychomotor tests and visuospatial or perceptual tests. Regular video gaming correlates positively with psychomotor ability, but it does not seem to influence visuospatial or perceptual ability. This study suggests that video game experience might be beneficial to a future career in surgery. It also suggests that relevant surgical skills may be gained usefully outside the operating room in activities that are not

  16. The rhythm and tempo of the game of highly qualified teams

    Directory of Open Access Journals (Sweden)

    V’yacheslav Mulik

    2015-06-01

    Full Text Available Purpose: to set indicators of rhythm and tempo of the game teams of high qualification. Material and Methods: analysis of the scientific-methodical literature, registration of technical-tactical actions, methods of mathematical statistics. The study of competitive activities was conducted with participating teams of world championship 2014. Results: the acticle shows indicators of the rhythm and tempo of the game of well-qualified teams. Conclusions: teams-winners have surpassed teams that concede in terms of indicators of passes the ball, shots at goal, the rhythm of the game, tempo of game.

  17. COP21: defense stakes

    International Nuclear Information System (INIS)

    Coldefy, Alain; Hulot, Nicolas; Aichi, Leila; Tertrais, Bruno; Paillard, Christophe-Alexandre; Piodi, Jerome; Regnier, Serge; Volpi, Jean-Luc; Descleves, Emmanuel; Garcin, Thierry; Granholm, Niklas; Wedin, Lars; Pouvreau, Ana; Henninger, Laurent

    2015-01-01

    The 21. Conference of the Parties (COP21) from the UN Framework Convention took place in Paris between November 30 and December 11, 2015. The challenge is to reach a universal agreement of fight against global warming and to control the carbon footprint of human activities. This topic is in the core of the Defense Ministry preoccupations. This special dossier takes stock of the question of defense issues linked with global warming. The dossier comprises 13 papers dealing with: 1 - COP21: defense stakes (Coldefy, A.); 2 - Warfare climate, a chance for peace (Hulot, N.); 3 - COP21 and defense (Aichi, L.); 4 - A war climate? (Tertrais, B.); 5 - Challenges the World has to face in the 21. century (Paillard, C.A.); 6 - Desertification: a time bomb in the heart of Sahel (Piodi, J.); 7 - The infrastructure department of defense in the fight against climate disturbance (Regnier, S.); 8 - Fight against global warming, a chance for the forces? (Volpi, J.L.); 9 - Sea and sustainable development (Descleves, E.); 10 - Rationales of Arctic's surrounding powers (Garcin, T.); 11 - Arctic: strategic stake (Granholm, N.; Wedin, L.); 12 - Strategic impact of Turkey's new energy choices (Pouvreau, A.); 13 - Climate and war: a brief historical outlook (Henninger, L.)

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

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

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

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

    Science.gov (United States)

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

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

  20. Video Game Addiction among High School Students in Hordaland; Prevalence and Correlates

    OpenAIRE

    Bjordal, Sunniva Alsvik; Skumsnes, Toril; Ørland, Anette

    2011-01-01

    The aim of this study was to estimate the prevalence and correlates of video game addiction among high school students (N = 531) in Hordaland county, Norway. Video game addiction measured by the Game Addiction Scale for Adolescents was estimated both by a monothetic and a polythetic format. The prevalence was found to be 2.5% and 12.5%, respectively. Regression analyses were conducted where video game addiction comprised the dependent variable. Demographic variables, depression, anxiety, lone...

  1. The impact of language and high-stakes testing policies on elementary school English language learners in Arizona.

    Directory of Open Access Journals (Sweden)

    Wayne E. Wright

    2006-05-01

    Full Text Available This article reports the results of a survey of third-grade teachers of English Language Learners (ELLs in Arizona regarding school language and accountability policies—Proposition 203, which restricts bilingual education and mandates sheltered English Immersion; the federal No Child Left Behind Act of 2001 (NCLB; and Arizona LEARNS, the state’s high-stakes testing and accountability program. The instrument, consisting of 126 survey questions plus open-ended interview question, was designed to obtain teacher’s views, to ascertain the impact of these polices, and to explore their effectiveness in improving the education of ELL students. The survey was administered via telephone to 40 teacher participants from different urban, rural and reservation schools across the state. Each participant represents the elementary school in their respective school district which has the largest population of ELL students. Analyses of both quantitative and qualitative data reveal that these policies have mostly resulted in confusion in schools throughout the state over what is and is not allowed, and what constitutes quality instruction for ELLs, that there is little evidence that such policies have led to improvements in the education of ELL students, and that these policies may be causing more harm than good. Specifically, teachers report they have been given little to no guidance over what constitutes sheltered English immersion, and provide evidence that most ELL students in their schools are receiving mainstream sink-or-swim instruction. In terms of accountability, while the overwhelming majority of teachers support the general principle, they believe that high-stakes tests are inappropriate for ELLs and participants provided evidence that the focus on testing is leading to instruction practices for ELLs which fail to meet their unique linguistic and academic needs. The article concludes with suggestions for needed changes to improve the quality of

  2. Game Development as Students’ Engagement Project in High School Mathematics

    Directory of Open Access Journals (Sweden)

    Ryan V. Dio

    2015-12-01

    Full Text Available The general expectancies of the enhanced basic education curriculum in the Philippines focuses on the performance standards which can be expressed when students are able to produce products as evidence that they can transfer or use their learning in real-life situations. One way to assess students achievement is through an engaging activities that would require them apply the knowledge and skills acquired in the subject as the outcome of their learning. This descriptive method of research employed content analysis procedures and survey in describing and assessing the significant feature of the mathematical games as potential learning devices developed by the high school students through an engaging task assignment. It utilized purposive sampling techniques in the selection of the respondents and the submitted write-ups of mathematical games for analysis as typical sample in this study. The study revealed that the high school students developed mathematical board games with different objectives and mechanics as inspired by their learning, experiences, hobbies, and interest. Mathematical concepts and processes along numbers and number sense, measurements, algebra, geometry, and probability and statistics were integrated in the game through question card and mechanics of the game itself. The groups of students and teachers have high level of agreement as to the workmanship and usability, mechanics and organization, relevance to instruction/learning, and fun and enjoyment of the game as revealed by their assessment from very satisfactory to excellent level. Results implied that teachers in any subject area may use students’ engagement project as teaching strategy to produce products and performance that would provide evidence of students’ learning. The school curriculum makers may consider the students’ output as subjects of research for further improvements, exhibits, and classroom utilization.

  3. Depth and breadth: Bridging the gap between scientific inquiry and high-stakes testing with diverse junior high school students

    Science.gov (United States)

    Kang, Jee Sun Emily

    This study explored how inquiry-based teaching and learning processes occurred in two teachers' diverse 8th grade Physical Science classrooms in a Program Improvement junior high school within the context of high-stakes standardized testing. Instructors for the courses examined included not only the two 8th grade science teachers, but also graduate fellows from a nearby university. Research was drawn from inquiry-based instruction in science education, the achievement gap, and the high stakes testing movement, as well as situated learning theory to understand how opportunities for inquiry were negotiated within the diverse classroom context. Transcripts of taped class sessions; student work samples; interviews of teachers and students; and scores from the California Standards Test in science were collected and analyzed. Findings indicated that the teachers provided structured inquiry in order to support their students in learning about forces and to prepare them for the standardized test. Teachers also supported students in generating evidence-based explanations, connecting inquiry-based investigations with content on forces, proficiently using science vocabulary, and connecting concepts about forces to their daily lives. Findings from classroom data revealed constraints to student learning: students' limited language proficiency, peer counter culture, and limited time. Supports were evidenced as well: graduate fellows' support during investigations, teachers' guided questioning, standardized test preparation, literacy support, and home-school connections. There was no statistical difference in achievement on the Forces Unit test or science standardized test between classes with graduate fellows and without fellows. There was also no statistical difference in student performance between the two teachers' classrooms, even though their teaching styles were very different. However, there was a strong correlation between students' achievement on the chapter test and

  4. Huntsman takes a stake in Chemplex

    International Nuclear Information System (INIS)

    Wood, A.

    1993-01-01

    Huntsman Chemical (Salt Lake City) has bought a 50% stake in Australian styrenics maker Chemplex (Melbourne) from Consolidated Press Holdings (Sydney). Huntsman stepped in after a previous acquisition plan by South Africa's Sentrachem (Johannesburg) broke down because of a failure to agree on price. Chemplex has two production locations near Melbourne: West Footscray, with capacity for 100,000 m.t./year of styrene, plus polystyrene, phenol, and acetone; and Dandenong, with production of acrylonitrile butadiene styrene and latex. The company was originally Monsanto Australia, before being acquired by Consolidated Press in 1988. The deal will give Huntsman its first major production position in the Asia/Pacific region, apart from a 50% stake in a 25,000-m.t./year polystyrene plant in Taiwan, with Grand Pacific Petrochemical (Taipei) as a partner. In 1991, Huntsman abandoned plans to invest in a 25,000-m.t./year polystyrene plant in Thailand with Mitsubishi Corp. and Toa (Bangkok). Huntsman Chemical has annual revenues of $1.3 billion

  5. Architecture for high performance stereoscopic game rendering on Android

    Science.gov (United States)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

  6. Hierarchical cultural values predict success and mortality in high-stakes teams

    Science.gov (United States)

    Anicich, Eric M.; Swaab, Roderick I.; Galinsky, Adam D.

    2015-01-01

    Functional accounts of hierarchy propose that hierarchy increases group coordination and reduces conflict. In contrast, dysfunctional accounts claim that hierarchy impairs performance by preventing low-ranking team members from voicing their potentially valuable perspectives and insights. The current research presents evidence for both the functional and dysfunctional accounts of hierarchy within the same dataset. Specifically, we offer empirical evidence that hierarchical cultural values affect the outcomes of teams in high-stakes environments through group processes. Experimental data from a sample of expert mountain climbers from 27 countries confirmed that climbers expect that a hierarchical culture leads to improved team coordination among climbing teams, but impaired psychological safety and information sharing compared with an egalitarian culture. An archival analysis of 30,625 Himalayan mountain climbers from 56 countries on 5,104 expeditions found that hierarchy both elevated and killed in the Himalayas: Expeditions from more hierarchical countries had more climbers reach the summit, but also more climbers die along the way. Importantly, we established the role of group processes by showing that these effects occurred only for group, but not solo, expeditions. These findings were robust to controlling for environmental factors, risk preferences, expedition-level characteristics, country-level characteristics, and other cultural values. Overall, this research demonstrates that endorsing cultural values related to hierarchy can simultaneously improve and undermine group performance. PMID:25605883

  7. Design Optimization and Fatigue Analysis of Laser Stake Welded Connections

    Science.gov (United States)

    2008-06-01

    is ultimately envisioned that laser welding will be as common in the shipyard as other processes such -- as MIG, TIG and SMAW. Laser stake- welding of...input from conventional welding techniques can be detrimental to the polymer matrix composite material. In comparison, the laser welding process allows...more discrete frequencies. In the laser welding process , the photons are targeted on the work piece surface which needs to be welded . Highly

  8. Game Based Learning as a Means to Teach Climate Literacy in a High School Environment

    Science.gov (United States)

    Fung, M. K.; Tedesco, L.; Katz, M. E.

    2013-12-01

    As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed

  9. Lessons Learned Through the Implementation of an eHealth Physical Activity Gaming Intervention with High School Youth.

    Science.gov (United States)

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2018-04-01

    To encourage high school students to meet physical activity goals using a newly developed game, and to document the feasibility, benefits, and challenges of using an electronic gaming application to promote physical activity in high school students. Working with youth and game designers an electronic game, Camp Conquer, was developed to motivate high school students to meet physical activity goals. One-hundred-five high school students were recruited to participate in a 12-week pilot test of the game and randomly assigned to a Game Condition or Control Condition. Students in both conditions received a FitBit to track their activity, and participants in the Game Condition received access to Camp Conquer. Number of steps and active minutes each day were tracked for all participants. FitBit use, game logins, and qualitative feedback from researchers, school personnel, and participants were used to determine intervention engagement. The majority of study participants did not consistently wear their FitBit or engage with the gaming intervention. Numerous design challenges and barriers to successful implementation such as the randomized design, absence of a true school-based champion, ease of use, and game glitches were identified. Developing games is an exciting technique for motivating the completion of a variety of health behaviors. Although the present intervention was not successful in increasing physical activity in high school students, important lessons were learned regarding how to best structure a gaming intervention for the high school population.

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

    Directory of Open Access Journals (Sweden)

    Aniket eNagle

    2015-11-01

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

  11. Small- and large-stakes risk aversion: implications of concavity calabration for decision theory

    NARCIS (Netherlands)

    Cox, J.C.; Sadiraj, V.

    2006-01-01

    A growing literature reports the conclusions that: (a) expected utility theory does not provide a plausible theory of risk aversion for both small-stakes and large-stakes gambles; and (b) this decision theory should be replaced with an alternative theory characterized by loss aversion. This paper

  12. The Perceived Value of Maths and Academic Self-Efficacy in the Appraisal of Fear Appeals Used Prior to a High-Stakes Test as Threatening or Challenging

    Science.gov (United States)

    Putwain, David William; Symes, Wendy

    2014-01-01

    Previous work has examined how messages communicated to students prior to high-stakes exams, that emphasise the importance of avoiding failure for subsequent life trajectory, may be appraised as threatening. In two studies, we extended this work to examine how students may also appraise such messages as challenging or disregard them as being of…

  13. The Relationship Between Utilization of Computer Games and Spatial Abilities Among High School Students

    Directory of Open Access Journals (Sweden)

    Vahid Motamedi

    2015-07-01

    Full Text Available This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage and the Newton and Bristol spatial ability questionnaire with reliability value of .85. Data were analyzed using Pearson’s correlation coefficient. Results showed that there was a meaningful relationship between the use of computer games and spatial ability (r = .59 and p = 00.00, there was a meaningful relationship between the use of computer games and the spatial perceived ability (r = .60 and p = .00, there was a meaningful relationship between the use of computer games and mental rotation ability (r = .48 and p = .00 and there was a meaningful relationship between computer game use and spatial visualization ability (r = .48 and p = .00. In general, the findings showed there was a positive and a significant relationship between the use of computer games and spatial abilities in students.

  14. Student Motivation in Low-Stakes Assessment Contexts: An Exploratory Analysis in Engineering Mechanics

    Science.gov (United States)

    Musekamp, Frank; Pearce, Jacob

    2016-01-01

    The goal of this paper is to examine the relationship of student motivation and achievement in low-stakes assessment contexts. Using Pearson product-moment correlations and hierarchical linear regression modelling to analyse data on 794 tertiary students who undertook a low-stakes engineering mechanics assessment (along with the questionnaire of…

  15. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

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

  16. Game theoretic analysis of congestion, safety and security traffic and transportation theory

    CERN Document Server

    Zhuang, Jun

    2015-01-01

    Maximizing reader insights into the interactions between game theory, excessive crowding and safety and security elements in traffic and transportation theory, this book establishes a new research angle by illustrating linkages between different research approaches and through laying the foundations for subsequent analysis. Congestion (excessive crowding) is defined in this work as all kinds of flows; e.g., road/sea/air traffic, people, data, information, water, electricity, and organisms. Analyzing systems where congestion occurs – which may be in parallel, series, interlinked, or interdependent, with flows one way or both ways – this book puts forward new congestion models, breaking new ground by introducing game theory and safety/security. Addressing the multiple actors who may hold different concerns regarding system reliability; e.g. one or several terrorists, a government, various local or regional government agencies, or others with stakes for or against system reliability, this book describes how ...

  17. Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

    Full Text Available This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.

  18. Playing at being mobile: Gaming and cute culture in South Korea

    Directory of Open Access Journals (Sweden)

    Larissa Hjorth

    2006-01-01

    Full Text Available This paper is based on ongoing research into the gendered use of mobile convergent media in the Asia-Pacific region. In particular, what role does the cute have and how does it correlate with types of consumption? As a region, the Asia-Pacific is marked by diverse penetration rates, subject to local cultural and socio-economic nuances. Two defining locations - Seoul (South Korea and Tokyo (Japan - are seen as both mobile centres and gaming centres which the world looks towards as examples of the future-in-the-present. Unlike Japan, which pioneered the keitai (mobile IT revolution with devices such as i-mode, South Korea has become a centre for mobile DMB (Digital Multimedia Broadband with the successful implementation of TV mobile phones (TU mobile in 2005. One of the key features of mobile media technologies is the attempt by the industry to find the next killer application . One such application is the possibility of online multiplayer games accessed through mobile (broadband telephonic devices such as MMO golf RPG Shot Online (a golf game for mobile phones. Amongst this frenzy of trend spotting and stargazing, Seoul as a mobile broadband and gaming centre provides a curious case study for the social and cultural intricacies informing the rise of gaming as an everyday practice for many Koreans.This article begins by outlining the game play and technoculture particular to South Korea and then explores the phenomenon of Kart Rider in South Korean gaming cultures - and its perception/ reception outside Korea - to sketch some of the issues at stake in playing it cute (particularly in the form of cute avatars, consuming Korea and the endurance of co-present communities. In particular, it contemplates the implications of current emerging online mobile gaming genres such as so-called female games such as the cute' Kart Rider in order to think about changing modes of game play and attendant social spaces.

  19. School-based assessments in high-stakes examinations in Bhutan: a question of trust? : exploring inconsistencies between external exam scores, school-based assessments, detailed teacher ratings, and student self-ratings

    NARCIS (Netherlands)

    Luyten, Johannes W.; Dolkar, Dechen

    2010-01-01

    This study explores the validity of school-based assessments when they serve to supplement scores on central tests in high-stakes examinations. The school-based continuous assessment (CA) marks are compared to the marks scored on the central written Bhutan Certificate of Secondary Education (BCSE)

  20. An Investigation of High School Students' Online Game Addiction with Respect to Gender

    Science.gov (United States)

    Müezzin, Emre

    2015-01-01

    The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…

  1. Evaluation of Game-Based Learning in Cybersecurity Education for High School Students

    Directory of Open Access Journals (Sweden)

    Ge Jin

    2018-02-01

    Full Text Available The increasing demand for global cybersecurity workforce made it a critical mission for universities and colleges to attract and train next generation of cybersecurity professionals. To address this issue, Purdue University Northwest (PNW launched high school summer camps to 181 high school students, with 51.3% underrepresented minority ratio. PNW summer camp activities were delivered in the format of game based learning and hands-on labs. Four cybersecurity education games were developed to teach social engineering, cyber-attack and defense methods, secure online behavior, and cybersecurity principles. Survey result of 154 camp participants indicated that the cybersecurity education games were very effective in cybersecurity awareness training. Further analysis of survey data revealed that the gamification of cybersecurity education to raise students’ interests in computer science and cybersecurity was more effective in male high school students than in female students.

  2. Evaluation of Game-Based Learning in Cybersecurity Education for High School Students

    OpenAIRE

    Jin, Ge; Tu, Manghui; Kim, Tae-Hoon; Heffron, Justin; White, Jonathan

    2018-01-01

    The increasing demand for global cybersecurity workforce made it a critical mission for universities and colleges to attract and train next generation of cybersecurity professionals. To address this issue, Purdue University Northwest (PNW) launched high school summer camps to 181 high school students, with 51.3% underrepresented minority ratio. PNW summer camp activities were delivered in the format of game based learning and hands-on labs. Four cybersecurity education games were developed to...

  3. Causes and Effects of Online Video Game Playing Among Junior-Senior High School Students in Malang East Java

    OpenAIRE

    Eskasasnanda, I Dewa Putu

    2017-01-01

    Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia. The traditional games that are famous formerly have been replaced by the modern games like online video game. This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang. This study reveal that students play video games online due to peers pressure; a...

  4. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  5. The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning

    Science.gov (United States)

    Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C.

    2012-01-01

    Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…

  6. ANALYZING THE EFFICACY OF THE TESTING EFFECT USING KAHOOTTM ON STUDENT PERFORMANCE

    Directory of Open Access Journals (Sweden)

    Darren H. IWAMOTO

    2017-04-01

    Full Text Available Lower than expected high-stakes examination scores were being observed in a first-year general psychology class. This research sought an alternate approach that would assist students in preparing for high-stakes examinations. The purpose of this study was to measure the effectiveness of an alternate teaching approach based on the testing effect to address low high-stakes examination scores. This was accomplished through the introduction of an online quizzing application that utilized a game show-like user interface called Kahoot™. The results showed a significant difference in high-stakes examination scores for students who utilized Kahoot™ versus students who did not. It can be suggested that pedagogical tools like Kahoot™ have the potential to enhance and improve high-stakes examination scores at the college and university level. Students that used Kahoot™ felt positive about their experience. The results of this study also suggest that creating a fun and engaging environment also supports improved academic performance.

  7. The Relationship between Utilization of Computer Games and Spatial Abilities among High School Students

    Science.gov (United States)

    Motamedi, Vahid; Yaghoubi, Razeyah Mohagheghyan

    2015-01-01

    This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage) and the…

  8. Strengthening the abilities of French-speaking NGOs. Post-2012 climate stakes. Adaptation - Energy - Deforestation, France - Africa - Canada

    International Nuclear Information System (INIS)

    Creach, Morgane; Margot, Stephanie; Connor, Richard; Angerand, Sylvain

    2007-10-01

    The first part of this report discusses the possibilities of an international response to face the challenge of adaptation to climate change (presentation of the main notions, discussion of the United Nations Framework Convention on Climate Change and international stakes about adaptation). The second part discusses the perspectives of access to energy in African countries: description of the African energy context, applications of existing mechanisms of struggle against climate change to the field of energy, stakes for post-2012 negotiations. The next part addresses the stakes of the avoided deforestation: definitions and key figures, direct and underlying causes of deforestation and assessment of the cost for slowing down or stopping it, stakes and struggle of interests about the 'avoided deforestation'. The last part reports the 'post-2012 climate stakes' workshop which addressed these same topics (access to energy in African countries, adaptation to climate change, avoided deforestation)

  9. More equal than others: Equity norms as an integration of cognitive heuristics and contextual cues in bargaining games.

    Science.gov (United States)

    Civai, Claudia; Rumiati, Raffaella Ida; Rustichini, Aldo

    2013-09-01

    Behavior in one-shot bargaining games, like the Ultimatum Game (UG), has been interpreted as an expression of social preferences, such as inequity aversion and negative reciprocity; however, the traditional UG design limits the range of possible psychological interpretation of the results. Here, we employed three different designs for ultimatum games, finding support for a more comprehensive theory: behavior is driven by cognitive factors implementing rules such as equal splitting, speaking up for the idea that equity works as a cognitive heuristic, applicable when the environment provides no reason to behave otherwise. Instead subjects deviate from this rule when environment changes, as, for instance, when personal interest is at stake. Results show that behavior varies systematically with contextual cues, balancing the self-interest with the automatic application of the equity heuristic. Thus, the context suggests the rule to be applied in a specific situation. Copyright © 2013 Elsevier B.V. All rights reserved.

  10. CO2 capture and sequestration. Technological and social stakes in France

    International Nuclear Information System (INIS)

    Minh, Ha-Duong; Naceur, Chaabane

    2010-01-01

    Industrial technology already tested in Norway, North America and Algeria, the CO 2 capture and sequestration (CCS) consists in collecting carbon dioxide and to inject it into deep geological traps. This solution, which contributes to the fight against climatic change, arouses a growing up interest in France as a consequence of the Grenelle Environnement meetings. At a time when big research and demonstration programs are launched everywhere in Europe, this book proposes for the first time a status of the knowledge gathered so far by the specialists of the IPG (World Physics Institute), of the BRGM (Bureau of Geologic and Mining Researches), of the IFP (French Petroleum Institute), and of the CNRS (National Center of Scientific Research). It takes stock of the stakes of this new technology in France. Beyond the technical discussions between experts, the book deals with the external communication stakes and the open public debates. The point of views of the different intervening parties (research organizations, environmental non-governmental organizations, European lobby (Zero Emission Platform), citizens, journalists and companies are compared. A large part of the book aims at shading light on the social acceptability question of this technology. In addition to a synthesis of the available literature, it presents and analyses two participation instruments: a dialogue workshop and a geographical information web site. Content: 1 - scientific stakes of CO 2 geologic sequestration; 2 - technical stakes; 3 - economical stakes; 4 - risks and public opinion; 5 - social acceptability and territorial planning, the wind energy experience; 6 - the point of view of Action-Climat-France network (RAC-F); 7 - citizens' recommendations; 8 - the comeback of coal on the international energy scene; 9 - some consensus from a 'dialogue workshop': the social acceptability of CCS; 10 - bibliographic synthesis about the social acceptability of CCS; 11 - METSTOR, the interactive maping at

  11. Social Perception of Hydrogen Technologies: The View of Spanish Stake holders

    International Nuclear Information System (INIS)

    Ferri Anglada, S.

    2013-01-01

    This technical report presents an overview of the social perception and vision of a sample of Spanish stake holders on hydrogen technologies. The study is based on the implementation of a survey, combining both quantitative and qualitative data. An ad hoc electronic survey was design to collect views and perceptions on several key factors regarding this innovative energy alternative. The group of experts participating (N=130) in the study, comes mainly from research centers, universities and private companies. The survey addresses three major themes: expert views, social acceptability, and contextual factors of hydrogen technologies. The aim is to capture both the current and the future scene as viewed by the experts on hydrogen technologies, identifying key factors in terms of changes, uncertainties, obstacles and opportunities. The objective is to identify potential key features for the introduction, development, promotion, implementation, and large-scale deployment of a highly successful energy proposal in countries such as Iceland, one of the pioneers in base its economy on hydrogen technologies. To conclude, this report illustrates the positive engagement of a sample of Spanish stake holders towards hydrogen technologies that may prove vital in the transition towards the Hydrogen Economy in Spain. (Author)

  12. Game theoretic analysis of congestion, safety and security networks, air traffic and emergency departments

    CERN Document Server

    Zhuang, Jun

    2015-01-01

    Maximizing reader insights into the roles of intelligent agents in networks, air traffic and emergency departments, this volume focuses on congestion in systems where safety and security are at stake, devoting special attention to applying game theoretic analysis of congestion to: protocols in wired and wireless networks; power generation, air transportation and emergency department overcrowding. Reviewing exhaustively the key recent research into the interactions between game theory, excessive crowding, and safety and security elements, this book establishes a new research angle by illustrating linkages between the different research approaches and serves to lay the foundations for subsequent analysis. Congestion (excessive crowding) is defined in this work as all kinds of flows; e.g., road/sea/air traffic, people, data, information, water, electricity, and organisms. Analyzing systems where congestion occurs – which may be in parallel, series, interlinked, or interdependent, with flows one way or both way...

  13. Stereotype Threat, Inquiring about Test Takers' Race and Gender, and Performance on Low-Stakes Tests in a Large-Scale Assessment. Research Report. ETS RR-15-02

    Science.gov (United States)

    Stricker, Lawrence J.; Rock, Donald A.; Bridgeman, Brent

    2015-01-01

    This study explores stereotype threat on low-stakes tests used in a large-scale assessment, math and reading tests in the Education Longitudinal Study of 2002 (ELS). Issues identified in laboratory research (though not observed in studies of high-stakes tests) were assessed: whether inquiring about their race and gender is related to the…

  14. Beauty and the Sources of Discrimination

    Science.gov (United States)

    Belot, Michele; Bhaskar, V.; van de Ven, Jeroen

    2012-01-01

    We analyze discrimination against less attractive people on a TV game show with high stakes. The game has a rich structure that allows us to disentangle the relationship between attractiveness and the determinants of a player's earnings. Unattractive players perform no worse than attractive ones, and are equally cooperative in the prisoner's…

  15. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  16. A high-performance visual profiler for games

    NARCIS (Netherlands)

    Roza, M.; Schroders, M.; Wetering, van de H.M.M.

    2009-01-01

    Video games are software products with the purpose to entertain its players. Unfortunately, the performance of video games can suddenly decrease; this phenomenon is called a frame drop, and causes the amount of fun experienced by players to drop. To avoid this behavior, usually the process of

  17. Changes in Badminton Game Play across Developmental Skill Levels among High School Students

    Science.gov (United States)

    Wang, Jianyu; Liu, Wenhao

    2012-01-01

    The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…

  18. Design Optimization and Fatigue Analysis of Laser Stake Welded Connections

    National Research Council Canada - National Science Library

    Singh, Anshuman; Vel, Senthil S; Caccese, Vincent

    2008-01-01

    This report summanzes research on the design and fatigue analysis of laser-stake welded connections performed at the University of Maine from January 2006 to December 2007 for the Structural Response...

  19. High-testosterone men reject low ultimatum game offers

    OpenAIRE

    Burnham, Terence C

    2007-01-01

    The ultimatum game is a simple negotiation with the interesting property that people frequently reject offers of ‘free’ money. These rejections contradict the standard view of economic rationality. This divergence between economic theory and human behaviour is important and has no broadly accepted cause. This study examines the relationship between ultimatum game rejections and testosterone. In a variety of species, testosterone is associated with male seeking dominance. If low ultimatum game...

  20. Social activities, self-efficacy, game attitudes, and game addiction.

    Science.gov (United States)

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  1. Colloquium on the stakes and new realities of renewable energies

    International Nuclear Information System (INIS)

    2001-01-01

    Today, renewable energies represent 23% of the French energy production and should become a real advantage to overcome the greenhouse effect stakes and to optimize the durable development policy. This book brings together the interventions of the different participants to this colloquium on renewable energies. The following aspects were covered: how to make renewable energies profitable in the framework of an industrial facility; which specific renewable energy models would allow to overcome the greenhouse effect stake; how emission permits can incite to the use of renewable energies and reduce the pollution tax amount; how to take advantage of the new wastes valorization techniques in the rationalization of energy expenses; advantages and limitations of renewable energies in the on-site energy optimization; opportunities and stakes of the climate risk for renewable energies; last developments of the national regulatory framework applicable to renewable energies; status and perspectives of the European directive project on renewable energies; the suitability of renewable energies with respect to the energy needs of the industry and tertiary sectors; how to insert renewable energies in a durable development policy; how to exploit the diversity of renewable energies in order to maximize their economical and environmental potentialities; how to integrate the solar thermal and photovoltaic energies in the framework of a global environmental policy. (J.S.)

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

    Science.gov (United States)

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

    2015-02-01

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

  3. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    Science.gov (United States)

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  4. Karm betoon, roheline kanjon : STAKES-i ja Senati kinnisvara büroo, Lintulahdenkuja 4, Sörnäinen, Helsingi = Office Facilities for the National Research and Development Centre for Welfare an Health (STAKES) and Senate Properties / Mikko Heikkinen,

    Index Scriptorium Estoniae

    Heikkinen, Mikko

    2004-01-01

    Senati kinnisvarafirma valis oma peakorteri asukohaks endise lao. Samas ehitati STAKES-i uus hoone. Projekteerija: Heikkinen-Komonen OY. Autorid Mikko Heikkinen, Markku Komonen. Sisekujundus: Suunnittelupalvelut (STAKES), Heikkinen-Komonen (Senat). Maastikukujundus: Byman & Ruokonen. Valmis 2002. I korruse plaan, välis- ja sisevaated

  5. Social dilemmas and individual/group coordination strategies in a complex rural land-use game

    Directory of Open Access Journals (Sweden)

    Luis García-Barrios

    2011-09-01

    Full Text Available Strengthening ongoing bottom-up capacity building processes for local and sustainable landscape-level governance is a multi-dimensional social endeavor. One of the tasks involved – participatory rural land use planning – requires more understanding and more awareness among all stakeholders regarding the social dilemmas local people confront when responding to each other’s land-use decisions. In this paper we will analyze and discuss a version of our game SIERRA SPRINGS that is simple to play for any stakeholder that can count to 24, yet entails a complex-coordination land use game – with an extensive and yet finite set of solutions – which can mimic in a stylized form some of the dilemmas landowners could confront in a landscape planning process where there livelihoods are at stake. The game has helped researchers and players observe and reflect on the individual coordination strategies that emerge within a group in response to these stylized dilemmas. This paper (1 develops a game-theoretical approach to cooperation, competition and coordination of land uses in small rural watersheds, (2 describe the goal, rules and mechanics of the game, (3 analyzes the structure of each farms’ solution set vs. the whole watershed’s solution set, (4 derives from them the coordination dilemmas and the risk of coordination failure, (5 describes four individual coordination strategies consistently displayed by players; mapping them in a plane we have called Group-Level Coordination Space, and (6 discusses the strengths, limitations and actual and potential uses of the game both for research and as an introductory tool for stakeholders involved in participatory land use planning.

  6. [A major game in the re-organization of the Professional Nursing School].

    Science.gov (United States)

    de Amorin, Wellington Mendonça; Barreira, Ieda de Alencar

    2007-01-01

    This is a historical-social description study supported on the thought of Pierre Bourdieu based on documental analysis. It describes the sanitarists and psychiatrists' actions from the reformulation of Education and Public Health Ministry into Education and Health Ministry in the beginning of New State and analyse the fight's strategies of the main agents to take advantage on their proposals of Professional Nursing School's reorganization. The fight's strategies that psychiatrists, sanitarists and certificated nurses had used to stake their projects, characterized a difficult battle inserted in a hard major game. The analyse of the ten course's months of the main document shows the conflict between those agents to impose a new rule to the school.

  7. Video gaming and gaming addiction in transgender people: An exploratory study.

    Science.gov (United States)

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

  8. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  9. China’s Air Defense Identification Zone: Concept, Issues at Stake and Regional Impact

    Science.gov (United States)

    2013-12-23

    early Chinese legal culture ” Karen Turner “War, Punishment, and The Law of Nature in Early Chinese Concepts of The State”, Harvard Journal of Asiatic...lack of strategic direction, moral relativism , a failure to gauge the significance of what is at stake, and distraction with events in other regions of...WORKING PAPER 1 posted 23 December 2013 CHINA’S AIR DEFENSE IDENTIFICATION ZONE: CONCEPT , ISSUES AT STAKE AND REGIONAL IMPACT

  10. Evaluation of the game Synthesizing Proteins addressed to high school students

    Directory of Open Access Journals (Sweden)

    C.C.P. da Silva

    2006-07-01

    Full Text Available Studies demonstrate that a good strategy in education is the use of games in the school atmosphere, intensifying the teaching and learning process. The game as educational tool motivates the students in an emotional, motor, social and cognitive way, helping them to create mental outlines, to develop the reasoning and in the construction of the knowledge. In this context, the dissemination team of the Centre for Structural Molecular Biotechnology (CBME, in partnership with the Centre for Scientific and Cultural Dissemination (CDCC-USP, developed a board game entitled Synthesizing Proteins, in order to help the learning and the comprehension of the transcription and translation processes, and of the synthesis of proteins, using examples of human proteins. The game was applied and evaluated in a systematic way, in order to validate it as an educational tool of teaching-learning as well as to correctly disseminate it.            The CBME dissemination team planned activities like workshops, where the game was applied for high school students of public and private schools of São Carlos city (SP. As evaluation tool a questionnaire was elaborated containing questions regarding the concepts involved in the proteins synthesis process. This questionnaire was applied before (pre-test and two weeks after the end of the activity (post-test, in order to check the previous and the acquired knowledge of the students after the manipulation of the educational material.            Analyzing the results of these pre- and post-tests, it was observed that, although most of the students has presented difficulties regarding the nomenclature and the details of the biochemical processes, these students were able to understand satisfactorily the following aspects: DNA is located in the nucleus of animal cells; the proteins are constituted of amino acids; the dynamics of the molecules of DNA, RNA and proteins during the interactions

  11. Teaching English through Online Games for Junior High School Students

    Directory of Open Access Journals (Sweden)

    Sastika Seli

    2015-04-01

    Full Text Available Teaching language is an attractive activity both for the teacher and for the acceptor. They can interact together in this act. Teaching English is a challenge for the teachers to make the students interest in English because as we know English is not the first language for some countries in this world including Indonesia. There are various ways and ideas to teach English so that it can be fun and interest to be taught and to be learnt. But those ways and ideas also should be an up date method and also use a modern technology to be implemented. Along with the development of modern technology, the teachers should involve with it and make it as a part of English teaching tools. Two of the famous and sophisticated tools are computer and the internet. These things have a close relation to be urgent equipment for people. In this article, the writer wants to purpose the use of online games as a way to teach English for junior high school. Te article aims to give another teaching alternative in attracting the junior high school students to learn English in funny and enjoyable way. Through online games they do not only can play the various games but also indirectly they do the exercises of English skills.

  12. Deal or No Deal? Decision Making under Risk in a Large-Stake TV Game Show and Related Experiments

    NARCIS (Netherlands)

    M.J. van den Assem (Martijn)

    2008-01-01

    textabstractThe central theme of this dissertation is the analysis of risky choice. The first two chapters analyze the choice behavior of contestants in a TV game show named “Deal or No Deal” (DOND). DOND provides a unique opportunity to study risk behavior, because it is characterized by very large

  13. Mobile marketing for mobile games

    OpenAIRE

    Vu, Giang

    2016-01-01

    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...

  14. Impact of Sport-related Games on High School Students’ Communication Skills

    Directory of Open Access Journals (Sweden)

    Ozturk Ozden Tepekoylu

    2015-09-01

    Full Text Available In Recent studies underline the fact that adolescents are, at many times, likely to experience serious communication problems with their families and close environments. So, the aim of this study is to determine positive impact of sport-related games, which are performed as extracurricular activities, on high school students’ communication skills. In the study, pre, & post-tests was utilized with the control group’s experimental patterns. Two participant groups were made up of totally 30 high school students, 15 of whom would be in the experimental group and the rest of whom were in the control group. The former group was given sport- related 20 applications for 10 weeks during which the latter group would not deal with any extracurricular activities. Meanwhile, before and after the applications, data was collected by means of “The Communication Skills Scale” which was developed by Korkut (1996 and then analysed through “two-way ANCOVA” test techniques. Results clarify that the considerable gap in scores of the students’ pre, & post-tests perception concerning their communication skills are clearly attributed to sport-related games and it was also established that scores of the students in the experimental group were meaningfully higher than ones in the control group. However, perception of communication skills in the both groups was not significantly different by sex of the students. Moreover, the common effect of sex and participation on sport- related games was not found statistically meaningful in terms of communication skills. Consequently, it could be said that sport-related games impact positively communication skills.

  15. City and energy: which common stakes?

    International Nuclear Information System (INIS)

    Saujot, Mathieu; Peiffer-Smadja, Oceane; Renard, Vincent

    2014-01-01

    This publication proposes a synthesis of several issues addressed during sessions hold during a year. The addressed topics have been: the interactions between forms of urban development and energy transition, energetic vulnerability in relationship with mobility, the role and participation of inhabitants in the making of the city and in energy transition (the challenge of ways of life and usages in eco-districts), stakes and consequences of a more integrated urban production, the local governance of energy. Each of these topics is discussed, and the main lessons learned are highlighted

  16. Energy storage. Stakes, technical solutions and valorization opportunities

    International Nuclear Information System (INIS)

    2012-03-01

    As a key factor to allow the continuous growth of renewable energies, energy storage technologies are now more than ever in the spotlight. In order to grasp the stakes, understand the technology diversity, learn relevant orders of magnitudes and comprehend the close intricacy of energy storage with energy and environmental issues, ENEA has published a detailed and well-documented publication on the subject

  17. Electric power from renewable energy: resources and stakes for France

    International Nuclear Information System (INIS)

    2001-01-01

    This paper presents the essential of the last thematic letter published by the IFEN (French institute of the environment), devoted to the resources and stakes of the electric power produced by the renewable energies in France. (A.L.B.)

  18. The Construction of an Online Competitive Game-Based Learning System for Junior High School Students

    Science.gov (United States)

    Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu

    2012-01-01

    The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…

  19. The Hopelessly Compromised: Independent Games as a Movement against Mainstream AAA Video Games

    DEFF Research Database (Denmark)

    Juul, Jesper

    2016-01-01

    The last 10-15 years have seen the rise of a loosely defined independent games movement, often promoted as a more authentic type of video game than mainstream big budget video games (Juul 2014). For example, developer Dan Cook claims that “Indie games let me be a fan who is cheering on someone...... of the design and values of mainstream video games. As such, mainstream video games play the role of the morally and aesthetically compromised other, an other from which video games must be saved; an other that independent games are assumed to be rebelling against. In this paper I will analyze independent games...... as a number of specific (and sometimes contradictory) rejections of particular aspects of mainstream video game design. I am examining the game design of selected high-profile independent games, as well as game reviews and developer statement about their games. Here I am presenting general results...

  20. Flash Learning Games Wow Students and Instructors: Moving Toward An Academic Gaming Portal

    Directory of Open Access Journals (Sweden)

    Dan H Lim

    2003-02-01

    Full Text Available This paper describes and discusses the rationale, background, design, and implementation of Flash learning games. The paper explains why Macromedia Flash has been selected as the authoring tool in the development of highly interactive learning games for online learning. The background evolutionary process of developing the learning games points out why it has been a daunting task to create compelling learning games that impact learning. Designing learning game objects that allow other educators to customize game content is the core of this paper. The author envisions this academic gaming project will evolve into an academic gaming portal, developed in conjunction with other major institutional partners.

  1. Middle school science teachers' reaction and pedagogical response to high stakes accountability: A multiple case study

    Science.gov (United States)

    Tse, Kenneth

    The purpose of this study was to understand how science teachers reacted to the high stakes accountability and standardized testing in California. In a multiple case study of middle and intermediate schools in Southern California, four research questions focused on the perceptions of secondary science teachers and how they responded to the changes in the accountability specifically geared towards science as a content area, the pedagogical skills teachers were using both outside and inside of the classroom that impact instruction, the pedagogical training received that related specifically to the content standards, the tools or impediments that existed for teachers to successfully utilize these pedagogical methods and types of support and assistance the school site administration and/or school district offered in learning about the California Science Standards and the STAR test. Interviews were conducted with multiple middle/intermediate school teachers, science department chairpersons and school site administrators to gather information about what the classroom teachers were doing pedagogically to improve student performance on the STAR tests. Moreover, the study described the issues that supported the professional development of the teacher and what schools and districts were doing to support them.

  2. Comparing Computer Game and Traditional Lecture Using Experience Ratings from High and Low Achieving Students

    Science.gov (United States)

    Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David

    2012-01-01

    Computer games are purported to be effective instructional tools that enhance motivation and improve engagement. The aim of this study was to investigate how tertiary student experiences change when instruction was computer game based compared to lecture based, and whether experiences differed between high and low achieving students. Participants…

  3. Between-game variation of physical soccer performance measures in highly trained youth soccer players.

    Science.gov (United States)

    Doncaster, Greg; Unnithan, Viswanath

    2017-07-12

    To assess the between-game variation in measures of physical performance during 11 v 11 soccer match-play, over a short period of time, in highly trained youth soccer players. A single cohort observational study design was employed. Physical match performance data were collected from 17 male, highly trained youth soccer players (age: 13.3 ± 0.4 y) over three, 2 x 20min, 11 v 11 matches. Using 10 Hz GPS, the variables selected for analyses were total distance (TD), high-speed running (HSR), very high-speed running (VHSR), number of high-speed running efforts (HSReff) and number of very high-speed running efforts (VHSReff). Match data was also separated into cumulative 5 min epochs, to identify the peak 5 min epoch and the mean of the cumulative 5 min epochs for each match. Variability was quantified using the coefficient of variation (CV), Standard error of measurement (SEM) and intra-class correlation coefficient (ICC). Between- and within-player smallest worthwhile changes (SWC) were also calculated for each variable to aid in the interpretation of the data. Analysis of the variance between games reported a low CV for TD (3.8%) but larger CVs for HSR (33.3%), HSReff (35.4%) and VHSR and VHSReff (59.6 and 57.4 %, respectively). Analysis of 5 min epochs (peak and average) found an increase in the CVs beyond that of the values reported for the whole match. Between-player SWC in high intensity physical performance data ranged from 24.7 - 42.4 %, whereas within-player SWC ranged from 1.2 - 79.9%. The between-game variability of high and very high intensity activities in youth soccer players, across three soccer matches over a short period of time (2 weeks), is relatively 'large' and specific to the individual, thus highlighting the need for caution when interpreting physical performance data between games and players.

  4. Context effects in games

    Directory of Open Access Journals (Sweden)

    Ivo Vlaev

    2007-12-01

    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.

  5. Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills

    Science.gov (United States)

    Witschonke, Christopher; Herrera, Jose Maria

    2013-01-01

    The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…

  6. Local governance of energy. Clarification of stakes and illustration by spatial planning

    International Nuclear Information System (INIS)

    Saujot, Mathieu; Ruedinger, Andreas; Guerry, Anais

    2014-01-01

    As energy transition implies important societal transformations, the authors developed an analysis framework about the main questions raised by local governance: role of the different levels of local communities in the definition and implementation of strategies, key stakes of the sharing of skills between the State and communities, and stakes regarding spatial planning in this context. The authors first address the issue of relevance of the different territorial scales in a context of evolution of energy policies. They propose an overview of this issue with reference to the debate on local governance of transition. They discuss the return on experience of decentralisation in other fields of action of local policies, notably urban planning and spatial planning

  7. Emotion at stake—the role of stake size and emotions in a power-to-take game experiment in China with a comparison to Europe

    NARCIS (Netherlands)

    Bosman, Ronald; Hennig-Schmidt, Heike; Van Winden, Frans

    2017-01-01

    This paper experimentally investigates how monetary incentives and emotions influence behavior in a two-player power-to-take game (PTTG). In this game, one player can claim any part of the other's endowment (take rate), and the second player can respond by destroying any part of his or her own

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

    Science.gov (United States)

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

    2018-04-01

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

  9. EVALUASI PROGRAM PEMBELAJARAN IPA SMP MENGGUNAKAN MODEL COUNTENANCE STAKE

    Directory of Open Access Journals (Sweden)

    Astin Lukum

    2015-06-01

    THE EVALUATION OF SCIENCE TEACHING ON JUNIOR HIGH SCHOOL USING STAKE’S COUNTENANCE MODEL Abstract The purpose of the study was to describe the science learning program on junior high school in Bone Bolanga district based on the Regulation of Minister of Education and Culture of the Republic of Indonesia, Number 65 of 2013 about Processing Standard of Primary and Secondary Education. This study used Stake’s Countanance evaluation model. The data were collected using observation, interview and documentation techniques. The conclusion was: (1 the planning of science learning was categorized fair (68%, it was found that lesson plan was not in accordance with the learning processing standard. (2 The implementation of science learning was categorized fair (57%, that unconformitted with learning processing implementation standard. (3 Student learning outcomes have not met the completeness of minimum criteria (KKM that categorized enough (65% and (4 There were the contingency of planing learning proces and outcome. Keywords: Program Evaluation, Stake's Countenance, Science Learning

  10. Unaccounted Workload Factor: Game-Day Pitch Counts in High School Baseball Pitchers—An Observational Study

    Science.gov (United States)

    Zaremski, Jason L.; Zeppieri, Giorgio; Jones, Deborah L.; Tripp, Brady L.; Bruner, Michelle; Vincent, Heather K.; Horodyski, MaryBeth

    2018-01-01

    Background: Throwing injuries are common in high school baseball. Known risk factors include excessive pitch counts, year-round pitching, and pitching with arm pain and fatigue. Despite the evidence, the prevalence of pitching injuries among high school players has not decreased. One possibility to explain this pattern is that players accumulate unaccounted pitch volume during warm-up and bullpen activity, but this has not yet been examined. Hypotheses: Our primary hypothesis was that approximately 30% to 40% of pitches thrown off a mound by high school pitchers during a game-day outing are unaccounted for in current data but will be revealed when bullpen sessions and warm-up pitches are included. Our secondary hypothesis was that there is wide variability among players in the number of bullpen pitches thrown per outing. Study Design: Cross-sectional study; Level of evidence, 3. Methods: Researchers counted all pitches thrown off a mound during varsity high school baseball games played by 34 high schools in North Central Florida during the 2017 season. Results: We recorded 13,769 total pitches during 115 varsity high school baseball starting pitcher outings. The mean ± SD pitch numbers per game were calculated for bullpen activity (27.2 ± 9.4), warm-up (23.6 ±8.0), live games (68.9 ±19.7), and total pitches per game (119.7 ± 27.8). Thus, 42.4% of the pitches performed were not accounted for in the pitch count monitoring of these players. The number of bullpen pitches thrown varied widely among players, with 25% of participants in our data set throwing fewer than 22 pitches and 25% throwing more than 33 pitches per outing. Conclusion: In high school baseball players, pitch count monitoring does not account for the substantial volume of pitching that occurs during warm-up and bullpen activity during the playing season. These extra pitches should be closely monitored to help mitigate the risk of overuse injury. PMID:29662911

  11. Unaccounted Workload Factor: Game-Day Pitch Counts in High School Baseball Pitchers-An Observational Study.

    Science.gov (United States)

    Zaremski, Jason L; Zeppieri, Giorgio; Jones, Deborah L; Tripp, Brady L; Bruner, Michelle; Vincent, Heather K; Horodyski, MaryBeth

    2018-04-01

    Throwing injuries are common in high school baseball. Known risk factors include excessive pitch counts, year-round pitching, and pitching with arm pain and fatigue. Despite the evidence, the prevalence of pitching injuries among high school players has not decreased. One possibility to explain this pattern is that players accumulate unaccounted pitch volume during warm-up and bullpen activity, but this has not yet been examined. Our primary hypothesis was that approximately 30% to 40% of pitches thrown off a mound by high school pitchers during a game-day outing are unaccounted for in current data but will be revealed when bullpen sessions and warm-up pitches are included. Our secondary hypothesis was that there is wide variability among players in the number of bullpen pitches thrown per outing. Cross-sectional study; Level of evidence, 3. Researchers counted all pitches thrown off a mound during varsity high school baseball games played by 34 high schools in North Central Florida during the 2017 season. We recorded 13,769 total pitches during 115 varsity high school baseball starting pitcher outings. The mean ± SD pitch numbers per game were calculated for bullpen activity (27.2 ± 9.4), warm-up (23.6 ±8.0), live games (68.9 ±19.7), and total pitches per game (119.7 ± 27.8). Thus, 42.4% of the pitches performed were not accounted for in the pitch count monitoring of these players. The number of bullpen pitches thrown varied widely among players, with 25% of participants in our data set throwing fewer than 22 pitches and 25% throwing more than 33 pitches per outing. In high school baseball players, pitch count monitoring does not account for the substantial volume of pitching that occurs during warm-up and bullpen activity during the playing season. These extra pitches should be closely monitored to help mitigate the risk of overuse injury.

  12. Supermodular Games and Potential Games

    NARCIS (Netherlands)

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

    2001-01-01

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

  13. Effects of Acute Active Video Games on Endothelial Function Following a High-Fat Meal in Overweight Adolescents.

    Science.gov (United States)

    Park, Soo Hyun; Yoon, Eun Sun; Lee, Yong Hee; Kim, Chul-Ho; Bunsawat, Kanokwan; Heffernan, Kevin S; Fernall, Bo; Jae, Sae Young

    2015-06-01

    We tested the hypothesis that an active video game following a high-fat meal would partially prevent the unfavorable effect of a high-fat meal on vascular function in overweight adolescents. Twenty-four overweight adolescents were randomized to either a 60-minute active video game (AVG) group (n = 12) or seated rest (SR) as a control group (n = 12) after a high-fat meal. Blood parameters were measured, and vascular function was measured using brachial artery flow-mediated dilation (FMD) at baseline and 3 hours after a high-fat meal. No significant interaction was found in any blood parameter. A high-fat meal significantly increased blood triglyceride and glucose concentrations in both groups in a similar manner. Brachial artery FMD significantly decreased in the SR group (13.8 ± 3.2% to 11.8 ± 2.5), but increased in the AVG group (11.4 ± 4.0% to 13.3 ± 3.5), with a significant interaction (P = .034). These findings show that an active video game attenuated high-fat meal-induced endothelial dysfunction. This suggests that an active video game may have a cardioprotective effect on endothelial function in overweight adolescents when exposed to a high-fat meal.

  14. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

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

  15. A Study on consensus development through stake holder engagement for the use of nuclear energy in Japan

    International Nuclear Information System (INIS)

    Aoyama, Yoshiko; Sawada, Tetsuo; Fujii, Yasuhiko

    2008-01-01

    In order to alleviate the distrust surrounding the use of nuclear energy and operation of nuclear facilities, as well as to foster trust and find better ways to live in harmony with society, it is essential for the state and electric power utilities not to provide one-sided information, but to formulate adequate bilateral communication and dialogue with stake holders. In this study, we conducted a case study focused on four stake holder meetings with a view to ensuring safety in the use of nuclear energy and operation of nuclear facilities in Japan; the 'Community Meeting for Securing the Transparency of Kashiwazaki-Kariwa Nuclear Power Station (Chiiki-no-kai)'; the 'Monitoring and Evaluation Conference on Environmental Radiation', established by communities where nuclear facilities are installed; the 'Round-Table Conference on Nuclear Power Policy' and the 'Conference for Public Participation and Decision Making for Nuclear Energy Policy' organized by Japan Atomic Energy Commission. As a consequence, it has been observed that in each case varying opinions were summarized through stake holder meetings, but the fact that no system exists to reflect these opinions in design of the nuclear energy policy has emerged as a controversial point. This study suggests future efforts in regard to the requirements in Japan for stake holder meetings that are necessary for fostering trust and mutual understanding among stake holders including the state and local government, electric power utilities and local residents. (author)

  16. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

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

  17. It's All Part of the Game: Video Game Interaction Design and Business Performance.

    Science.gov (United States)

    Shirinian, Ara

    2001-01-01

    Discusses the importance of positive video game experiences and designs that can create them, including immediacy of feedback, allowing graceful recovery from mistakes, high-quality feedback, and input device mappings. Examines interface complexity. Concludes game designers must treat the interaction between human and video game as a formal…

  18. Heterogeneous game resource distributions promote cooperation in spatial prisoner's dilemma game

    Science.gov (United States)

    Cui, Guang-Hai; Wang, Zhen; Yang, Yan-Cun; Tian, Sheng-Wen; Yue, Jun

    2018-01-01

    In social networks, individual abilities to establish interactions are always heterogeneous and independent of the number of topological neighbors. We here study the influence of heterogeneous distributions of abilities on the evolution of individual cooperation in the spatial prisoner's dilemma game. First, we introduced a prisoner's dilemma game, taking into account individual heterogeneous abilities to establish games, which are determined by the owned game resources. Second, we studied three types of game resource distributions that follow the power-law property. Simulation results show that the heterogeneous distribution of individual game resources can promote cooperation effectively, and the heterogeneous level of resource distributions has a positive influence on the maintenance of cooperation. Extensive analysis shows that cooperators with large resource capacities can foster cooperator clusters around themselves. Furthermore, when the temptation to defect is high, cooperator clusters in which the central pure cooperators have larger game resource capacities are more stable than other cooperator clusters.

  19. Marine renewable energies. Stakes and technical solutions

    International Nuclear Information System (INIS)

    Lacroix, Olivier; Macadre, Laura-Mae

    2012-05-01

    Marine renewable energies are able to supply carbon free energy from various ocean resources (tides, waves, currents, winds, salinity and temperature gradients). This sector, currently at an early stage of deployment, has good prospects of development in the coming years. ENEA releases a report on marine renewable energies giving a transversal vision of the associated stakes and prospects of development. Technical and economic characteristics, maturity level and specificities of each marine energy are analyzed. French and European sources of funding, regulatory framework and potential environmental and social impacts are also reported

  20. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    Science.gov (United States)

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  1. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  2. Convex Games versus Clan Games

    NARCIS (Netherlands)

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

    2006-01-01

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

  3. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

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

  4. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    OpenAIRE

    Kuss, DJ; Louws, J; Wiers, RW

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORP...

  5. High-Stakes Systematic Reviews: A Case Study From the Field of Teen Pregnancy Prevention.

    Science.gov (United States)

    Goesling, Brian; Oberlander, Sarah; Trivits, Lisa

    2016-08-19

    Systematic reviews help policy makers and practitioners make sense of research findings in a particular program, policy, or practice area by synthesizing evidence across multiple studies. However, the link between review findings and practical decision-making is rarely one-to-one. Policy makers and practitioners may use systematic review findings to help guide their decisions, but they may also rely on other information sources or personal judgment. To describe a recent effort by the U.S. federal government to narrow the gap between review findings and practical decision-making. The Teen Pregnancy Prevention (TPP) Evidence Review was launched by the U.S. Department of Health and Human Services (HHS) in 2009 as a systematic review of the TPP literature. HHS has used the review findings to determine eligibility for federal funding for TPP programs, marking one of the first attempts to directly link systematic review findings with federal funding decisions. The high stakes attached to the review findings required special considerations in designing and conducting the review. To provide a sound basis for federal funding decisions, the review had to meet accepted methodological standards. However, the review team also had to account for practical constraints of the funding legislation and needs of the federal agencies responsible for administering the grant programs. The review team also had to develop a transparent process for both releasing the review findings and updating them over time. Prospective review authors and sponsors must recognize both the strengths and limitations of this approach before applying it in other areas. © The Author(s) 2016.

  6. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games.

    Science.gov (United States)

    Kuss, Daria J; Louws, Jorik; Wiers, Reinout W

    2012-09-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.

  7. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

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

  8. Exploring the Role of Relational Practices in Water Governance Using a Game-Based Approach

    Directory of Open Access Journals (Sweden)

    Piotr Magnuszewski

    2018-03-01

    Full Text Available The growing complexity and interdependence of water management processes requires the involvement of multiple stakeholders in water governance. Multi-party collaboration is increasingly vital at both the strategy development and implementation levels. Multi-party collaboration involves a process of joint decision-making among key stakeholders in a problem domain directed towards the future of that domain. However, the common goal is not present from the beginning; rather, the common goal emerges during the process of collaboration. Unfortunately, when the conflicting interests of different actors are at stake, the large majority of environmental multi-party efforts often do not reliably deliver sustainable improvements to policy and/or practice. One of the reasons for this, which has been long established by many case studies, is that social learning with a focus on relational practices is missing. The purpose of this paper is to present the design and initial results of a pilot study that utilized a game-based approach to explore the effects of relational practices on the effectiveness of water governance. This paper verifies the methods used by addressing the following question: are game mechanisms, protocols for facilitation and observation, the recording of decisions and results, and participant surveys adequate to reliably test hypotheses about behavioral decisions related to water governance? We used the “Lords of the Valley” (LOV game, which focuses on the local-level management of a hypothetical river valley involving many stakeholders. We used an observation protocol to collect data on the quality of relational practices and compared this data with the quantitative outcomes achieved by participants in the game. In this pilot study, we ran the game three times with different groups of participants, and here we provide the outcomes within the context of verifying and improving the methods.

  9. THE ARTWORK IN THE FIELD OF ART: THE STAKE, THE CAPITAL, THE HABITUÉS

    Directory of Open Access Journals (Sweden)

    A. A. Kalashnikova

    2017-01-01

    the position in the field. Looking at the social and individual significance of time and space, we prove the ability to treat a single work as the agent’s stake, which is a replica of his habitués at any given time. Agent’s success from this perspective is analyzed as determined by the winning of one or more of these stakes at the moment when they are relevant to the objective conditions, the definition of the field core value. In turn, for mediating agents the purchasing and possession of artworks is an attempt to both guess and provide to works a certain measure of symbolic power sufficient to win. Having considered the mentioned connections, we come to the conclusion that artworks are really involved in the structuring of art the field by obtaining capital and positions for agents with which they are associated. Since the examination of the objects through the research optics of fields theory helps to clarify the mechanism of symbolic game (struggle, we conclude that this approach may be useful in studying other fields of symbolic production, as well as to provide the basis for art field empirical studies.

  10. Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger.

    Science.gov (United States)

    Engelhardt, Christopher R; Bartholow, Bruce D; Saults, J Scott

    2011-01-01

    Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task in which they could behave aggressively. Results showed that participants high in trait anger were the most aggressive, but only if they first played a VVG. This relationship held while statistically controlling for dimensions other than violent content on which game conditions differed (e.g. frustration, arousal). Implications of these findings for models explaining the effects of video games on behavior are discussed. © 2011 Wiley Periodicals, Inc.

  11. Platform for Distributed 3D Gaming

    Directory of Open Access Journals (Sweden)

    A. Jurgelionis

    2009-01-01

    Full Text Available Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.

  12. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    NARCIS (Netherlands)

    Kuss, D.J.; Louws, J.; Wiers, R.W.

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of

  13. Game Performance Decisions of International Baccalaureate Students in Korea and Students in a Traditional American High School

    Science.gov (United States)

    Everhart, Brett; Everhart, Kim; Everhart, Tyler

    2016-01-01

    The educational experiences of students engaged in different contexts of learning, particularly curriculum delivered and international travel and residence experiences may be related to problem-solving skills and game decisions and efficiency of high school students engaged in modified game play during physical education class. This study explores…

  14. Continuous measurement of digital game experiences

    NARCIS (Netherlands)

    Poels, K.; Hoogen, van den W.M.; IJsselsteijn, W.A.; Kort, de Y.A.W.

    2008-01-01

    In recent years, the game industry has developed a wide array of games and gaming devices, targeted to different age and gender groups and to gamers with various play styles. As such, playing digital games has become a highly popular leisure activity. Over recent years, academic research on digital

  15. Post-Game High Protein Intake May Improve Recovery of Football-Specific Performance during a Congested Game Fixture: Results from the PRO-FOOTBALL Study

    Directory of Open Access Journals (Sweden)

    Athanasios Poulios

    2018-04-01

    Full Text Available The effects of protein supplementation on performance recovery and inflammatory responses during a simulated one-week in-season microcycle with two games (G1, G2 performed three days apart were examined. Twenty football players participated in two trials, receiving either milk protein concentrate (1.15 and 0.26 g/kg on game and training days, respectively (PRO or an energy-matched placebo (1.37 and 0.31 g/kg of carbohydrate on game and training days, respectively (PLA according to a randomized, repeated-measures, crossover, double-blind design. Each trial included two games and four daily practices. Speed, jump height, isokinetic peak torque, and muscle soreness of knee flexors (KF and extensors (KE were measured before G1 and daily thereafter for six days. Blood was drawn before G1 and daily thereafter. Football-specific locomotor activity and heart rate were monitored using GPS technology during games and practices. The two games resulted in reduced speed (by 3–17%, strength of knee flexors (by 12–23%, and jumping performance (by 3–10% throughout recovery, in both trials. Average heart rate and total distance covered during games remained unchanged in PRO but not in PLA. Moreover, PRO resulted in a change of smaller magnitude in high-intensity running at the end of G2 (75–90 min vs. 0–15 min compared to PLA (P = 0.012. KE concentric strength demonstrated a more prolonged decline in PLA (days 1 and 2 after G1, P = 0.014–0.018; days 1, 2 and 3 after G2, P = 0.016–0.037 compared to PRO (days 1 after G1, P = 0.013; days 1 and 2 after G2, P = 0.014–0.033 following both games. KF eccentric strength decreased throughout recovery after G1 (PLA: P=0.001–0.047—PRO: P =0.004–0.22 in both trials, whereas after G2 it declined throughout recovery in PLA (P = 0.000–0.013 but only during the first two days (P = 0.000–0.014 in PRO. No treatment effect was observed for delayed onset of muscle soreness, leukocyte counts, and creatine

  16. Interpersonal dependency and online gaming addiction.

    Science.gov (United States)

    Škařupová, Kateřina; Blinka, Lukas

    2016-03-01

    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein's concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth's conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement.

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

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

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

  18. The evaluation of small-sided games as a talent identification tool in highly trained prepubertal soccer players.

    Science.gov (United States)

    Fenner, Jonathan S J; Iga, John; Unnithan, Viswanath

    2016-10-01

    The aim of this study was to evaluate physiological and technical attributes of prepubertal soccer players during multiple small-sided games (SSGs), and determine if SSGs can act as a talent identification tool. Sixteen highly trained U10 soccer players participated and separated into two groups of eight. Each group played six small-sided (4 vs. 4) matches of 5-min duration. Each player was awarded total points for the match result and goals scored. A game technical scoring chart was used to rate each player's performance during each game. Time-motion characteristics were measured using micromechanical devices. Total points had a very large significant relationship with game technical scoring chart (r = 0.758, P talented prepubertal soccer players.

  19. The Measurement Invariance of the Student Opinion Survey across English and non-English Language Learner Students within the Context of Low- and High-Stakes Assessments

    Directory of Open Access Journals (Sweden)

    Jason C. Immekus

    2016-09-01

    Full Text Available Student effort on large-scale assessments has important implications on the interpretation and use of scores to guide decisions. Within the United States, English Language Learners (ELLs generally are outperformed on large-scale assessments by non-ELLs, prompting research to examine factors associated with test performance. There is a gap in the literature regarding the test-taking motivation of ELLs compared to non-ELLs and whether existing measures have similar psychometric properties across groups. The Student Opinion Survey (SOS; Sundre, 2007 was designed to be administered after completion of a large-scale assessment to operationalize students’ test-taking motivation. Based on data obtained on 5,257 (41.8% ELL 10th grade students, study purpose was to test the measurement invariance of the SOS across ELLs and non-ELLs based on completion of low- and high-stakes assessments. Preliminary item analyses supported the removal of two SOS items (Items 3 and 7 that resulted in improved internal consistency for each of the two SOS subscales: Importance, Effort. A subsequent multi-sample confirmatory factor analysis (MCFA supported the measurement invariance of the scale’s two-factor model across language groups, indicating it met strict factorial invariance (Meredith 1993. A follow-up latent means analysis found that ELLs had higher effort on both the low- and high-stakes assessment with a small effect size. Effect size estimates indicated negligible differences on the importance factor. Although the instrument can be expected to function similarly across diverse language groups, which may have direct utility of test users and research into factors associated with large-scale test performance, continued research is recommended. Implications for SOS use in applied and research settings are discussed.

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

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

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

  1. Risk preferences over small stakes: Evidence from deductible choice

    OpenAIRE

    Janko Gorter; Paul Schilp

    2012-01-01

    This paper provides new field evidence on risk preferences over small stakes. Using unique population and survey data on deductible choice in Dutch universal health insurance, we find that risk preferences are a dominant factor in decision aking. In fact, our results indicate that risk preferences are both statistically and quantitatively more significant in explaining deductible choice behavior than risk type. This finding contrasts with classical expected utility theory, as it implies risk ...

  2. The stakes of radiation protection: introduction

    International Nuclear Information System (INIS)

    Cordoliani, Y.S.

    2005-01-01

    The benefit/risk ratio of radiological examinations, particularly with the multi-cut scanner, can be insured only if the justification and optimization principles are respected. the justification stands on the reference to the guide of good practice of imaging examinations and the respect of the public health code that imposes an exchange of written information between the requester and the achiever. The optimization stands on the dosimetry evaluation of his practice and the comparison with the diagnosis reference levels, to realize the examinations at the lowest radiological cost. The stakes are the certainty not to be harmful for the patient, the rehabilitation of the radiologist in his consultant part rather than in this performer one and the protection against eventual legal consequences. (N.C.)

  3. Climate change: which stakes? Stakes of climate change. Man and the trajectory of the Earth ship

    International Nuclear Information System (INIS)

    Bramy, Herve; Rogalski, Michel; Sachs, Ignacy

    2011-12-01

    A first article recalls what the greenhouse effect is, outlines that the increase of CO 2 concentration due to human activity is indisputable, that the future of the Kyoto Protocol remains hypothetical, that evolving towards a new development mode is a crucial necessity. It also addresses the issue of financing this struggle against climate change, and outlines the importance of international negotiations. A second article outlines the stakes of climate change, notably by referring to the different international summits and to the associated issues (commitments of most countries, technology transfers, and so on). The third article comments the entry into the Anthropocene as a disruption for the joint evolution of mankind and biosphere. The author outlines the need of a new planning for development, and briefly discusses the question of energies

  4. Interpersonal dependency and online gaming addiction

    Science.gov (United States)

    Škařupová, Kateřina; Blinka, Lukas

    2016-01-01

    Background and aims The present study explores the relationship between social motivations and addiction to online gaming and if that possible connection can be explained by the personality traits responsible for social functioning. Methods We employ Bernstein’s concept of interpersonal dependency to distinguish healthy dependency, dysfunctional detachment, and destructive overdependence, and Charlton and Danforth’s conceptualisation of online gaming addiction and high engagement. An online questionnaire was administered to a self-nominated sample of 4,074 online gamers. Two regression models were constructed to separately explain gaming addiction and high engagement using social motivations to play, while controlling for age, gender, and time spent online. Results High scores on subscales measuring dysfunctional detachment and destructive overdependence were positively associated with online gaming addiction, while healthy dependency was negatively correlated with addiction scores. In contrast, the overall role of social motivation was negligible. Discussion People with healthy relationship profiles are less likely to develop problematic patterns of online gaming. High in-game engagement, although sharing some factors with addiction, was only poorly explained by the study variables, suggesting the mutual exclusiveness of addiction and engagement. PMID:26690326

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

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

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

  6. Engaging Students in Quality Games

    Science.gov (United States)

    Henninger, Mary L.; Richardson, Karen Pagnano

    2016-01-01

    Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…

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

    OpenAIRE

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

    2015-01-01

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

  8. A 3d game in python

    OpenAIRE

    Xu, Minghui

    2014-01-01

    3D game has widely been accepted and loved by many game players. More and more different kinds of 3D games were developed to feed people’s needs. The most common programming language for development of 3D game is C++ nowadays. Python is a high-level scripting language. It is simple and clear. The concise syntax could speed up the development cycle. This project was to develop a 3D game using only Python. The game is about how a cat lives in the street. In order to live, the player need...

  9. Mathematics Achievement with Digital Game-Based Learning in High School Algebra 1 Classes

    Science.gov (United States)

    Ferguson, Terri Lynn Kurley

    2014-01-01

    This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…

  10. Design and fabrication hazard stakes golf course polymeric foam material empty bunch (EFB) fiber reinforced

    Science.gov (United States)

    Zulfahmi; Syam, B.; Wirjosentono, B.

    2018-02-01

    A golf course with obstacles in the forms of water obstacle and lateral water obstacle marked with the stakes which are called golf course obstacle stake in this study. This study focused on the design and fabrication of the golf course obstacle stake with a solid cylindrical geometry using EFB fiber-reinforced polimeric foam composite materials. To obtain the EFB fiber which is free from fat content and other elements, EFB is soaked in the water with 1% (of the watre total volume) NaOH. The model of the mould designed is permanent mould that can be used for the further refabrication process. The mould was designed based on resin-compound paste materials with talc powder plus E-glass fiber to make the mould strong. The composition of polimeric foam materials comprised unsaturated resin Bqtn-Ex 157 (70%), blowing agent (10%), fiber (10%), and catalyst (10%). The process of casting the polimeric foam composit materials into the mould cavity should be at vertical casting position, accurate interval time of material stirring, and periodical casting. To find out the strength value of the golf course obstacle stake product, a model was made and simulated by using the software of Ansys workbench 14.0, an impact loading was given at the height of 400 mm and 460 mm with the variation of golf ball speed (USGA standard) v = 18 m/s, v = 35 m/s, v = 66.2 m/s, v = 70 m/s, and v = 78.2 m/s. The clarification showed that the biggest dynamic explicit loading impact of Fmax = 142.5 N at the height of 460 mm with the maximum golf ball speed of 78.2 m/s did not experience the hysteresis effect and inertia effect. The largest deformation area occurred at the golf ball speed v = 66.2 mm/s, that is 18.029 mm (time: 2.5514e-004) was only concentrated around the sectional area of contact point of impact, meaning that the golf course obstacle stakes made of EFB fiber-reinforced polymeric foam materials have the geometric functional strength that are able to absorb the energy of golf ball

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

    Science.gov (United States)

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

    2011-01-01

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

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

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

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

  13. [New Developments in Video Games for Psychotherapy].

    Science.gov (United States)

    Brezinka, Veronika

    2016-01-01

    A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run.

  14. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

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

  15. Frequent video-game playing in young males is associated with central adiposity and high-sugar, low-fibre dietary consumption.

    Science.gov (United States)

    Mario, Siervo; Hannah, Cameron; Jonathan, Wells C K; Jose, Lara

    2014-12-01

    Video-game playing is associated with an increased obesity risk. The association of video-game playing with body composition, physical activity and eating behaviour was investigated. A total of 45 young males (age range 18-27 years, BMI range 18.5-35.1 kg/m(2)) were recruited. Measurements of body composition and blood pressure were performed. The EPIC-FFQ questionnaire was used to assess dietary intake. A questionnaire battery was administered to assess physical activity, eating behaviour, sleep quality and frequency of video-game playing (hours/week). Subjects were categorised into frequent (>7 h/week) and non-frequent (≤7 h/week) players. Frequent video-game players had greater waist circumference and fat mass. Video-game playing was significantly associated with high added sugar and low fibre consumption. A higher level of dietary restraint was observed in non-frequent video-game users. These preliminary results identify frequent video-game playing as an important lifestyle behaviour which may have important implications for understanding obesity risk in young male adults.

  16. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

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

    2017-01-01

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

  17. Just Working with the Cellular Machine: A High School Game for Teaching Molecular Biology

    Science.gov (United States)

    Cardoso, Fernanda Serpa; Dumpel, Renata; Gomes da Silva, Luisa B.; Rodrigues, Carlos R.; Santos, Dilvani O.; Cabral, Lucio Mendes; Castro, Helena C.

    2008-01-01

    Molecular biology is a difficult comprehension subject due to its high complexity, thus requiring new teaching approaches. Herein, we developed an interdisciplinary board game involving the human immune system response against a bacterial infection for teaching molecular biology at high school. Initially, we created a database with several…

  18. Player Transformation of Educational Multiplayer Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Misfeldt, Morten

    2004-01-01

    transformed the game to accommodate social interaction. With these transformed ways of playing the game, they managed to get to the top of the high score list while avoiding the educational parts of the game. Players transforming educational games to escape learning elements can be a problem when these games...... are used for formal education. In this paper we argue that player transformation of educational games can, however, be the basis of exciting and unconventional learning of valuable things, such as how to transform information technology to better accommodate social interaction.......Children's great interest in multiplayer games has led to attempts to design educational multiplayer games. In this study, we have studied a test of an educational multiplayer game designed for mathematics education for children aged nine to twelve. In our observations, it became clear that pupils...

  19. Predictors of high-intensity running capacity in collegiate women during a soccer game.

    Science.gov (United States)

    McCormack, William P; Stout, Jeffrey R; Wells, Adam J; Gonzalez, Adam M; Mangine, Gerald T; Fragala, Maren S; Hoffman, Jay R

    2014-04-01

    The purpose of this investigation was to determine which physiological assessments best predicted high-intensity running (HIR) performance during a women's collegiate soccer game. A secondary purpose was to examine the relationships among physiological performance measures including muscle architecture on soccer performance (distance covered, HIR, and sprints during the game) during a competitive collegiate women's soccer game. Ten National Collegiate Athletic Association (NCAA) Division I women soccer players performed physiological assessments within a 2-week period before a competitive regulation soccer game performed during the spring season. Testing consisted of height, body mass, ultrasound measurement of dominant (DOMleg), and nondominant leg (NDOMleg) vastus lateralis for muscle thickness (MT) and pennation angle (PA), VO2max, running economy, and Wingate anaerobic test (WAnT) for peak power (PP), mean power (MP), and fatigue rate (FR). During the game, distance run, HIR, and sprints were measured using a 10-Hz global positioning system. Stepwise regression revealed that VO2max, dominant leg thickness, and dominant leg PA were the strongest predictors of HIR distance during the game (R = 0.989, SEE = 115.5 m, p = 0.001). V[Combining Dot Above]O2max was significantly correlated with total distance run (r = 0.831; p = 0.003), HIR (r = 0.755; p = 0.012), WAnTPP (r = -0.737; p = 0.015), WAnTPP·kg (r = -0.706; p = 0.022), and WAnTFR (r = -0.713; p = 0.021). DOMlegMT was significantly correlated with WAnTFR (r = 0.893; p = 0.001). DOMlegPA was significantly correlated with WAnTFR (r = 0.740; p = 0.023). The NDOMlegPA was significantly correlated to peak running velocity (r = 0.781; p = 0.013) and WAnT MP·kg (r = 0.801; p = 0.01). Results of this study indicate that V[Combining Dot Above]O2max and muscle architecture are important characteristics of NCAA Division I women soccer players and may predict HIR distance during a competitive contest.

  20. European Conference on Game Theory & Networking Games and Management

    CERN Document Server

    Mazalov, Vladimir

    2016-01-01

    This contributed volume contains fourteen papers based on selected presentations from the European Conference on Game Theory SING11-GTM 2015, held at Saint Petersburg State University in July 2015, and the Networking Games and Management workshop, held at the Karelian Research Centre of the Russian Academy of Sciences in Petrozvavodsk, Russia, also in July 2015. These papers cover a wide range of topics in game theory, including recent advances in areas with high potential for future work, as well as new developments on classical results. Some of these include A new approach to journal ranking using methods from social choice theory; A differential game of a duopoly in which two firms are competing for market share in an industry with network externalities; The impact of information propagation in the model of tax audits; A voting model in which the results of previous votes can affect the process of coalition formation in a decision-making body; The Selten-Szidarovsky technique for the analysis of Nash equil...

  1. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    Science.gov (United States)

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

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

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

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

  3. Pharmacy students' test-taking motivation-effort on a low-stakes standardized test.

    Science.gov (United States)

    Waskiewicz, Rhonda A

    2011-04-11

    To measure third-year pharmacy students' level of motivation while completing the Pharmacy Curriculum Outcomes Assessment (PCOA) administered as a low-stakes test to better understand use of the PCOA as a measure of student content knowledge. Student motivation was manipulated through an incentive (ie, personal letter from the dean) and a process of statistical motivation filtering. Data were analyzed to determine any differences between the experimental and control groups in PCOA test performance, motivation to perform well, and test performance after filtering for low motivation-effort. Incentivizing students diminished the need for filtering PCOA scores for low effort. Where filtering was used, performance scores improved, providing a more realistic measure of aggregate student performance. To ensure that PCOA scores are an accurate reflection of student knowledge, incentivizing and/or filtering for low motivation-effort among pharmacy students should be considered fundamental best practice when the PCOA is administered as a low-stakes test.

  4. From Playability to a Hierarchical Game Usability Model

    OpenAIRE

    Nacke, Lennart E.

    2010-01-01

    This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.

  5. Real-time visual effects for game programming

    CERN Document Server

    Kim, Chang-Hun; Kim, Soo-Kyun; Kang, Shin-Jin

    2015-01-01

    This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.

  6. Game-Theoretic Rate-Distortion-Complexity Optimization of High Efficiency Video Coding

    DEFF Research Database (Denmark)

    Ukhanova, Ann; Milani, Simone; Forchhammer, Søren

    2013-01-01

    profiles in order to tailor the computational load to the different hardware and power-supply resources of devices. In this work, we focus on optimizing the quantization parameter and partition depth in HEVC via a game-theoretic approach. The proposed rate control strategy alone provides 0.2 dB improvement......This paper presents an algorithm for rate-distortioncomplexity optimization for the emerging High Efficiency Video Coding (HEVC) standard, whose high computational requirements urge the need for low-complexity optimization algorithms. Optimization approaches need to specify different complexity...

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

    Science.gov (United States)

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

    2017-01-01

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

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

    Science.gov (United States)

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

    2017-12-05

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

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

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

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

  10. Motives for online gaming questionnaire: Its psychometric properties and correlation with Internet gaming disorder symptoms among Chinese people.

    Science.gov (United States)

    Wu, Anise M S; Lai, Mark H C; Yu, Shu; Lau, Joseph T F; Lei, Man-Wai

    2017-03-01

    Background and aims Internet gaming disorder (IGD) imposes a potential public health threat worldwide. Gaming motives are potentially salient factors of IGD, but research on Chinese gaming motives is scarce. This study empirically evaluated the psychometric properties of the Chinese version of the Motives for Online Gaming Questionnaire (C-MOGQ), the first inventory that measures seven different gaming motives applicable to all type of online games. We also investigated the associations between various gaming motives and IGD symptoms among Chinese gamers. Methods Three hundred and eighty-three Chinese adult online gamers (Mean age = 23.7 years) voluntarily completed our online, anonymous survey in December 2015. Results The confirmatory factor analysis results supported a bi-factor model with a general factor subsuming all C-MOGQ items (General Motivation) and seven uncorrelated domain-specific factors (Escape, Coping, Fantasy, Skill Development, Recreation, Competition, and Social). High internal consistencies of the overall scale and subscales were observed. The criterion-related validity of this Chinese version was also supported by the positive correlations of C-MOGQ scale scores with psychological need satisfaction and time spent gaming. Furthermore, we found that high General Motivation (coupled with high Escape motive and low Skill Development motive) was associated with more IGD symptoms reported by our Chinese participants. Discussion and conclusions Our findings demonstrated the utility of C-MOGQ in measuring gaming motives of Chinese online gamers, and we recommend the consideration of both its total score and subscale scores in future studies.

  11. Motives for online gaming questionnaire: Its psychometric properties and correlation with Internet gaming disorder symptoms among Chinese people

    Science.gov (United States)

    Wu, Anise M. S.; Lai, Mark H. C.; Yu, Shu; Lau, Joseph T. F.; Lei, Man-wai

    2017-01-01

    Background and aims Internet gaming disorder (IGD) imposes a potential public health threat worldwide. Gaming motives are potentially salient factors of IGD, but research on Chinese gaming motives is scarce. This study empirically evaluated the psychometric properties of the Chinese version of the Motives for Online Gaming Questionnaire (C-MOGQ), the first inventory that measures seven different gaming motives applicable to all type of online games. We also investigated the associations between various gaming motives and IGD symptoms among Chinese gamers. Methods Three hundred and eighty-three Chinese adult online gamers (Mean age = 23.7 years) voluntarily completed our online, anonymous survey in December 2015. Results The confirmatory factor analysis results supported a bi-factor model with a general factor subsuming all C-MOGQ items (General Motivation) and seven uncorrelated domain-specific factors (Escape, Coping, Fantasy, Skill Development, Recreation, Competition, and Social). High internal consistencies of the overall scale and subscales were observed. The criterion-related validity of this Chinese version was also supported by the positive correlations of C-MOGQ scale scores with psychological need satisfaction and time spent gaming. Furthermore, we found that high General Motivation (coupled with high Escape motive and low Skill Development motive) was associated with more IGD symptoms reported by our Chinese participants. Discussion and conclusions Our findings demonstrated the utility of C-MOGQ in measuring gaming motives of Chinese online gamers, and we recommend the consideration of both its total score and subscale scores in future studies. PMID:28264590

  12. Watermarking textures in video games

    Science.gov (United States)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  13. T-Pattern Analysis and Cognitive Load Manipulation to Detect Low-Stake Lies: An Exploratory Study.

    Science.gov (United States)

    Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare; Realdon, Olivia; Jonsson, Gudberg K; Anguera, M Teresa

    2018-01-01

    Deception has evolved to become a fundamental aspect of human interaction. Despite the prolonged efforts in many disciplines, there has been no definite finding of a univocally "deceptive" signal. This work proposes an approach to deception detection combining cognitive load manipulation and T-pattern methodology with the objective of: (a) testing the efficacy of dual task-procedure in enhancing differences between truth tellers and liars in a low-stakes situation; (b) exploring the efficacy of T-pattern methodology in discriminating truthful reports from deceitful ones in a low-stakes situation; (c) setting the experimental design and procedure for following research. We manipulated cognitive load to enhance differences between truth tellers and liars, because of the low-stakes lies involved in our experiment. We conducted an experimental study with a convenience sample of 40 students. We carried out a first analysis on the behaviors' frequencies coded through the observation software, using SPSS (22). The aim was to describe shape and characteristics of behavior's distributions and explore differences between groups. Datasets were then analyzed with Theme 6.0 software which detects repeated patterns (T-patterns) of coded events (non-verbal behaviors) that regularly or irregularly occur within a period of observation. A descriptive analysis on T-pattern frequencies was carried out to explore differences between groups. An in-depth analysis on more complex patterns was performed to get qualitative information on the behavior structure expressed by the participants. Results show that the dual-task procedure enhances differences observed between liars and truth tellers with T-pattern methodology; moreover, T-pattern detection reveals a higher variety and complexity of behavior in truth tellers than in liars. These findings support the combination of cognitive load manipulation and T-pattern methodology for deception detection in low-stakes situations, suggesting the

  14. T-Pattern Analysis and Cognitive Load Manipulation to Detect Low-Stake Lies: An Exploratory Study

    Directory of Open Access Journals (Sweden)

    Barbara Diana

    2018-03-01

    Full Text Available Deception has evolved to become a fundamental aspect of human interaction. Despite the prolonged efforts in many disciplines, there has been no definite finding of a univocally “deceptive” signal. This work proposes an approach to deception detection combining cognitive load manipulation and T-pattern methodology with the objective of: (a testing the efficacy of dual task-procedure in enhancing differences between truth tellers and liars in a low-stakes situation; (b exploring the efficacy of T-pattern methodology in discriminating truthful reports from deceitful ones in a low-stakes situation; (c setting the experimental design and procedure for following research. We manipulated cognitive load to enhance differences between truth tellers and liars, because of the low-stakes lies involved in our experiment. We conducted an experimental study with a convenience sample of 40 students. We carried out a first analysis on the behaviors’ frequencies coded through the observation software, using SPSS (22. The aim was to describe shape and characteristics of behavior’s distributions and explore differences between groups. Datasets were then analyzed with Theme 6.0 software which detects repeated patterns (T-patterns of coded events (non-verbal behaviors that regularly or irregularly occur within a period of observation. A descriptive analysis on T-pattern frequencies was carried out to explore differences between groups. An in-depth analysis on more complex patterns was performed to get qualitative information on the behavior structure expressed by the participants. Results show that the dual-task procedure enhances differences observed between liars and truth tellers with T-pattern methodology; moreover, T-pattern detection reveals a higher variety and complexity of behavior in truth tellers than in liars. These findings support the combination of cognitive load manipulation and T-pattern methodology for deception detection in low-stakes

  15. Management of radioactive materials and wastes: status, stakes and perspectives

    International Nuclear Information System (INIS)

    Champion, Didier; Devin, Patrick; Tanguy, Loic; Bernard, Herve; Minon, Jean-Paul; Leclaire, Arnaud; Gilli, Ludivine; Lheureux, Yves; Pescatore, Claudio; Barbey, Pierre; Schneider, Thierry; Gay, Didier; Forest, Isabelle; Hemidy, Pierre-Yves; Baglan, Nicolas; Desnoyers, Bruno; Pieraccini, Michel; Poncet, Philippe; Seguin, Bertille; Calvez, Marianne; Leclerc, Elisabeth; Bancelin, Estelle; Fillion, Eric; Segura, Yannick; Vernaz, Etienne; Granier, Guy; De Preter, Peter; Petitfrere, Michael; Laye, Frederic; Nakamura, Takashi; Gin, Stephane; Lebaron-Jacobs, Laurence; Dinant, Sophie; Vacquier, Blandine; Crochon, Philippe; Griffault, Lise; Smith, Graham

    2013-10-01

    These technical days were organized by the Environment section of the French Society of Radiation Protection (SFRP). Time was given to some exchange about the societal aspects of radioactive waste management as well as about the legal context but the most part of the debates delt with the actual management modalities of the different types of wastes, both in France and in foreign countries, and with the related stakes, in particular in terms of impact. This document brings together the presentations (slides) of the following talks: - Contributions of radiation protection to the long-term safety management of radioactive wastes (Jean-Paul MINON - ONDRAF); - The national inventory of radioactive materials and wastes (Arnaud LECLAIRE - ANDRA); - The high activity, medium activity-long living wastes in debate - a co-building approach (ANCCLI/Clis of Bure/IRSN) to share stakes, enlighten, and develop thought (Ludivine GILLI - IRSN, Yves LHEUREUX - ANCCLI); - Social aspects of Radioactive Waste Management - The International Learning (Claudio PESCATORE - AEN/OCDE); - Citizens involvement and ACRO's point of view on radioactive wastes management (Pierre BARBEY - ACRO); - New CIPR recommendations about the geologic disposal of long-living radioactive wastes (Thierry SCHNEIDER - CEPN); - Overview of processes under the views of radiation protection principles (Didier GAY - IRSN); - The national plan of radioactive materials and wastes management (Loic TANGUY - ASN); - Joint convention on spent fuel management safety and on radioactive waste management safety - status and main stakes (Isabelle FOREST - ASN); - Transport of radioactive wastes (Bruno DESNOYERS - AREVA); - Optimisation and limitation of the environmental impacts of very-low level wastes - valorisation and processes selection (Michel PIERACCINI - EDF), Philippe PONCET - AREVA); - Management of hospital wastes - Example of Montpellier's University Regional Hospital (Bertille SEGUIN - CHRU de Montpellier); - Waste

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

    OpenAIRE

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

    2017-01-01

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

  17. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

    Directory of Open Access Journals (Sweden)

    Alessandro Gabbiadini

    Full Text Available Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154 were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words.

  18. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

    Science.gov (United States)

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2016-01-01

    Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words) PMID:27074057

  19. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

    Science.gov (United States)

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2016-01-01

    Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words).

  20. Collaboration of chemistry instructional games and group investigation (Gi) model to improve learning outcome in high school students

    Science.gov (United States)

    Puspita, Ita; Sugiyarto, Kristian H.; Ikhsan, Jaslin

    2017-05-01

    The aims of this research are to: (1) develop chemistry instructional games on reaction rate matter; and (2) reveal the collaboration of chemistry instructional games and group investigation model to improvement learning outcome in high school student. This study is research and development (R&D). The procedure of developing product was adapted from Borg & Gall that modified into three principal steps: product planning, product developing, and product evaluating. The product planning step consist of field study, literature study, and manufacturing product. Product developing was developed product using Adobe Flash Professional CS 6 program. The last, product evaluating was performed by year XI of high school students, uses experimental methods nonequivalent control-group design by control class and experiment class. The results of this research show that: (1) a software of chemistry instructional games successfully developed using Adobe Flash Professional CS 6 and can be run on Android device; and (2) the test results of students showed that the collaboration of instructional games and group investigation model able to improvement learning outcome of hight school student.

  1. Game of the Cursed Prince based on Android

    OpenAIRE

    Armansyah, Risky; Pratiwi, Dian

    2018-01-01

    Nowadays Games become an entertainment alternative for various circles, industry and game development business is also a profitable industry. In Indonesia the amount of game consumption is very high, especially the console game type RPG (Role Playing Game). The task of this research is developing game software using Unity 3D to create an Android-based RPG game app. The story is packed with RPG genres so the player can feel the main role of the storys imagination. The game to be built is a gam...

  2. The things we learned on Liberty Island: designing games to help people become competent game players

    OpenAIRE

    Pelletier, Caroline

    2005-01-01

    Although interest in the use of games to support education is growing (e.g. Dawes & Dumbleton, 2001; McFarlane et al, 2002; Mitchell & Savill-Smith, 2004), there is relatively little research into how people learn to play games. This is surprising, since VanDeventer and White (2002) have demonstrated that game players demonstrate characteristics of expert behaviour and Gee (2003) argues that highly successful implicit theories of learning are embedded in well-designed games. In spite ...

  3. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  4. Clustering Game Behavior Data

    DEFF Research Database (Denmark)

    Bauckhage, C.; Drachen, Anders; Sifa, Rafet

    2015-01-01

    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...... and other techniques for player profiling and play style analysis have, therefore, become popular in the nascent field of game analytics. However, the proper use of clustering techniques requires expertise and an understanding of games is essential to evaluate results. With this paper, we address game data...... 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...

  5. Caucasus and the petroleum stakes of Caspian Sea

    International Nuclear Information System (INIS)

    Jalillosoltan, N.

    2001-01-01

    The splitting of the former USSR block in 1991 has generated a shock wave in the Caucasus area with the will of all ex-soviet republics to reach their complete independence. Because of the historical and geographical complexity of Caucasus, both geopolitical and human, this disorder has generated even more hazardous results, enhanced by the coveted oil and gas reserves of the Caspian Sea. This article analyses the petroleum stakes as factors of rivalry and instability (sovereignty of oil and gas fields, rivalries about the exploitation and transport of hydrocarbons), but also as factors of cooperation and re-composition. (J.S.)

  6. Nuclear Power Plant Simulation Game.

    Science.gov (United States)

    Weiss, Fran

    1979-01-01

    Presents a nuclear power plant simulation game which is designed to involve a class of 30 junior or senior high school students. Scientific, ecological, and social issues covered in the game are also presented. (HM)

  7. Beginning iPhone Games Development

    CERN Document Server

    Cabera, P; Marsh, Ian; Smith, Ben; Wing, Eric

    2010-01-01

    iPhone games are hot! Just look at the numbers. Games make up over 25 percent of total apps and over 70 percent of the most popular apps. Surprised? Of course not! Most of us have filled our iPhone or iPod touch with games, and many of us hope to develop the next best-selling, most talked-about game. You've probably already read and mastered Beginning iPhone 3 Development; Exploring the iPhone SDK, the best-selling, the second edition of Apress's highly acclaimed introduction to the iPhone and iPod touch by developers Dave Mark and Jeff LaMarche. This book is the game-specific equivalent, prov

  8. Repeated high-speed activities during youth soccer games in relation to changes in maximal sprinting and aerobic speeds.

    Science.gov (United States)

    Buchheit, M; Simpson, B M; Mendez-Villanueva, A

    2013-01-01

    The aim of this study was to examine in highly-trained young soccer players whether substantial changes in either maximal sprinting speed (MSS) or maximal aerobic speed (as inferred from peak incremental test speed, V(Vam-Eval)) can affect repeated high-intensity running during games. Data from 33 players (14.5±1.3 years), who presented substantial changes in either MSS or V(Vam-Eval) throughout 2 consecutive testing periods (~3 months) were included in the final analysis. For each player, time-motion analyses were performed using a global positioning system (1-Hz) during 2-10 international club games played within 1-2 months from/to each testing period of interest (n for game analyzed=109, player-games=393, games per player per period=4±2). Sprint activities were defined as at least a 1-s run at intensities higher than 61% of individual MSS. Repeated-sprint sequences (RSS) were defined as a minimum of 2 consecutive sprints interspersed with a maximum of 60 s of recovery. Improvements in both MSS and V(Vam-Eval) were likely associated with a decreased RSS occurrence, but in some positions only (e. g., - 24% vs. - 3% for improvements in MSS in strikers vs. midfielders, respectively). The changes in the number of sprints per RSS were less clear but also position-dependent, e. g., +7 to +12% for full-backs and wingers, - 5 to - 7% for centre-backs and midfielders. In developing soccer players, changes in repeated-sprint activity during games do not necessarily match those in physical fitness. Game tactical and strategic requirements are likely to modulate on-field players' activity patterns independently (at least partially) of players' physical capacities. © Georg Thieme Verlag KG Stuttgart · New York.

  9. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

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

    2011-01-01

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

  10. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  11. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

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

  12. Serious Games: Video Games for Good?

    Science.gov (United States)

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

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

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

    OpenAIRE

    Sisca Stefany

    2014-01-01

    The development of online games is so high that leads many companies to compose games. To increase competitiveness, extra service is needed for the customers. Before giving service, online games provider has to know what factor that motivates player to buy online games and virtual items that are presented in order to increase competitiveness. The research is done by using case of online games perfect world, where the area of respondents is Jakarta and the age ranges between 15 to 24. This res...

  14. What's at Stake in the Lives of People with Intellectual Disability? Part I: The Power of Naming, Defining, Diagnosing, Classifying, and Planning Supports

    Science.gov (United States)

    Schalock, Robert L.; Luckasson, Ruth

    2013-01-01

    This article focuses on the power of naming, defining, diagnosing, classifying, and planning supports for people with intellectual disability. The article summarizes current thinking regarding these five functions, states the essential question addressed by the respective function, and provides an overview of the high stakes involved for people…

  15. [The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games].

    Science.gov (United States)

    Jin, Kato; Igarashi, Tasuku

    2016-04-01

    Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i:e., self-enhancement), but also by comparison and competition with others (i.e., social comparison) We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.

  16. Elite female soccer players perform more high-intensity running when playing in international games compared with domestic league games

    DEFF Research Database (Denmark)

    Andersson, Helena Å.; Randers, Morten Bredsgaard; Heiner-Møller, Anja

    2010-01-01

    The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM...... no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus...

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

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

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

  18. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

    The video game industry continues to grow. Competition is tough as games become more and more popular and easier for the users to get, thanks to digital distribution and social media platforms that support games. Thanks to the readily available internet connections and games using them, data of player behaviour can be acquired. This is where game analytics come in. What sort of player actions provide meaningful information that can be used to iterate the game? Typically game analytics is appl...

  19. StakeMeter: value-based stakeholder identification and quantification framework for value-based software systems.

    Science.gov (United States)

    Babar, Muhammad Imran; Ghazali, Masitah; Jawawi, Dayang N A; Bin Zaheer, Kashif

    2015-01-01

    Value-based requirements engineering plays a vital role in the development of value-based software (VBS). Stakeholders are the key players in the requirements engineering process, and the selection of critical stakeholders for the VBS systems is highly desirable. Based on the stakeholder requirements, the innovative or value-based idea is realized. The quality of the VBS system is associated with the concrete set of valuable requirements, and the valuable requirements can only be obtained if all the relevant valuable stakeholders participate in the requirements elicitation phase. The existing value-based approaches focus on the design of the VBS systems. However, the focus on the valuable stakeholders and requirements is inadequate. The current stakeholder identification and quantification (SIQ) approaches are neither state-of-the-art nor systematic for the VBS systems. The existing approaches are time-consuming, complex and inconsistent which makes the initiation process difficult. Moreover, the main motivation of this research is that the existing SIQ approaches do not provide the low level implementation details for SIQ initiation and stakeholder metrics for quantification. Hence, keeping in view the existing SIQ problems, this research contributes in the form of a new SIQ framework called 'StakeMeter'. The StakeMeter framework is verified and validated through case studies. The proposed framework provides low-level implementation guidelines, attributes, metrics, quantification criteria and application procedure as compared to the other methods. The proposed framework solves the issues of stakeholder quantification or prioritization, higher time consumption, complexity, and process initiation. The framework helps in the selection of highly critical stakeholders for the VBS systems with less judgmental error.

  20. StakeMeter: value-based stakeholder identification and quantification framework for value-based software systems.

    Directory of Open Access Journals (Sweden)

    Muhammad Imran Babar

    Full Text Available Value-based requirements engineering plays a vital role in the development of value-based software (VBS. Stakeholders are the key players in the requirements engineering process, and the selection of critical stakeholders for the VBS systems is highly desirable. Based on the stakeholder requirements, the innovative or value-based idea is realized. The quality of the VBS system is associated with the concrete set of valuable requirements, and the valuable requirements can only be obtained if all the relevant valuable stakeholders participate in the requirements elicitation phase. The existing value-based approaches focus on the design of the VBS systems. However, the focus on the valuable stakeholders and requirements is inadequate. The current stakeholder identification and quantification (SIQ approaches are neither state-of-the-art nor systematic for the VBS systems. The existing approaches are time-consuming, complex and inconsistent which makes the initiation process difficult. Moreover, the main motivation of this research is that the existing SIQ approaches do not provide the low level implementation details for SIQ initiation and stakeholder metrics for quantification. Hence, keeping in view the existing SIQ problems, this research contributes in the form of a new SIQ framework called 'StakeMeter'. The StakeMeter framework is verified and validated through case studies. The proposed framework provides low-level implementation guidelines, attributes, metrics, quantification criteria and application procedure as compared to the other methods. The proposed framework solves the issues of stakeholder quantification or prioritization, higher time consumption, complexity, and process initiation. The framework helps in the selection of highly critical stakeholders for the VBS systems with less judgmental error.

  1. StakeMeter: Value-Based Stakeholder Identification and Quantification Framework for Value-Based Software Systems

    Science.gov (United States)

    Babar, Muhammad Imran; Ghazali, Masitah; Jawawi, Dayang N. A.; Zaheer, Kashif Bin

    2015-01-01

    Value-based requirements engineering plays a vital role in the development of value-based software (VBS). Stakeholders are the key players in the requirements engineering process, and the selection of critical stakeholders for the VBS systems is highly desirable. Based on the stakeholder requirements, the innovative or value-based idea is realized. The quality of the VBS system is associated with the concrete set of valuable requirements, and the valuable requirements can only be obtained if all the relevant valuable stakeholders participate in the requirements elicitation phase. The existing value-based approaches focus on the design of the VBS systems. However, the focus on the valuable stakeholders and requirements is inadequate. The current stakeholder identification and quantification (SIQ) approaches are neither state-of-the-art nor systematic for the VBS systems. The existing approaches are time-consuming, complex and inconsistent which makes the initiation process difficult. Moreover, the main motivation of this research is that the existing SIQ approaches do not provide the low level implementation details for SIQ initiation and stakeholder metrics for quantification. Hence, keeping in view the existing SIQ problems, this research contributes in the form of a new SIQ framework called ‘StakeMeter’. The StakeMeter framework is verified and validated through case studies. The proposed framework provides low-level implementation guidelines, attributes, metrics, quantification criteria and application procedure as compared to the other methods. The proposed framework solves the issues of stakeholder quantification or prioritization, higher time consumption, complexity, and process initiation. The framework helps in the selection of highly critical stakeholders for the VBS systems with less judgmental error. PMID:25799490

  2. Students' Viewpoint of Computer Game for Training in Indonesian Universities and High Schools

    Science.gov (United States)

    Wahyudin, Didin; Hasegawa, Shinobu; Kamaludin, Apep

    2017-01-01

    This paper describes the survey--conducted in Indonesian universities (UNIV) and high schools (HS)--whose concern is to examine preferences and influences of computer game for training. Comparing the students' viewpoint between both educational levels could determine which educational level would satisfy the need of MAGNITUDE--mobile serious game…

  3. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  4. Gaming industry, social responsibility and academia

    OpenAIRE

    Griffiths, MD; Wood, RTA; Parke, J; Parke, A

    2007-01-01

    This article briefly looks at some of the ways that academics – and more specifically the International Gaming Research Unit (IGRU) – have been helping the gaming industry and related stakeholders in terms of social responsibility. The IGRU is a team of experienced gaming researchers from across the UK, that work together to undertake high quality research and consultancy aimed at developing effective responsible gaming strategies. Rather than outline every single initiative that we have been...

  5. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

    Full Text Available Perkembangan game saat ini sangat pesat sehingga banyak orang yang tertarik untuk memainkannya bahkan sampai lupa waktu,suatu game akan membuat orang tertarik dan penasaran karena didalam nya terdapat AI (artificial intelegent. Tujuan pengembangan kecerdasan buatan adalah untuk membuat aksi dan reaksi otonom agen atau NPC (Non-Player Character dari game. Dua NPC bisa saling membantu dalam menjalankan strategi menyerang terhadap musuh. penelitian  ini menjelaskan tentang bagaimana orang dapat bermain game secara bersama-sama dengan menggunakan jaringan computer atau jaringan internet . Dua NPC yang dimaksud  adalahNPC Scout yang bertugas memancing serangan musuh, dan NPC Sniper yang bertugas memberikan back up serangan dari jarak jauh.. Perilaku yangdimaksud adalah menyerang brutal, menyerang, bertahan dan melarikan diri. Masing-masing perilaku diujicobakan dalam game First Person Shooter menggunakan unity engine. Dalam simulasi game terjadi respon perubahan perilaku masing-masing NPC terhadap kondisi yang dihadapi dengan mengetahui respon dari NPC maka akan dapat menentukan strategi dalam game tersebut.

  6. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...

  7. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  8. Serious games in the classroom: gauging student perceptions.

    Science.gov (United States)

    Kapralos, Bill; Cristancho, Sayra; Porte, Mark; Backstein, David; Monclou, Alex; Dubrowski, Adam

    2011-01-01

    Serious games, or video game-based technology applied to training, learning applications, provide a high fidelity simulation of particular environments and situations that focus on high level skills that are required in the field. Given the popularity of video games, particularly with today's generation of learners, and the growing trend of restricted resident work hours and diminished operating room exposure due to limited budgets increased case complexity and medicolegal concerns, serious games provide a cost-effective viable training option. To develop effective serious games, the views and perceptions of both the end users (learners) and educators regarding their use "in the classroom" must be assessed and accounted for. Here we present the results of a survey that was designed to assess students' perceptions of serious games.

  9. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  10. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

    Full Text Available Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures. 

  11. Promoting sales of online games through customer engagement.

    OpenAIRE

    Cheung, C. M. K.; Shen, A. X. L.; Lee, Z. W. Y.; Chan, T. K. H.

    2015-01-01

    With keen competition in the online game industry, game developers and publishers are finding new ways to induce players’ to spend money on subscriptions and virtual items. As the online game itself provides a highly engaging environment, this study examines online sales from the perspective of customer engagement. We propose a research model that examines why game players actively engage in playing online games, and how such engagement can contribute to sales of online games, empirically tes...

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

    NARCIS (Netherlands)

    Lemmens, J.S.; Hendriks, S.J.F.

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games.

  13. Models in cooperative game theory

    CERN Document Server

    Branzei, Rodica; Tijs, Stef

    2008-01-01

    This book investigates models in cooperative game theory in which the players have the possibility to cooperate partially. In a crisp game the agents are either fully involved or not involved at all in cooperation with some other agents, while in a fuzzy game players are allowed to cooperate with infinite many different participation levels, varying from non-cooperation to full cooperation. A multi-choice game describes the intermediate case in which each player may have a fixed number of activity levels. Different set and one-point solution concepts for these games are presented. The properties of these solution concepts and their interrelations on several classes of crisp, fuzzy, and multi-choice games are studied. Applications of the investigated models to many economic situations are indicated as well. The second edition is highly enlarged and contains new results and additional sections in the different chapters as well as one new chapter.

  14. Effect of Staking and Pruning on the Growth and Yield of Cucumber ...

    African Journals Online (AJOL)

    A field trial was conducted to evaluate the effect of pruning and staking on the vegetative growth and yield of cucumber ( Cucumis sativus L.). The experiment was a 3 x 2 factorial laid out in Randomized Complete Block Design (RCBD) with five replications. The results showed that vine length, number of flowers, total ...

  15. The nuclear: energy and environmental stakes and political and strategic context

    International Nuclear Information System (INIS)

    Lauvergeon, A.

    2003-01-01

    This document mentions the intervention of Anne Lauvergeon, at the colloquium Adapes, ''the nuclear: energy and environmental stakes and political and geo-strategic context''. Anne Lauvergeon is president of the Areva board. This speech takes stock on the energy resources and demand facing the economic development in a context of an environmental quality and especially the part of the nuclear energy in the future. (A.L.B.)

  16. The Olympic Games broadcasted as Interactive Television - New Media new Games?

    DEFF Research Database (Denmark)

    Bjørner, Thomas

    or delayed video coverage of the Olympic Games. The Torino Olympic Broadcasting was the first to be filmed entirely in High Definition Television. In the future the use of digital video processing, computer vision, 3D-visualisation and animation techniques allow viewers to watch sports events almost......The Olympic Games is the world´s largest media event and television is the engine that has driven the growth of the Olympic Movement. Increases in broadcast revenue over the past two decades have provided the Olympic Movement with a huge financial base. More networks than ever before broadcast...... the Olympic Games to more countries and territories, with a record number of hours, a significant rise in the total viewing hours, and dramatic increases in live and prime-time coverage. Over 300 channels transmitted 35.000 hours of the Athens 2004 Olympic Games. The future of television is digital, which...

  17. Contribution games and the end-game effect: When things get real - An experimental analysis

    OpenAIRE

    Bar-El, Ronen; Tobol, Yossi

    2013-01-01

    We conduct a contribution game for a real public good and show that when the contributors value the real public good highly, they increase their contributions in each round. Thus, contrary to previous literature, free riding decreases over rounds and the end-game effect is reversed.

  18. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  19. Post-Game High Protein Intake May Improve Recovery of Football-Specific Performance during a Congested Game Fixture

    DEFF Research Database (Denmark)

    Poulios, Athanasios; Fatouros, Ioannis G; Mohr, Magni

    2018-01-01

    The effects of protein supplementation on performance recovery and inflammatory responses during a simulated one-week in-season microcycle with two games (G1, G2) performed three days apart were examined. Twenty football players participated in two trials, receiving either milk protein concentrat...... short-lived reduction after G2 in PRO compared to PLA. In summary, these results provide evidence that protein feeding may more efficiently restore football-specific performance and strength and provide antioxidant protection during a congested game fixture....

  20. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  1. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-08-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

  2. Assessing Higher Order Thinking in Video Games

    Science.gov (United States)

    Rice, John

    2007-01-01

    Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate simple video games touting educational benefits are common in classrooms. However, a need for identifying truly useful games for educational purposes exists. This article…

  3. Incidence of Concussion During Practice and Games in Youth, High School, and Collegiate American Football Players.

    Science.gov (United States)

    Dompier, Thomas P; Kerr, Zachary Y; Marshall, Stephen W; Hainline, Brian; Snook, Erin M; Hayden, Ross; Simon, Janet E

    2015-07-01

    A report by the Institute of Medicine called for comprehensive nationwide concussion incidence data across the spectrum of athletes aged 5 to 23 years. To describe the incidence of concussion in athletes participating in youth, high school, and collegiate American football. Data were collected by athletic trainers at youth, high school, and collegiate football practices and games to create multiple prospective observational cohorts during the 2012 and 2013 football seasons. Data were collected from July 1, 2012, through January 31, 2013, for the 2012 season and from July 1, 2013, through January 31, 2014, for the 2013 season. The Youth Football Surveillance System included 118 youth football teams, providing 4092 athlete-seasons. The National Athletic Treatment, Injury and Outcomes Network program included 96 secondary school football programs, providing 11 957 athlete-seasons. The National Collegiate Athletic Association Injury Surveillance Program included 24 member institutions, providing 4305 athlete-seasons. All injuries regardless of severity, including concussions, and athlete exposure information were documented by athletic trainers during practices and games. Injury rates, injury rate ratios, risks, risk ratios, and 95% CIs were calculated. Concussions comprised 9.6%, 4.0%, and 8.0% of all injuries reported in the Youth Football Surveillance System; National Athletic Treatment, Injury and Outcomes Network; and National Collegiate Athletic Association Injury Surveillance Program, respectively. The game concussion rate was higher than the practice concussion rate across all 3 competitive levels. The game concussion rate for college athletes (3.74 per 1000 athlete exposures) was higher than those for high school athletes (injury rate ratio, 1.86; 95% CI, 1.50-2.31) and youth athletes (injury rate ratio, 1.57; 95% CI, 1.17-2.10). The practice concussion rate in college (0.53 per 1000 athlete exposures) was lower than that in high school (injury rate ratio, 0

  4. Game, game, game and again game, de Jason Nelson: aspectos da contemporaneidade

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

    Full Text Available Embora pensadores como o escritor Mario Vargas Llosa afirmem que os tempos hodiernos têm como característica principal a frivolidade, por conta da velocidade e quantidade de informações a serem digeridas diariamente, artistas em sua pulsão criativa exploram tais paradoxos de grandeza/pequenez em suas obras de arte. Este artigo visa apreender na obra Game, game, game and again game aspectos da contemporaneidade, como o conceito de lúdico e a enorme gama de entretenimentos voltados a um público imerso na indústria da cultura, através da forma como eles são trabalhados junto a conceitos como interatividade como forma de coautoria da obra de arte, finitude artística e permanência no meio digital, e transmidialidade na criação estética.

  5. Effects of Trait Hostility, Mapping Interface, and Character Identification on Aggressive Thoughts and Overall Game Experience After Playing a Violent Video Game.

    Science.gov (United States)

    Jung, Younbo; Park, Namkee; Lee, Kwan Min

    2015-12-01

    This study investigated the effects of trait-level hostility, interface types, and character identification on aggressive thoughts and overall game experience after playing a violent video game. Results showed that the mapping interface made participants with high trait-level hostility more readily accessible to aggressive contracts, yet it did not have any significant impact for participants with low trait-level hostility. Participants with low trait-level hostility reported more positive game experience in the mapping interface condition, while participants with high trait-level hostility in the same condition reported more negative game experience. Results also indicated that character identification has moderating effects on activating aggressive thoughts and mediating effects on overall game experience. Implications regarding possible ways of reducing potentially negative outcomes from violent games are discussed.

  6. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  7. "The stakes are so high": interviews with progressive journalists reporting on abortion.

    Science.gov (United States)

    Sisson, Gretchen; Herold, Stephanie; Woodruff, Katie

    2017-12-01

    Because news frames can influence public and policy agendas, proponents of abortion access should be concerned with how this issue is covered in the news. While previous research has examined the content of news on abortion, this analysis explores the process of newsmaking on abortion, examining how journalists understand their role in and experience of covering abortion. We recruited journalists with experience reporting on abortion through listservs for progressive and feminist reporters. Thirty-one participants, with experiences at 75 diverse media outlets, completed in-depth, open-ended interviews. We used grounded theory to code interview transcripts in Dedoose to identity emergent themes. Journalists described many challenges that applied to reporting generally, but that they perceived to be more difficult around abortion: grappling with the meaning of "neutrality" on this issue, finding new angles for articles, and handling editors with varying knowledge of abortion. Over one-third (n=13) of participants mentioned feeling that the stakes were higher around abortion: this urgency and polarization left journalists frustrated by efforts to find new sources or angles on abortion stories. Finally, over 80% (n=28) of participants reported experiencing anti-abortion harassment as a result of their abortion work. The difficulties journalists described when reporting on abortion were often rooted in abortion stigma and the political polarization around the issue. This pattern was true even for reporters who worked to counter abortion stigma through their reporting. Advocates interested in accurate, destigmatizing news frames might work pro-actively to educate editors and increase reporters' access to providers, patients, and advocates. Copyright © 2017 Elsevier Inc. All rights reserved.

  8. Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game

    OpenAIRE

    Sarhan, Shahenda; Abu ElSoud, Mohamed; Rashed, Hebatullah

    2016-01-01

    With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of ...

  9. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

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

    OpenAIRE

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

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

    Science.gov (United States)

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

    2018-06-06

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

  12. Outline of surface mass balance at Dome Fuji, East Antarctica, by the stake method from 1995 to 2006

    Directory of Open Access Journals (Sweden)

    Takao Kameda

    2008-06-01

    Full Text Available This paper describes observational results of surface mass balance (SMB at Dome Fuji (77°19'01″S, 39°42'11″E; 3810m a.s.l., East Antarctica from 1995 to 2006. The SMB was estimated using 36 bamboo stakes (grid of 6×6, placed at 20m intervals. The heights of the stake tops from the snow surface were measured at 0.5cm resolution twice monthly in 1995, 1996, 1997, and 2003, and once a year for the rest of the study period. The annual SMB from 1995 to 2006 at Dome Fuji was 27.3±1.5kgm^a^. This result agrees well with the annual SMB from AD 1260 to 1993 (26.4kgm^a^, estimated from volcanic signals in the Dome Fuji ice core. From 1995 to 2006, there were 37 incidences of negative or zero annual SMB, which was 8.6%. Compared with similar studies at Vostok, South Pole and Dome C, we found that a site with SMB over 190kgm^a^ is expected to have annual snow accumulation at the 95% confidence level. Sites from 1500 to 2500m above sea level fit the criteria on the Antarctic ice sheet. According to stake and snow pit observations at Vostok, we estimated that the probability of an annual layer missing (hiatus at Dome Fuji under present-day and glacial conditions are 9.4% and 11.4%, respectively. Variations of SMB measured by 36-stakes for 12 years were also analyzed.

  13. The Relationship between Internet and Computer Game Addiction Level and Shyness among High School Students

    Science.gov (United States)

    Ayas, Tuncay

    2012-01-01

    This study is conducted to determine the relationship between the internet and computer games addiction level and the shyness among high school students. The participants of the study consist of 365 students attending high schools in Giresun city centre during 2009-2010 academic year. As a result of the study a positive, meaningful, and high…

  14. 2D flight shooting game design and implementation

    Institute of Scientific and Technical Information of China (English)

    Luo Yunqing

    2016-01-01

    The game, which is already one of the most popular entertainment, brings us a lot of fun.A lot of big games are great (plot, graphics, sound effects, etc.), but it takes time. So a simple, playable game is also very popular.This game is in Windows 7, with Visual Studio 2013 as the editor, in c + + as the scripting language, and a flying shooter game designed by the Unity3D game engine. Mainly implements a simple flight shooting, recruit, UI text display function, but not too much pains in the interface and the picture and sound effects, can realize the basic function of the game, and game for hardware requirement is not high also, entertainment and games also is beter. It's a casual game that is simple and fun to play, and it's a great way to bring happiness to people.

  15. MEnDiGa: A Minimal Engine for Digital Games

    OpenAIRE

    Boaventura, Filipe M. B.; Sarinho, Victor T.

    2017-01-01

    Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presen...

  16. Fair Play? Violence, Gender and Race in Video Games.

    Science.gov (United States)

    Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen

    Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…

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

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

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

  18. Game Learning Analytics: Learning Analytics for Serious Games

    NARCIS (Netherlands)

    Freire, Manuel; Serrano-Laguna, Angel; Manero, Borja; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2016-01-01

    Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when

  19. Game Theory in Wireless Ad-Hoc Opportunistic Radios

    OpenAIRE

    Mumtaz, Shahid; Gameiro, Atilio

    2010-01-01

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

  20. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    Science.gov (United States)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  1. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

    Full Text Available Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.

  2. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games.

    Science.gov (United States)

    Gainsbury, Sally M; King, Daniel L; Russell, Alex M T; Delfabbro, Paul

    2016-06-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.

  3. Serious-game for water resources management adaptation training to climatic changes

    Science.gov (United States)

    Leroy, Eve; Saulnier, Georges-Marie

    2013-04-01

    Water resources access is a main issue for territorial development to ensure environmental and human well-being. Indeed, sustainable development is vulnerable to water availability and climate change may affect the quantity and temporality of available water resources for anthropogenic water uses. How then to adapt, how to change water management rules and practices and how to involve stakeholders is such process? To prevent water scarcity situations, which may generate conflicts and impacts on ecosystems, it is important to think about a sustainable development where anthropogenic water uses are in good balance with forecasted water resources availability. This implies to raise awareness and involve stakeholders for a sustainable water management. Stakeholders have to think about future territorial development taking into account climate change impacts on water resources. Collaboration between scientists and stakeholders is essential to insure consistent climate change knowledge, well identification of anthropogenic uses, tensions and stakes of the territory. However sharing information on complex questions such as climate change, hydro-meteorological modeling and practical constraints may be a difficult task. Therefore to contribute to an easier debate and to the global training of all the interested actors, a serious game about water management was built. The serious game uses scientist complex models with real data but via a simple and playful web-game interface. The advantage of this interface is that it may help stakeholders, citizen or the target group to raise their understandings of impacts of climate change on water resources and to raise their awareness to the need for a sustainable water management while using state-of-the-art knowledge. The principle of the game is simple. The gamer is a mayor of a city and has to manage the water withdrawals from hydro systems, water distribution and consumption, water retreatment etc. In the same time, a clock is

  4. Online Evolution for Multi-Action Adversarial Games

    OpenAIRE

    Justesen, Niels; Mahlmann, Tobias; Togelius, Julian

    2016-01-01

    We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. Such games, which include most strategy games, have extremely high branching factors due to each turn having multiple actions. In Online Evolution, an evolutionary algorithm is used to evolve the combination of atomic actions that make up a single move, with a state evaluation function used for fitness. We implement Online Evolution for the turn-based multi-action game Hero Academy and compare i...

  5. Problematic usage among highly-engaged players of massively multiplayer online role playing games.

    Science.gov (United States)

    Peters, Christopher S; Malesky, L Alvin

    2008-08-01

    One popular facet of Internet gaming is the massively multiplayer online role playing game (MMORPG). Some individuals spend so much time playing these games that it creates problems in their lives. This study focused on players of World of Warcraft. Factor analysis revealed one factor related to problematic usage, which was correlated with amount of time played, and personality characteristics of agreeableness, conscientiousness, neuroticism, and extraversion.

  6. The stakes of iraqi petroleum: what is the role of France ?

    International Nuclear Information System (INIS)

    Sarkis, N.

    1995-01-01

    This work deals with some socio-economic and political aspects about the stakes of iraqi petroleum for France. After having described the history of iraqi petroleum, the author gives the estimation of the actual petroleum reserves, the production objective, the petroleum and gaseous projects and the exporting way. Then is given the economic and political role played by France: the increase of importation uses, the economic interests and the political responsibility. (O.L.). 10 tabs

  7. Gender and computer games / video games : girls’ perspective orientation

    OpenAIRE

    Yan, Jingjing

    2010-01-01

    The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies ...

  8. A Serious Game of Success

    Science.gov (United States)

    Nikirk, Martin

    2006-01-01

    This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…

  9. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  10. The Effect of Teams Games Tournament on Mathematics Self-Efficacy in Junior High Schools

    Directory of Open Access Journals (Sweden)

    Annurwanda Pradipta

    2018-01-01

    Full Text Available Teams Games Tournament is one cooperative learning method which actively involves students to solve their problems through an interesting game. The game consists of questions that have content relevant to the main topic and to boost up students’ self-confidence in their ability to exert their self-control over motivation, behavior and social environment. This research aims at investigating the effect of Teams Games Tournament toward students’ self-efficacy on mathematics. The study was conducted toward 64 seventh graders in Landak Regency on social arithmetic material, selected using cluster random sampling. The experimental design used the one group pretest posttest experimental design that was analyzed by quantitative method. Data collection employed "Mathematics Self Efficacy Questionnaire" and was analyzed by statistical method using SPSS-20. The results show that Teams Games Tournament has a significant effect toward students’ self-efficacy on mathematics. The result is drawn from t-value = -12.369 and sig.(2-tailed = 0.00. Therefore, it can be concluded that Teams Games Tournament has positive effect toward students’ self-efficacy on mathematics. The study implies that teachers should consider the implementation of Teams Games Tournament in classroom teaching.

  11. Game-Based Rehabilitation for Myoelectric Prosthesis Control.

    Science.gov (United States)

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

    2017-02-09

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

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

    Science.gov (United States)

    Bressler, Denise M.

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

  13. Post-examination interpretation of objective test data: monitoring and improving the quality of high-stakes examinations--a commentary on two AMEE Guides.

    Science.gov (United States)

    Tavakol, Mohsen; Dennick, Reg

    2012-01-01

    As great emphasis is rightly placed upon the importance of assessment to judge the quality of our future healthcare professionals, it is appropriate not only to choose the most appropriate assessment method, but to continually monitor the quality of the tests themselves, in a hope that we may continually improve the process. This article stresses the importance of quality control mechanisms in the exam cycle and briefly outlines some of the key psychometric concepts including reliability measures, factor analysis, generalisability theory and item response theory. The importance of such analyses for the standard setting procedures is emphasised. This article also accompanies two new AMEE Guides in Medical Education (Tavakol M, Dennick R. Post-examination Analysis of Objective Tests: AMEE Guide No. 54 and Tavakol M, Dennick R. 2012. Post examination analysis of objective test data: Monitoring and improving the quality of high stakes examinations: AMEE Guide No. 66) which provide the reader with practical examples of analysis and interpretation, in order to help develop valid and reliable tests.

  14. Quantum Barro-Gordon game in monetary economics

    Science.gov (United States)

    Samadi, Ali Hussein; Montakhab, Afshin; Marzban, Hussein; Owjimehr, Sakine

    2018-01-01

    Classical game theory addresses decision problems in multi-agent environment where one rational agent's decision affects other agents' payoffs. Game theory has widespread application in economic, social and biological sciences. In recent years quantum versions of classical games have been proposed and studied. In this paper, we consider a quantum version of the classical Barro-Gordon game which captures the problem of time inconsistency in monetary economics. Such time inconsistency refers to the temptation of weak policy maker to implement high inflation when the public expects low inflation. The inconsistency arises when the public punishes the weak policy maker in the next cycle. We first present a quantum version of the Barro-Gordon game. Next, we show that in a particular case of the quantum game, time-consistent Nash equilibrium could be achieved when public expects low inflation, thus resolving the game.

  15. Game Addiction and Academic Achievement

    Science.gov (United States)

    Sahin, Mehmet; Gumus, Yusuf Yasin; Dincel, Sezen

    2016-01-01

    The primary aim of this study was to investigate the correlation between game addiction and academic achievement. The secondary aim was to adapt a self-report instrument to measure game addiction. Three hundred and seventy high school students participated in this study. Data were collected via an online questionnaire that included a brief…

  16. Assessing twenty-first century skills through a teacher created video game for high school biology students

    Science.gov (United States)

    Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn

    2010-07-01

    As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the twenty-first century skills of digital age literacy, inventive thinking, high productivity, and effective communication techniques of the students exposed to a MEGA. Three factors, as they pertained to these skills, emerged from classroom observations. Interaction with the teacher, discussion with peers, and engagement/time-on-task while playing the MEGA suggested that students playing an educational video game exhibited all of the projected twenty-first century skills while being engrossed in the embedded science content.

  17. Achievement goal orientation and situational motivation for a low-stakes test of content knowledge.

    Science.gov (United States)

    Waskiewicz, Rhonda A

    2012-05-10

    To determine the extent of the relationship between students' inherent motivation to achieve in a doctor of pharmacy program and their motivation to achieve on a single low-stakes test of content knowledge. The Attitude Toward Learning Questionnaire (ATL) was administered to 66 third-year pharmacy students at the beginning of the spring 2011 semester, and the Student Opinion Scale (SOS) was administered to the same group immediately following completion of the Pharmacy Curricular Outcomes Assessment (PCOA). Significant differences were found in performance approach and work avoidance based on situational motivation scores. Situational motivation was also found to be directly correlated with performance and mastery approaches and inversely correlated with work avoidance. Criteria were met for predicting importance and effort from performance and mastery approaches and work avoidance scores of pharmacy students. The ability to predict pharmacy students' motivation to perform on a low-stakes standardized test of content knowledge increases the test's usefulness as a measure of curricular effectiveness.

  18. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  19. Are Serious Games a Good Strategy for Pharmacy Education?

    OpenAIRE

    Cain, Jeff; Piascik, Peggy

    2015-01-01

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation wit...

  20. HIGH STAKES CHESS: HASHEMITE MONARCHY MASTERS THE GAME IN SPITE OF ALL ODDS

    Science.gov (United States)

    2017-05-01

    today . According to Ryan, “Jordan exists – sometimes tenuously – in a very difficult neighborhood, surrounded by more powerful states whose problems...continue to play out, and wonders whether 2011 represented an anomaly or a precursor of much greater turmoil yet to come. Globalization and the... business or government district – both regimes clamped down with security forces and progovernment thugs (baltagiya) causing a number of casualties

  1. Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game

    Directory of Open Access Journals (Sweden)

    Shahenda Sarhan

    2016-01-01

    Full Text Available With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI and State-Action-Reward-State-Action (SARSA but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI. The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.

  2. From Game Design Elements to Gamefulness: Defining “Gamification”

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  3. Mining Experiential Patterns from Game-Logs of Board Game

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

    Full Text Available In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

  4. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  5. Communication and social interaction anxiety enhance interleukin-1 beta and cortisol reactivity during high-stakes public speaking.

    Science.gov (United States)

    Auer, Brandon J; Calvi, Jessica L; Jordan, Nicolas M; Schrader, David; Byrd-Craven, Jennifer

    2018-08-01

    Worry or fear related to speaking in front of others, or more broadly, communicating and interacting with others, is common. At elevated levels, however, it may contribute to heightened stress reactivity during acute speaking challenges. The purpose of this study was to examine multi-system physiological stress reactivity in the context of high-stakes public speaking while considering the impact of hypothesized individual difference risk factors. University student participants (n = 95) delivering speeches as a heavily-weighted component of their final grade had saliva samples collected immediately prior to speaking, immediately after, and 20 min after speech completion. Saliva samples were assayed for alpha amylase (sAA), cortisol, and interleukin-1 beta (IL-1β). Self-reported communication anxiety, social interaction anxiety, rejection sensitivity, and sex were assessed as risk factors for heightened stress reactivity. Salivary sAA, cortisol, and IL-1β significantly changed following speech delivery. Multivariate analyses demonstrated that elevated levels of self-reported communication anxiety and social interaction anxiety were independently associated with increased cortisol and IL-1β responses and combined to enhance HPA axis and inflammatory cytokine activity further (i.e., cortisol and IL-1β AUC I ). Sex and rejection sensitivity were unrelated to physiological stress reactivity. These findings suggest that individuals with elevated communication and interaction fears may be at increased risk of heightened neuroendocrine and inflammatory responses following exposure to acute social stressors. Both types of anxiety may combine to increase physiological reactivity further, with unknown, though likely insalubrious, health consequences over time. Copyright © 2018 Elsevier Ltd. All rights reserved.

  6. Relacije umetnosti i video igara / Relations of Art and Video Games

    OpenAIRE

    Manojlo Maravić

    2012-01-01

    When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with p...

  7. Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12-month longitudinal study.

    Science.gov (United States)

    Forrest, Cameron J; King, Daniel L; Delfabbro, Paul H

    2017-02-01

    Understanding the role of maladaptive gaming-related cognitions may assist in screening and interventions for problematic gaming, including Internet gaming disorder (IGD). Cognitive-behavioural interventions that target specific cognitions related to gaming may be more effective than more general approaches that focus only on preoccupation with games. Although past research has identified cross-sectional associations between maladaptive cognitions and problematic gaming, it is less clear whether these cognitions can predict future changes in problematic gaming behaviour. The present study employed an 18-item measure of gaming cognition, assessing perfectionism, cognitive salience, regret, and behavioural salience, to investigate potential changes in problematic gaming over a 12-month period. The sample included 465 Australian adults (84% male, M age =26.2years). It was found that individuals who became problematic gamers over 12months had higher baseline scores on perfectionism (d=1.20), cognitive salience (d=0.74) and regret (d=0.69) than those who remained non-problematic gamers. Problematic gamers who became non-problematic gamers had lower baseline perfectionism scores (d=0.62) than those who remained problematic gamers. Cognitive change accounted for an additional 28% of variance in problematic gaming scores beyond gender, age, and frequency of gaming. These findings suggest that maladaptive gaming-related cognitions could be screened in clinical trials to aid in case formulation and inform decisions on needed interventions to deliver optimal client outcomes. Copyright © 2016 Elsevier Ltd. All rights reserved.

  8. Serious Gaming and Social Connect—Games for Good (SGSC 2012)

    CERN Document Server

    Ko, Ryan; Marsh, Tim; Trends and Applications of Serious Gaming and Social Media

    2014-01-01

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers ...

  9. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  10. Emotional competence and online game use in adolescents.

    Science.gov (United States)

    Seo, Mia; Kang, Hee Sun; Chae, Sun-Mi

    2012-12-01

    The purpose of this study was to explore the relations between emotional competence and online game use in adolescents. This study is a cross-sectional descriptive survey using a convenience sample. The participants were 2199 adolescents in South Korea. Online game use and emotional competence including positive emotion, emotional expression, and emotional intelligence were measured. The study results indicated that emotional competence was negatively correlated with excessive online game use. All variables of emotional competence were significantly lower in high-risk users compared with general users. In addition, female adolescents were rated significantly higher in emotional competence among general users, but there were no significant gender differences among high-risk users. The results of our study imply that high-risk game users have lower levels of emotional intelligence than general users do. The results of this study suggest that emotion is an important factor to which practitioners in psychomedical fields and nursing should pay attention. Therefore, nurses in schools and communities should regularly screen the emotions of adolescents who habitually play online games and develop a program to enhance emotional competence associated with online games.

  11. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

    Full Text Available A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction. This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty. Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes towards the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players’ evaluations of different games and risk factors for pathological video game use.

  12. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  13. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  14. 2009 public meetings: To inform and exchange ideas on the issues at stake

    CERN Multimedia

    Association du personnel

    2009-01-01

    The summer holidays are over. And like every year around this time the Staff Association comes to meet you in your Departments to inform you about the topics currently being discussed at CERN. We count very much on the exchange of views and opinions between you and us that takes place during these meetings. Once again in 2009 there are a wide range of topics to be discussed. If the stakes are generally high, this year and the next ones they are huge. This is an additional reason for the need to see a maximum number of motivated candidates stand at the forthcoming elections for the Staff Council in November 2009. For all these reasons and to help us prepare optimally for these critical deadlines, we invite all of you to attend our public meetings.

  15. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  16. Instructional games and activities for criticality safety training

    International Nuclear Information System (INIS)

    Bullard, B.; McBride, J.

    1993-01-01

    During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclear Regulatory Commission (NRC) fuel facility inspectors

  17. Ongoing Projects on Serious Games

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2014-08-01

    Full Text Available This number of the EAI Transactions on Serious Games is dedicated to a set of ongoing research and development projects in this area. The selected articles represent very well the diversity of approaches, contexts and objectives that foster and render highly dynamic this area of study. In Europe, several funding programmes like the 7th Framework Programme, the Lifelong Learning Programme and the most recent Horizon 2020 made specific provisions to support Serious Games projects. At the same time, enterprises are recognizing more and more the potential of SG to train and to motivate their workforce and are therefore joining forces with the academy and SG producers to design specific SG. Serious Games became one of the most interesting “places to be” due to its growing scientific and practitioner community. We can say that the motivating and addictive character of games has been successfully transmitted to the research and development of Serious Games.

  18. 36 CFR 242.25 - Subsistence taking of fish, wildlife, and shellfish: general regulations.

    Science.gov (United States)

    2010-07-01

    ... the Alaska Department of Fish and Game. Airborne means transported by aircraft. Aircraft means any... grizzly bear. Big game means black bear, brown bear, bison, caribou, Sitka black-tailed deer, elk... gillnet that has not been intentionally staked, anchored, or otherwise fixed in one place. Edible meat...

  19. Game theory and experimental games the study of strategic interaction

    CERN Document Server

    Colman, Andrew M

    1982-01-01

    Game Theory and Experimental Games: The Study of Strategic Interaction is a critical survey of the essential ideas of game theory and the findings of empirical research on strategic interaction. Some experiments using lifelike simulations of familiar kinds of strategic interactions are presented, and applications of game theory to the study of voting, the theory of evolution, and moral philosophy are discussed.Comprised of 13 chapters, this volume begins with an informal definition of game theory and an outline of the types of social situations to which it applies. Games of skill, games of cha

  20. Search in Real-Time Video Games

    OpenAIRE

    Cowling, Peter I.; Buro, Michael; Bida, Michal; Botea, Adi; Bouzy, Bruno; Butz, Martin V.; Hingston, Philip; Muñoz-Avila, Hector; Nau, Dana; Sipper, Moshe

    2013-01-01

    This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a wide range of application areas, to address a broad range of problems arising in video games. The chapter first summarises the state of the art in search algorithms for games. It then considers the challenges in implementing these algorithms in video games (p...

  1. Cognitive behavioral game design: a unified model for designing serious games.

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  2. Playing Games with Timed Games

    DEFF Research Database (Denmark)

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

    2009-01-01

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

  3. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  4. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  5. Martian Boneyards: Scientific Inquiry in an MMO Game

    Science.gov (United States)

    Asbell-Clarke, Jodi; Edwards, Teon; Rowe, Elizabeth; Larsen, Jamie; Sylvan, Elisabeth; Hewitt, Jim

    2012-01-01

    This paper reports on research of a game designed for scientific inquiry in a new and publicly available massively-multiplayer online environment (MMO). Educators and game designers worked together to create a highly immersive environment, a compelling storyline, and research-grounded tools for scientific inquiry within the game. The designers…

  6. Another frame, another game? : Explaining framing effects in economic games

    NARCIS (Netherlands)

    Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.

    2016-01-01

    Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate

  7. High intensity intermittent games-based activity and adolescents' cognition: moderating effect of physical fitness.

    Science.gov (United States)

    Cooper, Simon B; Dring, Karah J; Morris, John G; Sunderland, Caroline; Bandelow, Stephan; Nevill, Mary E

    2018-05-08

    An acute bout of exercise elicits a beneficial effect on subsequent cognitive function in adolescents. The effect of games-based activity, an ecologically valid and attractive exercise model for young people, remains unknown; as does the moderating effect of fitness on the acute exercise-cognition relationship. Therefore, the aim of the present study was to examine the effect of games-based activity on subsequent cognition in adolescents, and the moderating effect of fitness on this relationship. Following ethical approval, 39 adolescents (12.3 ± 0.7 year) completed an exercise and resting trial in a counterbalanced, randomised crossover design. During familiarisation, participants completed a multi-stage fitness test to predict VO 2 peak. The exercise trial consisted of 60-min games-based activity (basketball), during which heart rate was 158 ± 11 beats∙min - 1 . A battery of cognitive function tests (Stroop test, Sternberg paradigm, trail making and d2 tests) were completed 30-min before, immediately following and 45-min following the basketball. Response times on the complex level of the Stroop test were enhanced both immediately (p = 0.021) and 45-min (p = 0.035) post-exercise, and response times on the five item level of the Sternberg paradigm were enhanced immediately post-exercise (p = 0.023). There were no effects on the time taken to complete the trail making test or any outcome of the d2 test. In particular, response times were enhanced in the fitter adolescents 45-min post-exercise on both levels of the Stroop test (simple, p = 0.005; complex, p = 0.040) and on the three item level of the Sternberg paradigm immediately (p = 0.017) and 45-min (p = 0.008) post-exercise. Games-based activity enhanced executive function and working memory scanning speed in adolescents, an effect particularly evident in fitter adolescents, whilst the high intensity intermittent nature of games-based activity may be too demanding for

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

    Science.gov (United States)

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

    2015-08-01

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

  9. How Student Game Designers Design Learning into Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2017-01-01

    This investigation examined how to support students in creating learning designs for specific learning goals in analogue and digital games as a means of learning. The study also explored the learning trajectories that emerged in the digital games created by the student learning-game designers....... The DBR study was developed through three iterations over two years, involving teachers and students in co-design processes. Together with the teachers, an overall learning design supported the learning process for students by inviting them to be their own learning designers as they designed digital...... learning games for specific learning goals in cross-disciplinary subject matters. The findings were that the students succeeded in developing and implementing specific learning goals in their games. The students also developed learning trajectories through the games by designing various learning...

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

    Directory of Open Access Journals (Sweden)

    Sisca Stefany

    2014-05-01

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

  11. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

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

    Science.gov (United States)

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

    2009-04-01

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

  13. Games-to-teach or games-to-learn unlocking the power of digital game-based learning through performance

    CERN Document Server

    Chee, Yam San

    2016-01-01

    The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...

  14. Cognitive behavioral game design: a unified model for designing serious games

    Directory of Open Access Journals (Sweden)

    Katryna eStarks

    2014-02-01

    Full Text Available Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Albert Bandura’s (1998 social cognitive theory (SCT has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Howard Gardner’s (1983 theory of multiple intelligences (MI to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates Social Cognitive Theory (SCT and Multiple Intelligences (MI with game design principles to create a game design blueprint for serious games.

  15. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    Science.gov (United States)

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    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

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

    Directory of Open Access Journals (Sweden)

    Adam C Oei

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

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

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

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

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

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

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

  19. Potential Applications of Manual Games,

    Science.gov (United States)

    1984-02-01

    34 just because some electronic equipment is used to keep track of logistics, combat results, and force status. Even a highly computerized game like...D-A152 541 POTENTIAL APPLICATIONS OF MANUAL GAMES (U) RAND CORP ii SANTA MONICA CA T A BROW~N FEB 84 RAND/P-6957 UNCLASI7FIED F/G 12/2 N El..I 111 1...128 112.5 111 m; * _ 1.8 I1111 ’I’ll MICROCOPY RESOLUTION TEST CHART NATI NAl fii~ t1 RI 1A L4k, I POTENTIAL APPLICATIONS OF MANUJAL GAMES Lfl N Lfl

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

    Science.gov (United States)

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

    2010-01-01

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

  1. Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.

    Science.gov (United States)

    Lobel, Adam; Engels, Rutger C M E; Stone, Lisanne L; Burk, William J; Granic, Isabela

    2017-04-01

    The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.

  2. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    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....

  3. More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2013-07-01

    Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years. The results showed that more strategic video game play predicted higher self-reported problem solving skills over time than less strategic video game play. In addition, the results showed support for an indirect association between strategic video game play and academic grades, in that strategic video game play predicted higher self-reported problem solving skills, and, in turn, higher self-reported problem solving skills predicted higher academic grades. The novel findings that strategic video games promote self-reported problem solving skills and indirectly predict academic grades are important considering that millions of adolescents play video games every day.

  4. Towards a Generic Method of Evaluating Game Levels

    DEFF Research Database (Denmark)

    Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian

    2013-01-01

    This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high...... generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike...... dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres....

  5. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  6. Are Serious Games a Good Strategy for Pharmacy Education?

    Science.gov (United States)

    Cain, Jeff; Piascik, Peggy

    2015-05-25

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.

  7. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    Science.gov (United States)

    Stewart, Phillip Michael, Jr.

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable science. This study uses a mixed-methods, quasi-experimental design with an 8th grade class at an independent school in southern Connecticut to answer the following questions: 1. What is the nature of the supports for science content learning provided by the game, the peer, and the teacher, when the game is used in a classroom setting? 2. How do the learning gains in the peer support condition compare to the solo play condition, both qualitatively and quantitatively? The concept-integrated physics game SURGE (Scaffolding Understanding through Redesigning Games for Education) was selected for this study, as it was developed with an ear towards specific learning theories and prior work on student understandings of impulse, force, and vectors. Stimulated recall interviews and video observations served as the primary sources and major patterns emerged through the triangulation of data sources and qualitative analysis in the software QSR NVivo 9. The first pattern which emerged indicated that scaffolding from within the game and outside the game requires a pause in game action to be effective, unless that scaffolding is directly useful to the player in the moment of action. The second major pattern indicated that both amount and type of prior gaming experience has somewhat complex effects on both the uses of supports and learning outcomes. In general, a high correlation was found

  8. Girls Creating Games: Challenging Existing Assumptions about Game Content

    OpenAIRE

    Denner, Jill

    2005-01-01

    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...

  9. [Sports injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Division].

    Science.gov (United States)

    Wang, Fengzhe; Chen, Zhian; Pan, Shinong; Liao, Wei; Zhan, Yuhua; Zheng, Liqiang; Wang, Yitong; Lu, Chunxue; Fu, Wei; Zhang, Xiaogang; Liang, Hongjun; Guo, Qiyong

    2015-05-05

    To retrospectively analyse the medical imaging examination results of the injuries and illnesses during the 2008 Olympic Games and 2013 China National Games in Shenyang Divison. Collected and analyzed the health information and medical imaging examination results from Shengjing Hospital of China Medical University during the two games. There was 9 cases of sports injuries in the 2008 Olympic Games, mainly for knee, ankle ligament injury and muscle sprain, 36 cases of sports injuries in the 2013 China National Games, mainly for head traumas (9 cases), knee injuries (7 cases), ankle injuries (7 cases), shoulder injures (4 cases). Competitions of high risk of being injured were wrestling (10 cases), track and field (8 cases), American football (6 cases). The most common cause of illness were respiratory system (60 cases) and the digestive system (27 cases) in the total 233 cases illnesses in the China National Games. Different sports have different characteristic, regularity and mechanism of injury. Medical imaging examination has important value in the diagnosis of injury during large games. The respiratory system and digestive system are the most common illnesses and affect the athletes training and competition as important as injuries. So illness is the focus on the medical care assurance of the large games.

  10. The Commonality Between Approaches to Determine Jump Fatigue During Basketball Activity in Junior Players: In-Game Versus Across-Game Decrements.

    Science.gov (United States)

    Scanlan, Aaron T; Fox, Jordan L; Borges, Nattai R; Dalbo, Vincent J

    2017-02-01

    Declines in high-intensity activity during game play (in-game approach) and performance tests measured pre- and postgame (across-game approach) have been used to assess player fatigue in basketball. However, a direct comparison of these approaches is not available. Consequently, this study examined the commonality between in- and across-game jump fatigue during simulated basketball game play. Australian, state-level, junior male basketball players (n = 10; 16.6 ± 1.1 y, 182.4 ± 4.3 cm, 68.3 ± 10.2 kg) completed 4 × 10-min standardized quarters of simulated basketball game play. In-game jump height during game play was measured using video analysis, while across-game jump height was determined pre-, mid-, and postgame play using an in-ground force platform. Jump height was determined using the flight-time method, with jump decrement calculated for each approach across the first half, second half, and entire game. A greater jump decrement was apparent for the in-game approach than for the across-game approach in the first half (37.1% ± 11.6% vs 1.7% ± 6.2%; P = .005; d = 3.81, large), while nonsignificant, large differences were evident between approaches in the second half (d = 1.14) and entire game (d = 1.83). Nonsignificant associations were evident between in-game and across-game jump decrement, with shared variances of 3-26%. Large differences and a low commonality were observed between in- and across-game jump fatigue during basketball game play, suggesting that these approaches measure different constructs. Based on our findings, it is not recommended that basketball coaches use these approaches interchangeably to monitor player fatigue across the season.

  11. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    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.

  12. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  13. A young people's perspective on computer game addiction

    DEFF Research Database (Denmark)

    Brus, Anne Birgitte

    2013-01-01

    In this paper I examine computer game addiction as a social phenomenon, analyzing the consequences of using the term in order to express a concern about high frequency consumption or even a problematic usage of computer games. I argue that while it is obviously very important to take seriously...... these concerns about young people ‘at risk’, there is a gap between the phenomenon as a suggested psychiatric diagnosis and young people’s reflections on the matter. Following the work of Goffman and Becker, computer game addiction is not necessarily something negative in the eyes of the player and other young...... people. It is shown that the classification can be a positive element in young people’s identity work. On the other hand, a high consumption of computer games is also considered as ‘culturally unacceptable’. From this perspective, computer game addiction becomes a question of how to construct...

  14. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

    Robot, in order to explore automated strategies ). The Game Client receives level data from the Game Server and implements the game as the player sees...formal verification domain. If formal verification problems could be turned into entertaining video games , those games could be crowd- sourced to a large...style gates that would destroy the Circuitbots. As the game evolved we found no good strategies for constraint ordering that worked significantly

  15. Understanding the Reading Attributes and Their Cognitive Relationships on a High-Stakes Biology Assessment

    Science.gov (United States)

    Rawlusyk, Kevin James

    Test items used to assess learners' knowledge on high-stakes science examinations contain contextualized questions that unintentionally assess reading skill along with conceptual knowledge. Therefore, students who are not proficient readers are unable to comprehend the text within the test item to demonstrate effectively their level of science knowledge. The purpose of this quantitative study was to understand what reading attributes were required to successfully answer the Biology 30 Diploma Exam. Furthermore, the research sought to understand the cognitive relationships among the reading attributes through quantitative analysis structured by the Attribute Hierarchy Model (AHM). The research consisted of two phases: (1) Cognitive development, where the cognitive attributes of the Biology 30 Exam were specified and hierarchy structures were developed; and (2) Psychometric analysis, that statistically tested the attribute hierarchy using the Hierarchy Consistency Index (HCI), and calculate attribute probabilities. Phase one of the research used January 2011, Biology 30 Diploma Exam, while phase two accessed archival data for the 9985 examinees who took the assessment on January 24th, 2011. Phase one identified ten specific reading attributes, of which five were identified as unique subsets of vocabulary, two were identified as reading visual representations, and three corresponded to general reading skills. Four hierarchical cognitive model were proposed then analyzed using the HCI as a mechanism to explain the relationship among the attributes. Model A had the highest HCI value (0.337), indicating an overall poor data fit, yet for the top achieving examinees the model had an excellent model fit with an HCI value of 0.888, and for examinees that scored over 60% there was a moderate model fit (HCI = 0.592). Linear regressions of the attribute probability estimates suggest that there is a cognitive relationship among six of the ten reading attributes (R2 = 0.958 and 0

  16. Extended non-local games and monogamy-of-entanglement games.

    Science.gov (United States)

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    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.

  17. Game injuries in relation to game schedules in the National Basketball Association.

    Science.gov (United States)

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (pNBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  18. Foundations of game theory noncooperative games

    CERN Document Server

    Vorob’ev, Nicolai N

    1994-01-01

    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...

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

    Science.gov (United States)

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

    2011-10-01

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

  20. Atlanta Centennial Olympic Games and Paralympic Games event study, 1996. Final report, July 1996--August 1996

    Energy Technology Data Exchange (ETDEWEB)

    Amodei, R.; Bard, E.; Brong, B.; Cahoon, F.; Jasper, K.

    1998-11-01

    The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects--a Central Transportation Management Center (TMC), six Traffic Control Centers (TCCs), one Transit Information Center (TIC), The Travel Information Showcase (TIS), and the extension of the Metropolitan Atlanta Rapid Transit Authority (MARTA) Rail network and the new high-occupancy vehicle (HOV) lanes on I-85 and I-75. The 1996 Atlanta Centennial Olympic Games and Paralympic Games created a focus for these projects. All of these systems were to be brought on-line in time for the Olympic Games. This report presents the findings of the 1996 Olympic and Paralympic Games Events Study--a compilation of findings of system performance, the benefits realized, and the lessons learned during their operations over the event period. The study assessed the performance of the various Travel Demand Management (TDM) plans employed for Olympic Games traffic management.

  1. Methods Used in Game Development to Foster FLOW

    Science.gov (United States)

    Jeppsen, Isaac Ben

    2010-01-01

    Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.

  2. Investigating MCTS Modifications in General Video Game Playing

    DEFF Research Database (Denmark)

    Frydenberg, Frederik; Andersen, Kasper; Risi, Sebastian

    2015-01-01

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

  3. Learning by gaming - evaluation of an online game for children.

    Science.gov (United States)

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  4. A forecasting model of gaming revenues in Clark County, Nevada

    International Nuclear Information System (INIS)

    Edwards, B.; Bando, A.; Basset, G.; Rosen, A.; Meenan, C.; Carlson, J.

    1992-01-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, and identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain

  5. A forecasting model of gaming revenues in Clark County, Nevada

    Energy Technology Data Exchange (ETDEWEB)

    Edwards, B.; Bando, A.; Bassett, G.; Rosen, A. [Argonne National Lab., IL (United States); Carlson, J.; Meenan, C. [Science Applications International Corp., Las Vegas, NV (United States)

    1992-04-01

    This paper describes the Western Area Gaming and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, an identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain.

  6. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

    This gentle introduction to logic and model theory is based on a systematic use of three important games in logic: the semantic game; the Ehrenfeucht–Fraïssé game; and the model existence game. The third game has not been isolated in the literature before but it underlies the concepts of Beth

  7. The Motivational Power of Game Communities - Engaged through Game Jamming

    DEFF Research Database (Denmark)

    Reng, Lars; Schoenau-Fog, Henrik; Kofoed, Lise B.

    2013-01-01

    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...

  8. Laser welded steel sandwich panel bridge deck development : finite element analysis and stake weld strength tests.

    Science.gov (United States)

    2009-09-01

    This report summarizes the analysis of laser welded steel sandwich panels for use in bridge structures and : static testing of laser stake welded lap shear coupons. Steel sandwich panels consist of two face sheets : connected by a relatively low-dens...

  9. Game based cyber security training: are serious games suitable for cyber security training?

    OpenAIRE

    Hendrix, Maurice; Al-Sherbaz, Ali; Victoria, Bloom

    2016-01-01

    Security research and training is attracting a lot of investment and interest from governments and the private sector. Most efforts have focused on physical security, while cyber security or digital security has been given less importance. With recent high-profile attacks it has become clear that training in cyber security is needed. Serious Games have the capability to be effective tools for public engagement and behavioural change and role play games, are already used by security profession...

  10. The Differences in Motivations of Online Game Players and Offline Game Players: A Combined Analysis of Three Studies at Higher Education Level

    Science.gov (United States)

    Hainey, Tom; Connolly, Thomas; Stansfield, Mark; Boyle, Elizabeth

    2011-01-01

    Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies…

  11. Gambling in China: socio-historical evolution and current challenges.

    Science.gov (United States)

    Wu, Anise M S; Lau, Joseph T F

    2015-02-01

    This paper provides an overview of gambling issues in China, including historical development, governmental responses and social consequences. Based on materials written in Chinese or English available at academic databases and other online resources, historical, cultural and policy analyses were conducted. The focus is on mainland China, but reference is made to Hong Kong and Macao to illustrate differences. Throughout Chinese history, gambling was strictly prohibited by law. In contrast, small-stakes betting for entertainment instead of monetary gain, defined as 'gaming' in this paper, has been culturally acceptable and tolerated by governments. After banning gambling for three decades, the Chinese government attempts to meet public demand for 'gaming' and to confine gambling to 'gaming' by issuing national lotteries. In response to increased economic wealth, gambling opportunities were allowed to develop, but were restricted to Macao. Social problems such as illegal and youth gambling are, however, emerging. The 'gaming' perception may predispose Chinese individuals to wagering activities and increase the risk of gambling disorder, which has been widely seen as misconduct rather than a mental disorder. Currently, the country has a dearth of gambling research and limited prevention and rehabilitation services, almost none at national level. A distinction between small-stakes 'gaming' and large-stakes 'gambling', which has cultural roots, plays an important role in relevant governmental policies and social responses in mainland China. Gambling disorder prevention and treatment is not yet on the national agenda. The country's knowledge and services gaps on gambling problems need to be filled out. © 2014 Society for the Study of Addiction.

  12. Improving physics instruction by analyzing video games

    Science.gov (United States)

    Beatty, Ian D.

    2013-01-01

    Video games can be very powerful teaching systems, and game designers have become adept at optimizing player engagement while scaffolding development of complex skills and situated knowledge. One implication is that we might create games to teach physics. Another, which I explore here, is that we might learn to improve classroom physics instruction by studying effective games. James Gee, in his book What Video Games Have to Teach Us About Learning and Literacy (2007), articulates 36 principles that make good video games highly effective as learning environments. In this theoretical work, I identify 16 themes running through Gee's principles, and explore how these themes and Gee's principles could be applied to the design of an on-campus physics course. I argue that the process pushes us to confront aspects of learning that physics instructors and even physics education researchers generally neglect, and suggest some novel ideas for course design.

  13. Leren van games? Educatieve online games met EMERGO

    NARCIS (Netherlands)

    Nadolski, Rob

    2015-01-01

    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

  14. Computer games and fine motor skills.

    Science.gov (United States)

    Borecki, Lukasz; Tolstych, Katarzyna; Pokorski, Mieczyslaw

    2013-01-01

    The study seeks to determine the influence of computer games on fine motor skills in young adults, an area of incomplete understanding and verification. We hypothesized that computer gaming could have a positive influence on basic motor skills, such as precision, aiming, speed, dexterity, or tremor. We examined 30 habitual game users (F/M - 3/27; age range 20-25 years) of the highly interactive game Counter Strike, in which players impersonate soldiers on a battlefield, and 30 age- and gender-matched subjects who declared never to play games. Selected tests from the Vienna Test System were used to assess fine motor skills and tremor. The results demonstrate that the game users scored appreciably better than the control subjects in all tests employed. In particular, the players did significantly better in the precision of arm-hand movements, as expressed by a lower time of errors, 1.6 ± 0.6 vs. 2.8 ± 0.6 s, a lower error rate, 13.6 ± 0.3 vs. 20.4 ± 2.2, and a shorter total time of performing a task, 14.6 ± 2.9 vs. 32.1 ± 4.5 s in non-players, respectively; p computer games on psychomotor functioning. We submit that playing computer games may be a useful training tool to increase fine motor skills and movement coordination.

  15. Billions at stake in climate finance: four key lessons

    Energy Technology Data Exchange (ETDEWEB)

    Newell, Peter [University of East Anglia (United Kingdom); Roberts, J. Timmons [Brown University (United States); Boyd, Emily [University of Leeds (United Kingdom); Huq, Saleemul

    2009-11-15

    How can we break through the impasse on the road to Copenhagen? As the climate talks stall over the size of emissions cuts and who pays for them, it is increasingly clear that funding will be key to breaking the deadlock. Guaranteeing adequate levels of climate finance will be a deal maker or breaker for the poorest nations as the December summit approaches. But on the brink of a new chapter in climate funding, with unprecedented flows at stake, donor countries need to learn from decades of aid experience – mistakes as well as successes. Failure to do this risks wasting a great opportunity to kickstart low-carbon, climate-resilient development for the world's poor.

  16. Oil dependence. Myths and realities of a strategic stake

    International Nuclear Information System (INIS)

    Chaliand, G.; Jafalian, A.

    2005-04-01

    Using a series of regional studies, this collective book proposes to evaluate the strategic dimensions of the oil dependence and to determine its geopolitical impacts in the Middle East, Russia, China, USA and Europe. Content: the oil stakes at the beginning of the 21. century; in the center of the oil scene: the Middle East; oil dependence and US foreign policy: beyond myths; the Russian oil, instrument of influence and of alliances re-knitting; China and oil: security feelings and strategic approach; towards a European supply strategy; beyond petroleum: what alternatives; 150 years of petroleum history; the energy dependence; energy economy; automotive fuels and pollution abatement; limitation of greenhouse gas emissions; glossary; bibliography; index; Web links. (J.S.)

  17. Defining Game Mechanics

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    2008-01-01

    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...

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

    Science.gov (United States)

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

    2012-01-01

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

  19. Of Mother Tongues and Other Tongues: The Stakes of Linguistically Inclusive Pedagogy in Minority Contexts

    Science.gov (United States)

    Taylor, Lisa K.

    2008-01-01

    This article addresses two key challenges that globalization poses to literacy research: the need for new models of literacy and literacy education, and the stakes of adopting multiliteracies pedagogies in different contexts--that is, the tensions between competing hegemonic discourses of collective identity in the public sphere of ethnolinguistic…

  20. A Game Map Complexity Measure Based on Hamming Distance

    Science.gov (United States)

    Li, Yan; Su, Pan; Li, Wenliang

    With the booming of PC game market, Game AI has attracted more and more researches. The interesting and difficulty of a game are relative with the map used in game scenarios. Besides, the path-finding efficiency in a game is also impacted by the complexity of the used map. In this paper, a novel complexity measure based on Hamming distance, called the Hamming complexity, is introduced. This measure is able to estimate the complexity of binary tileworld. We experimentally demonstrated that Hamming complexity is highly relative with the efficiency of A* algorithm, and therefore it is a useful reference to the designer when developing a game map.

  1. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  2. Hubungan Antara Kontrol Diri Dengan Intensitas Bermain Game Online Pada Mahasiswa Pemain Game Online Di Game Center X Semarang

    OpenAIRE

    Budhi, Ferry Hernoyo; Indrawati, Endang Sri

    2016-01-01

    Penelitian ini bertujuan untuk mengetahui hubungan antara kontrol diri dengan intensitas bermain game online pada mahasiswa pemain game online di game center X Semarang. Populasi penelitian ini adalah mahasiswa yang bermain game online di game center X Semarang. Sampel penelitian berjumlah 70 orang yang dipilih menggunakan teknik convenient sampling. Pengumpulan data menggunakan dua buah skala psikologi, yaitu skala intensitas bermain game online (45 aitem valid dengan α= 0,944) dan skala kon...

  3. What are the stakes of the hydroelectric power? Supplement: report on the renewable energies

    International Nuclear Information System (INIS)

    2003-01-01

    The document presents the regulation and the stakes concerning the hydroelectricity development in France: contribution to the greenhouse effect fight, the environment preservation, possible uses. It proposes then, a grid of a socio-economical evaluation of the projects. In this framework, the impacts of the little hydroelectric power and the possible corrective measures are described. (A.L.B.)

  4. Video game addiction in children and teenagers in Taiwan.

    Science.gov (United States)

    Chiu, Shao-I; Lee, Jie-Zhi; Huang, Der-Hsiang

    2004-10-01

    Video game addiction in children and teenagers in Taiwan is associated with levels of animosity, social skills, and academic achievement. This study suggests that video game addiction can be statistically predicted on measures of hostility, and a group with high video game addiction has more hostility than others. Both gender and video game addiction are negatively associated with academic achievement. Family function, sensation seeking, gender, and boredom have statistically positive relationships with levels of social skills. Current models of video game addiction do not seem to fit the findings of this study.

  5. Performance indicators analysis at Brazilian and Italian women's volleyball leagues according to game location, game outcome, and set number.

    Science.gov (United States)

    Campos, Fabio A D; Stanganélli, Luiz C R; Campos, Leandra C B; Pasquarelli, Bruno N; Gómez, Miguel-Angel

    2014-04-01

    This study was done to investigate the advantage of playing at home in elite women's volleyball leagues and the influence of performance indicators in the game score according to set number. The sample consisted of 240 games of the Brazilian Volleyball League (n = 132 games) and the Italian Volleyball League (n = 108 games) from the 2011-2012 season. The relationship of performance indicators (including serve, attack, block, and opponents' errors) with the game outcome (win or lose) was assessed. The results showed that there was a home advantage effect in women's volleyball leagues, with a higher prevalence of victory for the home teams in Brazilian and Italian leagues (58 and 56%, respectively). When related to the performance indicators and among the aspects that were most highly correlated with victory, the attack was the technical indicator that explained most of the results of volleyball games.

  6. Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Chamarro, Andrés; Carbonell, Xavier; Vallerand, Robert J

    2014-05-01

    Passion represents one of the factors involved in online video gaming. However, it remains unclear how passion affects the way gamers are involved in massively multiplayer online role-playing games (MMORPGs). The objective of the present study was to analyze the relationships between passions and motivations for online game playing. A total of 410 MMORPG players completed an online questionnaire including motives for gaming and the Passion Scale. Results indicated that passionate gamers were interested in relating with others through the game and exhibited a high degree of interest in discovery of the game, gaining leadership and prestige but little interest in escape from reality. However, some differences were observed with respect to the role of the two types of passion in the different types of motivation. Specifically, harmonious passion (HP) predicted higher levels of exploration, socialization, and achievement, in that order, while obsessive passion (OP) predicted higher levels of dissociation, achievement, and socialization. The present findings suggest that HP and OP predict different ways of engaging in MMORPGs and confirm that passion is a useful construct to help understand different motivational patterns demonstrated by MMORPG players.

  7. "Martian Boneyards": Sustained Scientific Inquiry in a Social Digital Game

    Science.gov (United States)

    Asbell-Clarke, Jordis

    Social digital gaming is an explosive phenomenon where youth and adults are engaged in inquiry for the sake of fun. The complexity of learning evidenced in social digital games is attracting the attention of educators. Martian Boneyards is a proof-of-concept game designed to study how a community of voluntary gamers can be enticed to engage in sustained, high-quality scientific inquiry. Science educators and game designers worked together to create an educational game with the polish and intrigue of a professional-level game, striving to attract a new audience to scientific inquiry. Martian Boneyards took place in the high-definition, massively multiplayer online environment, Blue Mars, where players spent an average of 30 hours in the game over the 4-month implementation period, with some exceeding 200 hours. Most of the players' time was spent in scientific inquiry activities and about 30% of the players' in-game interactions were in the analysis and theory-building phases of inquiry. Female players conducted most of the inquiry, in particular analysis and theory building. The quality of scientific inquiry processes, which included extensive information gathering by players, and the resulting content were judged to be very good by a team of independent scientists. This research suggests that a compelling storyline, a highly aesthetic environment, and the emergent social bonds among players and between players and the characters played by designers were all responsible for sustaining high quality inquiry among gamers in this free-choice experience. The gaming environment developed for Martian Boneyards is seen as an evolving ecosystem with interactions among design, players' activity, and players' progress.

  8. Video game addiction: The push to pathologize video games

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony

    2017-01-01

    With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been...... achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected...... and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction...

  9. Evaluation of Serious Games: A Holistic Approach

    NARCIS (Netherlands)

    Steiner, Christina; Hollins, Paul; Kluijfhout, Eric; Dascalu, Mihai; Nussbaumer, Alexander; Albert, Dietrich; Westera, Wim

    2015-01-01

    Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this

  10. The game of method: board games as support for teaching research courses

    Directory of Open Access Journals (Sweden)

    Felipe Drude Almeida

    2017-10-01

    Full Text Available This article proposes a board game to support the teaching of the principles of scientific research. Its methodology involves literature review, game testing, and game design. Its objective is to define good practices for the use of these games (analog or digital in the teaching of Scientific Methodology. The literature review identified some board games developed for this purpose: Snakes and Ladders, Defense of Hidgeon, The Game of Research and Cheats and Geeks. These games were evaluated through several game design and educational design categories, such as narrative, usability/interface, mechanics, gameplay, art/aesthetics, learning, sound, balance between entertainment/education and time to play. The article suggests good practices for the design of educational board games and presents the proposal of a board game for the teaching of scientific methodology.

  11. Direct sum matrix game with prisoner's dilemma and snowdrift game.

    Directory of Open Access Journals (Sweden)

    Chengzhang Ma

    Full Text Available A direct sum form is proposed for constructing a composite game from two 2 x 2 games, prisoner's dilemma and snowdrift game. This kind of direct sum form game is called a multiple roles game. The replicator dynamics of the multiple roles game with will-mixed populations is explored. The dynamical behaviors on square lattice are investigated by numerical simulation. It is found that the dynamical behaviors of population on square lattice depend on the mixing proportion of the two simple games. Mixing SD activities to pure PD population inhibits the proportion of cooperators in PD, and mixing PD activities to pure SD population stimulates the proportion of cooperators in SD. Besides spatial reciprocity, our results show that there are roles reciprocities between different types of individuals.

  12. Characteristics of Internet use in relation to game genre in Korean adolescents.

    Science.gov (United States)

    Lee, Moon-Soo; Ko, Young-Hoon; Song, Hyoung-Seok; Kwon, Ku-Hyung; Lee, Hyeon-Soo; Nam, Min; Jung, In-Kwa

    2007-04-01

    As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.

  13. Let the Game do the Talking: The influence of explicitness and game behavior on comprehension in an educational computer game

    NARCIS (Netherlands)

    Bergervoet, Erwin; van der Sluis, Frans; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Gavrilova, M.L.

    2011-01-01

    An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves. These games rely on a constructivist approach to learning, where the learner constructs knowledge through concrete experiences. Endogenous educational games which are

  14. Games, Gaming, and Gamification: Some Aspects of Motivation

    Science.gov (United States)

    Hanson-Smith, Elizabeth

    2016-01-01

    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.

  15. Social gaming rules : Changing people's behavior through games

    NARCIS (Netherlands)

    Vegt, N.J.H.; Visch, V.T.

    2013-01-01

    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

  16. A Mathematical Model of Game Refinement and Its Applications to Sports Games

    Directory of Open Access Journals (Sweden)

    Arie Pratama Sutiono

    2015-10-01

    Full Text Available This paper explores a mathematical model of game progress. We claim that a realistic model of the game progress during the in-game period is not linear but exponential. The second derivative value, i.e., acceleration in the sense of dynamics, is derived from the model and we propose to use the value as a measure of game refinement. T his i s b ecause a cceleration o f g ame p rogress s hould b e r elated t o t he e motional impact i n our minds, as thrill or engagement in games. We also evaluate well known games using our theory like sport games, that would further be classified by the rule to finish the game. It is expected that the game refinement theory will be widely used as a tool to assess the quality of various types of games as a new game theory.

  17. Metabolic responses to Wii Fit™ video games at different game levels.

    Science.gov (United States)

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  18. Rationality on the rise: Why relative risk aversion increases with stake size

    OpenAIRE

    Fehr-Duda, Helga; Bruhin, Adrian; Epper, Thomas F.; Schubert, Renate

    2008-01-01

    How does risk tolerance vary with stake size? This important question cannot be adequately answered if framing effects, nonlinear probability weighting, and heterogeneity of preference types are neglected. We show that, contrary to gains, no coherent change in relative risk aversion is observed for losses. The increase in relative risk aversion over gains cannot be captured by the curvature of the utility function. It is driven predominantly by a change in probability weighting of a majority ...

  19. ENHANCING ENGLISH LANGUAGE LEARNERS’ MOTIVATION THROUGH ONLINE GAMES

    Directory of Open Access Journals (Sweden)

    Nataliia V. Iaremenko

    2017-06-01

    Full Text Available In this article, we examine the potentials of online games which teachers can employ in order to motivate their students and summarize the positive effects of playing learning games. The study addresses the question of how gamified learning is applicable to learning English as a second language. The other research questions refer to the reasons that make language learners want to play a learning game and the influence of particular game elements onto players. All of these questions are investigated on the example of Kahoot web resource. The study suggests that online learning games can foster intrinsic motivation and help engage students in learning activities. The use of online games in English as a second language learning shows the direct relationship between a high energy level of fun competition and increased motivation.

  20. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  1. A Case Study of the In-Class Use of a Video Game for Teaching High School History

    Science.gov (United States)

    Watson, William R.; Mong, Christopher J.; Harris, Constance A.

    2011-01-01

    This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…

  2. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    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....

  3. "Grand Theft South Africa": Games, Literacy and Inequality in Consumer Childhoods

    Science.gov (United States)

    Walton, Marion; Pallitt, Nicola

    2012-01-01

    Discussions of "game literacy" focus on the informal learning and literacies associated with games but seldom address the diversity in young people's gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption…

  4. 50 CFR 100.25 - Subsistence taking of fish, wildlife, and shellfish: general regulations.

    Science.gov (United States)

    2010-10-01

    ... all prying edges rounded and smooth. ADF&G means the Alaska Department of Fish and Game. Airborne.... Bear means black bear, or brown or grizzly bear. Big game means black bear, brown bear, bison, caribou... staked, anchored, or otherwise fixed in one place. Edible meat means the breast meat of ptarmigan and...

  5. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

    OpenAIRE

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2016-01-01

    Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would...

  6. Serious Games for Health: Learning and healing with video games?

    OpenAIRE

    Sostmann, K; Tolks, D; Fischer, M; Buron, S

    2010-01-01

    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...

  7. Market Development of Video Games : Video game markets and marketing

    OpenAIRE

    Pu, Jun

    2010-01-01

    This diploma work focus on analysing the markets and marketing of video game industry. After the research of this study, I found out that console game markets are growing dramatically in the recent years. On the other hand, PC game markets (excluding online game markets) are growing slowly due to the problem of illegal copies. So my study will then focus on the development of console game markets and marketing. A new concept called Three Parties is introduced in chapter 5 to help ...

  8. Serious games for Geophysics

    Science.gov (United States)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    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

  9. New Digital Energy Game, the Use of Games to Influence Attitudes, Interests, and Student Achievement in Science

    Science.gov (United States)

    Holmes, Venita

    2012-01-01

    Purpose: To assess how the use of games contributes to students' science learning, interests, and attitudes about science. Methodology: The study sample was middle and high-school students in a large urban school district in 2012. A total of 1191 students participated in the game. The majority of students were Hispanic females of low…

  10. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    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.

  11. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    Science.gov (United States)

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  12. A Rating Tool for Sharing Experiences with Serious Games

    Science.gov (United States)

    Hendrix, Maurice; Backlund, Per; Vampula, Boris

    2014-01-01

    The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as…

  13. The Forbidden World of Off the Record Negotiating for Successful Air Force Media Engagements

    Science.gov (United States)

    2012-02-15

    OTR conversations seem common, is neglecting to train PAOs on OTR techniques akin to asking them to join in a high-stakes poker game after only...Report Submitted to the Faculty Air War College In Partial Fulfillment of the Graduation Requirements 15 February 2012...information into news stories with the proper context—that sometimes is impossible under on-the-record constraints. Few public affairs professionals or

  14. Using games as a teaching strategy.

    Science.gov (United States)

    Glendon, Kellie; Ulrich, Debbie

    2005-07-01

    Both of these games are relatively easy to develop and are fun ways for faculty to challenge students and provide immediate feedback so students can assess their own comprehension and, consequently, their need for further study (Ulrich & Glendon, 2005). Teacher-delivered factual material is often tedious and boring, while games are highly motivating and accomplish the same objectives.

  15. Effect of computer game playing on baseline laparoscopic simulator skills.

    Science.gov (United States)

    Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd

    2013-08-01

    Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.

  16. A systematic review of serious games in asthma education.

    Science.gov (United States)

    Drummond, David; Monnier, Delphine; Tesnière, Antoine; Hadchouel, Alice

    2017-05-01

    Serious games may be useful tools for asthma education. The objectives of this systematic review were to identify the available articles on serious games designed to educate patients and the general public about asthma and to assess their impact on patient's knowledge, behavior, and clinical outcomes related to asthma. PubMed, EMBASE, Cochrane Library, PsychInfo, and Web of Science were systematically searched from January 1980 to December 2015 for studies investigating serious games in asthma education. Two investigators independently assessed studies against inclusion criteria and rated those included on indicators of quality. Investigators extracted data on serious games' content and learning objectives, and on outcomes following Kirkpatrick classification. A total of 12 articles were found to be relevant, describing a total of 10 serious games. All serious games were directed toward children, with eight games for children with asthma and two for school-based intervention. The average Medical Education Research Study Quality Instrument score was 13.9 of 18, which is high. Most of the serious games were associated with high rates of satisfaction and improvement in children's knowledge. Seven studies evaluated the impact of serious games on clinical outcomes and found no significant difference relative to control groups. Although serious games designed for asthma education have evolved with advances in technology, results of their evaluation remained similar across studies, with clear improvements in knowledge but little or no change in behaviors and clinical outcomes. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  17. Quantum signaling game

    International Nuclear Information System (INIS)

    Frackiewicz, Piotr

    2014-01-01

    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)

  18. Game-induced fatigue patterns in elite female soccer.

    Science.gov (United States)

    Krustrup, Peter; Zebis, Mette; Jensen, Jack M; Mohr, Magni

    2010-02-01

    The purpose was to examine the fatigue pattern of elite female soccer players after competitive games. Soccer players (n = 23) from the Danish women Premier League performed a countermovement vertical jump test, a repeated 30-m sprint test, and the Yo-Yo intermittent endurance level 2 (Yo-Yo IE2) test at rested state and after a competitive game. Average heart rate during the game was 86 +/- 1% of maximal heart rate with no differences between halves. Blood lactate was 5.1 +/- 0.5 mmol.L after the first half, which was higher (p game, which was 62% lower (p game, which was 4% slower (p game-induced effect was observed on vertical jump performance. Significant inverse correlations were observed between Yo-Yo IE2 test performance and fatigue index during the repeated sprint test both at rest (r = -0.76, p game (r = -0.66, p game does cause marked impairment in intense intermittent exercise and repeated sprint performance but does not affect vertical jump performance. These findings support the notion that decrements in distance covered by sprinting and high-speed running toward the end of elite female games are caused by fatigue.

  19. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

  20. Optional contributions have positive effects for volunteering public goods games

    Science.gov (United States)

    Song, Qi-Qing; Li, Zhen-Peng; Fu, Chang-He; Wang, Lai-Sheng

    2011-11-01

    Public goods (PG) games with the volunteering mechanism are referred to as volunteering public goods (VPG) games, in which loners are introduced to the PG games, and a loner obtains a constant payoff but not participating the game. Considering that small contributions may have positive effects to encourage more players with bounded rationality to contribute, this paper introduces optional contributions (high value or low value) to these typical VPG games-a cooperator can contribute a high or low payoff to the public pools. With the low contribution, the logit dynamics show that cooperation can be promoted in a well mixed population comparing to the typical VPG games, furthermore, as the multiplication factor is greater than a threshold, the average payoff of the population is also enhanced. In spatial VPG games, we introduce a new adjusting mechanism that is an approximation to best response. Some results in agreement with the prediction of the logit dynamics are found. These simulation results reveal that for VPG games the option of low contributions may be a better method to stimulate the growth of cooperation frequency and the average payoff of the population.

  1. Game engines: a survey

    Directory of Open Access Journals (Sweden)

    A. Andrade

    2015-11-01

    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.

  2. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    Science.gov (United States)

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  3. LEARNING GAMES OR LEARNING STIMULATING GAMES: AN INDIRECT APPROACH TO LEARNING STIMULATING EFFECTS FROM OFF-THE-SHELF GAMES

    OpenAIRE

    Mats Wiklund; Peter Mozelius

    2014-01-01

    Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning m...

  4. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    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....

  5. Game animals as bioindicators of environmental contamination by mercury

    International Nuclear Information System (INIS)

    Gasparova, Katarina

    2002-01-01

    The article deals with determination of Hg in the biological materials (furred game), which comes from 9 districts in Slovak Republic. In the fur there were determined the mercury contents, in μg·kg -1 , as follows: roe deer game - Lucenec District, 12.3; Poltar Dis., 12.8; Prievidza Dis., 42.6; Revuca Dis., 23.5; Rimavska Sobota Dis., 16.7; Spisska Nova Ves Dis., 262.5; Veliky Krtis Dis., 20.3; Zarnovica Dis., 11.5; Ziar nad Hronom Dis., 15.5; red deer game - Lucenec Dis., 13.6; Poltar Dis., 16.2; Rimavska Sobota Dis., 22.1; Zarnovica Dis., 9.6; fallow deer game - Poltar Dis., 41.9; boar game - Prievidza Dis., 257.6. The measurements were carried out by atomic absorption spectrometry using an AMA 254 instrument. The investigated animals were hunted during the hunting period in the year 1999. The biological samples were taken from healthy game without any strange changes of its behavior or colour. High mercury content in fur of roe deer game in Spisska Nova Ves District and also in fur of boar game in Prievidza District shows big air pollution in these districts, caused mainly by intensive industry, mining, reprocessing and energy technologies used in these districts. We can suppose that because of the environmental contamination there is also a high content of mercury in game internal organs. It would be useful to continue with analyzing the content of Hg in the biological material and environmental as well. (author)

  6. Pro Android Games

    CERN Document Server

    Silva, Vladimir

    2010-01-01

    Do you remember landmark games like Wolfenstein 3D, Doom, and Asteroids? Well, here's an exciting opportunity to build and/or port these games to one of the hottest mobile and netbooks platforms today: Google's Android. Pro Android Games teaches you how to build cool games like Space Blaster and the classic Asteroids from scratch on the latest Android platform. This book also shows you how to port other classic freeware/shareware games like Doom and Wolfenstein 3D from C using the Java Native Interface (JNI) for Android. This book is all about a unique perspective in Android game development:

  7. A forecasting model of gaming revenues in Clark County, Nevada

    International Nuclear Information System (INIS)

    Edwards, B.; Bando, A.; Bassett, G.; Rosen, A.; Carlson, J.; Meenan, C.

    1992-01-01

    This paper describes the Western Area Gaining and Economic Response Simulator (WAGERS), a forecasting model that emphasizes the role of the gaming industry in Clark County, Nevada. It is designed to generate forecasts of gaming revenues in Clark County, whose regional economy is dominated by the gaming industry, an identify the exogenous variables that affect gaming revenues. This model will provide baseline forecasts of Clark County gaming revenues in order to assess changes in gaming related economic activity resulting from future events like the siting of a permanent high-level radioactive waste repository at Yucca Mountain

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

    Science.gov (United States)

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

    2017-11-01

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

  9. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    Science.gov (United States)

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

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. Stakes and modalities of the climatic risk covering

    International Nuclear Information System (INIS)

    Marteau, D.

    2006-01-01

    Several econometric works show that climatic volatility is at the first rank of the risk factors in several economic sectors like energy, textile, agriculture and food, tourism, leisure, building industries etc. However, climate remains an underestimated economic factor for several reasons: lack of awareness about the comparative stakes of climate risks management and market risks management, difficulties in the measurement of climate risk exposure, weak knowledge of covering techniques for private contract and organized markets, and unsolved question of risk sharing between shareholders and managers. This document analyzes the sensitivity of companies with respect to climate risk and describes the 5 steps of implementation of a climate covering policy: risk exposure measurement, risk bearing or transfer decision, definition of the optimum covering profile, choice of markets and covering instruments, efficiency measurement. A practical example is shown with its related questions. (J.S.)

  11. An Application of Games-Based Learning within Software Engineering

    Science.gov (United States)

    Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas

    2007-01-01

    For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate…

  12. Simulation gaming in nursing education.

    Science.gov (United States)

    Ulione, M S

    1983-10-01

    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.

  13. Games, theory and applications

    CERN Document Server

    Thomas, L C

    2011-01-01

    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

  14. The development of indonesian online game addiction questionnaire.

    Science.gov (United States)

    Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari

    2013-01-01

    Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; ponline games (ρ = 0.43; ponline games (ρ = 0.41; ponline games (ρ = 0.30; ponline game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  15. Design of Game Space

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2011-01-01

    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....

  16. The Integrated Model of (Dys- Functionality: Reconstructing Patterns of Gaming as Self-Medication in Biographical Interviews with Video Game Addicts

    Directory of Open Access Journals (Sweden)

    Paula Bleckmann

    2015-07-01

    Full Text Available We aim to build a new theory of highly committed problematic video gaming based on rich qualitative data and to compare it to existing theories. To do this, we used hermeneutic analytical methods and grounded theory methodology to analyze 125 hours of recording from 42 biographical interviews, 23 of them with long-term follow-up. Participants were addicted (ex- gamers according to screening instruments, aged 16 to 44, 29 males and 13 females. The integrated (dys- functionality model shows in-game behavior of participants to be dysfunctional in that it hinders advancement in several distinguishable real-life biographical quests (for success, for belonging, and for autonomy and at the same time functional in that it matches these quests. The model integrates two seemingly irreconcilable research traditions: The addiction/disease model in medical-psychological research investigates dysfunctionality of gaming in pathological gamers. Game studies focus on functionality of in-game behavior and establish gamer typologies based on gaming motives. By adding the biographical context to game studies, but keeping the gamer's perspective, we show that gamers whose lives become dominated by gaming may know what they want and "virtually" get it, but still not "really" get it in the long term. "Compensatory" gaming does not, thus, equal unproblematic or "non-addicted" gaming. URN: http://nbn-resolving.de/urn:nbn:de:0114-fqs150387

  17. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming

  18. Polymorphic Evolutionary Games.

    Science.gov (United States)

    Fishman, Michael A

    2016-06-07

    In this paper, I present an analytical framework for polymorphic evolutionary games suitable for explicitly modeling evolutionary processes in diploid populations with sexual reproduction. The principal aspect of the proposed approach is adding diploid genetics cum sexual recombination to a traditional evolutionary game, and switching from phenotypes to haplotypes as the new game׳s pure strategies. Here, the relevant pure strategy׳s payoffs derived by summing the payoffs of all the phenotypes capable of producing gametes containing that particular haplotype weighted by the pertinent probabilities. The resulting game is structurally identical to the familiar Evolutionary Games with non-linear pure strategy payoffs (Hofbauer and Sigmund, 1998. Cambridge University Press), and can be analyzed in terms of an established analytical framework for such games. And these results can be translated into the terms of genotypic, and whence, phenotypic evolutionary stability pertinent to the original game. Copyright © 2016 Elsevier Ltd. All rights reserved.

  19. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    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...

  20. Towards a better understanding of the overall health impact of the game of squash: automatic and high-resolution motion analysis from a single camera view

    Directory of Open Access Journals (Sweden)

    Brumann Christopher

    2017-09-01

    Full Text Available In this paper, we present a method for locating and tracking players in the game of squash using Gaussian mixture model background subtraction and agglomerative contour clustering from a calibrated single camera view. Furthermore, we describe a method for player re-identification after near total occlusion, based on stored color- and region-descriptors. For camera calibration, no additional pattern is needed, as the squash court itself can serve as a 3D calibration object. In order to exclude non-rally situations from motion analysis, we further classify each video frame into game phases using a multilayer perceptron. By considering a player’s position as well as the current game phase we are able to visualize player-individual motion patterns expressed as court coverage using pseudo colored heat-maps. In total, we analyzed two matches (six games, 1:28h of high quality commercial videos used in sports broadcasting and compute high resolution (1cm per pixel heat-maps. 130184 manually labeled frames (game phases and player identification show an identification correctness of 79.28±8.99% (mean±std. Game phase classification is correct in 60.87±7.62% and the heat-map visualization correctness is 72.47±7.27%.

  1. Online game-enhanced teaching in game theory

    OpenAIRE

    Badeau-Mahmoud, Sonia; Deloche, Regis; Koscielniak, Thierry

    2014-01-01

    Introducing digital educational games into class lessons can generate engagement, interactivity, and motivation. It can also result in an active participation of the students in the classroom. To achieve this goal, one teaching strategy is to use online digital games in teaching and learning situations. In our case, we wanted to test this strategy in an economics course, especially in a Game Theory lesson. We set up an experiment in two different lessons: the “Economie expérimentale” (...

  2. The Design and Analysis of Learning Effects for a Game-based Learning System

    OpenAIRE

    Wernhuar Tarng; Weichian Tsai

    2010-01-01

    The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to...

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

    Science.gov (United States)

    Reinecke, Leonard

    2009-08-01

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

  4. The mathematics of games

    CERN Document Server

    Beasley, John D

    2006-01-01

    ""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

  5. Video game playing as a risk factor in adolescence?

    OpenAIRE

    Lysý, Jan

    2013-01-01

    Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks ar...

  6. Nested Potential Games

    OpenAIRE

    Hiroshi Uno

    2007-01-01

    This paper proposes a new class of potential games, the nested potential games, which generalize the potential games defined in Monderer and Shapley (1996), as well as the pseudo-potential games defined in Dubey et al. (2006). We show that each maximizer of a nested potential is a Nash equilibrium.

  7. Experimental evidence for suspence as determinant of video game enjoyment

    NARCIS (Netherlands)

    Klimmt, C.; Rizzo, A.; Vorderer, P.A.; Koch, J.; Fischer, T.

    2009-01-01

    Based on theoretical assumptions from film psychology and their application to video games, the hypothesis is tested that suspense is a major factor in video game enjoyment. A first-person shooter game was experimentally manipulated to create either a low level or a high level of suspense.

  8. Game Transfer Phenomena in video game playing: a qualitative interview study

    OpenAIRE

    Ortiz de Gortari, AB; Aronsson, K; Griffiths, MD

    2011-01-01

    Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what we describe as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or pl...

  9. THE FREEDOM IN VIDEO GAME LOCALIZATION (How Indonesian Game Translator applied Carte Blanche of Translation to Preserve Game Experience

    Directory of Open Access Journals (Sweden)

    Agung Prasetyo Wibowo

    2017-12-01

    Full Text Available This paper addresses the issue of video game localisation in MMORPG video game that focusing on the freedom of the translator in transferring meaning in the in-game text assets of video games. Games, regardless of their forms, are the media of entertainments. Foreign audiences may have different expectations on how they wish to be entertained. They most certainly have their own canon of cultural references that they will put into relation to any content of the game. Localization has to take all these things into account, and subsequently the localization process can involve the addition, removal or replacement of elements of the product. Game localisation allows translators to transcreate the things that are necessary to preserve the game experience and to produce a fresh and engaging translation. In this paper, the writers cast a spotlight on translators, progressing from our analysis focused on games as translation texts and as products. The result of this paper shows about how the translator used the freedom of the translator or the degree of creativity that they may have when adapting the game. Concisely, the more complex and creative a storyline, the more useful transcreation may turn in the translation process.

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

    Science.gov (United States)

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

    2018-03-01

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

  11. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    Science.gov (United States)

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; Pgames (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; Pgame engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a

  12. High Calorie, Low Nutrient Food/Beverage Intake and Video Gaming in Children as Potential Signals for Addictive Behavior

    Directory of Open Access Journals (Sweden)

    Nathaniel R. Riggs

    2011-11-01

    Full Text Available Little is known about the co-occurrence of health risk behaviors in childhood that may signal later addictive behavior. Using a survey, this study evaluated high calorie, low nutrient HCLN intake and video gaming behaviors in 964 fourth grade children over 18 months, with stress, sensation-seeking, inhibitory control, grades, perceived safety of environment, and demographic variables as predictors. SEM and growth curve analyses supported a co-occurrence model with some support for addiction specificity. Male gender, free/reduced lunch, low perceived safety and low inhibitory control independently predicted both gaming and HCLN intake. Ethnicity and low stress predicted HCLN. The findings raise questions about whether living in some impoverished neighborhoods may contribute to social isolation characterized by staying indoors, and HCLN intake and video gaming as compensatory behaviors. Future prevention programs could include skills training for inhibitory control, combined with changes in the built environment that increase safety, e.g., implementing Safe Routes to School Programs.

  13. High calorie, low nutrient food/beverage intake and video gaming in children as potential signals for addictive behavior.

    Science.gov (United States)

    Pentz, Mary Ann; Spruijt-Metz, Donna; Chou, Chih Ping; Riggs, Nathaniel R

    2011-12-01

    Little is known about the co-occurrence of health risk behaviors in childhood that may signal later addictive behavior. Using a survey, this study evaluated high calorie, low nutrient HCLN intake and video gaming behaviors in 964 fourth grade children over 18 months, with stress, sensation-seeking, inhibitory control, grades, perceived safety of environment, and demographic variables as predictors. SEM and growth curve analyses supported a co-occurrence model with some support for addiction specificity. Male gender, free/reduced lunch, low perceived safety and low inhibitory control independently predicted both gaming and HCLN intake. Ethnicity and low stress predicted HCLN. The findings raise questions about whether living in some impoverished neighborhoods may contribute to social isolation characterized by staying indoors, and HCLN intake and video gaming as compensatory behaviors. Future prevention programs could include skills training for inhibitory control, combined with changes in the built environment that increase safety, e.g., implementing Safe Routes to School Programs.

  14. Developing games with Magic Playground: a gesture-based game engine

    OpenAIRE

    Dehanov, Juana; Dias, José Miguel Salles; Bastos, Rafael; Cabral, Carolina

    2005-01-01

    ACE 134 This paper presents Magic Playground, a game engine that enables the development of entertainment applications with realtime gesture-based Human-Computer Interaction (HCI). We describe the main architectural elements of our system and provide a guideline on how to program the engine in order to create games. Finally, we present usability evaluation results of a game, which emulates the known Tetris game1.

  15. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""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

  16. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    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...

  17. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    OpenAIRE

    Beatty, Ian D.

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level...

  18. Physiological and skill demands of 'on-side' and 'off-side' games.

    Science.gov (United States)

    Gabbett, Tim J; Jenkins, David G; Abernethy, Bruce

    2010-11-01

    This study investigated the physiological and skill demands of 'on-side' and 'off-side' games in elite rugby league players. Sixteen male rugby league players participated in 'on-side' and 'off-side' games. Both small-sided games were played in a 40- × 40-m playing area. The 'off-side' game permitted players to have 3 'plays' while in possession of the ball. Players were permitted to pass backward or forward (to an 'off-side' player). The 'on-side' game also permitted players to have 3 'plays' while in possession of the ball. However, players were only permitted to pass backward to players in an 'on-side' position. Heart rate and movement patterns (via global positioning system) were recorded continuously throughout both games. Data were collected on the distance covered, number of high-acceleration and velocity efforts, and recovery between efforts. Video footage was also taken to track the performance of the players. Post hoc inspection of the footage was undertaken to count the number of possessions and the number and quality of disposals. In comparison to 'on-side' games, 'off-side' games had a greater number of involvements ("touches"), passes, and effective passes. However, the cognitive demands of 'on-side' games were greater than 'off-side' games. 'Off-side' games resulted in a greater total distance covered, greater distance covered in mild and moderate accelerations, and greater distance covered in low, moderate, and high-velocity efforts. There were also a greater number of short duration recovery periods between efforts in 'off-side' games. The results of this study demonstrate that 'off-side' games provide greater physiological and skill demands than 'on-side' games. 'Off-side' games may provide a practical alternative to 'on-side' games for the development of skill and fitness in elite rugby league players.

  19. Computer Games and Instruction

    Science.gov (United States)

    Tobias, Sigmund, Ed.; Fletcher, J. D., Ed.

    2011-01-01

    There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…

  20. Empirical Investigation of Key Business Factors for Digital Game Performance

    OpenAIRE

    Aleem, Saiqa; Capretz, Luiz Fernando; Ahmed, Faheem

    2015-01-01

    Game development is an interdisciplinary concept that embraces software engineering, business, management, and artistic disciplines. This research facilitates a better understanding of the business dimension of digital games. The main objective of this research is to investigate empirically the effect of business factors on the performance of digital games in the market and to answer the research questions asked in this study. Game development organizations are facing high pressure and compet...