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Sample records for macroeconomics development game

  1. Rethinking macroeconomic policies for development

    Directory of Open Access Journals (Sweden)

    Deepak Nayyar

    2011-09-01

    Full Text Available The global economic crisis has created an opportunity to rethink macroeconomics for development. Such rethinking is both necessary and desirable. It is essential to redefine macroeconomic objectives so that the emphasis is on fostering employment creation and supporting economic growth instead of the focus on price stability alone. It is just as important to rethink macroeconomic policies which cannot simply be used for the management of inflation and the elimination of macroeconomic imbalances, since fiscal and monetary policies are powerful and versatile instruments in the pursuit of development objectives. In doing so, it is essential to the overcome the constraints embedded in orthodox economic thinking and recognize the constraints implicit in the politics of ideology and interests.

  2. Macroeconomic Volatility and Welfare in Developing Countries

    OpenAIRE

    Loayza, Norman V.; Rancière, Romain; Servén, Luis; Ventura, Jaume

    2007-01-01

    Macroeconomic Volatility and Welfare in Developing Countries: An Introduction Norman V. Loayza, Romain Ranciere, Luis Serven, ` and Jaume Ventura Macroeconomic volatility, both a source and a reflection of underdevelopment, is a fundamental concern for developing countries. This article provides a brief overview of the recent literature on macroeconomic volatility in developing countries, highlighting its causes, consequences, and possible remedies. to reduce domestic policy-induced macroecon...

  3. Macroeconomic model of national economy development

    Directory of Open Access Journals (Sweden)

    E. Naval

    1996-03-01

    Full Text Available Some approaches to modeling of national economy development are considered. Methods and models for determination of forecasting values of macroeconomic parameters are proposed at availability or absence of external financing.

  4. Macroeconomic policies for development in Latin America

    Directory of Open Access Journals (Sweden)

    Ricardo Ffrench-Davis

    2009-05-01

    Full Text Available This article analyses the link between the macroeconomic environment and development (economic growth with equity. The aim of the analysis is to compare two alternative approaches to interpreting and implementing macroeconomics. The first to come under analysis is the financialist or neoliberal approach, which places the emphasis on macroeconomic balance, giving particular weight to the two cornerstones of low inflation and control of the fiscal budget, together with general openness of the capital account. The second approach –which we will call the “alternative”– is the productivist approach, which places the emphasis on a comprehensive group of macroeconomic balances: or rather, in addition to low inflation and fiscal responsibility, it involves a real balanced economy; that is to say, an aggregate demand that is consistent with the economy’s productive capacity and with a sustainable external balance. This second approach involves, firstly, a high coefficient of the use of productive factors (capital and work while, secondly, it attempts to prevent vulnerability in front of costly crises of external origin. Finally, the author argues that the broadest macroeconomic objectives demand more and better political instruments in the context of the globalisation of financial volatility.

  5. Macroeconomics and Human Development, by Deepak Nayyar

    Directory of Open Access Journals (Sweden)

    Cristiana Ioana ŞERBĂNEL

    2013-12-01

    Full Text Available Microeconomics and Human Development pursue to tackle both negative and positive effects of macroeconomics on human development and vice-versa through a series of external and internal factors. The book consists in a series of articles published in a prestigious publication: Journal of Human Development and Capabilities. The authors have a perennial echo in the economic field.

  6. Macroeconomic model of national economy development (extended

    Directory of Open Access Journals (Sweden)

    M. Diaconova

    1997-08-01

    Full Text Available The macroeconomic model offered in this paper describes complex functioning of national economy and can be used for forecasting of possible directions of its development depending on various economic policies. It is the extension of [2] and adaptation of [3]. With the purpose of determination of state policies influence in the field of taxes and exchange rate national economy is considered within the framework of three sectors: government, private and external world.

  7. For an Olive Wreath? Olympic Games and Anticipation Effects in Macroeconomics

    OpenAIRE

    Brückner, Markus; Pappa, Evi

    2011-01-01

    We examine the effects that hosting and bidding for the Olympic Games has on macroeconomic outcomes in a panel of 184 countries spanning the period 1950-2006. Actual hosting of the Games generates positive investment, consumption, and output responses before, during, and after hosting. We detect anticipation effects: (i) bidding for the Olympic Games generates positive investment, consumption, and output responses at the time of the bidding; (ii) bidding for the Games has a transitory level e...

  8. Financial Development, Financial Structure, and Macroeconomic Volatility: Evidence from China

    Directory of Open Access Journals (Sweden)

    Feng Wei

    2016-11-01

    Full Text Available Using annual data from 1997–2014 of 30 provinces, municipalities, and autonomous regions, subdividing trended and cyclical volatility of macroeconomics and inflation, considering different indicators of financial development and financial structure, this paper investigated the impact of financial development and financial structure on macroeconomic volatility. The empirical results found that (1 the trended and cyclical volatility of the previous macroeconomic period had a significantly positive impact on that of the current period, and the impact of trended volatility was greater than that of cyclical volatility; (2 financial development had a significantly negative impact on macroeconomic cyclical volatility through inflation cyclical volatility, but inflation trended volatility would amplify macroeconomic volatility; financial markets have no significant effect on macroeconomic volatility; financial structure measured with the ratio of stock market turnover and the efficiency of the financial development had a significant positive impact on macroeconomic cyclical volatility; and (3 inflation trended volatility had a significantly negative impact on macroeconomic cyclical volatility and trended volatility, while inflation cyclical volatility had a significantly positive impact on macroeconomic cyclical volatility.

  9. Macroeconomic pressures and their implications for business development in Africa

    DEFF Research Database (Denmark)

    Kuada, John

    2011-01-01

    The paper discusses the complex relationships between macroeconomic pressures, savings, investments and business development in Sub-Sahara African countries......The paper discusses the complex relationships between macroeconomic pressures, savings, investments and business development in Sub-Sahara African countries...

  10. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  11. Macroeconomic Vulnerability in Developing Countries: Approaches and Issues

    OpenAIRE

    Anuradha Seth; Amr Ragab

    2012-01-01

    Economic vulnerability is approached from micro- and macroeconomic perspectives. While the microeconomic perspective is concerned with the impact of shocks on the well-being of individual households, the macroeconomic perspective focuses on the impact of these shocks on economic growth. This paper reviews the literature on macroeconomic vulnerability and finds that there is no single approach to understanding macroeconomic vulnerability in the context of financial and economic crises in devel...

  12. Game development with Swift

    CERN Document Server

    Haney, Stephen

    2015-01-01

    If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required.

  13. Economies: An Open Access Journal for the Field of Development Macroeconomics

    Directory of Open Access Journals (Sweden)

    Ralf Fendel

    2013-01-01

    Full Text Available Economies (ISSN 2227-7099 is a new international, peer-reviewed open access journal for the academic fields of development economics and macroeconomics. While the latter seems to be clearly defined, development economics is not, because it is related to nearly all traditional economic sub-disciplines such as macroeconomics, international trade and finance, as well as microeconomics and public finance. Typically, academic field journals of development economics cover all those economic sub-disciplines. Economies instead focuses mainly on the macroeconomic perspective of economic development and it intends to publish academic research that is of strong macroeconomic policy relevance. In general, contributions in Economies should foster understanding of the macroeconomic process of economic development, with the process of development not exclusively being reserved to what we typically call developing countries. Also, the group of developed economies is still developing in the sense of improving their living standards further.

  14. ABOUT MACROECONOMIC PURPOSE OF THE STRATEGIC DEVELOPMENT OF EFFECTIVE BALANCED MACROECONOMIC SYSTEMS

    Directory of Open Access Journals (Sweden)

    Sergey A. Vladimirov

    2015-01-01

    Full Text Available The purpose of this article is a theoretical substantiation of the possibility of DOS reaches the maximum possible public efficiencies of government spending, investments and taxes in perfect condition coordination bath open economic system. The proposed model can always bring in the ideal case («zero-loss" public effectively scope of public expenditure and investment to the maximum possible rate of economic growth, that allows you to substantiate the main directions of the relevant macroeconomic (fiscal, tax and budget policy.

  15. The Macroeconomic Framework of Support Analysis for Sustainable Businesses Development

    Directory of Open Access Journals (Sweden)

    Constantin Mitrut

    2015-08-01

    Full Text Available The state of satisfaction of an economy results from the quality of the economic products it produces and consumes, in agreement with assuring environment protection, as a source of producing present and future economic goods, and with intensive utilising of human capital, as a source of innovation growth. Knowledge transfer happens in a sustainable economy, whose principles are rational use of resources, limiting of waste, protection, for enabling future generations to have also access to resources. The present research is based on a multifactorial liniar regression model which outlines the direct correlation between the dependent variable welfare and the independent variable of concentration measured by the Gini coefficient of wealth concentration, on the one hand, and by the GDP level, on the other hand, at the level of year 2012. The aim of this research is to identify the correlation between the indicator of quality of life satisfaction or of the welfare function at the level of EU 2012, and the assurance of a macroeconomic framework for sustainable business development.

  16. Open-Economy Macroeconomics, Developments in Theory and Policy

    OpenAIRE

    Maurice Obstfeld

    1999-01-01

    This paper surveys recent research in open-economy macroeconomics, using questions raised by European economic and monetary unification to guide the topics discussed. A striking empirical regularity is the tendency for changes in the nominal exchange rate regime systematically to affect the variability of nominal and real exchange rates alike. This regularity (which disappears in high-inflation conditions) can be explained by sticky-price theories or by models of asset-market liquidity effect...

  17. Macroeconomic stability

    DEFF Research Database (Denmark)

    Jespersen, Jesper

    2004-01-01

    It is demonstrated that full employment and sustainable development not necessarily are conflicting goals. On the other hand macroeconomic stability cannot be obtained without a deliberate labour sharing policy and a shift in the composition of private consumption away from traditional material...

  18. A Simple Model to Teach Business Cycle Macroeconomics for Emerging Market and Developing Economies

    Science.gov (United States)

    Duncan, Roberto

    2015-01-01

    The canonical neoclassical model is insufficient to understand business cycle fluctuations in emerging market and developing economies. The author reformulates the model proposed by Aguiar and Gopinath (2007) in a simple setting that can be used to teach business cycle macroeconomics for emerging market and developing economies at the…

  19. News shocks in the data: Olympic Games and their macroeconomic effects - Reply

    OpenAIRE

    Langer, Viktoria C. E.; Maennig, Wolfgang; Richter, Felix J.

    2015-01-01

    Recent analyses relate increases in the growth rate of countries to anticipation effects caused by bidding for the Olympic Games, so called news shocks. We argue that these findings should be interpreted cautiously. First, these analyses may suffer from an omitted variable bias because they neglect key determinants of economic growth. Second, these analyses compare the bidders for the Olympic Games to all other countries in the world, which constitutes a comparison between groups that show la...

  20. A nonlinear optimal control approach to stabilization of a macroeconomic development model

    Science.gov (United States)

    Rigatos, G.; Siano, P.; Ghosh, T.; Sarno, D.

    2017-11-01

    A nonlinear optimal (H-infinity) control approach is proposed for the problem of stabilization of the dynamics of a macroeconomic development model that is known as the Grossman-Helpman model of endogenous product cycles. The dynamics of the macroeconomic development model is divided in two parts. The first one describes economic activities in a developed country and the second part describes variation of economic activities in a country under development which tries to modify its production so as to serve the needs of the developed country. The article shows that through control of the macroeconomic model of the developed country, one can finally control the dynamics of the economy in the country under development. The control method through which this is achieved is the nonlinear H-infinity control. The macroeconomic model for the country under development undergoes approximate linearization round a temporary operating point. This is defined at each time instant by the present value of the system's state vector and the last value of the control input vector that was exerted on it. The linearization is based on Taylor series expansion and the computation of the associated Jacobian matrices. For the linearized model an H-infinity feedback controller is computed. The controller's gain is calculated by solving an algebraic Riccati equation at each iteration of the control method. The asymptotic stability of the control approach is proven through Lyapunov analysis. This assures that the state variables of the macroeconomic model of the country under development will finally converge to the designated reference values.

  1. Learn Unity for 2D game development

    CERN Document Server

    Thorn, Alan

    2013-01-01

    The only Unity book specifically covering 2D game development Written by Alan Thorn, experience game developer and author of seven books on game programming Hands-on examples of all major aspects of 2D game development using Unity

  2. The Relationship Between Stock Market Development and Macroeconomic Fundamentals in the Visegrad Group

    Directory of Open Access Journals (Sweden)

    Pražák Tomáš

    2017-09-01

    Full Text Available This study examines the effect of specific macroeconomic factors on the stock prices of selected financial sector companies listed on the Central European Exchanges (Budapest Stock Exchange, Prague Stock Exchange, Bratislava Stock Exchange, or Warsaw Stock Exchange. We investigate the nature of the causal relationships between macroeconomic factors and stock prices. The long‑term causality, tested using the Johansen cointegration test, and the short‑run dynamics between the variables, examined using the VECM model, are explored using quarterly data from the 2005-2014 period. The short‑term causality shows the possibility of time series fluctuations; however a steady state should be achieved in the long‑term. In general, we confirmed that macroeconomic fundamentals had a negative impact on stock prices. The interest rate, which also has a negative impact, is the most prominent predictor of the long‑run developments. We also found very rare examples of macroeconomic variables that explain changes in stock prices within the VECM framework.

  3. Platform development supportedby gaming

    DEFF Research Database (Denmark)

    Mikkola, Juliana Hsuan; Hansen, Poul H. Kyvsgård

    2007-01-01

    The challenge of implementing industrial platforms in practice can be described as a configuration problem caused by high number of variables, which often have contradictory influences on the total performance of the firm. Consequently, the specific platform decisions become extremely complex......, possibly increasing the strategic risks for the firm. This paper reports preliminary findings on platform management process at LEGO, a Danish toy company.  Specifically, we report the process of applying games combined with simulations and workshops in the platform development. We also propose a framework...

  4. The Social Form of Wealth as a Dominant in the Development Potential of Modern Macroeconomic Systems

    Directory of Open Access Journals (Sweden)

    Silantiev Oleh I.

    2018-02-01

    Full Text Available The publication is aimed at researching the role of the social form of wealth and its constituents in the development potential of modern macroeconomic systems. The essence of social wealth has been disclosed and the concept of «social form of wealth» has been defined. The ability of social capital to promote materialization of the potential reserves of development of society is characterized, that is caused by its productive value when it develops itself and develops possibilities of increase of other forms of wealth in certain combinations. The ability of social capital to be integrated into a reproduced process at almost any stage of the latter has been determined. Presence of a controversy between the traditional capitalist way of production of wealth (with a focus on the growth of private wealth corporations and post-industrial (which in practice is manifested in the asymmetry of information has been proved. It has been determined that the social capital is considered as an individual property of everyone, which, however, can become a public (collective resource in whole or in part. The importance of the carried out research is an improvement of theoretical approaches to understanding how the volume of social wealth, accumulated by macroeconomic systems, impacts economic-social development. Prospects for further research are an in-depth study of the relationship between the social wealth of macroeconomic systems and the volume of their wealth.

  5. Learn C++ for game development

    CERN Document Server

    Sutherland, Bruce

    2014-01-01

    An Apress entry on C++ skills accumulation book for Game developers. Retail/Trade sales potential exists in addition to the more likely sales to come from books as database engines as both C++ and Game Development are relevant terms. Charles River Media book out of print or no longer supported directly by the Publisher/sold direct by Publisher on Amazon anymore. This Apress book takes its place at least. Author is an expert game developer/programmer. C++ is still the primary programming language that the majority of game applications/apps rely upon in today's market.

  6. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  7. Market versus agriculture in Poland – macroeconomic relations of incomes, prices and productivity in terms of the sustainable development paradigm

    OpenAIRE

    CZYŻEWSKI, Bazyli; MAJCHRZAK, Adam

    2017-01-01

    In the article macroeconomic relations of prices, productivity and incomes in Polish agriculture in the context of changes in the EU Common Agricultural Policy were studied. The authors have developed a macroeconomic model which explains these relations and confirms the occurrence of market failures in agriculture in Poland. The developed model proves the existence of a puzzling exchangeable relation between the real productivity of production factors in agriculture, and agricultural incomes,...

  8. The Resource Structure of the Potential of Economic Development and Growth of Wealth of the Modern Macroeconomic Systems

    Directory of Open Access Journals (Sweden)

    Silantiev Oleh I.

    2018-03-01

    Full Text Available The publication is aimed at researching the features of formation and structure of economic potential of the economic development of modern macroeconomic systems. The research used the structural-functional, systemic, integral and logical approaches together with the methods of analysis and synthesis, induction and deduction. A formalization of the resource structure of the potential of economic development of modern macroeconomic systems with allocation of defining (mandatory kinds of resources (wealth and clarification of their (its specifics in the concrete historical conditions of society’s living was carried out. The bases of identification of essence and structure of the economic potential of development of the modern macroeconomic systems are clarified by its kinds. The factors of strategic influence on the process of formation of the economic development potential of the modern macroeconomic systems were researched. The value of the carried out research is the improved theoretical approaches to understanding the essence and structure of both the economic potential and the economic development potential of macroeconomic systems. Prospects for further research are the in-depth analysis of the individual components of the resource structure of the economic development potential of macroeconomic systems, especially the imperative types of wealth.

  9. Macroeconomics in develpoing countries

    Directory of Open Access Journals (Sweden)

    Deepak Nayyar

    2007-09-01

    Full Text Available This essay analyzes the differences between the economies of industrialized countriesand developing countries, which have important implications for macroeconomics interms of theory and policy. It considers the differences in macroeconomic objectives andexamines why the reach of macroeconomic policies is different in the two sets ofcountries. It argues that the distinction between short-run macroeconomic models andlong-term growth models is not quite appropriate for developing countries, wheremacroeconomic constraints on growth straddle time horizons and short-term policieshave long-term consequences. The essential hypothesis is that the nature of relationshipsand the direction of causation in macroeconomics, which shape analysis, diagnosis andprescription, depend on the institutional setting and not the analytical structure of models.And even if some laws of economics are universal, the functioning of economies can bemarkedly different. Therefore, economic theory and policy analysis should recognize,rather than ignore, such myriad differences.

  10. 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 ...

  11. Practical Android 4 Games Development

    CERN Document Server

    DiMarzio, J F

    2011-01-01

    Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more. The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide - the first Android book approved by Google - recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited

  12. Macroeconomic Determinants of Migrants’ Remittances: Evidence from a Panel of Developing Countries

    Directory of Open Access Journals (Sweden)

    Safaa Tabit

    2016-07-01

    Full Text Available This work aims to assess the various macroeconomic determinants of migrants’ remittances for a panel of 22 developing countries highly dependent observed over the period 1990 to 2014. The results underline the importance of the origin country’s GDP, the host country’s GDP, inflation, financial development and institutional quality as major determinants of personal remittances. However, the migrant stock, the official exchange rate and the real interest rate in the country of origin do not have a significant influence on remittances received by the panel considered.

  13. Multiplayer game development with HTML5

    CERN Document Server

    Silveira, Rodrigo

    2015-01-01

    If you are a HTML5 game developer who can make basic single-player games and you are now ready to incorporate multiplayer functionality in your games as quickly as possible, then this book is ideal for you.

  14. Prospects of tools from differential games in the study of macroeconomics of climate change

    NARCIS (Netherlands)

    Engwerda, Jacob; Bernard, L.; Semmler, W.

    2015-01-01

    In this chapter we sketch a dynamic framework within which the discussion on the macro economic effects of climate change take place. The problem setting is characterized by scientific uncertainties about the development of climate, potential large economic losses, and specific characteristics of

  15. Prospects of Tools from Differential Games in the Study Of Macroeconomics of Climate Change

    NARCIS (Netherlands)

    Engwerda, J.C.

    2012-01-01

    Abstract: In this note we sketch a dynamic framework within which the discussion on the macro economic effects of climate change take place. The problem setting is characterized by scientific uncertainties about the development of climate, potential large economic losses and human beings having

  16. Development of mobile application in game industry

    OpenAIRE

    Horňák, Miroslav

    2016-01-01

    This thesis describes process of design and development of multiplayer online mobile game. Including ways of monetisation, setting a game goals and design of user interface and game environment. It also shows potential problems which can occur while developing this kind of a game. All this is demonstrated on real mobile game project targeting all major mobile operating systems. Inseparable part of this thesis is also summary of mobile operating systems and tools currently used in mobile game ...

  17. Macroeconomics and Growth Policies

    OpenAIRE

    Jayati Ghosh

    2007-01-01

    This United Nations Background Note on Macroeconomics and Growth provides practical guidance on how to operationalize alternative equitable and employment-generating macroeconomic and growth policies in National Development Strategies. This Policy Note has been developed in cooperation with UN agencies, and has been officially reviewed by distinguished academics/ development specialists such as Jose Antonio Ocampo, Jomo K.S. and Nobel Laureate Joseph Stiglitz.

  18. Development assistance for health: should policy-makers worry about its macroeconomic impact?

    Science.gov (United States)

    Cavagnero, Eleonora; Lane, Christopher; Evans, David B; Carrin, Guy

    2008-11-01

    Many low-income countries need to substantially increase expenditure to meet universal coverage goals for essential health services but, because they have very low-incomes, most will be unable to raise adequate funds exclusively from domestic sources in the short to medium term. Increased aid for health will be required. However, there has long been a concern that the rapid arrival of large amounts of foreign exchange in a country could lead to an increase in inflation and loss of international competitiveness, with an adverse impact on exports and economic growth, an economic phenomenon termed 'Dutch disease'. We review cross-country and country-level empirical studies and propose a simple framework to gauge the extent of macroeconomic risks. Of the 15 low-income countries that are increasing aid-financed health spending, 7 have high macroeconomic risks that may constrain the sustained expansion of spending. These conditions also apply in one-quarter of the 42 countries not presently increasing spending. Health authorities should be aware of the multiple risk factors at play, including factors that are health-sector specific and others that generally are not. They should also realize that there are effective means for mitigating the risk of Dutch disease associated with increasing development assistance for health. International partners also have an important role to play since more sustainable and predictable flows of donor funding will allow more productivity enhancing investment in physical and human capital, which will also contribute to ensuring there are few harmful macroeconomic effects of increases in aid.

  19. Macroeconomic context of the trade branch development and position in Czech Republic

    Directory of Open Access Journals (Sweden)

    Marek Záboj

    2006-01-01

    Full Text Available The paper deals with analysis of the macroeconomic associations of trade development and its position in Czech Republic as one of the national economy branch. The development of main macroeconomic indicators for period of 1998–2004 is completed and then it follows up with progress of the trade structures and trade chains. In that frame the given indicators (number of registered and active business units in trade, turnover and number of employees are monitoring according to Economic Subjects Register (provided by Czech Statistical Office and Classification of Economic Activities in the European Union. On the basis of research of consulting and research institutions the overview and turnover comparison for TOP 10 trade firms for period of 2000–2004 is carried out. Inseparable part of the paper is analysis of the Czech Republic foreign trade results. In this field the export, import and trade balance are discussing on the one hand in general and on the other hand in territorial and commodity structures.

  20. Measuring Impact of Uncertainty in a Stylized Macro-Economic Climate Model within a Dynamic Game Perspective

    NARCIS (Netherlands)

    Stienen, V.F.; Engwerda, Jacob

    2018-01-01

    In this paper we try to quantify/measure the main factors that influence the equilibrium outcome and pursued strategies in a simplistic model for the use of fossil versus green energy over time. The model is derived using the standard Solow macro-economic growth model in a two-country setting within

  1. GPS-Based AR Games Development Potential

    Directory of Open Access Journals (Sweden)

    Gregorius Alvin Raditya Santoso

    2014-11-01

    Full Text Available The application of new technologies in a game is not a new thing. One example is the application of Augmented Reality (AR technology in game. Many people do not know the application of AR technology in game, although the application of this technology is able to produce a game with unique gameplay. In addition, since AR game is GPS-based, it offers new gaming experience, that is, playing outdoors in which the real world becomes the game arena. This advantage gives the AR technology a huge potential to be developed into a game

  2. Interactive Macroeconomics

    Science.gov (United States)

    Di Guilmi, Corrado; Gallegati, Mauro; Landini, Simone

    2017-04-01

    Preface; List of tables; List of figures, 1. Introduction; Part I. Methodological Notes and Tools: 2. The state space notion; 3. The master equation; Part II. Applications to HIA Based Models: 4. Financial fragility and macroeconomic dynamics I: heterogeneity and interaction; 5. Financial fragility and macroeconomic Dynamics II: learning; Part III. Conclusions: 6. Conclusive remarks; Part IV. Appendices and Complements: Appendix A: Complements to Chapter 3; Appendix B: Solving the ME to solve the ABM; Appendix C: Specifying transition rates; Index.

  3. Unreal game development

    CERN Document Server

    Amresh, Ashish

    2010-01-01

    AcknowledgmentsRequired ToolsIntroduction: So You Want To Make GamesDesign Coming Up with a PlanLevel DesignLeading the Player with LightingTerrainManaging LevelsEvents and Triggers: What's Kismet?User Interfaces and MenusRefining Your WorkSpecial Effects and CutscenesAnimated Characters in CutscenesArtArt, ""The Unreal Way""3D Design and Autodesk 3D Studio Max2D Images and GIMPUsing Max with GIMPProcess and MethodsMaking Better MaterialsProps and ObjectsWeapons<

  4. Game Programming Course - Creative Design and Development

    Directory of Open Access Journals (Sweden)

    Jaak Henno

    2008-10-01

    Full Text Available Rapid developments of the Electronic Entertainment - computer and video games, virtual environments, the "Games 3.0" revolution - influences also courses about Games and Virtual Environments. In the following is discussed the course “Games and Virtual Environments” presented in the fall 2007 term in Tallinn University of Technology; the main emphasis of the course was not on programming technology, but on understanding games as a special form of communication and exploring specific features of this form.

  5. SIMULATION GAMING FOR MANAGEMENT DEVELOPMENT.

    Science.gov (United States)

    MCKENNEY, JAMES L.

    THE PRESENT HARVARD BUSINESS SCHOOL MANAGEMENT SIMULATION GAME WAS DEVELOPED AS A TEACHING DEVICE FOR CLASSES OF 20 OR MORE STUDENTS GROUPED INTO FOUR- AND FIVE-MAN TEAMS CALLED "FIRMS." EACH FIRM COMPETES WITH OTHERS IN AN "INDUSTRY," AN ECONOMIC ABSTRACTION OF A CONSUMER GOODS MARKET PROGRAMED TO BE SIMULATED ON AN ELECTRONIC…

  6. Serious games: design and development

    OpenAIRE

    Barbosa, André Filipe Santos

    2011-01-01

    With the growth of the video game industry, interest in video game research has increased, leading to the study of Serious Games. Serious Games are generally perceived as games that use the video games’ capabilities to emerge players, for other purposes besides entertainment. These purposes include education and training, among others. By using Serious Games for education, teachers could capture the students’ attention in the same way that video games often do, thus the learning proc...

  7. Ecological macroeconomics

    DEFF Research Database (Denmark)

    Røpke, Inge

    2013-01-01

    by a more theoretical debate and increased interaction between the heterodox schools of ecological economics and post-Keynesian economics. In addition, both the degrowth community and the research community organized around sustainable transitions of socio-technical systems have contributed to discussions...... on how to reconcile environmental and social concerns. Based on this broad variety of pieces in a jigsaw puzzle, a new ecological macroeconomics is emerging, but the contours are still vague. This chapter seeks to outline some of this topography and to add a few pieces of its own by highlighting the need...... to shift resources from consumption to investment and describing the role of consumer-citizens in such a change. The chapter starts by identifying the problems and challenges for an ecological macroeconomics. The next section outlines some of the shortcomings of traditional macroeconomics...

  8. Computer Game-based Learning: Applied Game Development Made Simpler

    NARCIS (Netherlands)

    Nyamsuren, Enkhbold

    2018-01-01

    The RAGE project (Realising an Applied Gaming Ecosystem, http://rageproject.eu/) is an ongoing initiative that aims to offer an ecosystem to support serious games’ development and use. Its two main objectives are to provide technologies for computer game-based pedagogy and learning and to establish

  9. Software Components for Serious Game Development

    NARCIS (Netherlands)

    Westera, Wim; Van der Vegt, Wim; Bahreini, Kiavash; Dascalu, Mihai; Van Lankveld, Giel

    2016-01-01

    The large upfront investments required for game development pose a severe barrier for the wider uptake of serious games in education and training. Also, there is a lack of well-established methods and tools that support game developers at preserving and enhancing the games’ pedagogical

  10. From macroeconomics of energy-climate policies to the convergence between climate and development

    International Nuclear Information System (INIS)

    Mathy, Sandrine

    2016-01-01

    After a brief presentation of her research curriculum, an indication of her various publications and contributions to conferences, the author presents her expertise works and her participation to national and international projects such as: Fairness in the post-2030 climatic regime, Towards an energetic autonomy in island and isolated territories, scenarios under a carbon constraint, comparative analysis of tools of implementation of multilateral agreements on the environment, mechanism for a clean development and domestic measures, Deep De-carbonation Pathway Project or DDPP, EncilowCarb engaging civil society in low carbon scenarios, climate and development or how to re-conciliate environmental constraints and national development policies, Developmental additionnality of the Clean Development Mechanism and public aid to development. In the next part, she proposes an overview of her research works by distinguishing two directions: a macro-economic analysis of climate policies integrating second raw elements (Imaclim-R France), and strategies of struggle against climate change integrated into development policies. In a third part, she discusses research perspectives regarding energy transition and natural resources, mankind in the energy transition, and the citizen (scenarios, democracy and energy transition) [fr

  11. Model developer`s appendix to the model documentation report: NEMS macroeconomic activity module

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1994-07-15

    The NEMS Macroeconomic Activity Module (MAM) tested here was used to generate the Annual Energy Outlook 1994 (AEO94). MAM is a response surface model, not a structural model, composed of three submodules: the National Submodule, the Interindustry Submodule, and the Regional Submodule. Contents of this report are as follows: properties of the mathematical solution; NEMS MAM empirical basis; and scenario analysis. Scenario analysis covers: expectations for scenario analysis; historical world oil price scenario; AEO94 high world oil price scenario; AEO94 low world oil price scenario; and immediate increase world oil price scenario.

  12. The intermediate performance of territories of priority socio-economic development in Russia in conditions of macroeconomic instability

    Directory of Open Access Journals (Sweden)

    Beliakov Sergey

    2017-01-01

    Full Text Available The Russian economy in recent years has faced the influence of a number of negative factors due to macroeconomic instability and increased foreign policy tensions. In these conditions the considerable constraints faced processes of socio-economic development of regions of the Russian Federation. In this article the authors attempt to analyze the key indicators of socio-economic development of the regions in which it was created and operate in the territories of priority socio-economic development. These territories are concentrated in the Far Eastern Federal District. The article identified, processed, and interpreted indicators, allowing to produce a conclusion on the interim effectiveness of the territories of priority socio-economic development in Russia in conditions of macroeconomic instability.

  13. Macroeconomic Proportions and Corellations

    Directory of Open Access Journals (Sweden)

    Constantin Anghelache

    2006-02-01

    Full Text Available The work is focusing on the main proportions and correlations which are being set up between the major macroeconomic indicators. This is the general frame for the analysis of the relations between the Gross Domestic Product growth rate and the unemployment rate; the interaction between the inflation rate and the unemployment rate; the connection between the GDP growth rate and the inflation rate. Within the analysis being performed, a particular attention is paid to �the basic relationship of the economic growth� by emphasizing the possibilities as to a factorial analysis of the macroeconomic development, mainly as far as the Gross Domestic Product is concerned. At this point, the authors are introducing the mathematical relations, which are used for modeling the macroeconomic correlations, hence the strictness of the analysis being performed.

  14. Macroeconomic Proportions and Corellations

    Directory of Open Access Journals (Sweden)

    Constantin Mitrut

    2006-04-01

    Full Text Available The work is focusing on the main proportions and correlations which are being set up between the major macroeconomic indicators. This is the general frame for the analysis of the relations between the Gross Domestic Product growth rate and the unemployment rate; the interaction between the inflation rate and the unemployment rate; the connection between the GDP growth rate and the inflation rate. Within the analysis being performed, a particular attention is paid to “the basic relationship of the economic growth” by emphasizing the possibilities as to a factorial analysis of the macroeconomic development, mainly as far as the Gross Domestic Product is concerned. At this point, the authors are introducing the mathematical relations, which are used for modeling the macroeconomic correlations, hence the strictness of the analysis being performed.

  15. Essays on Commodity Prices and Macroeconomic Performance of Developing and Resources Rich Economies: Evidence from Kazakhstan

    Science.gov (United States)

    Bilgin, Ferhat I.

    My dissertation consists of three essays in empirical macroeconomics. The objective of this research is to use rigorous time-series econometric analysis to investigate the impact of commodity prices on macroeconomic performance of a small, developing and resource-rich country, which is in the process of transition from a purely command and control economy to a market oriented one. Essay 1 studies the relationship between Kazakhstan's GDP, total government expenditure, real effective exchange rate and the world oil price. Specifically, I use the cointegrated vector autoregression (CVAR) and error correction modeling (ECM) approach to identify the long and short-run relations that may exist among these macroeconomic variables. I found a long-run relationship for Kazakhstan's GDP, which depends on government spending and the oil price positively, and on the real effective exchange rate negatively. In the short run, the growth rate of GDP depends on the growth rates of the oil price, investment and the magnitude of the deviation from the long-run equilibrium. Essay 2 studies the inflation process in Kazakhstan based on the analysis of price formation in the following sectors: monetary, external, labor and goods and services. The modeling is conducted from two different perspectives: the first is the monetary model of inflation framework and the second is the mark-up modeling framework. Encompassing test results show that the mark-up model performs better than the monetary model in explaining inflation in Kazakhstan. According to the mark-up inflation model, in the long run, the price level is positively related to unit labor costs, import prices and government administered prices as well the world oil prices. In the short run, the inflation is positively influenced by the previous quarter's inflation, the contemporaneous changes in the government administered prices, oil prices and by the changes of contemporaneous and lagged unit labor costs, and negatively affected

  16. The Analysis of the Main Macroeconomic Indicators of the Socio-Economic Development of Ukraine

    Directory of Open Access Journals (Sweden)

    Broyaka Antonina А.

    2018-03-01

    Full Text Available The article deals with studying the most important macroeconomic indicators characterizing the trends in the social and economic development of Ukraine for the period 2010–2017. Particular attention is paid to the index of nominal and real gross domestic product (GDP, including per capita, and to the factors that restrain its growth. An analysis of inflation processes using the dynamics of price indices (GDP Deflator, Consumer Price Index is carried out. Furthermore, the problem of unemployment and employment, their impact on GDP dynamics are highlighted. Some aspects of Ukraine’s financial and economic stability are assessed on the basis of analysis of the performance of government debt obligations, balance of payments, and investments. As a result of the conducted research, it is revealed that during the last 2016-2017 there observed a partial stabilization of the socio-economic state of the national economy and its transition to the phase of recovery (in particular, the real GDP growth was 2.5 %, inflation — only 1.3 %, and unemployment — only 0.2 %. However, the analyzed indicators testify to the still relatively low rates of economic recovery caused by the previous loss of production capacities, interbranch and logistics links in the interregional and foreign economic space, restriction of access to energy raw materials, devaluation of the national currency, and growth of investment risks. As a result, the directions of addressing the main unsolved problems for the transition to sustainable economic growth are outlined.

  17. Developing an ASD Macroeconomic Model of the Stock Approach - With Emphasis on Bank Lending and Interest Rates -

    OpenAIRE

    Yamaguchi, Yokei

    2017-01-01

    The financial crisis in 2008 evidenced an over-simplification of the role of banks made in the majority of macroeconomic models. Based on Accounting System Dynamics (ASD) modeling approach, the current research presents a model that incorporates banks as creators of deposits when making loans as opposed to the conventional view of banks as intermediaries of existing money. The generic model thus developed consists of five sectors; production, household, banking, government and central bank to...

  18. Revisiting the 'disaster and development' debate - Toward a broader understanding of macroeconomic risk and resilience.

    Science.gov (United States)

    Mochizuki, Junko; Mechler, Reinhard; Hochrainer-Stigler, Stefan; Keating, Adriana; Williges, Keith

    2014-01-01

    Debate regarding the relationship between socioeconomic development and natural disasters remains at the fore of global discussions, as the potential risk from climate extremes and uncertainty pose an increasing threat to developmental prospects. This study reviews statistical investigations of disaster and development linkages, across topics of macroeconomic growth, public governance and others to identify key challenges to the current approach to macro-level statistical investigation. Both theoretically and qualitatively, disaster is known to affect development through a number of channels: haphazard development, weak institutions, lack of social safety nets and short-termism of our decision-making practices are some of the factors that drive natural disaster risk. Developmental potentials, including the prospects for sustainable and equitable growth, are in turn threatened by such accumulation of disaster risks. However, quantitative evidence regarding these complex causality chains remains contested due to several reasons. A number of theoretical and methodological limitations have been identified, including the use of GDP as a proxy measurement of welfare, issues with natural disaster damage reporting and the adoption of ad hoc model specifications and variables, which render interpretation and cross-comparison of statistical analysis difficult. Additionally, while greater attention is paid to economic and institutional parameters such as GDP, remittance, corruption and public expenditure as opposed to hard-to-quantify yet critical factors such as environmental conditions and social vulnerabilities. These are gaps in our approach that hamper our comprehensive understanding of the disaster-development nexus. Important areas for further research are identified, including recognizing and addressing the data constraints, incorporating sustainability and equity concerns through alternatives to GDP, and finding novel approaches to examining the complex and dynamic

  19. (Serious) Games Development: The State of the Art

    OpenAIRE

    Qi, Wen

    2014-01-01

    In this report, we give an overview of research and development of serious video games. Firstly, we briefly look at the history of (digital) video game. We discuss different types of video game and introduce the concept of serious game. In the following, we review the important aspects of technology development for general video games and serious games. We further discuss the critical elements of the game design. In the end, we summarize the components that form a successful serious game. Thi...

  20. Architecturally Reconfigurable Development of Mobile Games

    DEFF Research Database (Denmark)

    Zhang, Weishan

    2005-01-01

    . Mobile game domain variants could be handled uniformly and traced across all kinds of software assets. The architecture and configuration mechanism in our approach make optimizations that built into meta-components propagated to all product line members. We show this approach with an industrial Role-Playing-Game......Mobile game development must face the problem of multiple hardware and software platforms, which will bring large number of variants. To cut the development and maintenance efforts, in this paper, we present an architecturally reconfigurable software product line approach to develop mobile games...

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

    Science.gov (United States)

    Brezinka, Veronika

    2016-01-01

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

  2. Simulation System for Making Political and Macroeconomical Decisions and Its Development

    Science.gov (United States)

    Vnukov, A. A.; Blinov, A. E.

    2018-01-01

    Object of this research are macroeconomic indicators, which are important to descript economic situation in a country. Purpose of this work is to identify these indicators and to analyze how the state can affect these figures with available instruments. Here was constructed a model where the targets can be calculated from raw data - tools in the field of economic policy. Software code that implements all relations among the indicators and allows to analyze with high accuracy, sufficiently successful economic policies and with the help of some tools, you can achieve better results. This model can be used to forecast macroeconomic scenarios. The corresponding values of the objective (outcome) variables are set as a consequence of the configuration data of the previous period, subject to external influences and depend on the instrumental variables. The results may be useful in economical predictions. The results were successfully checked on real scenarios of Russian, European and Chinese economics. Moreover, the results can be applied in the field of education. Program is available to use as “economical game” the educational process of the University, in which you can virtually implement various macroeconomic scenarios, draw conclusions about their success.

  3. Comparison of the most used game development tools

    OpenAIRE

    Soukup, Martin

    2017-01-01

    This thesis deals with comparison of most used game development tools. Author places game development tools in context of today´s game industry, analyses state of the market and the latest trends in the field of game development tools. The largest part of this thesis is aimed at comparing game development tools, where five tools are selected, overviewed and compared by specified criteria. Author demonstrates several basic features of chosen game development tool on development of a simple And...

  4. 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

  5. Psychological preconditions of game activity development in the early childhood

    OpenAIRE

    Valeriya Spitsyna; Ekaterina Saraykina

    2013-01-01

    The article is devoted for detection the psychological preconditions of game activity development at early age and interrelation of game formation with the development of subject actions, informative activity and procedural game.

  6. Video games and mobile learning: A Spanish developers approach

    OpenAIRE

    Fernández Gómez, Carlos; Martí Parreño, José

    2016-01-01

    This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...

  7. Development of Mobile Educational Game of Economics

    Directory of Open Access Journals (Sweden)

    Indah Rahayu Kurniasari

    2018-05-01

    Full Text Available Along the rapid development of Information and Communication Technology (ICT, learning media are required to undergo renewal. Innovation of learning media that combines modern technology is needed to improve the effectiveness of learning. The research is a Research and Development (R&D. The product result of this research is mobile educational game of economics. This research aims to determine the feasibility of mobile educational game of economics. Media feasibility was assessed based on the results of media-use response questionnaires that given to experts and students. Expert validation result showed that mobile educational game of economics achieved very good judgment. The assessment questionnaires result from the student also stated that the quality and effectiveness of mobile educational game of economics were very good. So, the research concluded that mobile educational game of economics worthy to be used as a media of economics learning.

  8. The Influence of Macroeconomic Factors on the Financial Expenditures and Development of the Marketing Research

    Directory of Open Access Journals (Sweden)

    Piotr Tarka

    2015-10-01

    Full Text Available This article diagnoses the selected macroeconomic factors, such as: rate of unemployment, inflation, GDP, spending power of the households, and characterizes their indirect impact on the enterprises' market research expenditures and research industry turnovers. The problems of financial expenditures, i.e., their allocation on the marketing researches (depending on the supply and demand market situational perspective in a given market are also discussed. Moreover, as indicated in the article, enterprises are forced not only to cut their financial sources on the marketing research projects in unfavorable economic situation, but they choose different methods of the research.

  9. Developing Professional “Game Teacher” Repertoires

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Hanghøj, Thorkild

    2017-01-01

    for in their professional careers. We expand and explain these findings using embedded mixed methods analysis, and conclude that games are a good practical case for training various teaching competences, but that building flexible professional repertoires requires more varied experiences than a single course can muster.......The first Danish Game-Based Learning course offered by a teachers college enrolled 42 students with a variety of backgrounds and interests in games. We characterize the students who enrolled in the course in terms of gaming literacies and preferences, and gauge the impact of the course in terms...... of building actionable skill sets. Following Schön (1986) we use these data to frame students’ transition from gamers or game curious teachers to developing professional repertoires.Interviews and statistical comparison to other students indicate that while student’s existing preferences for the “heavier...

  10. Work for Play: Careers in Video Game Development

    Science.gov (United States)

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  11. 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…

  12. Game development and simulation with unreal technology

    CERN Document Server

    Tavakkoli, Alireza

    2015-01-01

    Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to intermediate design of interactive content by building on the pre-supplied contents from the base engine, and through advanced implementations geared toward a comprehensive understanding of the power of the Unreal Engine. This is one of the first book

  13. Introducing Game Development into the University Curriculum

    Directory of Open Access Journals (Sweden)

    Peter Peer*

    2012-12-01

    Full Text Available Integrating computer games development into computer science curriculum is gaining acceptance. However, the question is how this should be done. In our course on computer game development we present all necessary steps that a game project has to address, from design to publication and marketing, from the theoretical to the practical point of view. The goal is that each student makes a casual game for Apple iOS platform and possibly publishes it. The games are built on our xni framework for iOS, which is a subset of Microsoft’s xna. We take an iterative incremental approach to teaching game development, where we discuss a number of selected topics from various categories, such as gameplay design, graphics and artificial intelligence, each week. Thereafter the students receive mandatory and non-mandatory assignments that force them to add functionality to their game and, thus, steadily progress towards their goal. At the end of the course more than 20 % of all projects were ready for the Apple App Store, which, together with student pools saying that the course was one of the best executed courses they attended, confirms the viability of the suggested scheme.

  14. Macroeconomic influences on optimal asset allocation

    OpenAIRE

    Flavin, Thomas; Wickens, M.R.

    2003-01-01

    We develop a tactical asset allocation strategy that incorporates the effects of macroeconomic variables. The joint distribution of financial asset returns and the macroeconomic variables is modelled using a VAR with a multivariate GARCH (M-GARCH) error structure. As a result, the portfolio frontier is time varying and subject to contagion from the macroeconomic variable. Optimal asset allocation requires that this be taken into account. We illustrate how to do this using three ri...

  15. DEVELOPMENT OF TIGHT OIL RESOURCES IN USA: PROFITABILITY OF EXPLOITATION AND EFFECT OF MACROECONOMIC INDICATORS IN VOLATILE OIL PRICE ENVIRONMENT

    Directory of Open Access Journals (Sweden)

    Kristina Strpić

    2017-01-01

    Full Text Available Large scale development of tight oil resources in US started after 2010. with following five-year period of favorable steady increase in crude oil price. During this relatively short expansion cycle, operating and capital expenses changed drastically for main tight oil plays due to technological improvements in both well drilling and completion, expansion of service sector as well as loose government monetary policy which allowed favorable financing. This paper analyzed trends in costs during expansion period, as well as correlation of oil price to number of operating rigs and production quotas. After 2008/2009. world financial crisis economy recovery in US was somewhat sluggish and it caused extreme volatile environment in both equity and commodity markets. In such volatile environment intra-day crude oil prices, as well as other commodities and equities, show significant reaction to monthly published macroeconomic indicator reports, which give better overviews of trends in economic recovery. Prior to announcement, these reports always have forecasted value determined by consensus among market analysts. Therefore, any positive or negative surprise in real value tends to influence price of oil. This paper investigated influence of such macroeconomic reports to closing intraday oil price, as well as effect of other important daily market indices. Analysis showed that only Producer Price Index (PPI, among other indicators, has statistical significance of affecting intraday closing oil price.

  16. Macroeconomic dataset for generating macroeconomic volatility among selected countries in the Asia Pacific region

    Directory of Open Access Journals (Sweden)

    Yee Peng Chow

    2018-02-01

    Full Text Available This data article provides macroeconomic data that can be used to generate macroeconomic volatility. The data cover a sample of seven selected countries in the Asia Pacific region for the period 2004–2014, including both developing and developed countries. This dataset was generated to enhance our understanding of the sources of macroeconomic volatility affecting the countries in this region. Although the Asia Pacific region continues to remain as the most dynamic part of the world's economy, it is not spared from various sources of macroeconomic volatility through the decades. The reported data cover 15 types of macroeconomic data series, representing three broad categories of indicators that can be used to proxy macroeconomic volatility. They are indicators that account for macroeconomic volatility (i.e. volatility as a macroeconomic outcome, domestic sources of macroeconomic volatility and external sources of macroeconomic volatility. In particular, the selected countries are Malaysia, Thailand, Indonesia and Philippines, which are regarded as developing countries, while Singapore, Japan and Australia are developed countries. Despite the differences in level of economic development, these countries were affected by similar sources of macroeconomic volatility such as the Asian Financial Crisis and the Global Financial Crisis. These countries were also affected by other similar external turbulence arising from factors such as the global economic slowdown, geopolitical risks in the Middle East and volatile commodity prices. Nonetheless, there were also sources of macroeconomic volatility which were peculiar to certain countries only. These were generally domestic sources of volatility such as political instability (for Thailand, Indonesia and Philippines, natural disasters and anomalous weather conditions (for Thailand, Indonesia, Philippines, Japan and Australia and over-dependence on the electronic sector (for Singapore. Keywords

  17. Development of Active Learning with Simulations and Games

    Science.gov (United States)

    Zapalska, Alina; Brozik, Dallas; Rudd, Denis

    2012-01-01

    Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…

  18. Macroeconomic dataset for generating macroeconomic volatility among selected countries in the Asia Pacific region

    OpenAIRE

    Chow, Yee Peng; Muhammad, Junaina; Amin Noordin, Bany Ariffin; Cheng, Fan Fah

    2017-01-01

    This data article provides macroeconomic data that can be used to generate macroeconomic volatility. The data cover a sample of seven selected countries in the Asia Pacific region for the period 2004–2014, including both developing and developed countries. This dataset was generated to enhance our understanding of the sources of macroeconomic volatility affecting the countries in this region. Although the Asia Pacific region continues to remain as the most dynamic part of the world's economy,...

  19. Identification of Macroeconomic Factors in Large Panels

    DEFF Research Database (Denmark)

    Bork, Lasse; Dewachter, Hans; Houssa, Romain

    standard practices in the SVAR literature. Estimators based on the EM algorithm are developped. We apply this framework to a large panel of US monthly macroeconomic series. In particular, we identify nine macroeconomic factors and discuss the economic impact of monetary policy stocks. The results...

  20. MACROECONOMIC IMPACT OF DECENTRALIZATION

    Directory of Open Access Journals (Sweden)

    Emilia Cornelia STOICA

    2014-05-01

    Full Text Available The concept of decentralization has a variety of expressions, but the meaning generally accepted refers to the transfer of authority and responsibility of the public functions from central government to sub-national public entities or even to the private sector. Decentralization process is complex, affecting many aspects of social and economic life and public management, and its design and implementation cover several stages, depending on the cyclical and structural developments of the country. From an economic perspective, decentralization is seen as a means of primary importance in terms of improving the effectiveness and efficiency of public services and macroeconomic stability due to the redistribution of public finances while in a much closer logic of the government policy objectives. But the decentralization process behaves as well some risks, because it involves the implementation of appropriate mechanisms for the establishment of income and expenditure programming at the subnational level, which, if is not correlated with macroeconomic policy imperatives can lead to major imbalances, both financially as in termes of economic and social life. Equally, ensuring the balance of the budget at the local level is imperative to fulfill, this goal imposing a legal framework and specific procedures to size transfers of public funds, targeted or untargeted. Also, public and local authorities have to adopt appropriate laws and regulations such that sub-national public entities can access loans - such as bank loans or debentures from domestic or external market - in terms of a strict monitoring national financial stability. In all aspects of decentralization - political, administrative, financial -, public authorities should develop and implement the most effective mechanisms to coordinate macroeconomic objectives and both sectoral and local interests and establish clear responsibilities - exclusive or shared - for all parties involved in the

  1. Macroeconomic dataset for generating macroeconomic volatility among selected countries in the Asia Pacific region.

    Science.gov (United States)

    Chow, Yee Peng; Muhammad, Junaina; Amin Noordin, Bany Ariffin; Cheng, Fan Fah

    2018-02-01

    This data article provides macroeconomic data that can be used to generate macroeconomic volatility. The data cover a sample of seven selected countries in the Asia Pacific region for the period 2004-2014, including both developing and developed countries. This dataset was generated to enhance our understanding of the sources of macroeconomic volatility affecting the countries in this region. Although the Asia Pacific region continues to remain as the most dynamic part of the world's economy, it is not spared from various sources of macroeconomic volatility through the decades. The reported data cover 15 types of macroeconomic data series, representing three broad categories of indicators that can be used to proxy macroeconomic volatility. They are indicators that account for macroeconomic volatility (i.e. volatility as a macroeconomic outcome), domestic sources of macroeconomic volatility and external sources of macroeconomic volatility. In particular, the selected countries are Malaysia, Thailand, Indonesia and Philippines, which are regarded as developing countries, while Singapore, Japan and Australia are developed countries. Despite the differences in level of economic development, these countries were affected by similar sources of macroeconomic volatility such as the Asian Financial Crisis and the Global Financial Crisis. These countries were also affected by other similar external turbulence arising from factors such as the global economic slowdown, geopolitical risks in the Middle East and volatile commodity prices. Nonetheless, there were also sources of macroeconomic volatility which were peculiar to certain countries only. These were generally domestic sources of volatility such as political instability (for Thailand, Indonesia and Philippines), natural disasters and anomalous weather conditions (for Thailand, Indonesia, Philippines, Japan and Australia) and over-dependence on the electronic sector (for Singapore).

  2. (Serious) Games Development: The State of the Art

    NARCIS (Netherlands)

    Qi, Wen

    2014-01-01

    In this report, we give an overview of research and development of serious video games. Firstly, we briefly look at the history of (digital) video game. We discuss different types of video game and introduce the concept of serious game. In the following, we review the important aspects of

  3. Using Game Development to Engage Students in Science and Technology

    Science.gov (United States)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  4. Pro Unity game development with C#

    CERN Document Server

    Thorn, Alan

    2014-01-01

    The only professional-level book on Unity development with C# Covers in-depth aspects of C# development using Unity Readers will create a full-featured first person shooter and gain the knowledge to build their own professional-quality games.

  5. Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit

    Directory of Open Access Journals (Sweden)

    Rizka Lukmana Afif

    2014-06-01

    Full Text Available The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.

  6. Development of offensive individual game skills and offensive game combinations in ice hockey

    OpenAIRE

    Janek, Michael

    2015-01-01

    Title: Development of offensive individual game skills and offensive game combinations in ice hockey Goals: The main aim of this thesis is to gather theoretical information about development and improvement of offensive individual game skills and offensive game combinations in ice hockey and suggest essential and key exercises of this issue. Methods: The thesis was primarily written with the use of searching method based on information from available expert literature, electronic sources and ...

  7. Independent game development – Developers’ reflections in postmortems

    OpenAIRE

    Suorsa, Noora

    2017-01-01

    Independent computer games have gained a lot of popularity in the past few years. Digital distribution methods and networks have made it possible for indie games to find more players, and get an easier access to markets, and get noticed by the consumers, than it was during the traditional brick and mortar shop based retail and console game dominant era. The increased popularity and number of indie games and developers has made indie games an interesting research area. Research of independent ...

  8. Automating Commercial Video Game Development using Computational Intelligence

    OpenAIRE

    Tse G. Tan; Jason Teo; Patricia Anthony

    2011-01-01

    Problem statement: The retail sales of computer and video games have grown enormously during the last few years, not just in United States (US), but also all over the world. This is the reason a lot of game developers and academic researchers have focused on game related technologies, such as graphics, audio, physics and Artificial Intelligence (AI) with the goal of creating newer and more fun games. In recent years, there has been an increasing interest in game AI for pro...

  9. Beginning Android 3D game development

    CERN Document Server

    Chin, Robert

    2014-01-01

    1. This Apress book aims to be first or unique English language book to market on Android 3D Game Programming (there is however a Chinese lang book.). 1. Given sell like, there may be some potential for retail, trade sales. 2. Otherwise, most revenue should come from the high relevancy of Android in books as a service database engines like Safari where Android meme is nearly at the top. 3. Android has the most user market share worldwide and is second best apps eco although game specific development seems more popular on Android than iOS.

  10. Factors driving and influencing the development of serious games

    Directory of Open Access Journals (Sweden)

    Louise Møller

    2016-03-01

    Full Text Available There are a large variety of serious games aimed at infusing knowledge into both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and competences in an organization on a more general level. In the serious game literature most focus and attention is given to the design and development of digital games. However in Denmark, at least, there has been a growing industry of analogue serious games and serious game facilitation, which give evidence to the fact that not all development in the area of serious games happens in terms of the digital versions. This paper investigate these new analog serious games and learning tools in the Danish market with focus on the drivers and influencing factors during their development and the effort of making a business out of the serious games. Empirically, the paper is based on close interaction and semi-structured interviews with some of the key serious game developers in Denmark (plus one in the US, some of them with a portfolio of up to ten serious games. Besides from uncovering some of the basic motivations to design and develop serious games, the paper will show, how the game developers’ interaction with the end-users and their different business strategies, influences the way the game is developed.

  11. Beginning Swift games development for iOS

    CERN Document Server

    Goodwill, James

    2015-01-01

    Game apps are one of the most popular categories in the Apple iTunes App Store. Well, the introduction of the new Swift programming language will make game development even more appealing and easier to existing and future iOS app developers. In response, James Goodwill, Wesley Matlock and Apress introduce you to this book, Beginning Swift Games Development for iOS. In this book, you'll learn the fundamental elements of the new Swift language as applied to game development for iOS. In part 1, you'll start with a basic 2D game idea and build the game throughout the book introducing each Sprit

  12. Amplifying applied game development and uptake

    NARCIS (Netherlands)

    Hollins, Paul; Westera, Wim; Manero, Borja

    2015-01-01

    The established (digital) leisure game industry is historically one dominated by large international hardware vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of development studios, distributors and retailers. New modes of digital distribution and

  13. Essays in Education and Macroeconomics

    Science.gov (United States)

    Herrington, Christopher M.

    2013-01-01

    This dissertation consists of three essays on education and macroeconomics. The first chapter analyzes whether public education financing systems can account for large differences among developed countries in earnings inequality and intergenerational earnings persistence. I first document facts about public education in the U.S. and Norway, which…

  14. The macroeconomic consequences of downsizing

    NARCIS (Netherlands)

    de Groot, H.L.F.; van Schaik, A.B.T.M.

    2002-01-01

    The recession in the 1980s followed by the worldwide decrease in transportation and communication costs has triggered a process of downsizing. The macroeconomic consequences of this process are only weakly understood. The model developed in this paper associates downsizing with trade between

  15. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    Science.gov (United States)

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  16. Learning iOS 8 game development using Swift

    CERN Document Server

    Shekar, Siddharth

    2015-01-01

    This book is for novices as well as proficient game developers who want to learn more about game development using Swift. If you are from a 2D game development background and would like to learn the basics of 3D game development, this book is for you. Additionally, if you want to learn the basics of graphics programming and shaders, this book will be a good starting point.

  17. 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.

  18. Understanding the null‐to‐small association between increased macroeconomic growth and reducing child undernutrition in India: role of development expenditures and poverty alleviation

    Science.gov (United States)

    Joe, William; Rajaram, Ramaprasad

    2016-01-01

    Abstract Empirical evidence suggests that macroeconomic growth in India is not correlated with any substantial reductions in the prevalence of child undernutrition over time. This study investigates the two commonly hypothesized pathways through which macroeconomic growth is expected to reduce child undernutrition: (1) an increase in public developmental expenditure and (2) a reduction in aggregate income‐poverty levels. For the anthropometric data on children, we draw on the data from two cross‐sectional waves of National Family Health Survey conducted in 1992–1993 and 2005–2006, while the data for per capita net state domestic product and per capita public spending on developmental expenditure and headcount ratio of poverty were obtained from the Reserve Bank of India and the Government of India expert committee reports. We find that between 1992–1993 and 2005–2006, state‐level macroeconomic growth was not associated with any substantial increases in public development expenditure or substantial reductions in poverty at the aggregate level. Furthermore, the association between changes in public development expenditure or aggregate poverty and changes in undernutrition was small. In summary, it appears that the inability of macroeconomic growth to translate into reductions in child undernutrition in India is likely a consequence of the macroeconomic growth not translating into substantial investments in development expenditure that could matter for children's nutritional status and neither did it substantially improve incomes of the poor, a group where undernutrition is also the highest. The findings here build a case to advocate a ‘support‐led’ strategy for reducing undernutrition rather than simply relying on a ‘growth‐mediated’ strategy. Key messages Increases in macroeconomic growth have not been accompanied by substantial increases in public developmental spending or reduction in aggregate poverty headcount ratio in India

  19. Understanding the null-to-small association between increased macroeconomic growth and reducing child undernutrition in India: role of development expenditures and poverty alleviation.

    Science.gov (United States)

    Joe, William; Rajaram, Ramaprasad; Subramanian, S V

    2016-05-01

    Empirical evidence suggests that macroeconomic growth in India is not correlated with any substantial reductions in the prevalence of child undernutrition over time. This study investigates the two commonly hypothesized pathways through which macroeconomic growth is expected to reduce child undernutrition: (1) an increase in public developmental expenditure and (2) a reduction in aggregate income-poverty levels. For the anthropometric data on children, we draw on the data from two cross-sectional waves of National Family Health Survey conducted in 1992-1993 and 2005-2006, while the data for per capita net state domestic product and per capita public spending on developmental expenditure and headcount ratio of poverty were obtained from the Reserve Bank of India and the Government of India expert committee reports. We find that between 1992-1993 and 2005-2006, state-level macroeconomic growth was not associated with any substantial increases in public development expenditure or substantial reductions in poverty at the aggregate level. Furthermore, the association between changes in public development expenditure or aggregate poverty and changes in undernutrition was small. In summary, it appears that the inability of macroeconomic growth to translate into reductions in child undernutrition in India is likely a consequence of the macroeconomic growth not translating into substantial investments in development expenditure that could matter for children's nutritional status and neither did it substantially improve incomes of the poor, a group where undernutrition is also the highest. The findings here build a case to advocate a 'support-led' strategy for reducing undernutrition rather than simply relying on a 'growth-mediated' strategy. Key messages Increases in macroeconomic growth have not been accompanied by substantial increases in public developmental spending or reduction in aggregate poverty headcount ratio in India. Association between increases in public

  20. The Evolution of Macroeconomic Theory and Implications for Teaching Intermediate Macroeconomics.

    Science.gov (United States)

    Froyen, Richard T.

    1996-01-01

    Traces the development of macroeconomic theory from John Maynard Keynes to modern endogenous growth theory. Maintains that a combination of interest in growth theory and related policy questions will play a prominent role in macroeconomics in the future. Recommends narrowing the gap between graduate school and undergraduate economics instruction.…

  1. The Macroeconomics of Aid

    DEFF Research Database (Denmark)

    Addison, Tony; Morrissey, Oliver; Tarp, Finn

    2017-01-01

    This Special Issue explores macroeconomic effects of aid from various perspectives through a blend of studies, both conceptual and empirical in nature. The overall aim is to enhance the understanding of the macroeconomic dimensions of aid in the policy and research communities, and to inspire...

  2. Game Development as a Pathway to Information Technology Literacy

    Science.gov (United States)

    Frydenberg, Mark

    2016-01-01

    Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…

  3. Games and Simulations in Online Learning: Research and Development Frameworks

    Science.gov (United States)

    Gibson, David; Aldrich, Clark; Prensky, Marc

    2007-01-01

    Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…

  4. Developing user-centered concepts for language learning video games

    OpenAIRE

    Poels, Yorick; Annema, Jan Henk; Zaman, Bieke; Cornillie, Frederik

    2012-01-01

    This paper will report on an ongoing project which aims to develop video games for language learning through a user-centered and evidence-based approach. Therefore, codesign sessions were held with adolescents between 14 and 16 years old, in order to gain insight into their preferences for educational games for language learning. During these sessions, 11 concepts for video games were developed. We noticed a divide between the concepts for games that were oriented towa...

  5. ANALYSIS AND COMPARISONS OF THE BUSINESS SECTOR IN ROMANIA IN REGIONAL AND NATIONAL LEVEL UNDER THE INFLUENCE OF MACROECONOMIC DEVELOPMENTS

    Directory of Open Access Journals (Sweden)

    DOBROTĂ GABRIELA

    2015-12-01

    Full Text Available The analysis of the response capacity of business environment in the manifestation of some risks of a large amplitude can be achieved by identifying the evolution of fundamental macroeconomic indicators, both in good periods from economically point of view as well as in the difficult phases. This article reflects the evolution of the most important macroeconomic indicators in Romania, before and after the crisis triggered in 2008, at the global and regional level. Also, it represent an radiography of the business environment, from point of view of the evolution of the active entreprises and of their results, which was obtained in the context of the macroeconomics politics promoted by the different gouvernment. The overall conclusion that can be drawn is that the objective of achieving economic growth by all means can have undesirable effects, represented by overheating of the economy and instability.

  6. The development of video game enjoyment in a role playing game.

    Science.gov (United States)

    Wirth, Werner; Ryffel, Fabian; von Pape, Thilo; Karnowski, Veronika

    2013-04-01

    This study examines the development of video game enjoyment over time. The results of a longitudinal study (N=62) show that enjoyment increases over several sessions. Moreover, results of a multilevel regression model indicate a causal link between the dependent variable video game enjoyment and the predictor variables exploratory behavior, spatial presence, competence, suspense and solution, and simulated experiences of life. These findings are important for video game research because they reveal the antecedents of video game enjoyment in a real-world longitudinal setting. Results are discussed in terms of the dynamics of video game enjoyment under real-world conditions.

  7. Influence of Macroeconomic Factors on Residential Property ...

    African Journals Online (AJOL)

    Sultan

    exerted by macroeconomic factors on residential property returns in Abuja. The backward .... explanatory power and positive influence of employment and ...... Project. Management In Property Development: the Nigeria experience. Ibadan:.

  8. Developing e-Bug web games to teach microbiology.

    Science.gov (United States)

    Farrell, David; Kostkova, Patty; Lazareck, Lisa; Weerasinghe, Dasun; Weinberg, Julius; Lecky, Donna M; Adriaenssens, Niels; Koprivová Herotová, Tereza; Holt, Jette; Touboul, Pia; Merakou, Kyriakoula; Koncan, Raffaella; Olczak-Pienkowska, Anna; Avô, António Brito; Campos, José; McNulty, Cliodna A M

    2011-06-01

    As a complement to the e-Bug teaching pack, two e-Bug games were developed to provide content that aimed to entertain as well as to educate. A set of agreed learning outcomes (LOs) were provided by the scientific partners of the e-Bug Project and the games were developed using user-centred design techniques (the needs, wants and limitations of the potential game players were assessed at each stage of the design process). The e-Bug games were designed for two age groups: Junior (9-12 year olds); and Senior (13-15 year olds). A study using focus groups was done to gain an understanding as to the types of games enjoyed by the target users. According to the preliminary study, the Junior Game was developed as a platform game and the Senior Game was developed as a story-based detective game. The Junior Game consists of five levels, each associated with a set of LOs. Similarly, the Senior Game consists of four missions, each comprising five stages using problem-based learning techniques and LOs. In this paper, the process of development for each game is described in detail and an illustration is provided of how each game level or mission addresses the target LOs. Development of the games used feedback acquired from children in four schools across the UK (Glasgow, London and two in Gloucester). The children were selected according to their willingness to participate. European Partners of the e-Bug Project also provided further support, translation and requests for modifications. The knowledge gained of LOs and further evaluation of the games is continuing, and preliminary results are in press. The final versions of the games, translated into 11 European languages, are available online via www.e-bug.eu.

  9. Building HTML5 games with ImpactJS an introduction on HTML5 game development

    CERN Document Server

    Freeman, Jesse

    2012-01-01

    Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and-most critically-a commitment to completing the project. With this hands-on guide, you'll learn how to use Impact with other technologies step-by-step. You'll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile-including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels. Set up your development environment and discover Impact's advantagesBuild a complete game with core logic, collision detection, and player and monster behaviorLearn why a game design document is critical before you start buildingDisplay and animate game artwork with sprite sheetsAdd sound effects, background music, and textCreate screens to display stats and in-game statu...

  10. Customer Involvement in the Game Development Process

    Directory of Open Access Journals (Sweden)

    Kaja Prystupa-Rządca

    2015-01-01

    Full Text Available The creative industry is a fast developing sector of economy in many countries. Growing competition in this area has led many companies to implement strategy of users' involvement in product development in order to deliver products that are more aligned with customers’ needs. On the other hand, the attempt to align the customers’ expectations with artistic creativity may create tensions. Therefore, the aim of the research is to examine the methods of users’ involvement in product development and real impact of the users on project design. The obtained findings are based on two-year qualitative research project conducted in game development companies.

  11. Developing and Assessing Teachers' Knowledge of Game-Based Learning

    Science.gov (United States)

    Shah, Mamta; Foster, Aroutis

    2015-01-01

    Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…

  12. Achieving Digital Literacy through Game Development: An Authentic Learning Experience

    Science.gov (United States)

    Frydenberg, Mark

    2015-01-01

    Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…

  13. Game dynamic model for yeast development.

    Science.gov (United States)

    Huang, Yuanyuan; Wu, Zhijun

    2012-07-01

    Game theoretic models, along with replicator equations, have been applied successfully to the study of evolution of populations of competing species, including the growth of a population, the reaching of the population to an equilibrium state, and the evolutionary stability of the state. In this paper, we analyze a game model proposed by Gore et al. (Nature 456:253-256, 2009) in their recent study on the co-development of two mixed yeast strains. We examine the mathematical properties of this model with varying experimental parameters. We simulate the growths of the yeast strains and compare them with the experimental results. We also compute and analyze the equilibrium state of the system and prove that it is asymptotically and evolutionarily stable.

  14. The Metacognitions about Online Gaming Scale: Development and psychometric properties.

    Science.gov (United States)

    Spada, Marcantonio M; Caselli, Gabriele

    2017-01-01

    Recent research has suggested that metacognitions may play a role across the spectrum of addictive behaviours. The goal of our studies was to develop the first self-report scale of metacognitions about online gaming. We conducted two studies with samples of online gamers (n=225, n=348) to test the structure and psychometric properties of the Metacognitions about Online Gaming Scale and examined its capacity to predict weekly online gaming hours and Internet addiction. Exploratory and confirmatory factor analyses supported a three-factor solution: positive metacognitions about online gaming, negative metacognitions about the uncontrollability of online gaming, and negative metacognitions about the dangers of online gaming. Internal consistency, predictive and divergent validity were acceptable. All the factors of the Metacognitions about Online Gaming Scale correlated positively with weekly online gaming hours and Internet addiction. Regression analyses showed that negative metacognitions about the uncontrollability of online gaming and levels of Internet addiction were the only significant predictors of weekly online gaming hours, and that positive metacognitions about online gaming and negative metacognitions about the uncontrollability of online gaming were the only significant predictors of Internet addiction. The Metacognitions about Online Gaming Scale was shown to possess good psychometric properties, as well as predictive and divergent validity within the populations that were tested. Copyright © 2015 Elsevier Ltd. All rights reserved.

  15. MACROECONOMIC ASPECTS OF COMPETITIVENESS

    Directory of Open Access Journals (Sweden)

    Oleg Hooke

    2017-09-01

    Full Text Available In the process of globalization of world economic processes, the role of individual national economies increases, comparative advantages of the development of a country are formed, and their competitiveness is ensured. That is why it is worth emphasizing the importance of increasing the competitiveness of each individual country, based on its internal capacity. In a broad aspect, the competitiveness of the national economy is perceived as the ability of the country to ensure the balance of its external proportions and to avoid those constraints imposed by the foreign economic sphere, to self-organizing the improvement of their world economic ties. The competitiveness of the economy at the macro level is associated with the duration of the cycle of reproduction of the main productive assets and, accordingly, the jobs, productive forces of society and determined by the overall economic efficiency of investment. The criteria of competitiveness of the national economy are the growth of social productivity of labor, increase of social and economic efficiency of production and standard of living of the population. The competitiveness of the national economy determines sustainable socio-economic development of the country, as well as sustainable development predetermines the competitiveness of not only the country, but also all its levels. Scientific results are obtained using special methods of research of economic objects and phenomena, that is, based on the correlation and regressive, comparative analysis (establishing the relationship between the indicator factor, as well as economic modeling. Findings. Generalizing analysis and the importance of the macroeconomic aspect of competitiveness were used in the research paper, which will allow to better respond to the economic situation, in accordance with the trends of the “green” transformation of the economy; which in turn will solve important problems of the development and implementation of its

  16. 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.

  17. The Game as the Way of Personal Identity Development

    Directory of Open Access Journals (Sweden)

    L. A. Belyayeva

    2012-01-01

    Full Text Available  The paper suggests the game interpretation as the universal and phenomenal way of developing personal identity by a relaxed participation in game activity. Unlike the extended definitions of game as a culturalogical and pedagogical phenomenon, the authors suggest the game analysis in philosophical perspective revealing its existential status. Being the active form of personal existence, the game facilitates self-awareness by means of self-understanding and self-determination in the course of game activity developing the attitude of «I am another one», and giving a chance to experiment with personal identity, taking and playing various social and cultural roles. The existential significance of games activating self-understanding and meaning of self-existence is growing nowadays, given pluralism and reassessment of values. 

  18. Serious simulation game development for energy transition education using integrated framework game design

    Science.gov (United States)

    Destyanto, A. R.; Putri, O. A.; Hidayatno, A.

    2017-11-01

    Due to the advantages that serious simulation game offered, many areas of studies, including energy, have used serious simulation games as their instruments. However, serious simulation games in the field of energy transition still have few attentions. In this study, serious simulation game is developed and tested as the activity of public education about energy transition which is a conversion from oil to natural gas program. The aim of the game development is to create understanding and awareness about the importance of energy transition for society in accelerating the process of energy transition in Indonesia since 1987 the energy transition program has not achieved the conversion target yet due to the lack of education about energy transition for society. Developed as a digital serious simulation game following the framework of integrated game design, the Transergy game has been tested to 15 users and then analysed. The result of verification and validation of the game shows that Transergy gives significance to the users for understanding and triggering the needs of oil to natural gas conversion.

  19. Is the Development of WIG Index Determined by Certain Macroeconomic and Financial Factors?

    Directory of Open Access Journals (Sweden)

    Krzysztof DRACHAL

    2016-06-01

    Full Text Available The aim of this paper is to present an analysis whether certain financial ratios can have a significant impact on the development of a stock exchange index. In particular the benchmark stock exchange index is considered, as well as, the selected ratios are considered as the average ones for the whole economy. Quarterly data between 2005 and 2015 were analyzed for the Warsaw Stock Exchange (Poland.

  20. THEORETICAL ASPECTS OF FINANCIAL SUPPORT OF MACROECONOMIC STABILITY OF UKRAINE FROM THE POSITION OF SUSTAINABLE DEVELOPMENT

    Directory of Open Access Journals (Sweden)

    Yurii Barskyi

    2015-09-01

    Tax incentives for sustainable development of the region are significantly influenced by: finance of commercial enterprises of all forms of ownership operating in the region, the finance of social institutions operating in the region. The finances of public organizations and charity funds operating in the region, as well as the finances of households of the region; consolidated regional budget funds and state trust funds operating in the region.

  1. Game Design and Development as Mathematical Activities

    DEFF Research Database (Denmark)

    Jensen, Erik Ottar; Hanghøj, Thorkild; Misfeldt, Morten

    2016-01-01

    education which have mostly been tied to students making learning games involving specific mathematical content. Game design activities are reported to have a motivational pull for students. A challenge seems to be that the students are mostly motivated by the game design or the programming activities...... between user and goal through the computational artifacts being used. The framework serves as a lens for making sense of computer game design as a context for learning mathematics....

  2. Memory development in preschool children with disabilities in the game

    OpenAIRE

    Viktoriya Shypikova

    2013-01-01

    The scientific article "Development of memory in preschool children with disabilities in the game" reveals the relevance of the application of the game as the leading activity during the preschool years to optimize the development of the mental process of memory in children with disabilities. Work on the development of children's memory in the form of a game as the most effective form, aimed at attracting the attention of professionals working with preschool children with disabilities, a...

  3. Do Video Games Promote Positive Youth Development?

    Science.gov (United States)

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…

  4. The RAGE Game Software Components Repository for Supporting Applied Game Development

    Directory of Open Access Journals (Sweden)

    Krassen Stefanov

    2017-09-01

    Full Text Available This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.

  5. 125 Brain Games for Babies: Simple Games To Promote Early Brain Development.

    Science.gov (United States)

    Silberg, Jackie

    Scientists believe that the stimulation that infants and young children receive determines which synapses form in the brain. This book presents 125 games for infants from birth to 12 months and is designed to nurture brain development. The book is organized chronologically in 3-month increments. Each game description includes information from…

  6. Game on! Lessons learned from joint development and production of health games

    NARCIS (Netherlands)

    Leupen, Harro; Willems, Rob; Onyango, George; Odongo, Peter

    2015-01-01

    In September 2010, Hanze University of Applied Sciences in Groningen (the Netherlands) started a 20-week international program titled GameOn! The object of this program is for students to develop serious games, that aim to help the youth become aware of social and/or health related issues. Since the

  7. Integrating Usability Evaluation into Model-Driven Video Game Development

    OpenAIRE

    Fernandez , Adrian; Insfran , Emilio; Abrahão , Silvia; Carsí , José ,; Montero , Emanuel

    2012-01-01

    Part 3: Short Papers; International audience; The increasing complexity of video game development highlights the need of design and evaluation methods for enhancing quality and reducing time and cost. In this context, Model-Driven Development approaches seem to be very promising since a video game can be obtained by transforming platform-independent models into platform-specific models that can be in turn transformed into code. Although this approach is started to being used for video game de...

  8. Fostering 21st Century Skills through Game Design and Development

    Science.gov (United States)

    Garvey, Gregory P.

    2015-01-01

    This reflection paper argues that the design and development of digital games teach essential 21st century skills. Intrinsic to application and game development is design thinking. Design thinking requires iterative development, which demands creativity, critical thinking and problem solving. Students are engaged through learning by doing in both…

  9. Three Essays on Macroeconomics

    Science.gov (United States)

    Doda, Lider Baran

    This dissertation consists of three independent essays in macroeconomics. The first essay studies the transition to a low carbon economy using an extension of the neoclassical growth model featuring endogenous energy efficiency, exhaustible energy and explicit climate-economy interaction. I derive the properties of the laissez faire equilibrium and compare them to the optimal allocations of a social planner who internalizes the climate change externality. Three main results emerge. First, the exhaustibility of energy generates strong market based incentives to improve energy efficiency and reduce CO 2 emissions without any government intervention. Second, the market and optimal allocations are substantially different suggesting a role for the government. Third, high and persistent taxes are required to implement the optimal allocations as a competitive equilibrium with taxes. The second essay focuses on coal fired power plants (CFPP) - one of the largest sources of CO2 emissions globally - and their generation efficiency using a macroeconomic model with an embedded CFPP sector. A key feature of the model is the endogenous choice of production technologies which differ in their energy efficiency. After establishing four empirical facts about the CFPP sector, I analyze the long run quantitative effects of energy taxes. Using the calibrated model, I find that sector-specific coal taxes have large effects on generation efficiency by inducing the use of more efficient technologies. Moreover, such taxes achieve large CO2 emissions reductions with relatively small effects on consumption and output. The final essay studies the procyclicality of fiscal policy in developing countries, which is a well-documented empirical observation seemingly at odds with Neoclassical and Keynesian policy prescriptions. I examine this issue by solving the optimal fiscal policy problem of a small open economy government when the interest rates on external debt are endogenous. Given an

  10. 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.

  11. A New Methodology of Design and Development of Serious Games

    Directory of Open Access Journals (Sweden)

    André F. S. Barbosa

    2014-01-01

    Full Text Available The development of a serious game requires perfect knowledge of the learning domain to obtain the desired results. But it is also true that this may not be enough to develop a successful serious game. First of all, the player has to feel that he is playing a game where the learning is only a consequence of the playing actions. Otherwise, the game is viewed as boring and not as a fun activity and engaging. For example, the player can catch some items in the scenario and then separate them according to its type (i.e., recycle them. Thus, the main action for player is catching the items in the scenario where the recycle action is a second action, which is viewed as a consequence of the first action. Sometimes, the game design relies on a detailed approach based on the ideas of the developers because some educational content are difficult to integrate in the games, while maintaining the fun factor in the first place. In this paper we propose a new methodology of design and development of serious games that facilitates the integration of educational contents in the games. Furthermore, we present a serious game, called “Clean World”, created using this new methodology.

  12. Macroeconomic Issues in Foreign Aid

    DEFF Research Database (Denmark)

    Hjertholm, Peter; Laursen, Jytte; White, Howard

    foreign aid, macroeconomics of aid, gap models, aid fungibility, fiscal response models, foreign debt,......foreign aid, macroeconomics of aid, gap models, aid fungibility, fiscal response models, foreign debt,...

  13. Aspectos macroeconómicos del plan nacional de desarrollo cambio para construir la paz Macroeconomic aspects of the development plan change to reach peace

    Directory of Open Access Journals (Sweden)

    Rhenals M. Remberto

    1999-06-01

    Full Text Available En el Plan Nacional de Desarrollo "Cambio para construir la Paz" se presenta una plitica de estabilizacion que pretende establecer los equlibrios macroeconomicos y elevar el ritmo de crecimiento de la economia colombiana. Este articulo analiza la propuesta de politica economica del plan, incluida en la seccion "Macroeconomia, crecimiento y empleo". En particular se estudia la estrategia de estabilizacion y crecmiento de la economia. Las principales conclusiones de nuestro analisis son: a el ajuste fiscal propuesto es poco efectivo porque no reduce de forma importante el gasto corriente. Esto puede afectar el crecimiento normal de la economia porque se reduce la inversion publica y no se reasignan fondos hacia areas prioritarias como la formacion de capital humano y la investigacion en ciencia y tecnologia; y b el programa macroecnomico tiene problemas de consistencia. Segun nuestras estimaciones, el lento crecimiento del ahorro domestico seria insuficiente para mantener un crecimiento sostenido del Pib.The economic and social planning project in Colombia, 'Change to reach peace' presents mainly a stabilization policy that intends to restore macroeconomic equilibrium and also pretends to increase the economic growth in the presidential period of 1998-2002. This article analyses the economic policy proposal included in the section "Macroeconomics,growth and employment". More precisely it is concerned in the stabilization and growth strategy. Ourmain conclusions are: a fiscal adjustment is not effective, becauseit does not reduce government consumption. This situation can affect potential economic growth due to a decrease in public investment and there will not be a reallocation of resources for human capital and investment in research and development; b macroeconomic plan is not consistent. Based on our estimations, slow growth of domestic saving could not be enough to maintain a sustainable process of economic growth.

  14. The influence of playing computer games on pupil's development

    OpenAIRE

    Pospíšilová, Lenka

    2008-01-01

    This thesis is about the effects of playing computer games on pupils and students behavior. It is divided into a theoretical and an investigative part. The theoretical part is dedicated to historical development of technologies and principals of game systems in relationship to technical progress. It adverts to psychological, social and biological effects of long time, intensive playing of games. It shows positive and negative effects ofthis activity. The work analyses typical pathological eve...

  15. Tutorial : service-oriented architecture (SOA) development for serious games

    NARCIS (Netherlands)

    Carvalho, M.B.; Hu, J.; Bellotti, F.; de Gloria, A.; Rauterberg, G.W.M.; Chorianopoulos, K.; Divitini, M.; Hauge, J.; Jaccheri, L.; Malaka, R.

    2015-01-01

    This tutorial aims to introduce the benefits of applying a service-oriented architecture (SOA) approach to serious games developers. For that end, we propose a hands-on session in which we will provide information on state-of-the-art services for serious games and guide developers in rethinking one

  16. An Application of a Game Development Framework in Higher Education

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

    Full Text Available This paper describes how a game development framework was used as a learning aid in a software engineering. Games can be used within higher education in various ways to promote student participation, enable variation in how lectures are taught, and improve student interest. In this paper, we describe a case study at the Norwegian University of Science and Technology (NTNU where a game development framework was applied to make students learn software architecture by developing a computer game. We provide a model for how game development frameworks can be integrated with a software engineering or computer science course. We describe important requirements to consider when choosing a game development framework for a course and an evaluation of four frameworks based on these requirements. Further, we describe some extensions we made to the existing game development framework to let the students focus more on software architectural issues than the technical implementation issues. Finally, we describe a case study of how a game development framework was integrated in a software architecture course and the experiences from doing so.

  17. Development of a wearable haptic game interface

    Directory of Open Access Journals (Sweden)

    J. Foottit

    2016-04-01

    Full Text Available This paper outlines the ongoing development of a wearable haptic game interface, in this case for controlling a flight simulator. The device differs from many traditional haptic feedback implementations in that it combines vibrotactile feedback with gesture based input, thus becoming a two-way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and sets out to purposefully blur the boundary between man and machine. This allows for a more immersive experience, and a user evaluation shows that the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand.

  18. The development of indonesian online game addiction questionnaire.

    Directory of Open Access Journals (Sweden)

    Tjibeng Jap

    Full Text Available 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; p<0.01, average days per week in playing online games (ρ = 0.43; p<0.01, average hours per days in playing online games (ρ = 0.41; p<0.01, and monthly expenditure for online games (ρ = 0.30; p<0.01. Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online 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.

  19. Development and validation of a game addiction scale

    NARCIS (Netherlands)

    Lemmens, J.S.; Valkenburg, P.M.; Peter, J.

    2008-01-01

    The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game and internet addiction, we created 21 items to measure seven criteria for game addiction (i.e., salience, tolerance, mood modification, relapse,

  20. Digital-Gaming Trajectories and Second Language Development

    Science.gov (United States)

    Scholz, Kyle W.; Schulze, Mathias

    2017-01-01

    Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…

  1. Learning Objective-C by developing iPhone games

    CERN Document Server

    Walters, Joseph

    2014-01-01

    Written as a practical and engaging tutorial, this book guides you through the development of your own exciting, fully featured, games.If you are a beginner and an enthusiast who dreams about creating games and is in need of some additional inspiration and knowledge, then this book is for you. No programming experience is expected.

  2. DEVELOPMENT MONOPOLY: A Simulation Game on Poverty and Inequality

    Science.gov (United States)

    Ansoms, An; Geenen, Sara

    2012-01-01

    DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the…

  3. Science games and the development of scientific possible selves

    Science.gov (United States)

    Beier, Margaret E.; Miller, Leslie M.; Wang, Shu

    2012-12-01

    Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social influences (e.g., peer groups). We first review the theory of possible selves (Markus and Nurius 1986) and discuss the potential of serious scientific games for influencing the development of scientific possible selves. As part of our review, we present a forensic game that inspired our work. Next we present a measure of scientific possible selves and assess its reliability and validity with a sample of middle-school students ( N = 374). We conclude by discussing the promise of science games and the development of scientific possible selves on both the individual and group levels as a means of inspiring STEM careers among adolescents.

  4. The macroeconomics of banking

    NARCIS (Netherlands)

    van der Kwaak, C.G.F.

    2017-01-01

    This thesis studies the macroeconomic effectiveness of monetary and fiscal policy in an environment where commercial banks are undercapitalized after a financial crisis and have large holdings of (risky) government bonds on their balance sheets. An undercapitalized banking system cannot perfectly

  5. Developments in Business Gaming: A Review of the Past 40 Years

    Science.gov (United States)

    Faria, A. J.; Hutchinson, David; Wellington, William J.; Gold, Steven

    2009-01-01

    This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current…

  6. The Effects of Modified Games on the Development of Gross Motor Skill in Preschoolers

    Science.gov (United States)

    Lestari, Indah; Ratnaningsih, Tri

    2016-01-01

    Gross motor skills on children must be optimized much earlier since it plays important role not only on their interaction process but also in supporting other multiple developments. One of the means in developing child's motor skill is by providing innovative games i.e. modified games including game format, game timing, and game sequence. The…

  7. Demand, credit and macroeconomic dynamics: A microsimulation model

    NARCIS (Netherlands)

    Meijers, H.H.M.; Nomaler, Z.O.; Verspagen, B.

    2014-01-01

    We develop a microsimulation model for the macroeconomic business cycle. Our model is based on three main ideas: (i) we want to specify how macroeconomic coordination is achieved without a dominating influence of price mechanisms, (ii) we want to incorporate the stock-flow-consistent approach that

  8. Relationship between macroeconomic aggregates and bank performance

    Directory of Open Access Journals (Sweden)

    Mitrović Ranka

    2016-01-01

    Full Text Available The aim of the paper is relations between some macroeconomic aggregates and performance of banks. This paper show analysis of trends in gross domestic product, exchange rates, interest rates, inflation load, developments in the balance of payments. On the business side, performance is achieved insight into the liquidity, capital adequacy, and the amount of non-performable loans. The aim of the research is to refute or confirm the interconnectedness of movement values of macroeconomic aggregates and bank performance. The analysis confirmed the association of two set variables. The negative value movements of macroeconomic aggregates directly or indirectly have an impact on the quality of performance of the banking sector. Therefore, it is necessary to define an adequate strategy of the economy, would not it safer to carry out the process of adapting to new developments in the market, such as the global financial crisis, the rise in unproductive enterprises, distrust customers etc.

  9. Environmental Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.; Boyack, K.; VanDevender, J.P.

    1995-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Environmental Prosperity Game conducted under the sponsorship of the Silicon Valley Environmental Partnership. Players were drawn from all stakeholders involved in environmental technologies including small and large companies, government, national laboratories, universities, environmentalists, the legal profession, finance, and the media. The primary objectives of this game were to: investigate strategies for developing a multi-agency (national/state/regional), one-step regulatory approval process for certifying and implementing environmental technologies and evaluating the simulated results; identify the regulatory hurdles and requirements, and the best approaches for surmounting them; identify technical problems and potential resources (environmental consultants, labs, universities) for solving them. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning environmental issues, including the development, licensing, and commercialization of new technologies.

  10. Managing Macroeconomic Risks by Using Statistical Simulation

    Directory of Open Access Journals (Sweden)

    Merkaš Zvonko

    2017-06-01

    Full Text Available The paper analyzes the possibilities of using statistical simulation in the macroeconomic risks measurement. At the level of the whole world, macroeconomic risks are, due to the excessive imbalance, significantly increased. Using analytical statistical methods and Monte Carlo simulation, the authors interpret the collected data sets, compare and analyze them in order to mitigate potential risks. The empirical part of the study is a qualitative case study that uses statistical methods and Monte Carlo simulation for managing macroeconomic risks, which is the central theme of this work. Application of statistical simulation is necessary because the system, for which it is necessary to specify the model, is too complex for an analytical approach. The objective of the paper is to point out the previous need for consideration of significant macroeconomic risks, particularly in terms of the number of the unemployed in the society, the movement of gross domestic product and the country’s credit rating, and the use of data previously processed by statistical methods, through statistical simulation, to analyze the existing model of managing the macroeconomic risks and suggest elements for a management model development that will allow, with the lowest possible probability and consequences, the emergence of the recent macroeconomic risks. The stochastic characteristics of the system, defined by random variables as input values defined by probability distributions, require the performance of a large number of iterations on which to record the output of the model and calculate the mathematical expectations. The paper expounds the basic procedures and techniques of discrete statistical simulation applied to systems that can be characterized by a number of events which represent a set of circumstances that have caused a change in the system’s state and the possibility of its application in the field of assessment of macroeconomic risks. The method has no

  11. Game Development with The Frozenbyte Engine for the Game Consoles of the Eighth Generation

    OpenAIRE

    Kiesiläinen, Tia

    2014-01-01

    This thesis was commissioned by Frozenbyte Ltd, who have a history of publishing games on multiple platforms. The subject was decided when the author worked on Trine Enchanted Edition during their internship. The decision was supported by the upcoming launch of the game for multiple platforms and the opportunities it allowed for learning. The goal of the thesis is to further the author's knowledge and skills regarding development for multiple platforms. The practical goal is to...

  12. University Prosperity Game. Final report

    Energy Technology Data Exchange (ETDEWEB)

    Boyack, K.W.; Berman, M.

    1996-03-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management at the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.

  13. Evaluation of Continuation Desire as an Iterative Game Development Method

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik; Birke, Alexander; Reng, Lars

    2012-01-01

    When developing a game it is always valuable to use feedback from players in each iteration, in order to plan the design of the next iteration. However, it can be challenging to devise a simple approach to acquiring information about a player's engagement while playing. In this paper we will thus...... concerning a crowd game which is controlled by smartphones and is intended to be played by audiences in cinemas and at venues with large screens. The case study demonstrates how the approach can be used to help improve the desire to continue when developing a game....

  14. Mobile Game Development for Multiple Devices in Education

    Directory of Open Access Journals (Sweden)

    Baltasar Fernández-Manjón

    2009-10-01

    Full Text Available Mobile learning and educational gaming are two trends that are rapidly having an increasing impact in Technology-Enhanced Learning. However, both approaches present significant technological challenges. Mobile technologies are very diverse and the market pressure pushes the continuous development of new technologies and features. On the other hand, game-based learning needs to deal with enormous development costs and the problem of allowing instructors and experts to actively participate in the game development process. Moreover, there are numerous situations where bringing both approaches together could be very useful, but this combination magnifies the technological barriers previously described. In this work we present , an authoring environment for educational adventure games that supports the production of both desktop and mobile games. This framework provides a graphical environment that allows instructors to create their own educational games with a low cost. Then, the games can be exported to multiple formats, including support for diverse types of mobile platforms. This is achieved through a modular semi-automated exportation process, which is based on mobile device profiles.

  15. Mobile Game Development: Object-Orientation or Not

    DEFF Research Database (Denmark)

    Zhang, Weishan; Han, Dong; Kunz, Thomas

    2007-01-01

    technology is the prevalent programming paradigm, most of the current mobile games are developed with object-orientation (OO) technologies. Intuitively OO is not a perfect paradigm for embedded software. Questions remain such as how OO and to what degree OO will affect the performance, executable file size......Mobile games are one of the primary entertainment applications at present. Limited by scarce resources, such as memory, CPU, input and output, etc, mobile game development is more difficult than desktop application development, with performance as one of the top critical requirements. As object-oriented...... for the development of mobile device applications (but normal for usual desktop applications). We then apply some optimization strategies along the way of structural programming. The experiment shows that the total jar file size of these five optimized games decreases 71%, the lines of codes decreases 59...

  16. Tools and approaches for simplifying serious games development in educational settings

    OpenAIRE

    Calvo, Antonio; Rotaru, Dan C.; Freire, Manuel; Fernandez-Manjon, Baltasar

    2016-01-01

    Serious Games can benefit from the commercial video games industry by taking advantage of current development tools. However, the economics and requirements of serious games and commercial games are very different. In this paper, we describe the factors that impact the total cost of ownership of serious games used in educational settings, review the specific requirements of games used as learning material, and analyze the different development tools available in the industry highlighting thei...

  17. Development and Evaluation of MOOSES games in Flash/Macromedia

    OpenAIRE

    Ekse, Magnus Førland

    2010-01-01

    Video games are very popular today and the electronic entertainment industry is in many areas equal to the more mature entertainment industries like film and music in terms of usage and revenues. The MOOSES (Multiplayer On One Screen Entertainment System) allows players to play on one big screen together with the use of their mobile phone as a game controller. The framework was designed for easy development of multiplayer games in Java and C++.Flash is a very popular technology on the Interne...

  18. Developing Decision-Making Skill: Experiential Learning in Computer Games

    OpenAIRE

    Kurt A. April; Katja M. J. Goebel; Eddie Blass; Jonathan Foster-Pedley

    2012-01-01

    This paper explores the value that computer and video games bring to learning and leadership and explores how games work as learning environments and the impact they have on personal development. The study looks at decisiveness, decision-making ability and styles, and on how this leadership-related skill is learnt through different paradigms. The paper compares the learning from a lecture to the learning from a designed computer game, both of which have the same content through the use of a s...

  19. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  20. Exploiting Textured 3D Models for Developing Serious Games

    Directory of Open Access Journals (Sweden)

    G. Kontogianni

    2015-08-01

    Full Text Available Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc. is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  1. Exploiting Textured 3D Models for Developing Serious Games

    Science.gov (United States)

    Kontogianni, G.; Georgopoulos, A.

    2015-08-01

    Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  2. Macroeconomics after Two Decades of Rational Expectations.

    Science.gov (United States)

    McCallum, Bennett T.

    1994-01-01

    Discusses real business cycle analysis, growth theory, and other economic concepts in the context of the rational expectations revolution in macroeconomics. Focuses on post-1982 research. Concludes that the rejuvenation of growth analysis is an encouraging development because it could lead to changes in welfare policy. (CFR)

  3. Development of Trivia Game for speech understanding in background noise.

    Science.gov (United States)

    Schwartz, Kathryn; Ringleb, Stacie I; Sandberg, Hilary; Raymer, Anastasia; Watson, Ginger S

    2015-01-01

    Listening in noise is an everyday activity and poses a challenge for many people. To improve the ability to understand speech in noise, a computerized auditory rehabilitation game was developed. In Trivia Game players are challenged to answer trivia questions spoken aloud. As players progress through the game, the level of background noise increases. A study using Trivia Game was conducted as a proof-of-concept investigation in healthy participants. College students with normal hearing were randomly assigned to a control (n = 13) or a treatment (n = 14) group. Treatment participants played Trivia Game 12 times over a 4-week period. All participants completed objective (auditory-only and audiovisual formats) and subjective listening in noise measures at baseline and 4 weeks later. There were no statistical differences between the groups at baseline. At post-test, the treatment group significantly improved their overall speech understanding in noise in the audiovisual condition and reported significant benefits in their functional listening abilities. Playing Trivia Game improved speech understanding in noise in healthy listeners. Significant findings for the audiovisual condition suggest that participants improved face-reading abilities. Trivia Game may be a platform for investigating changes in speech understanding in individuals with sensory, linguistic and cognitive impairments.

  4. Involving lay People in Research and Professional Development Through Gaming

    DEFF Research Database (Denmark)

    Magnussen, Rikke

    2017-01-01

    a systematic mapping review methodology, the focus was to map and examine research in these types of games or game environments, and to identify potentials and gaps in the field to inform future research. 89 studies were identified through iterative searching and identification processes applying keywords......Due to the increasing significance of games where lay people are involved in generating knowledge for research or development, the current paper presents a mapping review of status and trends in research of games designed for citizen science, crowdsourcing or community driven research. Using...... they were involved and studies where participants develop knowledge for professional use. The 32 studies were selected for a grounded theory inspired qualitative review and six themes were identified: 1. Motivation; 2. Quality of participant contribution; 3. Learning/education; 4. System/task analysis; 5...

  5. Industrial Partnership Prosperity Game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

    Boyak, K.; Berman, M.; Beck, D.

    1998-02-01

    Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Center at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.

  6. 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...

  7. The Indian Gaming Regulatory Act and Its Effects on American Indian Economic Development

    OpenAIRE

    Randall K. Q. Akee; Katherine A. Spilde; Jonathan B. Taylor

    2015-01-01

    The Indian Gaming Regulatory Act (IGRA), passed by the US Congress in 1988, was a watershed in the history of policymaking directed toward reservation-resident American Indians. IGRA set the stage for tribal government-owned gaming facilities. It also shaped how this new industry would develop and how tribal governments would invest gaming revenues. Since then, Indian gaming has approached commercial, state-licensed gaming in total revenues. Gaming operations have had a far-reaching and trans...

  8. Development of a Memory Training Game

    OpenAIRE

    Jensen, Kristoffer; Valente, Andrea

    2014-01-01

    This paper presents Megame [me-ga-me], a multiplatform game for working memory training and assessment. Megame uses letters and words to amuse, train and assess memory capacity. Based on memory research, the main parameters of the working memory have been identified and some improvement possibilities are presented. While it is not clear that the working memory in itself can be improved, other cognitive functions are identified that may be improved while playing Megame. Other uses of Megame in...

  9. A Course on Serious Game Design and Development Using an Online Problem-Based Learning Approach

    Science.gov (United States)

    Kapralos, Bill; Fisher, Stephanie; Clarkson, Jessica; van Oostveen, Roland

    2015-01-01

    Purpose: The purpose of this paper is to describe a novel undergraduate course on serious game design and development that integrates both game and instructional design, thus providing an effective approach to teaching serious game design and development. Very little effort has been dedicated to the teaching of proper serious game design and…

  10. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    Science.gov (United States)

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  11. The Relationship between Macroeconomic Variables and ISE Industry Index

    Directory of Open Access Journals (Sweden)

    Ahmet Ozcan

    2012-01-01

    Full Text Available In this study, the relationship between macroeconomic variables and Istanbul Stock Exchange (ISE industry index is examined. Over the past years, numerous studies have analyzed these relationships and the different results obtained from these studies have motivated further research. The relationship between stock exchange index and macroeconomic variables has been well documented for the developed markets. However, there are few studies regarding the relationship between macroeconomic variables and stock exchange index for the developing markets. Thus, this paper seeks to address the question of whether macroeconomic variables have a significant relationship with ISE industry index using monthly data for the period from 2003 to 2010. The selected macroeconomic variables for the study include interest rates, consumer price index, money supply, exchange rate, gold prices, oil prices, current account deficit and export volume. The Johansen’s cointegration test is utilized to determine the impact of selected macroeconomic variables on ISE industry index. The result of the Johansen’s cointegration shows that macroeconomic variables exhibit a long run equilibrium relationship with the ISE industry index.

  12. Is macroeconomic announcement news priced?

    NARCIS (Netherlands)

    de Goeij, Peter; Hu, Jiehui; Werker, Bas

    2016-01-01

    We test whether news contained in macroeconomic announcements (MEAs) is priced in the cross-section of stock returns. When including news on a set of widely followed individual macroeconomic fundamentals in the cross-section of stock returns, estimates of their prices of risk are consistent with the

  13. The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development

    NARCIS (Netherlands)

    Georgiev, Atanas; Grigorov, Alexander; Bontchev, Boyan; Boytchev, Pavel; Stefanov, Krassen; Westera, Wim; Prada, Rui; Hollins, Paul; Moreno Ger, Pablo

    2016-01-01

    This paper describes the structural architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technologies (RAGE software assets) for applied game development. These software assets are reusable across a wide diversity of

  14. The Czech Equity Market - Its Effectiveness and Macroeconomic Consequences

    OpenAIRE

    Helena Horská

    2005-01-01

    This paper examines features of the Czech stock market’s development from 1997 to 2003 and attempts to unveil the macroeconomic consequences of stock-price development. The analysis of the stock market’s behavior supports a cautionary stance on the hypothesis of the efficient-market theory, even in its weak form. Another finding, as regards the macroeconomic consequences of stock-price development, undermined the assumption of the positive wealth effect of rising stocks. In relation to GDP gr...

  15. Prosperity Game: Advanced Manufacturing Day, May 17, 1994

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.

    1994-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents a 90-minute Prosperity Game conducted as part of Advanced Manufacturing Day on May 17, 1994. This was the fourth game conducted under the direction of the Center for National Industrial Alliances at Sandia. Although previous games lasted from one to two days, this abbreviated game produced interesting and important results. Most of the strategies proposed in previous games were reiterated here. These included policy changes in international trade, tax laws, the legal system, and the educational system. Government support of new technologies was encouraged as well as government-industry partnerships. The importance of language in international trade was an original contribution of this game. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

  16. Development and Validation of Kid Tsu Chu Futbol Games for Character Development

    Directory of Open Access Journals (Sweden)

    Sulistiyono

    2017-08-01

    Full Text Available This research aims to develop and validation games to develop character in the students Football School under 12 years age group. This study was conducted using R and D. This study produced a product in the form of games related to the process of training, but can be used to develop the student’s character. Games that resulted from this research given the name “Tsu Chu Kid Futbol Games For Character Development”. Games have the flexible nature can be placed at the warm-up, core, and cooling at a football training process. The game must have at least two training purposes with the provisions of the first objective should be able to develop the character, and the second objective can develop one component among the components of the physical, technical, or tactics.

  17. Nonlinearities in Behavioral Macroeconomics.

    Science.gov (United States)

    Gomes, Orlando

    2017-07-01

    This article undertakes a journey across the literature on behavioral macroeconomics, with attention concentrated on the nonlinearities that the behavioral approach typically suggests or implies. The emphasis is placed on thinking the macro economy as a living organism, composed of many interacting parts, each one having a will of its own, which is in sharp contrast with the mechanism of the orthodox view (well represented by the neoclassical or new Keynesian dynamic stochastic general equilibrium - DSGE - model). The paper advocates that a thorough understanding of individual behavior in collective contexts is the only possible avenue to further explore macroeconomic phenomena and the often observed 'anomalies' that the benchmark DSGE macro framework is unable to explain or justify. After a reflection on the role of behavioral traits as a fundamental component of a new way of thinking the economy, the article proceeds with a debate on some of the most relevant frameworks in the literature that somehow link macro behavior and nonlinearities; covered subjects include macro models with disequilibrium rules, agent-based models that highlight interaction and complexity, evolutionary switching frameworks, and inattention based decision problems. These subjects have, as a fundamental point in common, the use of behavioral elements to transform existing interpretations of the economic reality, making it more evident how irregular fluctuations emerge and unfold on the aggregate.

  18. Macroeconomic Adjustment in Armenia: The Role of External Factors

    Directory of Open Access Journals (Sweden)

    Bas van AARLE

    2010-05-01

    Full Text Available This paper develops a small macroeconomic model of the Armenian economy. After setting up the model and its estimation, a number of macroeconomic scenarios is analyzed in the form of out-of-sample simulations. We analyze the transmissions in the model of a number of macroeconomic shocks and policy scenarios to obtain a better understanding of their possible effects on the internal and external balance of the Armenian economy. A special focus is put on the role of exchange rate and monetary management and the inflow of remittances in the Armenian economy

  19. Macroeconomic Adjustment in Armenia: The Role of External Factors

    OpenAIRE

    Van Aarle, Bas

    2011-01-01

    This paper develops a small macroeconomic model of the Armenian economy. After setting up the model and its estimation, a number of macroeconomic scenarios is analyzed in the form of out-of-sample simulations. We analyze the transmissions in the model of a number of macroeconomic shocks and policy scenarios to obtain a better understanding of their possible effects on the internal and external balance of the Armenian economy. A special focus is put on the role of exchange rate and monetary ma...

  20. 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.

  1. Essays in political economy and resource economic : A macroeconomic approach

    NARCIS (Netherlands)

    Rodriguez Acosta, Mauricio

    2016-01-01

    This dissertation consists of four chapters in Political Economy and Resource Economics from a macroeconomic perspective. This collection of works emphasizes the endogenous nature of institutions and their importance for economic development. The four chapters revolve around two central questions:

  2. Development of a Memory Training Game

    DEFF Research Database (Denmark)

    Jensen, Kristoffer; Valente, Andrea

    2014-01-01

    This paper presents Megame [me-ga-me], a multiplatform game for working memory training and assessment. Megame uses letters and words to amuse, train and assess memory capacity. Based on memory research, the main parameters of the working memory have been identified and some improvement...... possibilities are presented. While it is not clear that the working memory in itself can be improved, other cognitive functions are identified that may be improved while playing Megame. Other uses of Megame include spelling and vocabulary training and learning modality assessment. Megame is written in Python...

  3. Conceptualizing Cognitive Skills Developed during Video Game Play: A Case Study in Teaching Composition

    Science.gov (United States)

    Smith, Sandra Wilson

    2008-01-01

    While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…

  4. Equilibrium Selection in Games with Macroeconomic Complementarities

    NARCIS (Netherlands)

    Kaarboe, Oddvar M.; Tieman, Alexander F.

    1999-01-01

    We apply the stochastic evolutionary approach of equilibrium selection tomacroeconomic models in which a complementarity at the macro level ispresent. These models often exhibit multiple Pareto-ranked Nash equilibria,and the best response-correspondence of an individual increases with ameasure of

  5. Perspective of Game Theory in Education for Sustainable Development

    Science.gov (United States)

    Ahrens, A.; Zascerinska, J.

    2012-01-01

    The sustainable development of society has attracted a lot of research efforts. A strategic aspect to the society's evolution is introduced by the game theory (Fernandez, 2011, p. 1). The research question is as follows: how to organize the process of teaching and learning in education for sustainable development? The aim of the research is to…

  6. Developing games for health behavior change: Getting started

    Science.gov (United States)

    Many investigators are considering developing video games for health (video-G4Hs) but have questions about how to get started. This report provides guidance for investigators considering a G4H as a behavioral intervention procedure from a team of experienced G4H developers. Thirteen commonly asked q...

  7. Empirical analysis of the environmental and energy policies in some developing countries using widely employed macroeconomic indicators: the cases of Brazil, China and India

    International Nuclear Information System (INIS)

    Focacci, Antonio

    2005-01-01

    This paper proposes an empirical analysis concerning the environmental and energy policies of some important developing countries (Brazil, China and India) today present in the international scenario with very different features than in the past. The research is carried out using two of the most important macroeconomic indicators several times proposed in the field of policy analysis: emission-intensity ratio and energy-intensity ratio. Moreover, the emission-intensity ratio is used in order to verify the empirical existence of the so-called 'Environmental Kuznets Curve' for the three countries. For what concerns this last point, final results do not correspond closely to the theoretical strict formulations hypothesised in the classical Environmental Kuznets Curve model. This paper follows (completing and concluding) the previous one carried out by the same author for some industrialised countries. After a brief, but ineluctable, premise considering the theoretical basic assumptions to define the question and regarding general statements, the specific cases are analysed. Main findings show that resulting trends in these developing countries are different and, furthermore, they differ from those already observed in industrialised ones. (Author)

  8. Empirical analysis of the environmental and energy policies in some developing countries using widely employed macroeconomic indicators: the cases of Brazil, China and India

    Energy Technology Data Exchange (ETDEWEB)

    Focacci, Antonio [Bologna Univ., Business and Management Dept., Bologna (Italy)

    2005-03-01

    This paper proposes an empirical analysis concerning the environmental and energy policies of some important developing countries (Brazil, China and India) today present in the international scenario with very different features than in the past. The research is carried out using two of the most important macroeconomic indicators several times proposed in the field of policy analysis: emission-intensity ratio and energy-intensity ratio. Moreover, the emission-intensity ratio is used in order to verify the empirical existence of the so-called 'Environmental Kuznets Curve' for the three countries. For what concerns this last point, final results do not correspond closely to the theoretical strict formulations hypothesised in the classical Environmental Kuznets Curve model. This paper follows (completing and concluding) the previous one carried out by the same author for some industrialised countries. After a brief, but ineluctable, premise considering the theoretical basic assumptions to define the question and regarding general statements, the specific cases are analysed. Main findings show that resulting trends in these developing countries are different and, furthermore, they differ from those already observed in industrialised ones. (Author)

  9. Structuralist macroeconomics and the new developmentalism

    Directory of Open Access Journals (Sweden)

    Luiz Carlos Bresser-Pereira

    2012-09-01

    Full Text Available This paper first presents some basic ideas and models of a structuralist development macroeconomics that complements and actualizes the ideas of the structuralist development economics that was dominant between the 1940s and the 1960s. A system of three models focusing on the exchange rate (the tendency to the cyclical overvaluation of the exchange rate, a critique of growth with foreign savings, and new a model of the Dutch disease shows that it is not just volatile but chronically overvalued, and for that reason it is not just a macroeconomic problem; as a long term disequilibrium, it is in the core of development economics. Second, it summarizes "new developmentalism" - a sum of growth policies based on these models and on the experience of fast-growing Asian countries.

  10. Research in the service of modern macroeconomic analysis

    Directory of Open Access Journals (Sweden)

    Pantelić Svetlana

    2014-01-01

    Full Text Available Thomas Sargent and Christopher Sims, American professors, conducted independent scientific researches back in the 1970s and 1980s, yet the explanation of the 2011 Nobel Prize Committee of the Royal Swedish Academy states that the methods they developed are among the crucial tools in today's macroeconomic analysis. More precisely, they were awarded for their empirical research on cause and effect in macroeconomics.

  11. Learning C# by developing games with Unity 3D

    CERN Document Server

    Norton, Terry

    2013-01-01

    This book uses the learning-by-example approach. It takes simple examples from games to introduce all the main concepts of programming in an easy-to-digest and immediately recognizable way.This book is for the total beginner to any type of programming, focusing on the writing of C# code and scripts only. There are many parts that make up the Unity game engine. It is assumed that the reader already knows their way around Unity's user interface. The code editor used in this book is the MonoDevelop editor supplied by Unity.

  12. Designing the user experience of game development tools

    CERN Document Server

    Lightbown, David

    2015-01-01

    The Big Green Button My Story Who Should Read this Book? Companion Website and Twitter Account Before we BeginWelcome to Designing the User Experience of Game Development ToolsWhat Will We Learn in This Chapter?What Is This Book About?Defining User ExperienceThe Value of Improving the User Experience of Our ToolsParallels Between User Experience and Game DesignHow Do People Benefit From an Improved User Experience?Finding the Right BalanceWrapping UpThe User-Centered Design ProcessWhat Will We

  13. Interactive macroeconomics stochastic aggregate dynamics with heterogeneous and interacting agents

    CERN Document Server

    Di Guilmi, Corrado

    2017-01-01

    One of the major problems of macroeconomic theory is the way in which the people exchange goods in decentralized market economies. There are major disagreements among macroeconomists regarding tools to influence required outcomes. Since the mainstream efficient market theory fails to provide an internal coherent framework, there is a need for an alternative theory. The book provides an innovative approach for the analysis of agent based models, populated by the heterogeneous and interacting agents in the field of financial fragility. The text is divided in two parts; the first presents analytical developments of stochastic aggregation and macro-dynamics inference methods. The second part introduces macroeconomic models of financial fragility for complex systems populated by heterogeneous and interacting agents. The concepts of financial fragility and macroeconomic dynamics are explained in detail in separate chapters. The statistical physics approach is applied to explain theories of macroeconomic modelling a...

  14. 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.

  15. Unreal Interactive Puppet Game Development Using Leap Motion

    Science.gov (United States)

    Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang

    2018-04-01

    This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.

  16. Learn Unity 4 for iOS game development

    CERN Document Server

    Chu, Philip

    2013-01-01

    The only book on Unity 4 game development The only up-to-date book on Unity for iOS Philip Chu is the author of a very popular online Unity tutorial, frequently recommended on sites like StackOverflow

  17. Development and validation of a game addiction scale for adolescents

    NARCIS (Netherlands)

    Lemmens, J.S.; Valkenburg, P.M.; Peter, J.

    2009-01-01

    The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict,

  18. Haptic Glove Technology: Skill Development through Video Game Play

    Science.gov (United States)

    Bargerhuff, Mary Ellen; Cowan, Heidi; Oliveira, Francisco; Quek, Francis; Fang, Bing

    2010-01-01

    This article introduces a recently developed haptic glove system and describes how the participants used a video game that was purposely designed to train them in skills that are needed for the efficient use of the haptic glove. Assessed skills included speed, efficiency, embodied skill, and engagement. The findings and implications for future…

  19. Development and Validation of the Game Perception Scale (GPS)

    Science.gov (United States)

    Vandercruysse, Sylke; Vandewaetere, Mieke; Maertens, Marie; ter Vrugte, Judith; Wouters, Pieter; de Jong, Ton; van Oostendorp, Herre; Elen, Jan

    2015-01-01

    Despite the pervasiveness of perception and considerable impact of perception on the use of ICT for educational purposes, there is a surprising paucity of perception assessment instruments. The present proposal expands on this through the development and initial validation of the Game Perception Scale (GPS). Based on perception literature,…

  20. How gaming may become a problem: a qualitative analysis of the role of gaming related experiences and cognitions in the development of problematic game behavior

    NARCIS (Netherlands)

    Haagsma, M.C.; Pieterse, Marcel E.; Peters, O.; King, Daniel L.

    2013-01-01

    This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the development of video game behavior, from normal to problematic behavior. Qualitative interviews were conducted among 21 male gamers between 17 and 28 years of age, to get more of an insight into their

  1. A Development Architecture for Serious Games Using BCI (Brain Computer Interface Sensors

    Directory of Open Access Journals (Sweden)

    Kyhyun Um

    2012-11-01

    Full Text Available Games that use brainwaves via brain–computer interface (BCI devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.

  2. A development architecture for serious games using BCI (brain computer interface) sensors.

    Science.gov (United States)

    Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun

    2012-11-12

    Games that use brainwaves via brain-computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories.

  3. A Development Architecture for Serious Games Using BCI (Brain Computer Interface) Sensors

    Science.gov (United States)

    Sung, Yunsick; Cho, Kyungeun; Um, Kyhyun

    2012-01-01

    Games that use brainwaves via brain–computer interface (BCI) devices, to improve brain functions are known as BCI serious games. Due to the difficulty of developing BCI serious games, various BCI engines and authoring tools are required, and these reduce the development time and cost. However, it is desirable to reduce the amount of technical knowledge of brain functions and BCI devices needed by game developers. Moreover, a systematic BCI serious game development process is required. In this paper, we present a methodology for the development of BCI serious games. We describe an architecture, authoring tools, and development process of the proposed methodology, and apply it to a game development approach for patients with mild cognitive impairment as an example. This application demonstrates that BCI serious games can be developed on the basis of expert-verified theories. PMID:23202227

  4. Macroeconomic Sources of FOREX Risk

    OpenAIRE

    Smith, Peter N; Wickens, Michael R.

    2002-01-01

    This Paper is an exploration into the links between macroeconomics and finance as they affect the FOREX risk premium. SDF theory is used in which the factors are observable macroeconomic variables. Three SDF theories are compared: a benchmark model based on traditional tests of FOREX efficiency; consumption-based CAPM; and the monetary model of the exchange rate. The theory takes account of both domestic and foreign investors. The joint distribution of the excess return to FOREX and the macro...

  5. Macroeconomic Conditions and Capital Raising

    OpenAIRE

    Isil Erel; Brandon Julio; Woojin Kim; Michael S. Weisbach

    2011-01-01

    Do macroeconomic conditions affect firms' abilities to raise capital? If so, how do they affect the manner in which the capital is raised? We address these questions using a large sample of publicly-traded debt issues, seasoned equity offers, bank loans and private placements of equity and debt. Our results suggest that a borrower's credit quality significantly affects its ability to raise capital during macroeconomic downturns. For noninvestment-grade borrowers, capital raising tends to be p...

  6. Asymmetric information and macroeconomic dynamics

    Science.gov (United States)

    Hawkins, Raymond J.; Aoki, Masanao; Roy Frieden, B.

    2010-09-01

    We show how macroeconomic dynamics can be derived from asymmetric information. As an illustration of the utility of this approach we derive the equilibrium density, non-equilibrium densities and the equation of motion for the response to a demand shock for productivity in a simple economy. Novel consequences of this approach include a natural incorporation of time dependence into macroeconomics and a common information-theoretic basis for economics and other fields seeking to link micro-dynamics and macro-observables.

  7. Microeconomic Uncertainty and Macroeconomic Indeterminacy

    OpenAIRE

    Fagnart, Jean-François; Pierrard, Olivier; Sneessens, Henri

    2005-01-01

    The paper proposes a stylized intertemporal macroeconomic model wherein the combination of decentralized trading and microeconomic uncertainty (taking the form of privately observed and uninsured idiosyncratic shocks) creates an information problem between agents and generates indeterminacy of the macroeconomic equilibrium. For a given value of the economic fundamentals, the economy admits a continuum of equilibria that can be indexed by the sales expectations of firms at the time of investme...

  8. Macroeconomic Forces and Stock Returns in Vietnam

    OpenAIRE

    Phan, Van Hang

    2008-01-01

    Capital market development, especially the appearance of Vietnamese equity market recently has a strategic importance in the economic growth and structural reform process of Vietnam (Chun et al, 2003). This dissertation focuses on the impacts of macroeconomic forces on stock market returns in Vietnamese stock market which has not been investigated in detail before, and thereby to contribute further literature on this new emerging stock market. Specifically, the research will intensively inves...

  9. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    Science.gov (United States)

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  10. iOS game development : Mobile game development with Swift programming language and SceneKit framework

    OpenAIRE

    Koskenseppä, Juuso

    2016-01-01

    The purpose of the thesis was to create an iOS game that could be deemed complete enough, so it could be published in Apple’s App Store. This meant fulfilling different guide-lines specified by Apple. The project was carried out by using Apple’s new Swift programming language and SceneKit framework, with an intention to see how they work for iOS game development. The immaturity of Swift programming language led to several code rewrites, every time a newer Swift version was released. T...

  11. Game Development as Didactic Strategy for Biochemistry Teaching

    Directory of Open Access Journals (Sweden)

    G.G. Hornink

    2010-05-01

    Full Text Available It is well known that students and teachers have difficulties in learning and teaching Biochemistry due to its abstract and interconnected contents. This work proposes a didactic strategy in order to facilitate teaching and learning process in Biochemistry. The strategy was implemented with biological science undergraduate students. At first, the students were divided into groups with a specific topic to develop a game. During the semester, problem based learning cases, online activities like crossword puzzle, essay questions and educational softwares were used to present the content of each topic. The groups were oriented in classroom and online, to choose and organize contents and create ways to approach them in games. At the end of the course the groups played each other games, which were evaluated by teacher and students following some criteria like: creativity, content organization, interdisciplinarity, proposal coherence, instructions clarity, specific content. The game elaboration contributed to the development of social and cognitive functions, such as teamwork and troubleshooting, providing an interesting perspective to the student about knowledge construction process. The strategy showed up students' creativity and ability to reorganize their knowledge to a different education level. In an overview, the results indicate that the proposed didactic strategy is an effective way to enhance learning and to motivate students into Biochemistry topics.

  12. Development, Validation and Summative Evaluation of Card Pairing Games for Selected Math 8 Topics

    Directory of Open Access Journals (Sweden)

    Ronald O. Ocampo

    2015-12-01

    Full Text Available Traditional classroom situation where students are taught predominantly of lecture-discussion method put the classroom in a mathophobic atmosphere. Oftentimes, students exposed to this classroom atmosphere lead to math anxiety and eventually hate the subject and the teacher. Addressing this, varied interactive strategies to create an atmosphere of discourse has been developed and promoted. The use of instructional games has been viewed as one strategy that promotes active learning inside the classroom. Instructional games support constructivist learning and social learning. This study is aimed at developing, validating and evaluating card pairing games for specific topics in Math 8. The Research and Development model ( R& D was used. The card pairing games was validated by subject experts and experts in developing games. In evaluating the card pairing games, the Quasi-Experimental Pretest-Posttest design was used. There are six card pairing games developed for specific topics in Math 8; the card pairing game is highly valid based on the result of the validation; Students exposed to card pairing game become more intact (homogeneous; Students exposed to card games enhance academic performance. It is recommended to test the effectiveness of card pairing games to other group of students; Encourage math teachers to use the developed math card pairing games for classroom instruction; Develop other card pairing game for specific topics in math.

  13. Complementary system perspectives in ecological macroeconomics

    DEFF Research Database (Denmark)

    Røpke, Inge

    2016-01-01

    Globally, societies are facing a number of interrelated environmental, economic and social crises. This paper is intended to contribute to the development of an ecological macroeconomics that addresses these multiple crises in combination. Insights from different research communities will be incl......Globally, societies are facing a number of interrelated environmental, economic and social crises. This paper is intended to contribute to the development of an ecological macroeconomics that addresses these multiple crises in combination. Insights from different research communities...... will be included in this effort. Taking an ecological economic understanding of sustainability as the point of departure, and inspired by systems thinking, it is discussed which economic sub-systems should be in focus for sustainability transitions, and whether relevant guides for sustainability can be formulated...... for these systems. In particular, the focus is on systems that are decisive for resource consumption and pollution although their influence on these is indirect. A simple typology of sub-systems is suggested and applied in relation to an example that highlights the importance of the interplay between macroeconomic...

  14. [Biotechnology's macroeconomic impact].

    Science.gov (United States)

    Dones Tacero, Milagros; Pérez García, Julián; San Román, Antonio Pulido

    2008-12-01

    This paper tries to yield an economic valuation of biotechnological activities in terms of aggregated production and employment. This valuation goes beyond direct estimation and includes the indirect effects derived from sectorial linkages between biotechnological activities and the rest of economic system. To deal with the proposed target several sources of data have been used, including official data from National Statistical Office (INE) such us national accounts, input-output tables, and innovation surveys, as well as, firms' level balance sheets and income statements and also specific information about research projects compiled by Genoma Spain Foundation. Methodological approach is based on the estimation of a new input-output table which includes the biotechnological activities as a specific branch. This table offers both the direct impact of these activities and the main parameters to obtain the induced effects over the rest of the economic system. According to the most updated available figures, biotechnological activities would have directly generated almost 1,600 millions of euros in 2005, and they would be employed more than 9,000 workers. But if we take into account the full linkages with the rest of the system, the macroeconomic impact of Biotechnological activities would reach around 5,000 millions euros in production terms (0.6% of total GDP) and would be responsible, directly or indirectly, of more than 44,000 employments.

  15. Development and User Satisfaction of "Plan-It Commander," a Serious Game for Children with ADHD.

    Science.gov (United States)

    Bul, Kim C M; Franken, Ingmar H A; Van der Oord, Saskia; Kato, Pamela M; Danckaerts, Marina; Vreeke, Leonie J; Willems, Annik; van Oers, Helga J J; van den Heuvel, Ria; van Slagmaat, Rens; Maras, Athanasios

    2015-12-01

    The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called "Plan-It Commander") that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n = 42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.

  16. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  17. 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

  18. Video game use in boys with autism spectrum disorder, ADHD, or typical development.

    Science.gov (United States)

    Mazurek, Micah O; Engelhardt, Christopher R

    2013-08-01

    The study objectives were to examine video game use in boys with autism spectrum disorder (ASD) compared with those with ADHD or typical development (TD) and to examine how specific symptoms and game features relate to problematic video game use across groups. Participants included parents of boys (aged 8-18) with ASD (n = 56), ADHD (n = 44), or TD (n = 41). Questionnaires assessed daily hours of video game use, in-room video game access, video game genres, problematic video game use, ASD symptoms, and ADHD symptoms. Boys with ASD spent more time than did boys with TD playing video games (2.1 vs 1.2 h/d). Both the ASD and ADHD groups had greater in-room video game access and greater problematic video game use than the TD group. Multivariate models showed that inattentive symptoms predicted problematic game use for both the ASD and ADHD groups; and preferences for role-playing games predicted problematic game use in the ASD group only. Boys with ASD spend much more time playing video games than do boys with TD, and boys with ASD and ADHD are at greater risk for problematic video game use than are boys with TD. Inattentive symptoms, in particular, were strongly associated with problematic video game use for both groups, and role-playing game preferences may be an additional risk factor for problematic video game use among children with ASD. These findings suggest a need for longitudinal research to better understand predictors and outcomes of video game use in children with ASD and ADHD.

  19. The Art of Gamification; Teaching Sustainability and System Thinking by Pervasive Game Development

    Science.gov (United States)

    Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald

    2016-01-01

    In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…

  20. Learn OpenGL ES for mobile game and graphics development

    CERN Document Server

    Mehta, Prateek

    2013-01-01

    One of the first OpenGL ES version 3 books for game app developers doing mobile. Covers Android code and may be useful to iOS game developers too. OpenGL ES 3 is a new significant tech update to OpenGL ES graphics API engine that fuels game apps in both iOS and Android.

  1. The Development of Educational and/or Training Computer Games for Students with Disabilities

    Science.gov (United States)

    Kwon, Jungmin

    2012-01-01

    Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…

  2. Macroeconomic Determinants of Economic Growth: A Review of International Literature

    Directory of Open Access Journals (Sweden)

    Chirwa Themba G.

    2016-12-01

    Full Text Available The paper conducts a qualitative narrative appraisal of the existing empirical literature on the key macroeconomic determinants of economic growth in developing and developed countries. Much as other empirical studies have investigated the determinants of economic growth using various econometric methods, the majority of these studies have not distinguished what drives or hinders economic growth in developing or developed countries. The study finds that the determinants of economic growth are different when this distinction is used. It reveals that in developing countries the key macroeconomic determinants of economic growth include foreign aid, foreign direct investment, fiscal policy, investment, trade, human capital development, demographics, monetary policy, natural resources, reforms and geographic, regional, political and financial factors. In developed countries, the study reveals that the key macroeconomic determinants that are associated with economic growth include physical capital, fiscal policy, human capital, trade, demographics, monetary policy and financial and technological factors.

  3. The effect of traditional games and ordinary games on manipulative skills development in educable mental retarded boys

    Directory of Open Access Journals (Sweden)

    hamid reza Gheiji

    2014-03-01

    Full Text Available Background : Manipulative skills are one of the fundamental skills subtitles which is used in most of daily and sports activities. The aim of this study was to compare the effect of traditional games and ordinary games on manipulative skills development in 8-10 years old Gorgan boys with educable mental retardation. Materials and Methods: Personal information was evaluated by the researcher made questionnaire and children's intelligence by the Wechsler test. Also, manipulative skills were assessed by the Test of Gross Motor Development- edition 2 (TGMD-2 in pre-test. Then, participants were distributed into two groups traditional games (n=15 and ordinary games (n=15 randomly. Post-test of TGMD-2 were done from two groups after 8 weeks training (3 sessions per week and 45 min for each session. Data analyzes was done by independent t-test, paired t-test and variance analysis with repeated measurement in a significant rate (α= 0.05. Results: The two groups showed significant improvements in manipulation skills, but the improvement of traditional games group was significantly more than ordinary games group in all of measured manipulating skills (throwing, catching, kicking, striking, dribbling , rolling a ball (p<0.05. Conclusion: It can be said, selected traditional games could be an appropriate program for the manipulative skills development of children.

  4. 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

  5. Using Video Games to Develop Communication Skills in Higher Education

    OpenAIRE

    Barr, Matthew

    2016-01-01

    Employers are increasingly concerned that university graduates possess the transferable skills – sometimes termed ‘graduate attributes’ (Barrie, 2006) – necessary to succeed in the workplace. Prominent among these skills are those which relate to communication; however, not all higher education courses are designed explicitly to teach or develop such skills. Many commercial video games, on the other hand, require players to communicate in order to succeed, particularly in an era of increasing...

  6. 'Ephemerality’ in game development: opportunitiees and challenges

    OpenAIRE

    Fernández-Leiva, Antonio J.; Vázquez-Núñez, Ariel Eduardo

    2016-01-01

    Ephemeral Computation (Eph-C) is a newly created computation paradigm, the purpose of which is to take advantage of the ephemeral nature (limited lifetime) of computational resources. First we speak of this new paradigm in general terms, then more specifically in terms of videogame development. We present possible applications and benefits for the main research fields associated with videogame development. This is a preliminary work which aims to investigate the possibilities of applyin...

  7. Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games

    Science.gov (United States)

    Christopher, Timothy Van

    2011-01-01

    This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…

  8. What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills

    Science.gov (United States)

    Siderius, Jennifer A.

    2011-01-01

    Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…

  9. THE PUBLIC DEBT OF DEVELOPED COUNTRIES AS A FACTOR OF STRENGTHENING OF MACROECONOMIC IMBALANCES AND GLOBAL INSTABILITY

    Directory of Open Access Journals (Sweden)

    Y. V. lyasnikova

    2016-01-01

    Full Text Available The article defines the concept of public debt, consider its characteristics, the analysis of the level of public debt in developed and developing countries, considered the change of the OECD countries, the structure of government debt by instrument, an analysis of the measures taken by the governments of developed countries to prevent its further growth. It is necessary to identify the relationship of the budget deficit and public debt: the growth of the budget deficit leads to an increase in public debt. However, the absolute value of the ratio of the budget deficit and, consequently, public debt, there is little informative for economic analysis. It is necessary to identify the processes affecting the maintenance of the budget deficit. It is also necessary to find the tools for measuring changes in public debt relative to GDP dynamics.In the context of the existing market relations is difficult to achieve fiscal balance. The conditions of a deficit or surplus. It is shown that to cover the state budget deficit uses various types of financial loans, which constitute public debt, consisting of internal and external debt.

  10. Macro-economic environmental models

    International Nuclear Information System (INIS)

    Wier, M.

    1993-01-01

    In the present report, an introduction to macro-economic environmental models is given. The role of the models as a tool for policy analysis is discussed. Future applications, as well as the limitations given by the data, are brought into focus. The economic-ecological system is described. A set of guidelines for implementation of the system in a traditional economic macro-model is proposed. The characteristics of empirical national and international environmental macro-economic models so far are highlighted. Special attention is paid to main economic causalities and their consequences for the environmental policy recommendations sat by the models. (au) (41 refs.)

  11. Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool

    Science.gov (United States)

    Martinez-Hernandez, Kermin Joel

    2010-01-01

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…

  12. Rural development and the role of game farming in the Eastern Cape, South Africa

    NARCIS (Netherlands)

    Pasmans, Thijs; Hebinck, Paul

    2017-01-01

    The analysis of game farming is set in the Eastern Cape, South Africa. Game farming reorders the use, meaning and value of land and animal species. However, what it means for rural development processes in the immediate region and beyond is not well accounted for. We perceive game farming as an

  13. iOS Game Development using SpriteKit Framework with Swift Programming Language

    OpenAIRE

    Gurung, Lal

    2016-01-01

    iOS is a mobile operating system for Apple manufactured phones and tablets. Mobile Gaming Industries are growing very fast, and compatibility with iOS is becoming very popular among game developers. The aim of this Bachelor’s thesis was to find the best available game development tools for iOS platform. The 2D game named Lapland was developed using Apple’s own native framework, SpriteKit. The game was written with the SpriteKit programming language. The combination of SpriteKit and Swift...

  14. BUILD: A community development simulation game, appendix A

    Science.gov (United States)

    Orlando, J. A.; Pennington, A. J.

    1973-01-01

    The computer based urban decision-making game BUILD is described. BUILD is aimed at: (1) allowing maximum expression of value positions by participants through resolution of intense, task-oriented conflicts: (2) heuristically gathering information on both the technical and social functioning of the city through feedback from participants: (3) providing community participants with access to technical expertise in urban decision making, and to expose professionals to the value positions of the community: and (4) laying the groundwork for eventual development of an actual policy making tool. A brief description of the roles, sample input/output formats, an initial scenario, and information on accessing the game through a time-sharing system are included.

  15. Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play

    OpenAIRE

    Levac, Danielle; Nawrotek, Joanna; Deschenes, Emilie; Giguere, Tia; Serafin, Julie; Bilodeau, Martin; Sveistrup, Heidi

    2016-01-01

    Background Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. Objective The objectives of this study were to develop and evaluate ...

  16. The magic lens box: Simplifying the development of mixed reality games

    OpenAIRE

    Wetzel, R.; Lindt, I.; Waern, A.; Johnson, S.

    2008-01-01

    Mixed Reality games are becoming more and more popular these days and offer unique experiences to the players. However, development of such games typically still requires expert knowledge and access to Mixed Reality toolkits or frameworks. In this paper, we present the so-called Magic Lens Box that follows a different approach. Based on standard hardware The Magic Lens Box enables game designers with little technological background to create their own Mixed Reality games in a simple yet power...

  17. 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.

  18. The development of a differential game related to terrorism: Min-Max differential game

    Directory of Open Access Journals (Sweden)

    Abd El-Monem A. Megahed

    2017-07-01

    Full Text Available In this work, we study a differential game related to terrorism: Min-Max differential game taking into account the governmental activities such as the education quality, increasing the chances of labor, social justice, religious awareness and security arrangements. A Min-Max differential game between government and terrorist organizations is considered in this study. To obtain the optimal strategy of solving this problem, we study the analytic form of a Min-Max differential game and the governmental activities. Furthermore, a saddle point of a Min-Max differential game is studied.

  19. Sources of Macroeconomic Fluctuations in MENA Countries

    OpenAIRE

    Balcilar, Mehmet; Bagzibagli, Kemal

    2010-01-01

    A close examination of the MENA region economies reveals a number of fundamental sources of macroeconomic fluctuations. These include economic factors such as exchange rate instability, large public debt, current account deficits, and escalation of inflation. The political factors such as government instability, corruption, bureaucracy, and internal conflicts also are major sources of macroeconomic instability. Thus, the sources of macroeconomic fluctuations in these countri...

  20. ECONOMIC GROWTH BASED ON INNOVATIVE DEVELOPMENT IS THE BASIS OF MACROECONOMIC STABILIZATION AND SUSTAINABILITY OF THE NATIONAL ECONOMY

    Directory of Open Access Journals (Sweden)

    N. Ya. Kazhuro

    2017-01-01

    Full Text Available When the global community entered in the XXI century world emerging economy is more clearly considered as post-industrial, where a leading sector of the economy in the GDP production is not agriculture and not even industry but services. The main productive resource in such circumstances is not natural and productive capital but human capital, which is represented by storage of knowledge and skills accumulated by a person in the process of training and previous employment. Value of this capital is directly dependent on the level of education both general and professional. Human intellect becomes a main factor of production and professional. If the level is higher it means that such person can perform more valuable types of work for expand wealth of the country and it is transformed into intellectual capital. Consequently, a special market is formed that is a market of intellectual capital. An offer in this market is represented by labor with a high level of intellectuality and innovativeness and it has, in its turn, high market value. Well-handled components of human capital contribute to scientific-technical and social progress of the society, its sustainable economic development as the main types of final products unlike with previous stages of development are information and knowledge and the main factor of economic growth is productivity of mental labor workers. It is human capital that is one of the main factors ensuring transition to V and VI technological paradigms under current conditions. These paradigms are underlying a solid foundation for formation of new intellectual and information society. New knowledge and information technologies are making a breakthrough not only in the direct production of commodities but in the non-manufacturing sector as well (education, health, trade, finance etc..

  1. Macroeconomíc aspects of the development plan Aspectos macroeconómicos del plan de desarrollo

    Directory of Open Access Journals (Sweden)

    Lorente Luis

    1999-06-01

    Full Text Available Shortly after the economic opening, the economy began a cycle of rapid growth and accumulation of deficits, followed by another stage of monetary correctives which brake growth, but don't eliminate the causes of the disequilibrium. The Development Plan reduces the fiscal deficit and it is probable that the next expansion phase will last three years, instead of the barely one year that the previous expansion lasted. But the current account deficit of the balance of payments persists, and willgrow when privatizations slow down toward the third year of the Plan. The country needs outside capital to sustain its growth and modernize its production; thus private debt and foreign investment will continue togrow, along with foreign debt servicing and the repatriation of the profits of capital. Reducing the trade deficit to almost zero by 2002 is not enough; a surplus must be generated, that is, in addition to increasing exports we must substitute imports, but without the simplistic protectionism of the pasto instead of high tariffs, sources of risk capital must be created which are willing to finance new firms, technological innovations, and production of goods with sufficient quality and pricesto substitute for a good part of what we now import.Poco despues de la apertura, la economia inicio un ciclo de crecimiento rapido y acumulacion de deficits, seguido por otra etapa de correctivos monetarios que frenan el crecimiento, pero que no eliminan las causas del desequilibrio. El plan de desarrollo reduce el deficit fiscal y es probable que la proxima fase de expansion dure tres años, en lugar del año escaso que duro el anterior. Pero subsiste el deficit de cuenta corriente de balanza de pagos, que crecera cuando bajen las privatizaciones hacia el tercer año del plan. El pais necesita del capital externo para sostener su crecimiento y modernizar su produccion, asi que seguiran creciendo la deuda privada y la inversion extranjera y, con ellas, el

  2. Teaching introductory game development with unreal engine: Challenges, strategies, and experiences

    OpenAIRE

    Head, Nicholas A

    2015-01-01

    From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game developme...

  3. Engendering macroeconomic policies | IDRC - International ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    2011-01-28

    Jan 28, 2011 ... But conventional thinking is being challenged. ... In macroeconomics, there is an idealized notion of a “rational economic human being” — a “rational economic man,” actually. ... We promote pro-poor fiscal policy as well as gender-sensitive ... efforts to learn, to earn, and to take part in local decision-making.

  4. Design and development of the mobile game based on the J2ME technology

    Science.gov (United States)

    He, JunHua

    2012-01-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  5. Serious Games Development and Applications: Proceedings of the Second International Conference on Serious Games Development and Applications (SGDA 2011)

    OpenAIRE

    2011-01-01

    The recent re-emergence of serious games as a branch of video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, just to name a few. If utilised alongside, or combined with conventional approaches serious games could provide a more powerful means of knowledge...

  6. Developing macroeconomic energy cost indicators

    International Nuclear Information System (INIS)

    Oberndorfer, Ulrich

    2012-01-01

    Indicators are more and more drawn on for policy making and assessment. This is also true for energy policy. However, while numerous different energy price figures are available, subordinate energy cost indicators are lacking. This paper lays out a general concept for such indicator sets and presents a flexible framework for representative and consistent energy cost indicators with an underlying weighting principle based on consumption shares. Their application would provide interesting new insights into the relationship between energy cost burdens of different sectors and countries. It would allow for more rigorous analysis in the field of energy economics and policy, particularly with regard to market monitoring and impact assessment as well as ex-post-policy analysis.

  7. An Inclusive Framework for Developing Video Games for Learning

    OpenAIRE

    Mustaquim, Moyen; Nyström, Tobias

    2012-01-01

    Games are a type of vehicle with which society is changing at present-day. But how the games themselves will be changed by society, is an interesting question to ask for enhancing and initiating better design of games. As participation in gaming upsurges around the world and across a larger part of the population, it is obvious that games are not only an entertainment medium for children or young people anymore. Games can be used to accomplish different purposes for different groups of people...

  8. Macroeconomic impacts of bioenergy production on surplus agricultural land: a case study of Argentina

    NARCIS (Netherlands)

    Wicke, B.|info:eu-repo/dai/nl/306645955; Smeets, E.M.W.|info:eu-repo/dai/nl/311445217; Tabeau, A.; Hilbert, J.; Faaij, A.P.C.|info:eu-repo/dai/nl/10685903X

    2009-01-01

    This paper assesses the macroeconomic impacts in terms of GDP, trade balance and employment of large-scale bioenergy production on surplus agricultural land. An input–output model is developed with which the direct, indirect and induced macroeconomic impacts of bioenergy production and agricultural

  9. Macroeconomic impacts of bioenergy production on surplus agricultural land—A case study of Argentina

    NARCIS (Netherlands)

    Wicke, Birka; Smeets, E.; Tabeau, Andrzej; Hilbert, Jorge; Faaij, André

    2009-01-01

    This paper assesses the macroeconomic impacts in terms of GDP, trade balance and employment of large-scale bioenergy production on surplus agricultural land. An input–output model is developed with which the direct, indirect and induced macroeconomic impacts of bioenergy production and agricultural

  10. Macroeconomic impact of HIV: the need for better modelling.

    Science.gov (United States)

    Lamontagne, Erik; Haacker, Markus; Ventelou, Bruno; Greener, Robert

    2010-05-01

    To critically evaluate the recent literature on macroeconomic repercussions of the HIV pandemic and the response to it. The review focuses on the impacts of HIV through both its health consequences and its impact on the accumulation of human capital. So far, most studies have found a moderate impact of the HIV epidemic on macroeconomic growth. However, recent studies tend to emphasize the fact that HIV undermines human capital and implies a long-term detriment for economic development. Availability of data from Demographic and Health Surveys offers opportunities for better understanding the relationship between the HIV epidemic and economic growth through pathways linking its microeconomic and macroeconomic impacts. The macroeconomic impact of HIV observed so far appears moderate. Our analysis of recent literature, however, points out three important issues that may have been previously underestimated. First, the most important effects may occur in the longer run, through changes in the accumulation of human capital. Second, aggregate impact often masks an unequal impact among different economic groups. Third, the empirical evidence on which current macroeconomic models are based remains weak, in particular in the way it takes into account responses to HIV at the households' level. Microsimulation models and the recently increasing availability of robust datasets at households' level offer promising opportunities to address these issues.

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

    OpenAIRE

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

    2010-01-01

    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 you...

  12. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS).

    Science.gov (United States)

    Phan, Mikki H; Keebler, Joseph R; Chaparro, Barbara S

    2016-12-01

    The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players' attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis (N = 629), and confirmatory factor analysis (N = 729) was implemented. A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users. © 2016, Human Factors and Ergonomics Society.

  13. Entropy, recycling and macroeconomics of water resources

    Science.gov (United States)

    Karakatsanis, Georgios; Mamassis, Nikos; Koutsoyiannis, Demetris

    2014-05-01

    We propose a macroeconomic model for water quantity and quality supply multipliers derived by water recycling (Karakatsanis et al. 2013). Macroeconomic models that incorporate natural resource conservation have become increasingly important (European Commission et al. 2012). In addition, as an estimated 80% of globally used freshwater is not reused (United Nations 2012), under increasing population trends, water recycling becomes a solution of high priority. Recycling of water resources creates two major conservation effects: (1) conservation of water in reservoirs and aquifers and (2) conservation of ecosystem carrying capacity due to wastewater flux reduction. Statistical distribution properties of the recycling efficiencies -on both water quantity and quality- for each sector are of vital economic importance. Uncertainty and complexity of water reuse in sectors are statistically quantified by entropy. High entropy of recycling efficiency values signifies greater efficiency dispersion; which -in turn- may indicate the need for additional infrastructure for the statistical distribution's both shifting and concentration towards higher efficiencies that lead to higher supply multipliers. Keywords: Entropy, water recycling, water supply multipliers, conservation, recycling efficiencies, macroeconomics References 1. European Commission (EC), Food and Agriculture Organization (FAO), International Monetary Fund (IMF), Organization of Economic Cooperation and Development (OECD), United Nations (UN) and World Bank (2012), System of Environmental and Economic Accounting (SEEA) Central Framework (White cover publication), United Nations Statistics Division 2. Karakatsanis, G., N. Mamassis, D. Koutsoyiannis and A. Efstratiades (2013), Entropy and reliability of water use via a statistical approach of scarcity, 5th EGU Leonardo Conference - Hydrofractals 2013 - STAHY '13, Kos Island, Greece, European Geosciences Union, International Association of Hydrological Sciences

  14. Developing the Serious Games potential in nursing education.

    Science.gov (United States)

    Petit dit Dariel, Odessa J; Raby, Thibaud; Ravaut, Frédéric; Rothan-Tondeur, Monique

    2013-12-01

    Shortened hospital stays, high patient acuity and technological advances demand that nurses increasingly make decisions under conditions of uncertainty and risk (Ebright et al., 2003). With rising trends towards out-patient care, nurses will need to perform complex problem-solving within a dynamic and changing environment for which there is not one clear solution (Schofield et al., 2010; Wolff et al., 2009). The development of sharp clinical reasoning skills, as well as skills in detection, monitoring, investigation and evaluation are therefore essential (Aitken et al., 2002). Yet few nursing students have long-term exposure to home-care and community situations. This is primarily due to scarce human resources and the time-consuming requirements of student supervision (Duque et al., 2008). When students are given the opportunity to experience home-care or community visits these tend to be unstructured leading to wide variations in their competencies. New pedagogical tools are needed to adequately and consistently prepare nurses for the skills they will need to care for patients outside acute care settings. Advances in Information and Communications Technologies (ICT) offer an opportunity to explore innovative pedagogical solutions that could help students develop these skills in a safe environment. A three-phased project is underway that aims to create and test a Serious Game to improve nurses' clinical reasoning and detection skills in home-care and community settings. The first phase of this project involves the development of a scenario, the game engine and the graphic design and will be the focus of this paper. The second and third phases will test the Serious Game as an educational intervention and will be reported in subsequent papers. Copyright © 2012 Elsevier Ltd. All rights reserved.

  15. The everyday lives of video game developers: Experimentally understanding underlying systems/structures

    Directory of Open Access Journals (Sweden)

    Casey O'Donnell

    2009-03-01

    Full Text Available This essay examines how tensions between work and play for video game developers shape the worlds they create. The worlds of game developers, whose daily activity is linked to larger systems of experimentation and technoscientific practice, provide insights that transcend video game development work. The essay draws on ethnographic material from over 3 years of fieldwork with video game developers in the United States and India. It develops the notion of creative collaborative practice based on work in the fields of science and technology studies, game studies, and media studies. The importance of, the desire for, or the drive to understand underlying systems and structures has become fundamental to creative collaborative practice. I argue that the daily activity of game development embodies skills fundamental to creative collaborative practice and that these capabilities represent fundamental aspects of critical thought. Simultaneously, numerous interests have begun to intervene in ways that endanger these foundations of creative collaborative practice.

  16. Educational Game Development Approach to a particular case: the donor's evaluation.

    Science.gov (United States)

    Borro Escribano, B; del Blanco, A; Torrente, J; Borro Mate, J M; Fernandez Manjon, B

    2015-01-01

    Serious games are a current trend nowadays. Almost every sector has used serious games in recent years for different educational purposes. The eLearning research team of the Complutense University of Madrid main focus of research is the development of low-cost serious games. During the past 10 years, we have been working with and developing serious games, paying special attention to those related to healthcare. From all these studies, a methodology was defined-the Educational Game Development Approach (EGDA)-to design, develop, and evaluate game-like simulations or serious games in healthcare. We present the application of the EGDA to a particular case, the development of a serious game representing the donor's evaluation in an intensive care unit from the point of view of a hospital coordinator following the EGDA methodology. In this simulation, we changed the strategy of selection of teaching cases by exponentially increasing the number of teaching cases. This kind of educational content provides several benefits to students as they learn while playing; they receive immediate feedback of mistakes and correct moves and an objective assessment. These simulations allow the students to practice in a risk-free environment. Moreover, the addition of game elements increases engagement and promotes the retention of important information. A game-like simulation has been developed through the use of this methodology. This simulation represents a complex medical procedure. Copyright © 2015 Elsevier Inc. All rights reserved.

  17. Development and Validation of the Basketball Offensive Game Performance Instrument

    Science.gov (United States)

    Chen, Weiyun; Hendricks, Kristin; Zhu, Weimo

    2013-01-01

    The purpose of this study was to design and validate the Basketball Offensive Game Performance Instrument (BOGPI) that assesses an individual player's offensive game performance competency in basketball. Twelve physical education teacher education (PETE) students playing two 10-minute, 3 vs. 3 basketball games were videotaped at end of a…

  18. Providing disabled persons in developing countries access to computer games through a novel gaming input device

    CSIR Research Space (South Africa)

    Smith, Andrew C

    2011-01-01

    Full Text Available A novel input device is presented for use with a personal computer by persons with physical disabilities who would otherwise not be able to enjoy computer gaming. This device is simple to manufacture and low in cost. A gaming application...

  19. Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?

    Science.gov (United States)

    Pill, Shane

    2014-01-01

    What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…

  20. 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…

  1. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    Science.gov (United States)

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  2. The Workplace Game - Netherlands researchers develop board game to adress behavior in the workplace

    NARCIS (Netherlands)

    De Bruyne, E.; Thoolen, F.

    2015-01-01

    The article introduces the Workplace Game to the Englisch speaking FM-world. As a communication tool, the game enables office workers to exchange ideas about the use of their office environment, and makes the implicit thoughts and norms about office use, explicit. This helps to make office life

  3. Effects of Macroeconomic Policies on Rural Nonfarm Enterprises

    OpenAIRE

    Librero, Aida R.

    1994-01-01

    With the excessive labor supply and the persistence of urban-rural migration, the development of nonfarm enterprises is imperative from the government. This paper develops an analytical framework to determine the impact of macroeconomic policies on rural nonfarm enterprises (RNEs). It also analyzes the trends in RNEs growth, the changes in the government policies towards sector and the markets for its output. sexmovie

  4. Aid Policy and the Macroeconomic Management of Aid

    DEFF Research Database (Denmark)

    Addison, Tony; Tarp, Finn

    2015-01-01

    This is an introduction to the UNU-WIDER special issue of World Development on aid policy and the macroeconomic management of aid. We provide an overview of the 10 studies, grouping them under three sub-themes: the aid–growth relationship; the supply-side of aid (including its level, volatility......, and coordination of donors); and the macroeconomic framework around aid. The studies in the special issue demonstrate the centrality of research methodology, the importance of disaggregation, and the need to account for country-specific situations and problems. This introduction concludes that the sometimes “over...

  5. Improving Video Game Development: Facilitating Heterogeneous Team Collaboration through Flexible Software Processes

    Science.gov (United States)

    Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan

    Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.

  6. Research of Talent Development Policy of Online Game Industry

    Directory of Open Access Journals (Sweden)

    Yun-Che Yang

    2003-12-01

    Full Text Available Due to the progress of information technology and the development of Internet, the digital content industry has become one of the most promising industries in the 21st century. The rapid growth of the online gaming industry at the turn of the century does not only catch the eyes of the whole world, but also reshape the entire information-related industry. The purpose of this study is to explore issue of the talent development policy of the domestic online game industry. The method of in-depth interview is used in this study, and the research target is chosen to be qualified of speaking for the government, the education institutes, and the private sectors in the industry. The findings of this research suggest that Taiwan's government should take up a more vigorous responsibility. Following the government's leadership, both education institutes and industry private sectors must actively participate in the collaboration and feed back the up-dated information, such as the market trend and most wanted human resources, to the policy makers.[Article content in Chinese

  7. Programming standards for effective S-3D game development

    Science.gov (United States)

    Schneider, Neil; Matveev, Alexander

    2008-02-01

    When a video game is in development, more often than not it is being rendered in three dimensions - complete with volumetric depth. It's the PC monitor that is taking this three-dimensional information, and artificially displaying it in a flat, two-dimensional format. Stereoscopic drivers take the three-dimensional information captured from DirectX and OpenGL calls and properly display it with a unique left and right sided view for each eye so a proper stereoscopic 3D image can be seen by the gamer. The two-dimensional limitation of how information is displayed on screen has encouraged programming short-cuts and work-arounds that stifle this stereoscopic 3D effect, and the purpose of this guide is to outline techniques to get the best of both worlds. While the programming requirements do not significantly add to the game development time, following these guidelines will greatly enhance your customer's stereoscopic 3D experience, increase your likelihood of earning Meant to be Seen certification, and give you instant cost-free access to the industry's most valued consumer base. While this outline is mostly based on NVIDIA's programming guide and iZ3D resources, it is designed to work with all stereoscopic 3D hardware solutions and is not proprietary in any way.

  8. Macroeconomic models and energy transition

    International Nuclear Information System (INIS)

    Douillard, Pierre; Le Hir, Boris; Epaulard, Anne

    2016-02-01

    As a new policy for energy transition has just been adopted, several questions emerge about the best way to reduce CO 2 emissions, about policies which enable this reduction, and about their costs and opportunities. This note discusses the contribution macro-economic models may have in this respect, notably in the definition of policies which trigger behaviour changes, and those which support energy transition. The authors first discuss the stakes of the assessment of energy transition, and then describe macro-economic models which can be used for such an assessment, give and comment some results of simulations performed for France by using four of these models (Mesange, Numesis, ThreeME, and Imaclim-R France). The authors finally draw lessons about the way to use these models and to interpret their results within the frame of energy transition

  9. Macroeconomic conditions and opioid abuse.

    Science.gov (United States)

    Hollingsworth, Alex; Ruhm, Christopher J; Simon, Kosali

    2017-12-01

    We examine how deaths and emergency department (ED) visits related to use of opioid analgesics (opioids) and other drugs vary with macroeconomic conditions. As the county unemployment rate increases by one percentage point, the opioid death rate per 100,000 rises by 0.19 (3.6%) and the opioid overdose ED visit rate per 100,000 increases by 0.95 (7.0%). Macroeconomic shocks also increase the overall drug death rate, but this increase is driven by rising opioid deaths. Our findings hold when performing a state-level analysis, rather than county-level; are primarily driven by adverse events among whites; and are stable across time periods. Copyright © 2017 Elsevier B.V. All rights reserved.

  10. The development of indonesian traditional bekel game in android platform

    Science.gov (United States)

    Rahmat, R. F.; Fahrani, O. R.; Purnamawati, S.; Pasha, M. F.

    2018-03-01

    Bekel is one of traditional Indonesian game that is rarely played nowadays. Bekel is a game to test dexterity level using a bekel ball and 6 to10 seeds. The game is played by throwing the ball up in the air, spreading the seeds randomly on the floor then picking the seeds up until the ground is clear. This game application is an adaptation of Bekel game focusing on the movements of the ball and the randomization of the seed positions. This game application has three levels of difficulty based on the basic rules of the actual Bekel game. The focus of the study is the free fall method of the ball and the random function of the seeds in the Android environment. The result show the Bekel application has sensitivity level of 71% for the ball movements and the probability rate of the random event occurrence is at 23%.

  11. Macroeconomic Policies and Agent Heterogeneity

    OpenAIRE

    GOTTLIEB, Charles

    2012-01-01

    Defence date: 24 February 2012 Examining Board: Giancarlo Corsetti, Arpad Abraham, Juan Carlos Conesa, Jonathan Heathcote. This thesis contributes to the understanding of macroeconomic policies’ impact on the distribution of wealth. It belongs to the strand of literature that departs from the representative agent assumption and perceives agent heterogeneity and the induced disparities in wealth accumulation, as an important dimension of economic policy-making. Within such economic envir...

  12. Demographic structure and macroeconomic trends

    OpenAIRE

    Aksoy, Yunus; Basso, H.S.; Smith, Ronald; Grasl, Tobias

    2018-01-01

    We estimate the effect of changes in demographic structure on long term\\ud trends of key macroeconomic variables using a Panel VAR for 21 OECD economies from 1970-2014. The panel data variation assists the identification of demographic effects, while the dynamic structure,\\ud incorporating multiple channels of influence, uncovers long-term effects.\\ud We propose a theoretical model, relating demographics, innovation and\\ud growth, whose simulations match our empirical findings. The current\\ud...

  13. Macroeconomic Conditions, Health and Mortality

    OpenAIRE

    Christopher J. Ruhm

    2004-01-01

    Although health is conventionally believed to deteriorate during macroeconomic downturns, the empirical evidence supporting this view is quite weak and comes from studies containing methodological shortcomings that are difficult to remedy. Recent research that better controls for many sources of omitted variables bias instead suggests that mortality decreases and physical health improves when the economy temporarily weakens. This partially reflects reductions in external sources of death, suc...

  14. Optimal Investment Control of Macroeconomic Systems

    Institute of Scientific and Technical Information of China (English)

    ZHAO Ke-jie; LIU Chuan-zhe

    2006-01-01

    Economic growth is always accompanied by economic fluctuation. The target of macroeconomic control is to keep a basic balance of economic growth, accelerate the optimization of economic structures and to lead a rapid, sustainable and healthy development of national economies, in order to propel society forward. In order to realize the above goal, investment control must be regarded as the most important policy for economic stability. Readjustment and control of investment includes not only control of aggregate investment, but also structural control which depends on economic-technology relationships between various industries of a national economy. On the basis of the theory of a generalized system, an optimal investment control model for government has been developed. In order to provide a scientific basis for government to formulate a macroeconomic control policy, the model investigates the balance of total supply and aggregate demand through an adjustment in investment decisions realizes a sustainable and stable growth of the national economy. The optimal investment decision function proposed by this study has a unique and specific expression, high regulating precision and computable characteristics.

  15. Learning lean with lego: developing and evaluating the efficacy of a serious game

    Directory of Open Access Journals (Sweden)

    Fabiano Leal

    Full Text Available Abstract This study presents the use of a serious game developed to teach Lean philosophy. The structure of this game was built from theoretical elements and predefined learning events. Learning outcomes and student motivation were considered in the evaluation of the efficacy of the game. This serious game was applied to four groups of students with different profiles. The evaluation results were compared among these groups of students. It can be concluded that the serious game developed showed positive results in learning and motivation demonstrated by the students, regardless of the group analyzed. The main contributions to the literature presented in this article were the serious game (named 3L that was developed and the efficacy evaluation method, considering the learning and motivation demonstrated in different profiles of students.

  16. "What's the Weather Like Today?": A Computer Game to Develop Algorithmic Thinking and Problem Solving Skills of Primary School Pupils

    Science.gov (United States)

    Gürbüz, Hasan; Evlioglu, Bengisu; Erol, Çigdem Selçukcan; Gülseçen, Hulusi; Gülseçen, Sevinç

    2017-01-01

    Computer-based games as developments in information technology seem to grow and spread rapidly. Using of these games by children and teenagers have increased. The presence of more beneficial and educational games in contrast to the violent and harmful games is remarkable. Many scientific studies have indicated that the useful (functional) games…

  17. Game Coaching System Design and Development: A Retrospective Case Study of FPS Trainer

    Science.gov (United States)

    Tan, Wee Hoe

    2013-01-01

    This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for First-Person Shooter (FPS) players. The GBL researcher intended to verify the ecological validity of a model of cooperation; the developers wanted to…

  18. MACBETH: Development of a Training Game for the Mitigation of Cognitive Bias

    Science.gov (United States)

    Dunbar, Norah E.; Wilson, Scott N.; Adame, Bradley J.; Elizondo, Javier; Jensen, Matthew L.; Miller, Claude H.; Kauffman, Abigail Allums; Seltsam, Toby; Bessarabova, Elena; Vincent, Cindy; Straub, Sara K.; Ralston, Ryan; Dulawan, Christopher L.; Ramirez, Dennis; Squire, Kurt; Valacich, Joseph S.; Burgoon, Judee K.

    2013-01-01

    This paper describes the process of rapid iterative prototyping used by a research team developing a training video game for the Sirius program funded by the Intelligence Advanced Research Projects Activity (IARPA). Described are three stages of development, including a paper prototype, and builds for alpha and beta testing. Game development is…

  19. Biomedical technology prosperity game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defense Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology field.

  20. Introduction: digital games as a context for cognitive development, learning, and developmental research.

    Science.gov (United States)

    Blumberg, Fran C; Fisch, Shalom M

    2013-01-01

    The authors present reasons why developmental psychologists should care about children's and adolescents' digital game play. These reasons may be identified as: a) digital game play is an integral aspect of children's and adolescents' lives; b) digital game play contributes to learning and cognitive development; and c) developmental research has the potential to contribute to effective educational game design. The authors expand on these reasons with the goal of introducing or reintroducing to developmental psychologists a rich and very relevant context in which to examine children's and adolescents' applied cognitive development. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  1. Game Development in Python with Pygame - 2D Platformgame for Raspberry Pi 3 driven arcademachine

    OpenAIRE

    Bryndum, Leonora; Hastrup, Jakob Scheunemann; Holm, Kevin Martin Lindemark; Kjær, Alberte Jeberg

    2017-01-01

    The purpose of this study, is to explore how to develop a 2D-arcade platform game for a Raspberry Pi 3 computer. This will be done with the programming language Python 3 and the game development framework Pygame. To do this, we investigate and learn about the Python 3 language and how this is structured. We investigate what an arcade game usually contains in the terms of programmatic content, and choose the focus points: Game Loop, Collisions, Physics, Animation, Level Design, Camera, Heads U...

  2. A model for developing and evaluating games and simulations in business and economic education

    Directory of Open Access Journals (Sweden)

    Dallas Brozik

    2008-12-01

    Full Text Available The use of games and simulations in the classroom has prompted research concerning their pervasiveness and pedagogical benefits, but little research has focused on how teachers can develop their own games and simulations. This paper presents an outline of how to develop games and simulation for classroom use. This framework can lead to further research and its findings can help assess whether games and simulations contribute to decision-making skills and to what extent they contribute to numerous cognitive benefits in learners.

  3. Why do you play? The development of the motives for online gaming questionnaire (MOGQ).

    Science.gov (United States)

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Zilahy, Dalma; Mervó, Barbara; Reindl, Antónia; Ágoston, Csilla; Kertész, Andrea; Harmath, Eszter

    2011-09-01

    Although the majority of research focuses on the risks and disadvantages of online gaming, the present authors suggest that online games also represent new ways of satisfying basic human needs within the conditions of modern society. The aim of our present study was to reveal and operationalize the components of the motivational basis of online gaming. A total 3,818 persons (90.6% males; mean age 20.9 years, SD = 5.81) were recruited through websites providing online games. A combined method of exploratory and confirmatory factor analysis was applied. The results confirmed our preliminary model as we identified seven motivational factors (social, escape, competition, coping, skill development, fantasy, and recreation), which were used to develop the 27-item Motives for Online Gaming Questionnaire (MOGQ). The seven dimensions identified seem to cover the full range of possible motives for gaming, and the MOGQ proved to be an adequate measurement tool to assess these motives.

  4. Sustainable energy development (May 2011) with some game-changers

    International Nuclear Information System (INIS)

    Lior, Noam

    2012-01-01

    This paper presents the opening talk that briefly surveys the present (May 2011) situation in sustainable energy development. Recent estimates and forecasts of the oil, gas, coal resources and their reserve/production ratio, nuclear and renewable energy potential, and energy uses are surveyed. A brief discussion of the status, sustainability (economic, environmental and social impact), and prospects of fossil, nuclear and renewable energy use, and of power generation is presented. Comments about energy use in general, with more detailed focus on recently emerging game-changing developments of postponement of “peak oil”, nuclear power future following the disaster in Japan, and effects of the recent global economy downturn of global sustainability, are brought up. Ways to resolve the problem of the availability, cost, and sustainability of energy resources alongside the rapidly rising demand are discussed. The author’s view of the promising energy R and D areas, their potential, foreseen improvements and their time scale, and last year’s trends in U.S. government energy funding are presented. -- Highlights: ► The present (May 2011) situation in sustainable energy development is surveyed. ► Recently emerging game-changing developments of postponement of “peak oil”, nuclear power future following the disaster in Japan, ad effects of the recent global economy downturn of global sustainability, are brought up. ► Promising energy R and D areas, their potential, foreseen improvements and their time scale. ► Last year’s trends in U.S. government energy funding are presented.

  5. Searching for Sentient Design Tools for Game Development

    DEFF Research Database (Denmark)

    Liapis, Antonios

    their generative algorithms) and to their human users (who must take all design decisions), respectively. This thesis argues that computers can be creative partners to human designers rather than mere slaves; game design tools can be aware of designer intentions, preferences and routines, and can accommodate them...... or even subvert them. This thesis presents Sentient Sketchbook, a tool for designing game level abstractions of different game genres, which assists the level designer as it automatically tests maps for playability constraints, evaluates and displays the map's gameplay properties and creates alternatives......Over the last twenty years, computer games have grown from a niche market targeting young adults to an important player in the global economy, engaging millions of people from different cultural backgrounds. As both the number and the size of computer games continue to rise, game companies handle...

  6. The Design and Development of Driving Game as an Evaluation Instrument for Driving License Test

    OpenAIRE

    Abdul Hadi Abdul Razak; Mohd Hairy Manap

    2013-01-01

    The focus of this paper is to highlight the design and development of an educational game prototype as an evaluation instrument for the Malaysia driving license static test. This educational game brings gaming technology into the conventional objective static test to make it more effective, real and interesting. From the feeling of realistic, the future driver can learn something, memorized and use it in the real life. The current online objective static test only make th...

  7. Media and human capital development: Can video game playing make you smarter?

    OpenAIRE

    Suziedelyte, A.

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using the data from the Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday...

  8. The concepts of developing mobile games for the operating system Android

    OpenAIRE

    Hartman, Jernej

    2011-01-01

    The diploma thesis describes the concepts behind developing mobile games for the Android operating system. The thesis first covers mobile games and everything related to them, from mobile operating systems to mobile devices. It also describes how mobile games work and compares different concepts regarding their implementation. It then presents and covers the target mobile operating system of this thesis – the Android – describing its architecture and the operation of applications using this o...

  9. Prototype prosperity-diversity game for the Laboratory Development Division of Sandia National Laboratories

    Energy Technology Data Exchange (ETDEWEB)

    VanDevender, P.; Berman, M.; Savage, K.

    1996-02-01

    The Prosperity Game conducted for the Laboratory Development Division of National Laboratories on May 24--25, 1995, focused on the individual and organizational autonomy plaguing the Department of Energy (DOE)-Congress-Laboratories` ability to manage the wrenching change of declining budgets. Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Each Prosperity Game is unique in that both the game format and the player contributions vary from game to game. This particular Prosperity Game was played by volunteers from Sandia National Laboratories, Eastman Kodak, IBM, and AT&T. Since the participants fully control the content of the games, the specific outcomes will be different when the team for each laboratory, Congress, DOE, and the Laboratory Operating Board (now Laboratory Operations Board) is composed of executives from those respective organizations. Nevertheless, the strategies and implementing agreements suggest that the Prosperity Games stimulate cooperative behaviors and may permit the executives of the institutions to safely explore the consequences of a family of DOE concert.

  10. Development of Game-Like Simulations for Procedural Knowledge in Healthcare Education

    Science.gov (United States)

    Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar

    2014-01-01

    We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…

  11. Contrasting Proprietary and Free/Open Source Game Development

    Directory of Open Access Journals (Sweden)

    Marco Zamarian

    2008-10-01

    Full Text Available Free/Libre Open Source Software (F/LOSS development practices are gaining momentum in the computer game industry. This traditionally proprietary industry is becoming more interested in the F/LOSS paradigm for developing complex software projects. Software practitioners, both managers and developers, need to understand the potential in order to benefit properly from incorporating F/LOSS practices into their proprietary production cycle. Comparisons between proprietary and F/LOSS software development processes are usually characterized in terms of the relationship between property rights, revenue distribution and power within a network of actors. By contrast, coordination and control practices, mediating artifacts and development tools, and the interactions between the different actors involved in the development are often neglected. Proprietary and F/LOSS development differ in terms of the knowledge exchanges between the relevant actors and the different strategies employed to overcome information asymmetries. Recognizing this difference is an essential step for evaluating how proprietary, closed-source software houses can benefit by integrating various F/LOSS practices into their development agenda.

  12. Development of a Car Racing Simulator Game Using Artificial Intelligence Techniques

    Directory of Open Access Journals (Sweden)

    Marvin T. Chan

    2015-01-01

    Full Text Available This paper presents a car racing simulator game called Racer, in which the human player races a car against three game-controlled cars in a three-dimensional environment. The objective of the game is not to defeat the human player, but to provide the player with a challenging and enjoyable experience. To ensure that this objective can be accomplished, the game incorporates artificial intelligence (AI techniques, which enable the cars to be controlled in a manner that mimics natural driving. The paper provides a brief history of AI techniques in games, presents the use of AI techniques in contemporary video games, and discusses the AI techniques that were implemented in the development of Racer. A comparison of the AI techniques implemented in the Unity platform with traditional AI search techniques is also included in the discussion.

  13. NASA Game Changing Development Program Manufacturing Innovation Project

    Science.gov (United States)

    Tolbert, Carol; Vickers, John

    2011-01-01

    This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.

  14. Assembling a game development scene? Uncovering Finland’s largest demo party

    Directory of Open Access Journals (Sweden)

    Heikki Tyni

    2014-03-01

    Full Text Available The study takes look at Assembly, a large-scale LAN and demo party founded in 1992 and organized annually in Helsinki, Finland. Assembly is used as a case study to explore the relationship between computer hobbyism – including gaming, demoscene and other related activities – and professional game development. Drawing from expert interviews, a visitor query and news coverage we ask what kind of functions Assembly has played for the scene in general, and on the formation and fostering of the Finnish game industry in particular. The conceptual contribution of the paper is constructed around the interrelated concepts of scene, technicity and gaming capital.

  15. Gaming geography: Educational games and literacy development in the Grade 4 classroom

    Directory of Open Access Journals (Sweden)

    Heather Lotherington

    2010-07-01

    Full Text Available This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007. Researchers studied children creating and playing four online board games based on grade 4 geography content, viz., Tic-tac-toe, Trivial Pursuit, Snakes and Ladders, and Mother Goose. The schools shared similar positive orientations to technologically focused learning and good technological resources, but they had different institutional histories of implementing computers in curricular learning. Technological equipment was approached, accessed and utilized quite differently in each class, affecting pedagogical practices and learning experiences. Though improvements to traditional literacy learning were found to be limited to improved logical sentence structure (Owston et al., 2007, game development did allow students to build digital literacy skills, including computer literacy and typing skills. Moreover, the project enabled participating teachers to think about profitably incorporating online board game production in broad-based curricular learning. Résumé :Cet article présente une étude de cas menée dans deux écoles publiques de la grande région de Toronto en complément d’une étude expérimentale multisite visant à explorer la conception de jeux éducatifs en tant qu’activité d’apprentissage pour stimuler la motivation et l’engagement des élèves dans des activités de lecture et d’écriture liées au curriculum (Owston et al., 2007. Les chercheurs ont étudié les enfants lors de la création puis de l’utilisation de quatre jeux de plateau en ligne axés sur la matière de 4e année en géographie. Les élèves ont réalisé une version des jeux de Tic-Tac-Toe, de Quelques arpents de pièges, de Serpents

  16. [Macroeconomic costs of eye diseases].

    Science.gov (United States)

    Hirneiß, C; Kampik, A; Neubauer, A S

    2014-05-01

    Eye diseases that are relevant regarding their macroeconomic costs and their impact on society include cataract, diabetic retinopathy, age-related maculopathy, glaucoma and refractive errors. The aim of this article is to provide a comprehensive overview of direct and indirect costs for major eye disease categories for Germany, based on existing literature and data sources. A semi-structured literature search was performed in the databases Medline and Embase and in the search machine Google for relevant original papers and reviews on costs of eye diseases with relevance for or transferability to Germany (last research date October 2013). In addition, manual searching was performed in important national databases and information sources, such as the Federal Office of Statistics and scientific societies. The direct costs for these diseases add up to approximately 2.6 billion Euros yearly for the Federal Republic of Germany, including out of the pocket payments from patients but excluding optical aids (e.g. glasses). In addition to those direct costs there are also indirect costs which are caused e.g. by loss of employment or productivity or by a reduction in health-related quality of life. These indirect costs can only be roughly estimated. Including the indirect costs for the eye diseases investigated, a total yearly macroeconomic cost ranging between 4 and 12 billion Euros is estimated for Germany. The costs for the eye diseases cataract, diabetic retinopathy, age-related maculopathy, glaucoma and refractive errors have a macroeconomic relevant dimension. Based on the predicted demographic changes with an ageing society an increase of the prevalence and thus also an increase of costs for eye diseases is expected in the future.

  17. Interactive Music Video Games and Children's Musical Development

    Science.gov (United States)

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  18. Developing a policy game intervention to enhance collaboration in public health policymaking in three European countries

    DEFF Research Database (Denmark)

    Spitters, H P E M; van Oers, J A M; Sandu, P

    2017-01-01

    the design and development of the generic frame of the In2Action game focusing on enhancing collaboration in local public health policymaking networks. By keeping the game generic, it became suitable for each of the three country cases with only minor changes. The generic frame of the game is expected......BACKGROUND: One of the key elements to enhance the uptake of evidence in public health policies is stimulating cross-sector collaboration. An intervention stimulating collaboration is a policy game. The aim of this study was to describe the design and methods of the development process......: In2Action was developed as a role-play game of one day, with main focus to develop in collaboration a cross-sector implementation plan based on the approved strategic local public health policy. CONCLUSIONS: This study introduced an innovative intervention for public health policymaking. It described...

  19. Forecasting Macroeconomic Labour Market Flows

    DEFF Research Database (Denmark)

    Wilke, Ralf

    2017-01-01

    Forecasting labour market flows is important for budgeting and decision-making in government departments and public administration. Macroeconomic forecasts are normally obtained from time series data. In this article, we follow another approach that uses individual-level statistical analysis...... to predict the number of exits out of unemployment insurance claims. We present a comparative study of econometric, actuarial and statistical methodologies that base on different data structures. The results with records of the German unemployment insurance suggest that prediction based on individual-level...

  20. The macroeconomics of demographic unemployment.

    Science.gov (United States)

    Carlberg, M

    1990-02-01

    "What are the macroeconomic consequences of an increase in labour supply? In the short run, unemployment occurs, due to both lack of aggregate demand and capital shortage. Demand-side policy and money wage restraint prove to be ineffective in this situation, owing to capital shortage. On the other hand, a reduction in working hours without wage compensation as well as a policy mix of both demand-side policy and investment policy turn out to be effective. The reduction in working hours lowers individual income and raises individual leisure, as compared to the policy mix." (SUMMARY IN GER) excerpt

  1. Macroeconomics in an open economy.

    Science.gov (United States)

    Cooper, R N

    1986-09-12

    The customary treatment of national economies as closed and self-contained must be substantially modified to allow for those economies that typically trade goods, services, and securities with other countries in increasing volume. Open economy macroeconomics is essential to understanding the major events of the U.S. economy over the past half dozen years. Both the sharp rise in the dollar and the unprecedentedly large U.S. trade deficit are linked to the U.S. budget deficit, as is the drop in the rate of inflation.

  2. On Illyrian Macroeconomics.

    OpenAIRE

    Bradley, Michael D; Smith, Stephen C

    1988-01-01

    The Ward-Vanek labor-managed economy macro models are found to contain errors in capital pricing treatment which, when correct ed, removes "perverse" responses and leads to monetary neutrality. Vanek's (1977) open model is shown not to be a labor-managed econ-omy model, but rather one of any economy with fixed output. A rational e xpectations macro model is developed in which labor-managed firms mus t decompose price movement into its nominal and real parts. This unce rtainty about the inform...

  3. Developing a policy game intervention to enhance collaboration in public health policymaking in three European countries.

    Science.gov (United States)

    Spitters, H P E M; van Oers, J A M; Sandu, P; Lau, C J; Quanjel, M; Dulf, D; Chereches, R; van de Goor, L A M

    2017-12-19

    One of the key elements to enhance the uptake of evidence in public health policies is stimulating cross-sector collaboration. An intervention stimulating collaboration is a policy game. The aim of this study was to describe the design and methods of the development process of the policy game ‘In2Action’ within a real-life setting of public health policymaking networks in the Netherlands, Denmark and Romania. The development of the policy game intervention consisted of three phases, pre intervention, designing the game intervention and tailoring the intervention. In2Action was developed as a role-play game of one day, with main focus to develop in collaboration a cross-sector implementation plan based on the approved strategic local public health policy. This study introduced an innovative intervention for public health policymaking. It described the design and development of the generic frame of the In2Action game focusing on enhancing collaboration in local public health policymaking networks. By keeping the game generic, it became suitable for each of the three country cases with only minor changes. The generic frame of the game is expected to be generalizable for other European countries to stimulate interaction and collaboration in the policy process.

  4. Development and content validity of a screening instrument for gaming addiction in adolescents: the Gaming Addiction Identification Test (GAIT).

    Science.gov (United States)

    Vadlin, Sofia; Åslund, Cecilia; Nilsson, Kent W

    2015-08-01

    This study describes the development of a screening tool for gaming addiction in adolescents - the Gaming Addiction Identification Test (GAIT). Its development was based on the research literature on gaming and addiction. An expert panel comprising professional raters (n = 7), experiential adolescent raters (n = 10), and parent raters (n = 10) estimated the content validity of each item (I-CVI) as well as of the whole scale (S-CVI/Ave), and participated in a cognitive interview about the GAIT scale. The mean scores for both I-CVI and S-CVI/Ave ranged between 0.97 and 0.99 compared with the lowest recommended I-CVI value of 0.78 and the S-CVI/Ave value of 0.90. There were no sex differences and no differences between expert groups regarding ratings in content validity. No differences in the overall evaluation of the scale emerged in the cognitive interviews. Our conclusions were that GAIT showed good content validity in capturing gaming addiction. The GAIT needs further investigation into its psychometric properties of construct validity (convergent and divergent validity) and criterion-related validity, as well as its reliability in both clinical settings and in community settings with adolescents. © 2015 Scandinavian Psychological Associations and John Wiley & Sons Ltd.

  5. What Should be Taught in Intermediate Macroeconomics?

    Science.gov (United States)

    de Araujo, Pedro; O'Sullivan, Roisin; Simpson, Nicole B.

    2013-01-01

    A lack of consensus remains on what should form the theoretical core of the undergraduate intermediate macroeconomic course. In determining how to deal with the Keynesian/classical divide, instructors must decide whether to follow the modern approach of building macroeconomic relationships from micro foundations, or to use the traditional approach…

  6. Some Thoughts on Teaching Principles of Macroeconomics.

    Science.gov (United States)

    Boskin, Michael J.

    1986-01-01

    This article shares the author's personal views about current macroeconomic policy and what ought to be taught at senior high school or freshman college levels. Concludes that Keynesian economics is not dead, but that modern eclectic macroeconomics must focus on basic data about the economy and what is at stake in making decisions based on…

  7. Environmental Satellite Models for a Macroeconomic Model

    International Nuclear Information System (INIS)

    Moeller, F.; Grinderslev, D.; Werner, M.

    2003-01-01

    To support national environmental policy, it is desirable to forecast and analyse environmental indicators consistently with economic variables. However, environmental indicators are physical measures linked to physical activities that are not specified in economic models. One way to deal with this is to develop environmental satellite models linked to economic models. The system of models presented gives a frame of reference where emissions of greenhouse gases, acid gases, and leaching of nutrients to the aquatic environment are analysed in line with - and consistently with - macroeconomic variables. This paper gives an overview of the data and the satellite models. Finally, the results of applying the model system to calculate the impacts on emissions and the economy are reviewed in a few illustrative examples. The models have been developed for Denmark; however, most of the environmental data used are from the CORINAIR system implemented in numerous countries

  8. MACROECONOMIC ENVIRONMENT AND GREENFIELD FOREIGN DIRECT INVESTMENT OF HOTEL BRANDS

    Directory of Open Access Journals (Sweden)

    Jože Perić

    2016-12-01

    Full Text Available The powerful attraction of foreign direct investment (FDI is particularly important for further development of tourism. The strategically focused attraction of FDI in tourism has a much higher significance because of the multiple effects in relation to other segments of the economy. In this context, it is necessary to highlight the investment engagement and the presence of globally branded luxury hotels. The purpose of the study is to assess the macroeconomic environment, the effects of greenfield FDI in tourism and, consequently, the presence of global hotel brands using the comparative analysis of the selected countries as the methodological basis of this study. The research results indicate that a favorable macroeconomic environment plays an important role in attracting foreign capital. Countries that have a more favorable macroeconomic environment attract more greenfield FDI, and provide a greater presence of global hotel brands, and thus greater competitiveness. Also, the political stability, the encouraging macroeconomic business conditions, the elimination of administrative and legislative barriers, the elimination of the country's image as a corrupt destination and tourism staff education at all levels are particularly important for FDI in tourism.

  9. Macroeconomic policies and increasing social-health inequality in Iran.

    Science.gov (United States)

    Zaboli, Rouhollah; Seyedin, Seyed Hesam; Malmoon, Zainab

    2014-08-01

    Health is a complex phenomenon that can be studied from different approaches. Despite a growing research in the areas of Social Determinants of Health (SDH) and health equity, effects of macroeconomic policies on the social aspect of health are unknown in developing countries. This study aimed to determine the effect of macroeconomic policies on increasing of the social-health inequality in Iran. This study was a mixed method research. The study population consisted of experts dealing with social determinants of health. A purposive, stratified and non-random sampling method was used. Semi-structured interviews were conducted to collect the data along with a multiple attribute decision-making method for the quantitative phase of the research in which the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) was employed for prioritization. The NVivo and MATLAB softwares were used for data analysis. Seven main themes for the effect of macroeconomic policies on increasing the social-health inequality were identified. The result of TOPSIS approved that the inflation and economic instability exert the greatest impact on social-health inequality, with an index of 0.710 and the government policy in paying the subsidies with a 0.291 index has the lowest impact on social-health inequality in the country. It is required to invest on the social determinants of health as a priority to reduce health inequality. Also, evaluating the extent to which the future macroeconomic policies impact the health of population is necessary.

  10. Developing a Big Game for Financial Education Using Service Design Approach

    Science.gov (United States)

    Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung

    2018-01-01

    The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…

  11. Web-Based Quiz-Game-Like Formative Assessment: Development and Evaluation

    Science.gov (United States)

    Wang, Tzu-Hua

    2008-01-01

    This research aims to develop a multiple-choice Web-based quiz-game-like formative assessment system, named GAM-WATA. The unique design of "Ask-Hint Strategy" turns the Web-based formative assessment into an online quiz game. "Ask-Hint Strategy" is composed of "Prune Strategy" and "Call-in Strategy".…

  12. Serious game development as a strategy for health promotion and tackling childhood obesity

    Directory of Open Access Journals (Sweden)

    Jéssica David Dias

    Full Text Available ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code.

  13. Serious game development as a strategy for health promotion and tackling childhood obesity 1

    Science.gov (United States)

    Dias, Jéssica David; Mekaro, Marcelo Shinyu; Cheng Lu, Jennifer Kaon; Otsuka, Joice Lee; Fonseca, Luciana Mara Monti; Zem-Mascarenhas, Silvia Helena

    2016-01-01

    ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code. PMID:27533268

  14. Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature

    Science.gov (United States)

    Meredith, Tamara R.

    2016-01-01

    Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators' professional development. This review is a critical appraisal of the quantity and…

  15. Developing a New Computer Game Attitude Scale for Taiwanese Early Adolescents

    Science.gov (United States)

    Liu, Eric Zhi-Feng; Lee, Chun-Yi; Chen, Jen-Huang

    2013-01-01

    With ever increasing exposure to computer games, gaining an understanding of the attitudes held by young adolescents toward such activities is crucial; however, few studies have provided scales with which to accomplish this. This study revisited the Computer Game Attitude Scale developed by Chappell and Taylor in 1997, reworking the overall…

  16. How Teachers Integrate a Math Computer Game: Professional Development Use, Teaching Practices, and Student Achievement

    Science.gov (United States)

    Callaghan, M. N.; Long, J. J.; van Es, E. A.; Reich, S. M.; Rutherford, T.

    2018-01-01

    As more attention is placed on designing digital educational games to align with schools' academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers' using games for instruction and how such integration might impact students' achievement. This study seeks to (a) understand how teachers use…

  17. Can a "Shouting" Digital Game Help Learners Develop Oral Fluency in a Second Language?

    Science.gov (United States)

    Grimshaw, Jennica; Cardoso, Walcir; Waddington, David

    2016-01-01

    This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…

  18. Developing and testing ScrollQuest: A video game targeting rejection sensitivity in adolescents

    NARCIS (Netherlands)

    Tuijnman, A.; Granic, I.; Whitkin, J.; Engels, R.C.M.E.

    2017-01-01

    Depression affects a large proportion of adolescents and current interventions only have moderate effects. With the potential of video games for emotional and mental health in mind, we developed a video game for rejection sensitivity, which is a major risk factor for depression. A process of

  19. Policy, Personalities and Pedagogy: The Use of Simulation Games to Teach and Learn about Development Policy

    Science.gov (United States)

    Prinsen, Gerard; Overton, John

    2011-01-01

    Simulation games have a long history in education and are well suited to learning about negotiation, power, relationships and uncertain outcomes. This paper reflects on the experience of using a semester-long simulation game to introduce postgraduate students to development policy. It focuses on three issues identified in the literature--realism,…

  20. MOL: Developing a European-Style Board Game to Teach Organic Chemistry

    Science.gov (United States)

    Triboni, Eduardo; Weber, Gabriel

    2018-01-01

    Recently there has been a renewed interest in the development and use of pedagogical games, as they provide an interesting approach to the appropriation of knowledge in the context of active learning. However, most didactic games fail to completely implement a cycle of reflection and action, thereby fostering mostly lower-order thinking skills and…

  1. Differential model of macroeconomic growth with endogenic cyclicity

    Directory of Open Access Journals (Sweden)

    Mikhail I. Geraskin

    2017-09-01

    Full Text Available Objective to elaborate a mathematical model of economic growth taking into account the cyclical nature of macroeconomic dynamics with the model parameters based on the Russian economy statistics. Methods economic and mathematical modeling system analysis regression factor analysis econometric time series analysis. Results the article states that under unstable economic growth in Russia forecasting of strategic prospects of the Russian economy is one of the topical directions of scientific studies. Furthermore construction of predictive models should be based on multiple factors taking into account such basic concepts as the neoKeynesian HarrodDomar model Ramsey ndash Cass ndash Koopmans model S. V. Dubovskiyrsquos concept as well as the neoclassical growth model by R. Solow. They served as the basis for developing a multifactor differential economic growth model which is a modification of the neoclassical growth model by R. Solow taking into account the laborsaving and capitalsaving forms of scientifictechnical progress and the Keynesian concept of investment. The model parameters are determined based on the dynamics of actual GDP employment fixed assets and investments in fixed assets for 19652016 in Russia on the basis of official statistics. The generalized model showed the presence of longwave fluctuations that are not detected during the individual periods modeling. The cyclical nature of macroeconomic dynamics with a period of 54 years was found which corresponds to the parameters of long waves by N. D. Kondratiev. Basing on the model the macroeconomic growth forecast was generated which shows that after 2020 the increase of scientifictechnical progress will be negative. Scientific novelty a model is proposed of the scientifictechnical progress indicator showing the growth rate of the capital productivity ratio to the saving rate a differential model of macroeconomic growth is obtained which endogenously takes cyclicity into account

  2. The development of the Problematic Online Gaming Questionnaire (POGQ).

    Science.gov (United States)

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Griffiths, Mark D; Pápay, Orsolya; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila

    2012-01-01

    Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. The aim of this study was to uncover and operationalize the components of problematic online gaming. A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions--preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal--the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.

  3. The development of the Problematic Online Gaming Questionnaire (POGQ.

    Directory of Open Access Journals (Sweden)

    Zsolt Demetrovics

    Full Text Available BACKGROUND: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. AIM: The aim of this study was to uncover and operationalize the components of problematic online gaming. METHODS: A total of 3415 gamers (90% males; mean age 21 years, were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA and confirmatory factor analysis (CFA was applied. Latent profile analysis was applied to identify persons at-risk. RESULTS: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions--preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal--the 18-item Problematic Online Gaming Questionnaire (POGQ proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. CONCLUSIONS: The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.

  4. Why Models Matter: The Making and Unmaking of Governability in Macroeconomic Discourse

    Directory of Open Access Journals (Sweden)

    Benjamin Braun

    2014-06-01

    Full Text Available Like other branches of economic theory, macroeconomics has the potential not only to represent but also to perform the economy. This performative potential is greatest when a ‘governability paradigm’ is established within macroeconomic discourse – that is, when theory has produced both a sense of understanding and practical control over the economy. In such periods, macroeconomic models become embedded in the ideational infrastructure of the economy, making possible both the interpretation of past data and the formation of expectations regarding the future. Viewing macroeconomics as a quest for governability, this article traces the formation of two distinct governability paradigms: the neoclassical synthesis paradigm of the post-war era, and the new neoclassical synthesis paradigm of the 1990s and 2000s. It shows how in both cases macroeconomic discourse went through three phases: first, the formulation of a basic vision of the economy; second, the formalisation and operationalisation of this vision; and third, the development of methods to measure, estimate, and predict associated variables. These shifts in macroeconomics and its models matter because the establishment of a governability paradigm tends to produce overconfidence not only among economists and policymakers, but also among market actors. Macroeconomic discourse itself therefore contributes to the cycles of boom and bust in modern capitalist economies.

  5. Serious video games for health: How behavioral science guided the development of a serious video game

    Science.gov (United States)

    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 specifi...

  6. 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

    2010-01-01

    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…

  7. Exchange rate formation in Ukraine and its impact on macroeconomic indicators

    OpenAIRE

    Koroliuk Tatiana Aleksandrovna

    2014-01-01

    The factors of exchange rate formation in Ukraine are analyzes in this paper, the influence of exchange rate on macroeconomic indicators of development and the main priorities of the exchange rate policy are determined exchange.

  8. Cognitive development: gaming your way out of dyslexia?

    OpenAIRE

    Bavelier D; Green C S; Seidenberg M S

    2013-01-01

    A recent study found that dyslexic children trained on action video games show significant improvements on basic measures of both attention and reading ability, suggesting future directions for the study of dyslexia intervention paradigms.

  9. The development of attention skills in action video game players.

    Science.gov (United States)

    Dye, M W G; Green, C S; Bavelier, D

    2009-07-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets.

  10. Developing scenario-based serious games for complex cognitive skills acquisition: Design, development and evaluation of the EMERGO platform

    NARCIS (Netherlands)

    Slootmaker, Aad; Kurvers, Hub; Hummel, Hans; Koper, Rob

    2014-01-01

    Serious games are considered to provide powerful and attractive ways to acquire complex cognitive skills for education and training. But existing platforms for development of game-based e-learning often appear either not to be very user-friendly or too rigid or costly. This article addresses the

  11. Interplay of Languaging and Gameplay: Player-Game Interactions as Ecologies for Languaging and Situated L2 Development

    Science.gov (United States)

    Ibrahim, Karim Hesham Shaker

    2016-01-01

    The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…

  12. Questioning the Role of Children's Indigenous Games of Africa on Development of Fundamental Movement Skills: A Preliminary Review

    Science.gov (United States)

    Lyoka, Philemon A.

    2007-01-01

    This paper interrogates the role children's indigenous games of Africa can play in the development of fundamental movement skills relevant in modernized sports. On a daily basis, children in Africa play varieties of traditional games that vary between tribes, communities and distances. However, the efficacy of these games in the development of…

  13. A survey of strategic market games

    Directory of Open Access Journals (Sweden)

    Levando Dmitry

    2012-01-01

    Full Text Available The Strategic Market Game (SMG is the general equilibrium mechanism of strategic reallocation of resources. It was suggested by Shapley and Shubik in a series of papers in the 70s and it is one of the fundamentals of contemporary monetary macroeconomics with endogenous demand for money. This survey highlights features of the SMG and some of the most important current applications of SMGs, especially for monetary macroeconomic analysis.

  14. Learn 2D game development with C# for iOS, Android, Windows Phone, Playstation mobile and more

    CERN Document Server

    Sung, Kelvin; Zhu, Rob; Pavleas, Jebediah

    2014-01-01

    Focuses on teaching key game programming principles and techniques rather than platform specifics, which makes it very appealing to hobbyists and game enthusiasts, and anyone who is thinking about a future career in game development. Uses the free, open source MonoGame framework to make it easy to target a wide range of platforms including Windows 8, Windows Phone, iOS, Android, MacOSX and Playstation Mobile. There are currently no books on the market covering this framework. By the end of the book, readers will have built a full working game and they'll have their own game library of build

  15. The Study on the Effect of Educational Games for the Development of Students’ Logic-Mathematics of Multiple Intelligence

    Science.gov (United States)

    Li, Jing; Ma, Sujuan; Ma, Linqing

    Firstly, in this article, we expound the theory of the educational games and multiple intelligence and analyze the relationship between them. Then, further, we elaborate educational games' effect on the development of students' multiple intelligence, taking logic-mathematics intelligence for example. Also, we discuss the strategies of using educational games to improve students' intelligence. In a word, we can use the computer games to develop the students' multi-intelligence.

  16. Media and human capital development: Can video game playing make you smarter?1

    Science.gov (United States)

    Suziedelyte, Agne

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. PMID:25705064

  17. Media and human capital development: Can video game playing make you smarter?

    Science.gov (United States)

    Suziedelyte, Agne

    2015-04-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities.

  18. Gaming out online: Black lesbian identity development and community building in Xbox Live.

    Science.gov (United States)

    Gray, Kishonna L

    2017-11-22

    As gaming culture continues to marginalize women and people of color, other gamers are also highlighting the inequalities they face within digital gaming communities. While heterosexism and homophobia are commonplace within gaming culture, little is known about the actual experiences of "gaymers" and even less about "gaymers" of color. As such, this article seeks to explore lesbians of color and their experiences "gayming" out and online. Exploring identity development, community building, and connectivity via social networking, the women within this study articulate what it means to be lesbian online and how this impacts their physical and digital experiences. The private spaces within gaming culture that many marginalized groups inhabit are the few spaces that value the articulation of marginalized interests and viewpoints. Ethnographic observations reveal how supportive communities can improve resilience by mitigating the effects of stereotyping, microaggressions, and other discriminatory practices in online gaming.

  19. Television, video game and social media use among children with ASD and typically developing siblings.

    Science.gov (United States)

    Mazurek, Micah O; Wenstrup, Colleen

    2013-06-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children with ASD spent approximately 62% more time watching television and playing video games than in all non-screen activities combined. Compared with TD siblings, children with ASD spent more hours per day playing video games (2.4 vs. 1.6 for boys, and 1.8 vs. 0.8 for girls), and had higher levels of problematic video game use. In contrast, children with ASD spent little time using social media or socially interactive video games.

  20. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

    Science.gov (United States)

    Duncan, Lindsay R; Hieftje, Kimberly D; Culyba, Sabrina; Fiellin, Lynn E

    2014-03-01

    As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.

  1. The macroeconomics of vitreoretinal diseases.

    Science.gov (United States)

    Ko, George J; Brown, Melissa M; Brown, Gary C

    2005-06-01

    The purpose of this review is to examine the macroeconomics of vitreoretinal diseases. Approximately 6% of the Medicare Part B expenditure was spent on ocular diseases and 0.3% on vitreoretinal interventions. Among the 17,674 practicing ophthalmologists, 1849 (10.5%) designated themselves as specializing in the treatment of vitreoretinal diseases. Ophthalmologists receive 38% of their payments from Medicare; 13% of their total income were capitated. Age-related macular degeneration and diabetic retinopathy, two conditions commonly treated by vitreoretinal specialists, are projected to affect more than 10 million people in 2020. Vitreoretinal interventions account for only a small portion of the total health care expenditure. The rising demand from the aging population and health care costs will continue to put pressure on all physicians and society. The changes in the sources of payment and managed care will directly affect the economics of a physician's practice.

  2. Using serious gaming to transfer knowledge and develop soft skills in postgraduate education

    Science.gov (United States)

    Craven, Joanne; Corzo Perez, Gerald Augusto; Karimi, Poolad; Dastgheib, Ali

    2017-04-01

    "Serious gaming" is gaming designed for a purpose other than entertainment and involves using board games, computer games and role-plays or a combination of all, for serious purposes, such as education, outreach, training, or decision support. It is argued that this approach provides a safe environment which facilitates group learning, allows for "learning by experience" in fields where long timescales or high risks make real experience impossible, motivates learners and stimulates players from different disciplines to share knowledge with each other. UNESCO-IHE offers education to water sector professionals from around the globe. All the courses at UNESCO-IHE involve serious games in one way or another. A varied range of games is developed and/or used: the group sizes for the games range from 5 students to over 100. Sometimes they are used as simulations to illustrate feedbacks, tradeoffs, variability, uncertainty and other phenomena, create an awareness of multidimensional water related issues, and sometimes they are used to train and develop soft skills, such as interdisciplinary collaboration, creative problem identification and problem solving, teamwork and robust decision-making under uncertainty. Often, they are able to do both, which is a key strength of serious games as an education tool. These games are also been used in research and advisory projects as well to communicate research outputs to stakeholders and the public and together with them reach an optimum technical decision which is socially viable. This session will discuss the experience with these games and what lessons can be learned for the future.

  3. Teaching introductory game development with unreal engine: Challenges, strategies, and experiences

    Science.gov (United States)

    Head, Nicholas A.

    From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects

  4. Constructible Authentic Representations: Designing Video Games That Enable Players to Utilize Knowledge Developed In-Game to Reason about Science

    Science.gov (United States)

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

    While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…

  5. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity.

    Science.gov (United States)

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2017-08-29

    Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 "losing" artwork and game concepts into the winning ideas. Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during

  6. Impact of the macroeconomic factors on university budgeting the US and Russia

    Science.gov (United States)

    Bogomolova, Arina; Balk, Igor; Ivachenko, Natalya; Temkin, Anatoly

    2017-10-01

    This paper discuses impact of macroeconomics factor on the university budgeting. Modern developments in the area of data science and machine learning made it possible to utilise automated techniques to address several problems of humankind ranging from genetic engineering and particle physics to sociology and economics. This paper is the first step to create a robust toolkit which will help universities sustain macroeconomic challenges utilising modern predictive analytics techniques.

  7. Granger Causality Between The Stock Market Index and Macroeconomic Variables. A Study of Malaysia and Singapore

    OpenAIRE

    Sircar, Shadee Mosaddek

    2009-01-01

    This paper investigates the causal relationships that may be present between the stock market index of developing countries and their macroeconomic variables based on the Vector Error Correction Model (VECM) framework. The countries Malaysia and Singapore are chosen for the purpose of this paper, where FTSE KLCI index and the FTSE STI index are used to represent the stock market performances respectively for each country. The four macroeconomic variables analyzed and used in this paper are Co...

  8. The Effect of Macroeconomic Variables on Market Risk Premium : Study of Sweden, Germany and Canada

    OpenAIRE

    Tahmidi, Arad; Sheludchenko, Dmytro; Allahyari Westlund, Samira

    2011-01-01

    ABSTRACT Title The Effect of Macroeconomic Variables on Market Premium. Study of Sweden, Germany and Canada Authors Samira Allahyari Westlund Arad Tahmidi Dmytro Sheludchenko Supervisor Christos Papahristodoulou Key words Macroeconomic, market risk premium, GDP, inflation, money supply, primary net lending and net borrowing, regression analysis. Institution Mälardalen University School of Sustainable Development of Society and Technology Box 883, SE-721 23 Västerås Sweden Course Bachelor The...

  9. Development of fundamental movement skills through games and PA in preschool chldren

    OpenAIRE

    Kašparová, Alena

    2014-01-01

    Characterization work: Fundamental locomotor skills are: walking, running, jumping, crawling and throwing. Their development is influenced primarily by games and movement activities. Control over those skills guarantees proper physical development of children and also make important prerequisites for an adoption of heavier and more complex skills. The levels of fundamental locomotor skills are evaluated by the diagnostic resources. Goal and purpose:I created inspiromat of games and movement a...

  10. Marketing communication strategy of Finnish and Japanese mobile game developers and publishers

    OpenAIRE

    Cheng, Yi-Tung

    2017-01-01

    Both the marketing communication strategy of mobile game industry and the industry itself have been drastically evolving in the past years since the development of computation, data transfer and communication technology on mobile devices. Marketing communication has been considered a significant part in marketing strategy, but the marketing communication strategy, activity and channels were not well investigated so far. In this study, 9 SMEs Finnish and Japanese mobile game developers and pub...

  11. The Olympic Games as reflection conditions of development Ancient Greek civilization in Hellenism period

    Directory of Open Access Journals (Sweden)

    Kasianenko Ol'ga Gennadievna

    2009-02-01

    Full Text Available The author has realized the historical analysis of the Olympic Games at consideration the conditions of Ancient Greek civilization development in Hellenism period. Had presented the division into the periodization of Greek civilization development in which had learned a major changes in the world-view of Hellenes under the A. Macedonian influence, notably: professionalization of sport and gradual fading of ideals, making basis of olympism, and also Christianity following late which results in the decline of the Olympic Games.

  12. The Model of Games to Develop Fundamental Movement of Kindergarten Students

    Directory of Open Access Journals (Sweden)

    Kristanto Adi Nugroho

    2018-05-01

    Full Text Available The study aimed for developing a game model to optimize the achievement of the fundamental movement of kindergarten students. The results of the research were expected to be a credible and standardized reference for teachers in teaching. The research was conducted using research and development method which was divided into two stages, namely pre-development stage and development stage. The pre-development stage consisted of literature review, relevant research and preliminary studies. The development stage consisted of drafting, expert validation, limited-scale trials, large-scale trials, and operational trials. Expert validation involved two experts using focus group discussion (FGD techniques. The limited scale and extensive test were conducted to see the aspects of substantive content, and the implementation of the model has been qualitatively suitable for the use in the kindergarten. There were 10 children as research subjects were tested on a limited-scale test and there were 24 children on a large-scale test. In operational test using experimental method, there were 47 children. The Instruments used in data collection process at the pre-development stage were interview guides and field notes while in the development stage the researcher used questionnaires and Fundamental Motor Pattern Assessment Instrument to measure the level of motion skills of the children. The data analysis techniques used were qualitative and quantitative analysis (statistics. Result studied of the development of the game model consisted of ten game models, namely: 1 the flying bird game; 2 the ball relay game; 3 The ball kicking game; 4 the balloon tapping game; 5 the seeking and jumping game; 6 the arranging letter game; 7 the sticking picture game; 8 the composing names game; 9 the frog counting game, and 10 the numbers adventure games. Based on the content validator’s assessment, the content of materials was 86 points (82% which was in very good category, the

  13. The challenges of developing a contrast-based video game for treatment of amblyopia.

    Science.gov (United States)

    Hussain, Zahra; Astle, Andrew T; Webb, Ben S; McGraw, Paul V

    2014-01-01

    Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0-3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings.

  14. DEVELOPMENT OF A GAME FOR THE EVALUATION OF OPERATIVE STRUCTURE IN TEENAGERS WITH DOWN SYNDROME

    Directory of Open Access Journals (Sweden)

    Flávio Cezar Amate

    2014-05-01

    Full Text Available When an individual presents some type of mental deficiency, there is a tendency to expose him to innumerous evaluations, repeating them several times in a short period so as to verify his development. In some cases, the evaluation is tiring and could lead to the desistance of the person evaluated and to the   exhaustion of the appraiser. In this article a computational game was developed in Flash for teenagers with the Down Syndrome that demonstrate light or moderate mental deficiency to evaluate cognitive seriation functions and classes inclusion based on the Jean Piaget theory. The game is set up in a kitchen where the individual  to be evaluated  helps the principal character in achieving tasks. After the termination of the activities a report is made with the  analysis  of the operative structures  demonstrated. To evaluate the efficiency of the game, the subjects went through the evaluation of the operative tests and then played the game. Two pilot tests were made and applied to 13 teenagers with the Down Syndrome. The analysis showed that the method minimizes subjectivity and manipulation of the material needing less time making the report as the  game is produced immediately. There was a bigger interest because the game contextualizes the tests even when the individual had verbal difficulty  the evaluation access was possible through the game which didn´t occur when applied in the real tests

  15. Systematic Design and Rapid Development of Motion-Based Touchless Games for Enhancing Students’ Thinking Skills

    Directory of Open Access Journals (Sweden)

    Ioannis Altanis

    2018-01-01

    Full Text Available During the last few years, there has been a growing interest in students getting engaged in digital game-making activities so as to enhance their thinking skills. The findings of studies that have examined the impact of such initiatives are quite positive, especially concerning the promotion of 21st century skills; however, many students seem to face difficulties in getting a deeper understanding of the game development life cycle. Additionally, students often have difficulties in meaningfully reusing and applying the concepts from various subjects, mainly mathematics and physics, into their game-making tasks or in understanding advanced programming commands while creating their games. The present study presents an innovative game-making teaching approach that suggests a series of steps for the systematic design and rapid development of motion-based touchless games, i.e., games that are based on natural user interaction technologies, like the Microsoft Kinect camera. Findings from evaluation studies in two (2 secondary schools indicate that this approach can increase student motivation, strengthen their computational thinking, enhance their understanding of geometric principles and improve their social skills.

  16. Examining human behavior in video games: The development of a computational model to measure aggression.

    Science.gov (United States)

    Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin

    2018-06-01

    Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.

  17. The challenges of developing a contrast-based video game for treatment of amblyopia

    Directory of Open Access Journals (Sweden)

    Zahra eHussain

    2014-11-01

    Full Text Available Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on twenty amblyopic subjects (ten children and ten adults, who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 hours. Contrast thresholds from the game improved reliably for adults but not for children. However, LogMAR acuity improved for both groups (mean: 1.3 lines; range: 0-3.6 lines. We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings.

  18. Developing a health education game for preschoolers: What should we consider?

    Science.gov (United States)

    Arbianingsih; Rustina, Yeni; Krianto, Tri; Ayubi, Dian

    2018-02-01

    To provide a comprehensive picture of what preschoolers prefer in computer game so that such game may be developed as a medium in health education. This is an important step to attract the children's attention so that the learning objectives from the educational game can be achieved. This study used descriptive qualitative approach and involved seven children aged from three to six years. Purposive sampling was used to choose participants in accordance with the inclusion criteria. Participants were also chosen on the basis of whether they had good communication skills based on evaluation by their teachers. Data were collected through interviews and observation of types and models preferred by preschoolers followed by the analysis process using the Colaizzi method. Research showed there were three characteristic features of games preferred by preschoolers: 1) main character was preferred to be a moving creature, contain elements of fantasy, and have an attractive appearance; 2) game model was favored when it involved activities and rewards, and 3) the use of bright colors, particularly primary and secondary colors. To develop an appealing game for preschoolers, features such as the main character, activities in the games, and bright colors should be considered. Copyright © 2018 Elsevier España, S.L.U. All rights reserved.

  19. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach.

    Science.gov (United States)

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  20. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach

    Science.gov (United States)

    Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping

    2017-01-01

    In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger

  1. Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach

    Directory of Open Access Journals (Sweden)

    Ming-Hsin Lu

    2017-10-01

    Full Text Available In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical

  2. Gamification Quest:* Design and Development of a gamification game

    OpenAIRE

    Alisandra Senabre, Luis

    2017-01-01

    Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2016/2017 Nowadays video games are taking a more active role in our society. A field in which they have not yet highlighted but have great potential is in the education system. In this document, Gamification Quest: * is presented. It forms part of a bigger educational project named Gamification Quest which pretends to join the education system with video games, in order to motivate the students...

  3. Review of Selected Macroeconomic Factors Impacting Building ...

    African Journals Online (AJOL)

    Ethiopian Journal of Environmental Studies and Management ... This study therefore investigates the impact of macro-economic indicators on the prices of ... factors, Construction projects, Procurement, prices, Building Materials, Delivery ...

  4. Experiments on Expectations in Macroeconomics and Finance

    NARCIS (Netherlands)

    Assenza, Tiziana; Bao, Te; Hommes, Cars; Massaro, Domenico; Duffy, John

    Expectations play a crucial role in finance, macroeconomics, monetary economics, and fiscal policy. In the last decade a rapidly increasing number of laboratory experiments have been performed to study individual expectation formation, the interactions of individual forecasting rules, and the

  5. Modern Paradigm in Macroeconomic Monetary Theories

    Directory of Open Access Journals (Sweden)

    Daniel Lipară

    2016-01-01

    We appreciated that in order to achieve macroeconomic stability a mix between monetary andfiscal policies is needed, fixed rules should be applied in interdependence with discretionarygovernment measures and acting upon incomes is the best way to fight against inflation.

  6. Deregulation and Macroeconomic Drivers Of Foreign Direct ...

    African Journals Online (AJOL)

    Deregulation and Macroeconomic Drivers Of Foreign Direct Investment In Nigerian Agriculture (1970 -2009): An Econometric Analysis. ... The study showed that foreign exchange and the economic deregulation policy of Nigerian government ...

  7. The Fan Effect Co-production, Communication & Dispute Between Digital Game Fans, Developers and Publishers

    OpenAIRE

    Jalamo, Tuomas

    2016-01-01

    This study analyses the relationship between video game fans, developers and publishers. The topic is approached via a case study that explores online fan reviews of the video game Mass Effect 3 at the Metacritic website. The game had a controversial ending, which was posthumously altered due to negative feedback from the fans. The study seeks to understand the ways in which the case study reflects the issues between the fans and the industry and how these themes are related to the wider disc...

  8. Macroeconomic impact of the Solar Thermal Electricity Industry in Spain

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2011-10-15

    In the last three years, Solar Thermal Electricity (STE) in Spain has grown significantly. Its weight within the renewables mix is becoming relevant, and even more so, its impact on economics, society, the environment, and reducing energy dependence. This report was carried out by Deloitte for Protermosolar to quantitatively and qualitatively evaluate the main macroeconomic variables derived from the development of this technology in Spain from 2008 to 2010, and forecast its possible future impact.

  9. Tax Revenue and Macroeconomic Growth in Nigeria: A Contextual Analysis

    OpenAIRE

    Miftahu Idris; Tunku Salhabinti Tunku Ahmad

    2017-01-01

    This paper aims at evaluating the influence of tax revenue on the macroeconomic management of the Nigerian economy using a conceptual approach. By so doing, a comprehensive review of the literature as well as in-depth analysis of tax structure are critically conducted. Undeniably, an insight that shows a precise influence or relationship between tax revenue and the nation’s growth can be regarded as a working tool for policymakers particularly in developing countries. In view of that, this pa...

  10. Macroeconomic Variables Affecting Bist30 Index Value in Turkey

    OpenAIRE

    Özge KORKMAZ; Eşref Savas BASCI; Süleyman Serdar KARACA

    2016-01-01

    In finance literature, main financial stock indices are important to determine country’s financial development and it’s behavior against the effect of macro-economic conditions. These conditions can listed as interest rate, inflation rate, money supply, exchange rate, industrial production index, and etc.  In changing world economy, macro economic conditions can affect to the financial stability and capital markets. Some economies have a financial vulnerability, and it is important to measure...

  11. International Trade and Macroeconomic Dynamics with Heteroegenous Firms

    OpenAIRE

    Ghironi, Fabio; Melitz, Marc J

    2004-01-01

    We develop a stochastic, general equilibrium, two-country model of trade and macroeconomic dynamics. Productivity differs across individual, monopolistically competitive firms in each country. Firms face a sunk entry cost in the domestic market and both fixed and per-unit export costs. Only relatively more productive firms export. Exogenous shocks to aggregate productivity and entry or trade costs induce firms to enter and exit both their domestic and export markets, thus altering the composi...

  12. Mobile Game for Learning Bacteriology

    Science.gov (United States)

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  13. Developing 21st Century Chemistry Learning through Designing Digital Games

    Science.gov (United States)

    Lay, Ah-Nam; Osman, Kamisah

    2018-01-01

    The purpose of this study is to investigate the effect of Malaysian "Kimia" (Chemistry) Digital Games (MyKimDG) module on students' achievement and motivation in chemistry as well as 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination of cognitive, sociocultural and motivational aspects to…

  14. The structuralist tradition in economics: methodological and macroeconomics aspects

    Directory of Open Access Journals (Sweden)

    FABRÍCIO MISSIO

    2015-06-01

    Full Text Available This paper examines the structuralist tradition in economics, emphasizing the role that structures play in the economic growth of developing countries. Since the subject at hand is evidently too large to cover in a single article, an emphasis has been brought to bear upon the macroeconomic elements of such a tradition, while also exploring its methodological aspects. It begins by analysing some general aspects of structuralism in economics (its evolution and origins associated with ECLAC thought, in this instance focusing on the dynamics of the center-periphery relationship. Thereafter, the macroeconomic structuralism derived from the works of Taylor (1983, 1991 is presented, followed by a presentation of neo-structuralism. Centred on the concept of systemic competitiveness, this approach defines a strategy to achieve the high road of globalization, understood here as an inevitable process in spite of its engagement being dependent on the policies adopted. The conclusions show the genuine contributions of this tradition to economic theory.

  15. Sustainability transitions in the perspective of ecological macroeconomics

    DEFF Research Database (Denmark)

    Røpke, Inge

    2013-01-01

    Globally, societies are facing a number of serious environmental, economic and social crises. Although the multiple crises are interrelated, research communities tend to be organised around specific complexes of problems. This paper is intended to contribute to the development of an ecological...... macroeconomics that addresses multiple crises by including insights from different, partly overlapping research communities. The main idea is to explore the usefulness of combining three different system perspectives in the study of sustainability transitions: socio-technical provision systems, distributional...... systems and macroeconomic systems. First, the theoretical concept of sustainability and the different system perspectives are outlined, and then the perspectives are brought together in the discussion of a specific topic that is key to sustainable transition: the need for considerable resources to invest...

  16. DUAL MONETARY SYSTEM AND MACROECONOMIC PERFORMANCE IN INDONESIA

    Directory of Open Access Journals (Sweden)

    Sri Herianingrum

    2016-02-01

    Full Text Available This research aims to evaluate the impact of dual monetary policy shock on macroeconomic indicators of Indonesia: growth and inflation. In addition, this study will also examine whether conventional monetary policy has a particular impact upon Islamic banking sector. This research apply VAR (vector auto regressive method on monthly data from Bank Of Indonesia during the period of January 2010 to December 2013. The result of IRF explain that the interest rate channel find the hard way to accomplished the macroeconomic goals while the Islamic monetary instrument indicates the potential growth of output and hold the inflation low. The result of VDC describes that the Islamic instrument still affected by conventional monetary policy because of slow development in Islamic monetary systemDOI: 10.15408/aiq.v8i1.1990

  17. Dual Monetary System and Macroeconomic Performance in Indonesia

    Directory of Open Access Journals (Sweden)

    Sri Herianingrum

    2016-02-01

    Full Text Available This research aims to evaluate the impact of dual monetary policyshock on macroeconomic indicators of Indonesia: growth and inflation. Inaddition, this study will also examine whether conventional monetary policy hasa particular impact upon Islamic banking sector. This research apply VAR (vectorauto regressive method on monthly data from Bank Of Indonesia during theperiod of January 2010 to December 2013. The result of IRF explain that theinterest rate channel find the hard way to accomplished the macroeconomic goalswhile the Islamic monetary instrument indicates the potential growth of outputand hold the inflation low. The result of VDC describes that the Islamic instrumentstill affected by conventional monetary policy because of slow development inIslamic monetary systemDOI: 10.15408/aiq.v8i1.2509

  18. Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game play.

    Science.gov (United States)

    Rosa, Rita L; Ridgers, Nicola D; Barnett, Lisa M

    2013-12-01

    This article presents a direct observational tool for assessing children's body movements and movement skills during active video games. The Observation Tool of Active Gaming and Movement (OTGAM) was informed by the Test of Gross Motor Development-2. 18 elementary school children (12 boys, 6 girls; M age = 6.1 yr., SD = 0.9) were observed during Nintendo Wii game play. Using the OTAGM, researchers were able to capture and quantify the children's body movements and movement skills during active play of video games. Furthermore, the OTAGM captured specific components of object control skills: strike, throw, and roll. Game designers, health promotion practitioners, and researchers could use this information to enhance children's physical activity and movement skills.

  19. Game-Aided Education for Transportation Engineering: Design, Development, and Assessment

    OpenAIRE

    Wang, Qichao

    2017-01-01

    Transportation engineering is a wide area that covers different topics including traffic planning, highway design, pavement design, traffic safety, and traffic control. Certain concepts in those topics are challenging and are hard to understand based on textbooks and lectures. In this work, we developed five web games targeting the five topics in transportation engineering education to improve students’ understanding of those hard concepts. The games are hosted in a website server. Students c...

  20. Playing Active Video Games may not develop movement skills: An intervention trial

    OpenAIRE

    Barnett, Lisa M.; Ridgers, Nicola D.; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, u...

  1. DEVELOPING VISUAL NOVEL GAME WITH SPEECH-RECOGNITION INTERACTIVITY TO ENHANCE STUDENTS’ MASTERY ON ENGLISH EXPRESSIONS

    OpenAIRE

    Elizabeth Anggraeni Amalo; Imam Dui Agusalim; Citra Devi Murdaningtyas

    2017-01-01

    The teaching of English-expressions has always been done through conversation samples in form of written texts, audio recordings, and videos. In the meantime, the development of computer-aided learning technology has made autonomous language learning possible. Game, as one of computer-aided learning technology products, can serve as a medium to provide educational contents like that of language teaching and learning. Visual Novel is considered as a conversational game that is suitable to be c...

  2. Digital gaming and second language development: Japanese learners interactions in a MMORPG

    OpenAIRE

    Mark Peterson

    2011-01-01

    Massively multiplayer online role-playing games (MMORPGs) are identified as valuable arenas for language learning, as they provide access to contexts and types of interaction that are held to be beneficial in second language acquisition research. This paper will describe the development and key features of these games, and explore claims made regarding their value as environments for language learning. The discussion will then examine current research. This is followed by an analysis of t...

  3. Video game play, attention, and learning: how to shape the development of attention and influence learning?

    Science.gov (United States)

    Cardoso-Leite, Pedro; Bavelier, Daphne

    2014-04-01

    The notion that play may facilitate learning has long been touted. Here, we review how video game play may be leveraged for enhancing attentional control, allowing greater cognitive flexibility and learning and in turn new routes to better address developmental disorders. Video games, initially developed for entertainment, appear to enhance the behavior in domains as varied as perception, attention, task switching, or mental rotation. This surprisingly wide transfer may be mediated by enhanced attentional control, allowing increased signal-to-noise ratio and thus more informed decisions. The possibility of enhancing attentional control through targeted interventions, be it computerized training or self-regulation techniques, is now well established. Embedding such training in video game play is appealing, given the astounding amount of time spent by children and adults worldwide with this media. It holds the promise of increasing compliance in patients and motivation in school children, and of enhancing the use of positive impact games. Yet for all the promises, existing research indicates that not all games are created equal: a better understanding of the game play elements that foster attention and learning as well as of the strategies developed by the players is needed. Computational models from machine learning or developmental robotics provide a rich theoretical framework to develop this work further and address its impact on developmental disorders.

  4. A Comparison of Microeconomic and Macroeconomic Approaches to Deforestation Analysis

    Directory of Open Access Journals (Sweden)

    Jeff Felardo

    2016-01-01

    Full Text Available The economics of deforestation has been explored in detail. Generally, the frame of analysis takes either a microeconomics or macroeconomics approach. The microeconomics approach assumes that individual decision makers are responsible for deforestation as a result of utility maximizing behavior and imperfect property right regimes. The macroeconomics approach explores nationwide trends thought to be associated with forest conversion. This paper investigates the relationship between these two approaches by empirically testing the determinants of deforestation using the same data set from Thailand. The theory for both the microeconomics-based and macroeconomics-based approaches are developed and then tested statistically. The models were constructed using established theoretical frames developed in the literature. The results from both models show statistical significance consistent with prior results in the tropical deforestation literature. A comparison of the two approaches demonstrates that the macro approach is useful in identifying relevant aggregate trends in the deforestation process; the micro approach provides the opportunity to isolate factors of those trends which are necessary for effective policy decisions.

  5. Macroeconomic Assessment of Voltage Sags

    Directory of Open Access Journals (Sweden)

    Sinan Küfeoğlu

    2016-12-01

    Full Text Available The electric power sector has changed dramatically since the 1980s. Electricity customers are now demanding uninterrupted and high quality service from both utilities and authorities. By becoming more and more dependent on the voltage sensitive electronic equipment, the industry sector is the one which is affected the most by voltage disturbances. Voltage sags are one of the most crucial problems for these customers. The utilities, on the other hand, conduct cost-benefit analyses before going through new investment projects. At this point, understanding the costs of voltage sags become imperative for planning purposes. The characteristics of electric power consumption and hence the susceptibility against voltage sags differ considerably among different industry subsectors. Therefore, a model that will address the estimation of worth of electric power reliability for a large number of customer groups is necessary. This paper introduces a macroeconomic model to calculate Customer Voltage Sag Costs (CVSCs for the industry sector customers. The proposed model makes use of analytical data such as value added, annual energy consumption, working hours, and average outage durations and provides a straightforward, credible, and easy to follow methodology for the estimation of CVSCs.

  6. 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.

  7. PROGame: A process framework for serious game development for motor rehabilitation therapy.

    Science.gov (United States)

    Amengual Alcover, Esperança; Jaume-I-Capó, Antoni; Moyà-Alcover, Biel

    2018-01-01

    Serious game development for rehabilitation therapy is becoming increasingly popular because of the motivational advantages that these types of applications provide. Consequently, the need for a common process framework for this category of software development has become increasingly evident. The goal is to guarantee that products are developed and validated by following a coherent and systematic method that leads to high-quality serious games. This paper introduces a new process framework for the development of serious games for motor rehabilitation therapy. We introduce the new model and demonstrate its application for the development of a serious game for the improvement of the balance and postural control of adults with cerebral palsy. The development of this application has been facilitated by two technological transfer contracts and is being exploited by two different organizations. According to clinical measurements, patients using the application improved from high fall risk to moderate fall risk. We believe that our development strategy can be useful not only for motor rehabilitation therapy, but also for the development of serious games in many other rehabilitation areas.

  8. Comparing video games and laparoscopic simulators in the development of laparoscopic skills in surgical residents.

    Science.gov (United States)

    Adams, Barbara J; Margaron, Franklin; Kaplan, Brian J

    2012-01-01

    The video game industry has become increasingly popular over recent years, offering photorealistic simulations of various scenarios while requiring motor, visual, and cognitive coordination. Video game players outperform nonplayers on different visual tasks and are faster and more accurate on laparoscopic simulators. The same qualities found in video game players are highly desired in surgeons. Our investigation aims to evaluate the effect of video game play on the development of fine motor and visual skills. Specifically, we plan to examine if handheld video devices offer the same improvement in laparoscopic skill as traditional simulators, with less cost and more accessibility. We performed an Institutional Review Board-approved study, including categorical surgical residents and preliminary interns at our institution. The residents were randomly assigned to 1 of 3 study arms, including a traditional laparoscopic simulator, XBOX 360 gaming console, or Nintendo DS handheld gaming system. After an introduction survey and baseline timed test using a laparoscopic surgery box trainer, residents were given 6 weeks to practice on their respective consoles. At the conclusion of the study, the residents were tested again on the simulator and completed a final survey. A total of 31 residents were included in the study, representing equal distribution of each class level. The XBOX 360 group spent more time on their console weekly (6 hours per week) compared with the simulator (2 hours per week), and Nintendo groups (3 hours per week). There was a significant difference in the improvement of the tested time among the 3 groups, with the XBOX 360 group showing the greatest improvement (p = 0.052). The residents in the laparoscopic simulator arm (n = 11) improved 4.6 seconds, the XBOX group (n = 10) improved 17.7 seconds, and the Nintendo DS group (n = 10) improved 11.8 seconds. Residents who played more than 10 hours of video games weekly had the fastest times on the simulator

  9. The potential of folk tabletop games in the development of the intelligence and creativity of children

    Directory of Open Access Journals (Sweden)

    Mariia Baisheva

    2017-11-01

    Full Text Available The modern education is dominantly targeted at the left hemisphere. It draws insufficient attention to the harmonization of the functioning of both brain hemispheres. This has a negative impact on the development of the abilities of children and is especially detrimental to boys and those children who are brought up in the natural environment. In this regard, one of the solutions is folk tabletop games, but their potential in the development of the intelligence and creativity of children has been insufficiently explored. The goal of the research is to identify and substantiate the potential of the Sakha’s tabletop games for the development of the intellectual and creative abilities of children aged 5-7 years. The scientific novelty of the research consists in the fact that the problem under study enriches the theoretical and methodological bases of using tabletop games in the intellectual development of children in preschool education. The study was carried out longitudinally. The following was studied: the influence of games on the development of intellectual, creative, and insight abilities of children aged 5-7 years, as well as their interconditionality. The obtained results are discussed from the point of view of their correspondence with both the data available in science and the hypothesis of the study. The discussion emphasizes that the tabletop games of the Sakha are the most meaningfully represented in the study as the functional space for the development of intellectual and creative abilities of children. In the conclusion, it is emphasized that folk tabletop games are the means for qualitative enrichment of all the basic factors of intelligence in operations, contents, and final products of thinking. The study has proven the idea of treating tabletop games as a substantial source of development of the harmonious activity of both brain hemispheres.

  10. Considerations for a regional energy - environment game. [Development and application of methodology

    Energy Technology Data Exchange (ETDEWEB)

    Denton, J; Saaty, T; Blair, P; Ma, F; Ojalvo, S; Rahbar, F; Shimamoto, G

    1975-06-30

    The elements and structure of a small-scale regional energy-environment game are presented, with special emphasis on the definition of appropriate actors and state variables as well as characterization of the target region for which the game is designed. The results of this Phase I game will be used to aid the design of components in a more comprehensive game (Phase II) that can be used for investigating various energy-environment scenarios in a regional assessment study program. The principal results that will be used in the Phase II effort are: (1) definition of the target region; (2) development of reference scenarios describing energy-environment trends and mechanisms within the target region; (3) characterization of principal actors involved in the regional energy - environment system; and (4) definition of a set of factors or state variables that reflect the state of that system. (auth)

  11. Innovative design with learning reflexiveness for developing the Hamiltonian circuit learning games

    Directory of Open Access Journals (Sweden)

    Meng-Chien Yang

    2018-02-01

    Full Text Available In this study, we use a new proposed framework to develop the Hamiltonian circuit learning games for college students. The framework is for enhancing learners’ activities with learning reflexiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular research topic. The Hamiltonian circuit is an important concepts for learning many computer science and electric engineering topics, such as IC design routing algorithm. The developed games use guiding rules to enable students to learn the Hamiltonian circuit in complicate graph problem. After the game, the learners are given a reviewing test which using the animation film for explaining the knowledge. This design concept is different from the previous studies. Through this new design, the outcome gets the better learning results under the effect of reflection. The students will have a deeper impression on the subject, and through self-learning and active thinking, in the game will have a deeper experience.

  12. Criticism of the Classical Theory of Macroeconomic Modeling

    Directory of Open Access Journals (Sweden)

    Konstantin K. Kumehov

    2015-01-01

    Full Text Available Abstract: Current approaches and methods of modeling of macroeconomic systems do not allow to generate research ideas that could be used in applications. This is largely due to the fact that the dominant economic schools and research directions are building their theories on misconceptions about the economic system as object modeling, and have no common methodological approaches in the design of macroeconomic models. All of them are focused on building a model aimed at establishing equilibrium parameters of supply and demand, production and consumption. At the same time as the underlying factors are not considered resource potential and the needs of society in material and other benefits. In addition, there is no unity in the choice of elements and mechanisms of interaction between them. Not installed, what are the criteria to determine the elements of the model: whether it is the institutions, whether the industry is whether the population, or banks, or classes, etc. From the methodological point of view, the design of the model all the most well-known authors extrapolated to the new models of the past state or past events. As a result, every time the model is ready by the time the situation changes, the last parameters underlying the model are losing relevance, so at best, the researcher may have to interpret the events and parameters that are not feasible in the future. In this paper, based on analysis of the works of famous authors, belonging to different schools and areas revealed weaknesses of their proposed macroeconomic models that do not allow you to use them to solve applied problems of economic development. A fundamentally new approaches and methods by which it is possible the construction of macroeconomic models that take into account the theoretical and applied aspects of modeling, as well as formulated the basic methodological requirements.

  13. Macroeconomic and industry-specific determinants of Greek bank profitability

    Directory of Open Access Journals (Sweden)

    Zampara, K.

    2017-03-01

    Full Text Available Purpose: The purpose of this paper is to investigate the external factors that influence the profitability of a typical Greek systemic bank over the period 2001 – 2014. Design/Methodology/Approach: A conceptual framework incorporating two fundamental groups of const ructs, namely, macroeconomic forces and industry related factors, was developed. Two constructs were examined in the former: GDP growth rate and unemployment rate, whilst two attributes were explored in the latter; the bank's market share, both in terms of deposits and in terms of assets, and the banking market growth, also both in terms of the market's total assets and total deposits. In order to isolate the effects of the ongoing financial crisis, the research was undertaken for two periods, firstly 2001 to 2014 and secondly, the period 2001 - 2011, which excluded the deep recession. Consequently, multiple regression analysis was conducted and linear models were specified by means of OLS. Findings: The empirical analysis revealed that both macroeconomic forces and industry-related factors affect bank profitability. As far as the macroeconomic factors are concerned, unemployment rate has a negative impact, whereas the GDP growth rate has a positive impact on bank profitability. The industry -related factors, rate of growth of the industry's deposits and bank's assets market share have a positive impact on the financial performance of the bank. Finally, the rate of growth of the industry's assets and the bank's deposits market share have a negative effect on bank profitability. Originality/Value: This study reveals the mechanism determining bank profitability over a recent period that includes the financial crisis. Moreover, understanding the impact of macroeconomic forces as well as industry related attributes on bank profitability may enable banks to focus on the most critical factors in their decision process.

  14. Validation of game scenarios for the assessment of professional competence: Development of a serious game for system managers in training

    NARCIS (Netherlands)

    Hummel, Hans; Nadolski, Rob; Joosten-ten Brinke, Desirée; Baartman, Liesbeth

    2014-01-01

    Serious games hold potential for fostering the acquisition of more complex problem solving skills in professional practice. However, until now the empirical evidence on these workplace learning effects of serious games has remained rather scarce. Therefore such games have hardly been adopted for

  15. Families in the context of macroeconomic crises: A systematic review.

    Science.gov (United States)

    Fonseca, Gabriela; Cunha, Diana; Crespo, Carla; Relvas, Ana Paula

    2016-09-01

    The present study is a systematic review of empirical literature from the last 35 years on families' responses to economic distress in the context of macroeconomic crises. Thirty-nine studies published between 1983 and 2015 in 12 countries were identified, resulting in 3 main findings. First, economic distress was associated with negative changes in family dynamics, specifically couple relationships and parenting. Second, protective factors were found to buffer the adverse effects of economic distress on family and individual outcomes. Third, the results suggest that individual responses to macroeconomic crises may be moderated by sex. Implications for future research encompass using validated assessment instruments, including participants beyond 2-parent families with adolescent children and conducting both longitudinal and qualitative studies that focus on the processes and meanings of adaptation within this risk context. Conclusions highlighted the need to assist families dealing with macroeconomic crises' demands, encouraging the development and validation of macrosystemic intervention programs. (PsycINFO Database Record (c) 2016 APA, all rights reserved).

  16. Teaching Using Computer Games

    Science.gov (United States)

    Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat

    2011-01-01

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…

  17. Rule Making and Rule Breaking: Game Development and the Governance of Emergent Behaviour

    Directory of Open Access Journals (Sweden)

    Jennifer R. Whitson

    2010-07-01

    Full Text Available Discussions of ‘control’ in games often center on players and their myriad attempts to push back upon the systems that seek to constrain them. The fact that players resist the constraints imposed upon them is not surprising, nor is it surprising that counterplay and control are such rich topics for game studies academics. In this article, I argue that players are invited by games to bend the rules. It is in the very nature of play to find the movement between the rules, and for many players the ‘fun’ in play is the inherent challenge of attempting to master, defeat, or remake games’ formal structures. These rationalities of play preclude blind obedience to the rules and have distinct implications for how games are governed. While there have been numerous studies of players who bend or break the rules (Consalvo, 2007; Foo and Koivisto, 2004; Dibbell, 1998; Kolko and Reid, 1998; Williams, 2006; Mnookin, 1997 and players who alter and re-make the rules in their role of co-producers (Sotamaa, 2009; Kücklich, 2005; Humphreys, 2005; Taylor, 2006b, there is little research on game development companies and their attempts to harness these rationalities of play and uphold the rules beyond the reflexive writings of game designers themselves (Curtis, 1992; Morningstar and Farmer, 1991; Koster, 2002.

  18. Methods of Strength Development in Boys of Primary School Age Using Active Games

    Directory of Open Access Journals (Sweden)

    С. І. Марченко

    2016-09-01

    Full Text Available The research objective is to analyze the effect of games on the dynamics of strength development in boys of the second-fourth grades. Research methods: theoretical analysis and collation of scientific and methodological literature, method of control testing, pedagogical experiment, methods of mathematical statistics. Research results. The paper addresses the feasibility of further scientific substantiation for the effect of the number of games, the number of repetitions, the intervals of rest and their interrelation on the change in the strength indicators for boys of primary school age. The study has revealed that strength development requires that the pupils of the second and the third grades perform four games, while the pupils of the fourth grade — five games. The number of repetitions for the pupils of the second grade is one and two, for the pupils of the third grade — two, and for the boys of the fourth grade — three, with 40-second intervals for rest. The most effective development manifests in the second and the fourth grades during 20 classes, and in the third grade —during 30 classes. After that, it is advisable to use other means. The game duration varies from two to five minutes. Conclusions. The results obtained during the experiment give reason to recommend that primary school teachers, coaches and parents use active games in physical education, sports training and individual motor activity of boys of primary school age. These games should aim at developing strength abilities, both purposefully and in complex with regard to the duration and pace (intensity of their performance.

  19. StreetWise: developing a serious game to support forensic mental health service users' preparation for discharge: a feasibility study.

    Science.gov (United States)

    Reynolds, L M; Davies, J P; Mann, B; Tulloch, S; Nidsjo, A; Hodge, P; Maiden, N; Simpson, A

    2017-05-01

    WHAT IS KNOWN ON THE SUBJECT?: Serious gaming can support learning and development. The use of serious games for skills development and the rehearsal of the management of events that cannot be replicated in real life is well established. Few serious games have been used in mental health services, and none in forensic mental health care. WHAT THIS PAPER ADDS TO EXISTING KNOWLEDGE?: How a serious game may be coproduced by forensic mental health service users and game developers The acceptability of the therapeutic use of serious gaming by forensic mental health service users and providers. WHAT ARE THE IMPLICATIONS FOR PRACTICE?: Computer games may be used by practitioners in their therapeutic work with forensic mental health service users. Mental health nurses to use serious games to creatively and safely bridge the gap for service users between receiving care in controlled environments and living more independent in the community. Introduction Assessment of users' skills and confidence to safely respond to risky community-based situations underpins discharge planning. Serious games have been used for skills development, and this study trialled their use in forensic mental health services. Aim The aim was to develop and test the acceptability and usability of an innovative serious game to support forensic mental health service users' preparation for discharge. Method A prototype serious game was developed by service users and researchers. Acceptability and usability testing was undertaken and service providers interviewed about the acceptability of serious gaming for forensic mental health services. Result A prototype game was produced and successfully trialled by service users. However, both service users and providers identified that work needed to be done to develop and test a game with greater complexity. Discussion The acceptability and usability of using serious games to support service users to develop skills needed for successful discharge was demonstrated

  20. Macro-economic Impact Study for Bio-based Malaysia

    NARCIS (Netherlands)

    Meijl, van H.; Smeets, E.M.W.; Dijk, van M.; Powell, J.P.; Tabeau, A.A.

    2012-01-01

    This Macro-economic Impact Study (MES) provides quantitative insights into the macro-economic effects of introducing green, palmbased alternatives for electricity, fuels, chemicals and materials industries in Malaysia between now and 2030.

  1. Environmental macroeconomics : Environmental policy, business cycles, and directed technical change

    NARCIS (Netherlands)

    Fischer, Carolyn; Heutel, Garth

    Environmental economics has traditionally fallen in the domain of microeconomics, but approaches from macroeconomics have recently been applied to studying environmental policy. We focus on two macroeconomic tools and their application to environmental economics. First, real-business-cycle models

  2. 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.

  3. PHENOMENA AND BASIC MACROECONOMIC INDICATORS FOR MEASUREMENTS

    Directory of Open Access Journals (Sweden)

    PAULINA CATANA

    2010-01-01

    Full Text Available Macroeconomics is a separate discipline of the Economy that studies and analyzes the behaviour of economic aggregates and significant average, such as price level, national income, national income potential, the gap GDP, employment and unemployment of labour, investment and export of the whole economy. We can accuse to Macroeconomics that it deals also with the average price of all goods and services, not the prices of certain products. These aggregates result from economic behaviour of certain groups (governments, companies, consumers in the course of their activities on different markets. But why does it need Macroeconomics? Experts say that we need this separate discipline because there are certain forces that affect the broader economy globally, which can not be understood only by analyzing individual economic phenomena, individual products or markets.

  4. Macroeconomic policy, growth, and biodiversity conservation.

    Science.gov (United States)

    Lawn, Philip

    2008-12-01

    To successfully achieve biodiversity conservation, the amount of ecosystem structure available for economic production must be determined by, and subject to, conservation needs. As such, the scale of economic systems must remain within the limits imposed by the need to preserve critical ecosystems and the regenerative and waste assimilative capacities of the ecosphere. These limits are determined by biophysical criteria, yet macroeconomics involves the use of economic instruments designed to meet economic criteria that have no capacity to achieve biophysically based targets. Macroeconomic policy cannot, therefore, directly solve the biodiversity erosion crisis. Nevertheless, good macroeconomic policy is still important given that bad macroeconomy policy is likely to reduce human well-being and increase the likelihood of social upheaval that could undermine conservation efforts.

  5. Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play.

    Science.gov (United States)

    Levac, Danielle; Nawrotek, Joanna; Deschenes, Emilie; Giguere, Tia; Serafin, Julie; Bilodeau, Martin; Sveistrup, Heidi

    2016-06-01

    Virtual reality active video games are increasingly popular physical therapy interventions for children with cerebral palsy. However, physical therapists require educational resources to support decision making about game selection to match individual patient goals. Quantifying the movements elicited during virtual reality active video game play can inform individualized game selection in pediatric rehabilitation. The objectives of this study were to develop and evaluate the feasibility and reliability of the Movement Rating Instrument for Virtual Reality Game Play (MRI-VRGP). Item generation occurred through an iterative process of literature review and sample videotape viewing. The MRI-VRGP includes 25 items quantifying upper extremity, lower extremity, and total body movements. A total of 176 videotaped 90-second game play sessions involving 7 typically developing children and 4 children with cerebral palsy were rated by 3 raters trained in MRI-VRGP use. Children played 8 games on 2 virtual reality and active video game systems. Intraclass correlation coefficients (ICCs) determined intra-rater and interrater reliability. Excellent intrarater reliability was evidenced by ICCs of >0.75 for 17 of the 25 items across the 3 raters. Interrater reliability estimates were less precise. Excellent interrater reliability was achieved for far reach upper extremity movements (ICC=0.92 [for right and ICC=0.90 for left) and for squat (ICC=0.80) and jump items (ICC=0.99), with 9 items achieving ICCs of >0.70, 12 items achieving ICCs of between 0.40 and 0.70, and 4 items achieving poor reliability (close-reach upper extremity-ICC=0.14 for right and ICC=0.07 for left) and single-leg stance (ICC=0.55 for right and ICC=0.27 for left). Poor video quality, differing item interpretations between raters, and difficulty quantifying the high-speed movements involved in game play affected reliability. With item definition clarification and further psychometric property evaluation, the MRI

  6. Correction and development of psychomotor function of deaf children of midchildhood by facilities of mobile games.

    Directory of Open Access Journals (Sweden)

    Іvahnenko A.A.

    2011-03-01

    Full Text Available The problem of correction and development of psychomotor sphere of deaf children of midchildhood is considered by facilities of physical education, in particular by mobile games. The analysis of publications of research workers is resulted in relation to the problem of development of psychomotor function of deaf children in a theory and practice of correction work. In theory is grounded value of mobile games as effective mean of development of psychomotor sphere of deaf lower boys. The necessity of application of the specially adapted mobile games is set in the process of correction-pedagogical work with the deaf children of midchildhood. The pedagogical looking is presented after the features of playing activity of deaf children of 1-4 classes.

  7. DEVELOPING VISUAL NOVEL GAME WITH SPEECH-RECOGNITION INTERACTIVITY TO ENHANCE STUDENTS’ MASTERY ON ENGLISH EXPRESSIONS

    Directory of Open Access Journals (Sweden)

    Elizabeth Anggraeni Amalo

    2017-11-01

    Full Text Available The teaching of English-expressions has always been done through conversation samples in form of written texts, audio recordings, and videos. In the meantime, the development of computer-aided learning technology has made autonomous language learning possible. Game, as one of computer-aided learning technology products, can serve as a medium to provide educational contents like that of language teaching and learning. Visual Novel is considered as a conversational game that is suitable to be combined with English-expressions material. Unlike the other click-based interaction Visual Novel Games, the visual novel game in this research implements speech recognition as the interaction trigger. Hence, this paper aims at elaborating how visual novel games are utilized to deliver English-expressions with speech recognition command for the interaction. This research used Research and Development (R&D method with Experimental design through control and experimental groups to measure its effectiveness in enhancing students’ English-expressions mastery. ANOVA was utilized to prove the significant differences between the control and experimental groups. It is expected that the result of this development and experiment can devote benefits to the English teaching and learning, especially on English-expressions.

  8. Reconstructing Macroeconomics Based on Statistical Physics

    Science.gov (United States)

    Aoki, Masanao; Yoshikawa, Hiroshi

    We believe that time has come to integrate the new approach based on statistical physics or econophysics into macroeconomics. Toward this goal, there must be more dialogues between physicists and economists. In this paper, we argue that there is no reason why the methods of statistical physics so successful in many fields of natural sciences cannot be usefully applied to macroeconomics that is meant to analyze the macroeconomy comprising a large number of economic agents. It is, in fact, weird to regard the macroeconomy as a homothetic enlargement of the representative micro agent. We trust the bright future of the new approach to macroeconomies based on statistical physics.

  9. Macroeconomic narratives in a world of crises

    DEFF Research Database (Denmark)

    Urhammer, Emil; Røpke, Inge

    2013-01-01

    Since the financial crisis in 2008, a series of publications on macroeconomic responses to the compound crises of the economy and the environment have emerged. Under labels such as green new deal, green growth and the great transition, attempts at offering coherent responses to the crises have been...... discourse theory and narrative analysis and investigates discourses by studying the narratives they produce. The study thus contributes to the long line of analyses on discourses on sustainable economy: empirically, by investigating and analysing a number of macroeconomic proposals for solving the system...

  10. 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…

  11. Developing cultural intelligence: assessing the effect of the Ecotonos cultural simulation game for international business students

    NARCIS (Netherlands)

    Bücker, J.J.L.E.; Korzilius, H.P.L.M.

    2015-01-01

    In this study, we test the strength of a cross-cultural simulation game, Ecotonos, in the development of cultural intelligence (CQ) and self-efficacy amongst business students. Cross-cultural training is perceived as an important tool to help develop cross-cultural competence in international

  12. The Role Of Playing Online Games In Teen’s Developing English Vocabulary

    OpenAIRE

    Ambarita, Ridho Vandi H

    2016-01-01

    This Thesis entitled "The Role of playing Online Games in Teens' Developing Vocabulary" This is a study of the influence of online gaming in the development of English vocabulary teenagers. This study using qualitative methods. Miles and Huberman (1994) defined the way of qualitative research was to find the meaning of data based on the goals stated by the researcher. This study is held in the SMP Neg. 45 Medan and some of his students became participant. Data from this study are the words co...

  13. A Design Case: Developing an Enhanced Version of the Diffusion Simulation Game

    Directory of Open Access Journals (Sweden)

    Rodney Myers

    2010-01-01

    Full Text Available In this paper, we present a design case describing the creation of a new online version of the Diffusion Simulation Game (DSG. The DSG is a serious game that teaches change management strategies aligned with Rogers’ (2003 diffusion of innovations theory. The goal of the game is to promote the understanding of strategies that result in the adoption of an instructional innovation by the staff members of a fictional junior high school. The original board version of the game was created in the 1970s (Molenda and Rice, 1979 and was played as part of a course in the School of Education of a large Midwestern university. With the opening of a distance master’s program, the first online version of the game was developed in 2002 (Frick, Ludwig, Kim, & Huang, 2003. In order to overcome some of the limitations of the first online version, a new online version of the DSG was developed. This new version was rapidly prototyped first on paper and then in Flex Builder, ActionScript, PHP and MySQL. A rapid prototype approach (Tripp & Bichelmeyer, 1990 was utilized to iteratively design the user interface. In addition to describing the design process and rationale for design decisions, we also report results of play-tests and usability evaluations of seven recruited participants and how the information collected from these evaluations will help us to improve the current design.

  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. Gender-related functional connectivity and craving during gaming and immediate abstinence during a mandatory break: Implications for development and progression of internet gaming disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Ziliang; Wang, Yifan; Du, Xiaoxia; Potenza, Marc N

    2018-04-20

    Although males more frequently develop Internet gaming disorder (IGD) as compared with females, few studies have examined gender-related neurocognitive differences in IGD. TASK AND DESIGN: fMRI and subjective data were collected from 119 subjects (IGD, male 29, female 25; recreational game use (RGU), male 34, female 31) when they were actively playing games and during a forced mandatory break. Analyses investigating effects of group (IGD, RGU) and gender (male, female) on the functional connectivity (FC) of executive control and reward systems linked to the dorsolateral prefrontal cortex (DLPFC) and striatum, respectively, were performed. Correlations between FC and subjective craving measures were also calculated. Gaming-group-by-gender interactions were observed. During gaming in males but not in females, the FC between the DLPFC and superior frontal gyrus was relatively decreased, and that between the striatum and thalamus was relatively increased. During the mandatory break, changes in the FC between DLPFC and superior frontal gyrus and the FC between the striatum and thalamus varied by gender with greater RGU-IGD differences observed in females. Significant correlations between FC and self-reported craving were observed. During both gaming and a forced mandatory break, brain regions implicated in executive control and reward processing showed changes in FC that varied by gender. Brain regions implicated in executive control showed differential FC in males during gaming, and FC during the forced mandatory break appeared relevant to both genders, and perhaps particularly for females. The findings suggest possible neural mechanisms for why males appear more likely to develop IGD, and why it may be particularly difficult for individuals with IGD to cease gaming. Copyright © 2018. Published by Elsevier Inc.

  16. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games

    Science.gov (United States)

    Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E.; Mercado, Rebeccah

    2015-01-01

    Abstract Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development. PMID:26167842

  17. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games.

    Science.gov (United States)

    Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M

    2015-07-01

    Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.

  18. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  19. Playful Politics: Developing a Framework for Designing Video Games for Political Participation in the United Kingdom

    Directory of Open Access Journals (Sweden)

    Andrew James Reid

    2015-11-01

    Full Text Available Political participation in the United Kingdom among young voters (aged 18-24 has steadily declined over the past two decades. Alongside this decline, video game popularity has meteorically risen among the same demographic, resulting in video games becoming increasingly more integrated within modern society. While these instances are not necessarily related, there is opportunity to explore the use of video games’ popularity to increase political participation.The basis of this research is to investigate video games as a medium for social change, and its application within a political context in order to encourage political participation in the United Kingdom. The research intends to critically analyse existing video game design theories with implications of social impact, such as transformative design, procedural rhetoric, ethical design, persuasive principles and the theory of play.This research has assisted in the development of the Political Design Framework, a design methodology that provides ethical definition and validation for video games that intend to promote political engagement.

  20. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    Science.gov (United States)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  1. Assessing Determinants of Macroeconomic Policy on Real Convergence and Growth: A Comparative Study of the Eurozone and ASEAN

    OpenAIRE

    ZaenalMutaqin; Masaru Ichihashi

    2012-01-01

    This study mainly examines the role of macroeconomic policy variables associated with Maastricht Convergence Criteria (MC), using various approaches to analyze comparatively differences in growth and convergence in income, productivity, and unemployment between a developed, economically integrated area (Eurozone) and a developing one (ASEAN), a decade before and after the euro was introduced. The most interesting issue is whether macroeconomic policy coordination in the Eurozone has had an in...

  2. Essays on Technology and Forecasting in Macroeconomics

    Science.gov (United States)

    Samuels, Jon Devin

    2012-01-01

    The three chapters in this dissertation use disaggregated models and data to provide new insights on well-established questions in macroeconomics. In the first chapter, to analyze how productivity impacts the business cycle, I model aggregate production with a production possibility frontier that accommodates sector-and factor-biased productivity.…

  3. Stock market volatility and macroeconomic uncertainty

    NARCIS (Netherlands)

    Arnold, I.J.M.; Vrugt, E.B.

    2006-01-01

    This paper provides empirical evidence on the link between stock market volatility and macroeconomic uncertainty. We show that US stock market volatility is significantly related to the dispersion in economic forecasts from SPF survey participants over the period from 1969 to 1996. This link is much

  4. Essays on financial structure and macroeconomic performance

    NARCIS (Netherlands)

    Zhu, D.

    2006-01-01

    In addressing the matter, two essays study the effects of the debt vs. equity dimension of the financial structure on international consumption smoothing and macroeconomic volatility (in particular, economic downturns). Another essay evaluates the role of informal financial institution by looking

  5. Markov Trends in Macroeconomic Time Series

    NARCIS (Netherlands)

    R. Paap (Richard)

    1997-01-01

    textabstractMany macroeconomic time series are characterised by long periods of positive growth, expansion periods, and short periods of negative growth, recessions. A popular model to describe this phenomenon is the Markov trend, which is a stochastic segmented trend where the slope depends on the

  6. The Readability of Principles of Macroeconomics Textbooks

    Science.gov (United States)

    Tinkler, Sarah; Woods, James

    2013-01-01

    The authors evaluated principles of macroeconomics textbooks for readability using Coh-Metrix, a computational linguistics tool. Additionally, they conducted an experiment on Amazon's Mechanical Turk Web site in which participants ranked the readability of text samples. There was a wide range of scores on readability indexes both among…

  7. 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

  8. Tactical game for use in the development and evaulation of road-transit physical protection systems

    International Nuclear Information System (INIS)

    Keeton, S.C.; Gallagher, R.J.

    1978-05-01

    In order to gain insight into the various parts of the transportation physical protection system, a tactical board game, AMBUSH, was developed. The paper discusses the purpose and features of AMBUSH. AMBUSH can be used to help provide insight into the value of additional vehicles, guards, cargo barriers, equipment and alternative tactics. One value of using AMBUSH comes from the player participation in the events that take place. The tasks that are executed at any game turn are based on a human interpretation of the current overall situation and on which strategies appear to optimize the chance of success. Thus, this game may also be valuable as a training device for the transportation guard force. An advantage over computer-based combat simulation models is that AMBUSH is easily transportable and relatively inexpensive

  9. Instructional games: Scientific language use, concept understanding, and attitudinal development of middle school learners

    Science.gov (United States)

    Mongillo, Geraldine

    The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning

  10. Development and evaluation of 'Pure Rush': An online serious game for drug education.

    Science.gov (United States)

    Stapinski, Lexine A; Reda, Bill; Newton, Nicola C; Lawler, Siobhan; Rodriguez, Daniel; Chapman, Catherine; Teesson, Maree

    2018-04-01

    Learning is most effective when it is active, enjoyable and incorporates feedback. Past research demonstrates that serious games are prime candidates to utilise these principles, however the potential benefits of this approach for delivering drug education are yet to be examined in Australia, a country where drug education in schools is mandatory. The serious game 'Pure Rush' was developed across three stages. First, formative consultation was conducted with 115 students (67% male, aged 15-17 years), followed by feasibility and acceptability testing of a prototype of the game (n = 25, 68% male). In the final stage, 281 students (62% female, aged 13-16 years) were randomly allocated to receive a lesson involving Pure Rush or an active control lesson. The lessons were compared in terms of learning outcomes, lesson engagement and future intentions to use illicit drugs. Students enjoyed playing Pure Rush, found the game age-appropriate and the information useful to them. Both the Pure Rush and the active control were associated with significant knowledge increase from pre to post-test. Among females, multi-level mixed-effects regression showed knowledge gain was greater in the Pure Rush condition compared to control (β = 2.36, 95% confidence interval 0.36-4.38). There was no evidence of between condition differences in lesson engagement or future intentions to use illicit drugs. Pure Rush is an innovative online drug education game that is well received by students and feasible to implement in schools. [Stapinski LA, Reda B, Newton NC, Lawler S, Rodriguez D, Chapman C, Teesson M. Development and evaluation of 'Pure Rush': An online serious game for drug education. Drug Alcohol Rev 2017]. © 2017 Australasian Professional Society on Alcohol and other Drugs.

  11. Processes and models for serious game design and development

    NARCIS (Netherlands)

    Braad, Eelco; Žavcer, Gregor; Sandovar, Alyea; Dörner, Ralf; Göbel, Stefan; Kickmeier-Rust, Michael; Masuch, Maic; Zweig, Katharina

    2016-01-01

    A serious game needs to combine a number of different aspects to help the end user in reaching the desired effects. This requires incorporating a broad range of different aspects in the design, stemming from a broad range of different fields of expertise. For designers, developers, researchers, and

  12. Research on the Boost of Development on Young Children's Fine Motor by Folk Games

    Science.gov (United States)

    Wei, Xia

    2016-01-01

    As Chinese traditional folk culture, folk games have unique educational value which can boost the development of young children's fine motor. Based on previous investigation of fine motor skill of children in Nanchong, Sichuan Province, the researcher chose a middle class in public city kindergarten A with lower survey score as the study object.…

  13. Future Game Developers within a Virtual World: Learner Archetypes and Team Leader Attributes

    Science.gov (United States)

    Franetovic, Marija

    2016-01-01

    This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…

  14. Multi-agent platform for development of educational games for children with autism

    NARCIS (Netherlands)

    Alers, S.H.M.; Barakova, E.I.

    2009-01-01

    Multi-agent system of autonomous interactive blocks that can display its active state through color and light intensity has been developed. Depending on the individual rules, these autonomous blocks could express emergent behaviors which are a basis for various educational games. The multi-agent

  15. Pre-Service Teachers' Perceptions on Tpack Development after Designing Educational Games

    Science.gov (United States)

    Sancar Tokmak, Hatice

    2015-01-01

    This qualitative case study aimed to investigate Early Childhood Education (ECE) pre-service teachers' perception of development in their technological, pedagogical, content knowledge (TPACK) after designing educational computer games for young children. Participants included 21 ECE pre-service teachers enrolled in the course Instructional…

  16. Using Animation to Support the Teaching of Computer Game Development Techniques

    Science.gov (United States)

    Taylor, Mark John; Pountney, David C.; Baskett, M.

    2008-01-01

    In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static…

  17. Eden Institute: Using Health Games for ASD Student and Staff Development.

    Science.gov (United States)

    Ferguson, Moderator Bill; McCool, Participants Thomas; Gasdia, Dominique; Sharp, Tim; Breeman, Lisa; Parikh, Nish; Taub, Bob; Finkler, Nina

    2013-02-01

    Eden Autism Services is a leading-edge resource for children and adults suffering from more severe effects of autism spectrum disorder (ASD). The strategic use of games in the development of students, staff, teachers, parents, friends, and employers has advanced the quality of life of Eden's students and, consequently, their relationships, productivity, and happiness.

  18. Being an "Agent Provocateur": Utilising Online Spaces for Teacher Professional Development in Virtual Simulation Games

    Science.gov (United States)

    deNoyelles, Aimee; Raider-Roth, Miriam

    2016-01-01

    This article details the results of an action research study which investigated how teachers used online learning community spaces to develop and support their teaching and learning of the Jewish Court of All Time (JCAT), a web-mediated, character-playing, simulation game that engages participants with social, historical and cultural curricula.…

  19. Television, Video Game and Social Media Use among Children with ASD and Typically Developing Siblings

    Science.gov (United States)

    Mazurek, Micah O.; Wenstrup, Colleen

    2013-01-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…

  20. Developing a coding scheme for detecting usability and fun problems in computer games for young children

    NARCIS (Netherlands)

    Barendregt, W.; Bekker, M.M.

    2006-01-01

    This article describes the development and assessment of a coding scheme for finding both usability and fun problems through observations of young children playing computer games during user tests. The proposed coding scheme is based on an existing list of breakdown indication types of the detailed

  1. Developing a policy game intervention to enhance collaboration in public health policymaking in three European countries

    NARCIS (Netherlands)

    Spitters, H.P.E.M.; van Oers, J.A.M.; Sandu, P.; Lau, C.J.; Quanjel, M.; Dulf, D.; Chereches, R.; van de Goor, L.A.M.

    2017-01-01

    Background: One of the key elements to enhance the uptake of evidence in public health policies is stimulating cross-sector collaboration. An intervention stimulating collaboration is a policy game. The aim of this study was to describe the design and methods of the development process of the policy

  2. 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.

  3. Exit, voice, and loyalty in the Italian public health service: macroeconomic and corporate implications.

    Science.gov (United States)

    Ippolito, Adelaide; Impagliazzo, Cira; Zoccoli, Paola

    2013-01-01

    The paper analyses how customers of public health organizations can express their dissatisfaction for the services offered to them. The main aim is to evaluate the effects that possible dissatisfaction of Italian public health service customers can have on public health organizations. We adopted the methodological scheme developed by Hirschman with exit, voice, and loyalty, considering the macroeconomic and corporate implications that it causes for Italian public health organizations. The study investigated the effects developed by exit of the patients on the system of financing of local health authorities considering both the corporate level of analysis and the macroeconomic level. As a result, local health authority management is encouraged to pay greater attention to the exit phenomena through the adoption of tools that promote loyalty, such as the promotion of voice, even if exit is not promoting, at a macroeconomic level, considerable attention to this phenomenon.

  4. Exit, Voice, and Loyalty in the Italian Public Health Service: Macroeconomic and Corporate Implications

    Science.gov (United States)

    Impagliazzo, Cira; Zoccoli, Paola

    2013-01-01

    The paper analyses how customers of public health organizations can express their dissatisfaction for the services offered to them. The main aim is to evaluate the effects that possible dissatisfaction of Italian public health service customers can have on public health organizations. We adopted the methodological scheme developed by Hirschman with exit, voice, and loyalty, considering the macroeconomic and corporate implications that it causes for Italian public health organizations. The study investigated the effects developed by exit of the patients on the system of financing of local health authorities considering both the corporate level of analysis and the macroeconomic level. As a result, local health authority management is encouraged to pay greater attention to the exit phenomena through the adoption of tools that promote loyalty, such as the promotion of voice, even if exit is not promoting, at a macroeconomic level, considerable attention to this phenomenon. PMID:24348148

  5. Developing new serious games tools to improve radiation protection

    International Nuclear Information System (INIS)

    Majersky, T.; Rapant, T.; Bayer, M.; Majersky, D.

    2008-01-01

    In this paper, novel software technologies for simulation and training of workers in radiologically dangerous conditions are presented. Such new software tools enable the radiation protection managers and workers to better evaluate, visualize and intuitively understand the radiation situation. In the first part of the paper, virtual reality planning tool ALPLANNER is introduced. ALPLANNER enables computation of worker's doses and 3D simulation of planned activities in the environment. In the second part of the paper , a software technology SP ACEVISION for real-time interactive 3D visualization of radioactivity is presented. Radiation fields can be spatially and dynamically visualized in the environment using computer games technologies. Such real-time visualization can be used by RP staff to compute and visualize direct responses of the radiation field to the effects of shielding. Another presented application is determination and visualization of activity sources in inhomogeneous radiation fields. Practical example of how the mentioned software technologies are used during the decommissioning of NPP A-1 Jaslovske Bohunice is provided. Practical example of how the mentioned software technologies are used during the decommissioning of NPP A-1 Jaslovske Bohunice is provided. (authors)

  6. Developing new serious games tools to improve radiation protection

    International Nuclear Information System (INIS)

    Majersky, T.; Rapant, T.; Bayer, M.; Majersky, D.

    2009-01-01

    In this paper, novel software technologies for simulation and training of workers in radiologically dangerous conditions are presented. Such new software tools enable the radiation protection managers and workers to better evaluate, visualize and intuitively understand the radiation situation. In the first part of the paper, virtual reality planning tool ALPLANNER is introduced. ALPLANNER enables computation of worker's doses and 3D simulation of planned activities in the environment. In the second part of the paper , a software technology SP ACEVISION for real-time interactive 3D visualization of radioactivity is presented. Radiation fields can be spatially and dynamically visualized in the environment using computer games technologies. Such real-time visualization can be used by RP staff to compute and visualize direct responses of the radiation field to the effects of shielding. Another presented application is determination and visualization of activity sources in inhomogeneous radiation fields. Practical example of how the mentioned software technologies are used during the decommissioning of NPP A-1 Jaslovske Bohunice is provided. Practical example of how the mentioned software technologies are used during the decommissioning of NPP A-1 Jaslovske Bohunice is provided. (authors)

  7. Developing Science Games for use at Public Events to Better Inform Students and Citizen Scientists

    Science.gov (United States)

    Lewis, P. M.; Chambers, L. H.; Bethea, K. L.; Crecelius, S.; Ruhlman, K.; Harte, T.

    2013-12-01

    At NASA's Langley Research Center, the Science Directorate participates in a wide range of public outreach events, from individual small-scale classroom visits, to the large-scale NASA events like Exploration Day at Busch Gardens Williamsburg. Despite the diversity of venues, one thing is certain: the public is hungry for science and ravenous for the materials and activities that NASA produces. However, designing and producing materials and activities to capture the attention of everyone from children to grandparents can be a challenging task. The NASA Langley Science Directorate Outreach and Communications Team has taken on the task to ensure that event participants have a worthwhile science experience through a series of educational tabletop games. This diverse group of educators, scientists, writers and graphic artists has been able to produce many games and activities perfect for public exposure and understanding. These games not only capture the imagination of the citizen scientists that visit the display, but they also allow them to learn the science behind many of the things that happen around them on a daily basis, many of which they take for granted. Teaching the public through games and short activities has proven to be a winning combination of efforts. In the development of any game or activity a great deal of consideration is given to "boiling down" the science concept or educational "take away." This step is where the diverse development group has proven to be invaluable. A final product developed by this team includes a review for science validity by a scientist, words written by a science writer, educational alignment by a science educator and design by a graphic designer. This process ensures that the game will attract the right group of people and have them leave understanding new science content. Games and activities generated in this fashion have been successful in the traditional classroom and informal education venues that this team routinely

  8. A review of brain-computer interface games and an opinion survey from researchers, developers and users.

    Science.gov (United States)

    Ahn, Minkyu; Lee, Mijin; Choi, Jinyoung; Jun, Sung Chan

    2014-08-11

    In recent years, research on Brain-Computer Interface (BCI) technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state) have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users) agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to "the easiness of playing" and the "development platform" as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration.

  9. A Review of Brain-Computer Interface Games and an Opinion Survey from Researchers, Developers and Users

    Directory of Open Access Journals (Sweden)

    Minkyu Ahn

    2014-08-01

    Full Text Available In recent years, research on Brain-Computer Interface (BCI technology for healthy users has attracted considerable interest, and BCI games are especially popular. This study reviews the current status of, and describes future directions, in the field of BCI games. To this end, we conducted a literature search and found that BCI control paradigms using electroencephalographic signals (motor imagery, P300, steady state visual evoked potential and passive approach reading mental state have been the primary focus of research. We also conducted a survey of nearly three hundred participants that included researchers, game developers and users around the world. From this survey, we found that all three groups (researchers, developers and users agreed on the significant influence and applicability of BCI and BCI games, and they all selected prostheses, rehabilitation and games as the most promising BCI applications. User and developer groups tended to give low priority to passive BCI and the whole head sensor array. Developers gave higher priorities to “the easiness of playing” and the “development platform” as important elements for BCI games and the market. Based on our assessment, we discuss the critical point at which BCI games will be able to progress from their current stage to widespread marketing to consumers. In conclusion, we propose three critical elements important for expansion of the BCI game market: standards, gameplay and appropriate integration.

  10. When Child Development Meets Economic Game Theory: An Interdisciplinary Approach to Investigating Social Development

    Science.gov (United States)

    Gummerum, Michaela; Hanoch, Yaniv; Keller, Monika

    2008-01-01

    Game theory has been one of the most prominent theories in the social sciences, influencing diverse academic disciplines such as anthropology, biology, economics, and political science. In recent years, economists have employed game theory to investigate behaviors relating to fairness, reciprocity, and trust. Surprisingly, this research has not…

  11. Action video game play facilitates the development of better perceptual templates

    Science.gov (United States)

    Bejjanki, Vikranth R.; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C. Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-01-01

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play. PMID:25385590

  12. Action video game play facilitates the development of better perceptual templates.

    Science.gov (United States)

    Bejjanki, Vikranth R; Zhang, Ruyuan; Li, Renjie; Pouget, Alexandre; Green, C Shawn; Lu, Zhong-Lin; Bavelier, Daphne

    2014-11-25

    The field of perceptual learning has identified changes in perceptual templates as a powerful mechanism mediating the learning of statistical regularities in our environment. By measuring threshold-vs.-contrast curves using an orientation identification task under varying levels of external noise, the perceptual template model (PTM) allows one to disentangle various sources of signal-to-noise changes that can alter performance. We use the PTM approach to elucidate the mechanism that underlies the wide range of improvements noted after action video game play. We show that action video game players make use of improved perceptual templates compared with nonvideo game players, and we confirm a causal role for action video game play in inducing such improvements through a 50-h training study. Then, by adapting a recent neural model to this task, we demonstrate how such improved perceptual templates can arise from reweighting the connectivity between visual areas. Finally, we establish that action gamers do not enter the perceptual task with improved perceptual templates. Instead, although performance in action gamers is initially indistinguishable from that of nongamers, action gamers more rapidly learn the proper template as they experience the task. Taken together, our results establish for the first time to our knowledge the development of enhanced perceptual templates following action game play. Because such an improvement can facilitate the inference of the proper generative model for the task at hand, unlike perceptual learning that is quite specific, it thus elucidates a general learning mechanism that can account for the various behavioral benefits noted after action game play.

  13. PREDICTION OF MACROECONOMIC INDICATORS OF THE INSURANCE MARKET DEVELOPMENT IN THE SVERDLOVSK REGION IN 2010 WITH APPLICATION OF THE SIMULATION MODELING METHOD

    Directory of Open Access Journals (Sweden)

    I. U. Vedmed

    2010-06-01

    Full Text Available Key parameters characterizing a level of development of insurance business in a region are the following indicators: insurance density and insurance penetration. To analyze the level of the given indicators for the market of the Sverdlovsk region in 2010, methods of simulation modeling have been applied. Two assumptions concerning probabilistic distribution of initial parameters have been considered in the issue; the given parameters are: normal distribution and level distribution.

  14. 50 CFR 92.12 - Relationship to the process for developing national hunting regulations for migratory game birds.

    Science.gov (United States)

    2010-10-01

    ... national hunting regulations for migratory game birds. 92.12 Section 92.12 Wildlife and Fisheries UNITED... MIGRATORY BIRD SUBSISTENCE HARVEST IN ALASKA Program Structure § 92.12 Relationship to the process for developing national hunting regulations for migratory game birds. (a) Flyway councils. (1) Proposed annual...

  15. Developing a 3D Game Design Authoring Package to Assist Students' Visualization Process in Design Thinking

    Science.gov (United States)

    Kuo, Ming-Shiou; Chuang, Tsung-Yen

    2013-01-01

    The teaching of 3D digital game design requires the development of students' meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to…

  16. The Development and Evaluation of an Online Formative Assessment upon Single-Player Game in E-Learning Environment

    Science.gov (United States)

    Tsai, Fu-Hsing

    2013-01-01

    This study developed a game-based formative assessment, called tic-tac-toe quiz for single-player version (TRIS-Q-SP), in an energy education e-learning system. This assessment game combined tic-tac-toe with online assessment, and revised the rule of tic-tac-toe for stimulating students to use online formative assessment actively. Additionally, to…

  17. Overview of Effect of Game Means on Dynamics of Strength Development in Junior Girls

    Directory of Open Access Journals (Sweden)

    Т. Ю. Нікітенкова

    2017-03-01

    Full Text Available The research objective is to analyze the effect of game means on the dynamics of strength development in the second-, third- and fourth-grade girls. Materials and methods: the participants in the study were 104 schoolgirls: 32 – second-graders, 32 – third-graders, and 40 – fourth-graders. To achieve the tasks set, the research used the following methods: theoretical analysis and summary of scientific and methodological literature, method of control testing, pedagogical experiment, methods of mathematical statistics. Results: the results of the analysis of variance in correlating the data indicate to what degree various game modes influence the development of strength abilities in the second-, third- and fourth-grade girls. The study observed the strongest effect of the factor in the second-grade girls in the second group – 88.7%, fourth group – 90%, sixth group – 85.4%, and eighth group – 76.4%. The third-grade girls demonstrated the strongest effect of the factor in the eighth group – 82.7%. The fourth-grade girls showed the strongest effect of the motion mode in the sixth group – 74.8% and in the eighth group – 69.7%. Conclusions: It is advisory to use small loads and bodyweight exercises when developing strength abilities in junior girls. Games are performed at a quick and moderate pace. Games should be diverse to involve different muscle groups. The number of games can vary from four to eight depending on the level of physical development and physical preparedness of the schoolers.

  18. Development and Alpha Testing of QuitIT: An Interactive Video Game to Enhance Skills for Coping With Smoking Urges.

    Science.gov (United States)

    Krebs, Paul; Burkhalter, Jack E; Snow, Bert; Fiske, Jeff; Ostroff, Jamie S

    2013-09-11

    Despite many efforts at developing relapse prevention interventions, most smokers relapse to tobacco use within a few months after quitting. Interactive games offer a novel strategy for helping people develop the skills required for successful tobacco cessation. The objective of our study was to develop a video game that enables smokers to practice strategies for coping with smoking urges and maintaining smoking abstinence. Our team of game designers and clinical psychologists are creating a video game that integrates the principles of smoking behavior change and relapse prevention. We have reported the results of expert and end-user feedback on an alpha version of the game. The alpha version of the game consisted of a smoking cue scenario often encountered by smokers. We recruited 5 experts in tobacco cessation research and 20 current and former smokers, who each played through the scenario. Mixed methods were used to gather feedback on the relevance of cessation content and usability of the game modality. End-users rated the interface from 3.0 to 4.6/5 in terms of ease of use and from 2.9 to 4.1/5 in terms of helpfulness of cessation content. Qualitative themes showed several user suggestions for improving the user interface, pacing, and diversity of the game characters. In addition, the users confirmed a high degree of game immersion, identification with the characters and situations, and appreciation for the multiple opportunities to practice coping strategies. This study highlights the procedures for translating behavioral principles into a game dynamic and shows that our prototype has a strong potential for engaging smokers. A video game modality exemplifies problem-based learning strategies for tobacco cessation and is an innovative step in behavioral management of tobacco use.

  19. IFRS 9 implementation in banks and macroeconomic scenarios: Some methodological aspects

    Directory of Open Access Journals (Sweden)

    Brković Milan

    2017-01-01

    Full Text Available The International Financial Reporting Standard 9 - IFRS is another one in the series of global level initiatives undertaken with a view to fixing the consequences of the global economic and financial crisis, and preventing the future negative developments caused by inadequate recognition and presentation of credit losses on the part of banks. The IFRS 9 also represents a significant shift in relation to traditional accounting, given that it introduced the concept of expected credit losses to replace the concept of occurred credit losses. This task cannot be fulfilled by the traditional and conservative accounting without involving the macroeconomic assessment models, i.e. macroeconomic scenarios. This paper aims to highlight some specific methodological rudiments in macroeconomic analyses and forecasts as inputs for the accounting recognition and presentation of expected credit losses.

  20. Effectiveness of Macroeconomic Policies in the Context of Closed and Open Economies

    Directory of Open Access Journals (Sweden)

    N. Kubendran

    2016-07-01

    Full Text Available Monetary policy and fiscal policy are the two important macroeconomic policies which are used to achieve certain major macroeconomic goals like economic growth, unemployment reduction, counteract inflation and overall economic development of the nation. The effect of macroeconomic variables may differ in terms of degree, duration, different economic systems and under different exchange rate regimes. This study analyses the effectiveness of monetary policy and fiscal policy on the economy in terms of economic integration and different exchange rate regimes. Regression analysis in this study found that the fiscal policy is more effective in a closed economy and monetary policy is more effective in an open economy. Also the study finds that the fiscal policy is more effective under managed float exchange rate regime and monetary policy is more effective under perfectly flexible exchange rate. So this study also validated Mundell- Fleming model.

  1. CityVille: collaborative game play, communication and skill development in social networks

    Directory of Open Access Journals (Sweden)

    María-Esther Del-Moral Pérez

    2014-01-01

    Full Text Available This paper has as its aim to analyze how CityVille, a videogame hosted on Facebook and oriented to the construction of a virtual city, can favor collaboration between gamers along with the exchange of strategies, equally contributing to learning transfer and skill acquisition. The first step consists in identifying the opportunities which the said game can offer in order to develop skills and promote learning formats linked with planning and resource management, after which a presentation is made of the opinions expressed by a sample of gamers (N=105 –belonging to the Fans-CityVille community– about the priorities established by them to communicate with their neighbors and the skills that they believe to have acquired playing this game. 85.7% of them state that they communicate with others to share strategies and expand their city. Unlike women, who value collaboration, men prioritize competition. Designing their city has enhanced a number of gamer skills in different proportions: creative skills (71.4%; organizational ones (68.0%; skills associated with decision-making and problem-solving (67.0%; and interpersonal skills through interaction with others (61.9%. The CityVille game mode favors skill development and helps to create a ludic atmosphere of collaboration and optimal strategy exchange through communication between neighbors by strengthening their mutual relationships. Its formula moves away from the often-criticized competitive practices of other games.  

  2. A Guideline for Game Development-Based Learning: A Literature Review

    Directory of Open Access Journals (Sweden)

    Bian Wu

    2012-01-01

    Full Text Available This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL method using game development frameworks (GDFs with the perspective of (a summarizing a guideline for using GDBL in a curriculum, (b identifying relevant features of GDFs, and (c presenting a synthesis of impact factors with empirical evidence on the educational effectiveness of the GDBL method. After systematically going through the available literature on the topic, 34 relevant articles were selected for the final study. We analyzed the articles from three perspectives: (1 pedagogical context and teaching process, (2 selection of GDFs, and (3 evaluation of the GDBL method. The findings from the 34 articles suggest that GDFs have many potential benefits as an aid to teach computer science, software engineering, art design, and other fields and that such GDFs combined with the motivation from games can improve the students’ knowledge, skills, attitudes, and behaviors in contrast to the traditional classroom teaching. Furthermore, based on the results of the literature review, we extract a guideline of how to apply the GDBL method in education. The empirical evidence of current findings gives a positive overall picture and can provide a useful reference to educators, practitioners, and researchers in the area of game-based learning.

  3. Traditional games in interpersonal relationships development in students with behavioral disorders

    Directory of Open Access Journals (Sweden)

    Lauriesky Hernández-Oruña

    2014-04-01

    Full Text Available The educational alternative proposed is aimed at promoting the development of interpersonal relationships of students with behavioral disorders. The study stand fom different theoretical approaches that have allowed psychological and pedagogical support of the actions developed, highlighting the importance of traditional games in the integral formation of the students. For the altrnative design it was started with a diagnosis in which identified problems that these are in this particular subject using different research methods. The results allowed the development of alternative that is suggested, thus responding to the problem identified. This work is based on Cuban traditional games that favor the development of appropriate interpersonal relationships with emphasis on the interaction among the pupils in Special School Hermanos Saiz from Pinar del Rio municipality.

  4. 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....

  5. Learning with Calculator Games

    Science.gov (United States)

    Frahm, Bruce

    2013-01-01

    Educational games provide a fun introduction to new material and a review of mathematical algorithms. Specifically, games can be designed to assist students in developing mathematical skills as an incidental consequence of the game-playing process. The programs presented in this article are adaptations of board games or television shows that…

  6. THE DEVELOPMENT OF TELEPON KALENG GAME AS A MEDIA TO STIMULATE LINGUISTIC INTELLIGENCE OF EARLY CHILDHOOD

    Directory of Open Access Journals (Sweden)

    Betty Yulia Wulansari

    2018-03-01

    Full Text Available The aim of this research is to determine the validity of telepon kaleng game as a medium to stimulate the linguistic intelligence of early childhood, as well as to know the merits and drawbacks of telepon kaleng game as learning media. The research method used is research and development (R & D. Development procedures include planning, design, and development. Product validation is done by alpha test, beta test, and final evaluation. Apha test is validated by an expert in material development and an expert in teaching-media development. Meanwhile, the subjects in beta test are students BA Aisyiah Yanggong and BA Aisyiah Wonoasri Jenangan District, Ponorogo Regency. The result of this research is the development of telepon kaleng game as a media to stimulate linguistic intelligence of early child. The tools and materials used in this development are used-can, thread / rope, flannel, scissors, and double tape. Material experts and media experts have validated telepon kaleng products developed. From validation, the results need to improve the use of tin cans and the improvement of learning materials. In the next stage, feasibility testing for users in BA 'Aisyiah Yanggong and BA' Aisyiah Wonoasri Jenang Subdistrict of Ponorogo Regency, from the result of the experiment showed that telepon kaleng could be used to stimulate the linguistic intelligence of early child. These telepon kalengs, when used in unlimited form by children, stimulate linguistic intelligence more than IN structured-form. The merit of telepon kaleng as a linguistic intelligence stimulus medium is an attractive form of the child compared totelepon kaleng without any accessories. Children tend to prefer things that are bright and engaging. The drawback of this telepon kaleng, if it is used continuously, is that it will lead to monotonous learning process so it needs to alternate with other game equipment.

  7. Macroeconomic Effects of Export Demand in Nigeria

    Directory of Open Access Journals (Sweden)

    Bolaji Adesola Adesoye

    2017-05-01

    Full Text Available This study examines the macroeconomic effects of aggregate export demand in Nigeria using annual time series data between 1970 and 2013. The paper made use of the ordinary least square method to analyse the long-run relationship for the period under study. The empirical results confirm that there exists a unique and significant long-run equilibrium relationship among export volume, world income, crude oil price, domestic output, exchange rate and cost of doing business. The estimated results show that domestic income has the highest elasticity, followed by world’s output and cost of doing business, which all report positive relations. Other macroeconomic factors reported negative relationship with aggregate export volume. Thus, an important policy implication of our findings is that stabilizing Nigeria’s export earnings potential by counteracting the external factors that influence adversely the Nigerian exports such as crude oil price and cost of doing business.

  8. Marketing in Game Design

    OpenAIRE

    Nurminen, Emilia

    2013-01-01

    In my thesis, Marketing in Game Design, I wanted to inspect how developing a game from a purely commercial perspective affects on the game design. The purpose of this thesis is to define the valid aspects of product marketing for games, how they are perceived in game industry and how those aspects affect to the game design. The question I am asking is how to make marketing a fluent part of indie game development process. Through my thesis project, Puzzleplatform, I study how the marketing asp...

  9. Observational methodology in football: Development of an instrument to study the offensive game in football

    Directory of Open Access Journals (Sweden)

    H. Sarmento

    2009-01-01

    Full Text Available The following paper introduces a new approach to the analysis of offensive game in football. Therefore, the main aim of this study was to create an instrument for collecting information for the analysis of offensive action and interactions game. The observation instrument that was used to accomplish the main objective of this work consists of a combination of format fields (FC and systems of categories (SC. This methodology is a particular strategy of the scientific method that has as an objective to analyse the perceptible behaviour that occurs in habitual contexts, allowing them to be formally recorded and quantified and using an ad hoc instrument in order to obtain a behaviour systematic registration that, since they have been transformed in quantitative data with the necessary reliability and validity determined level, will allow analysis of the relations between these behaviours. The codifications undertaken to date in various games of football have shown that it serves the purposes for which it was developed, allowing more research into the offensive game methods in football.

  10. Impact of video game genre on surgical skills development: a feasibility study.

    Science.gov (United States)

    de Araujo, Thiago Bozzi; Silveira, Filipe Rodrigues; Souza, Dante Lucas Santos; Strey, Yuri Thomé Machado; Flores, Cecilia Dias; Webster, Ronaldo Scholze

    2016-03-01

    The playing of video games (VGs) was previously shown to improve surgical skills. This is the first randomized, controlled study to assess the impact of VG genre on the development of basic surgical skills. Twenty first-year, surgically inexperienced medical students attended a practical course on surgical knots, suturing, and skin-flap technique. Later, they were randomized into four groups: control and/or nongaming (ContG), first-person-shooter game (ShotG), racing game (RaceG), and surgery game (SurgG). All participants had 3 wk of Nintendo Wii training. Surgical and VG performances were assessed by two independent, blinded surgeons who evaluated basal performance (time 0) and performance after 1 wk (time 1) and 3 wk (time 2) of training. The training time of RaceG was longer than that of ShotG and SurgG (P = 0.045). Compared to SurgG and RaceG, VG scores for ShotG improved less between times 0 and 1 (P = 0.010) but more between times 1 and 2 (P = 0.004). Improvement in mean surgical performance scores versus time differed in each VG group (P = 0.011). At time 2, surgical performance scores were significantly higher in ShotG (P = 0.002) and SurgG (P = 0.022) than in ContG. The surgical performance scores of RaceG were not significantly different from the score achieved by ContG (P = 0.279). Different VG genres may differentially impact the development of surgical skills by medical students. More complex games seem to improve performance even if played less. Although further studies are needed, surgery-related VGs with sufficient complexity and playability could be a feasible adjuvant to improving surgical skills. Copyright © 2016 Elsevier Inc. All rights reserved.

  11. Macroeconomic Expectations of Households and Professional Forecasters

    OpenAIRE

    Christopher D Carroll

    2002-01-01

    Economists have long emphasized the importance of expectations in determining macroeconomic outcomes Yet there has been almost no recent effort to model actual empirical expectations data; instead macroeconomists usually simply assume expectations are rational This paper shows that while empirical household expectations are not rational in the usual sense expectational dynamics are well captured by a model in which households' views derive from news reports of the views of professional foreca...

  12. Macroeconomics correlations focused on foreign direct investments

    Directory of Open Access Journals (Sweden)

    Teodora ALECU

    2010-07-01

    Full Text Available This article is meant to reveal the way in which the theory of interconnections between systems and sub-systems partici-pating to the creation of economic value, which have been described by professor Paul Bran in his book Economics of Value is outlined in practice and how its analysis may help us to control the effects of the policies applied at the level of each macroeconomic sub-system.

  13. A macroeconomic framework for quantifying systemic risk

    OpenAIRE

    He, Zhiguo; Krishnamurthy, Arvind

    2012-01-01

    Systemic risk arises when shocks lead to states where a disruption in financial intermediation adversely affects the economy and feeds back into further disrupting financial intermediation. We present a macroeconomic model with a financial intermediary sector subject to an equity capital constraint. The novel aspect of our analysis is that the model produces a stochastic steady state distribution for the economy, in which only some of the states correspond to systemic risk states. The model a...

  14. Three essays in agent-based macroeconomics

    OpenAIRE

    Canzian, Giulia

    2009-01-01

    The dissertation is aimed at offering an insight into the agent-based methodology and its possible application to the macroeconomic analysis. Relying on this methodology, I deal with three different issues concerning heterogeneity of economic agents, bounded rationality and interaction. Specifically, the first chapter is devoted to describe the distinctive characteristics of agent-based economics and its advantages-disadvantages. In the second chapter I propose a credit market framework c...

  15. PRIORITIZING ECONOMIC GROWTH: ENHANCING MACROECONOMIC POLICY CHOICE

    OpenAIRE

    Colin I. BRADFORD, Jr.

    2005-01-01

    This paper spells out a logic for increasing macroeconomic policy space in order to prioritize the goals of growth, employment creation and poverty reduction. First, there is the need to create additional policy instruments so that a greater number of policy goals can be addressed. Frequently, real economy goals get partly crowded out by financial objectives because there are too few instruments for too many goals. Second, the calibrated use of policy tools by degrees of commitment, deploymen...

  16. Macroeconomics with Financial Frictions: A Survey

    OpenAIRE

    Markus K. Brunnermeier; Thomas M. Eisenbach; Yuliy Sannikov

    2012-01-01

    This article surveys the macroeconomic implications of financial frictions. Financial frictions lead to persistence and when combined with illiquidity to non-linear amplification effects. Risk is endogenous and liquidity spirals cause financial instability. Increasing margins further restrict leverage and exacerbate downturns. A demand for liquid assets and a role for money emerges. The market outcome is generically not even constrained efficient and the issuance of government debt can lead t...

  17. Comparison of Learning Software Architecture by Developing Social Applications versus Games on the Android Platform

    Directory of Open Access Journals (Sweden)

    Bian Wu

    2012-01-01

    Full Text Available This paper describes an empirical study where the focus was on discovering differences and similarities in students working on development of social applications versus students working on development of games using the same Android development platform. In 2010-2011, students attending the software architecture course at the Norwegian University of Science and Technology (NTNU could choose between four types of projects. Independently of the chosen type of project, all students had to go through the same phases, produce the same documents based on the same templates, and follow exactly the same process. This study focuses on one of projects—Android project, to see how much the application domain affects the course project independently of the chosen technology. Our results revealed some positive effects for the students doing game development compared to social application development to learn software architecture, like motivated to work with games, a better focus on quality attributes such as modifiability and testability during the development, production of software architectures of higher complexity, and more productive coding working for the project. However, we did not find significant differences in awarded grade between students choosing the two different domains.

  18. Modeling Dexterity Development in 2nd-4th-grade Boys by Means of Active Games

    Directory of Open Access Journals (Sweden)

    C. Марченко

    2017-06-01

    Full Text Available The objective is to optimize the mode of using game for dexterity development in the 2nd-4th-grade boys. Materials & methods: to conduct the experiment, there were eight test groups (n=48 formed in each class. The total number of such test groups was 24. The research relied on the following methods: theoretical analysis and collation of scientific and methodological literature; pedagogical testing; methods of mathematical experiment planning (complete factorial experiment 23; modeling method. Results: the research has determined that to develop dexterity, the 2nd-4th-grade boys need to participate in up to five games. The number of repetitions for the 2nd-3rd-graders is two, and for the 4th-graders – three, with 30–40-second rest intervals. The 2nd-4th-grade boys showed effective development during 40 classes, and the 3rd-grade boys – during 20 classes. After that, we recommend to use other means. The game duration varies from one to two minutes. Conclusions: the analysis of the scientific and methodological literature has revealed that the level of motor readiness, dexterity being one of its main components, largely determines the state of children’s physical and mental health. The research has found that the natural development of coordination abilities in boys aged between 7 and 10 is 22.5–80.0% (56.2% on average. Game actions play a particular role in dexterity development in junior schoolers. The 23 complete factorial experiment made it possible to study the multi-factorial structure of game load for the 2nd-4th-graders; to specify the relations between factors for their use during dexterity development in the 2nd-4th-grade boys in physical education classes. They can serve as an objective tool for the educational process optimization. The given regression equations are models that can be used to determine the optimal game means ratio in the academic process of the 2nd-4th-graders.

  19. Mobile and Web Game Development: Using Videogames as an Educational and Outreach Tool

    Science.gov (United States)

    Jaime, Fernando I.

    2012-01-01

    Few tools reach out to capture the imagination and interests of children like video games do. As such, the development of educational applications that foster young minds' interest in science and technology become of the utmost importance. To this end, I spent my summer internship developing outreach and educational applications in conjunction with JPL's Space Place team. This small, but dedicated, team of people manages three NASA websites that focus on presenting science and technology information in such a manner that young children can understand it and develop an interest in the subjects. Besides the websites, with their plethora of educational content presented through hands-on activities, games and informative articles, the team also creates and coordinates the distribution of printed material to museums, astronomy clubs and a huge network of educators.

  20. The effect of macroeconomic variables on suicide.

    Science.gov (United States)

    Berk, Michael; Dodd, Seetal; Henry, Margaret

    2006-02-01

    There are a large number of factors mediating suicide. Many studies have searched for a direct causal relationship between economic hardship and suicide, however, findings have been varied. Suicide data was obtained from the Australian Bureau of Statistics for the period between January 1968 and August 2002. These were correlated with a suite of macroeconomic data including housing loan interest rates, unemployment rates, days lost to industrial disputes, Consumer Price Index, gross domestic product, and the Consumer Sentiment Index. A total of 51845 males and 16327 females committed suicide between these dates. There were significant associations between suicide rates and eleven macroeconomic indicators for both genders in at least one age range. Data was divided into male and female and five age ranges and pooled ages. Analyses were conducted on these 132 datasets resulting in 80 significant findings. The data was generally stronger for indices measuring economic performance than indices measuring consumers' perceptions of the state of the economy. A striking difference between male and female trends was seen. Generally, male suicide rates increased with markers of economic adversity, while the opposite pattern was seen in females. There were significantly different patterns in age-stratified data, with for example higher housing loan interest rates having a positive association with suicide in younger people and a negative association in older age groups. Macroeconomic trends are significantly associated with suicide. The patterns in males and females are very different, and there are further substantial age-related differences.

  1. Oil and gas development influences big-game hunting in Wyoming

    Science.gov (United States)

    Dorning, Monica; Garman, Steven L.; Diffendorfer, James E.; Semmens, Darius J.; Hawbaker, Todd J.; Bagstad, Kenneth J.

    2017-01-01

    Development from extracting oil and gas resources can have unintended effects on multiple ecosystem functions, with cascading effects on wildlife, ecosystem services, and local economies. Big-game hunting opportunities may be closely related to these effects, but empirical analyses of impacts of energy development on hunting are limited. We examined the influence of oil and gas development density on harvest efficiency, or harvest per unit of hunter effort, within all hunt areas in Wyoming, USA, from 2008 to 2014 for 3 big-game species: elk (Cervus canadensis), mule deer (Odocoileus hemionus), and pronghorn (Antilocapra americana). Using harvest/hunter day as the response variable, we compared linear mixed-effects models for each species that included total well density (i.e., all wells constructed up to the year of record), active well density (i.e., only those wells currently producing oil or gas in that year), or neither as a predictor variable. We used well densities as indicators of development in the absence of data specifying the locations of other oil and gas infrastructure (e.g., roads, well pads). Models also accounted for the fixed effects of road density, hunter density, proportion of the area that is public land with unrestricted hunter access, proportion of the area that is forested, year of observation, and random effects of variation among hunt areas nested within associated game herd units. Presence of oil and gas wells had a positive influence on harvest efficiency for elk and mule deer. Although there was no overall effect to pronghorn, there was a negative influence of wells on juvenile pronghorn harvest efficiency. Changes in harvest efficiency due to expanding oil and gas development could alter the time spent hunting by hunters and their chances of harvesting an animal. This could have subsequent impacts on hunter satisfaction, game populations, and economic revenue generated from recreational hunters.

  2. Capital mobility and macroeconomic volatility: evidence from Greece

    OpenAIRE

    Anastasios, Pappas

    2010-01-01

    This paper focuses on the impact of full capital account liberalization on macroeconomic volatility in Greece. According to the standard neoclassical model, such liberalization is to be desired because, among other advantages, it may reduce macroeconomic volatility. The link between macroeconomic volatility and capital account openness in the Greek economy is investigated by applying a simple three-month rolling standard deviation of real GDP growth and real final (total) consumption growth c...

  3. Macroeconomic predictions – Three essays on analysts' forecast quality

    OpenAIRE

    Orbe, Sebastian

    2013-01-01

    Macroeconomic expectation data are of great interest to different agents due to their importance as central input factors in various applications. To name but a few, politicians, capital market participants, as well as academics, incorporate these forecast data into their decision processes. Consequently, a sound understanding of the quality properties of macroeconomic forecast data, their quality determinants, as well as potential ways to improve macroeconomic predictions is desirable. ...

  4. Understanding Financial Fluctuations and Their Relation to Macroeconomic Stability

    OpenAIRE

    Nora Guarata; Carolina Pagliacci

    2017-01-01

    This paper examines how financial fluctuations and macroeconomic stability interact in the case of Venezuela, acknowledging that financial conditions deteriorating the macroeconomic environment can arise with both good and bad macroeconomic performance. An empirical methodology is provided that constructs two indexes, which are fully interpretable and are constructed with a minimum set of assumptions applied to a large number of financial time series. Structural interpretation of indexes is p...

  5. Development, Usability, and Efficacy of a Serious Game to Help Patients Learn About Pain Management After Surgery: An Evaluation Study.

    Science.gov (United States)

    Ingadottir, Brynja; Blondal, Katrin; Thue, David; Zoega, Sigridur; Thylen, Ingela; Jaarsma, Tiny

    2017-05-10

    Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game. A computer game was developed by an interdisciplinary team following a structured approach. The usability, user experience, and efficacy of the game were evaluated using self-reported questionnaires (AttrakDiff2, Postoperative Pain Management Game Survey, Patient Knowledge About Postoperative Pain Management questionnaire), semi-structured interviews, and direct observation in one session with 20 participants recruited from the general public via Facebook (mean age 48 [SD 14]; 11 women). Adjusted Barriers Questionnaire II and 3 questions on health literacy were used to collect background information. Theories of self-care and adult learning, evidence for the educational needs of patients about pain management, and principles of gamification were used to develop the computer game. Ease of use and usefulness received a median score between 2.00 (IQR 1.00) and 5.00 (IQR 2.00) (possible scores 0-5; IQR, interquartile range), and ease of use was further confirmed by observation. Participants expressed satisfaction with this novel method of learning, despite some technological challenges. The attributes of the game, measured with AttrakDiff2, received a median score above 0 in all dimensions; highest for attraction (median 1.43, IQR 0.93) followed by pragmatic quality (median 1.31, IQR 1.04), hedonic quality interaction (median 1.00, IQR 1.04), and hedonic quality stimulation (median 0.57, IQR 0.68). Knowledge of pain medication and pain management

  6. Overview of Game Effect on Dynamics of Speed Development in Girls of Primary School Age

    Directory of Open Access Journals (Sweden)

    С. І. Марченко

    2016-12-01

    Full Text Available The reserch objective is to analyze the effect of game means on the dynamics of speed abilities development in girls of the second-fourth grade. Materials and Methods. The participants in the experiment were 104 female pupils of the second grade (n=32, third grade (n=32, and fourth grade (n=40.  Research Methods: theoretical analysis and collation of scientific and methodological literature, method of control testing, pedagogical experiment, methods of mathematical statistics. Results. The study proves the necessity to use game exercises that are rationally balanced in terms of orientation, power and scope with regard to the individual constitutional peculiarities of children in order to achieve the best pedagogical effect in the development of speed abilities. The games performed with the highest swiftness contribute to the development of speed. These exercises require the best efforts, which is why their duration must not exceed 5—10 seconds, the rest intervals must be relatively large — from 40 to 60 seconds. The rest time and load time must not be constant. Conclusions. Selective and directed development of motor abilities requires taking into account the duration and pace (intensity of the performance of the physical exercises.

  7. Introduction to game theory

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    The basic ideas of game theory were originated from the problems of maximum and minimum given by J.Yon Neumann in 1928. Later, wars accelerated the study of game theory, there are many developments that contributed to the advancement of game theory, many problems of optimum appeared in economic development process. Scientists applied mathematic methods to studying game theory to make the theory more profound and perfect. The axiomatic structure of game theory was nearly complete in 1944. The path of the development of game theory started from finite to infinite, from two players to many players, from expressing gains with quantity to showing the ending of game theory with abstract result, and from certainty problems to random problems. Thus development of game theory is closely related to the economic development. In recent years, the research on the non-differentiability of Shapley value posed by Belgian Mertens is one of the advanced studies in game theory.

  8. Developing Game Changing Technologies and Bringing Them Down to Earth

    Science.gov (United States)

    Morse, David

    2016-01-01

    Address to entrepreneurs as a thought leader at the next upcoming seminar on 10/25/2016 at the Cardel Theater in Calgary. The technologies developed by NASA over the 60's through to today, has shaped the world as we know it, driving plastics to nano-electronics. To inspire local entrepreneurs developing new technologies.

  9. Resource Limitations, the Demand for Education and Economic Growth--A Macroeconomic View.

    Science.gov (United States)

    Stam, Jerome M.

    To develop a theoretical framework for explaining the observed change in demand for human skill and knowledge that occurs with economic growth, a macroeconomic analysis was made of economic variables which are influenced by political, social, and cultural factors. In the three-dimensional framework, total output (Y) of all final goods and services…

  10. The individual life cycle and economic growth : An essay on demographic macroeconomics

    NARCIS (Netherlands)

    Heijdra, B.J.; Mierau, J.O.

    We develop a demographic macroeconomic model that captures the salient life-cycle features at the individual level and, at the same time, allows us to pinpoint the main mechanisms at play at the aggregate level. At the individual level the model features both age-dependent mortality and productivity

  11. Development and refinement of new statistical methods for enhanced syndromic surveillance during the 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Morbey, Roger A; Elliot, Alex J; Charlett, Andre; Andrews, Nick; Verlander, Neville Q; Ibbotson, Sue; Smith, Gillian E

    2015-06-01

    Prior to the 2012 London Olympic and Paralympic Games, new statistical methods had to be developed for the enhanced syndromic surveillance during the Games. Different methods were developed depending on whether or not historical data were available. Practical solutions were needed to cope with the required daily reporting and data quality issues. During the Games, nearly 4800 signals were tested on average each day, generating statistical alarms that were assessed to provide information on areas of potential public health concern and reassurance that no major adverse incident had occurred. spjhi;21/2/159/FIG41460458213517577 F1 fig4-1460458213517577. © The Author(s) 2013.

  12. The coming revolution in competence development: using serious games to improve cross-cultural skills

    OpenAIRE

    Andersen, Bjorn; Fradinho, Manuel; Lefrere, Paul; Niitamo, Veli-Pekka

    2009-01-01

    Approaches to competence development have tended to focus on training to reach a required level of performance in simple and reproducible contexts, rather than in the more complex and hard-to-replicate contexts that characterize real-world projects, especially projects that involve people from other cultures. This paper explores how the Serious Games approach can be exploited to create skills in dealing with cross-cultural issues in project management. The degree of difference this can make t...

  13. Using Video Games to Develop Graduate Attributes: a Pilot Study

    OpenAIRE

    Barr, Matthew

    2016-01-01

    It may be argued that most higher education courses are not explicitly designed to teach or develop desirable soft skills such as critical thinking, communication, resourcefulness or adaptability. While such skills – often referred to as ‘graduate attributes’ – are assumed to be developed as a by-product of a university education, there is little empirical evidence to support this assumption. Furthermore, traditional didactic teaching methods do not typically require students to exhibit such ...

  14. Business models for Serious Games developers - transition from a product centric to a service centric approach.

    Directory of Open Access Journals (Sweden)

    Jannicke Baalsrud Hauge

    2014-02-01

    Full Text Available In the context of the serious games industry, up to now the most commonly used BM among developers representing SMEs consists in offering an individual product to the customer, based on tailored one-of a kind production. Such production has high costs and low re-usability and leads to a long time-to-market. For an industry dealing with products highly dependent on technological advances, this implies high risks for failure and thus being put out of business. Consequently, an increasing number of Serious Games developers are struggling to survive. These trends are not specific for the SG development sector, but can actually be observed in several others, like software industry as well as the manufacturing industry, where a transition to less product-oriented BM can be observed. This article is based on an analysis of cases studies to outline how such a transition might be possible also within serious game industry, but also to discuss the threats and opportunities of the transition, both based on case studies as well as on comparison with experiences in other industries

  15. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  16. New Game, New Rules: Strategic Positioning for Workforce Development.

    Science.gov (United States)

    Warford, Larry J.; Flynn, William J.

    2000-01-01

    Asserts that institutional planning for workforce development programs should be based on serving four major workforce segments: emerging workers, transitional workers, entrepreneurs, and incumbent workers. Suggests that a typical college be divided into four components to deal with these different workers and their differing educational and…

  17. Developing a new syndromic surveillance system for the London 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Harcourt, S E; Fletcher, J; Loveridge, P; Bains, A; Morbey, R; Yeates, A; McCloskey, B; Smyth, B; Ibbotson, S; Smith, G E; Elliot, A J

    2012-12-01

    Syndromic surveillance is vital for monitoring public health during mass gatherings. The London 2012 Olympic and Paralympic Games represents a major challenge to health protection services and community surveillance. In response to this challenge the Health Protection Agency has developed a new syndromic surveillance system that monitors daily general practitioner out-of-hours and unscheduled care attendances. This new national system will fill a gap identified in the existing general practice-based syndromic surveillance systems by providing surveillance capability of general practice activity during evenings/nights, over weekends and public holidays. The system will complement and supplement the existing tele-health phone line, general practitioner and emergency department syndromic surveillance systems. This new national system will contribute to improving public health reassurance, especially to meet the challenges of the London 2012 Olympic and Paralympic Games.

  18. Development of the Curriculum and Instructional Model for Learning the Tactical Awareness by the Each Role in the Baseball Game in the Elementary School

    OpenAIRE

    中井, 隆司; 宗野, 伸哉; 川島, 弘美

    2006-01-01

    The purpose of this study was to develop the curriculum and instructional model for learning the tactical awareness by the each role in the baseball game in the elemetary school. This baseball game' s practice composed three task games, the drill game and the teaching process for learning "tactical awareness". For analyzing the learning process and the products, four students were selected by the throwing ability. In this teaching unit, the learning process and the products were measured in t...

  19. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    Science.gov (United States)

    2016-04-01

    game developers with strong creative and technical skills, available inexpensively, and often strongly motivated to make a positive impact on the world...Memarzia, “Societal Impact of a Serious Game on Raising Public Awareness: The Case of FloodSim,” in Proceedings of ACM SIGGRAPH Symposium on Video Games ...mitigated if the sponsoring agency selects an appropriate program structure that leverages existing talent from the video game industry, supports an

  20. Tactical game for use in the development and evaluation of road transit physical protection systems

    International Nuclear Information System (INIS)

    Keeton, S.C.; Gallagher, R.J.

    1978-05-01

    The Division of Safeguards, Fuel Cycle and Environmental Research within the Nuclear Regulatory Commission (NRC) has created a program to establish appropriate methodologies for structuring and evaluating physical protection systems. Sandia Laboratories, Livermore, is responsible for developing evaluative methodologies for transportation safeguards systems. In order to gain insight into the various parts of the transportation physical protection system, a tactical board game, AMBUSH, was developed by Sandia. The purpose and features of AMBUSH are discussed. AMBUSH can be used to help provide insight into the value of additional vehicles, guards, cargo barriers, equipment and alternative tactics. One value of using AMBUSH comes from the player participation in the events that take place. The tasks that are executed at any game turn are based on a human interpretation of the current overall situation and on which strategies appear to optimize the chance of success. Thus, this game may also be valuable as a training device for the transportation guard force. An advantage over computer-based combat simulation models is that AMBUSH is easily transportable and relatively inexpensive