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Sample records for macroeconomics development game

  1. Decisions and macroeconomics: development and implementation of a simulation game

    OpenAIRE

    Woltjer, G.B.

    2003-01-01

    “Steer the economy” is an interactive game that shows the relationship between company decisions and macroeconomic dynamics. In this real time computer network simulation game the interaction between the players determines the macroeconomic results and players see within a short period the long-term consequences of their strategic decisions.For a lot of students macroeconomics is very abstract. It is difficult for them to imagine that the theories are fundamentally about the coordination of h...

  2. Essays in development macroeconomics

    OpenAIRE

    João Moreira Salles

    2012-01-01

    Developing macroeconomics is less about looking for ways to say that economic rules stemming from research in developed countries don\\'t apply to emerging-markets, than it is about trying to understand the many stages these economies go through in the natural course of their development. There are, of course, exceptions, but economic phenomena tend to have common sources. These are, after all, generated by the incentives, designed or natural, that people face when dealing with their day to da...

  3. 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.

  4. China's Macroeconomic Development: Stages and Nonlinear Convergence

    Institute of Scientific and Technical Information of China (English)

    Pingyao Lai

    2006-01-01

    The central theme of this paper is that China's macroeconomic development can be divided into three distinct stages with significant trend changes. Market-oriented reform and opening to the outside world provide main driving forces for the convergence. However, the gradual reform and some inappropriate policies have caused serious ups and downs in China's macroeconomic performance.

  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. 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.

  8. 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...

  9. A SHORT REVIEW OF MACROECONOMICS DEVELOPMENT

    OpenAIRE

    Bernal, Humberrto

    2007-01-01

    Resumen El objetivo de este documento es entender, clasificar y proporcionar un importante resumen de los rasgos fundamentales de la macroeconomía con fundamentos microeconómicos y la macroeconomía como soporte de la microeconomía. Este documento puede ser interesante para aquellos que desean entender como estas dos escuelas macroeconómicas se han desarrollado. Macroeconomía con fundamento microeconómicos presenta cuatro ramas: la Síntesis Neoclásica, Monetaristas, Nuevos Clásicos y Re...

  10. Macroeconomic Stability in Developing Countries: How Much Is Enough?

    National Research Council Canada - National Science Library

    Peter Montiel; Luis Servén

    2006-01-01

    Over the 1990s macroeconomic policies improved in most developing countries, but the growth dividend from this improvement fell short of expectations, and a policy agenda focused on stability turned...

  11. 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.

  12. 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.

  13. 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.

  14. Educational Game Development Models

    Directory of Open Access Journals (Sweden)

    Mehmet Emin Korkusuz

    2013-12-01

    Full Text Available Recent research on the subject shows that students spend more time on computer games than other activities such as reading book or watching TV. It is possible that this time-consuming activity can become much more effective by educator-game sector cooperation. Which type of game students prefer mostly; how the educational content can be articulated the games without diminishing the playability and enjoyableness of it; and the impact of the competition in the games on process and students are just several titles examined in the studies. This scope presents the types of computer game, qualities of educational games, and educational games designs which are recommended for developing educational games. It also presents a set of knowledge about the importance of educational games in mathematics and physic education, and some studies on this field. In the scope, some strategies, about educational game development process, are recommended educators and software developers in the sector who intend to develop educational games based on the literature.

  15. 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.

  16. 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.

  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. Leadership development through online gaming

    OpenAIRE

    Nuangjumnonga, Tinnawat; Mitomo, Hitoshi

    2012-01-01

    The relationship between leadership development and multiplayer online battle arena games (MOBA) are examined using two popular games of this genre: Defense of The Ancients (DOTA) and Heroes of Newerth (HON). Similar existing research notably includes IBM's Leadership in Games and at Work: Implication for the Enterprise of Massively Multiplayer Online Role-Playing Games published in 2007, positively concluding the contribution online games have towards leadership development. Close-ended surv...

  19. 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…

  20. 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…

  1. Game Development in Unity : Game Production, Game Mechanics and the Effects of Gaming

    OpenAIRE

    Dansie, Jason

    2013-01-01

    The goal of this thesis is to examine how video games are designed and to see how differ-ent game mechanics work and how to use them in the development of a game, as well as examine what are both the positive and negative effects games have on adults and children. This thesis looks at how games in general are developed in Unity, a 3D game engine which has become not only popular but a standard in the gaming industry. The thesis describes how the interface in Unity is used to quickly gene...

  2. 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

  3. Macroeconomics in crisis and macroeconomics in recovery

    Directory of Open Access Journals (Sweden)

    Alessandro Roncaglia

    2011-01-01

    Full Text Available The financial and economic crisis brings to a reconsideration of macroeconomics: as it happened in the past, after the Great Crash of 1929 as well as after the Second World War and after the collapse of the Bretton Woods system in 1971 and the subsequent oil crisis. A brief critical survey of mainstream macroeconomics (the neoclassical synthesis and its variants, and its criticisms on the side of Keynesians and Sraffians is followed by a brief survey of the elements of alternative macroeconomic analysis developed by Keynes and Kalecki, Minsky and Sylos Labini, and others.

  4. 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…

  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. Recent macroeconomic trends in emerging economies and implications for development - Country Study: Brazil

    OpenAIRE

    Eustáquio Reis

    2014-01-01

    The paper reviews the sluggish growth and inclusive developments of the Brazilian economy in the last decade. The first section analyzes the macroeconomic performance pointing export growth as the engine of growth. The second evaluates social policies and their relationship with the improvements in the labor market. The third examines Brazilian policy reactions to the global crisis that managed to recover consumption but failed to sustain investment and growth. The discussion of challenges fo...

  7. 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.

  8. 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......, based on the portfolio management thinking, to measure the degree of modularity embedded in a given platform and to what extent it is aligned with other platforms....

  9. Macroeconomic Stability in Developing Countries: How Much Is Enough?

    National Research Council Canada - National Science Library

    Peter Montiel; Luis Servén

    2006-01-01

    .... It reviews the progress achieved through fiscal, monetary, and exchange rate policies across the developing world and the effectiveness of the changing policy framework in promoting stability and growth...

  10. 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

  11. 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.

  12. 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 thei

  13. 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 hu

  14. 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.

  15. 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

  16. Political macroeconomics

    Directory of Open Access Journals (Sweden)

    Marin Dinu

    2012-08-01

    Full Text Available „Macroeconomics contaminates its principles in subordination to the societal contingent, in a way, creating states of coerced generality by contextualising the truth and circumstantiating the solutions through the adjustment of hypotheses.”

  17. Political macroeconomics

    Directory of Open Access Journals (Sweden)

    Marin Dinu

    2012-08-01

    Full Text Available Macroeconomics contaminates its principles in subordination to the societal contingent, in a way, creating states of coerced generality by contextualising the truth and circumstantiating the solutions through the adjustment of hypotheses.

  18. 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<

  19. 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.

  20. Computer game development education at university

    OpenAIRE

    Doughty, Mark

    2004-01-01

    This paper articulates some of the challenges for computer game development courses at university level. A typical course development of this type is described. The need to include creative methods alongside more formal software development methodologies as core elements of computer game education is proposed and placed within the context of an industry specific framework. The evolutionary nature of the computer game industry requires that computer game development programmes at university sh...

  1. 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 effectiveness

  2. 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

  3. 基于博弈论的宏观经济政策动态非一致性研究%Dynamic Inconsistency of Macro-economic Policies Based on the Game Theory

    Institute of Scientific and Technical Information of China (English)

    刘茜

    2012-01-01

    通过论述理性预期和动态非一致性理论在宏观经济博弈分析中的发展,分析了政府与公众的动态博弈过程及宏观经济政策在二者博弈后的结果,最后对我国宏观调控政策提出增强决策透明度,加强制度保障,健全宏观调控体系等有利于形成良好、准确的公众预期以及减少政策的动态非一致性的建议。%The development of rational anticipation and dynamic inconsistency theory gives the game theory a deeper meaning in the field of macro-economy.When the government formulates macro-economy policies,the rational anticipation of the public should be fully considered;in order to avoid the dynamic inconsistency of the policies,it is necessary to establish the relevant rules and system.By studying the development of rational anticipation and dynamic inconsistency theory in the game of macro-economy,this paper analyzes the process of dynamic game between the government and the public and discusses its result.To form accurate public expectation and reduce the possibility of dynamic inconsistency,the paper provides suggestions to the government,including enhancing the transparency of decision-making,intensifying the system guarantee,improving the system of macro-economic control and so on.

  4. 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

  5. Developments in Kosovo’s economy analysed on a macroeconomic point of view

    Directory of Open Access Journals (Sweden)

    Dr.Sc. Myrvete Badivuku - Pantina

    2011-12-01

    Full Text Available Despite that in the last years, Kosovo has experienced economic growth, it still remains the least developed country in Europe. Kosovo’s economy is still fragile. During 2009 Kosovo’s economy peaked at 4.0% while during 2010, economic growth achieved 4.6%, while the GDP was estimated to be 4.2 Billion Euros. During 2009, Kosovo’s economy was characterised by deflation (-2.4%, during 2010 it saw a raise in inflation, while consumer price index was rated at 3.5%. There is still a high rate of unemployment in the labour market, about 45%, and it remains a challenge for the country’s economy. During 2009, money deposited from Kosovars living abroad experienced a decline of 5.6%, where during 2010 these deposits marked a slight improvement. Trading imbalances since the post-war period have continued in 2010, which has created a high level of dependence of commercial deficit (deficit constitutes about 45% of the GDP. The purpose of this study is to give a clear view of the macroeconomic situation of Kosovo through a comprehensive analysis and critical approach towards developments so far, in order to improve the economic state in the future.

  6. A collaborative framework for browser games development

    OpenAIRE

    Pena, Jorge

    2012-01-01

    Master in Open Source Software This dissertation describes a conceptual model and prototype for a collaborative framework for browser games development using open source and open content. There is an extensive literature review exploring several areas like game development, modding, open source software development, open content and creative commons. The most relevant ideas about game development and collaboration are then used in defining the conceptual model of the framewo...

  7. (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...

  8. Essential elements of game development : a case study EvilHuman Game

    OpenAIRE

    Neupane, Pradip

    2015-01-01

    The game industries have been growing rapidly since the last decade. The main objective of this thesis was to develop a game from scratch to have a deeper look at the game development process. This thesis attempts to answer the following questions; what are the essential elements for game design, how to generate revenue through games by using different monetization models, what are the tools and software available today to create a game, what is game testing methodology and how it is implemen...

  9. Architecturally Reconfigurable Development of Mobile Games

    DEFF Research Database (Denmark)

    Zhang, Weishan

    2005-01-01

    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....... 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 product line, which achieved not only development and maintenance gains, but also performance enhancements....

  10. Natural disasters impact, factors of resilience and development: A meta-analysis of the macroeconomic literature

    NARCIS (Netherlands)

    S. Lazzaroni (Sara); P.A.G. van Bergeijk (Peter)

    2013-01-01

    textabstractWe systematize recent macroeconomic empirical literature on the direct and indirect impact of natural disasters providing a meta-analysis of 20 studies published during 2002-2013. We show that the disagreement between these studies is caused by the empirical design, the estimation techni

  11. Ecological macroeconomics

    DEFF Research Database (Denmark)

    Røpke, Inge

    2013-01-01

    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......The economic decline that began in 2008 opened a window of opportunity for consideration about how to combine macroecononomic and environmental concerns. This discussion is far from new, as evidenced, for instance, by the European Commission’s White Paper from 1993, which explained how a greening...

  12. [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.

  13. Teaching Design Patterns through Computer Game Development

    Science.gov (United States)

    Gestwicki, Paul; Sun, Fu-Shing

    2008-01-01

    We present an approach for teaching design patterns that emphasizes object-orientation and patterns integration. The context of computer game development is used to engage and motivate students, and it is additionally rich with design patterns. A case study is presented based on "EEClone," an arcade-style computer game implemented in Java. Our…

  14. Executive Functions Development and Playing Games

    Science.gov (United States)

    Petty, Ana Lucia; de Souza, Maria Thereza C. Coelho

    2012-01-01

    The aim of this paper is to discuss executive functions and playing games, considering Piaget's work (1967) and the neuropsychological framework (Barkley, 1997, 2000; Cypel, 2007). Two questions guide the discussion: What are the intersections between playing games and the development of executive functions? Can we stimulate children with learning…

  15. Teaching Design Patterns through Computer Game Development

    Science.gov (United States)

    Gestwicki, Paul; Sun, Fu-Shing

    2008-01-01

    We present an approach for teaching design patterns that emphasizes object-orientation and patterns integration. The context of computer game development is used to engage and motivate students, and it is additionally rich with design patterns. A case study is presented based on "EEClone," an arcade-style computer game implemented in Java. Our…

  16. 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

  17. Learn GameSalad for iOS game development for iPhone, iPad, and HTML5

    CERN Document Server

    Guerineau, David

    2012-01-01

    The first book on GameSalad, an easy-to-use game development tool for iOS. GameSalad has over 160,000 developers and over 18,000 games on the App Store. Learn GameSalad for iOS not only shows how to make games, it also explains how to publish games and even market them.

  18. 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...

  19. 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...

  20. 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…

  1. Serious Gaming in Medical Education: A Proposed Structured Framework for Game Development.

    Science.gov (United States)

    Olszewski, Aleksandra E; Wolbrink, Traci A

    2017-08-01

    Serious games are increasingly being used for medical education. However, the design and development of serious games for the education of health professionals is highly variable, and very few articles report the development process used for game development. There are many established processes for software development that can improve and streamline development, and incorporating the best practices from educational pedagogy and software development may enhance teamwork and communication, decrease development costs, and improve the quality of serious games. In this article, we review and summarize the literature for serious game development for medical education, and combining the best practices, we propose a structured three-phase iterative development framework for serious game development.

  2. Game Design and Development as Mathematical Activities

    DEFF Research Database (Denmark)

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

    2016-01-01

    -specific challenges and introduces a way of looking at game-based educational activities as a negotiation of meaning between knowledge practices and describes the role of contexts in mathematics education. This aspect is used to understand how students perceive valid mathematical activity in the relations between...... to mathematical activities in two ways; developing computer games though programming languages can relate to algorithmic thinking and systems thinking is related to the game design process. The third aspect is the instrumental approach to computational artifacts mediation as a means of understanding the mediation......, not by understanding the mathematical content they are designing their games about. This and the authors’ own research have led to a need for articulation of the inherent mathematical activities that exists in game design. This is done through a theoretical framework with three aspects. The first is called domain...

  3. 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

  4. 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.

  5. Macroeconomics and Public Policy.

    Science.gov (United States)

    1982-12-01

    I., National Income & Economic Accounting, Englewood Cliffs, N.J.: Prentice-Hall Inc., 1969. Dornbusch , R. & Fischer, S., Macroeconomics, New York...system. .0 207 0 References * Dornbusch , R. & Fischer, Macroeconomics, New York: McGraw-Hill Book Co., 1978. Edgmand, M. R., Macroeconomics: Theory and...Central Banking, New York: St. Martin’s Press, 1974, 4th ed. Dornbusch , R. & Fischer, S., Macroeconomics, New York: McGraw-Hill, 1978. Goldfeld, S. M

  6. [Macroeconomic analysis: agro-nutritional dynamics].

    Science.gov (United States)

    Coussy, J

    1992-01-01

    This reflection on the renewed prominence of macroeconomic analysis in the area of food and agriculture, especially in Africa, assesses the history, limitations, and potential of the discipline as applied in formulation of agricultural policy. It begins by tracing the development and history of macroeconomic analysis from the emergence of liberal political economy in the late 18th century. The evolution of macroeconomic analysis applied to food and agriculture has not been linear; periods of eclipse have alternated with periods of influence. Most recently, in the 1960s, macroeconomic analysis was important in attempts to understand the place of agriculture in national economies, but the misuse of its vocabulary to justify a number of controversial policy actions created lasting distrust. The questions addressed by macroeconomic analysis and the potential contributions of its use in the 1960s are discussed, followed by an analysis of the reasons for renewed attention to the macroeconomic viewpoint beginning with the balance of payments crisis of the 1980s. The recent growth of institutional demand for macroeconomic analysis and policy has been accompanied by misunderstanding and inflated expectations as to its usefulness, while suspicions linger. The pressures encouraging broadened use of macroeconomic analysis are identified, including the growing influence of purely macroeconomic processes such as urbanization, the demographic transition, and the debt crisis; the intensifying of national and international market constraints affecting food and agriculture; and the legitimation of macroeconomic terminology by the large international organizations. Misapplications of macroeconomic analysis are identified, such as an erroneous equating of "macroeconomy" with "global economy". The lack of consensus among macroeconomic theorists about policies ostensibly based on macroeconomic analysis is discussed, as is the sometimes strained relationship between them and specialists

  7. Using Game Development to Teach Software Architecture

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2011-01-01

    Full Text Available This paper describes a case study of how a game project using the XNA Game Studio from Microsoft was implemented in a software architecture course. In this project, university students have to construct and design a type of software architecture, evaluate the architecture, implement an application based on the architecture, and test this implementation. In previous years, the domain of the software architecture project has been a robot controller for navigating a maze. Robot controller was chosen as the domain for the project, as there exist several papers and descriptions on reference architectures for managing mobile robots. This paper describes the changes we had to make to introduce an XNA game development project to the software architecture course, and our experiences from running a software architecture project focusing on game development and XNA. The experiences described in this paper are based on feedback from the course staff, the project reports of the students, and a mandatory course evaluation. The evaluation shows among other things that the majority of the students preferred the game project to the robot project, that XNA was considered to be suitable platform for a software architecture project, that the students found it useful to learn XNA and C#, and that some students were carried away when developing the game in the software architecture project.

  8. Selection and use of open source game engine for development of game

    OpenAIRE

    Pintar, Aljaž

    2011-01-01

    When we start to develop a computer game we can benefit a lot if we start the development with an existing game engine. A game engine spares us the development of most basic functionalities that need to be present in every game to function. In this thesis we evaluated different 3D open source game engines with the goal of choosing the most appropriate engine for developing a 3D computer version of the desktop game Checkers. We limited to comparison to have commonly used engines and devised a ...

  9. HTML5 game engines app development and distribution

    CERN Document Server

    Nagle, Dan

    2014-01-01

    HTML5 Game Development Introduction to HTML5 The HTML5 Standard HTML5, the New Living Standard HTML5 Stands Alone Source Code A Touch of Game Design HTML5 Hello World Canvas Pong Game Board Pong Game Loop Pong Game Refactoring HTML5 Development Strategies Development Strategies Browser Wars? HTML5 Sound and Music Testing on Mobile Devices Optimizing the Page for Mobile Chrome Developer Tools HTML5 Game Engines Crafty Source Code Introduction Crafty Pong HTML5 Game Graphics EaselJS Source Code Introduction Tic-Tac-Toe Setup Hello EaselJS PreloadJS for EaselJS EaselJS Sprites Tic-Tac-Toe Impleme

  10. 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...

  11. (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 technolog

  12. (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

  13. (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 technolog

  14. 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.

  15. Serious games & EMERGO - sustainable development of skill-based serious games

    NARCIS (Netherlands)

    Nadolski, Rob; Slootmaker, Aad

    2012-01-01

    Nadolski, R. J., & Slootmaker, A. (2012, 11 December). Serious games & EMERGO - sustainable development of skill-based serious games. Workshop for TPG Academy of a South African Delegation, Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  16. Serious games & EMERGO - sustainable development of skill-based serious games

    NARCIS (Netherlands)

    Nadolski, Rob; Slootmaker, Aad

    2012-01-01

    Nadolski, R. J., & Slootmaker, A. (2012, 11 December). Serious games & EMERGO - sustainable development of skill-based serious games. Workshop for TPG Academy of a South African Delegation, Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  17. Computer Game Development as a Literacy Activity

    Science.gov (United States)

    Owston, Ron; Wideman, Herb; Ronda, Natalia Sinitskaya; Brown, Christine

    2009-01-01

    This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were…

  18. 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.

  19. 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.

  20. 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.

  1. 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

  2. Macroeconomic Policies Interaction

    Directory of Open Access Journals (Sweden)

    Nasir Muhammad Ali

    2016-01-01

    Full Text Available This concise study analyses the symmetry of financial markets’ responses to macroeconomic policy interaction in the United Kingdom. Employing the Vector Auto-regression (VAR model on monthly data of the British financial sector and macroeconomic policies from January 1985 to August 2008, this study found that the equity and sovereign debt markets showed identical symmetry in response to macroeconomic policy interaction.

  3. 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…

  4. 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…

  5. 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.

  6. 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 dev

  7. 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 dev

  8. 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

  9. 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.

  10. 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.

  11. 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

  12. 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.…

  13. The Formal Approach to Computer Game Rule Development Automation

    OpenAIRE

    Elena, A

    2009-01-01

    Computer game rules development is one of the weakly automated tasks in game development. This paper gives an overview of the ongoing research project which deals with automation of rules development for turn-based strategy computer games. Rules are the basic elements of these games. This paper proposes a new approach to automation including visual formal rules model creation, model verification and modelbased code generation.

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

    OpenAIRE

    Alf Inge Wang; Bian Wu

    2009-01-01

    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...

  15. Game understanding and game performance in badminton : development and validation of assessment instruments and their application to games teaching and coaching

    OpenAIRE

    Blomqvist, Minna

    2001-01-01

    Previous research in game settings in Finland has mainly focused on perfecting the technical aspects of game performance, whereas studying and developing game understanding as well as the teaching of games has gained far less attention. Therefore, the primary purpose of the present study was first to develop two valid assessment instruments to evaluate game understanding and game performance in badminton, and second, to apply the developed instruments to different age and experience levels. T...

  16. 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...

  17. Casanova : A simple, high-performance language for game development

    NARCIS (Netherlands)

    Abbadi, Mohamed; Di Giacomo, Francesco; Spronck, Pieter; Cortesi, Agostino; Constantini, Giulia; Maggiore, G.

    2015-01-01

    Managing the flow of time and the coordination of multiple components in games (and other highly interactive applications) is a challenging task. Therefore game development requires a lot of effort, even for (apparently) simple scenarios. To reduce the cost and effort of game development, we

  18. Beginning iOS 3D unreal games development

    CERN Document Server

    Chin, Robert

    2012-01-01

    Aims to be first book on the market concerning iOS 3D game apps development using the Unreal UDK Unreal UDK and scripting engine are popular emerging tools used for building games like those you see from Epic iOS and mobile game apps development are popular tech and book markets

  19. 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.

  20. FACTORS DRIVING AND INFLUENCING THE DEVELOPMENT OF SERIOUS GAMES

    DEFF Research Database (Denmark)

    Nielsen, Louise Møller; Hansen, Poul Henrik Kyvsgaard

    2016-01-01

    There are a large variety of serious games aimed at providing knowledge for 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 attention is either given to the design and development of serious games or to the development of the serious games’ business models. In this study, we explore the interaction and linking between the development of the serious game and the development of the game’s business model....... The paper investigates the development and business models of 24+ analogue serious games and learning tools in the Danish market. 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...

  1. 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...

  2. 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,…

  3. 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…

  4. 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…

  5. Space Technology Mission Directorate: Game Changing Development

    Science.gov (United States)

    Gaddis, Stephen W.

    2015-01-01

    NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.

  6. 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.

  7. Smartphone Application Development : Porting existing PC game for multiple platforms

    OpenAIRE

    Östh, Mattias

    2013-01-01

    An already created PC game exists and the goal of this project is to find a solution to port the game to the most popular smartphone platforms using mostly one generic code. The game to be ported is a musical game where the player uses an acoustic guitar to interact with the game using with the help of real time audio analysis. This thesis goes through the development process to reach the objective by investigating proper tools and issues around the performance and human-computer interaction ...

  8. 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. 

  9. Macroeconomic aspects of financial liberalization

    Directory of Open Access Journals (Sweden)

    Mirdala Rajmund

    2006-01-01

    Full Text Available The positive and the negative macroeconomic aspects of the financial liberalization for the developing and emerging economies are well described in the present literature. But it is not easy to clearly summarize the final effects of the financial integration on the certain country. For instance the argument about the growth benefits of the capital account liberalization is likely to be inadequate considering the financial crises in the emerging markets at the end of the last century. On the other hand, many authors (especially in the financial literature report that the equity market liberalizations help to significantly boost the economic growth. There are also some examples on the microeconomic level (firm level or industry level when the international financial integration brings certain benefits to the integrated enterprises and the capital flows restriction leads to the distortionary effects. In the paper we analyze the macroeconomic effects of the capital flows liberalization.

  10. An empirical evaluation of macroeconomic surveillance in the European Union

    OpenAIRE

    2015-01-01

    The EU's macroeconomic surveillance mechanism, namely the Macroeconomic Imbalance Procedure (MIP), is based on the so-called Scoreboard, which comprises a set of indicators that serve as a signalling device for potentially harmful macroeconomic developments. We first evaluate the early warning properties of the Scoreboard indicators with regard to financial crises. We then analyze the role of emerging crisis signals from the Scoreboard for the subsequent steps of the MIP (In-Depth Reviews), i...

  11. Recent developments in monetary macroeconomics and U.S. dollar policy

    OpenAIRE

    Gavin, William T.

    2005-01-01

    This paper summarizes recent developments in the theory and practice of monetary policy in a closed economy and explains what these developments mean for United States dollar policy. There is no conflict between what is appropriate U.S. monetary policy at home or abroad because the dollar is the world's key currency. Both at home and abroad, the main problem for U.S. policymakers is to provide an anchor for the dollar. Recent experience in other countries suggests that a solution is evolving ...

  12. Children's Narrative Development through Computer Game Authoring

    Science.gov (United States)

    Robertson, Judy; Good, Judith

    2005-01-01

    Playing computer games is an extremely popular leisure activity for children. In fact, the computer games market in the UK is now double that of the video rental market, and substantially larger than cinema box office sales, and under people under the age of 18 make up 38% of these game players. Based on the popularity and strong motivational…

  13. 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…

  14. 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…

  15. Games in Geography: Development in Technique.

    Science.gov (United States)

    Conolly, Geoff

    1982-01-01

    The evolution of educational games during the 1960s and 1970s culminated in a renewed awareness of the nature and potential of games. Simulations and games are suitable for instruction in urban growth, environmental problems, and in decision making in general. (KC)

  16. 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.

  17. Design-Based Research and Video Game Based Learning: Developing the Educational Video Game "Citizen Science"

    Science.gov (United States)

    Gaydos, Matthew J.

    2013-01-01

    This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…

  18. Evaluation of Game Engines for Cross-Platform Development of Mobile Serious Games for Health.

    Science.gov (United States)

    Kleinschmidt, Carina; Haag, Martin

    2016-01-01

    Studies have shown that serious games for health can improve patient compliance and help to increase the quality of medical education. Due to a growing availability of mobile devices, especially the development of cross-platform mobile apps is helpful for improving healthcare. As the development can be highly time-consuming and expensive, an alternative development process is needed. Game engines are expected to simplify this process. Therefore, this article examines the question whether using game engines for cross-platform serious games for health can simplify the development compared to the development of a plain HTML5 app. At first, a systematic review of the literature was conducted in different databases (MEDLINE, ACM and IEEE). Afterwards three different game engines were chosen, evaluated in different categories and compared to the development of a HTML5 app. This was realized by implementing a prototypical application in the different engines and conducting a utility analysis. The evaluation shows that the Marmalade engine is the best choice for development in this scenario. Furthermore, it is obvious that the game engines have great benefits against plain HTML5 development as they provide components for graphics, physics, sounds, etc. The authors recommend to use the Marmalade Engine for a cross-platform mobile Serious Game for Health.

  19. [Educative game on drugs for blind individuals: development and assessment].

    Science.gov (United States)

    Mariano, Monaliza Ribeiro; Rebouças, Cristiana Brasil de Almeida; Pagliuca, Lorita Marlena Freitag

    2013-08-01

    Study aimed to develop and assess an educational game on psychoactive drugs accessible to blind individuals, conducted in three steps: development of the educative game, evaluation by three special education experts, and assessment by twelve blind individuals. As a result, a board game called Drugs: staying clean was developed. In the Alpha version, experts made suggestions regarding the game rules and instructions and the board base, including square texture, game pieces, and Braille writing. In Beta version, we proceeded to the assessment by the blind participants, who suggested changes in the square texture and the addition of Velcro-type material to fix the counters on the board. Then, the Gamma version was played by the last pairs of blind players and was considered by them to be adequate. In the evaluation of the experts, the game was appropriate, as it allowed access to information on psychoactive drugs in a ludic and playful manner.

  20. 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

  1. 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…

  2. 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,...

  3. Game Design and Development as Mathematical Activities: Proposing a Framework

    DEFF Research Database (Denmark)

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

    2016-01-01

    to mathematical activities in two ways; developing computer games though programming languages can relate to algorithmic thinking and systems thinking is related to the game design process. The third aspect is the instrumental approach to computational artifacts mediation as a means of understanding the mediation......In this paper a framework for describing some of the mathematical activities inherent in computer game design is proposed in order to develop a framework for use in a recently conducted pilot study. The paper presents an introduction of previous work on the subject of game design and mathematics...... the game design process, mathematics as a subject, the pedagogical practices, as well as the students’ everyday experience with games. The second aspect presents algorithmic thinking and systems thinking as a basis for thinking in causalities, stochastic processes and consequences, which relates...

  4. 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.

  5. 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.

  6. 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.

  7. Intermediate Macroeconomics Tutorials and Applets.

    Science.gov (United States)

    Gartner, Manfred

    2001-01-01

    Describes a Web site designed for undergraduate macroeconomics teaching. Includes examples of two teaching modules, an applet that features macro time series for 19 countries, dictionaries of macroeconomic terms in 12 languages, links to macroeconomic topics, and an intranet search option. (JEH)

  8. Intermediate Macroeconomics Tutorials and Applets.

    Science.gov (United States)

    Gartner, Manfred

    2001-01-01

    Describes a Web site designed for undergraduate macroeconomics teaching. Includes examples of two teaching modules, an applet that features macro time series for 19 countries, dictionaries of macroeconomic terms in 12 languages, links to macroeconomic topics, and an intranet search option. (JEH)

  9. 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.

  10. 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.

  11. 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.

  12. THE MACROECONOMIC DRIVERS OF ECONOMIC GROWTH IN MALAWI

    Directory of Open Access Journals (Sweden)

    Themba G. Chirwa

    2015-06-01

    Full Text Available This paper examines the main macroeconomic drivers of economic growth in Malawi. The drivers are identified by examining the various development plans and reforms that Malawi implemented during the period 1970-2011. The examination concludes that the main macroeconomic drivers of economic growth in Malawi during this period were the accumulation of physical capital, human capital development, international trade, inflation and the real exchange rate. The examination also shows that country-specific development policies and institutions are important in identifying and influencing the macroeconomic factors of growth. Although Malawi has been able to identify the factors that would contribute to sustainable economic growth in its development policies, these factors were influenced by a number of structural challenges, such as low investment rates, inadequate investment in human capital, balance-of-payment problems, macroeconomic instability, and frequent policy reversals in the implementation of macroeconomic reforms.

  13. Collaborative Quiz Game Developed with Epik

    Science.gov (United States)

    Sampaio, Bruno; Morgado, Carmen; Barbosa, Fernanda

    2012-01-01

    Games are currently being used by an increasing number of people, of different ages and in different contexts. Usually, they provide fun ways of interaction, collaboration, and competition among players. These aspects may be very important in an educational context, since many research studies confirm that games have many positive effects on…

  14. 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 el

  15. 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.

  16. A script development model for the creation of computer games / Cecile van Zyl

    OpenAIRE

    Van Zyl, Cecile

    2008-01-01

    The concept of game development has traditionally not implemented the skills of professional writers to develop the scripts for a computer game. However, due to the growth in complexity and size of the computer game development process, as well as the growing teams of people involved in the development of computer games, the need to employ skilled writers has emerged in modern computer game development. It has, however, become clear that the role of the writer within the collaborative game...

  17. 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…

  18. THE IMPACT OF THE GLOBAL ECONOMIC CRISIS ON MACROECONOMIC AGGREGATES IN BRICS COUNTRIES AND USA

    OpenAIRE

    2013-01-01

    The global economic crisis which has emerged 2007 year has led to major financial and corporate scandals, also hence to large fluctuations in macroeconomic developments and the implementation of national policies. Macroeconomic aggregates are important indicators that measure the results of activities of the economy of a country, and therefore are important for macroeconomic analysis. The aim of this paper is to show the impact of the global economic crisis on macroeconomic aggregates in the ...

  19. 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.

  20. 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…

  1. 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,

  2. Developing Academic Games and Simulations for Art Education.

    Science.gov (United States)

    Susi, Frank D.

    1988-01-01

    Discusses the advantages of academic games and simulations in art education. Provides information on developing academic games and simulations and includes an example. Concludes that these strategies not only broaden the range of instructional approaches, but enhance the learning that results from the study of art. (GEA)

  3. 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.

  4. 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, wi

  5. Searching for Sentient Design Tools for Game Development

    DEFF Research Database (Denmark)

    Liapis, Antonios

    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...... increasing demand by expanding their cadre, compressing development cycles and reusing code or assets. To limit development time and reduce the cost of content creation, commercial game engines and procedural content generation are popular shortcuts. Content creation tools are means to either generate...... a large volume of game content or to reduce designer effort by automating the mechanizable aspects of content creation, such as feasibility checking. However elaborate the type of content such tools can create, they remain subservient to their human developers/creators (who have tightly designed all...

  6. Science games and the development of scientific possible selves.

    Science.gov (United States)

    Beier, Margaret; Miller, Leslie; 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.

  7. 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.

  8. "InFection Four": Development of a Youth-Informed Sexual Health Card Game

    Science.gov (United States)

    Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Sutherland, Ainsley

    2014-01-01

    Games may be useful tools for learning and communicating about sexual and reproductive health. This article discusses the collaborative design and subsequent evaluation of a narrative-based card game. This game was created in a workshop based on positive youth development, which allowed youth to be involved as game designers and game players.…

  9. "InFection Four": Development of a Youth-Informed Sexual Health Card Game

    Science.gov (United States)

    Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Sutherland, Ainsley

    2014-01-01

    Games may be useful tools for learning and communicating about sexual and reproductive health. This article discusses the collaborative design and subsequent evaluation of a narrative-based card game. This game was created in a workshop based on positive youth development, which allowed youth to be involved as game designers and game players.…

  10. Game Development for Smart Phones Based on Local Heritage

    Directory of Open Access Journals (Sweden)

    Oras F. Baker

    2011-01-01

    Full Text Available The market for mobile games is expanding rapidly, and several games market in the advanced world are booming with sales, that has led us to the use of latest tools for mobile application development to modify and  enhance an existing and traditional game to make it available for mobile users, Congkak game is developed for the latest mobile phones in the market. This version has been modified to an eight holes, one store, and one player game for a start. Each player  hole contains four seeds, which are sown continuously until the seeds are exhausted. The main objectives of the game are: to make it available for mobile phones as well as extend/modify the games’ functionality. Major development tools used were the Sony Ericsson KToolBar, Netbeans IDE, Scite text editor, and Adobe Photoshop. UML class diagrams have also been modeled for the classes. The programming language used in this game development is java, programming in the micro edition platform (J2ME.

  11. Developing a computer game to prepare children for surgery.

    Science.gov (United States)

    Rassin, Michal; Gutman, Yaira; Silner, Dina

    2004-12-01

    Computer games are a major part of the culture of children and teenagers in many developed countries. Research shows that children of the computer age prefer computer-assisted learning to any other teaching strategy. Health care workers traditionally have used dolls, games, drawings, creative arts, and even videotapes to prepare children for surgery. No studies have been conducted in Israel on using computers to help ailing children in general or to help children preparing for surgery in particular. This article discusses the potential for using computers to educate patients based on a review of the literature and interviews with children and describes the process of computer game development.

  12. Essays on Macroeconomics

    OpenAIRE

    Llosa, Luis Gonzalo

    2015-01-01

    In these essays, I examine (i) the role of terms of trade in emerging countries and (ii) economic efficiency under endogenous information. The first chapter documents a negative relationship between the terms of trade - defined as the ratio of imports to the price of exports - and various macroeconomic variables such as output, consumption, investment and total factor productivity (TFP) in emerging economies. The second part of this chapter presents a small open economy business cycles model ...

  13. 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.

  14. Mobile Game Development: Object-Orientation or Not

    DEFF Research Database (Denmark)

    Zhang, Weishan; Han, Dong; Kunz, Thomas;

    2007-01-01

    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...... 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......-oriented 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...

  15. Automating Commercial Video Game Development using Computational Intelligence

    Directory of Open Access Journals (Sweden)

    Tse G. Tan

    2011-01-01

    Full Text Available 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 producing intelligent game objects and characters that can carry out their tasks autonomously. Approach: The aim of this study is an attempt to create an autonomous intelligent controller to play the game with no human intervention. Our approach is to use a simple but powerful evolutionary algorithm called Evolution Strategies (ES to evolve the connection weights and biases of feed-forward Artificial Neural Networks (ANN and to examine its learning ability through computational experiments in a non-deterministic and dynamic environment, which is the well-known arcade game, called Ms. Pac-man. The resulting algorithm is referred to as an Evolution Strategies Neural Network or ESNet. Results: The comparison of ESNet with two random systems, Random Direction (RandDir and Random Neural Network (RandNet yields promising results. The contribution of this work also focused on the comparison between the ESNet with different mutation probabilities. The results show that ESNet with a high probability with high mean scores recorded compared to the mean scores of RandDir, RandNet and ESNet with a low probability. Conclusion: Overall, the proposed algorithm has a very good performance with a high probability of automatically generating successful game AI controllers for the video game.

  16. Developing ideation cards for mixed reality game design

    OpenAIRE

    Wetzel, Richard; Rodden, Tom; Benford, Steve

    2016-01-01

    Mixed reality games (MRGs) pose new challenges but also opportunities to designers. In order to make the design space of MRGs easily accessible and enable collaborative design in a playful manner we have developed Mixed Reality Game Cards. These ideation cards synthesize design knowledge about MRGs and are inspired by a variety of other successful ideation cards. We describe six studies, illustrate the iterative development of our cards, and reflect how the structure of our cards might influe...

  17. 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)

  18. 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.

  19. 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; pIndonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  20. 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....... use an evaluation method which focuses on assessing the desire to continue playing as an indicator of player engagement. This feedback can then be applied to detect and prevent any design decisions that would jeopardise a game's level of player engagement. The process is exemplified by a case study...

  1. 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.

  2. 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.

  3. The macroeconomics of public sector deficits : a synthesis

    OpenAIRE

    1991-01-01

    Fiscal deficits have been at the forefront of macroeconomic adjustment in the 1980s, both in developing and developed countries. Fiscal deficits were blamed in good part for the assortment of ills that beset developing countries in the 1980s: over-indebtedness leading to the debt crisis beginning in 1982, high inflation, and poor investment and growth performance. This paper will examine the evidence for the macroeconomic effects of fiscal deficits, using the results of a set of ten case stud...

  4. 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...

  5. 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…

  6. 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:

  7. 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

  8. 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 g

  9. 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.

  10. 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.

  11. 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.

  12. 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…

  13. Issues in the Development of Location-Based Games

    Directory of Open Access Journals (Sweden)

    João Tiago Pinheiro Neto Jacob

    2011-01-01

    Full Text Available As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others, that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars.

  14. 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...

  15. 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 th

  16. Experience of Macroeconomic Models Realization in Transition Economy

    Directory of Open Access Journals (Sweden)

    Elvira Naval

    2005-01-01

    Full Text Available This article represents an issue about macroeconomic model realization under transition economy of Moldova Republic. Different macroeconomic model beginning with simple monetary model and growth model, and more complicated model as financial programming models, general equilibrium model, describing complex functioning of national economy and forecasting effect of various economic policies on economy development were considered. Some comparative analysis and conclusions were presented.

  17. Trade Regimes, Liberalization and Macroeconomic Instability in Africa

    OpenAIRE

    Chantal Dupasquier; Patrick N. Osakwe

    2006-01-01

    Trade policy has been a very contentious issue in the discourse on African development. Using panel data for 33 African countries spanning the period 1986-2000, we examine the relationship between trade liberalization and macroeconomic instability in Africa. We focus on instabilities in output, consumption and investment, and use both single and system estimation techniques as well as different measures of trade regimes. After controlling for key potential sources of macroeconomic instability...

  18. 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...

  19. 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…

  20. 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...

  1. 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)

  2. On the character of macroeconomics, macroeconomic policy and econometrics: the need for another macroeconomic policy conception

    Directory of Open Access Journals (Sweden)

    L.H. HOODGDUIN

    2013-12-01

    Full Text Available The work argues that the “traditional” macroeconomic policy conception that emerged in the fifties and sixties was rightly challenged in the seventies, although on the basis of an insufficiently grounded belief in the equilibrating tendencies in market economies. According to the author, the traditional policy conception should be rejected for its misconception of the character of macroeconomics which led to an overly pretentious claim for the possibilities of macroeconomics and macroeconometric model-building in the field of policy. Furthermore, it is argued that the possibility of important deficiencies in the functioning of market economies cannot be precluded on either theoretical or empirical grounds. 

  3. Macroeconomic adjustment shows government resolve

    Institute of Scientific and Technical Information of China (English)

    GUANPENG

    2004-01-01

    In the last week of April, the Chinese government unexpectedly announced a set of administrative contracting polices to curb overheating investment. These policies seriously changed market expectation on central government's attitude towards the macroeconomic adiustment.

  4. 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, Maria C.; Pieterse, Marcel E.; Peters, Oscar; 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

  5. 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.

  6. 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

  7. 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.

  8. Predictive regressions for macroeconomic data

    OpenAIRE

    Fukang Zhu; Zongwu Cai; Liang Peng

    2014-01-01

    Researchers have constantly asked whether stock returns can be predicted by some macroeconomic data. However, it is known that macroeconomic data may exhibit nonstationarity and/or heavy tails, which complicates existing testing procedures for predictability. In this paper we propose novel empirical likelihood methods based on some weighted score equations to test whether the monthly CRSP value-weighted index can be predicted by the log dividend-price ratio or the log earnings-price ratio. Th...

  9. 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.

  10. 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.

  11. 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.

  12. 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,

  13. 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,…

  14. 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…

  15. 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,…

  16. Developing a Mobile Game Environment to Support Disadvantaged Learners

    NARCIS (Netherlands)

    Schmitz, Birgit; Hoffmann, Marvin; Klamma, Ralf; Klemke, Roland; Specht, Marcus

    2012-01-01

    Schmitz, B., Hoffmann, M., Klamma, R., Klemke, R., & Specht, M. (2012). Developing a Mobile Game Environment to Support Disadvantaged Learners. Proceedings of 12th IEEE International Conference on Advanced Learning Technologies (ICALT 2012) (pp. 223-227). July, 4-6, 2012, Rome, Italy: IEEE Computer

  17. Development and Validation of the Game Perceptions Scale (GPS)

    NARCIS (Netherlands)

    Vandercruysse, S.; Vandewaetere, M.; Maertens, M.; terVrugte, J.; Wouters, P.; de Jong, T.; van Oostendorp, H.; Elen, J.

    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 Sca

  18. Development and validation of the Game Perceptions Scale (GPS)

    NARCIS (Netherlands)

    Van der Cruysse, S.; Vandewaetere, M.; Maertens, M.; ter Vrugte, Judith; Wouters, P.; de Jong, Anthonius J.M.; van Oostendorp, H.

    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

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

    NARCIS (Netherlands)

    Vandercruysse, S.; Vandewaetere, M.; Maertens, M.; terVrugte, J.; Wouters, P.; de Jong, T.; van Oostendorp, H.; Elen, J.

    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

  20. 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

  1. 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, a

  2. New macroeconomic model of national economy

    Directory of Open Access Journals (Sweden)

    Lyudmila Nikolaevna Kuklina

    2012-03-01

    Full Text Available This paper considers the relevance of the formation of new macroeconomic models of post-crisis development of the national economy and regional economy. It is noted that there is not just a set of models of national economies and a set of methodological approaches to its modeling. Formation of macroeconomic models takes into consideration the features of socio-economic development of individual regions. In this context, the major regions are highlighted, in particular, the Ural Federal District. It is noted that the structure of regional economic space of the Ural Federal District is different, and different is the level of involvement of the region in the global economy. The problem of correlation of the history of economic ideas and the world of real economic processes of recent decades is reviewed. Predictive capacity of the modern theory of the cycle and the possibility of using its analytical tools for the formation of a new macroeconomic model of post-crisis development of the national economy is analyzed.

  3. 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,…

  4. 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,…

  5. Convergence, divergence and realignment in British macroeconomics

    Directory of Open Access Journals (Sweden)

    D. COBHAM

    2013-12-01

    Full Text Available In this paper the author argues that the still frequent and simplistic distinction between Keynesians and monetarists that makes up a large part of the British popular economic debate has become seriously misleading. Changes that have taken place in British macroeconomics since the early 1970s are thus indicated and some of the theoretical and empirical factors responsible for these changes are suggested. The author presents a brief characterisation of British Keynesianism and monetarism as of late 1960s/early 1970s, arguing that there have been important elements of convergence. He proceeds to discuss some of the theoretical developments and some of the experiences of UK macroeconomic policy which have contributed to this convergence. Finally, he considers whether the labels “Keynesian” and “monetarist” continue to be relevant.

  6. 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...

  7. Macroeconomic Dynamics and Financial Crisis in Nigeria

    Directory of Open Access Journals (Sweden)

    Ph. D. Olusegun Olowe

    2012-05-01

    Full Text Available This work as an empirical economics assessment examined the role of domestic macroeconomic policies with emphasis on the management of the impact of macroeconomic variables on the global financial crisis in Nigeria.. It applies VAR framework on annual time series data from 1969 to 2009. The paper opines that the Nigerian economy is far from converging towards a sustainable equilibrium in the short run. The paper suggests that attitudinal change, monetary and fiscal policies could be used to address the Nigerian version of the global financial crisis. However, the right mix of these policies to avoid conflicts in the light of dampening effects of the global financial melt-down as well as the possible effects of the global financial crisis and macroeconomic fluctuations on economic development in Nigeria is of relevance..The direction and magnitude of relevant policy to stimulate increased government intervention, it was observed that there is the need for comparative dynamics of economies in order to return to the path of sustainable growth and development

  8. Managing Success in Viet Nam: Macroeconomic Consequences of Large Capital Inflows with Limited Policy Tools

    OpenAIRE

    Menon, Jayant

    2009-01-01

    Viet Nam has experienced spectacular economic growth over the past decade, in part the result of massive foreign direct investment (FDI) inflows. Although much has been written on the impacts of FDI in developing countries, previous studies have generally ignored macroeconomic consequences in cost-benefit assessments. These macroeconomic aspects can be particularly important in transitional economies like Viet Nam, where some of the tools for macroeconomic stabilization may be blunt or unavai...

  9. New Keynesian macroeconomics: Entry for New Palgrave Dictionary of Economics, 2nd Edition

    OpenAIRE

    Dixon, Huw David

    2007-01-01

    This dictionary entry defines the development of new Keynesian macroeconomics (NKM) since the 1980s. I argue that the key defining feature NKM is the introduction of imperfect competition, making price and/or wage setting endogenous and hence allowing for a rigorous understanding of nominal rigidity. This has led to a shift away from perfect competition in macroeconomics. The combination of NKM with dynamic macroeconomic modelling has led to the current orthodoxy: the new-neoclassical synthes...

  10. 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.

  11. The "Learning Games Design Model": Immersion, Collaboration, and Outcomes-Driven Development

    Science.gov (United States)

    Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel

    2012-01-01

    Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…

  12. 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

  13. 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.

  14. 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.

  15. [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.

  16. 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…

  17. Computer Game Development: An Instructional Strategy to Promote Higher Order Thinking Skills

    Science.gov (United States)

    Prayaga, Lakshmi; Coffey, John W.

    2008-01-01

    Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…

  18. 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…

  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. 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

  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. Towards an Environmental Macroeconomics Towards an Environmental Macroeconomics

    Directory of Open Access Journals (Sweden)

    Herman E. Daly

    1990-03-01

    Full Text Available Towards an Environmental Macroeconomics Other than some incipient efforts at including environmental costs in national accounts there are no points of contact between tradifiod macroeconomics and the environment. This condition is explained in terms of Schumpeter's notion of pre-analytic visions: The economy as isolated flow of exchange value versus the economy as open subsystem of the finite ecosystem. From the second pre-analytic vision the first analytical questions that occur are: how big is the economic subsystem relative to the total ecosystem, and how big should it be? This is the macroeconomic question of optimal scale and needs to be clearly distinguished from the microeconomic question of optimal allocation.

  4. An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety

    Science.gov (United States)

    All, Anissa; Van Looy, Jan; Castellar, Elena Patricia Nuñez

    2013-01-01

    This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In…

  5. CENTRAL BANK INDEPENDENCE AND MACROECONOMIC PERFORMANCES - AN EMPIRICAL APPROACH

    Directory of Open Access Journals (Sweden)

    Coroiu Sorina

    2011-07-01

    connections between the evolution of central bank independence and macroeconomic performances we used five macroeconomic variables: GDP in constant prices, Harmonised Price Consumer Index, unemployment rate, budgetary deficit and current account deficit. Both measuring the degree of central bank independence and evaluating the average levels of the macroeconomic variables were analysed in the period 1990 - 2009, within 20 less developing countries. The final results will help clarify the complex relationship between central bank independence and macroeconomic performances in countries who fostered a large amount of institutional shift in recent years.

  6. 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.

  7. Development of PC Games for Use in Rehabilitation

    Science.gov (United States)

    Hoshino, Hiroyuki; Igarashi, Yuuta; Miyakawa, Michio; Maeda, Yoshinobu

    We have developed a rehabilitation tool used for treatment of patients suffering from hemiplegia and evaluation of the paralysis-stage. The tool consists of a PC and button switches for a computer game so that it is not expensive, available in anywhere, and possible to get a change of air in the patients. In this study, we have evaluated behavior indices such as an operation time to play with the games both in healthy young students and patients with paralysis. From experimental results, it was shown that the recorded behavioral indices showed the strong dependence on the motion control function of a subject. Preceding evaluation of effectiveness in rehabilitation of the developed tool, possible application of the tool in evaluation of the motion control function of the patients with hemiplegia was discussed in this paper.

  8. The design and development of a computer game on insulin injection.

    Science.gov (United States)

    Ebrahimpour, Fatemeh; Najafi, Mostafa; Sadeghi, Narges

    2014-01-01

    Insulin therapy is of high importance in glycemic control and prevention of complications in type 1 diabetes in children. However, this treatment is unpleasant and stressful for many children, and it is difficult for them to accept. The purpose of the study was to design and develop an educational computer game for diabetic children to familiarize them with insulin injections. After a review of the literature and the collection of basic information, we discussed the purpose of this research with some diabetic children, their parents, and nurses. The findings that we acquired from the discussion were considered in designing and developing the game. Then, following the principles associated with the development of computer games, we developed seven different games that related to insulin injections, and the games were evaluated in a pilot study. The games developed through the design and programming environment of Adobe Flash Player and stored on a computer disk (CD). The seven games were a pairs game, a puzzle game, a question and answer game, an insulin kit game, a drawing room game, a story game, and an insulin injection-room game). The idea was that diabetic children could become acquainted with insulin injections and the injection toolkit by playing a variety of entertaining and fun games. They also learned about some of the issues associated with insulin and experienced insulin injection in a simulated environment. It seems that the use of new technologies, such as computer games, can influence diabetic children's acquaintance with the correct method of insulin injection, psychological readiness to initiate insulin therapy, reduction in stress, anxiety, and fear of insulin injection.

  9. 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...

  10. 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…

  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. Using a Serious Game Approach to Teach Secure Coding in Introductory Programming: Development and Initial Findings

    Science.gov (United States)

    Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen

    2013-01-01

    We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…

  13. Applying Evidence-Centered Design for the Development of Game-Based Assessments in Physics Playground

    Science.gov (United States)

    Kim, Yoon Jeon; Almond, Russell G.; Shute, Valerie J.

    2016-01-01

    Game-based assessment (GBA) is a specific use of educational games that employs game activities to elicit evidence for educationally valuable skills and knowledge. While this approach can provide individualized and diagnostic information about students, the design and development of assessment mechanics for a GBA is a nontrivial task. In this…

  14. EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education

    Science.gov (United States)

    Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen

    2008-01-01

    Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…

  15. 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…

  16. Using a Serious Game Approach to Teach Secure Coding in Introductory Programming: Development and Initial Findings

    Science.gov (United States)

    Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen

    2013-01-01

    We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…

  17. EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education

    Science.gov (United States)

    Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen

    2008-01-01

    Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…

  18. 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...

  19. Combining features of the Unreal and Unity Game Engines to hone development skills

    OpenAIRE

    2015-01-01

    Two of the most popular game engines today, Unreal Engine v4.x and Unity Game Engine v5.x have recently adopted competitive and very appealing pricing structures for individual game developers and small teams. One may lean towards one or the other game engine based on various criteria: existing familiarization / vested interest, steepness of learning curve, quality, richness, variability and pricing of add-on assets, initial cost of basic ownership versus subscribing to updates and acquiring ...

  20. The Future of Web and Mobile Game Development

    Directory of Open Access Journals (Sweden)

    Kevin Curran

    2012-01-01

    Full Text Available Since HTML5 has become open to the public many developers have been experimenting with the new possibilities for web development, the aim of this research paper is to give an overview of what this means to the game development community. This research paperwill evaluate new HTML5 elements and JavaScript features. We highlight WebGL, Canvas and WebSockets, which have given developers the opportunity to flaunt their creativity by manipulatingimages, creating3D environments and providing real-time interaction.

  1. Developing Competencies by Playing Digital Sports-Games

    Science.gov (United States)

    Kretschmann, Rolf

    2010-01-01

    The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…

  2. Game Developers Need Lua AiR Static Analysis Of Lua Using Interface Models

    OpenAIRE

    Klint, Paul; Roosendaal, L.; Rozen, R.

    2012-01-01

    Part 17: Game Development and Model-Driven Software Development; International audience; Game development businesses often choose Lua for separating scripted game logic from reusable engine code. Lua can easily be embedded, has simple interfaces, and offers a powerful and extensible scripting language. Using Lua, developers can create prototypes and scripts at early development stages. However, when larger quantities of engine code and script are available, developers encounter maintainabilit...

  3. 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.

  4. MIGRANTS' REMITTANCES: ECONOMIC LIFELINE BUT FRAGILE SUPPORT FOR DEVELOPING COUNTRIES. THE CASE OF BELARUS, MOLDOVA AND UKRAINE (A MACROECONOMIC PERSPECTIVE

    Directory of Open Access Journals (Sweden)

    S. Burnete

    2016-10-01

    Full Text Available Today's economic development on a global scale is highly dependent on the free movement of factors of production across national borders in search of highest return in case of capital, highest compensation in case of technological and managerial capabilities, biggest pay envelope, in case of physical labor and so on. Although the latter has long been hampered from moving owing, on the one hand, to deterrence policies pursued by home countries' governments, and on the other hand, to barriers erected against immigration by host countries, legions of workers of various skills and abilities managed to shift to developed countries in order to find better-paid jobs. People heading for the West generally succeeded in saving significant shares of their earnings, which they would send to their families at home. The paper contains a comparative analysis aimed at ascertaining the effects of remittances on the economies of three ex-Soviet countries: Belarus, Moldova and Ukraine.

  5. 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.

  6. Macroeconomic announcements and financial markets

    NARCIS (Netherlands)

    Hu, J.

    2013-01-01

    The third and final study examines the causal relationship between uncertainty about macroeconomic fundamentals and return volatility. The underlying question is: does higher return volatility result in higher uncertainty in beliefs amongst analysts, or the other way around? Using daily data on anal

  7. 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.

  8. 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

  9. 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

  10. Child development and genre preference: research for educational game design.

    Science.gov (United States)

    Sherry, John L; Lucas, Kristen; Greenberg, Bradley S; Holmstrom, Amanda

    2013-05-01

    As the movement to capitalize on unique affordances of video games for learning continues to grow, relatively little research in that area has examined how formal features, such as genre and game mechanics, draw and hold children's attention. This study examines which genres children prefer and the reasons why children prefer those genres by reporting on a video game uses and gratifications survey of children of various ages (n=685). Results show distinct patterns of game use and preference tied to typical child developmental ecology at each age, indicating that genre preference varies by age and developmental context. Implications for game research and educational gaming are provided.

  11. 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.

  12. 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

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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...

  18. An educational game for teaching clinical practice guidelines to Internal Medicine residents: development, feasibility and acceptability.

    Science.gov (United States)

    Akl, Elie A; Mustafa, Reem; Slomka, Thomas; Alawneh, Alia; Vedavalli, Abhishek; Schünemann, Holger J

    2008-11-18

    Adherence to Clinical Practice Guidelines (CPGs) remains suboptimal among internal medicine trainees. Educational games are of growing interest and have the potential to improve adherence to CPGs. The objectives of this study were to develop an educational game to teach CPGs in Internal Medicine residency programs and to evaluate its feasibility and acceptability. We developed the Guide-O-Game(c) in the format of a TV game show with questions based on recommendations of CPGs. The development of the Guide-O-Game(c) consisted of the creation of a multimedia interactive tool, the development of recommendation-based questions, and the definition of the game's rules. We evaluated its feasibility through pilot testing and its acceptability through a qualitative process. The multimedia interactive tool uses a Macromedia Flash web application and consists of a manager interface and a user interface. The user interface allows the choice of two game styles. We created so far 16 sets of questions relating to 9 CPGs. The pilot testing proved that the game was feasible. The qualitative evaluation showed that residents considered the game to be acceptable. We developed an educational game to teach CPGs to Internal Medicine residents that is both feasible and acceptable. Future work should evaluate its impact on educational outcomes.

  19. Game Development as Didactic Strategy for Biochemistry Teaching

    OpenAIRE

    G. G. Hornink

    2010-01-01

    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...

  20. Game Analytics

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Drachen, Anders; Canossa, Alessandro

    2013-01-01

    Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  1. The Development of Attention Skills in Action Video Game Players

    Science.gov (United States)

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

    2009-01-01

    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…

  2. 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…

  3. 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…

  4. 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 easi

  5. 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 easi

  6. 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…

  7. 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.

  8. 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...

  9. 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.

  10. 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.

  11. Co-creation of a serious game to develop competences on the primary education program

    OpenAIRE

    Eguía, José Luis; Contreras, Ruth S. (Ruth Sofhía); Albajes, L.S.

    2014-01-01

    This paper presents the research work carried out by an interdisciplinary group of technologists and entertainment experts in collaboration with primary teachers to develop a serious game to work primary education-oriented competences. The serious game called “Ferran Alsina” is conceived as a tool to develop competences in the primary education program. To design this game, 25 primary school teachers helped the technical and investigative team in a co-creation activity ex...

  12. Platform Unity 5 – its properties and usage for development of 2D computer game

    OpenAIRE

    2015-01-01

    The purpose of this bachelor thesis is to focus on tools for game development support. This study is divided into two parts. The first part describes situation on the market with game engines, concretely it focuses on the analysis and description of the mentioned market. The subject of the second part is one concrete game engine, Unity. In this part its development environment is described and as well its GUI, basic components and functionalities. After this the functionalities are being demo...

  13. 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.

  14. "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…

  15. 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

  16. 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…

  17. CREDIBILITY AND TRANSPARENCY - SOURCES FOR THE IMPROVEMENT OF MACROECONOMIC PERFORMANCES

    Directory of Open Access Journals (Sweden)

    Vorzsak Magdalena

    2009-05-01

    Full Text Available The purpose of this paper is to show that the monetary policy credibility and transparency represent two powerful sources for the improvement of macroeconomic performances. In order to achieve this goal, the authors adapted the methodology developed by Kr

  18. 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: 1

  19. Computerized games to study the development of attention in childhood.

    Science.gov (United States)

    Berger, A; Jones, L; Rothbart, M K; Posner, M I

    2000-05-01

    Children enjoy playing games. We can take advantage of this in the designs of computerized tasks that will engage their interest. These designs also serve to advance the study of chronometric measures, such as manual and saccadic reaction times and event related potentials, with young children. The goals of our method development are (1) to allow for comparable tasks across a wide variety of ages, (2) to make possible comparisons of child performance with data gathered in adult cognitive studies, and (3) to help to support inferences about the development of underlying mechanisms. We have designed a battery of computerized tasks in order to study the development of attention functions of alertness, orienting, and executive control during childhood. Our purpose is to describe each of these tasks in detail and present the results that have been obtained so far. The battery was tested using a sample of 5-year-old children as subjects.

  20. 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.

  1. 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.

  2. 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.

  3. Algunas Reflexiones Metodológicas en torno al Estado Actual de la Macroeconomía.

    Directory of Open Access Journals (Sweden)

    Felipe Morandé

    1986-03-01

    Full Text Available Algunas Reflexiones Metodológicas en torno al Estado Actual de la Macroeconomía Is Macroeconomics dying as an autonomous sub-discipline? This paper postulates that Macroeconomics understood as a different method (inhereted from Keynes to explain aggregate phenomena is really the subject under attack. The preocupation for aggregate problems like the business cycle, unemployment. and inflation is being translated nowadays in models that tend to be more in agreement with mainstream economic theory. This perspective allows a different look at what the relevant theoretical issues are in discussing macroeconomics in developing countries.

  4. Developing Mathematical Reasoning through Games of Strategy Played against the Computer

    Science.gov (United States)

    Houssart, Jenny; Sams, Claire

    2008-01-01

    This article examines 9-11 year olds' attempts to beat the computer at a game of strategy and asks how far and under what circumstances they developed a strategic approach to the game. Extracts from videotape transcripts are analysed to reveal the components of children's particular approaches, evident even amongst children who did not develop an…

  5. Computer Games Development and Appreciative Learning Approach in Enhancing Students' Creative Perception

    Science.gov (United States)

    Eow, Yee Leng; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan

    2010-01-01

    Creativity is an important entity in developing human capital while computer games are the current generation's contemporary tool. This study focused on the teaching of computer games development in order to enhance the creative perception of secondary school children. The study applied randomised subjects, with control group experimental design,…

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

    Directory of Open Access Journals (Sweden)

    Marvin T. Chan

    2015-01-01

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

  7. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders.

    Science.gov (United States)

    Idriss, Mohamad; Tannous, Halim; Istrate, Dan; Perrochon, Anaick; Salle, Jean-Yves; Ho Ba Tho, Marie-Christine; Dao, Tien-Tuan

    2017-07-04

    The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders.

  8. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders

    Science.gov (United States)

    Istrate, Dan; Perrochon, Anaick; Salle, Jean-Yves; Ho Ba Tho, Marie-Christine

    2017-01-01

    Background The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called “serious game for functional rehabilitation.” Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. Objective The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines. Methods A two-stage workflow was proposed using determinant framework. The development guideline includes the selection of three-dimensional (3D) computer graphics technologies and tools, the modeling of physical aspects, the design of rehabilitation scenarios, and the implementation of the proposed scenarios. The evaluation guideline consists of the definition of evaluation metrics, the execution of the evaluation campaign, the analysis of user results and feedbacks, and the improvement of the designed game. Results The case study for musculoskeletal disorders on the healthy control and patient groups showed the usefulness of these guidelines and associated games. All participants enjoyed the 2 developed games (football and object manipulation), and found them challenging and amusing. In particular, some healthy subjects increased their score when enhancing the level of difficulty. Furthermore, there were no risks and accidents associated with the execution of these games. Conclusions It is expected that with the proven effectiveness of the proposed guidelines and associated games, this new rehabilitation game may be translated into clinical routine practice for the benefit of patients with musculoskeletal disorders. PMID:28676468

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. Macroeconomía aplicada

    OpenAIRE

    Tenorio Aguilar, Raymindo

    2012-01-01

    Macroeconomía aplicada es un eBook de texto para estudiantes de nivel profesional, particularmente del área de negocios, que facilita el aprendizaje  del funcionamiento de la economía y su influencia en la vida cotidiana de empresas, gobierno y sociedad. Sus contenidos teórico-prácticos son vigentes y actuales; altamente vinculados a la comprensión de la economía en su conjunto y en particular a la economía mexicana.

  15. 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)

  16. 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…

  17. 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…

  18. 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

  19. MANDALA: Developing Parenting Skills Through a Simulation Game.

    Science.gov (United States)

    Robinson, Bryan E.

    A simulation game designed as a tool for teaching parenting skills is described. This board game, called MANDALA, guides participants through the process of rearing a child from conception to adolescence. Assuming the parenting role, players must cope with true-life experiences of their child. A throw of the dice sends players through the various…

  20. 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…

  1. MANDALA: Developing Parenting Skills Through a Simulation Game.

    Science.gov (United States)

    Robinson, Bryan E.

    A simulation game designed as a tool for teaching parenting skills is described. This board game, called MANDALA, guides participants through the process of rearing a child from conception to adolescence. Assuming the parenting role, players must cope with true-life experiences of their child. A throw of the dice sends players through the various…

  2. 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

  3. 政府宏观调控对油气管道共建共享影响的博弈研究%Game Theory on the Influence of Governmental Macroeconomic Regulations and Controls on Joint Construction and Sharing of Oil and Gas Pipelines

    Institute of Scientific and Technical Information of China (English)

    姚建岗

    2016-01-01

    An analysis on feasibility of solving repeated construction issues of pipelines by taking govern-mental macroeconomic regulations and controls is conducted based on building two-stage dynamic game model between government and oil and gas company.The research indicates that if government lists the de-gree of joint construction and sharing of company pipelines into the calculation scope of corporate income tax rate which is regarded as rewards and punishments to stimulate oil and gas company to conduct joint construction and sharing of pipelines,there is a negative correlation between the degree of joint construc-tion and sharing of pipelines of oil and gas company and basic tax rate of corporate income tax collected by government,a positive correlation between the degree of joint construction and sharing of pipelines of oil and gas company and the degree of joint construction and sharing of pipelines formulated by the govern-ment,a negative correlation between the degree of joint construction and sharing of pipelines of oil and gas company and cost coefficient of joint construction and sharing of pipelines of the company,and a positive correlation between the degree of joint construction and sharing of pipelines of oil and gas company and cost coefficient of joint construction and sharing of pipelines of the other companies.Therefore,governmen-tal macroeconomic regulations and controls are effective in the process of solving repeated construction is-sues of pipelines of oil and gas industry.Besides,an effective and macroeconomic regulation and control pol-icies has to consider the opportunity cost of different companies participating in the joint construction and sharing of pipelines.The"one size fits all"policies of regulation and control shall not be adopted.%通过建立政府-油气企业两阶段动态博弈模型,对政府采用宏观调控手段解决管道重复建设问题的可行性进行分析.研究表明:如果政府将企业管道共建共享程度

  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.

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

    OpenAIRE

    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.

  6. Juvenile Offenders: Developing Motivation, Engagement, and Meaning-Making through Video Game Creation

    Science.gov (United States)

    Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R.

    2013-01-01

    In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…

  7. 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…

  8. 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

  9. A Model for Ubiquitous Serious Games Development Focused on Problem Based Learning

    Science.gov (United States)

    Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José

    2015-01-01

    The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…

  10. 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".…

  11. 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.

  12. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    game. This development is analogous to that of games of strategy, in which each player is assigned a set of possible ... based system, communication protocols, performance ..... driven and a shorter coding-debugging life cycle. The methods ...

  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. Prosperity Games prototyping with the American Electronics Association, March 8--9, 1994

    Energy Technology Data Exchange (ETDEWEB)

    Berman, M.; VanDevender, J.P.

    1994-08-01

    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 Prosperity Game conducted under the sponsorship of the American Electronics Association in conjunction with the Electronics Subcommittee of the Civilian Industrial Technology Committee of the National Science and Technology Council. Players were drawn from government, national laboratories, and universities, as well as from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Two teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. 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.

  15. The Macro - Games Course Package.

    Science.gov (United States)

    Heriot-Watt Univ., Edinburgh (Scotland). Esmee Fairbairn Economics Research Centre.

    Part of an Economic Education Series, the course package is designed to teach basic concepts and fundamental principles of macroeconomics and how they can be applied to various world problems. For use with college students, learning is gained through lectures, discussion, simulation games, programmed learning, and text. Time allotment is a 15-week…

  16. The development of an interactive game-based tool for learning surgical management algorithms via computer.

    Science.gov (United States)

    Mann, Barry D; Eidelson, Benjamin M; Fukuchi, Steven G; Nissman, Steven A; Robertson, Scott; Jardines, Lori

    2002-03-01

    We have previously demonstrated the potential efficacy of a computer-assisted board game as a tool for medical education. The next logical step was to transfer the entire game on to the computer, thus increasing accessibility to students and allowing for a richer and more accurate simulation of patient scenarios. First, a general game model was developed using Microsoft Visual Basic. A breast module was then created using 3-D models, radiographs, and pathology and cytology images. The game was further improved by the addition of an animated facilitator, who directs the players via gestures and speech. Thirty-three students played the breast module in a variety of team configurations. After playing the game, the students completed surveys regarding its value as both an educational tool and as a form of entertainment. 10-question tests were also administered before and after playing the game, as a preliminary investigation into its impact on student learning. After playing the game, mean test scores increased from 6.43 (SEM +/- 0.30) to 7.14 (SEM +/- 0.30; P = 0.006). The results of the five-question survey were extremely positive. Students generally agreed that the game concept has value in increasing general knowledge regarding the subject matter of breast disease and that the idea of following simultaneously the work-up of numerous patients with similar problems is a helpful way to learn a work-up algorithm. Postgame surveys demonstrate the efficacy of our computer game model as a tool for surgical education. The game is an example of problem based learning because it provides students with an initial set of problems and requires them to collect information and reason on their own in order to solve the problems. Individual game modules can be developed to cover material from different diagnostic areas.

  17. A DIFFERENTIAL GAME MODEL FOR A DEVELOPING AND A DEVELOPED COUNTRY

    Institute of Scientific and Technical Information of China (English)

    Rong ZHANG; Xuexiang HUANG

    2009-01-01

    A differential game (DG) model for a developing and a developed country is considered. Each player makes decisions about how much resource to be used to restrict the opponent's development so as to maximize his weighted sum of current consumption and final output. Current consumption is assumed to be preferred to final output for both players. The developing country is assumed to have a higher economic growth rate and a higher preference to final output, whereas the developed country is assumed to have a higher initial income and a higher efficiency in restricting his opponent. This problem is investigated under three kinds of information structures, i.e., a zerosum, a nonzero-sum, and a Stackelberg game. Open-loop equilibrium solutions are obtained for all the three cases. Economic implications of the result are provided.

  18. 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.

  19. 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.

  20. Mobile game development: improving student engagement and motivation in introductory computing courses

    Science.gov (United States)

    Kurkovsky, Stan

    2013-06-01

    Computer games have been accepted as an engaging and motivating tool in the computer science (CS) curriculum. However, designing and implementing a playable game is challenging, and is best done in advanced courses. Games for mobile devices, on the other hand, offer the advantage of being simpler and, thus, easier to program for lower level students. Learning context of mobile game development can be used to reinforce many core programming topics, such as loops, classes, and arrays. Furthermore, it can also be used to expose students in introductory computing courses to a wide range of advanced topics in order to illustrate that CS can be much more than coding. This paper describes the author's experience with using mobile game development projects in CS I and II, how these projects were integrated into existing courses at several universities, and the lessons learned from this experience.

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

    Science.gov (United States)

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

    2010-01-01

    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…

  2. 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…

  3. 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...

  4. The development of game for BlackBerry PlayBook platform using HTML5

    OpenAIRE

    Kokol, Blaž

    2014-01-01

    The diploma paper presents in detail the development of game for BlackBerry PlayBook platform using HTML5, i. e. the path from idea to product. First, it examines the previously mentioned platform, the technologies used (HTML5, CSS3, JavaScript) and environments for development (NetBeans, GIMP). The central part is dedicated to the development of our product (Game Time Attacker), which includes a description of the program code, implementation and publication of the game. The usefulness of ou...

  5. The development of game for BlackBerry PlayBook platform using HTML5

    OpenAIRE

    Kokol, Blaž

    2015-01-01

    The diploma paper presents in detail the development of game for BlackBerry PlayBook platform using HTML5, i. e. the path from idea to product. First, it examines the previously mentioned platform, the technologies used (HTML5, CSS3, JavaScript) and environments for development (NetBeans, GIMP). The central part is dedicated to the development of our product (Game Time Attacker), which includes a description of the program code, implementation and publication of the game. The usefulness of ou...

  6. 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

  7. 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 des

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

    Science.gov (United States)

    Bavelier, D; Green, C S; Seidenberg, M S

    2013-04-08

    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. 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.

  10. 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.

  11. 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.

  12. 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.

  13. Learn cocos2D game development with iOS 5

    CERN Document Server

    Itterheim , Steffen

    2011-01-01

    1. For , iOS 5 for iPhone 4S or iPhone 4 and iPad 2 game apps development. 2. Updates the first edition, which is a best selling book. 3. cocos2D is the leading, de-facto standard framework used by a majority of first timer game apps developers for iPhone 5 and iPad 2. 4. iPhone, iPad and game apps for these devices are hot tech and book market areas.

  14. 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

  15. 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…

  16. 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…

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

    National Research Council Canada - National Science Library

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

    2014-01-01

    ... 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...

  18. 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.

  19. 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.

  20. 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

  1. 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. PMID:25404922

  2. 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.

  3. 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

    2017-04-11

    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; is 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.

  4. 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.

  5. Essays on the stock market's reaction to macroeconomic news

    OpenAIRE

    Cenesizoglu, Tolga

    2006-01-01

    There are probably only few other questions as central to economics as the question "How do market prices react to news?". The reaction of prices to new information has interested and puzzled economists since the early years of the field. This thesis addresses several dimensions of this basic question for the specific case of the stock market. This thesis develops new theoretical models about the reaction of stock prices to macroeconomic news using new mathematical tools and techniques and te...

  6. SMEs growth in the Czech Republic: Some macroeconomic perspectives

    OpenAIRE

    Osakwe, Christian Nedu; Verter, Nahanga; Bečvářová, Věra; Chovancová, Miloslava

    2015-01-01

    Small and medium enterprises (SMEs) are seen as a vehicle for employment generation, wealth creation, economic growth and development in countries that have a sound investment climate. SMEs, account for approximately one-third of GDP, over 50% of the value added, 99% of the share of total registered enterprises, and represent 60% of total employment in the Czech Republic. In the light of this background, the paper explores the influence of some macroeconomic variables on SMEs growth in the Cz...

  7. How Can Macroeconomic Control Be Improved?

    Institute of Scientific and Technical Information of China (English)

    陈佳贵

    2007-01-01

    Ⅰ.New macroeconomic controls not fully realised China introduced a new set of macroeconomic controls in 2004 in an attempt to control excessive growth.Due to the impact of the Asian Financial Crisis, China’s economy grew at a low growth rate between 1998 and 2001.However it accelerated from 2002 onwards,and saw a GDP increase of 11%in the fourth quarler of 2003,a historical high since 1997 Investment

  8. Essays in international macroeconomics and monetary policy

    OpenAIRE

    Chen, Qianying

    2011-01-01

    This thesis consists of four chapters. Each chapter covers a topic in international macroeconomics and monetary policy. The first chapter investigates the impact of unexpected monetary policy shocks on exchange rates in a multi-country econometric model. The second chapter examines the linkage between macroeconomic fundamentals and exchange rates through the monetary policy expectation channel. The third chapter focuses on the international transmission of bank and corporate distress. The las...

  9. New developments in brain research of internet and gaming disorder.

    Science.gov (United States)

    Weinstein, Aviv; Livny, Abigail; Weizman, Abraham

    2017-04-01

    There is evidence that the neural mechanisms underlying Internet Gaming Disorder (IGD) resemble those of drug addiction. Functional Magnetic Resonance Imaging (fMRI) studies of the resting state and measures of gray matter volume have shown that Internet game playing was associated with changes to brain regions responsible for attention and control, impulse control, motor function, emotional regulation, sensory-motor coordination. Furthermore, Internet game playing was associated with lower white matter density in brain regions that are involved in decision-making, behavioral inhibition and emotional regulation. Videogame playing involved changes in reward inhibitory mechanisms and loss of control. Structural brain imaging studies showed alterations in the volume of the ventral striatum that is an important part of the brain's reward mechanisms. Finally, videogame playing was associated with dopamine release similar in magnitude to those of drugs of abuse and lower dopamine transporter and dopamine receptor D2 occupancy indicating sub-sensitivity of dopamine reward mechanisms.

  10. 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.

  11. The Swedish model: an alternative to macroeconomic policy

    Directory of Open Access Journals (Sweden)

    ALEXANDRE GUEDES VIANA

    2016-06-01

    Full Text Available ABSTRACT This paper describes the main details of the Swedish economic model, which began to be structured on the 1930s and achieved its consolidation on the 1950s. The Swedish model is characterized by a macroeconomic policy which provides price stability, fiscal results for selective industrial policies and social active policies, the latter being recognized as a wide universal welfare state. This combination, which contradicts the traditional economic prescriptions, has been successful given the country was agrarian and underdeveloped until the beginni.ng of 20th century and achieved a high social-economic development level on the 1970s. Afterwards, we present the Swedish experiment as an alternative to macroeconomic management, especially due to its uniqueness.

  12. 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

  13. Prosperity Games prototyping with the board of governors of the Electronic Industries Association, January 20--21, 1994

    Energy Technology Data Exchange (ETDEWEB)

    Bermann, M.; VanDevender, J.P.

    1994-08-01

    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 Prosperity Game conducted under the sponsorship of the Electronic Industries Association. Almost all of the players were from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Four teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. The deliberations and recommendations of these teams provide valuable insights as to the views of this industry concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.

  14. A Domino Game Developed To Integrate Basic Disciplines Of Graduation Courses In The Biomedical Area

    Directory of Open Access Journals (Sweden)

    J. D. Gonçalves

    2009-05-01

    Full Text Available Undergraduate students of the biomedical area, such as Medicine, Odontology, Biomedicine,  show considerable difficulty in learni ng basic disciplines, which contributes to the high degree of failure shown in these disciplines. Among them, Biochemistry is “accused” of being the most difficult one and integration of its contents with other  disciplines is still not fully achieved, despite the new technological tools available nowadays. Considering this, some Odontology students produced a domino game to exercise biochemistry knowledge while integrating it with microbiology, but keeping the fun of the original game. In this version of the classic game the number on the pieces were changed to specific subjects in biochemistry or microbiology. Associating the pieces require not only the ordinary strategies of the classic game, but also the academic experience on the related areas. The  students involved in the  development of this game acknowledged it as a helpful tool to better understanding biochemistry as well as microbiology. The formal presentation of the game to the others students of our class brought up similar considerations. The production and distribution of this kind of games might help young students of their career beginnings.

  15. Development and validation of an instrument for evaluating the ludicity of games in health education

    Directory of Open Access Journals (Sweden)

    Maria Raquel Gomes Maia Pires

    2015-12-01

    Full Text Available Abstract OBJECTIVE Developing and validating an instrument to evaluate the playfulness of games in health education contexts. METHODOLOGY A methodological, exploratory and descriptive research, developed in two stages: 1. Application of an open questionnaire to 50 graduate students, with content analysis of the answers and calculation of Kappa coefficient for defining items; 2. Procedures for construction of scales, with content validation by judges and analysis of the consensus estimate byContent Validity Index(CVI. RESULTS 53 items regarding the restless character of the games in the dimensions of playfulness, the formative components of learning and the profiles of the players. CONCLUSION Ludicity can be assessed by validated items related to the degree of involvement, immersion and reinvention of the subjects in the game along with the dynamics and playability of the game.

  16. 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.

  17. Game Development Framework Based Upon Sensors and Actuators

    NARCIS (Netherlands)

    van Brandenburg, Ray; Horst, Arie; Burgers, Bas; Meratnia, Nirvana; meersman, R; Tari, Z; herrero, p

    Urge for comfort and excitement have made gadgets indispensable part of our life. The technology-enabled gadgets not only facilitate and enrich our daily lives but also are interesting tools to challenge human imagination to design and implement new ubiquitous applications. Pervasive gaming, in

  18. Game development framework based upon sensors and actuators

    NARCIS (Netherlands)

    Brandenburg, van Ray; Horst, Arie; Burgers, Bas; Meratnia, Nirvana; Meersman, R.; Tari, Z.; Herrero, P.

    2008-01-01

    Urge for comfort and excitement have made gadgets indispensable part of our life. The technology-enabled gadgets not only facilitate and enrich our daily lives but also are interesting tools to challenge human imagination to design and implement new ubiquitous applications. Pervasive gaming, in whic

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

    OpenAIRE

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

    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...

  20. The Development of a Digital Marketing Strategy to Gain Active Mobile Game Users in Japan

    OpenAIRE

    Rönkkö, Makiyo

    2014-01-01

    Japan is the world’s biggest spender on mobile apps. This makes it an attractive market, but entering the Japan market is very difficult for Finnish mobile software developers. The goal of this thesis is to identify possible constraints that limit mobile game companies in the Japanese market, and analyze the means of increasing brand awareness and acquiring active game players. The focus is on finding the key elements required for building a digital marketing strategy targeted towards Japanes...

  1. 基于 Cocos2d 引擎的 PuzzleGame 开发%Development of Puzzle Game Based on Cocos2d Engine

    Institute of Scientific and Technical Information of China (English)

    徐伟; 李颖; 李誉

    2015-01-01

    With the rapid updating of intelligent mobile phone replacement and wide spread ,the game has already turn to the mobile phone terminal from the PC Game ,Webpage Game .In view of Mobile Game ,this paper introduced an Android mobile phone game development process based on Cocos2d engine ,and simply introduces the main elements of the game ,the director , scene ,layer and sprite ,it also described the design and implement of game body ,and tested the game on the phone .So that it can help developers get a overall cognition on the Cocos2d game engine application frame ,finally the game is in operation on‐line .%随着智能手机的快速更新换代和广泛普及,游戏也从端游、页游开始转向手机端。针对手游端,文章给出了一个基于Cocos2d引擎的Android手机游戏的开发流程,简单介绍了导演、场景、布景、精灵等主要游戏元素,并阐述了游戏主体的设计与实现以及最后的真机测试,以便帮助开发人员对Cocos2d引擎游戏应用程序框架有一个整体的认知,使得游戏最终上线运行。

  2. 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.

  3. 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…

  4. Ontology of Serious Games

    Science.gov (United States)

    Prayaga, Lakshmi; Rasmussen, Karen L.

    2008-01-01

    Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…

  5. [Macroeconomic recovery trends. Urban impact on the population].

    Science.gov (United States)

    Perez Mendoza, J S

    1991-12-01

    Some reflections are presented on the impact of Mexico's macroeconomic policy on population dynamics and urban development in the immediate future as the opening and liberalization of the economic increasingly influence market forces. Although the actions envisaged in the macroeconomic policy are not yet consolidated, it is possible to foresee some of their consequences for the city and for population movement. It can be predicted that the macroeconomic policy will lead to greater economic growth and consolidation of the urban population because of positive expectations for stability and growth, and the resultant environment of confidence in the immediate future. A resurgence of private investment in goods and services directed primarily to private consumption will inevitable create demand for public investment in infrastructure and improved services. Demand for consumer durables in likely to rise, as is demand for housing. New residential zones are likely to appear and grow, changing the territorial configuration of urban areas. The urban administration should make some effort to control the growth.

  6. 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)

  7. Method for Game Development Driven by User-eXperience: a Study of Rework, Productivity and Complexity of Use

    Directory of Open Access Journals (Sweden)

    Mario Gonzalez-Salazar

    2017-02-01

    Full Text Available The growing capabilities and revenues of video game development are important factors for software companies. However, game development processes could be considered im-mature, specifically in the design phase. Ambiguous requirements in game design cause rework. User-eXperience (UX is usually assessed at the end of the development process, causing difficulties to ensure the interactive experience between the game and users. To reduce these problems, this paper proposes a method for Game Development driven by User-eXperience (GameD-UX that integrates a repository based on requirements engineering, a model for user experience management, and an adjusted agile process. Two experiments were conducted to study rework and productivity of video game development. Results of the first experiment revealed that GameD-UX causes less rework than conventional approaches, but it induces lower productivity. A tool for supporting the GameD-UX method was developed by considering the lessons learned. The second experiment showed that the software tool increases the productivity and reduces the complexity of use of GameD-UX.

  8. Senior-driven design and development of tablet-based cognitive games.

    Science.gov (United States)

    Marques, João; Vasconcelos, Ana; Teixeira, Luís F

    2013-01-01

    This paper describes the design and development of a tablet-based gaming platform targeting the senior population, aiming at improving their overall wellbeing by stimulating their cognitive capabilities and promoting social interaction between players. To achieve these goals, we started by performing a study of the specific characteristics of the senior user as well as what makes a game appealing to the player. Furthermore we investigated why the tablet proves to be an advantageous device to our target audience. Based on the results of our research, we developed a solution that incorporates cognitive and social mechanisms into its games, while performing iterative evaluations together with the final user by adopting a user-centered design methodology. In each design phase, a pre-selected group of senior participants experimented with the game platform and provided feedback to improve its features and usability. Through a series of short-term and a long-term evaluation, the game platform proved to be appealing to its intended users, providing an enjoyable gaming experience.

  9. PENGEMBANGAN PERMAINAN (GAME-PLAY EDUKASI GIZI BERBASIS-KOMPUTER UNTUK MURID SEKOLAH DASAR (DEVELOPMENT OF COMPUTER-BASED NUTRITIONAL EDUCATION GAME-PLAY FOR PRIMARY SCHOOL STUDENTS

    Directory of Open Access Journals (Sweden)

    Hermina Hermina

    2013-07-01

    Full Text Available ABSTRACT Background: Nutrition education in school children is considered to be effective and efficient to touch big segment in population. Objective: To develop a computer-based nutritional education game-play for primary school children. Methods: Focus group interviews (focus groups were used to obtain insight into participants’ understanding and opinions regarding the healthy eating and physical-activity. Participants consisted of pupils (year 3 to 6 and their teachers in 3 cities in West Java Province: Depok, Bekasi, and Bandung. Two primary schools in each city selected purposively based on the recommendation of Dinas Pendidikan (Education Offices. This study included 2 phases. Phase I was focus groups involved 1 pupil group and 1 teacher group of 8 to 10 participants each. Focus group sessions were noted and summarized into meaningful themes for a developed computer-based nutritional education game-play. Phase II was created and test the game-play. Results: Key concepts of the healthy eating were commonly understood, but specific knowledge was limited, especially related to the recommended dietary allowance and food servings. Game-play is develop to be played and can be understood by students and teachers easily. From the trial game-play input obtained to repair the game. So at the end of the study can be obtained prototype game-play more interesting and can be more accepted by students and teachers. Although not all suggestions for improvements can be accommodated perfectly. Conclusion: The computer-based nutritional education game-play can be cheerfully used by year 1 to 6 of primary school children to enrich their knowledge about how much food should they eat a day based on their body needs. [Penel Gizi Makan 2010, 33(2: 161-172]   Keywords: computer-based nutritional education, game-play, primary school children, teachers

  10. 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 ass

  11. 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.

  12. EDUCATIONAL GAME AS THE MODERN DIRECTION OF DEVELOPMENT OF ACTIVE LEARNING

    Directory of Open Access Journals (Sweden)

    M. V. DVORKOVAYA

    2016-01-01

    Full Text Available Educational games are a form of familiarization with new knowledge and the consolidation of professional competences. It is the broadest concept that brings together all forms of interactive learning games. The aim of the article is to consider the form of educational games and their function. The business game is perceived as popular forms of interactive learning in general, and educational games, in particular. Within its framework can be implemented such teaching methods as a method of specific situations, the incident method, brainstorming, the shuttle method, immersion method. Educational game as interactive teaching has become one of the modern trends in the development of active learning. Speaking about the differences between active and interactive learning, the researchers emphasize the organization of relationships between students are: interaction predominates over the influence. Educational games involve changing the communication field «teacher - student». The priority becomes the principle of equal participation of actors of the cognitive process. In place of the indisputable authority of the teacher comes gradually modeling the role of tutors - accompanying. The use of competency approach in modern higher education strengthens the focus on learning outcomes. The inclusion of educational games in the learning process will help to simulate specific professional situation and to prepare the future specialist to the possible solutions.

  13. 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.

  14. Leading Game-Simulation Development Teams: Enabling Collaboration with Faculty Experts

    Science.gov (United States)

    Aleckson, Jon D.

    2010-01-01

    This study explored how educational technology development leaders can facilitate increased collaboration between the instructional design and development team and faculty member experts when developing games and simulations. A qualitative, case study method was used to analyze interviews and documents, and Web postings related specifically to…

  15. Macroeconomic trends and reforms in Germany

    Directory of Open Access Journals (Sweden)

    Roberto Sabbatini

    2010-01-01

    Full Text Available This paper traces the main macroeconomic developments in the German economy from national unification. Its performance is compared with that of the rest of the euro area and its largest economies. The study documents as GermanyÕs modest growth in the later 1990s was due to the restrictive impact on domestic demand coming from the deep restructuring and modernization of the production system, followed by sweeping reforms after the turn of the century. Rapid productivity increases and prolonged wage moderation, especially in industry, fuelled a large and mounting current account surplus in Germany, that compares with the deficits registered in most European countries. The study retraces the recent debate on how to correct those imbalances, recalling the arguments for and against the thesis that the countries with a current payments surplus, above all Germany, must also play an active role in fostering the adjustment of the deficit countries. A possible synthesis is proposed, based on an analysis of the formation of national income and the use of resources according to the national accounts system. The implication is that Germany may contribute to the correction of imbalances within the euro area not so much by altering the wage formation mechanism as by creating incentives for domestic investment, hence fostering employment creation, in the service sectors that are currently lagging behind the extraordinary perfomance of a number of core activities in the industry.

  16. 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

  17. "Game" in history, historical in "game"

    OpenAIRE

    Fostikov, Aleksandra

    2006-01-01

    This paper is considered with relation between game and the History, in three various aspects: first part is dedicated to the meaning of noun "game" from its early stages till today, the second part relates to influences of game on human development and the third part deals with objectivity of historical facts in computer games.

  18. 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…

  19. 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…

  20. 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.

  1. 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.

  2. 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.

  3. INTERACTION OF MACROECONOMIC VARIABLES WITH STOCK PRICES

    Directory of Open Access Journals (Sweden)

    ALİ ÖZER

    2013-06-01

    Full Text Available The aim of this study is to determine whether there is a relationship between ISE 100 Index and some macroeconomic variables by using monthly data of January 1996 – December 2009. ISE 100 Index was used as dependent variable and interest rates, money supply, foreign trade equilibrium, industrial production index, gold prices, exchange rates, consumer price index were used as independent variables. Least squares estimation method, Johansen-Jeselius cointegration test, Granger causality test and variance decomposition results produced by VEC model were used in the study. These analysis show that there is a long run relationship between some macroeconomic variables and stock prices.

  4. 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.

  5. Aero Fighter - 2D Gaming

    CERN Document Server

    Ahmed, Zeeshan

    2010-01-01

    Designing and developing quality based computer game is always a challenging task for developers. In this paper I briefly discuss aero fighting war game based on simple 2D gaming concepts and developed in C & C++ programming languages, using old bitmapping concepts. Going into the details of the game development, I discuss the designed strategies, flow of game and implemented prototype version of game, especially for beginners of game programming.

  6. Game Spaces

    DEFF Research Database (Denmark)

    2015-01-01

    When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness......” in his classic work “Homo Ludens” (Huizinga 1938, translated into English 1971). This has since been developed into the concept of the “magic circle” by Salen and Zimmerman (2003), as an understanding of playing games as a kind of alternate reality. When a person cross the magic circle of a game, he...

  7. 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.

  8. 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 manage

  9. 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

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

    OpenAIRE

    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...

  11. Applying an e-PBL Platform to Develop a Storytelling-Based Arithmetic Card Game

    Directory of Open Access Journals (Sweden)

    Hu Li Ling

    2016-01-01

    Full Text Available Mathematics is a very important learning subject. Mathematical knowledge can be learned by traditional or distance learning, but the mathematical problem solving ability is hard to improve without experiences through practice. Therefore, developing an interesting learning game to enhance students’ problem solving ability is the major concern in this paper. Since the storytelling strategy has been proved to be useful to enhance the students thinking ability, we develop a storytelling-based arithmetic card game to encourage and guide students to speak out their thinking process of problem solving, where the e-Project-Based Learning (e-PBL platform has been applied to brainstorm the characteristics of the game and construct the storytelling script. Thus, the misconceptions can be easily diagnosed. To evaluate the performance of our approach, 40 5-grade primary school students have participated in the storytelling-based arithmetic card game experiment. The experimental result shows that the storytelling-based learning can enhance the mathematical problem solving ability via playing the game.

  12. 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.

  13. 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

  14. 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.

  15. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  16. 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.

  17. 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…

  18. Bounded rationality and heterogeneous expectations in macroeconomics

    NARCIS (Netherlands)

    D. Massaro

    2012-01-01

    This thesis studies the effect of individual bounded rationality on aggregate macroeconomic dynamics. Boundedly rational agents are specified as using simple heuristics in their decision making. An important aspect of the type of bounded rationality described in this thesis is that the population of

  19. 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.…

  20. Do Macroeconomic Announcements Cause Asymetric Volatility?

    NARCIS (Netherlands)

    P. de Goeij (Peter); W.A. Marquering (Wessel)

    2002-01-01

    textabstractIn this paper we study the impact of macroeconomic news announcements on the conditional volatility of stock and bond returns. Using daily returns on the S&P 500 index, the NASDAQ index, and the 1 and 10 year U.S. Treasury bonds, for January 1982 - August 2001, some interesting results e

  1. 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…

  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. Influence of Macroeconomic Factors on Residential Property ...

    African Journals Online (AJOL)

    Sultan

    of macroeconomic on real estate pricing in. Greece between 1981-1999 and ... multi-equation regression analysis to model the bi-causal ... Abuja is the capital city of Nigeria. Abuja is selected for ..... Joshi, H. (2006). Identifying the asset price.

  4. Public Service Employment as Macroeconomic Policy.

    Science.gov (United States)

    Baily, Martin N.; Solow, Robert M.

    1979-01-01

    Authors assert that public service employment (PSE) is one form of macroeconomic policy and compare PSE to tax reduction, federal subsidies, and other forms. They propose a design for an ongoing federal employment program and conclude that a PSE program aimed at the structurally unemployed creates more jobs per GNP dollar than other policies. (SK)

  5. 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

  6. Periodic integration in quarterly UK macroeconomic variables

    NARCIS (Netherlands)

    Ph.H.B.F. Franses (Philip Hans); G. Romijn

    1993-01-01

    textabstractThis paper presents empirical evidence on the seasonal patterns in several UK macroeconomic variables, additional to related evidence reported in Osborn (International Journal of Forecasting (1990), 6, 327–336). The method used is a test procedure for seasonal unit roots that allows

  7. Macroeconomic Forecasting Using Penalized Regression Methods

    NARCIS (Netherlands)

    Smeekes, Stephan; Wijler, Etiënne

    2016-01-01

    We study the suitability of lasso-type penalized regression techniques when applied to macroeconomic forecasting with high-dimensional datasets. We consider performance of the lasso-type methods when the true DGP is a factor model, contradicting the sparsity assumption underlying penalized regressio

  8. New Classical and New Keynesian Macroeconomics.

    Science.gov (United States)

    Vane, Howard; Snowdon, Brian

    1992-01-01

    Summarizes underlying tenets and policy implications of new classical and new Keynesian macroeconomics. Compares new approaches with orthodox Keynesian and monetarist schools of thought. Identifies the fundamental difference between new classical and new Keynesian models as the assumption regarding the speed of wage and price adjustment following…

  9. 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

  10. 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...

  11. 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.

  12. 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

  13. 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.

  14. Differences in decision-making development between expert and novice invasion game players.

    Science.gov (United States)

    Diaz del Campo, David Gutierrez; Gonzalez Villora, Sixto; Garcia Lopez, Luis M; Mitchell, Stephen

    2011-06-01

    This cross-sectional study investigated the differences between young expert soccer players' (n = 55) and novice players' (n = 74) decision-making ability during performance of invasion games (ages: 7-8, 9-10, 11-12, and 13-14 years). Decision-making ability was assessed in invasion games that were appropriately modified for age and expertise. Games were modified to meet the developmental needs and previous learning of the participants, so interference between motor execution and decision making was minimized. Game performance was videotaped, and measures of cognitive components were developed from observational analysis. Decision making was measured at two levels: (a) decision making restricted to the selection of the technical-tactical skills (passing, moving with the ball, getting free, marking, tackling, double teaming, and interception) and (b) decision making in the adaptation to the tactical context of the game. Expert players remained superior in decision-making ability when variation in skill execution was controlled. Decision-making differences between levels of expertise decreased with age with regard to the first level (skill selection) and increased with age in relation to the second level (tactical-context adaptation). Findings are discussed in terms of implications for instructional focus and task design.

  15. 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

  16. Macroeconomic Determinants of Skilled Labour Migration: The Case of Malaysia

    Science.gov (United States)

    Tan, Chuie Hong; Solucis Santhapparaj, A.

    In this study, macroeconomic determinants of immigration are analysed with pooled cross-country and time series data on skilled immigration into Malaysia from 39 countries during 1998-2004. Results demonstrate clearly that both high frequency (such as differences in cyclical economic conditions) and low frequency determinants (such as differences in levels of economic development) have been important for determinants of immigration into Malaysia. Immigration is determined by the income growth of Malaysia, change in Malaysian unemployment rate and population of the source countries. Year-to-year changes in skilled immigration flows are dominated by economic fluctuation.

  17. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    Science.gov (United States)

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  18. 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

    The optimal structure in collaboration scripts for serious games has appeared to be a key success factor. In this study we compare a ‘high- structured’ and ‘low-structured’ version of a mastership game where teachers-in-training discuss solutions on classroom dilemmas. We collected data on the diffe

  19. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    Science.gov (United States)

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  20. Game Analysis of Interests Coordination between Grain Production and the Development of Animal Husbandry

    OpenAIRE

    Li, Qian; Li, Cui-Xia; Wang, Gang-Yi

    2012-01-01

    In order to promote the common development of grain production and animal husbandry, and achieve the optimal comprehensive benefit of the entire system of grain production and the development of animal husbandry, we use the method of game theory to research the relations between grain production and the development of animal husbandry, from the perspective of interests cointegration. In accordance with the internal relations between stakeholders in grain production and the development of anim...

  1. “Convince Woody”, a serious game on competence development in a distributed collaborative environment

    NARCIS (Netherlands)

    Girardin, Fabien; Boursinou, Eleni; Moghnieh, Ayman

    2006-01-01

    Girardin, F. et al (2006). Developing a serious game for an eLearing network supported by the TENCompetence framework, and avaluating competence acquisition and collaboration in asynchronous settings. Submitted to the TENCompetence Workshop on Service Oriented Approaches and Lifelong Competence

  2. Computer Games Development Experience and Appreciative Learning Approach for Creative Process Enhancement

    Science.gov (United States)

    Leng, Eow Yee; Ali, Wan Zah bte Wan; Mahmud, Rosnaini bt.; Baki, Roselan

    2010-01-01

    Nurturing children into thinking creatively needs to take account of what interest them. Therefore, the study conducted engaged students with computer games development as it corresponded with the young generation's habits and interests. This was done with the purpose to enhance the creative process experienced by students. It involved 69…

  3. 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…

  4. Development of a Personalized Educational Computer Game Based on Students' Learning Styles

    Science.gov (United States)

    Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung

    2012-01-01

    In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…

  5. Fostering Creativity through Educational Video Game Development Projects: A Study of Contextual and Task Characteristics

    Science.gov (United States)

    Fabricatore, Carlo; López, Ximena

    2013-01-01

    The increasing demand for creative individuals in the labor market requires well-prepared professionals, capable of enhancing competitiveness through new ideas and innovative actions. Educational programs should, therefore, rely on approaches and learning environments that foster creativity. In this study, video game development projects were used…

  6. 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…

  7. Prisoners of Childhood? Child Abuse and the Development of Heroes and Monsters in "Ender's Game"

    Science.gov (United States)

    Gross, Melissa

    2007-01-01

    Alice Miller's work provides a theoretical framework to assess the effects of child abuse and its relationship to the development of creativity, hatred, and violence in the novel "Ender's Game." Analysis focuses on the extent to which children are manipulated in order to meet the needs of adults, the presence of behaviors such as the repression of…

  8. Development of a Personalized Educational Computer Game Based on Students' Learning Styles

    Science.gov (United States)

    Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung

    2012-01-01

    In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…

  9. 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…

  10. A Time Sequence-Oriented Concept Map Approach to Developing Educational Computer Games for History Courses

    Science.gov (United States)

    Chu, Hui-Chun; Yang, Kai-Hsiang; Chen, Jing-Hong

    2015-01-01

    Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based…

  11. Development and Evaluation of Game-Like Phonological Awareness Software for Kindergarteners: "JerenAli"

    Science.gov (United States)

    Kartal, Günizi; Terziyan, Treysi

    2016-01-01

    The major goal of this study was to develop a game-like software application for phonological awareness training and to evaluate its role in improving phonological awareness skills at the kindergarten level, with the intention to eventually help reading acquisition in Turkish. The participants of the study came from two kindergarten classrooms in…

  12. 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…

  13. 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.…

  14. 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…

  15. 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.

  16. “Convince Woody”, a serious game on competence development in a distributed collaborative environment

    NARCIS (Netherlands)

    Girardin, Fabien; Boursinou, Eleni; Moghnieh, Ayman

    2006-01-01

    Girardin, F. et al (2006). Developing a serious game for an eLearing network supported by the TENCompetence framework, and avaluating competence acquisition and collaboration in asynchronous settings. Submitted to the TENCompetence Workshop on Service Oriented Approaches and Lifelong Competence Deve

  17. Prisoners of Childhood? Child Abuse and the Development of Heroes and Monsters in "Ender's Game"

    Science.gov (United States)

    Gross, Melissa

    2007-01-01

    Alice Miller's work provides a theoretical framework to assess the effects of child abuse and its relationship to the development of creativity, hatred, and violence in the novel "Ender's Game." Analysis focuses on the extent to which children are manipulated in order to meet the needs of adults, the presence of behaviors such as the repression of…

  18. Development of Children's Creativity and Manual Skills within Digital Game-Based Learning Environment

    Science.gov (United States)

    Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M.

    2014-01-01

    In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…

  19. Educational Games for Developing Critical Thinking Skills: Pre-Service English Language Teachers' Views

    Science.gov (United States)

    Derya, Sahhuseyinoglu

    2007-01-01

    The aim of this paper is to present an application of a sample lesson plan which aimed to develop critical thinking skills through educational games. The participants were 46 second year pre-service English Language teachers who were taking a course titled Advanced Reading and Writing II in the Faculty of Education. The lesson plan included a set…

  20. 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.…

  1. A Time Sequence-Oriented Concept Map Approach to Developing Educational Computer Games for History Courses

    Science.gov (United States)

    Chu, Hui-Chun; Yang, Kai-Hsiang; Chen, Jing-Hong

    2015-01-01

    Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based…

  2. 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.

  3. 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.

  4. Application of the IS-PC-MR model in the modern macroeconomics

    Directory of Open Access Journals (Sweden)

    Kalinić Ljubina

    2014-01-01

    Full Text Available In contemporary economic literature, very significant position takes 'new' neoclassical synthesis, which refers to the consensus about the role of monetary policy in the modern economy, the role of expectations, the importance of money and looking 'forward' by economic agents. For more than a half of century, IS-LM model was the main instrument of macroeconomic analysis. However, modern conditions have led to the situation where traditional IS-LM analysis is not applicable any more. Hence, a new, IS-PC-MR model is developed, and the research objective of the paper is to analyze the IS-PC-MR model as the basic tool of modern macroeconomics, which is able to explain the contemporary macroeconomic issues, with a focus primarily on the role of monetary policy during the shocks in the economy and inflation targeting.

  5. 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

  6. 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.

  7. The Design and Development of a Computerized Attention-Training Game System for School-Aged Children

    Science.gov (United States)

    Wang, Tsui-Ying; Huang, Ho-Chuan

    2013-01-01

    A computerized attention-training game system has been developed to support attention training for school-aged children. The present system offers various types of computer games that provide training in different aspects of attention, such as selective attention, sustained attention, and divided attention. The N-tier architecture of the Web-based…

  8. 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...

  9. 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…

  10. Applying 4-H Judging Strategies to Board, Dice, and Card Games: Developing Skills in Urban and Suburban Youths

    Science.gov (United States)

    Brandt, Brian; Stowe, James

    2017-01-01

    Most 4-H judging events involve livestock or other traditional 4-H projects. Consequently, many urban and suburban youths miss out on building life skills developed through judging. In a nontraditional approach to 4-H judging, such youths play board, dice, and card games and then judge the games using the practice of giving oral reasons. The…

  11. 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…

  12. 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…

  13. 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…

  14. 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…

  15. 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…

  16. 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.  

  17. 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.

  18. From board games to teambuilding

    OpenAIRE

    Mikoláš, Jiří

    2012-01-01

    The Outline of the development and history of a board game. The Mapping of the contemporary situation in the field of board games. Cultural, social and psychological aspects of playing board games. Defence of the stand that board games are not marginal subject beside modern sorts of amusement e.g. computer games. The Classification of modern board games with regard to their dominant cultural background and origin. The sociological survey on board games and motivation to their playing in the s...

  19. Multiplier Effect of Major Sports Events on City Development---Taking Nanjing Youth Olympic Games as an Example%大型体育赛事对城市发展的乘数效应--以南京青奥会为例

    Institute of Scientific and Technical Information of China (English)

    樊东声

    2015-01-01

    Adopting the multiplier principle of macroeconomics and with Olympic investment and economic benefits as support points,the paper conducts a theoretical demonstration and outlook for the benefits that 2014 Youth Olympic Games will bring for city economy and development.%本文运用宏观经济学中乘数原理,从奥运会的投入与经济收益为支撑点,对南京举办2014年青奥将会给城市经济将带来的收益,以及青奥会对南京城市的发展进行了理论论证和展望。

  20. 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.

  1. Macroeconomic Variables and Stock Market: US Review

    Directory of Open Access Journals (Sweden)

    Martin Sirucek

    2012-09-01

    Full Text Available This focus of this paper are the effect, implication, impact andrealtionship between selected macroeconomic variables andwider US indices S&P 500 and industrial Dow Jones IndustrialAverage (DJIA. I Consider inflation, interest rates, moneysupply, producer price index, industrial production index, oilprice and unemployment and their impact on selected stockindices in the USA between 1999 and 2012. The hypotesis of thispaper is, that between selected macroeconomic variables, namelyproducer price index, industrial production index, oil price andDow Jones index is strongly relationship than between thesefactors and S&P 500. The paper is organizing as follows. Firstsection reviews the related literature. In section two are materialsand methods which are use explained. Section 3 provides theempirical results and the last part presents the conclusions.

  2. The new-classical contribution to macroeconomics

    Directory of Open Access Journals (Sweden)

    D. LAIDLER

    2013-12-01

    Full Text Available This work is devoted to assessing New-Classical ideas, and to asking what of lasting importance this school of macroeconomics has contributed since the early 1970s. It deals in turn with the relationship between New-Classical Economics and Monetarism, the relative explanatory power of these two bodies of doctrine over empirical evidence, and the claims of New-Classical Economics to embody a superior analytic method. The author argues that, although the particular ways in which New-Classical Macroeconomics has applied its basic ideas are unnecessarily restrictive, its stress on equilibrium behaviour conditioned by the state of individual agents’ expectations as a basis for macro modelling is nevertheless valuable.  

  3. Game Analysis of Interests Coordination between Grain Production and the Development of Animal Husbandry

    Institute of Scientific and Technical Information of China (English)

    LI Qian; LI Cui-xia; WANG Gang-yi

    2012-01-01

    In order to promote the common development of grain production and animal husbandry, and achieve the optimal comprehensive benefit of the entire system of grain production and the development of animal husbandry, we use the method of game theory to research the relations between grain production and the development of animal husbandry, from the perspective of interests cointegration. In accordance with the internal relations between stakeholders in grain production and the development of animal husbandry, we focus on researching the interests-sharing game behavior of the government and planting subject collectives, the planting subject collectives and planting subject individuals, the breeding subject and planting subject. The results show that there is inequality between various stakeholders, and they seek not only the price-based benefit, but also some intangible interests difficult to calculate and quantify.

  4. Macroeconomic and Institutional Determinants of Non-performing Loans

    Directory of Open Access Journals (Sweden)

    Tanasković Svetozar

    2015-01-01

    Full Text Available This paper aims to analyse macroeconomic and institutional empirical determinants of growth of NPL ratios. Research is focused on selected CEEC and SEE countries in the period 2006- 2013. For our analysis we use static panel model approach with the logarithm of share of NPLs to total loans as a dependent variable. As independent variables we used a combination of country-specific macroeconomic and financial indicators which are commonly used in reference literature, as well as relevant institutional variables. Our results show that there is a negative relationship between increases in GDP and rise of the NPL ratio. Along with GDP, foreign currency loans ratio and level of exchange rate are positively related with the increase of NPL ratio. This confirms the expectation that countries where domestic currency is not the main medium of credit placements will have larger problems with the level of NPLs, which is even more pronounced in periods of domestic currency depreciation. In the presented models, the inflation rate is reported as statistically insignificant for sample countries. In the group of institutional variables, only financial market level of development is reported as statistically significant in relation to the level of NPL - with a more developed financial market the level of NPLs should be lower.

  5. 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.

  6. Labor search and matching in macroeconomics

    OpenAIRE

    2007-01-01

    The labor search and matching model plays a growing role in macroeconomic analysis. This paper provides a critical, selective survey of the literature. Four fundamental questions are explored: how are unemployment, job vacancies, and employment determined as equilibrium phenomena? What determines worker flows and transition rates from one labor market state to another? How are wages determined? What role do labor market dynamics play in explaining business cycles and growth? The survey descri...

  7. Expectations and macroeconomics: learning and loose commitment

    OpenAIRE

    Nunes, Ricardo

    2007-01-01

    The three chapters of this thesis analyze different issues regarding the role of expectations in macroeconomics. The first two chapters consider that private economic agents can either be rational and forward looking or may actually need to use past data to learn how to form expectations. The first two chapters try to describe and estimate the different dynamics that these two types of expectation mechanisms induce. The third chapter analyzes the interaction between policy makers and forward-...

  8. Expanding the Game Design Space

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel; Majgaard, Gunver

    2016-01-01

    This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space......, providing a clear game design assignment that involves the formulation of intended player experience and a description of game mechanics. The second layer focuses on game design thinking from six different aspects of game design chosen in relation to the framing of the game design assignment. The third....... It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing...

  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. Observational methodology in football: Development of an instrument to study the offensive game in football

    Directory of Open Access Journals (Sweden)

    H. Sarmento

    2009-09-01

    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.

  11. 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.

  12. 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.

  13. Business models for Serious Games developers - transition from a product centric to a service centric approach

    DEFF Research Database (Denmark)

    Hauge, Jannicke Baalsrud; Wiesner, Stefan; Sanchez, Rosa Garcia

    2014-01-01

    In the context of the serious games industry, up to now the most commonly used business models (BM) among developers representing small and medium enterprises (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 (SG) 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 analyses first the current use of BM within two...

  14. 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.

  15. 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.

  16. Causality between Malaysian Islamic Stock Market and Macroeconomic Variables

    OpenAIRE

    Naseri, Marjan; Masih, Mansur

    2013-01-01

    This paper makes an attempt to analyse the causality between Islamic stock market and three macroeconomic variables in the case of Malaysia. Although there are numerous studies investigating relationship between conventional stock market and macroeconomic fundamentals, there is a certain gap in the literature pertaining to the relationship between Islamic indices and macroeconomic variables which are becoming an interesting area of research due to fast growing force of Islamic finance. Thus, ...

  17. Macroeconomic effects of CO2 emission limits : A computable general equilibrium analysis for China

    NARCIS (Netherlands)

    Zhang, ZX

    1998-01-01

    The study analyzes the macroeconomic effects of limiting China's CO2 emissions by using a time-recursive dynamic computable general equilibrium (CGE) model of the Chinese economy. The baseline scenario for the Chinese economy over the period to 2010 is first developed under a set of assumptions abou

  18. Financial distress and bankruptcy prediction among listed companies using accounting, market and macroeconomic variables

    NARCIS (Netherlands)

    Hernandez Tinoco, Mario; Wilson, Nick

    2013-01-01

    Using a sample of 23,218 company-year observations of listed companies during the period 1980–2011, the paper investigates empirically the utility of combining accounting, market-based and macro-economic data to explain corporate credit risk. The paper develops risk models for listed companies that

  19. Financial distress and bankruptcy prediction among listed companies using accounting, market and macroeconomic variables

    NARCIS (Netherlands)

    Hernandez Tinoco, Mario; Wilson, Nick

    2013-01-01

    Using a sample of 23,218 company-year observations of listed companies during the period 1980–2011, the paper investigates empirically the utility of combining accounting, market-based and macro-economic data to explain corporate credit risk. The paper develops risk models for listed companies that

  20. The individual life cycle and economic growth : An essay on demographic macroeconomics

    NARCIS (Netherlands)

    Heijdra, B.J.; Mierau, J.O.

    2011-01-01

    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

  1. 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…

  2. 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…

  3. A cognitive approach to game usability and design: mental model development in novice real-time strategy gamers.

    Science.gov (United States)

    Graham, John; Zheng, Liya; Gonzalez, Cleotilde

    2006-06-01

    We developed a technique to observe and characterize a novice real-time-strategy (RTS) player's mental model as it shifts with experience. We then tested this technique using an off-the-shelf RTS game, EA Games Generals. Norman defined mental models as, "an internal representation of a target system that provides predictive and explanatory power to the operator." In the case of RTS games, the operator is the player and the target system is expressed by the relationships within the game. We studied five novice participants in laboratory-controlled conditions playing a RTS game. They played Command and Conquer Generals for 2 h per day over the course of 5 days. A mental model analysis was generated using player dissimilarity-ratings of the game's artificial intelligence (AI) agents analyzed using multidimensional scaling (MDS) statistical methods. We hypothesized that novices would begin with an impoverished model based on the visible physical characteristics of the game system. As they gained experience and insight, their mental models would shift and accommodate the functional characteristics of the AI agents. We found that all five of the novice participants began with the predicted physical-based mental model. However, while their models did qualitatively shift with experience, they did not necessarily change to the predicted functional-based model. This research presents an opportunity for the design of games that are guided by shifts in a player's mental model as opposed to the typical progression through successive performance levels.

  4. Design and Development of Curious Jojo©: A Go-Green 3D Game on Android

    Directory of Open Access Journals (Sweden)

    Juliana A. Abubakar

    2013-06-01

    Full Text Available Various campaigns such as ‘Save the Earth’, ‘Earth Hour’, and ‘Reduce, Reuse, Recycle’ are held to create environmental awareness among the general public. The effort is seen endlessly using any means of presentation and communication medium in order to ensure the intended message reach its audience. Meanwhile, the availability of mobile devices and the advent of natural user interfaces have simplified the interaction in games so that it is intuitive for vast audience at different abilities. Hence, this would possibly provide wider audience an engaging experience while playing games and at the same time absorbing the intended message. This article describes the process of designing and developing a go-green tridimensional (3D game on a mobile platform. It also discusses educational benefits of games and how the concept of environmental awareness is integrated into the game play in order to educate the general public especially the young ones about their social roles. Initial results on performance assessment reveal that the functionality of interactive elements in the game is excellent and young ones did not have difficulties in playing the game. Future work will focus on how 3D mobile games facilitate informal learning process such as inculcating environmental awareness to the general public.

  5. 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.

  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. Development of TRAX I: A Tank Platoon Game Modifying Dunn-Kempf

    Science.gov (United States)

    1985-07-01

    Training - -.. . 20. AUSTRAC ? (Coutbaue -. rewerse est N neleee4m and identff’ by block number) TRAX I is a combat game developed to train leaders of...Road March exercises. In these exercises, each member of a pair oper- ated two tanks in the roles of platoon leader and platoon sergeant. After the...first road march, the roles were reversed on the second. Performance data was collected for comparison between groups, and responses to question- naires

  8. Healthy public policy in poor countries: tackling macro-economic policies.

    Science.gov (United States)

    Mohindra, K S

    2007-06-01

    Large segments of the population in poor countries continue to suffer from a high level of unmet health needs, requiring macro-level, broad-based interventions. Healthy public policy, a key health promotion strategy, aims to put health on the agenda of policy makers across sectors and levels of government. Macro-economic policy in developing countries has thus far not adequately captured the attention of health promotion researchers. This paper argues that healthy public policy should not only be an objective in rich countries, but also in poor countries. This paper takes up this issue by reviewing the main macro-economic aid programs offered by international financial institutions as a response to economic crises and unmanageable debt burdens. Although health promotion researchers were largely absent during a key debate on structural adjustment programs and health during the 1980s and 1990s, the international macro-economic policy tool currently in play offers a new opportunity to participate in assessing these policies, ensuring new forms of macro-economic policy interventions do not simply reproduce patterns of (neoliberal) economics-dominated development policy.

  9. 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

  10. An account of new developmentalism and its structuralist macroeconomics

    Directory of Open Access Journals (Sweden)

    Luiz Carlos Bresser-Pereira

    2011-09-01

    Full Text Available This is a personal account of the definition of "new developmentalism" - a national development strategy alternative to the Washington consensus -, and of a "structuralist development macroeconomics": the sum of models that justifies theoretically that strategy. It is personal account of a collective work involving Keynesian, institutionalist and structuralist economists in Brazil that are forming a new school of thought in Brazil: a Keynesian-structuralist school. It is Keynesian because it emphasizes the demand side or the investment opportunities' side of economic growth. It is institutionalist because institutions obviously matter in achieving growth and stability. It is structuralist because it defines economic development as a structural change from low to high value added per capita industries and because it is based on two structural tendencies that limit investment opportunities: the tendency of wages to grow below productivity and the tendency to the cyclical overvaluation of the exchange rate.

  11. China's Macroeconomic Picture in 2008

    Institute of Scientific and Technical Information of China (English)

    Cong Ming

    2008-01-01

    @@ In general China's economic develop-ment has basically been good until now. In 2007, China's economic growth rate stood at 11.9%, while in the first quarter of this year, this rate maintained 10.6% growth, as national fiscal revenue increased by 35.5% compared with the same period last year. However, more macro control measures for the economy are still ahead.

  12. Examining key design decisions involved in developing a serious game for child sexual abuse prevention

    Directory of Open Access Journals (Sweden)

    Colleen Joy Stieler-Hunt

    2014-02-01

    Full Text Available This paper presents a case study of the key decisions made in the design of Orbit, a child sexual abuse prevention computer game targeted at school students between 8 and 10 years of age. Key decisions include providing supported delivery for the target age group, featuring adults in the program, not over-sanitising game content, having a focus on building healthy self-concept of players, making the game engaging and relatable for all players and evaluating the program. This case study has implications for the design of Serious Games more generally, including that research should underpin game design decisions, game designers should consider ways of bridging the game to real life, the learning that arises from the game should go beyond rote-learning, designers should consider how the player can make the game-world their own and comprehensive evaluations of Serious Games should be undertaken.

  13. Suitability of functional evaluation embedded in serious game rehabilitation exercises to assess motor development across lifespan.

    Science.gov (United States)

    Bonnechère, B; Sholukha, V; Omelina, L; Van Vooren, M; Jansen, B; Van Sint Jan, S

    2017-09-01

    The aim of this study was to determine if the results of activities performed using specially developed serious games for physical rehabilitation could be used as an indicator of the natural maturation and decline of motor control in healthy participants. Eighty-one participants (19 children (5-15 years old), 40 adults (18-65 years old) and 22 aged subjects (60-88 years old) participated in this study. Motions performed were recorded using the Kinect sensor. Three different exercises embedded in the games were used to assess upper limb, trunk and lower limb control. The trial duration and accuracy, measures of gross motor function and fine motor control, respectively, were computed for each participant. ANOVA tests shows statistically significant differences between the three groups for duration (53±15, 27±10 and 119±30s for children, adults and elderly subjects respectively) and accuracy (87±5, 89±10 and 70±8% for children, adults and elderly subjects respectively). The slopes of the curves that approximated the evolution of the performance over various ages are coherent with previous studies about motor control development and physiological decline. The proposed solution, i.e. serious games rehabilitation exercises coupled to motion analysis, seems to be an interesting tool to assess global motor function. Further studies are needed to study the influence of pathologies on the studied parameters. Copyright © 2017. Published by Elsevier B.V.

  14. Contribution of the game in the development of motor skills during the physical education class

    Directory of Open Access Journals (Sweden)

    Eugen BOTA

    2013-12-01

    Full Text Available Aim: checking the influence of the dynamic game (taught in physical education lessons on the development of motor skills in 4th class middle school students. Materials and methods: The study was conducted over a period of six months, involving 30 students: boys (15 and girls (15, aged between 12 and 13. The evaluation of the athletes’ physical capacity was done by performing the following tests: speed running 50 m, long jump on the spot, resistance running 800 m G / 1000 m B, trunk lifting from lying position to sitting. Given the nature of the study, it did not require the use of sophisticated equipment. Conclusions: Methodical practicing of physical exercises (dynamic games proves itself more and more successful in terms of growth and normal, harmonical development of children and youth. In terms of motor skills, they have improved, which was revealed by the final testing results. Comparative analysis of the two test results across all samples showed that using dynamic games during the lessons had a positive effect on students. This drove to the effort capacity’s improvement with the parameters that were statistically significant in all the tests.

  15. Macroeconomic level of technology transfer

    Directory of Open Access Journals (Sweden)

    Smirnova Nadezhda

    2016-04-01

    Full Text Available World practice of economic management has proved that the best indicator of competitiveness is achieved by that economic system, the economic units of which timely and adequately update the resource and technical base, thus achieving higher financial and economic indicators. Ensuring that sustainable development becomes possible due to the transfer of technological innovations, namely the diffusion from the developer to the customer on both commercial and free of charge basis. The article focuses on functioning of technology transfer at the macro level, namely the creation of its domestic models.

  16. Space Technology Game Changing Development Astrobee: ISS Robotic Free Flyer

    Science.gov (United States)

    Bualat, Maria Gabriele

    2015-01-01

    Astrobee will be a free-flying robot that can be remotely operated by astronauts in space or by mission controllers on the ground. NASA is developing Astrobee to perform a variety of intravehicular activities (IVA), such as operations inside the International Space Station. These IVA tasks include interior environmental surveys (e.g., sound level measurement), inventory and mobile camera work. Astrobee will also serve as a platform for robotics research in microgravity. Here we describe the Astrobee project objectives, concept of operations, development approach, key challenges, and initial design.

  17. Educational Computer Games

    OpenAIRE

    Oman, Marko

    2012-01-01

    This thesis describes educational games and two different technologies used to develop games. It describes the development process and use of educational games in general, also it describes what kind of educational games we know. It Presents HTML5 and Flash technologies, and some programming languages and programs that this two technologies are using. It desribes differences in the way of the development process and display of the final product in both technologies and it describes the adv...

  18. Educational Computer Games

    OpenAIRE

    Oman, Marko

    2012-01-01

    This thesis describes educational games and two different technologies used to develop games. It describes the development process and use of educational games in general, also it describes what kind of educational games we know. It Presents HTML5 and Flash technologies, and some programming languages and programs that this two technologies are using. It desribes differences in the way of the development process and display of the final product in both technologies and it describes the adv...

  19. A Platform for Development of Mathematical Games on Silverlight

    Science.gov (United States)

    Radakovic, Davorka; Herceg, Dorde

    2013-01-01

    Dynamic geometry software (DGS) is often used for development of interactive teaching materials in many subjects, not only mathematics. These interactive materials can contain hundreds of elements in order to represent complex objects, and script programs to control their behavior. We propose an approach for creating, importing and using…

  20. Research on the Internationalization Trend for the Development of Worldwide Competitive Ball Games and Our Countermeasures

    Institute of Scientific and Technical Information of China (English)

    Yixin Ma

    2015-01-01

    With the progress of physical and sports industry in the world, the analysis of sport industry in China is greatly needed. In this paper, we take discussion the internationalization trend for the development of worldwide competitive ball games and our countermeasures. With the acceleration of global economic integration the frequent personnel exchanges between different countries and nations, nationalities has change.. Physical exercise is beneficial for enhancing national constitution and physique in China, and achieving higher level of national constitution and competitive application in China. Through the proposed research, we could obtain positive development of Chinese competitive ball ~ames' development and harvest.