WorldWideScience

Sample records for music magazines videogames

  1. Videogame Music: chiptunes byte back?

    OpenAIRE

    Mitchell, Grethe; Clarke, Andy

    2007-01-01

    This chapter explores the sonic subcultures of videogame art and videogame-related fan art. It looks at the work of videogame musicians - not those producing the music for commercial games - but artists and hobbyists who produce musci by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in their own compositions. It discusses the motivations and methodologies behind some of this work. It explores

  2. Review of music: Forgotten musical magazine of inter-war Belgrade

    Directory of Open Access Journals (Sweden)

    Vasić Aleksandar

    2015-01-01

    Full Text Available The monthly magazine Review of Music was published six times in Belgrade from January to June 1940. Each edition comprised thirty-two pages, half of which were devoted to a sheet-music supplement, popular compositions of the time for voice and piano. Review of Music published 222 articles and scores in total. The aim of the magazine was to popularise classical music, but it also encompassed jazz, films and film music, theatre, literature, fashion, and even sport. Review of Music was different from all other Serbian inter-war music magazines, not only because of its wide range of topics, but also because it published anonymous articles, probably taken from other sources, but it is not known from where. This study analyses the articles about classical music in Review of Music. In several short chapters the author presents the concept of the magazine, its genre structure, themes addressed, and the style of its music writers. Selected examples show that article authors tended to exploit elements of narrative (with an emphasis on impressive details, humour, and moral teaching. The authors also especially emphasized the neutral attitude of Review of Music towards contemporary music, although the magazine published different views of contemporary composers concerning the aesthetics of modern music. Review of Music started four months after Germany invaded Poland. However, in the journal references to social and political events are non-existant. The journal seems to have been interested only in culture and the arts. However, the author of this study presents examples in which the political circumstances of the time can be perceived. One of these examples is the visit of the Frankfurt Opera House to Belgrade in 1940. That extraordinary cultural event was attended by Prince Paul Karađorđević and Princess Olga, the Yugoslav Prime Minister, and almost all other government ministers. In this news, any authority on the political situation of the time

  3. Evaluating Musical Foreshadowing of Videogame Narrative Experiences

    DEFF Research Database (Denmark)

    Scirea, Marco; Cheong, Yun-Gyung; Nelson, Mark

    2014-01-01

    undergraduate and graduate students participated in the study. Statistical analyses suggest that the use of musical cues for narrative foreshadowing induces a better perceived consistency between music and game narrative. Surprisingly, false foreshadowing was found to enhance the player's enjoyment.......We experiment with mood-expressing, procedurally generated music for narrative foreshadowing in videogames, investigating the relationship between music and the player's experience of narrative events in a game. We designed and conducted a user study in which the game's music expresses true...... foreshadowing in some trials (e.g. foreboding music before a negative event) and false foreshadowing in others (e.g. happy music that does not lead to a positive event). We observed players playing the game, recorded analytics data, and had them complete a survey upon completion of the gameplay. Thirty...

  4. Serbian Literary Magazine and avant-garde music

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    Vasić Aleksandar N.

    2005-01-01

    Full Text Available One of the most excellent periodicals in the history of Serbian literature Serbian Literary Magazine (1901-1914, 1920-1941, also played an exceptionally important part in the history of Serbian music criticism and essay literature. During the period of 35 years, SLM had released nearly 800 articles about music. Majority of that number belongs to the music criticism, but there are also studies and essays about music ethno musicological treatises, polemics, obituary notices, as well as many ample and diverse notes. SLM was published during the time when Serbian society, culture and art were influenced by strong challenges of Europeanization and modernization. Therefore, one of the most complicated questions that music writers of this magazine were confronted with was the question of avant-garde music evaluation. Relation of critics and essay writers to the avant-garde was ambiguous. On one side, SLM's authors accepted modern art in principle, but, on the other side, they questioned that acceptance when facing even a bit radical music composition. This ambivalence as a whole marked the work of Dr Miloje Milojević, the leading music writer of SLM. It is not the same with other critics and essayists Kosta Manojlović was more tolerant, and Dragutin Čolić and Stanislav Vinaver were true protectors of the most avant-garde aspirations in music. First of all SLM was a literary magazine. In the light of that fact it has to be pointed out that very early, way back in 1912, critics wrote about Arnold Schoenberg, and that until the end of existence of this magazine the readers were regularly informed about all important avant-garde styles and composers of European, Serbian and Yugoslav music. The fact that Schoenberg Stravinsky, Honegger or Josip Slavenski mostly were not accepted by critics and essayists, expresses the basic aesthetic position of this magazine. Namely, SLM remained loyal to the moderate wing of modern music, music that had not rejected

  5. Influence of videogames and musical instruments on performances at a simulator for robotic surgery.

    Science.gov (United States)

    Moglia, Andrea; Perrone, Vittorio; Ferrari, Vincenzo; Morelli, Luca; Boggi, Ugo; Ferrari, Mauro; Mosca, Franco; Cuschieri, Alfred

    2017-06-01

    To assess if exposure to videogames, musical instrument playing, or both influence the psychomotor skills level, assessed by a virtual reality simulator for robot-assisted surgery (RAS). A cohort of 57 medical students were recruited: playing musical instruments (group 1), videogames (group 2), both (group 3), and no activity (group 4); all students executed four exercises on a virtual simulator for RAS. Subjects from group 3 achieved the best performances on overall score: 527.09 ± 130.54 vs. 493.73 ± 108.88 (group 2), 472.72 ± 85.31 (group 1), and 403.13 ± 99.83 (group 4). Statistically significant differences (p videogames is higher than that in those practicing either one alone. The effect of videogames appears negligible in individuals playing the piano.

  6. Entertainment and music magazine reading and binge drinking among a group of juvenile offenders.

    Science.gov (United States)

    Thomsen, Steven R; Rekve, Dag

    2006-01-01

    This study examines the relative contribution of exposure to entertainment and music magazines on binge drinking among a group of teenagers under the supervision of a juvenile court system in a medium-sized western United States community. Despite having a large proportion of adolescent readers, entertainment and music magazines typically include a substantial number of advertisements for alcoholic beverages in each issue. Data were collected via a self-report questionnaire administered to 342 juvenile offenders (ages 12-18 years). Three-quarters of our respondents reported they have used alcohol and about 37% indicated they were binge drinkers. As anticipated, binge drinkers were more frequent readers of entertainment and music magazines than non-binge drinkers. Binge drinkers also estimated that larger portions of their classmates used alcohol and would be more accepting of regular drinking than non-binge drinkers. Results of a multivariate logistic regression analysis to predict whether our subjects typically consumed five or more drinks during a drinking episode indicated that perceived ease of access, age, gender, the number of best friends who drink, parental drinking (inversely), and entertainment and music magazine reading frequency were significant predictors of binge drinking. We conclude that the predictive influence entertainment and music magazine reading frequency may actually reflect a selectivity bias among a segment of the youth sub-culture already inclined toward alcohol use and abuse. We recommend that entertainment and music magazine reading should be considered only within the constellation of other risk factors when assessing risk for potential alcohol abuse.

  7. Music in Serbian literary magazine and Yugoslav ideology

    Directory of Open Access Journals (Sweden)

    Vasić Aleksandar N.

    2004-01-01

    Full Text Available It is worth noting that the important journal of the history of Serbian literature and music, the Serbian Literary Magazine (1901 - 1914, 1920 1941, became more Yugoslav-oriented within a relatively short period following its inception. From its early beginning to 1906, the Magazine’s musical critics did not actively express its Yugoslav ideology. But from 1907 there was an increase of interest in both the music and the musicians from Croatia and Slovenia. In 1911 the Croatian Opera spent almost two weeks in Belgrade performing; the composer and musicologist, Miloje Milojević began to develop the idea of union with Slavs from the South in a critical analysis he rendered of their performance. Until the end of the first/old series, SLM highlighted a noticeable number of texts about Croatians and Slovenians: critical reviews of Croatian musical books, concerts of Slovenian artists in Belgrade, score editions of Slovenian music performances of instrument soloists from Zagreb in Belgrade - as well as notes about the musical work of Croatian Academy (Yugoslav Academy of Sciences and Arts, Zagreb. Echoes of rare tours of Serbian musicians in South Slavs cultural centers did not go unheard, either. In the older series of the journal, lasting and two-fold relations had already begun to lean towards Yugoslav ideology. From one side, even before World War I, Yugoslav ideology in the Magazine was accepted as a program objective of Serbian political and cultural elite. On the other, the journal does not appear to have negotiated any of its aesthetic criterion when estimating musical events that came from Zagreb and Ljubljana to Belgrade - at least not "in the name of Yugoslav ideology". In later series of SLM, the Yugoslav platform was being represented as official ideological statehood of newly created Kingdoms of Serbs, Croats and Slovenians (1918, i.e., the Kingdom of Yugoslavia (1929. At that time, the Magazine had occasional literary cooperation from

  8. Children's Magazines: Something for Everyone.

    Science.gov (United States)

    Kuersten, Joan

    1983-01-01

    A selected list of children's magazines is given, along with brief descriptions of their contents and ordering information. The magazines are on themes such as history, classical literature, science, nature and natural history, health, music, black children, and classroom learning activities. (PP)

  9. Guitar Hero: novas práticas de consumo e cultura auditiva na música através dos videogames

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    NOGUEIRA, Bruno Pedrosa

    2009-12-01

    Full Text Available This paper introduces the context of musical videogames, based on the experience presented in the Guitar Hero series. From its relations with mass popular music and music industry is created a reflection based on two research hypothesis: how those games will influence the way we consume and listen to music today?

  10. Sexy media matter: exposure to sexual content in music, movies, television, and magazines predicts black and white adolescents' sexual behavior.

    Science.gov (United States)

    Brown, Jane D; L'Engle, Kelly Ladin; Pardun, Carol J; Guo, Guang; Kenneavy, Kristin; Jackson, Christine

    2006-04-01

    To assess over time whether exposure to sexual content in 4 mass media (television, movies, music, and magazines) used by early adolescents predicts sexual behavior in middle adolescence. An in-home longitudinal survey of 1017 black and white adolescents from 14 middle schools in central North Carolina was conducted. Each teen was interviewed at baseline when he or she was 12 to 14 years old and again 2 years later using a computer-assisted self interview (audio computer-assisted self-interview) to ensure confidentiality. A new measure of each teen's sexual media diet (SMD) was constructed by weighting the frequency of use of 4 media by the frequency of sexual content in each television show, movie, music album, and magazine the teen used regularly. White adolescents in the top quintile of sexual media diet when 12 to 14 years old were 2.2 times more likely to have had sexual intercourse when 14 to 16 years old than those who were in the lowest SMD quintile, even after a number of other relevant factors, including baseline sexual behavior, were introduced. The relationship was not statistically significant for black adolescents after controlling for other factors that were more predictive, including parental disapproval of teen sex and perceived permissive peer sexual norms. Exposure to sexual content in music, movies, television, and magazines accelerates white adolescents' sexual activity and increases their risk of engaging in early sexual intercourse. Black teens appear more influenced by perceptions of their parents' expectations and their friends' sexual behavior than by what they see and hear in the media.

  11. Definition of Videogames

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    Grant Tavinor

    2008-01-01

    Full Text Available Can videogames be defined? The new field of games studies has generated three somewhat competing models of videogaming that characterize games as new forms of gaming, narratives, and interactive fictions. When treated as necessary and sufficient condition definitions, however, each of the three approaches fails to pick out all and only videogames. In this paper I argue that looking more closely at the formal qualities of definition helps to set out the range of definitional options open to the games theorist. A disjunctive definition of videogaming seems the most appropriate of these definitional options. The disjunctive definition I offer here is motivated by the observation that there is more than one characteristic way of being a videogame.

  12. Videogames, consumption and education

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    Felix ETXEBERRIA VALERDI

    2017-07-01

    Full Text Available The ever-increasing success and use of videogames is a reality in our current society, being 54% of the total consumption of audiovisual or interactive entertainment in Spain in 2007. One of the aspects to be taken into consideration, with respect to the education of children, is the implication for consumption in relation to videogames. The violence portrayed in these games is one of the main topics of debate in the literature about and studies on the effects of videogames on children’s behaviour. However, it is not just a question of protecting minors against the risks of videogames use without control and care exercised by parents or educators. For many years now, despite the risks involved in their use, videogames have been used as another medium in education itself.

  13. Music critic Gustav Michel

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    Vasić Aleksandar N.

    2004-01-01

    Full Text Available The writers whose real vocation was not music left significant traces in the history of Serbian music critics and essayism of the late 19th century and the first half of the 20th century. Numerous authors, literary historians theoreticians and critics, jurists and theatre historians, wrote successfully on music in Serbian daily newspapers, literary and other magazines, until the Second World War. This study is devoted to Gustav Michel (1868 - 1926, one of the music amateurs who ought to be remembered in the history of Serbian music critics. Gustav Michel was a pharmacist by vocation. He ran a private pharmacy in Belgrade all his life. But he was a musician as well. He played the viola in the second (in chronological order of foundation Serbian String Quartet. The ensemble mostly consisted of amateurs, and it performed standard pieces of chamber music (W. A. Mozart L. v. Beethoven, F. Schubert, F. Mendelsohn-Bartholdy, A. Dvořžak. These musicians had performed public concerts in Belgrade since 1900 up until Michel’s death. Belgrade music critics prised the performances of this string ensemble highly. Gustav Michel was also a music critic. Until now only seven articles, published by this author between 1894 and 1903, in Order (Red, Folk Newspaper (Narodne novine and Serbian Literary Magazine (Srpski književni glasnik have been found. Michel’s preserved articles unambiguously prove that their author had a solid knowledge of music theory and history, the knowledge that exceeded amateurism. Nevertheless, Michel did not burden his first critics with expert language of musicology. Later on, in Serbian Literary Magazine, the magazine which left enough room for music, Michel penetrated more into musical terminology, thus educating slowly forming Serbian concert-going public. The analysis of Michel’s texts showed that he was not, in contrast to the majority of professional music critics, an opponent of virtuosity. Gentle and liberal, he did not

  14. 'The Music Herald' 1922: A esthetical and ideological aspects

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    Vasić Aleksandar

    2009-01-01

    Full Text Available The Music Herald was the first music magazine to appear in Belgrade after WWI. It was published monthly, for a year (January - December 1922. Its editor-in-chief was Petar Krstić, a composer. Other members of the editorial staff were Božidar Joksimović, Stevan Hristić, Kosta Manojlović (composers Vladimir R. Đorđević (an ethnomusicologist and Jovan Zorko (a violinist. Over 200 articles were published in the magazine. It dealt with different genres of music writings, such as articles, treatises, documents on the history of Serbian / Yugoslav music, music criticism, polemics, necrologies and bibliographies. Twenty-four compositions by native composers were published in the musical supplement of The Music Herald, among them the works of its editors as well as those of other Yugoslav musicians. The Music Herald dealt with three fields of interest: music historiography, ethnomusicology and the current topics of its epoch. When the magazine started, Serbian musicology was in its initial stage so the editors were trying to foster its development. They published numerous biographies of Serbian 19th century musicians, as well as documents on Serbian music culture during the reign of Prince Miloš Obrenović. Music folklore was also very often the subject of interest in the magazine. The Music Herald was interested in current topics and covered the Yugoslav music school system, opera houses, military music music associations, etc. It was especially interested in choral societies which in the course of the 19th century took up not only an artistic, but also a political and patriotic role in the liberation movement. After WWI choral societies entered a period of crisis. Their political raison d'être was lost, so they were faced with the challenge of achieving higher professional standards. This study deals with two aspects of 'The Music Herald': aesthetic and ideological aspects. In terms of ideology, the magazine was strongly in favor of the

  15. The Upside of Videogame Playing.

    Science.gov (United States)

    Jackson, Linda A

    2012-12-01

    In our research on the relationship between videogame playing and cognitive outcomes we found that children (n=481, 12 year olds) who played videogames more were more creative than those who played them less. Here we summarize these findings and propose new research to identify mediating cognitive factors influenced by videogame playing.

  16. Videogames and Education

    Science.gov (United States)

    Brown, Harry J.

    2008-01-01

    Videogames challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret videogames in the context of human experience and in the field of…

  17. Reviews of 12 Books, Magazines, and Other Materials for American Indian Students and Their Teachers .

    Science.gov (United States)

    Independent American Indian Review, 1995

    1995-01-01

    Recommends seven books about American Indian culture, history, folk tales, leaders, and philosophy; a calendar featuring Navajo professional women; three magazines focusing on Arizona Indian nations, contemporary Native arts and music, and multicultural education; and CD or cassette of contemporary Native instrumental music. Includes bibliographic…

  18. Pathological video-gaming among Singaporean youth.

    Science.gov (United States)

    Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  19. Mechanisms of video-game epilepsy.

    Science.gov (United States)

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

    1999-01-01

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

  20. Modified Active Videogame Play Results in Moderate-Intensity Exercise.

    Science.gov (United States)

    Monedero, Javier; McDonnell, Adam C; Keoghan, Melissa; O'Gorman, Donal J

    2014-08-01

    Large proportions of the population do not meet current American College of Sports Medicine physical activity recommendations, and innovative approaches are required. Most active videogames do not require a significant amount of energy expenditure. The purpose of this study was to determine if modifying an active videogame increased exercise intensity to meet current physical activity recommendations. After completing a maximal oxygen uptake test, participants did a familiarization session on a separate day. Thirteen healthy participants 24.2±3.4 years of age played (1) a sedentary videogame, (2) an active videogame, and (3) a modified active videogame designed to increase physical activity for 46 minutes in a randomized order on separate days. Oxygen uptake, heart rate, heart rate reserve, percentage of maximal heart rate, metabolic equivalents of task, and energy expenditure were significantly higher during the modified active videogame trial than during the active videogame or sedentary videogame trials and also between the active videogame and sedentary videogame. A simple modification to an existing active videogame was sufficient to reach moderate exercise intensity. Active videogames could provide an important option for increasing daily physical activity and reducing sedentary time.

  1. Nostalgia Videogames as Playable Game Criticism

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    Robin J.S. Sloan

    2016-11-01

    Full Text Available The aim of this paper is to consider the emergence of nostalgia videogames in the context of playable game criticism. Mirroring the development of the nostalgia film in cinema, an increasing number of developers are creating videogames that are evocative of past gaming forms, designs, and styles. The primary focus of this paper is to explore the extent to which these nostalgia videogames could be considered games-on-games: games that offer a critical view on game design and development, framed by the nostalgia and cultural memory of both gamers and game developers. Theories of pastiche and parody as applied to literature, film, and art are used to form a basis for the examination of recent nostalgia videogames, all of which demonstrate a degree of reflection on the videogame medium.

  2. Translating Music into Hope | NIH MedlinePlus the Magazine

    Science.gov (United States)

    ... contents Translating Music into Hope Follow us Translating Music into Hope Black Eyed Peas’ Taboo talks about ... for years as a member of the hit music group Black Eyed Peas. He shares his recent ...

  3. A Short and Simple Definition of What a Videogame Is

    OpenAIRE

    Esposito, Nicolas

    2005-01-01

    Introduction Why should we define the term videogame? Because we have reasons to study videogames. What are these reasons? James Newman gives us an answer: "the size of the videogames industry; the popularity of videogames; videogames as an example of human-computer interaction." Indeed, videogames belong to of our culture. But surprisingly, it is rare to come across concise definitions of the word videogame. Then, it is necessary to work on it. I am not claiming that nobody defined properly ...

  4. Improving multi-tasking ability through action videogames.

    Science.gov (United States)

    Chiappe, Dan; Conger, Mark; Liao, Janet; Caldwell, J Lynn; Vu, Kim-Phuong L

    2013-03-01

    The present study examined whether action videogames can improve multi-tasking in high workload environments. Two groups with no action videogame experience were pre-tested using the Multi-Attribute Task Battery (MATB). It consists of two primary tasks; tracking and fuel management, and two secondary tasks; systems monitoring and communication. One group served as a control group, while a second played action videogames a minimum of 5 h a week for 10 weeks. Both groups returned for a post-assessment on the MATB. We found the videogame treatment enhanced performance on secondary tasks, without interfering with the primary tasks. Our results demonstrate action videogames can increase people's ability to take on additional tasks by increasing attentional capacity. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  5. Are videogame training gains specific or general?

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    Adam C. Oei

    2014-04-01

    Full Text Available Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames. Playing action games (e.g., Call of Duty, Medal of Honor is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the action videogames because the action videogames and laboratory tasks contain similar demands. We review studies of action and non-action videogames to show support for the latter proposal. To explain transfer in action videogames, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking, rapid attentional switches, and peripheral vision. In non-action videogames, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g, Tetris. In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning. Thus, the common demands hypothesis of transfer not only characterizes transfer effects in action videogames, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements.

  6. Is enhanced physical activity possible using active videogames?

    Science.gov (United States)

    Our research indicated that 10– to 12-year-old children receiving two active Wii (TM)(Nintendo (R); Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase phys...

  7. Is Enhanced Physical Activity Possible Using Active Videogames?

    Science.gov (United States)

    Baranowski, Tom; Baranowski, Janice; O'Connor, Teresia; Lu, Amy Shirong; Thompson, Debbe

    2012-06-01

    Our research indicated that 10-12-year-old children receiving two active Wii ™ (Nintendo ® ; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity.

  8. Is Enhanced Physical Activity Possible Using Active Videogames?

    OpenAIRE

    Baranowski, Tom; Baranowski, Janice; O'Connor, Teresia; Lu, Amy Shirong; Thompson, Debbe

    2012-01-01

    Our research indicated that 10–12-year-old children receiving two active Wii™ (Nintendo®; Nintendo of America, Inc., Redmond, WA) console videogames were no more physically active than children receiving two inactive videogames. Research is needed on how active videogames may increase physical activity.

  9. Unobtrusive Indicators of Cultural Change: Neckties, Girdles, Marijuana, Garbage, Magazines, and Urban Sprawl.

    Science.gov (United States)

    Felson, Marcus

    1983-01-01

    Different types of time-series data sets can be used to identify cultural change and continuity. Indicators, including musical instruments, clothing, sporting goods, drugs, garbage, telephones, and magazines, are used to study social change since World War II. (Author/RM)

  10. Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials.

    Science.gov (United States)

    Rahmani, Esmaeel; Boren, Suzanne Austin

    2012-10-01

    There are potential benefits of playing videogames for health improvement such as increasing knowledge about health-related issues by playing educational games and fighting a sedentary lifestyle by playing exergames. The number of systematic review articles about "videogames" and "health improvement" is limited. Therefore, the purpose of this study is to review those randomized controlled trials (RCTs) with the topic of "videogames" and "health improvement." Several electronic databases were searched for RCTs testing videogames on health outcomes that were published in English between January 2000 and April 2012. Forty-five articles met the eligibility criteria and were categorized into five groups: (1) videogames and patient pain and stress reduction (nine articles), (2) videogames and patient behavioral change (19 articles), (3) videogames and patient rehabilitation (eight articles), (4) videogames as diagnostic tools (three articles), and (5) videogames and cognitive ability (six articles). Most of the articles have shown promising results in using videogames within various fields of healthcare. Although exergames are the most prominent choice regarding health improvement, videogames have the potential to be used as a pain management tool, diagnostic tool, or educational tool. They also can be used as a facilitator in physical rehabilitation or cognitive loss prevention. More RCTs are needed to fully uncover the benefits of using videogames for improving patients' health.

  11. Development of an HIV Prevention Videogame: Lessons Learned

    Directory of Open Access Journals (Sweden)

    Kimberly Hieftje

    2016-06-01

    Full Text Available The use of videogames interventions is becoming an increasingly popular and effective strategy in disease prevention and health promotion; however, few health videogame interventions have been scientifically rigorously evaluated for their efficacy. Moreover, few examples of the formative process used to develop and evaluate evidence-based health videogame interventions exist in the scientific literature. The following paper provides valuable insight into the lessons learned during the process of developing the risk reduction and HIV prevention videogame intervention for young adolescents, PlayForward: Elm City Stories. 

  12. Videogames, Informal Teaching, and the Rhetoric of Design

    Science.gov (United States)

    Holmes, Jeffrey Brandon

    2016-01-01

    This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…

  13. Videogame Mechanics in Games for Health.

    Science.gov (United States)

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  14. ’Pure jazz’ and ‘charlatanry’: a history of De Jazzwereld Magazine, 1931-1940.

    NARCIS (Netherlands)

    van de Leur, W.

    2012-01-01

    One of the world’s first periodicals dedicated to jazz, the Dutch magazine De Jazzwereld (1931-1940) displays a fascinating history that documents stylistic changes in the music and sheds light on the culture’s evolving views regarding authenticity and popularity.

  15. Videogames, Television Violence, and Aggression in Teenagers.

    Science.gov (United States)

    Dominick, Joseph R.

    1984-01-01

    Investigated relationships relative to teenagers' videogame playing, watching violent television programs, antisocial behavior, and self-esteem. Concluded that videogame playing is neither the menace critics portray it nor without possible negative consequences. (PD)

  16. A brief history of videogames

    Directory of Open Access Journals (Sweden)

    Simone Belli

    2008-11-01

    Full Text Available The following text contains a brief journey through a short and yet intense adventure, the history of videogames. Since its beginnings in the 1950's decade to the present time, videogames have progressively changed from a hobby for ingeneering studens to the most powerfull leisure industry. In order to gain a better understanding of this phenomenon it is necessary to look over the path of its transformation from a retrospecive point of view. Such a look has necessarily to focus on those devices and games that had made a landmark in the history of videogames, taking them to their current position. Besides, it is crucial to address their implications in contemporary visual culture, along with current prejudices against them. This is a short account about a great history.

  17. Development of an HIV Prevention Videogame: Lessons Learned

    OpenAIRE

    Kimberly Hieftje; Lynn E. Fiellin; Tyra Pendergrass; Lindsay R Duncan

    2016-01-01

    The use of videogames interventions is becoming an increasingly popular and effective strategy in disease prevention and health promotion; however, few health videogame interventions have been scientifically rigorously evaluated for their efficacy. Moreover, few examples of the formative process used to develop and evaluate evidence-based health videogame interventions exist in the scientific literature. The following paper provides valuable insight into the lessons learned during the process...

  18. Designing Social Videogames for Educational Uses

    Science.gov (United States)

    Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco

    2012-01-01

    In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…

  19. Feedback in Videogame-Based Adaptive Training

    Science.gov (United States)

    Rivera, Iris Daliz

    2010-01-01

    The field of training has been changing rapidly due to advances in technology such as videogame-based adaptive training. Videogame-based adaptive training has provided flexibility and adaptability for training in cost-effective ways. Although this method of training may have many benefits for the trainee, current research has not kept up to pace…

  20. Health-risk correlates of video-game playing among adults.

    Science.gov (United States)

    Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M

    2009-10-01

    Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.

  1. Feedback in Videogame-based Adaptive Training

    Science.gov (United States)

    2011-05-01

    G. (1985). The geometry tutor. Proceedings of the International Joint Conference on Artificial Intelligence . Los Altos, CA: Kaufmann. Anderson, R...Technical Report 1287 Feedback in Videogame -based Adaptive Training Iris D. Rivera Florida Institute of Technology...REPORT TYPE Final 3. DATES COVERED (from. . . to) August 2008 – April 2010 4. TITLE AND SUBTITLE Feedback in Videogame -based Adaptive

  2. Videogames e o aprender na complexidade

    Directory of Open Access Journals (Sweden)

    Paula Cristina Turcatto

    2016-06-01

    Full Text Available Ao conceber-se esta pesquisa, levou-se em consideração que cada ser humano aprende do seu modo pessoal e único, portanto, a proposta é pensar os videogames na sua relação com o Paradigma da Complexidade. Esta pesquisa teve como objetivo proporcionar um ambiente de encontro com diversos jogos de videogame, buscando instaurar a experimentação do novo, a abertura para o conhecer, ao habitar espaços inventivos, que valorizam a plasticidade e flexibilidade. Trata-se de uma pesquisa qualitativa, pois se propôs a trabalhar com os aspectos subjetivos como uma dimensão inseparável do conhecer. Foram 8 sujeitos de pesquisa – adolescentes – com os quais foram realizados 15 encontros, nos quais os mesmos estiveram em contato com diversos jogos de videogame. Foram utilizados diários de bordo para o registro das vivências, ancorados na metodologia cartográfica para tratamento dos registros. Os videogames propiciaram espaços para a emergência de diferentes formas de vivenciar a narrativa. Apesar de os jogos serem pré-moldados, os percursos produzidos, assim como as produções simbólicas frente ao contexto do jogo foram individuais. Jogar videogame relacionou-se ao posicionamento criador, de escrever as circunstâncias sob as quais as ações do jogo refletiram nas experiências vivenciadas pelo jogador.

  3. Collaboration Networks in the Music Industry

    OpenAIRE

    Budner, Pascal; Grahl, Joern

    2016-01-01

    Recording an album brings singers, producers, musicians, audio engineers, and many other professions together. We know from the press that a few "super"-producers work with many artists. But how does the large-scale social structure of the music industry look like? What is the social network behind the finest albums of all time? In this paper we studied the large-scale structure of music collaborations using the tools of network science. We considered all albums in Rolling Stone Magazine's li...

  4. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts

    Directory of Open Access Journals (Sweden)

    Stefano Gualeni

    2016-11-01

    Full Text Available Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development.

  5. Digital Waveguide Architectures for Virtual Musical Instruments

    Science.gov (United States)

    Smith, Julius O.

    Digital sound synthesis has become a standard staple of modern music studios, videogames, personal computers, and hand-held devices. As processing power has increased over the years, sound synthesis implementations have evolved from dedicated chip sets, to single-chip solutions, and ultimately to software implementations within processors used primarily for other tasks (such as for graphics or general purpose computing). With the cost of implementation dropping closer and closer to zero, there is increasing room for higher quality algorithms.

  6. A Gameplay Definition through Videogame Classification

    Directory of Open Access Journals (Sweden)

    Damien Djaouti

    2008-01-01

    Full Text Available This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called “Gameplay Bricks”. The combinations of these different bricks should allow us to represent a classification of all videogames in accordance with their rules. In this article, we will study the nature of these bricks, especially the link they seem to have with two types of game rules: the rules that allow the player to “manipulate” the elements of the game, and the rules defining the “goal” of the game. This study will lead to an hypothesis about the nature of gameplay.

  7. Changes in cue-induced, prefrontal cortex activity with video-game play.

    Science.gov (United States)

    Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F

    2010-12-01

    Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.

  8. Physiological Responses and Hedonics During Prolonged Physically Interactive Videogame Play.

    Science.gov (United States)

    Santo, Antonio S; Barkley, Jacob E; Hafen, Paul S; Navalta, James

    2016-04-01

    This study was designed to assess physiologic responses and hedonics (i.e., liking) during prolonged physically interactive videogame play. Participants (n = 24) completed three 30-minute videogame conditions on separate days in a random order. During two of the conditions participants played physically interactive videogames (Nintendo of America, Inc. [Redmond, WA] "Wii™ Fit" "Basic Run" and "Basic Step"). During the third condition participants played a traditional/sedentary game ("Tanks!"), which required minimal physical movement for gameplay. Oxygen consumption (VO2) was assessed using indirect calorimetry throughout each condition and averaged every 5 minutes. Liking was assessed via visual analog scale at the 15- and 30-minute time points during each condition. Mean VO2 was significantly (P videogame (5.39 ± 1.0 mL/kg/minute, 1.5 ± 0.1 METs). "Basic Step" was also greater (P videogame conditions. Furthermore, because liking was similar across all gaming conditions, participants may be willing to substitute the physically interactive videogames in place of the traditional/sedentary game.

  9. Gamification Quest: Rhythm. Music as a game mechanic

    OpenAIRE

    Granell Díaz, Marina

    2017-01-01

    Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2016/2017 This document constitutes the Technical Report for the project Gamification Quest: Rhythm, music as a game mechanic for the Videogame Design and Development bachelor degree. The project consists on the design and implementation of rhythm game mechanics integrated in a gamification environment applied to education. The video game will be implemented on the game engine Unity (10), ...

  10. Using videogames to treat childhood obesity.

    Directory of Open Access Journals (Sweden)

    Druzhinenko D.A.

    2014-12-01

    Full Text Available Childhood obesity is one of the most dangerous pathologies; it can lead to serious illness in the absence of medical support. In this article we give an overview of the use of videogames for reducing and normalizing the weight of overweight and obese children. We discuss the categorization of the existing games and their limits, and we outline the perspectives of psychopedagogical research in the domain of game design for treating obese and overweight children. The role of long-term motivation in the treatment of obesity is one of the crucial questions we discuss. We try to understand how videogames can help children and parents maintain motivation during weight-loss treatment. The role of parents is undeniable in ensuring the success of weight-loss programs for overweight or obese children. Perhaps videogames can be the instrument for families’ lifestyle changes.

  11. A Motion Videogame for Opioid Relapse Prevention.

    Science.gov (United States)

    Abroms, Lorien C; Leavitt, Leah E; Van Alstyne, Judy M; Schindler-Ruwisch, Jennifer M; Fishman, Marc J; Greenberg, Daniel

    2015-12-01

    This study examined the feasibility and acceptability of a body motion-activated videogame, targeting the prevention of opioid relapse among youth in the context of outpatient treatment. Participants attended four weekly gameplay sessions. Surveys were conducted at baseline and following each week's gameplay and assessed satisfaction with gameplay, craving intensity, and self-efficacy to refuse opioids. Participants expressed a high level of satisfaction with the videogame throughout the 4 weeks and agreed with the statement that they would be more likely to attend treatment sessions if the game was present (mean=4.6; standard deviation [SD]=0.7) and would recommend the videogame to other people in treatment (mean=4.2; SD=0.8). All participants recommended playing the videogame as part of treatment at least weekly, with a third recommending playing daily. Self-reported cravings declined over the 4-week period from baseline (mean=12.7; SD=8.4) to Week 4 (mean=9.8; SD=8.3), although the decline was not significant. Although participants stated that they liked the game, one-third of participants had dropped out of the study by the fourth session of gameplay. Preliminary evidence indicates that a motion videogame for addiction recovery may be feasible and acceptable within the context of outpatient treatment, although additional efforts are needed to keep youth in treatment. Future studies are needed to assess the impact of the game on long-term abstinence, treatment adherence, and engagement.

  12. Incorporating Behavioral Techniques into a Serious Videogame for Children.

    Science.gov (United States)

    Thompson, Debbe

    2017-04-01

    Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children. This research examines the gameplay data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds). Children participated in the self-regulation components. Modifications to reduce potential cognitive overload and inform future game design were identified. This research provided suggestive evidence that behavior change techniques promoting self-regulation can be successfully integrated into a serious videogame for children without detracting from game appeal. It also emphasizes the importance of formative research to the design of an appealing game where children understand and can successfully perform the behavior change procedures.

  13. Co-creating videogames

    CERN Document Server

    Banks, John

    2013-01-01

    This book draws from and is supported by a decade of ethnographic reserach undertaken with videogames development companies located in Austrailia and the USA. It explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.

  14. Efficient and Effective Change Principles in Active Videogames

    NARCIS (Netherlands)

    Straker, Leon M; Fenner, Ashley A; Howie, Erin K; Feltz, Deborah L; Gray, Cindy M; Lu, Amy Shirong; Mueller, Florian Floyd; Simons, Monique; Barnett, Lisa M

    Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline

  15. Efficient and Effective Change Principles in Active Videogames

    NARCIS (Netherlands)

    Straker, L.M.; Fenner, A.A.; Howie, E.K.; Feltz, D.L.; Gray, C.M.; Lu, A.S.; Mueller, F.F.; Simons, M.; Barnett, L.M.

    2015-01-01

    Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline

  16. Videogame interventions and spatial ability interactions.

    Science.gov (United States)

    Redick, Thomas S; Webster, Sean B

    2014-01-01

    Numerous research studies have been conducted on the use of videogames as tools to improve one's cognitive abilities. While meta-analyses and qualitative reviews have provided evidence that some aspects of cognition such as spatial imagery are modified after exposure to videogames, other evidence has shown that matrix reasoning measures of fluid intelligence do not show evidence of transfer from videogame training. In the current work, we investigate the available evidence for transfer specifically to nonverbal intelligence and spatial ability measures, given recent research that these abilities may be most sensitive to training on cognitive and working memory tasks. Accordingly, we highlight a few studies that on the surface provide evidence for transfer to spatial abilities, but a closer look at the pattern of data does not reveal a clean interpretation of the results. We discuss the implications of these results in relation to research design and statistical analysis practices.

  17. "To Be Quite Honest, If It Wasn't for Videogames I Wouldn't Have a Social Life at All": Motivations of Young Adults With Autism Spectrum Disorder for Playing Videogames as Leisure.

    Science.gov (United States)

    Finke, Erinn H; Hickerson, Benjamin D; Kremkow, Jennifer M D

    2018-05-03

    Leisure activities are underutilized as a context for intervention in the field of speech-language pathology despite the fact that leisure can be an important context for skill development. The current study investigated the perceptions of individuals with autism spectrum disorder (ASD) who play videogames as their primary leisure activity regarding the role of videogames in their lives and their motivations for playing videogames. Qualitative interview methodology was used to investigate the experiences of 10 18-24-year-olds with ASD. Information was collected about the role of videogames in the lives of adolescents and young adults with ASD and the perceived benefits of playing videogames. Results indicated the participants perceived playing videogames to have a positive impact on their lives and their development. The motivations for playing videogames described are similar to those reported by typically developing populations. Videogaming is a popular leisure pursuit for adolescents and young adults with and without ASD. Speech-language pathologists should consider how videogame play may be a useful context for teaching new communication, social, and language.

  18. JOGO ELETRÔNICO E EDUCAÇÃO MUSICAL: LIMITES E POSSIBILIDADES

    Directory of Open Access Journals (Sweden)

    Luciana Carolina Fernandes de Faria

    2015-06-01

    Full Text Available Facing the challenges of promoting quality education, teachers and researchers have sought to discuss new teaching strategies that engage students in the learning process and contribute to a full and autonomous formation. Thus, this article aims to identify and describe some electronics, educational or commercial games that address musical content in order to understand how these games can contribute to music education in the school context. As a result were analyzed three games, two commercial to videogame, and one educational to computer. Each game according to its limits, provides a listening experience with respect to the auditory stimulus elements as musical sound parameters, phrases, joints, etc. Thus, both educational as commercial game can serve as an engaging educational resource that contributes an autonomous and pleasurable learning.

  19. Playing life away: Videogames and personality structure.

    Directory of Open Access Journals (Sweden)

    Leones do Couto G.

    2014-09-01

    Full Text Available This study aims to fill a gap in the current research on the personality organization of frequent videogame users. The scientific literature in this area refers only to the existence of risk factors that increase the likelihood of abusing videogames and their negative consequences on the mental health of users (Gentile et al., 2011; Lemmens, Valkenburg, & Peter, 2011; Rehbein & Baier, 2013. In this study, a sample of patients who reported spending an excessive amount of their time playing videogames were recruited from Instituto Quintino Aires–Lisbon/Oporto and took the Rorschach Personality Test (Exner, 1993, 1995. Two other samples—one consisting of patients who reported not playing videogames, and the other of patients who were discharged from the institution after psychotherapy—also took part in the study. The patients in the first sample revealed less exposure to the relational sources of stress that are necessary for socioemotional development and less interest in others than did patients in the other samples. Other results regarding the personality structure of the subjects in the three samples are compared and discussed in light of cultural-historical psychology.

  20. Pixellated Play: Practical and Theoretical Issues regarding Videogames in Art Education

    Science.gov (United States)

    Sweeny, Robert W.

    2010-01-01

    Videogames represent one of the fastest growing and most influential forms of contemporary visual culture. In this article, the author looks to five aspects of current videogames: perspective, interactivity, interface, narrative, and time and movement. Each of these videogame modalities is analyzed as related to a wide range of popular media,…

  1. Videogame interventions and spatial ability interactions

    Directory of Open Access Journals (Sweden)

    Thomas S. Redick

    2014-03-01

    Full Text Available Numerous research studies have been conducted on the use of videogames as tools to improve one’s cognitive abilities. While meta-analyses and qualitative reviews have provided evidence that some aspects of cognition such as spatial imagery are modified after exposure to videogames, other evidence has shown that matrix reasoning measures of fluid intelligence do not show evidence of transfer from videogame training. In the current work, we investigate the available evidence for transfer specifically to nonverbal intelligence and spatial ability measures, given recent research that these abilities may be most sensitive to training on cognitive and working memory tasks. Accordingly, we highlight a few studies that on the surface provide evidence for transfer to spatial abilities, but a closer look at the pattern of data does not reveal a clean interpretation of the results. We discuss the implications of these results in relation to research design and statistical analysis practices.

  2. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    Science.gov (United States)

    Drummond, Aaron; Sauer, James D

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  3. Promoting Inclusive Education, Civic Scientific Literacy, and Global Citizenship with Videogames

    Science.gov (United States)

    Marino, Matthew T.; Hayes, Michael T.

    2012-01-01

    In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in science education. Munoz and El-Hani present a critical analysis of videogames such as "Grand Theft Auto", "Street Fight", "Command and Conquer:…

  4. Problematizing Videogames: Teaching Students to Be Critical Players

    Science.gov (United States)

    Love, Mark

    2017-01-01

    This contribution aims to familiarize educators with the unique ways in which videogames convey meaning as a media form and to provide an instrument, based on videogame theory, that educators can easily employ in intermediate and advanced English as a Foreign Language (EFL) classrooms to teach critical media literacy. In order to equip teachers…

  5. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    Directory of Open Access Journals (Sweden)

    Aaron Drummond

    Full Text Available Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  6. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    Science.gov (United States)

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement. PMID:24699536

  7. Videogames for Emotion Regulation: A Systematic Review.

    Science.gov (United States)

    Villani, Daniela; Carissoli, Claudia; Triberti, Stefano; Marchetti, Antonella; Gilli, Gabriella; Riva, Giuseppe

    2018-04-01

    Emotion regulation (ER) supports multiple individual functions and promotes mental health and wellbeing. Among the tools that may be used to help people in managing their affective states, videogames are reaching attention and are showing positive effects. Yet, little is known about their effectiveness. This study aims to assess the amount and quality of studies investigating the effects and modalities of the use of videogames for ER. A systematic literature search according to PRISMA guidelines was performed. Subsequently, according to expert advice other few studies have been added. Twenty-three studies met the inclusion criteria and were included in the review; they can be categorized into three groups, namely (1) cross-sectional and qualitative studies, (2) experimental studies investigating the effects of videogame experience on ER and (3) ER intervention with serious games. Discussion of the reviewed studies highlights that frequent gaming with commercial games offers more opportunities for ER improvement (related to gameplay and enjoyment of fictional properties) than limited-time experiences, such as those supported by bespoke serious games. This research area is still in its infancy and findings need to be interpreted with caution; furthermore, future reviews are encouraged to include clinical populations. Videogames offer several opportunities for ER and a challenge for educational and psychological interventions.

  8. An Exploration of Adolescents' Perceptions of Videogame Realism

    Science.gov (United States)

    Malliet, Steven

    2006-01-01

    An attempt is made to translate the concept of perceived realism from the domain of general media studies to the domain of videogame studies. In order to make such a translation, a thorough knowledge and integration is required of the simulation aspects that distinguish videogames from older media such as film or television. The different meanings…

  9. Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review.

    Science.gov (United States)

    Marston, Hannah R; Smith, Stuart T

    2012-04-01

    In recent years the use of videogame technology has increased within the domain of health, in particular to facilitate rehabilitation following a stroke or fall. This review presents an overview of how videogame technologies can be used to address health issues contributing to reduced independence in older adults. Four themes were identified: (1) hardware, (2) software, (3) health issues addressed using videogames, and (4) clinicians' perspectives. Several recommendations have been proposed to build upon the use and integration of videogame technology into rehabilitation and training for older adults. In particular, the use of videogames for health requires an appropriate game classification system for development of games that are appropriate for the physical, cognitive, and social requirements of older adults or those living with a disability.

  10. Promoting inclusive education, civic scientific literacy, and global citizenship with videogames

    Science.gov (United States)

    Marino, Matthew T.; Hayes, Michael T.

    2012-12-01

    In this response to Yupanqui Munoz and Charbel El-Hani's paper, "The student with a thousand faces: From the ethics in videogames to becoming a citizen", we examine their critique of videogames in science education. Munoz and El-Hani present a critical analysis of videogames such as Grand Theft Auto, Street Fight, Command and Conquer: Generals, Halo, and Fallout 3 using Neil Postman's (1993) conceptualization of technopoly along with Bill Green and Chris Bigum's (1993) notion of the cyborg curriculum. Our contention is that these games are not representative of current educational videogames about science, which hold the potential to enhance civic scientific literacy across a diverse range of students while promoting cross-cultural understandings of complex scientific concepts and phenomenon. We examine games that have undergone empirical investigation in general education science classrooms, such as River City, Quest Atlantis, Whyville, Resilient Planet, and You Make Me Sick!, and discuss the ways these videogames can engage students and teachers in a constructivist dialogue that enhances science education. Our critique extends Munoz and El-Hani's discussion through an examination of the ways videogames can enhance science education by promoting inclusive education, civic scientific literacy, and global citizenship.

  11. NLM MedlinePlus Magazine Team | NIH MedlinePlus the Magazine

    Science.gov (United States)

    ... Home Current issue contents Magazine Team Follow us Magazine Team National Library of Medicine at the National ... MLS, MA TREASURER Dennis Cryer, MD NIH MedlinePlus magazine is published by Friends of the NLM in ...

  12. Game-Based Teaching: What Educators Can Learn from Videogames

    Science.gov (United States)

    Jackson, Janna

    2009-01-01

    Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some students do playing videogames. This investigation examines the success, pitfalls, and lessons learned from incorporating videogame-like components into an educational technology class. For example,…

  13. Music Listening Situations and Musical Preference of the Students at the Faculty of Fine Arts in Everyday Life: A Case of Dokuz Eylul University

    Directory of Open Access Journals (Sweden)

    Elif TEKİN GÜRGEN

    2016-10-01

    Full Text Available The purpose of the study is to reveal the music listening situation of the students at the Faculty of Fine Arts of Dokuz Eylül University, the music genres that they listen to and the relationship between them. It is also investigated whether the music listening situation determines the music training of the students or also makes significant difference among students according to their genders. The music listening situation scale developed as five-point Likert type and the frequency of listening to music scales were used as for data collection tools. The findings revealed that the majority of the students prefer listening to music at home and public transport. The least preferred situations for listening to music are when they are with their families and whilst reading book/newspaper/magazines. The results suggested that the most preferred genres are Rock and Blues which are closely followed by Jazz and Western Classical Music. The least preferred genres are Turkish Arabesque Music, Rap and Turkish Folk Music. It is determined that the students' music listening situation has shown significant differences according to the musical training, gender and musical genres.

  14. Videogame-Based Training Success: The Impact of Trainee Characteristics - Year 2

    National Research Council Canada - National Science Library

    Orvis, Karin A; Horn, Daniel B; Belanich, James

    2006-01-01

    .... Specifically, this follow-up research examines prior videogame experience, videogame self-efficacy, and goal orientation as antecedents that maximize trainee motivation, as well as other learner...

  15. LEVEL UP! DESENVOLVIMENTO COGNITIVO, APRENDIZAGEM ENATIVA E VIDEOGAMES

    Directory of Open Access Journals (Sweden)

    Carlos Baum

    Full Text Available Resumo Os videogames são frequentemente acusados de serem prejudiciais à saúde. Sua operatividade colocaria o jogador em uma série de rotinas irracionais, muito próximas a uma relação estímulo-resposta. Sugerimos que tal posição limita as possibilidades de relação entre o videogame e a aprendizagem e está baseada em uma imagem teleológica do desenvolvimento da cognição que toma o aprender como uma caminhada em direção à racionalidade lógica. O presente artigo parte da descrição do aprendizado de um dos autores analisada a partir da retórica procedural com um jogo eletrônico para propor um modo de compreender a ação com o videogame, que convoca a uma constante recomposição do sujeito que joga e do jogo. A teoria da enação, por sua vez, apresenta proposições que sustentam uma modalidade de conhecimento operativo e incorporado, mais próximo da experiência com os videogames.

  16. Correlation between videogame mechanics and executive functions through EEG analysis.

    Science.gov (United States)

    Mondéjar, Tania; Hervás, Ramón; Johnson, Esperanza; Gutierrez, Carlos; Latorre, José Miguel

    2016-10-01

    This paper addresses a different point of view of videogames, specifically serious games for health. This paper contributes to that area with a multidisciplinary perspective focus on neurosciences and computation. The experiment population has been pre-adolescents between the ages of 8 and 12 without any cognitive issues. The experiment consisted in users playing videogames as well as performing traditional psychological assessments; during these tasks the frontal brain activity was evaluated. The main goal was to analyse how the frontal lobe of the brain (executive function) works in terms of prominent cognitive skills during five types of game mechanics widely used in commercial videogames. The analysis was made by collecting brain signals during the two phases of the experiment, where the signals were analysed with an electroencephalogram neuroheadset. The validated hypotheses were whether videogames can develop executive functioning and if it was possible to identify which kind of cognitive skills are developed during each kind of typical videogame mechanic. The results contribute to the design of serious games for health purposes on a conceptual level, particularly in support of the diagnosis and treatment of cognitive-related pathologies. Copyright © 2016 Elsevier Inc. All rights reserved.

  17. Children´s magazines

    OpenAIRE

    BJALKOVOVÁ, Nela

    2014-01-01

    Thesis deals with the study of children's magazines with a focus on students first primary school. The work is focused on the use of language, graphic design, the aim and content of magazines for this age group. Furthermore, there also addresses the issue of online magazines compared to arbitrarily marketable magazines. The theoretical part focuses on the individual child reading a history of the magazine. The thesis is conducted to map the problems of children's magazines with a focus on pra...

  18. Losers Don’t Play Videogames. . . Heroes Do: The Remediation of Videogames in 1980s Science Fiction Films

    Directory of Open Access Journals (Sweden)

    Dawn Stobbart

    2015-07-01

    Full Text Available A decade before the first adaptation of a videogame to film (Super Mario Brothers, 1993, computer and arcade videogames were incorporated as subject matter in mainstream Hollywood films such as War Games (1983, The Terminator (1984, and The Last Starfighter (1984, presenting the new medium through a science fictional lens. While these films aired widespread anxieties about the ability of computers and videogames to start global wars and override human social structures and agency, at the same time, they offered a counterpoint to the traditional masculine hero, which this article will explore, situating the adolescent within the historical context of the 1980s, film, and videogames. The article will also consider the rhetorical questions raised by these films: the protagonist of War Games both inadvertently sets off and stops a chain of events that would lead to World War III. He does more than save the world from his own error, however: he teaches the government’s military computer to think and humanises the machine, rendering it less dangerous. When the protagonist of The Last Starfighter beats the arcade game for which the film is named, he is visited by aliens, who inform him that they planted the game in hope of finding a hero with shooting skills that can save the galaxy from its enemies. They transport him to fight that war, and he emerges a victorious hero. All of these films reinvent the adolescent as a hero, and at the same time, question the role of technology as a growing part of 1980s culture.

  19. Marconi to McLuhan: A Select Biliography of N. Y. Times Sunday Magazine Articles on Communication, 1900-1980.

    Science.gov (United States)

    Flannery, Gerald V., Comp.

    Containing over 1,800 entries, this index to articles appearing in the "New York Times Sunday Magazine," is arranged by year (1900-1980), by author, decades, and general topic (radio, rhetoric, film). Among the topics covered are newspapers, music, theatre, telegraph, wireless, telephone, photography, public relations, advertising,…

  20. Videogames and Therapy: A Narrative Review of Recent Publication and Application to Treatment.

    Science.gov (United States)

    Franco, Gilbert E

    2016-01-01

    Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the integration of videogames in treatment.

  1. Videogames and therapy: A narrative review of recent publication and application to treatment.

    Directory of Open Access Journals (Sweden)

    Gilbert Ernest Franco

    2016-07-01

    Full Text Available Individuals who play videogames can interact with virtual worlds, resulting in emotional and intellectual connections that have have therapeutic implications in the hands of a skilled and informed therapist. There is research available in the literature that suggests that videogames are a viable option in psychotherapy. The present article provides a review of the literature available in the use of videogames in treatment, discusses the importance of disseminating the findings in the literature, and discusses the integration of videogames in treatment.

  2. Quando jogar é aprender: o videogame na sala de aula

    Directory of Open Access Journals (Sweden)

    Vilson J. Leffa

    2014-03-01

    Full Text Available Este trabalho tem por objetivo demonstrar a tese de que ovideogame pode se constituir em um importante instrumento demediação na aprendizagem de línguas. Para isso, destaca trêsaspectos do videogame: (1 o videogame é uma prática socialcaracterizada pelo uso intensivo da língua; (2 o videogame envolveo jogador por imersão, trazendo-o para dentro do jogo; e (3 ovideogame, ao mesmo tempo em que exige o conhecimento dalíngua para ser jogado, propicia sua aprendizagem. A conclusão éde que o videogame, visto como um objeto de lazer, pode resultarna aprendizagem da língua, oferecendo ao aluno três opções: (1aprender a língua para jogar; (2 jogar para aprender a língua; e(3 fazer as duas coisas ao mesmo tempo.

  3. An approach to the virtual education of video-games

    OpenAIRE

    Charo SÁDABA; Concepción NAVAL

    2017-01-01

    Could a platform, as videogames, that requires the active participation of users, be helpful to develop a broader participation attitude? Is it possible to acquire social skills and attitudes for participation through videogames? Any of these questions have a simple answer; this article discusses several reflection points trying to guess how this new scenario of digital gaming affects teenagers.

  4. Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.

    Science.gov (United States)

    Maloney, Ann E; Mellecker, Robin; Buday, Richard; Gao, Zan; Hinkley, Trina; Esparza, Laura; Alexander, Shirley

    2015-02-01

    Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.

  5. The effect of presleep video-game playing on adolescent sleep.

    Science.gov (United States)

    Weaver, Edward; Gradisar, Michael; Dohnt, Hayley; Lovato, Nicole; Douglas, Paul

    2010-04-15

    Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Thirteen male adolescent "evening types" (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z= 2.45, p= .01) and reduced subjective sleepiness (Z = 2.36, p = .02)-but only slightly. Video gaming was related to changes in cognitive alertness (as measured by a power: p 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence.

  6. Examining Enjoyment of Casual Videogames.

    Science.gov (United States)

    Shafer, Daniel M; Carbonara, Corey P

    2015-12-01

    This study investigated the processes leading to enjoyment of casual videogames on both mobile devices and console systems. Building upon a foundation in mental models theory and the psychology of play, the study focuses on how performance and experience-based variables impact enjoyment of casual videogames played on mobile devices and console devices. The grounding assumption of this research is that playing videogames produces enjoyment that contributes to mental health in the form of a brief distraction from the stress of daily life, social connections with family and friends through casual gameplay, and, in some cases, a compelling reason to engage in physical activity. A student sample of players (n=363) played a variety of casual games on mobile (iPad(®) or iPod(®) Touch(®) [Apple, Cupertino, CA]) or console (Wii™ [Nintendo, Japan], Xbox(®) 360 Kinect(®) [Microsoft, Redmond, WA], or PS3™ Move [Sony, Tokyo, Japan]) platforms. They then answered a questionnaire assessing their evaluations of the game's interactivity level, their sense of spatial presence in the game, their perception of the game's realism, and, most importantly, their enjoyment. Path analysis demonstrated the interrelationships among these variables. The results show that spatial presence is a powerful predictor of videogame enjoyment for both console- and mobile-based casual games. Patterns of prediction for games on each platform, as demonstrated using path analysis, were similar and aligned with predictions based on mental models and the psychology of play. The psychological theory of play and the mental models perspective offer firm theoretical grounds for understanding how enjoyment is wrought in the process of playing casual games. The relationships among interactivity, spatial presence, perceived reality, and enjoyment hold for games played on handheld or console devices. Furthermore, this study is one of the first to demonstrate these relationships and test them simultaneously

  7. History magazines in the UK

    OpenAIRE

    Haydn, Terry

    2013-01-01

    The paper explores the phenomenon of popular history magazines as a facet of public history. The UK has seen a substantial increase in the number of popular history magazines available to the public, with some magazines reaching high levels of circulation. The paper looks at the range of magazines available – from ‘heritage’ and ‘family’ history, to special interest magazines, and more ‘serious’ and scholarly history magazines. What is it that makes history magazines sell, and what influence ...

  8. Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation

    Directory of Open Access Journals (Sweden)

    Amir Zaib Abbasi

    2017-01-01

    Full Text Available The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 (n=136 and study 2 (n=270. We employed SPSS 22.0 for exploratory factor analysis using study 1 respondents to explore the factors for consumer videogame engagement and reliability analysis. Results of EFA resulted with six-factor solution. We further used SmartPLS 3.0 software on study 2 respondents to further confirm the six-factor solution as reflective measurement model on the first-order level, and three second-order formative constructs on the second-order or higher-order level as formative measurement model. Results of the reflective measurement model and formative measurement model evidenced that consumer videogame engagement has strong psychometric properties and is a valid instrument to measure engagement in videogame play. Results also confirmed that consumer videogame engagement is a multidimensional construct as well as a reflective-formative construct. The study is unique in its investigation as it develops an instrument to measure engagement in videogame play which comprises the cognitive, affective, and behavioral dimensions.

  9. An approach to the virtual education of video-games

    Directory of Open Access Journals (Sweden)

    Charo SÁDABA

    2017-07-01

    Full Text Available Could a platform, as videogames, that requires the active participation of users, be helpful to develop a broader participation attitude? Is it possible to acquire social skills and attitudes for participation through videogames? Any of these questions have a simple answer; this article discusses several reflection points trying to guess how this new scenario of digital gaming affects teenagers.

  10. Videogames as an incipient research object inMathematics Education

    Directory of Open Access Journals (Sweden)

    Lluís Albarracín

    2017-01-01

    Full Text Available This article presents a review of research made in the field of mathematics education on the use of video games in the classroom. These investigations have focused on four areas: impact in academic performance focused on mathematical contents, specific mathematical contents learning, videogame design elements for mathematical learning and relation bet-ween videogames and problem solving.  Finally,  we  propose  two  research  new  approaches that  have  not  been  explored  so  far,  like  the  use  of  commercial  videogames  for  mathematical  activities  or  the  use  of  simulation  games  as  environment  to  promote  mathematical modeling.

  11. Intrinsic or Extrinsic? Using Videogames to Motivate Stroke Survivors: A Systematic Review.

    Science.gov (United States)

    Swanson, LaTasha R; Whittinghill, David M

    2015-06-01

    The main objective of this study was to explore, via a systematic review of available literature, the effectiveness of videogame-based rehabilitation interventions on the motivation and health outcomes of stroke patients. Using a systematic literature review of 18 articles, we sought to address three key research questions: (1) Do videogames improve function or health outcomes among stroke survivors? (2) Do videogames increase stroke patients' motivation to engage in rehabilitation exercise and activities? (3) Which motivational techniques, principles, and theoretical frameworks have been applied in the reviewed studies? A key word search was conducted, and articles were coded for inclusion of motivational theories or principles, intervention effectiveness, and participants' motivation to perform tasks. Three motivational frameworks and principles were used (self-determination theory [SDT], flow theory, and operant conditioning) to investigate intrinsic and extrinsic approaches. Past research suggests videogame-based interventions are effective at improving and increasing a variety of health-related outcomes, including motor functioning, energy expenditure, muscle strength, and recovery times in stroke patients. Past evidence shows videogame-based interventions are a promising tool to motivate stroke patients' engagement in effective rehabilitation activities. This study also identifies an opportunity for future research to apply motivational theories from SDT to studies on stroke rehabilitation and videogames.

  12. Best Magazines of 2007

    Science.gov (United States)

    Black, Steve

    2008-01-01

    Rumors of the death of the magazine are greatly exaggerated. Efforts by some innovative publishers suggest that rather than killing magazines, the Internet may just reinvigorate the medium. As each magazine seeks the ideal relationship of print to online to develop its brand, nearly every magazine has a web site with at least subscribing…

  13. Use of television, videogames, and computer among children and adolescents in Italy.

    Science.gov (United States)

    Patriarca, Alessandro; Di Giuseppe, Gabriella; Albano, Luciana; Marinelli, Paolo; Angelillo, Italo F

    2009-05-13

    This survey determined the practices about television (video inclusive), videogames, and computer use in children and adolescents in Italy. A self-administered anonymous questionnaire covered socio-demographics; behaviour about television, videogames, computer, and sports; parental control over television, videogames, and computer. Overall, 54.1% and 61% always ate lunch or dinner in front of the television, 89.5% had a television in the bedroom while 52.5% of them always watched television there, and 49% indicated that parents controlled the content of what was watched on television. The overall mean length of time daily spent on television viewing (2.8 hours) and the frequency of watching for at least two hours per day (74.9%) were significantly associated with older age, always ate lunch or dinner while watching television, spent more time playing videogames and using computer. Those with parents from a lower socio-economic level were also more likely to spend more minutes viewing television. Two-thirds played videogames for 1.6 daily hours and more time was spent by those younger, males, with parents that do not control them, who watched more television, and who spent more time at the computer. The computer was used by 85% of the sample for 1.6 daily hours and those older, with a computer in the bedroom, with a higher number of computers in home, who view more television and play videogames were more likely to use the computer. Immediate and comprehensive actions are needed in order to diminish time spent at the television, videogames, and computer.

  14. Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span.

    Science.gov (United States)

    Wang, Ping; Zhu, Xing-Ting; Liu, Han-Hui; Zhang, Yi-Wen; Hu, Yang; Li, Hui-Jie; Zuo, Xi-Nian

    2017-08-01

    Previous studies found positive influences of videogame playing on cognition. However, the age-related and task-related effects of videogame experience across the adult life span are still unknown. The current study aimed to systematically investigate this question. The current study used the cross-sectional approach. A total of 166 participants (84 videogame players [VGPs], 82 nonvideogame players [NVGPs]) at the age of 18-80 in the present study were recruited, including 62 young adults aged from 18 to 34 (35 VGPs, 27 NVGPs), 55 middle-aged adults aged between 35 and 59 (24 VGPs, 31 NVGPs), and 49 older adults aged between 60 and 80 (25 VGPs, 24 NVGPs). 1,2 A series of neuropsychological tests from different cognitive domains, including processing speed, visuospatial, attention, memory, and executive function, were conducted on participants. The age-related effects demonstrated that young and older adults benefited more from videogame experience than middle-aged adults. The task-related effects showed that VGPs benefited more from videogame experience in processing speed and visuospatial processing; next was executive function and attention, while no benefits in memory. The effect sizes suggested that the difference in extent between VGPs and NVGPs in processing speed and visuospatial processing is moderate, in attention and executive function is small, and in memory is negligible. The current findings support the beneficial effects and transfer effects of videogame experience; however, the effects presented age-specific and task-specific characteristics. The results provide useful insights for future videogame intervention studies for healthy adults of different ages.

  15. Best of 2008: Magazines

    Science.gov (United States)

    Black, Steve

    2009-01-01

    This article presents the 10 best new magazines of 2008. They are: (1) BBC Knowledge; (2) Bible Study Magazine; (3) Culture: The Word on Cheese; (4) Food Network Magazine; (5) Lapham's Quarterly; (6) Miller-McCune; (7) NCAA Champion; (8) Science Illustrated; (9) Strategy; and (10) World Affairs. These magazines have in common the potential to…

  16. Content analysis of tobacco, alcohol, and other drugs in popular music.

    Science.gov (United States)

    Primack, Brian A; Dalton, Madeline A; Carroll, Mary V; Agarwal, Aaron A; Fine, Michael J

    2008-02-01

    To perform a comprehensive content analysis of substance use in contemporary popular music. We analyzed the 279 most popular songs of 2005 according to Billboard magazine. Two coders working independently used a standardized data collection instrument to code portrayals of substance use. Presence and explicit use of substances and motivations for, associations with, and consequences of substance use. Of the 279 songs, 93 (33.3%) portrayed substance use, with an average of 35.2 substance references per song-hour. Portrayal of substance use varied significantly (P musical genre. The substance use depicted in popular music is frequently motivated by peer acceptance and sex, and it has highly positive associations and consequences.

  17. The effect of playing videogames on social, psychological and physiological variables in children and adolescents

    Directory of Open Access Journals (Sweden)

    Moncada Jiménez, José

    2012-01-01

    Full Text Available The purpose of this manuscript will be to present scientific evidence regarding the effects of videogame playing on different aspects of the social life of children and adolescents, as well as the general potential psychological and physiological effects. A literature review from relevant databases has been performed, and experimental and meta-analytical studies have been scrutinized for positive and negative effects of videogames in children and adolescents. In general, it has been found that there is a billionaire videogame industry and yet, despite the worldwide popularity of videogames, research is still scarce and sometimes contradictory. Some research suggests a correlation between excess time video gaming on negative social and psychological aspects such as isolation and aggressive behavior; while other research suggests a positive association with motor learning, motor re-training and resilience. As far as physiological effects it has been reported that active videogames might promote higher energy expenditure than passive videogames; therefore, given an adequate parental instruction might provide videogames beneficial properties to combat the global epidemic of sedentary behavior and obesity. Videogames and everything related «to be» in front of a screen will be common to future generations, and therefore more systematic studies are required to determine the long-term exposure effects to these devices.

  18. The Semiotic Construction of Values in the Videogame Watch Dogs

    Science.gov (United States)

    Lowien, Nathan

    2016-01-01

    The past decade has seen videogames become an important facet in the economic and cultural tapestry of the 21st century. However, while the Australian Curriculum: English (ACE) advocates the teaching of multimodal texts (ACARA, 2016), videogames have been neglected within the curriculum. Nevertheless, such a significant aspect of popular 21st…

  19. Visual Speed of Processing and Publically Observable Feedback in Video-Game Players

    OpenAIRE

    Patten, James William

    2016-01-01

    Time spent playing action-oriented video-games has been proposed to improve the functioning of visual attention and perception in a number of areas. These benefits are not always consistently reported, however. It was hypothesized that an improvement to visual Speed of Processing (SOP) in action-oriented Video-Game Players (VGPs) underlies many of the benefits of action video-game play, and furthermore the expression of this improvement was modulated by a Hawthorne effect (individuals behavin...

  20. Serbian music criticism in the first half of the twentieth century: Its canon, its method and its educational role

    Directory of Open Access Journals (Sweden)

    Vasić Aleksandar

    2008-01-01

    Full Text Available Serbian music criticism became a subject of professional music critics at the beginning of the twentieth century, after being developed by music amateurs throughout the whole previous century. The Serbian Literary Magazine (1901- 1914, 1920-1941, the forum of the Serbian modernist writers in the early 1900s, had a crucial role in shaping the Serbian music criticism and essayistics of the modern era. The Serbian elite musicians wrote for the SLM and therefore it reflects the most important issues of the early twentieth century Serbian music. The SLM undertook the mission of educating its readers. The music culture of the Serbian public was only recently developed. The public needed an introduction into the most important features of the European music, as well as developing its own taste in music. This paper deals with two aspects of the music criticism in the SLM, in view of its educational role: the problem of virtuosity and the method used by music critics in this magazine. The aesthetic canon of the SLM was marked by decisively negative attitude towards the virtuosity. Mainly concerned by educating the Serbian music public in the spirit of the highest music achievements in Europe, the music writers of the SLM criticized both domestic and foreign performers who favoured virtuosity over the 'essence' of music. Therefore, Niccolò Paganini, Franz Liszt, and even Peter Tchaikowsky with his Violin concerto became the subject of the magazine's criticism. However their attitude towards the interpreters with both musicality and virtuoso technique was always positive. That was evident in the writings on Jan Kubelík. This educational mission also had its effect on the structure of critique writings in the SLM. In their wish to inform the Serbian public on the European music (which they did very professionally, the critics gave much more information on biographies, bibliographies and style of the European composers, than they valued the interpretation

  1. Cardiopulmonary Response to Videogaming: Slaying Monsters Using Motion Sensor Versus Joystick Devices.

    Science.gov (United States)

    Sherman, Jeffrey D; Sherman, Michael S; Heiman-Patterson, Terry

    2014-10-01

    Replacing physical activity with videogaming has been implicated in causing obesity. Studies have shown that using motion-sensing controllers with activity-promoting videogames expends energy comparable to aerobic exercise; however, effects of motion-sensing controllers have not been examined with traditional (non-exercise-promoting) videogames. We measured indirect calorimetry and heart rate in 14 subjects during rest and traditional videogaming using motion sensor and joystick controllers. Energy expenditure was higher while subjects were playing with the motion sensor (1.30±0.32 kcal/kg/hour) than with the joystick (1.07±0.26 kcal/kg/hour; Pvideogaming averaged 15.7 percent of predicted maximum for the motion sensor and 11.8 percent of maximum for the joystick. Minute ventilation was higher playing with the motion sensor (10.7±3.5 L/minute) than with the joystick (8.6±1.8 L/minute; Pvideogaming, rather than a result of exercise. We conclude that using a motion sensor with traditional videogames does not provide adequate energy expenditure to provide cardiovascular conditioning.

  2. Playing With the City: Street Art and Videogames

    OpenAIRE

    Vazques Marquez, Israel; Pajares Tosca, Susana

    2017-01-01

    In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectator...

  3. Story Immersion in a Health Videogame for Childhood Obesity Prevention.

    Science.gov (United States)

    Lu, Amy Shirong; Thompson, Debbe; Baranowski, Janice; Buday, Richard; Baranowski, Tom

    2012-02-15

    Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion's role in health videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Eighty-seven 10-12-year-old African-American, Caucasian, and Hispanic children from Houston, TX, played a health videogame, "Escape from Diab" (Archimage, Houston, TX), featuring a protagonist with both African-American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. African-American and Hispanic participants reported higher immersion scores than Caucasian participants ( P = 0.01). Story immersion correlated positively ( P values videogame characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health videogame narratives may be important when motivating children to adopt obesity prevention behaviors.

  4. Efficient and Effective Change Principles in Active Videogames.

    Science.gov (United States)

    Straker, Leon M; Fenner, Ashley A; Howie, Erin K; Feltz, Deborah L; Gray, Cindy M; Lu, Amy Shirong; Mueller, Florian Floyd; Simons, Monique; Barnett, Lisa M

    2015-02-01

    Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human-computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity.

  5. Efficient and Effective Change Principles in Active Videogames

    Science.gov (United States)

    Fenner, Ashley A.; Howie, Erin K.; Feltz, Deborah L.; Gray, Cindy M.; Lu, Amy Shirong; Mueller, Florian “Floyd”; Simons, Monique; Barnett, Lisa M.

    2015-01-01

    Abstract Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human–computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity. PMID:26181680

  6. Active Videogaming for Individuals with Severe Movement Disorders: Results from a Community Study.

    Science.gov (United States)

    Chung, Peter J; Vanderbilt, Douglas L; Schrager, Sheree M; Nguyen, Eugene; Fowler, Eileen

    2015-06-01

    Active videogaming (AVG) has potential to provide positive health outcomes for individuals with cerebral palsy (CP), but their use for individuals with severe motor impairments is limited. Our objective was to evaluate the accessibility and enjoyment of videogames using the Kinect™ (Microsoft, Redmond, WA) with the Flexible Action and Articulated Skeleton Toolkit (FAAST) system (University of Southern California Institute for Creative Technologies, Los Angeles, CA) for individuals with severely limiting CP. A videogaming system was installed in a community center serving adults with CP, and a staff member was instructed in its use. Participants completed a baseline survey assessing demographics, mobility, and prior videogame experience; they then used the FAAST system with Kinect and completed a 5-point Likert survey to assess their experience. Descriptive statistics assessed overall enjoyment of the system, and Mann-Whitney U tests were conducted to determine whether responses differed by demographic factors, mobility, or prior videogame experience. Twenty-two subjects were recruited. The enjoyment scale demonstrated high internal consistency (Cronbach's alpha=0.88). The mean total enjoyment score was 4.24 out of 5. Median scores did not significantly differ by ethnicity, gender, CP severity, or previous videogame exposure. The FAAST with Kinect is a low-cost system that engages individuals with severe movement disorders across a wide range of physical ability and videogame experience. Further research should be conducted on in-home use, therapeutic applications, and potential benefits for socialization.

  7. Exploring the representation of health in videogames: a content analysis.

    Science.gov (United States)

    Brooksby, Alan

    2008-12-01

    Early qualitative work has suggested that videogame players see the concept of health as an important part of the gaming interface, but the way health is shown in games is commonly considered to be simplistic. The aim of this study is to explore further ways in which the concept of health is represented in videogames beyond its most common usage in the interface. Ten videogames were analyzed for content in mobility, ability, psychology, social, and pain dimensions by coding 15 minutes of videotaped play. Pain was the category that was overwhelmingly represented in this sample, with the social category the second most common. Further work is needed to explore the impact on play experience.

  8. Videogames as an incipient research object inMathematics Education

    OpenAIRE

    Albarracín, Lluís; Hernández-Sabaté, Aura; Gorgorió, Núria

    2017-01-01

    [EN] This article presents a review of research made in the eld of mathematics education onthe use of video games in the classroom. These investigations have focused on four areas:impact in academic performance focused on mathematical contents, speci c mathematicalcontents learning, videogame design elements for mathematical learning and relation bet-ween videogames and problem solving. Finally, we propose two research new approachesthat have not been explored so far, like ...

  9. New developments on the neurobiological and pharmaco-genetic mechanisms underlying internet and videogame addiction.

    Science.gov (United States)

    Weinstein, Aviv; Lejoyeux, Michel

    2015-03-01

    There is emerging evidence that the psychobiological mechanisms underlying behavioral addictions such as internet and videogame addiction resemble those of addiction for substances of abuse. Review of brain imaging, treatment and genetic studies on videogame and internet addiction. Literature search of published articles between 2009 and 2013 in Pubmed using "internet addiction" and "videogame addiction" as the search word. Twenty-nine studies have been selected and evaluated under the criteria of brain imaging, treatment, and genetics. Brain imaging studies of the resting state have shown that long-term internet game playing affected brain regions responsible for reward, impulse control and sensory-motor coordination. Brain activation studies have shown that videogame playing involved changes in reward and loss of control and that gaming pictures have activated regions similarly to those activated by cue-exposure to drugs. Structural studies have shown alterations in the volume of the ventral striatum possible as result of changes in reward. Furthermore, videogame playing was associated with dopamine release similar in magnitude to those of drugs of abuse and that there were faulty inhibitory control and reward mechanisms videogame addicted individuals. Finally, treatment studies using fMRI have shown reduction in craving for videogames and reduced associated brain activity. Videogame playing may be supported by similar neural mechanisms underlying drug abuse. Similar to drug and alcohol abuse, internet addiction results in sub-sensitivity of dopamine reward mechanisms. Given the fact that this research is in its early stage it is premature to conclude that internet addiction is equivalent to substance addictions. © American Academy of Addiction Psychiatry.

  10. Social Referencing Gaze Behavior during a Videogame Task: Eye Tracking Evidence from Children with and without ASD

    Science.gov (United States)

    Finke, Erinn H.; Wilkinson, Krista M.; Hickerson, Benjamin D.

    2017-01-01

    The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of…

  11. The case for causal influences of action videogame play upon vision and attention.

    Science.gov (United States)

    Kristjánsson, Árni

    2013-05-01

    Over the past decade, exciting findings have surfaced suggesting that routine action videogame play improves attentional and perceptual skills. Apparently, performance during multiple-object tracking, useful-field-of-view tests, and task switching improves, contrast sensitivity and spatial-resolution thresholds decrease, and the attentional blink and backward masking are lessened by short-term training on action videogames. These are remarkable findings showing promise for the training of attention and the treatment of disorders of attentional function. While the findings are interesting, evidence of causal influences of videogame play is not as strong as is often claimed. In many studies, observers with game play experience and those without are tested. Such studies do not address causality, since preexisting differences are not controlled for. Other studies investigate the training of videogame play, with some evidence of training benefits. Methodological shortcomings and potential confounds limit their impact, however, and they have not always been replicated. No longitudinal studies on videogame training exist, but these may be required to provide conclusive answers about any benefits of videogame training and any interaction with preexisting differences. Suggestions for methodological improvement are made here, including recommendations for longitudinal studies. Such studies may become crucial for the field of attentional training to reach its full potential.

  12. Children and videogames: leisure activities, aggression, social integration and school performance

    NARCIS (Netherlands)

    van Schie, Emil G.M.; van Schie, E.G.M.; Wiegman, O.

    1997-01-01

    A survey was conducted among 346 children from the 7th and 8th grade of 7 elementary schools to examine possible positive and negative effects of playing videogames. Analyses revealed that playing videogames did not appear to take place at the expense of children's other leisure activities, social

  13. Playing shooter and driving videogames improves top-down guidance in visual search.

    Science.gov (United States)

    Wu, Sijing; Spence, Ian

    2013-05-01

    Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identification task while simultaneously performing a central search. In Experiment 2, we showed that 10 h of play could improve the performance of nonplayers on each of these tasks. Three different genres of videogames were used for training: two action games and a 3-D puzzle game. Participants who played an action game (either an FPS or a driving game) achieved greater gains on all search tasks than did those who trained using the puzzle game. Feature searches were faster after playing an action videogame, suggesting that players developed a better target template to guide search in a top-down manner. The results of the dual search suggest that, in addition to enhancing the ability to divide attention, playing an action game improves the top-down guidance of attention to possible target locations. The results have practical implications for the development of training tools to improve perceptual and cognitive skills.

  14. Know Thy Learner: User Characteristics Underlying Effective Videogame-Based Training

    Science.gov (United States)

    Orvis, Karin A.; Horn, Daniel B.; Belanich, James

    2008-01-01

    Some proponents of training games argue that younger adults (Soldiers) are part of the "digital"or "twitch" generation, having grown up uing computers and playing videogames (e.g.,Prensky,2001). The Entertainment Software Association (ESA) reports that 69%of American heads of households play computer and/or videogames. "65% of college students reported being regular or occasional game players" (Jones, 2003).

  15. Can Videogames Be Used to Develop the Infant Stage Educational Curriculum?

    Science.gov (United States)

    Marín Díaz, Verónica; Martín-Párraga, Javier

    2014-01-01

    The utilization of videogames is not too common due to their consideration as an element that interferes with the educational and learning process. Thus, few teachers are ready to include videogames as didactic tools. Nevertheless, some educators who consider that they have a potential to become didactic tools are progressively adopting videogames…

  16. Scientific rigor through videogames.

    Science.gov (United States)

    Treuille, Adrien; Das, Rhiju

    2014-11-01

    Hypothesis-driven experimentation - the scientific method - can be subverted by fraud, irreproducibility, and lack of rigorous predictive tests. A robust solution to these problems may be the 'massive open laboratory' model, recently embodied in the internet-scale videogame EteRNA. Deploying similar platforms throughout biology could enforce the scientific method more broadly. Copyright © 2014 Elsevier Ltd. All rights reserved.

  17. Cognitive pitfall! Videogame players are not immune to dual-task costs.

    Science.gov (United States)

    Donohue, Sarah E; James, Brittany; Eslick, Andrea N; Mitroff, Stephen R

    2012-07-01

    With modern technological advances, we often find ourselves dividing our attention between multiple tasks. While this may seem a productive way to live, our attentional capacity is limited, and this yields costs in one or more of the many tasks that we try to do. Some people believe that they are immune to the costs of multitasking and commonly engage in potentially dangerous behavior, such as driving while talking on the phone. But are some groups of individuals indeed immune to dual-task costs? This study examines whether avid action videogame players, who have been shown to have heightened attentional capacities, are particularly adept multitaskers. Participants completed three visually demanding experimental paradigms (a driving videogame, a multiple-object-tracking task, and a visual search), with and without answering unrelated questions via a speakerphone (i.e., with and without a dual-task component). All of the participants, videogame players and nonvideogame players alike, performed worse while engaging in the additional dual task for all three paradigms. This suggests that extensive videogame experience may not offer immunity from dual-task costs.

  18. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    OpenAIRE

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and readi...

  19. Jogando phantasy star: trajetória compreensiva ao sentido de jogar videogame

    OpenAIRE

    Thiago de Paula Cruz

    2010-01-01

    Esta pesquisa parte do problema acerca do sentido de jogar videogame. Estudos sobre videogame nunca foram muitos na área acadêmica, todavia vemos um crescimento na preocupação séria com o tema nos últimos anos com os game studies que englobam estudos interdisciplinares vários. O objetivo deste trabalho é compreender como é jogar videogame com base em um relato referente à experiência em Phantasy Star . Propõe-se a utilização do método fenomenológico como forma de análise dos dados e um diálog...

  20. Suame Magazine

    DEFF Research Database (Denmark)

    Eskemose Andersen, Jørgen

    2007-01-01

    I foråret 2006 gennemførte en gruppe studerende fra Kunstakademiets Arkitektskole, i samarbejde med universitetet i Kumasi, studier i Suame Magazine, Vestafrikas største område inden for lettere jern- og metalarbejde - især bilværksteder. Boligområderne omkring Suame Magazine er i en sådan vækst...

  1. Playing With the City: Street Art and Videogames

    DEFF Research Database (Denmark)

    Vazques Marquez, Israel; Pajares Tosca, Susana

    2017-01-01

    In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact...... that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectators, who are invited to play in symbolic ways that actualize nostalgic memories of gaming and can be related...

  2. Pissing in the Fountain: Videogames and Expressive Performance

    Directory of Open Access Journals (Sweden)

    Veli-Matti Karhulahti

    2012-04-01

    Full Text Available The drawn-out discussion of videogames as art took a significant step in May last year when the National Endowment for the Arts in the United States added digital games to their list of financially supported art forms. It placed games in the category of Arts in Media among "documentaries and dramatic narratives; media created for theatrical release; performance programs; artistic segments for use within existing series; multi-part webisodes; installations; and short films". This context defines the nature of videogame art – generally thought of in terms of expression through narration and performance – relatively well.

  3. Relationship Between Use of Videogames and Sexual Health in Adult Males.

    Science.gov (United States)

    Sansone, Andrea; Sansone, Massimiliano; Proietti, Marco; Ciocca, Giacomo; Lenzi, Andrea; Jannini, Emmanuele A; Romanelli, Francesco

    2017-07-01

    Videogame use is increasingly prevalent in people of all ages, and despite the wide amount of scientific evidence proving a role for electronic entertainment in human health, there is no evidence about the relation between use of videogames and sexual health. To investigate the association between use of videogames and male sexual health. We administered the two validated questionnaires, the Premature Ejaculation Diagnostic Tool (PEDT) and the International Index of Erectile Function (IIEF-15), to men 18 to 50 years old recruited through social networks and specific websites. In addition to the questionnaires, volunteers were asked to provide information on their gaming habit and lifestyle. An extended version of the IIEF-15 and PEDT, including data about gaming habits and relevant lifestyles. From June 18, 2014 through July 31, 2014, 599 men 18 to 50 years old completed the questionnaires. One hundred ninety-nine men reported no sexual activity during the previous 4 weeks; four records were rejected because of inherent errors. The remaining 396 questionnaires were analyzed, with 287 "gamers" (playing >1 hour/day on average) and 109 "non-gamers" providing all the required information. We found a lower prevalence of premature ejaculation in gamers compared with non-gamers (mean PEDT score = 3.57 ± 3.38 vs 4.52 ± 3.7, P videogame use and male sexual health. Compared with non-gamers, men playing videogames for more than 1 hour/day were less likely to have premature ejaculation but more likely to have decreased sexual desire. This is the first study aimed to assess male sexual health in gamers. We identified an association between PEDT and IIEF scores and videogame use; however, these findings require validation through interventional studies. Furthermore, volunteers were recruited through social networks, thus increasing the risk of recruitment bias. To our knowledge, this is the first observational study investigating the link between electronic entertainment and

  4. Gaming well: links between videogames and flourishing mental health.

    Science.gov (United States)

    Jones, Christian M; Scholes, Laura; Johnson, Daniel; Katsikitis, Mary; Carras, Michelle C

    2014-01-01

    This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert's (Huppert and So, 2013) proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively, resulting in high levels of mental well-being, and Seligman's (Seligman, 2011) PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning, and positive social functioning, contributing to, and supporting mental health and well-being.

  5. Gaming well: links between videogames and flourishing mental health

    Directory of Open Access Journals (Sweden)

    Christian eJones

    2014-03-01

    Full Text Available This paper is a review of the state of play of research linking videogaming and flourishing, and explores the role of videogames and technology to improve mental health and well-being. Its purpose is to develop understandings about the positive intersection of gaming and well-being, to document evidence regarding links between videogames and positive mental health, and to provide guidelines for use by other researchers as they design and use tools and games to improve mental health and well-being. Using Huppert’s (Huppert & So, 2013 proposition that to flourish is more than the absence of mental disorder but rather a combination of feeling good and functioning effectively resulting in high levels of mental well-being, and Seligman’s (Seligman, 2011 PERMA theory of well-being, the paper identifies strengths in existing games that generate positive affect, positive functioning and positive social functioning, contributing to, and supporting mental health and well-being.

  6. A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention.

    Science.gov (United States)

    Lu, Amy Shirong; Kharrazi, Hadi; Gharghabi, Fardad; Thompson, Debbe

    2013-06-01

    Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants.

  7. Story Immersion of Videogames for Youth Health Promotion: A Review of Literature.

    Science.gov (United States)

    Lu, Amy Shirong; Baranowski, Tom; Thompson, Debbe; Buday, Richard

    2012-06-01

    This article reviews research in the fields of psychology, literature, communication, human-computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral change theories and the potential of story immersion for health promotion through videogames. Videogames have potential for health promotion and may be especially promising when attempting to reach youth. An understudied characteristic of videogames is that many contain a narrative, or story. Story immersion (transportation) is a mechanism through which a narrative influences players' cognition, affect, and, potentially, health behavior. Immersion promotes the suspension of disbelief and the reduction of counterarguments, enables the story experience as a personal experience, and creates the player's deep affection for narrative protagonists. Story immersion complements behavioral change theories, including the Theory of Planned Behavior, Social Cognitive Theory, and Self-Determination Theory. Systematic investigations are needed to realize the powerful potential of interactive narratives within theory-driven research.

  8. Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors

    OpenAIRE

    Segev, Aviv; Gabay-Weschler, Hila; Naar, Yossi; Maoz, Hagai; Bloch, Yuval

    2017-01-01

    Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would re...

  9. The impact of prolonged violent video-gaming on adolescent sleep: an experimental study.

    Science.gov (United States)

    King, Daniel L; Gradisar, Michael; Drummond, Aaron; Lovato, Nicole; Wessel, Jason; Micic, Gorica; Douglas, Paul; Delfabbro, Paul

    2013-04-01

    Video-gaming is an increasingly prevalent activity among children and adolescents that is known to influence several areas of emotional, cognitive and behavioural functioning. Currently there is insufficient experimental evidence about how extended video-game play may affect adolescents' sleep. The aim of this study was to investigate the short-term impact of adolescents' prolonged exposure to violent video-gaming on sleep. Seventeen male adolescents (mean age = 16 ± 1 years) with no current sleep difficulties played a novel, fast-paced, violent video-game (50 or 150 min) before their usual bedtime on two different testing nights in a sleep laboratory. Objective (polysomnography-measured sleep and heart rate) and subjective (single-night sleep diary) measures were obtained to assess the arousing effects of prolonged gaming. Compared with regular gaming, prolonged gaming produced decreases in objective sleep efficiency (by 7 ± 2%, falling below 85%) and total sleep time (by 27 ± 12 min) that was contributed by a near-moderate reduction in rapid eye movement sleep (Cohen's d = 0.48). Subjective sleep-onset latency significantly increased by 17 ± 8 min, and there was a moderate reduction in self-reported sleep quality after prolonged gaming (Cohen's d = 0.53). Heart rate did not differ significantly between video-gaming conditions during pre-sleep game-play or the sleep-onset phase. Results provide evidence that prolonged video-gaming may cause clinically significant disruption to adolescent sleep, even when sleep after video-gaming is initiated at normal bedtime. However, physiological arousal may not necessarily be the mechanism by which technology use affects sleep. © 2012 European Sleep Research Society.

  10. A Arquivologia e os videogames: primeiras aproximações

    Directory of Open Access Journals (Sweden)

    Roberto Lopes dos Santos Junior

    2016-12-01

    Full Text Available Análise, baseado em levantamento bibliográfico e revisão de literatura em fontes secundárias, identificando, preliminarmente, o “estado da arte” das pesquisas e trabalhos ligados a Arquivologia (e áreas correlatas como Ciência da Informação e Biblioteconomia sobre os videogames. Inicialmente foi feito breve estudo histórico sobre a origem e evolução dos jogos eletrônicos, entre a segunda metade do século vinte e os primeiros anos do século 21. Posteriormente, foram analisadas as principais temáticas localizadas na literatura arquivística sobre os videogames, separadas, respectivamente, nas pretensas características documentais dessas mídias, dos aspectos teóricos ligados a preservação dos videogames, e sobre as estratégias de emulação, encapsulamento, e da utilização de repositórios e museus tecnológicos para o armazenamento desses suportes. O trabalho identificou a existência, principalmente após 2005, de estudos, ligados a Arquivologia norte-americana e europeia, indicando a necessidade de análises aprofundadas sobre diferentes características presentes nos videogames, apesar dos objetivos e premissas que consolidem essas pesquisas ainda estarem em fase de desenvolvimento. O levantamento indicou também que a temática possui potencial de desenvolvimento na Arquivologia brasileira.

  11. Best Practices and Provisional Guidelines for Integrating Mobile, Virtual, and Videogame-Based Training and Assessments

    Science.gov (United States)

    2014-01-01

    videogame -based platforms, 2) role of assessments and how they can be implemented within these platforms, or 3) benefits or challenges of the...Technical Report 1334 Best Practices and Provisional Guidelines for Integrating Mobile, Virtual, and Videogame -Based Training and...Virtual, and Videogame -Based Training and Assessments 5a. CONTRACT OR GRANT NUMBER W5J9CQ-11-D-0002 5b. PROGRAM ELEMENT NUMBER 622785

  12. [Videogames risks: diagnosis and management].

    Science.gov (United States)

    Tisseron, S

    2009-01-01

    Videogames accompany teenagers from childhood to adulthood, because they are the stage of their fantasies and hopes. But they are dangerous when teenagers are insecure, when they have lived early sufferings, or when they have a bad self-esteem. Doctor must in the same time advice the parents, and appreciate the gravity.

  13. Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation

    OpenAIRE

    Abbasi, Amir Zaib; Ting, Ding Hooi; Hlavacs, Helmut

    2017-01-01

    The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 (n=136) and study 2 (n=270). We employed SPSS 22.0 for exploratory factor analysis using study 1 respondents to explore the factors for consumer vide...

  14. Reading Videogames as (Authorless) Literature

    Science.gov (United States)

    Berger, Richard; McDougall, Julian

    2013-01-01

    This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…

  15. Relevance of Videogames in the Learning and Development of Young Children

    Science.gov (United States)

    Zhao, Zhuxuan; Linaza-Iglesias, José L.

    2015-01-01

    Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…

  16. 30 CFR 57.6132 - Magazine requirements.

    Science.gov (United States)

    2010-07-01

    ... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Magazine requirements. 57.6132 Section 57.6132...-Surface Only § 57.6132 Magazine requirements. (a) Magazines shall be— (1) Structurally sound; (2... magazine; (6) Posted with the appropriate United States Department of Transportation placards or other...

  17. 30 CFR 56.6132 - Magazine requirements.

    Science.gov (United States)

    2010-07-01

    ... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Magazine requirements. 56.6132 Section 56.6132....6132 Magazine requirements. (a) Magazines shall be— (1) Structurally sound; (2) Noncombustible or the... the inside; (5) Ventilated to control dampness and excessive heating within the magazine; (6) Posted...

  18. Television watching, videogames, and excess of body fat in Spanish adolescents: the AVENA study.

    Science.gov (United States)

    Vicente-Rodríguez, Germán; Rey-López, J Pablo; Martín-Matillas, Miguel; Moreno, Luis A; Wärnberg, Julia; Redondo, Carlos; Tercedor, Pablo; Delgado, Manuel; Marcos, Ascensión; Castillo, Manuel; Bueno, Manuel

    2008-01-01

    We assessed the individual association of sedentary behaviors with the risk of overweight and excess body fat (overfat) in adolescents. A representative sample (1960 subjects, 1012 males, age 13-18.5 y) of Spanish adolescents was studied within the framework of the Alimentación y Valoración del Estado Nutricional de los Adolescentes (AVENA) study. Television (TV) watching, videogame and computer usage, doing homework, and the way students got to school, physical activity, and socioeconomic status were analyzed. Anthropometrics were measured to describe overweight (International Obesity Task Force cutoffs for body mass index) and overfat (body fat percentage >85th percentile). When all subjects were considered as an entire group, the overweight risk increased by 15.8% (P videogame usage, respectively (both Ps videogame usage (P videogames during the weekend.

  19. 30 CFR 77.1301 - Explosives; magazines.

    Science.gov (United States)

    2010-07-01

    ... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Explosives; magazines. 77.1301 Section 77.1301... and Blasting § 77.1301 Explosives; magazines. (a) Detonators and explosives other than blasting agents shall be stored in magazines. (b) Detonators shall not be stored in the same magazine with explosives...

  20. A Bibliography for the Study of Magazines.

    Science.gov (United States)

    Schacht, J. H.

    This annotated bibliography contains a list of readings compiled for a course in magazine editing at the University of Illinois. This bibliography includes materials on the history of magazines, advertising in magazines, readership and audience studies, analyses of magazine content, information on magazine circulation, editorial research and its…

  1. 46 CFR 194.10-30 - Magazine sprinklers.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false Magazine sprinklers. 194.10-30 Section 194.10-30..., USE, AND CONTROL OF EXPLOSIVES AND OTHER HAZARDOUS MATERIALS Magazines § 194.10-30 Magazine sprinklers... shall be installed in each magazine or magazine group. The control valve shall generally be in...

  2. Alpha Test of a Videogame to Increase Children's Vegetable Consumption.

    Science.gov (United States)

    Beltran, Alicia; O'Connor, Teresia; Hughes, Sheryl; Baranowski, Janice; Nicklas, Theresa A; Thompson, Debbe; Baranowski, Tom

    2012-06-01

    This is a report of an alpha test with a computer of one episode of a casual videogame smartphone application, called Kiddio Food Fight™ (Archimage Inc., Houston, TX), targeted at training parents to increase their 3-5-year-old child's vegetable consumption. This was a qualitative study using semistructured interviews. Sixteen parents from three ethnic groups living with their 3-5-year-old child were recruited. Parents provided screening information and informed consent and played the videogame. Afterward, semistructured intensive interviews were conducted about their experience. Parents generally liked the game. Their suggestions included a reduced list of values, rewording of reasons statements, an improved storyline, and feedback during and at the end of the game. The scoring system was ignored or confusing. Problems with the tool bar and game navigation caused problems in performance. A tutorial was requested. Kiddio Food Fight could have positive acceptance among parents with minor modifications. A videogame play could help parents learn effective vegetable parenting practices.

  3. The Music Critic in the American Press: A Nationwide Survey of Newspapers and Magazines.

    Science.gov (United States)

    Wyatt, Robert O.; Hull, Geoffrey P.

    Despite the pervasive presence of popular music in society and the continued controversy over its effects on children and teen-agers, the recording industry has received only fragmentary (though increasing) attention from mass media researchers. To gain evidence of the level of literacy of today's music critics, a study examined the tastes,…

  4. Extensive video-game experience alters cortical networks for complex visuomotor transformations.

    Science.gov (United States)

    Granek, Joshua A; Gorbet, Diana J; Sergio, Lauren E

    2010-10-01

    Using event-related functional magnetic resonance imaging (fMRI), we examined the effect of video-game experience on the neural control of increasingly complex visuomotor tasks. Previously, skilled individuals have demonstrated the use of a more efficient movement control brain network, including the prefrontal, premotor, primary sensorimotor and parietal cortices. Our results extend and generalize this finding by documenting additional prefrontal cortex activity in experienced video gamers planning for complex eye-hand coordination tasks that are distinct from actual video-game play. These changes in activation between non-gamers and extensive gamers are putatively related to the increased online control and spatial attention required for complex visually guided reaching. These data suggest that the basic cortical network for processing complex visually guided reaching is altered by extensive video-game play. Crown Copyright © 2009. Published by Elsevier Srl. All rights reserved.

  5. Magazine Writing Today.

    Science.gov (United States)

    Kelley, Jerome E.

    Intended as a practical guide for persons interested in the field of free lance writing, this book provides information on the following topics: the individual's response to the magazine publishing market; magazines and the types of articles that are marketable; methods for locating story material; ways of questioning and interpreting an editor's…

  6. Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

    Science.gov (United States)

    Weis, Robert; Cerankosky, Brittany C

    2010-04-01

    Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.

  7. Solitary Active Videogame Play Improves Executive Functioning More Than Collaborative Play for Children with Special Needs.

    Science.gov (United States)

    Flynn, Rachel M; Colon, Nirmaliz

    2016-12-01

    This pilot study examined the impact of playing an active videogame on executive functioning (EF) skills for children with special needs, who typically have lower EF skills. Acute EF change was measured in 36 children with a range of special needs, including mental health disorders and developmental disabilities. Participants were assigned to one of two active videogame conditions: playing alone and playing with a peer. Two different EF tasks were conducted pre- and postplay. Children who played alone increased their accuracy performance more than children in the paired-play condition on two measures of EF. The study explored potential covariates of prior videogame experience, age, and enjoyment, but none of these variables related to EF change. This study's findings support active videogame play as an activity that can boost EF skills for children with special needs when they play alone. Future research should continue to examine the relationships between EF and active videogame play with a peer to elucidate the contributions of social interactions.

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

    Science.gov (United States)

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

    2014-12-01

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

  9. Development of a 3D immersive videogame to improve arm-postural coordination in patients with TBI

    OpenAIRE

    Ustinova, Ksenia I; Leonard, Wesley A; Cassavaugh, Nicholas D; Ingersoll, Christopher D

    2011-01-01

    Abstract Background Traumatic brain injury (TBI) disrupts the central and executive mechanisms of arm(s) and postural (trunk and legs) coordination. To address these issues, we developed a 3D immersive videogame-- Octopus. The game was developed using the basic principles of videogame design and previous experience of using videogames for rehabilitation of patients with acquired brain injuries. Unlike many other custom-designed virtual environments, Octopus included an actual gaming component...

  10. Breaking out of the industry: The independent games movement as resistance to hegemonic videogame discourse

    OpenAIRE

    Christiansen, Peter

    2013-01-01

    The aim of this thesis is to examine the way that the videogame industry has evolved as a complex sociotechnological system and how the discourse surrounding the industry, as well as videogames as a medium of expression, has shaped that development. This shift in the nature of videogame creation from individual authors and small studios to the monolithic entity known as "the Industry" was accompanied by the creation of an ideology that defines the identity of a community and places constraint...

  11. The effects of coping style on virtual reality enhanced videogame distraction in children undergoing cold pressor pain.

    Science.gov (United States)

    Sil, Soumitri; Dahlquist, Lynnda M; Thompson, Caitlin; Hahn, Amy; Herbert, Linda; Wohlheiter, Karen; Horn, Susan

    2014-02-01

    This study sought to evaluate the effectiveness of virtual reality (VR) enhanced interactive videogame distraction for children undergoing experimentally induced cold pressor pain and examined the role of avoidant and approach coping style as a moderator of VR distraction effectiveness. Sixty-two children (6-13 years old) underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered both with and without a VR helmet in counterbalanced order. As predicted, children demonstrated significant improvement in pain tolerance during both interactive videogame distraction conditions. However, a differential response to videogame distraction with or without the enhancement of VR technology was not found. Children's coping style did not moderate their response to distraction. Rather, interactive videogame distraction with and without VR technology was equally effective for children who utilized avoidant or approach coping styles.

  12. Learning Lunar Science Through the Selene Videogame

    Science.gov (United States)

    Reese, D. D.; Wood, C. A.

    2010-03-01

    Selene is a videogame to promote and assess learning of lunar science concepts. As players build and modify a Moon, Selene measures learning as it occurs. Selene is a model for 21st century learning and embedded assessment.

  13. Assessing the Physiological Cost of Active Videogames (Xbox Kinect) Versus Sedentary Videogames in Young Healthy Males.

    Science.gov (United States)

    Barry, Gillian; Tough, Daniel; Sheerin, Phillip; Mattinson, Oliver; Dawe, Rachael; Board, Elisabeth

    2016-02-01

    The aims of this study were twofold: (1) to compare the physiological costs of active videogames (AVGs) and sedentary videogames (SVGs) and (2) to compare the exercise intensities attained during AVGs with the exercise intensity criteria for moderate and vigorous physical activity, as stated in current physical activity recommendations for improving public health. Nineteen young males participated in the study (age, 23 ± 3 years; height, 178 ± 6 cm; weight, 78 ± 15 kg). Participants completed a maximum oxygen uptake ([Formula: see text]) test and a gaming session, including AVGs ("Reflex Ridge," "River Rush," and "Boxing" for the Microsoft [Redmond, WA] Kinect™) and SVGs ("FIFA 14" [Electronic Arts, Burnaby, BC, Canada] and "Call of Duty" [Activision, Santa Monica, CA]). Heart rate (HR) and oxygen uptake [Formula: see text]) were recorded continuously during all videogames. Rating of perceived exertion (RPE) was taken every 3 minutes during AVGs and SVGs. Energy expenditure (EE), expressed as metabolic equivalents (METs), was calculated. One MET was defined as the volume of oxygen consumed at rest in a seated position and is equal to 3.5 mL of O2/kg of body mass/minute. The exercise intensity for each game was expressed as a percentage of [Formula: see text] and percentage of age-predicted maximum HR (HRmax). Exercise intensity (percentage HRmax, percentage [Formula: see text], and RPE) and EE (METs) were significantly higher during active gaming compared with sedentary gameplay (P < 0.01). AVGs elicited moderate levels of exercise intensity (64-72 percent HRmax) in line with current recommended physical activity guidelines. Our results indicate AVGs provoke physiological responses equivalent to a moderate-intensity physical activity.

  14. The Sandia/Arzamas-16 Magazine-to-Magazine Remote Monitoring Field Trial Evaluation

    International Nuclear Information System (INIS)

    Barkanov, Boris; Blagin, Sergei; Croessmann, Dennis; Damico, Joe; Ehle, Steve; Nilsen, Curt

    1999-01-01

    Sandia National Laboratories and the Russian Federal Nuclear Center-All Russian Research Institute for Experimental Physics (VNIIEF) (also known as Arzamas-16) are collaborating on ways to assure the highest standards of safety, security, and international accountability of fissile material. For these collaborations, sensors and information technologies have been identified as important in reaching these standards in a cost-effective manner. Specifically, Sandia and VNIIEF have established a series of remote monitoring field trials to provide a mechanism for joint research and development on storage monitoring systems. These efforts consist of the ''Container-to-Container'', ''Magazine-to-Magazine'', and ''Facility-to-Facility'' field trials. This paper will describe the evaluation exercise Sandia and VNIIEF conducted on the Magazine-to-Magazine systems. Topics covered will include a description of the evaluation philosophy, how the various sensors and system features were tested, evaluation results, and lessons learned

  15. Development and Validation of Videogame Addiction Scale for Children (VASC)

    OpenAIRE

    Y?lmaz, Ey?p; Griffiths, Mark D.; Kan, Adnan

    2017-01-01

    The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Children (VASC). The data were derived from 780 children who completed the Videogame Addiction Scale (405 girls and 375 boys; 48.1% ranging in age from 9 to 12?years). The sample was randomly split into two different sub-samples (sample 1, n?=?400; sample 2, n?=?380). Sample 1 was used to perform exploratory factor analysis (EFA) to define the factorial structure of VASC. As a result of EFA, a four-...

  16. Subscribe to NIH MedlinePlus the Magazine

    Science.gov (United States)

    ... turn Javascript on. Subscribe to NIH MedlinePlus the magazine NIH MedlinePlus the magazine is published quarterly, in print and on the ... up for a free subscription to NIH MedlinePlus Magazine. Librarians may order this magazine in bulk . Please ...

  17. Dangerous Forms – Playing by the Visual Rules. Ecological Approach to Videogames as Activity

    DEFF Research Database (Denmark)

    Meldgaard, Betty Li Malvang

    2011-01-01

    The purpose of the dissertation is to investigate the role of perception while palying videogames. The main thesis is that theories of perception have been largely overlooked within the videogame research field. The basic assumption is that to address the perceptual implications of game play...

  18. Semantic neology in the domain of videogames in Spanish

    Directory of Open Access Journals (Sweden)

    Inmaculada Álvarez de Mon Rego

    2013-04-01

    Full Text Available The aim of this paper is to discuss the meaning of five neologisms in the domain of videogames in Spanish: título, aventura, personaje, plataforma, and rol. Our study focuses on a special type of neologism since the Spanish terms we deal with here are not strictly new words; they are what have been called sense neologisms or neosemanticisms, that is, old words taking a new sense in a different domain. These words were identified as new concepts after a process of analysis based on contextual evidence. This study of neology is based on the analysis of a corpus of press articles evaluating videogames published by the Spanish newspaper El País from 1998 to 2008. The analysis of the instances of use of domain specific terms in the corpus revealed that they acquired new senses different to those they have in other domains where they are also used. The paper explains the process of discovering the specialized meaning these words have developed in the domain of videogames and how the analysis of collocational behavior helps in the process of discovering the new sense and in the design of the definition provided.

  19. Videogame e sua influência em teste de atenção Videojuegos y su influencia en la atención Videogame impact in attention test

    Directory of Open Access Journals (Sweden)

    Luciana Alves

    2010-09-01

    Full Text Available Esta pesquisa objetivou investigar a performance em cinco variáveis do Continuous Performance Test (CPT-II, um teste de atenção sustentada. Dela participaram 30 indivíduos, com idades entre 10 e 16 anos, envolvidos nas atividades de uma organização não governamental (ONG para crianças carentes, organizados em dois grupos: um grupo de jogadores de videogame (JVGs e um de não jogadores de videogame (NJVGs. Todos eles foram testados no CPT-II e o grupo de NJVGs foi treinado por 20 sessões em dois jogos de videogame. Os NJVGs foram retestados no CPT-II. Verificou-se que, inicialmente, o grupo de JVGs apresentou um desempenho melhor do que o grupo de NJVGs. Após a intervenção experimental constatou-se que este último grupo apresentou uma melhor performance nas variáveis avaliadas do teste. Os resultados mostraram que o regime de treinamento e os jogos de videogame utilizados foram eficientes para melhorar o desempenho de adolescentes NJVGs no CPT II.Este estudio tuvo como objetivo investigar la actuación de cinco variables en Continuous Performance Test (CPT-II, una prueba de atención sostenida. Participaron 30 individuos con edades entre 10 y 16 anos, envueltos en las actividades de una Organización no Gubernamental (ONG para niños carentes, organizados en dos grupos: uno para los jugadores de videojuegos (JV y otros con no jugadores de videojuegos (NJV. Todos se pusieron a prueba en el CPT-II y el grupo de NJV se formó por 20 sesiones en dos videojuegos. El NJV fueron re-probado en la CPT-II. Se encontró que en principio, el grupo JV mostraron mejor rendimiento que el grupo de NJV. Después de la intervención ensayo encontró que este último grupo mostró un mejor desempeño en las variables de la prueba. Los resultados mostraron que el sistema de formación y los videojuegos utilizados son eficaces para mejorar el rendimiento de los adolescentes NJV en CPT II.The present research aimed to investigate the performance in five

  20. Social Behaviors and Active Videogame Play in Children with Autism Spectrum Disorder.

    Science.gov (United States)

    Chung, Peter J; Vanderbilt, Douglas L; Soares, Neelkamal S

    2015-06-01

    Children with autism spectrum disorder (ASD) often display problematic and excessive videogame play. Using active videogames (AVGs) may have physical benefits, but its effects on socialization are unknown. We conducted an A-B-A' experiment comparing sedentary videogames and AVGs for three dyads of a child with ASD and his sibling. An augmented reality (AR) game was used to introduce AVGs. Sessions were coded for communication, positive affect, and aggression. One dyad had increases in positive affect with AVGs. Otherwise, social behaviors were unchanged or worse. The AR game demonstrated consistent elevations in social behaviors. Use of AVGs has inconsistent effects on social behavior for children with ASD. Further research is needed to understand mediators of response to AVGs. AR games should be evaluated for potential benefits on socialization and positive affect.

  1. [Videogame addiction: a danger for only at-risk children or for all children].

    Science.gov (United States)

    Le Heuzey, Marie-France; Mouren, Marie-Christine

    2012-01-01

    With the rapid growth in the number of children and adolescents having access to videogames, there is a risk of addictive behavior, especially among those with underlying mental illnesses. Yet there is no consensual definition of videogame addiction. Depression, anxiety disorders and hostility are all associated with overuse, but attention-deficit hyperactivity disorder (ADHD) is the most significant predictor.

  2. Brain&Life: The Magazine

    Science.gov (United States)

    ... Free Print Subscription Sign-up for eNewsletter The Magazine Current Issue Read the April/May 2018 Issue. ... Extras, and More. En Español Primavera 2018. The Magazine Current Issue Issue Archive Online Only En Español ...

  3. 27 CFR 555.204 - Inspection of magazines.

    Science.gov (United States)

    2010-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 3 2010-04-01 2010-04-01 false Inspection of magazines... of magazines. Any person storing explosive materials shall inspect his magazines at least every seven... been unauthorized entry or attempted entry into the magazines, or unauthorized removal of the contents...

  4. Experiences of time loss among videogame players: an empirical study.

    Science.gov (United States)

    Wood, Richard T A; Griffiths, Mark D; Parke, Adrian

    2007-02-01

    Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

  5. Impact of Incentives on the Use of Feedback in Educational Videogames. CRESST Report 813

    Science.gov (United States)

    Delacruz, Girlie C.

    2012-01-01

    Educational videogames can be designed to provide instructional feedback that is responsive to specific actions. However, existing research indicates that students tend to ignore videogame feedback and subsequently use less effective help-seeking strategies. Research on help-seeking in learning environments has primarily focused on the role of…

  6. Emotions with videogames: increasing the motivation to learn

    Directory of Open Access Journals (Sweden)

    Carina S. GONZÁLEZ

    2017-07-01

    Full Text Available Emotions can influence the learning in a positive or a negative way, especially in the motivation to learn. Have a student motivated or not to learn “something” is one of the autonomous learnig keys. For that reason, in this article we present the design and experimentation of a 3D videogame prototype integrated into a virtual classroom with university students with the aim of analyse how the emotions produced by videogames can influence positive or negatively on the motivation to learn. We have support our research on theories regarding to afective interfaces, computer support colaborative learning (CSCL and videogames; meanwhile for the desing, development and evaluation methodology we have used the guide of Human Computer Interaction (HCI area. In particular, we have followed the User Centered Design (UCD principles. In the evaluation, we have analized the reasons of the motivation and its influence to the positive actitude on the subject. The results of evaluation shows that not only the motivation can be used positively in the learning, but frustation also, for example, can be used to produce a major persistence in the achivemment of learning goals. On the other hand, we found some problems in the perception of ludic things as a learning activity in high levels of teaching, such as univercity students.

  7. 46 CFR 169.743 - Portable magazine chests.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false Portable magazine chests. 169.743 Section 169.743... Vessel Control, Miscellaneous Systems, and Equipment Markings § 169.743 Portable magazine chests. Portable magazine chests must be marked in letters at least 3 inches high: “PORTABLE MAGAZINE CHEST...

  8. 27 CFR 555.63 - Explosives magazine changes.

    Science.gov (United States)

    2010-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 3 2010-04-01 2010-04-01 false Explosives magazine... § 555.63 Explosives magazine changes. (a) General. (1) The requirements of this section are applicable to magazines used for other than temporary (under 24 hours) storage of explosives. (2) A magazine is...

  9. Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools

    NARCIS (Netherlands)

    King, D.L.; Haagsma, M.C.; Delfabbro, P.H.; Gradisar, M.; Griffiths, M.D.

    2013-01-01

    Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to

  10. 46 CFR 108.651 - Portable magazine chests.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 4 2010-10-01 2010-10-01 false Portable magazine chests. 108.651 Section 108.651... AND EQUIPMENT Equipment Markings and Instructions § 108.651 Portable magazine chests. Each portable magazine chest must be marked: “PORTABLE MAGAZINE CHEST—FLAMMABLE—KEEP LIGHTS AND FIRE AWAY” in letters at...

  11. TEACHING READING USING MAGAZINE

    Directory of Open Access Journals (Sweden)

    Henny Uswatun Hasanah

    2013-11-01

    Full Text Available Teaching is a process of communication. It has to be created through the way of teaching and exchanging the message or information by every teacher and student. The message can be knowledge, skills, ideas, experiences, and many others. Through the process of communication, the people can receive the message or information. To avoid misunderstanding in the process of communication, media are needed in the process of teaching. Magazine can be other alternative as reading material in the classroom. Magazine as reading material has appeal for the students. To make the students get information from magazine, the teacher can ask the students to observe table of content and giving the students training to use it. Like, what is done on text book. Distinguishing informative reading material with fictive reading, important to know students in reading magazine. Like analyzing advertisements to detect propaganda.

  12. Interactive design of patient-oriented video-games for rehabilitation: concept and application.

    Science.gov (United States)

    Lupinacci, Giorgia; Gatti, Gianluca; Melegari, Corrado; Fontana, Saverio

    2018-04-01

    Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games. It was tested with the collaboration of three therapists and six patients, and two questionnaires were filled in by each patient to evaluate the appreciation of the rehabilitative sessions. The therapists learned easily how to use the system, and no serious difficulties were encountered by the patients. The questionnaires showed an overall good satisfaction by the patients and highlighted the key-role of the therapist in involving the patients during the rehabilitative session. It was found that the proposed system is effective for developing patient-oriented video-games for rehabilitation. The two main advantages are that the therapist is allowed to (i) develop personalized video-games without informatics skills and (ii) adapt the game settings to patients affected by different pathologies. Implications for rehabilitation Virtual reality and serious video games offer the opportunity to transform the traditional therapy into a more pleasant experience, allowing patients to train their motor and cognitive skills. Both the therapists and the patients should be involved in the development of rehabilitative solutions to be highly patient-oriented. A system for the design of rehabilitative games by the therapist is described and the feedback of three therapists and six patients is reported.

  13. Selene: A Videogame for Learning about the Moon

    Science.gov (United States)

    Wood, C. A.; Reese, D. D.

    2008-06-01

    The Selene game-based, metaphor-enhanced (GaME) learning object prepares players with concrete knowledge of basic lunar geology processes. Selene is embedded within an online research environment studying learning and assessment within videogames.

  14. The Ethics of Video-Game Monetization Modelling: A Discussion on Ethics and Legitimacy of Micro-transactions

    OpenAIRE

    Khan, Arun Rashid

    2017-01-01

    The purpose of the paper is to present an insight and elaboration of the growing Gaming Industry. As the video-game industry has enjoyed immense growth in both consumers that part-take / consume the product of video-games and increases in profits, current research discourse has been focussed around the emergence of micro-transactions and their role in business model development of the firm. Furthermore research has also been focussed around the sociological aspects of video-games in terms of ...

  15. Effects of playing violent videogames on Chinese adolescents' pro-violence attitudes, attitudes toward others, and aggressive behavior.

    Science.gov (United States)

    Wei, Ran

    2007-06-01

    This study examines the effects of exposure to online videogame violence on Chinese adolescents' attitudes toward violence, empathy, and aggressive behavior. Results of bivariate analyses show that playing violent videogames on the Internet was associated with greater tolerance of violence, a lower emphatic attitude, and more aggressive behavior. Results of hierarchical regression analyses showed sustained relationships between exposure and pro-violent attitudes and empathy when exposure was examined simultaneously with gender, computer use, and Internet use. However, the linkage between exposure and aggression became non-significant, suggesting that the effects of playing violent videogames were greater for attitudinal outcomes than on overt behavior. Gender differences in playing videogames and in effects were also found.

  16. Towards a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools

    NARCIS (Netherlands)

    King, Daniel L.; Haagsma, M.C.; Delfabbro, Paul H.; Gradisar, Michael; Griffiths, Mark D.

    2013-01-01

    Pathological video-gaming, or its proposed DSM-V classification of “Internet Use Disorder”, is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to

  17. Case study: videogame distraction reduces behavioral distress in a preschool-aged child undergoing repeated burn dressing changes: a single-subject design.

    Science.gov (United States)

    Sil, Soumitri; Dahlquist, Lynnda M; Burns, Andrew J

    2013-04-01

    This single-subject design study evaluated the feasibility and efficacy of passive and interactive videogame distraction on behavioral distress for a preschool-aged child receiving repeated burn dressing changes. A 4-year-old girl underwent 3 baseline and 10 videogame distraction sessions (5 passive and 5 interactive) using a restricted alternating treatments design. Observed behavioral distress was coded, and parents and nurses rated the child's distress and cooperative behavior. Relative to baseline, behavioral distress decreased and cooperative behavior increased immediately after the onset of videogame distraction. Single Case Randomization Tests revealed significantly lower behavioral distress and greater cooperation during interactive videogame distraction relative to passive videogame distraction. Interactive videogame distraction appears to be a feasible and effective pain management strategy for a preschool-aged child undergoing repeated painful medical procedures.

  18. Poetry magazines: description of an object

    Directory of Open Access Journals (Sweden)

    Carlos Battilana

    2015-02-01

    Full Text Available This article sets out to examine different mechanisms of poetry magazines as objects of reflections per se. Literary magazines have a cartographical quality in the sense that they organize the map of a group of works and authors. A magazine produces a critical system of selection. Far from suggesting a stable nature of literary magazines, each of their interventions influences a concrete community and temporality in different ways, which turns each historical moment into a stimulus whose effects are not known beforehand.

  19. Best of Magazines 2009

    Science.gov (United States)

    Black, Steve

    2010-01-01

    Magazine publishers weathered the difficult recession year of 2009 with admirable resilience. Although several magazines failed and many saw reductions in advertising revenue, a number of new publications have been launched as industry professionals continue to demonstrate their ability to adapt to new technologies and difficult business…

  20. Adherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia.

    Science.gov (United States)

    Leutwyler, Heather; Hubbard, Erin M; Dowling, Glenna A

    2014-08-01

    Adults with schizophrenia are a growing segment of the older adult population. Evidence suggests that they engage in limited physical activity. Interventions are needed that are tailored around their unique limitations. An active videogame-based physical activity program that can be offered at a treatment facility can overcome these barriers and increase motivation to engage in physical activity. The purpose of this report is to describe the adherence to a videogame-based physical activity program using the Kinect(®) for Xbox(®) 360 game system (Microsoft(®), Redmond, WA) in older adults with schizophrenia. This was a descriptive longitudinal study among 34 older adults with schizophrenia to establish the adherence to an active videogame-based physical activity program. In our ongoing program, once a week for 6 weeks, participants played an active videogame, using the Kinect for Xbox 360 game system, for 30 minutes. Adherence was measured with a count of sessions attended and with the total minutes attended out of the possible total minutes of attendance (180 minutes). Thirty-four adults with schizophrenia enrolled in the study. The mean number of groups attended was five out of six total (standard deviation=2), and the mean total minutes attended were 139 out of 180 possible (standard deviation=55). Fifty percent had perfect attendance. Older adults with schizophrenia need effective physical activity programs. Adherence to our program suggests that videogames that use the Kinect for Xbox 360 game system are an innovative way to make physical activity accessible to this population.

  1. Adherence to a Videogame-Based Physical Activity Program for Older Adults with Schizophrenia

    Science.gov (United States)

    Hubbard, Erin M.; Dowling, Glenna A.

    2014-01-01

    Abstract Objectives: Adults with schizophrenia are a growing segment of the older adult population. Evidence suggests that they engage in limited physical activity. Interventions are needed that are tailored around their unique limitations. An active videogame-based physical activity program that can be offered at a treatment facility can overcome these barriers and increase motivation to engage in physical activity. The purpose of this report is to describe the adherence to a videogame-based physical activity program using the Kinect® for Xbox® 360 game system (Microsoft®, Redmond, WA) in older adults with schizophrenia. Materials and Methods: This was a descriptive longitudinal study among 34 older adults with schizophrenia to establish the adherence to an active videogame-based physical activity program. In our ongoing program, once a week for 6 weeks, participants played an active videogame, using the Kinect for Xbox 360 game system, for 30 minutes. Adherence was measured with a count of sessions attended and with the total minutes attended out of the possible total minutes of attendance (180 minutes). Results: Thirty-four adults with schizophrenia enrolled in the study. The mean number of groups attended was five out of six total (standard deviation=2), and the mean total minutes attended were 139 out of 180 possible (standard deviation=55). Fifty percent had perfect attendance. Conclusions: Older adults with schizophrenia need effective physical activity programs. Adherence to our program suggests that videogames that use the Kinect for Xbox 360 game system are an innovative way to make physical activity accessible to this population. PMID:26192371

  2. Video-game play induces plasticity in the visual system of adults with amblyopia.

    Directory of Open Access Journals (Sweden)

    Roger W Li

    2011-08-01

    Full Text Available UNLABELLED: Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus were recruited and allocated into three intervention groups: action videogame group (n = 10, non-action videogame group (n = 3, and crossover control group (n = 7. Our experiments show that playing video games (both action and non-action games for a short period of time (40-80 h, 2 h/d using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%, positional acuity (16%, spatial attention (37%, and stereopsis (54%. Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy, we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7% and increased processing efficiency (33%. Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia

  3. Video-game play induces plasticity in the visual system of adults with amblyopia.

    Science.gov (United States)

    Li, Roger W; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M

    2011-08-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40-80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps other

  4. Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia

    Science.gov (United States)

    Li, Roger W.; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M.

    2011-01-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15–61 y; visual acuity: 20/25–20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40–80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps

  5. Pathological videogame use: the role of gender, self-esteem and educational context

    OpenAIRE

    Bilić, Vesna; Ljubin Golub, Tajana

    2011-01-01

    Rationale: This research examined factors associated with pathological use of video games, i.e. videogames addiction (VA) in adolescence. The first aim of the study was to investigate prevalence of addiction to videoames among secondary school students in Zagreb area in Croatia. The second aim was to examine the relationship of gender, self-esteem and educational context in tendency toward pathological videogaming. Method: A sample of 184 (56,5 % female) students from gymnasia and 143 (44,...

  6. Story Immersion in a Health Videogame for Childhood Obesity Prevention

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Janice; Buday, Richard; Baranowski, Tom

    2012-01-01

    Abstract Objective Stories can serve as powerful tools for health interventions. Story immersion refers to the experience of being absorbed in a story. This is among the first studies to analyze story immersion's role in health videogames among children by addressing two main questions: Will children be more immersed when the main characters are similar to them? Do increased levels of immersion relate to more positive health outcomes? Subjects and Methods Eighty-seven 10–12-year-old African-American, Caucasian, and Hispanic children from Houston, TX, played a health videogame, “Escape from Diab” (Archimage, Houston, TX), featuring a protagonist with both African-American and Hispanic phenotypic features. Children's demographic information, immersion, and health outcomes (i.e., preference, motivation, and self-efficacy) were recorded and then correlated and analyzed. Results African-American and Hispanic participants reported higher immersion scores than Caucasian participants (P=0.01). Story immersion correlated positively (P valuesvideogame characters and players enhanced immersion and several health outcomes. Effectively embedding characters with similar phenotypic features to the target population in interactive health videogame narratives may be important when motivating children to adopt obesity prevention behaviors. PMID:24066276

  7. Biofeedback-Based, Videogame Balance Training in Autism

    Science.gov (United States)

    Travers, Brittany G.; Mason, Andrea H.; Mrotek, Leigh Ann; Ellertson, Anthony; Dean, Douglas C., III; Engel, Courtney; Gomez, Andres; Dadalko, Olga I.; McLaughlin, Kristine

    2018-01-01

    The present study examined the effects of a visual-based biofeedback training on improving balance challenges in autism spectrum disorder (ASD). Twenty-nine youth with ASD (7-17 years) completed an intensive 6-week biofeedback-based videogame balance training. Participants exhibited training-related balance improvements that significantly…

  8. In-Game Health Communication: Delivering Low-Fear Health Messages in a Low-Fear Videogame.

    Science.gov (United States)

    Burrows, Christopher N; Blanton, Hart

    2018-06-01

    Prior research has demonstrated that psychological immersion (or "transportation") into virtual gaming worlds can heighten influence from health-promotion messages embedded in the backgrounds of gaming scenes. However, research to date has only studied the effectiveness of embedding graphic, fear-based messages in the background of violent, first-person videogames. This study sought to examine whether transportation into a nonviolent videogame can heighten persuasion from low-fear, nongraphic health messages. Willingness to drive under the influence of alcohol (DUI) was measured in an undergraduate sample (M AGE  = 19) at the start of the semester, and n = 220 returned 0-3 months later to play a car-racing videogame. All were randomly assigned to play either a version of the game containing background billboards that delivered simple, text-based anti-DUI messages or consumer advertising. Self-reported levels of transportation were assessed, as well as postgame willingness to DUI. Exposure to anti-DUI messages from within the game predicted lower postgame willingness to DUI. Moreover, replicating prior research, the effect of message exposure was largest among those who reported higher levels of pregame willingness to DUI, and higher levels of in-game transportation. This study replicates prior research by suggesting that immersive videogames that promote transportation can be used to effectively deliver health communications. Results also expand prior research by providing the first evidence that such effects can generalize when health messaging orients around nongraphic, lower fear messages embedded within immersive but lower fear videogames.

  9. An Exploratory Study of the Impact of Contextual Cues of Violence in an Active Videogame.

    Science.gov (United States)

    Peng, Wei; Pfeiffer, Karin; Winn, Brian

    2014-04-01

    With the expanded genres of active videogames, one inevitably raises the question of whether it is worthwhile to use active videogames to promote physical activity if games involve violent themes. The purpose of the current study was to explore the effects of contextual cues of violence in an active videogame on (1) state hostility, (2) perceived arousal, (3) game enjoyment, (4) perceived effort in the game, and (5) activity intensity in the game. A one-factor between-subjects experiment with three conditions (minimal, moderate, and extreme contextual cues of violence) of playing an in-house-developed active videogame was conducted. Activity intensity was objectively measured using the ActiGraph (Pensacola, FL) model GT3X accelerometer. Psychological outcomes were measured using established scales. We did not find that the level of contextual cues of violence had any effect on the outcome variables, although the moderate level of contextual cues of violence resulted in a greater amount of feeling mean (P=0.011) and unsociable (P=0.038) among the players immediately after gameplay than players in the minimal contextual cues of violence condition. We did not find any statistically significant difference among the three conditions in terms of enjoyment, perceived arousal, or activity intensity. This study empirically examined the effects of contextual cues of violence in active videogames on player hostility, arousal, and enjoyment after gameplay as well as their physical activity intensity during gameplay. These findings provide some initial evidence to guide active videogame designers and researchers on how to design the games to be more engaging and thus elicit more activities among the players.

  10. Automatic design of magazine covers

    Science.gov (United States)

    Jahanian, Ali; Liu, Jerry; Tretter, Daniel R.; Lin, Qian; Damera-Venkata, Niranjan; O'Brien-Strain, Eamonn; Lee, Seungyon; Fan, Jian; Allebach, Jan P.

    2012-03-01

    In this paper, we propose a system for automatic design of magazine covers that quantifies a number of concepts from art and aesthetics. Our solution to automatic design of this type of media has been shaped by input from professional designers, magazine art directors and editorial boards, and journalists. Consequently, a number of principles in design and rules in designing magazine covers are delineated. Several techniques are derived and employed in order to quantify and implement these principles and rules in the format of a software framework. At this stage, our framework divides the task of design into three main modules: layout of magazine cover elements, choice of color for masthead and cover lines, and typography of cover lines. Feedback from professional designers on our designs suggests that our results are congruent with their intuition.

  11. Mozart versus new age music: relaxation states, stress, and ABC relaxation theory.

    Science.gov (United States)

    Smith, Jonathan C; Joyce, Carol A

    2004-01-01

    Smith's (2001) Attentional Behavioral Cognitive (ABC) relaxation theory proposes that all approaches to relaxation (including music) have the potential for evoking one or more of 15 factor-analytically derived relaxation states, or "R-States" (Sleepiness, Disengagement, Rested / Refreshed, Energized, Physical Relaxation, At Ease/Peace, Joy, Mental Quiet, Childlike Innocence, Thankfulness and Love, Mystery, Awe and Wonder, Prayerfulness, Timeless/Boundless/Infinite, and Aware). The present study investigated R-States and stress symptom-patterns associated with listening to Mozart versus New Age music. Students (N = 63) were divided into three relaxation groups based on previously determined preferences. Fourteen listened to a 28-minute tape recording of Mozart's Eine Kleine Nachtmusik and 14 listened to a 28-minute tape of Steven Halpern's New Age Serenity Suite. Others (n = 35) did not want music and instead chose a set of popular recreational magazines. Participants engaged in their relaxation activity at home for three consecutive days for 28 minutes a session. Before and after each session, each person completed the Smith Relaxation States Inventory (Smith, 2001), a comprehensive questionnaire tapping 15 R-States as well as the stress states of somatic stress, worry, and negative emotion. Results revealed no differences at Session 1. At Session 2, those who listened to Mozart reported higher levels of At Ease/Peace and lower levels of Negative Emotion. Pronounced differences emerged at Session 3. Mozart listeners uniquely reported substantially higher levels of Mental Quiet, Awe and Wonder, and Mystery. Mozart listeners reported higher levels, and New Age listeners slightly elevated levels, of At Ease/Peace and Rested/Refreshed. Both Mozart and New Age listeners reported higher levels of Thankfulness and Love. In summary, those who listened to Mozart's Eine Kleine Nachtmusik reported more psychological relaxation and less stress than either those who listened to

  12. Storyline-Based Videogames in the FL Classroom

    Science.gov (United States)

    Casañ-Pitarch, Ricardo

    2017-01-01

    The use of videogames in the foreign language (FL) classroom seems to be gradually increasing nowadays. TICs are making the lives of educators easier and their teaching methods more effective; these positive experiences make that researchers in this field are constantly introducing and developing new teaching methods and electronic applications.…

  13. Esprit: A Humanities Magazine.

    Science.gov (United States)

    Parker, Donald G.; Capella, Barry John

    In March 1984, the first issue of "Esprit," a semi-annual humanities magazine for the 56 two-year colleges in New York State, was published. The magazine seeks to confront the apparent decline of student interest in the humanities, community doubts about the relevance of the humanities, and the seeming indifference to the special truths…

  14. The effects of single bouts of aerobic exercise, exergaming, and videogame play on cognitive control.

    Science.gov (United States)

    O'Leary, Kevin C; Pontifex, Matthew B; Scudder, Mark R; Brown, Michael L; Hillman, Charles H

    2011-08-01

    The effects of single bouts of aerobic exercise, exergaming, and action videogame play on event-related brain potentials (ERPs) and task performance indices of cognitive control were investigated using a modified flanker task that manipulated demands of attentional inhibition. Participants completed four counterbalanced sessions of 20 min of activity intervention (i.e., seated rest, seated videogame play, and treadmill-based and exergame-based aerobic exercise at 60% HR(max)) followed by cognitive testing once heart rate (HR) returned to within 10% of pre-activity levels. Results indicated decreased RT interference following treadmill exercise relative to seated rest and videogame play. P3 amplitude was increased following treadmill exercise relative to rest, suggesting an increased allocation of attentional resources during stimulus engagement. The seated videogame and exergame conditions did not differ from any other condition. The findings indicate that single bouts of treadmill exercise may improve cognitive control through an increase in the allocation of attentional resources and greater interference control during cognitively demanding tasks. However, similar benefits may not be derived following short bouts of aerobic exergaming or seated videogame participation. Although exergames may increase physical activity participation, they may not exert the same benefits to brain and cognition as more traditional physical activity behaviors. Copyright © 2011 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.

  15. Categorization of videogames: some comments on 'Children and electronic games' by Funk, et al.

    Science.gov (United States)

    Griffiths, M

    2000-06-01

    Comments are made on an article by Funk, et al. about children and electronic games. This author argues the cross-cultural differences and developmental effects must be taken into account and that the categorization system of videogames based on content is incomplete or too general to cover the complex actions of contemporary videogames. These factors alone may have implications for research.

  16. A trolley mounted magazine for reactor maintenance

    International Nuclear Information System (INIS)

    Brennan, P.J.; Madani, M.; Ridgway, G.H.; Lundy, E.; Knight, D.

    2009-01-01

    This paper describes the design of a mechanism incorporating a rotary magazine to be mounted on a fuelling machine transport trolley for use at a Darlington reactor during a feeder replacement or maintenance outage. The magazine stores reactor channel maintenance components, such as channel isolation plugs and vented closure plugs, in twelve available magazine channels. Use of the magazine rather than a fuelling machine reduces the time required to transfer such components between the Central Service Area and reactor channels. Component transfers are accomplished by locking the fuelling machine onto one of the magazine channels and using a local controller to execute commands received from the fuel handling control system. (author)

  17. A trolley mounted magazine for reactor maintenance

    Energy Technology Data Exchange (ETDEWEB)

    Brennan, P.J.; Madani, M.; Ridgway, G.H. [GE Hitachi Nuclear Energy Canada, Peterborough, Ontario (Canada)], E-mail: patrick1.brennan@ge.com, mehdi.madani@ge.com, guy.ridgway@ge.com; Lundy, E.; Knight, D. [IM and CS (Inspection, Maintenance and Commerical Services), Ontario Power Generation, Ajax, Ontario (Canada)], E-mail: erroll.lundy@opg.com, david.knight@opg.com

    2009-03-15

    This paper describes the design of a mechanism incorporating a rotary magazine to be mounted on a fuelling machine transport trolley for use at a Darlington reactor during a feeder replacement or maintenance outage. The magazine stores reactor channel maintenance components, such as channel isolation plugs and vented closure plugs, in twelve available magazine channels. Use of the magazine rather than a fuelling machine reduces the time required to transfer such components between the Central Service Area and reactor channels. Component transfers are accomplished by locking the fuelling machine onto one of the magazine channels and using a local controller to execute commands received from the fuel handling control system. (author)

  18. A trolley mounted magazine for reactor maintenance

    Energy Technology Data Exchange (ETDEWEB)

    Brennan, P.J.; Madani, M.; Ridgway, G.H., E-mail: patrick1.brennan@ge.com, E-mail: mehdi.madani@ge.com, E-mail: guy.ridgway@ge.com [GE Hitachi Nuclear Energy Canada, Peterborough, Ontario (Canada); Lundy, E.; Knight, D., E-mail: erroll.lundy@opg.com, E-mail: david.knight@opg.com [Ontario Power Generation, Inspection, Maintenance and Commercial Services, Ajax, Ontario (Canada)

    2008-07-01

    This paper describes the design of a mechanism incorporating a rotary magazine to be mounted on a fuelling machine transport trolley for use at a Darlington reactor during a feeder replacement or maintenance outage. The magazine stores reactor channel maintenance components, such as channel isolation plugs and vented closure plugs, in twelve available magazine channels. Use of the magazine rather than a fuelling machine reduces the time required to transfer such components between the Central Service Area and reactor channels. Component transfers are accomplished by locking the fuelling machine onto one of the magazine channels and using a local controller to execute commands received from the fuel handling control system. (author)

  19. A trolley mounted magazine for reactor maintenance

    International Nuclear Information System (INIS)

    Brennan, P.J.; Madani, M.; Ridgway, G.H.; Lundy, E.; Knight, D.

    2008-01-01

    This paper describes the design of a mechanism incorporating a rotary magazine to be mounted on a fuelling machine transport trolley for use at a Darlington reactor during a feeder replacement or maintenance outage. The magazine stores reactor channel maintenance components, such as channel isolation plugs and vented closure plugs, in twelve available magazine channels. Use of the magazine rather than a fuelling machine reduces the time required to transfer such components between the Central Service Area and reactor channels. Component transfers are accomplished by locking the fuelling machine onto one of the magazine channels and using a local controller to execute commands received from the fuel handling control system. (author)

  20. Changes in the prevalence of alcohol in rap music lyrics 1979-2009.

    Science.gov (United States)

    Herd, Denise

    2014-02-01

    This study examines the prevalence and context of alcohol references in rap music lyrics from 1979 through 2009. Four hundred nine top-ranked rap music songs released were sampled from Billboard magazine rating charts. Songs were analyzed using systematic content analysis and were coded for alcohol beverage types and brand names, drinking behaviors, drinking contexts, attitudes towards alcohol, and consequences of drinking. Trends were analyzed using regression analyses. The results of the study reveal significant increases in the presence of alcohol in rap songs; a decline in negative attitudes towards alcohol; decreases in consequences attributed to alcohol; increases in the association of alcohol with glamour and wealth, drugs, and nightclubs; and increases in references to liquor and champagne.

  1. User-Centred BCI Videogame Design

    OpenAIRE

    Loup-Escande , Emilie; Lotte , Fabien; Loup , Guillaume; Lécuyer , Anatole

    2015-01-01

    International audience; This chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria and metrics to complete the different phases required by ae human-centred design process. This aims to understand the context of use, specify the user needs and evaluate t...

  2. Magazine Development: Creative Arts Magazines Can Take on More Creativity through Staff Innovation, Desktop Publishing.

    Science.gov (United States)

    Cutsinger, John

    1988-01-01

    Explains how a high school literary magazine staff accessed the journalism department's Apple Macintosh computers to typeset its publication. Provides examples of magazine layouts designed partially or completely by "Pagemaker" software on a Macintosh. (MM)

  3. Advertising of toothpaste in parenting magazines.

    Science.gov (United States)

    Basch, Corey H; Hammond, Rodney; Guinta, Alexis; Rajan, Sonali; Basch, Charles E

    2013-10-01

    We assessed advertisements for children's toothpaste in two widely read US parenting magazines. Data on the number and type of toothpaste advertisements in two parenting magazines were collected from 116 magazine issues between 2007 and 2011. The number of children's toothpaste advertisements per year and across magazines was computed. The amount of toothpaste presented in each advertisement was categorized. We noted whether the toothpaste advertisement stated that the toothpaste was fluoridated. We identified a total of 117 children's toothpaste advertisements in these magazines and confirmed that the majority of the magazine issues contained at least one toothpaste advertisement. Of the 31 advertisements that depicted a picture of a toothbrush with toothpaste, all but one (96.8 %) depicted a full swirl of toothpaste covering the entire toothbrush head, which is well over the recommended amount. The pictures on the advertisements show an excessive amount of toothpaste on the brush, which directly conflicts with the instructions on many toothpastes and dentist recommendations. Those advertisements with photographs that depict a toothbrush with a full brush head of toothpaste are showing over four times the recommended amount for children.

  4. Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors.

    Science.gov (United States)

    Segev, Aviv; Gabay-Weschler, Hila; Naar, Yossi; Maoz, Hagai; Bloch, Yuval

    2017-01-01

    Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The current study examined the possible relationship between psychopathology and in-game playing patterns. We hypothesized that adolescents would play videogames differently, in a manner that would reflect their particular psychopathologies. We examined 47 male adolescents from three diagnostic groups: those suffering from externalizing psychopathologies, internalizing psychopathologies and controls. We performed a high-resolution examination of their gameplay, using in-game quantitative statistics mechanisms of two fundamentally different games, a structured racing game and an unstructured adventure game. While there was no difference in the groups' using patterns of the structured game, there was a high variability between the groups' using patterns when they were using a non-structured game. These findings suggest that virtual behavior in unstructured games is reflective of adolescent-players psychopathology, and might shed light on an unexplored facet of videogames research. Possible implications are discussed.

  5. Videogame-Related Illness and Injury: A Review of the Literature and Predictions for Pokémon GO!

    Science.gov (United States)

    Pourmand, Ali; Lombardi, Kevin; Kuhl, Evan; O'Connell, Francis

    2017-02-01

    Reports of videogame-related illness and injury soon emerged in the literature with the inception of videogame systems and subsequent development of novel gaming platforms and technologies. In an effort to better detail the impacts of these phenomena and provide recommendations for injury prevention as it relates to Pokémon Go and the larger world of augmented reality games, we conducted an extensive systems-based review of past trends in videogame-related illness and injury from the literature. A literature review using PubMed, Medline, and PsycInfo databases with search terms "Pokémon GO," "videogame injuries," "augmented reality injuries," and "Nintendo Injury" was performed. The search was limited to the English language, and the Boolean were used to combine the search terms. The literature search yielded 359 peer-reviewed articles, 44 of which met the study criteria and included in the review. Seventeen additional popular press reports detailing injuries related to Pokémon Go were also incorporated. Videogame-related injuries and illness include both physical trauma as well as psychological and behavioral disorder with unique patterns of injury and illness linked to specific gaming platforms. As videogames become increasingly advanced and immersive, they expose players to unique and often more serious injury and illness. Augmented reality games, such as Pokémon GO, are the next step in the evolution of this trend and likely portend a future in which many pathologic processes may become increasingly common.

  6. Women's magazine coverage of heart disease risk factors: Good Housekeeping magazine, 1997 to 2007.

    Science.gov (United States)

    Edy, Carolyn M

    2010-03-01

    Women, who often turn to magazines for health information, continue to underestimate their risk for heart disease, though it remains the leading cause of death among women in the United States. This textual analysis considered the portrayal of women's risk factors for heart disease as problem and remedy frames within articles published by the highest circulation women's magazine in the U.S., Good Housekeeping, from 1997 to 2007. These findings were then compared with corresponding information endorsed by the American Heart Association. Far from underestimating a woman's risk for heart disease, GH articles seemed to target women at low risk for heart disease, while emphasizing risk factors unique to women. The magazine coverage was largely consistent with American Heart Association information, yet offered a broader range of treatment and prevention strategies that were sometimes contradictory or vague. One significant risk factor, race, was not mentioned in the magazine articles. This review calls for future research to determine the pervasiveness and possible effects of such coverage.

  7. The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments

    National Research Council Canada - National Science Library

    Orvis, Karin A; Orvis, Kara L; Belanich, James; Mullin, Laura N

    2005-01-01

    .... The purpose of the current research was to investigate the influence of two trainee characteristics, prior videogame experience and computer self-efficacy, on learner outcomes of a videogame-based training environment...

  8. Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature.

    Science.gov (United States)

    Hall, Amanda K; Chavarria, Enmanuel; Maneeratana, Vasana; Chaney, Beth H; Bernhardt, Jay M

    2012-12-01

    This article is a systematic review conducted of the research literature on digital videogames played by older adults and health outcomes associated with game play. Findings from each study meeting the inclusion criteria were analyzed and summarized into emergent themes to determine the impact of digital games in promoting healthy behaviors among older adults. A systematic review of the research literature was conducted through multiple academic databases for works, published between the years 2000 and 2011, looking at digital videogame interventions with adults 65 years of age and older. Multiple combinations of search terms and Boolean operators relevant to digital videogames and older adults were queried. A criteria matrix was created to code and evaluate studies. Thirteen studies met specific criteria for inclusion and were analyzed in the final review. Significant mental, physical, and social health factors, type of digital game platform, study design, and measurements are among emergent themes summarized from the reviewed research literature. Significant mental health outcomes of digital game interventions were found in the majority of the reviewed studies, followed by physical and lastly social health outcomes in older adults. A majority of the studies revealed significant positive effects on health outcomes associated with digital videogame play among older adults. With current advancements in technology, including advanced motion sensing, digital game platforms have significant potential for positive health impact among older populations. More robust and rigorous research designs are needed to increase validity and reliability of results and establish stronger causal relationships on the health benefits of digital videogame play for older adults.

  9. 46 CFR 196.85-1 - Magazine operation and control.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false Magazine operation and control. 196.85-1 Section 196.85... OPERATIONS Magazine Control § 196.85-1 Magazine operation and control. (a) Keys to magazine spaces and magazine chests shall be kept in the sole control or custody of the Master or one delegated qualified...

  10. 27 CFR 555.209 - Construction of type 3 magazines.

    Science.gov (United States)

    2010-04-01

    ... magazines. 555.209 Section 555.209 Alcohol, Tobacco Products, and Firearms BUREAU OF ALCOHOL, TOBACCO... Construction of type 3 magazines. A type 3 magazine is a “day-box” or other portable magazine. It must be fire-resistant, weather-resistant, and theft-resistant. A type 3 magazine is to be constructed of not less than...

  11. 46 CFR 78.47-70 - Portable magazine chests.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 3 2010-10-01 2010-10-01 false Portable magazine chests. 78.47-70 Section 78.47-70... Fire and Emergency Equipment, Etc. § 78.47-70 Portable magazine chests. (a) Portable magazine chest shall be marked in letters of at least 3 inches high “PORTABLE MAGAZINE CHEST—FLAMMABLE—KEEP LIGHTS AND...

  12. 46 CFR 97.37-47 - Portable magazine chests.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 4 2010-10-01 2010-10-01 false Portable magazine chests. 97.37-47 Section 97.37-47... OPERATIONS Markings for Fire and Emergency Equipment, Etc. § 97.37-47 Portable magazine chests. (a) Portable magazine chests shall be marked in letters at least 3 inches high: “PORTABLE MAGAZINE CHEST—FLAMMABLE—KEEP...

  13. 46 CFR 196.37-47 - Portable magazine chests.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false Portable magazine chests. 196.37-47 Section 196.37-47... Markings for Fire and Emergency Equipment, etc. § 196.37-47 Portable magazine chests. (a) Portable magazine chests shall be marked in letters at least 3 inches high: PORTABLE MAGAZINE CHEST — FLAMMABLE — KEEP...

  14. Friends of the National Library of Medicine, Welcome to NIH MedlinePlus, the magazine | NIH MedlinePlus the Magazine

    Science.gov (United States)

    ... Contents Dear Readers, WELCOME to NIH MedlinePlus , the magazine. The purpose of NIH MedlinePlus , the magazine, is to provide you with a FREE , trusted ... medical information. Published four times a year, the magazine showcases the National Institutes of Health's (NIH) latest ...

  15. Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: "Fitter Critters"

    Science.gov (United States)

    Schneider, Kristin L; Ferrara, John; Lance, Bri; Karetas, Andrew; Druker, Susan; Panza, Emily; Olendzki, Barbara; Andersen, Victoria; Pbert, Lori

    2012-08-01

    Interest in health videogames to stimulate health behavior change is increasing, yet little research exists on their use. This study tested the acceptability of an online health videogame called "Fitter Critters™" (Megazoid Games, Collegeville, PA) for improving healthy diet and activity in elementary school students. In October and November 2011, fifth grade students ( n =97) from a school in central Massachusetts played the game for 1 week during their health class. Measures of nutrition and activity knowledge, attitudes, and self-efficacy were completed prior to playing the game and again on the final day along with a videogame acceptability questionnaire. The videogame was highly acceptable to participants as measured by the acceptability questionnaire mean rating of 4.52 (SD=0.60), where 1=strongly disagree and 5=strongly agree; 73% of students played the game at least once outside of class. Significant increases in positive attitudes toward healthy eating ( P videogame engages students in learning about healthy eating and activity. Further research should assess whether the positive changes observed in knowledge, attitudes, and self-efficacy translate into behavior change.

  16. Medical Articles in Eighteenth Century American Magazines

    Science.gov (United States)

    Coggins, Clemency Chase

    1965-01-01

    Formal medical publication began in the United States with The Medical Repository in 1797. Between 1741, the date of the first American magazine, and 1797 medical articles were included in general magazines. This study deals with ten representative magazines and reviews their general content. The varying content of the medical articles is analyzed into broad categories, and several important physicians, contributors to the magazines, are discussed. The Medical Repository is treated as a culmination of eighteenth century medical publication. PMID:14306031

  17. Are videogame training gains specific or general?

    Science.gov (United States)

    Patterson, Michael D.

    2014-01-01

    Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the “common demands” hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements. PMID:24782722

  18. Are videogame training gains specific or general?

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2014-01-01

    Many recent studies using healthy adults document enhancements in perception and cognition from playing commercial action videogames (AVGs). Playing action games (e.g., Call of Duty, Medal of Honor) is associated with improved bottom-up lower-level information processing skills like visual-perceptual and attentional processes. One proposal states a general improvement in the ability to interpret and gather statistical information to predict future actions which then leads to better performance across different perceptual/attentional tasks. Another proposal claims all the tasks are separately trained in the AVGs because the AVGs and laboratory tasks contain similar demands. We review studies of action and non-AVGs to show support for the latter proposal. To explain transfer in AVGs, we argue that the perceptual and attention tasks share common demands with the trained videogames (e.g., multiple object tracking (MOT), rapid attentional switches, and peripheral vision). In non-AVGs, several studies also demonstrate specific, limited transfer. One instance of specific transfer is the specific enhancement to mental rotation after training in games with a spatial emphasis (e.g., Tetris). In contrast, the evidence for transfer is equivocal where the game and task do not share common demands (e.g., executive functioning). Thus, the "common demands" hypothesis of transfer not only characterizes transfer effects in AVGs, but also non-action games. Furthermore, such a theory provides specific predictions, which can help in the selection of games to train human cognition as well as in the design of videogames purposed for human cognitive and perceptual enhancement. Finally this hypothesis is consistent with the cognitive training literature where most post-training gains are for tasks similar to the training rather than general, non-specific improvements.

  19. From Content to Context: Videogames as Designed Experience

    Science.gov (United States)

    Squire, Kurt

    2006-01-01

    Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…

  20. 27 CFR 555.206 - Location of magazines.

    Science.gov (United States)

    2010-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 3 2010-04-01 2010-04-01 false Location of magazines. 555... EXPLOSIVES, DEPARTMENT OF JUSTICE EXPLOSIVES COMMERCE IN EXPLOSIVES Storage § 555.206 Location of magazines. (a) Outdoor magazines in which high explosives are stored must be located no closer to inhabited...

  1. 27 CFR 555.216 - Repair of magazines.

    Science.gov (United States)

    2010-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 3 2010-04-01 2010-04-01 false Repair of magazines. 555... EXPLOSIVES, DEPARTMENT OF JUSTICE EXPLOSIVES COMMERCE IN EXPLOSIVES Storage § 555.216 Repair of magazines. Before repairing the interior of magazines, all explosive materials are to be removed and the interior...

  2. Videogame-Like Applications to Enhance Autonomous Learning

    Science.gov (United States)

    Berns, Anke; Valero-Franco, Concepción

    2013-01-01

    This paper presents the results of an ongoing study which has been carried out with a group of German Foreign Language students at the University of Cadiz since 2012. The purpose of the study was to analyze the impact of videogame-like applications on foreign language learning and their motivational potential to increase learning beyond the…

  3. An Exemplary High School Literary Magazine: "Cinnabar."

    Science.gov (United States)

    Holbrook, Hilary Taylor, Comp.

    One of a series of 20 literary magazine profiles written to help faculty advisors wishing to start or improve their publication, this profile provides information on staffing and production of "Cinnabar," the magazine published by Ward Melville High School, Setauket, New York. The introduction describes the literary magazine contest (and…

  4. 27 CFR 555.203 - Types of magazines.

    Science.gov (United States)

    2010-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 3 2010-04-01 2010-04-01 false Types of magazines. 555... EXPLOSIVES, DEPARTMENT OF JUSTICE EXPLOSIVES COMMERCE IN EXPLOSIVES Storage § 555.203 Types of magazines. For purposes of this part, there are five types of magazines. These types, together with the classes of...

  5. Clinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames

    Science.gov (United States)

    Govender, Meveshni; Bowen, Randy C.; German, Massiell L.; Bulaj, Grzegorz

    2015-01-01

    Abstract Pediatric oncology patients often experience fatigue and physical and mental deconditioning during and following chemotherapy treatments, contributing to diminished quality of life. Patient empowerment is a core principle of patient-centered care and reflects one's ability to positively affect his or her own health behavior and health status. Empowerment interventions may enhance patients' internal locus of control, resilience, coping skills, and self-management of symptoms related to disease and therapy. Clinical and technological advancements in therapeutic videogames and mobile medical applications (mobile health) can facilitate delivery of the empowerment interventions for medical purposes. This review summarizes clinical strategies for empowering pediatric cancer patients, as well as their relationship with developing a “fighting spirit” in physical and mental health. To better understand physiological aspects of empowerment and to elucidate videogame-based intervention strategies, brain neuronal circuits and neurotransmitters during stress, fear, and resilience are also discussed. Neuroimaging studies point to the role of the reward system pathways in resilience and empowerment in patients. Taken together, videogames and mobile health applications open translational research opportunities to develop and deliver empowerment interventions to pediatric cancer patients and also to those with other chronic diseases. PMID:26287927

  6. Clinical and Neurobiological Perspectives of Empowering Pediatric Cancer Patients Using Videogames.

    Science.gov (United States)

    Govender, Meveshni; Bowen, Randy C; German, Massiell L; Bulaj, Grzegorz; Bruggers, Carol S

    2015-10-01

    Pediatric oncology patients often experience fatigue and physical and mental deconditioning during and following chemotherapy treatments, contributing to diminished quality of life. Patient empowerment is a core principle of patient-centered care and reflects one's ability to positively affect his or her own health behavior and health status. Empowerment interventions may enhance patients' internal locus of control, resilience, coping skills, and self-management of symptoms related to disease and therapy. Clinical and technological advancements in therapeutic videogames and mobile medical applications (mobile health) can facilitate delivery of the empowerment interventions for medical purposes. This review summarizes clinical strategies for empowering pediatric cancer patients, as well as their relationship with developing a "fighting spirit" in physical and mental health. To better understand physiological aspects of empowerment and to elucidate videogame-based intervention strategies, brain neuronal circuits and neurotransmitters during stress, fear, and resilience are also discussed. Neuroimaging studies point to the role of the reward system pathways in resilience and empowerment in patients. Taken together, videogames and mobile health applications open translational research opportunities to develop and deliver empowerment interventions to pediatric cancer patients and also to those with other chronic diseases.

  7. Cardiovascular changes in video-game players. Cause for concern?

    Science.gov (United States)

    Gwinup, G; Haw, T; Elias, A

    1983-12-01

    Video games are one of the most popular recreational activities among Americans of all ages, especially teenaged boys and young men. Studies of the health hazards of video-game playing have linked seizures, psychologic disturbances, and other health problems with the games. The study reported here measured changes in blood pressure and heart rate that occurred in 23 young men when they played a video game. The mean systolic blood pressure for the entire group was considerably higher during play than before or after and was significantly higher in novice players than in more skilled players. Heart rate was also significantly higher during play. In view of these results, other cardiovascular changes might be expected to occur during video-game playing. Although the changes reported here were minor, even minor cardiovascular alterations could potentially prove serious in persons with cardiovascular disease.

  8. Pedagogical Dramas and Transformational Play: Realizing Narrative through Videogames Design

    Science.gov (United States)

    Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Volk, Charlene; Peppler, Kylie; Pettyjohn, Patrick; Solomou, Maria

    Whereas traditionally stories involve an author, a performer, and an audience, much of the power of videogames as media for advancing narrative springs from their affordance for the player to occupy more than one role—and sometimes all three—simultaneously. In the narratively-rich videogames that we design, players have the opportunity to perform actions, experience consequences, and reflect on the underlying social values that these situations were designed to engage. Here, our focus is on the use of these games to engage children in experiencing ideological struggles associated with realizing social commitments. Toward this end, we will present our theoretical argument for the power of games as a contemporary story medium, grounding this discussion in the demonstration of three game design projects and their implementations.

  9. Video-game epilepsy: a European study.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G; da Silva, A M; Ricci, S; Binnie, C D; Rubboli, G; Tassinari, C A; Segers, J P

    1999-01-01

    With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50% of the photosensitive patients are also sensitive to a 50-Hz television, nonphotosensitive patients with a history of video-game seizures were described as well. The question arises whether this is a mere coincidence, provoked by fatigue and stress, is related to the reaction to the television screen itself, or depends on the movement and color of the pictures of this specific game. A European study was performed in four countries and five sites. All patients were selected because of a history of television, video- or computer-game seizures, with a history of sun-light-, discotheque-, or black and white pattern-evoked seizures, or were already known to be sensitive to intermittent photic stimulation. A total of 387 patients were investigated; 220 (75%) were female and 214 (55%) of those were video- or computer-game seizure, were significantly more sensitive to pattern and to the 50-Hz television (chi square, p video- or computer game, 14% proved not to be photosensitive. Although no difference in age or use of medication was found, twice as many men were found in this nonphotosensitive group.

  10. Laying the Foundations for Video-Game Based Language Instruction for the Teaching of EFL

    Directory of Open Access Journals (Sweden)

    Héctor Alejandro Galvis

    2015-04-01

    Full Text Available This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context especially. This paper also provides solid reasons why the use of video games in education and foreign language education is justified. Additionally, this paper reviews second language acquisition theoretical foundations that provide the rationale for adapting video-game based language instruction in light of important second language acquisition constructs such as culture and identity, among others. Finally, this document provides options for further research to construct and test the efficacy of video-game based language instruction while simultaneously leaving it open for collaborative contributions.

  11. A pilot trial of a videogame-based exercise program for methadone maintained patients.

    Science.gov (United States)

    Cutter, Christopher J; Schottenfeld, Richard S; Moore, Brent A; Ball, Samuel A; Beitel, Mark; Savant, Jonathan D; Stults-Kolehmainen, Matthew A; Doucette, Christopher; Barry, Declan T

    2014-10-01

    Few studies have examined exercise as a substance use disorder treatment. This pilot study investigated the feasibility and acceptability of an exercise intervention comprising the Wii Fit Plus™ and of a time-and-attention sedentary control comprising Wii™ videogames. We also explored their impact on physical activity levels, substance use, and psychological wellness. Twenty-nine methadone-maintained patients enrolled in an 8-week trial were randomly assigned to either Active Game Play (Wii Fit Plus™ videogames involving physical exertion) or Sedentary Game Play (Wii™ videogames played while sitting). Participants had high satisfaction and study completion rates. Active Game Play participants reported greater physical activity outside the intervention than Sedentary Game Play participants despite no such differences at baseline. Substance use decreased and stress and optimism improved in both conditions. Active Game Play is a feasible and acceptable exercise intervention, and Sedentary Game Play is a promising time-and-attention control. Further investigations of these interventions are warranted. Copyright © 2014 Elsevier Inc. All rights reserved.

  12. Pathological video-game use among youth ages 8 to 18: a national study.

    Science.gov (United States)

    Gentile, Douglas

    2009-05-01

    Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.

  13. Children's Magazine Use in a Selected School.

    Science.gov (United States)

    Antlitz, Patricia

    A study examined teachers' opinions as to what makes children's magazines good as well as which magazines they are currently using in their classrooms and in what ways magazines are being used. Subjects, 10 (of 19) experienced third-, fourth-, and fifth-grade teachers at P.S. 106 in the Bronx, New York City, responded to a questionnaire concerning…

  14. 27 CFR 555.208 - Construction of type 2 magazines.

    Science.gov (United States)

    2010-04-01

    ... magazines. 555.208 Section 555.208 Alcohol, Tobacco Products, and Firearms BUREAU OF ALCOHOL, TOBACCO... Construction of type 2 magazines. A type 2 magazine is a box, trailer, semitrailer, or other mobile facility. (a) Outdoor magazines—(1) General. Outdoor magazines are to be bullet-resistant, fire-resistant...

  15. Do enhanced states exist? Boosting cognitive capacities through an action video-game.

    Science.gov (United States)

    Kozhevnikov, Maria; Li, Yahui; Wong, Sabrina; Obana, Takashi; Amihai, Ido

    2018-04-01

    This research reports the existence of enhanced cognitive states in which dramatic temporary improvements in temporal and spatial aspects of attention were exhibited by participants who played (but not by those who merely observed) action video-games meeting certain criteria. Specifically, Experiments 1 and 2 demonstrate that the attentional improvements were exhibited only by participants whose skills matched the difficulty level of the video game. Experiment 2 showed that arousal (as reflected by the reduction in parasympathetic activity and increase in sympathetic activity) is a critical physiological condition for enhanced cognitive states and corresponding attentional enhancements. Experiment 3 showed that the cognitive enhancements were transient, and were no longer observed after 30 min of rest following video-gaming. Moreover, the results suggest that the enhancements were specific to tasks requiring visual-spatial focused attention, but not distribution of spatial attention as has been reported to improve significantly and durably as a result of long-term video-game playing. Overall, the results suggest that the observed enhancements cannot be simply due to the activity of video-gaming per se, but might rather represent an enhanced cognitive state resulting from specific conditions (heightened arousal in combination with active engagement and optimal challenge), resonant with what has been described in previous phenomenological literature as "flow" (Csikszentmihalyi, 1975) or "peak experiences" (Maslov, 1962). The findings provide empirical evidence for the existence of the enhanced cognitive states and suggest possibilities for consciously accessing latent resources of our brain to temporarily boost our cognitive capacities upon demand. Copyright © 2018 Elsevier B.V. All rights reserved.

  16. Impact of a Pilot Videogame-Based Physical Activity Program on Walking Speed in Adults with Schizophrenia.

    Science.gov (United States)

    Leutwyler, H; Hubbard, E; Cooper, B A; Dowling, G

    2017-11-10

    The purpose of this report is to describe the impact of a videogame-based physical activity program using the Kinect for Xbox 360 game system (Microsoft, Redmond, WA) on walking speed in adults with schizophrenia. In this randomized controlled trial, 28 participants played either an active videogame for 30 min (intervention group) or played a sedentary videogame for 30 min (control group), once a week for 6 weeks. Walking speed was measured objectively with the Short Physical Performance Battery at enrollment and at the end of the 6-week program. The intervention group (n = 13) showed an average improvement in walking speed of 0.08 m/s and the control group (n = 15) showed an average improvement in walking speed of 0.03 m/s. Although the change in walking speed was not statistically significant, the intervention group had between a small and substantial clinically meaningful change. The results suggest a videogame based physical activity program provides clinically meaningful improvement in walking speed, an important indicator of health status.

  17. The Magazine as a Source of Research

    Directory of Open Access Journals (Sweden)

    Katia Aily Franco de Camargo

    2007-06-01

    Full Text Available This article, that is a small part of a doctoral thesis, has for objective to present, in a systematic way, the magazine as a source of research and the importance, to understand its meaning, to study the way that a specific document has being diffused. In this direction, we started with a theoretical discussion about magazine, differentiating it of the newspaper and the book. After that, we tried to describe a kind of a methodology to work with a magazine. To be clearer we presented, as an example, the study of the famous French magazine Revue des Deux Mondes.

  18. 27 CFR 555.210 - Construction of type 4 magazines.

    Science.gov (United States)

    2010-04-01

    ... magazines. 555.210 Section 555.210 Alcohol, Tobacco Products, and Firearms BUREAU OF ALCOHOL, TOBACCO... Construction of type 4 magazines. A type 4 magazine is a building, igloo or “Army-type structure”, tunnel, dugout, box, trailer, or a semitrailer or other mobile magazine. (a) Outdoor magazines—(1) General...

  19. Face-ism and Objectification in Mainstream and LGBT Magazines.

    Science.gov (United States)

    Cheek, Nathan N

    2016-01-01

    In visual media, men are often shown with more facial prominence than women, a manifestation of sexism that has been labeled face-ism. The present research extended the study of facial prominence and gender representation in media to include magazines aimed at lesbian, gay, bisexual, and transgender (LGBT) audiences for the first time, and also examined whether overall gender differences in facial prominence can still be found in mainstream magazines. Face-ism emerged in Newsweek, but not in Time, The Advocate, or Out. Although there were no overall differences in facial prominence between mainstream and LGBT magazines, there were differences in the facial prominence of men and women among the four magazines included in the present study. These results suggest that face-ism is still a problem, but that it may be restricted to certain magazines. Furthermore, future research may benefit from considering individual magazine titles rather than broader categories of magazines, given that the present study found few similarities between different magazines in the same media category--indeed, Out and Time were more similar to each other than they were to the other magazine in their respective categories.

  20. Face-ism and Objectification in Mainstream and LGBT Magazines

    Science.gov (United States)

    Cheek, Nathan N.

    2016-01-01

    In visual media, men are often shown with more facial prominence than women, a manifestation of sexism that has been labeled face-ism. The present research extended the study of facial prominence and gender representation in media to include magazines aimed at lesbian, gay, bisexual, and transgender (LGBT) audiences for the first time, and also examined whether overall gender differences in facial prominence can still be found in mainstream magazines. Face-ism emerged in Newsweek, but not in Time, The Advocate, or Out. Although there were no overall differences in facial prominence between mainstream and LGBT magazines, there were differences in the facial prominence of men and women among the four magazines included in the present study. These results suggest that face-ism is still a problem, but that it may be restricted to certain magazines. Furthermore, future research may benefit from considering individual magazine titles rather than broader categories of magazines, given that the present study found few similarities between different magazines in the same media category—indeed, Out and Time were more similar to each other than they were to the other magazine in their respective categories. PMID:27074012

  1. Face-ism and Objectification in Mainstream and LGBT Magazines.

    Directory of Open Access Journals (Sweden)

    Nathan N Cheek

    Full Text Available In visual media, men are often shown with more facial prominence than women, a manifestation of sexism that has been labeled face-ism. The present research extended the study of facial prominence and gender representation in media to include magazines aimed at lesbian, gay, bisexual, and transgender (LGBT audiences for the first time, and also examined whether overall gender differences in facial prominence can still be found in mainstream magazines. Face-ism emerged in Newsweek, but not in Time, The Advocate, or Out. Although there were no overall differences in facial prominence between mainstream and LGBT magazines, there were differences in the facial prominence of men and women among the four magazines included in the present study. These results suggest that face-ism is still a problem, but that it may be restricted to certain magazines. Furthermore, future research may benefit from considering individual magazine titles rather than broader categories of magazines, given that the present study found few similarities between different magazines in the same media category--indeed, Out and Time were more similar to each other than they were to the other magazine in their respective categories.

  2. Storytelling in videogames: a cultural space to learn emocional habilities

    Directory of Open Access Journals (Sweden)

    Graciela Alicia ESNAOLA HORACEK

    2017-07-01

    Full Text Available We want to analyze the characteristics of nowadays learning and the construction of the social identity through the storytelling of videogames. We recognize these technologies as an “homogeneous culture discourse” that can only be understood searching the keys that move the world beyond the walls of the school. From this perspective we are interested in the new spaces of power and authority that these technologies introduce in the institutions. To understand these processes we organize the analysis around certain aspects that operate in the interaction between children and this object. These reasons will guide us in the analyses. The problem of our investigation is defined by stating that videogames are involved in the construction of the social identity of the users facilitating archetypes of identification models. These discourses, also, design learning modes that generate a microculture of practices and meanings with a particular logic different from the school culture. As educators, we are interested in understanding how students organize their behaviours and identifications once immersed in this technological culture. Furthermore, we aim at comprehending the communicative strategies developed by users when utilizing this technology. We claim that these cultural behaviours bring about consequences in academic learning. This investigation presents basic aspects of the theoretical background, underpinning the construction of the social identity in the context of the global condition and the hybridization of cultures. We point out the characteristics of the cultural scenario linking the students and the Informational Society. It also studies in depth the characteristics of the digitalization of the narrative space and the ludic area, which offer us the possibility to analyze videogames from a complex perspective. To sum up, our main interest is to ascertain the characteristics of learning within the storytelling and game narrative generated

  3. Study on the signatures for a magazine

    International Nuclear Information System (INIS)

    Chai, Jan Bom; Kim, Tae Hwan; Park, Sung Keun

    2004-01-01

    In this paper, diagnostic algorithms are developed to be utilized to monitor the condition of and to diagnose defects in the magazine of a fuelling machine installed in CANDU plants. The magazine plays a role in storing fuels, plugs and tools. Since the magazine operates in the high radiation area, it is impossible to give direct access to it for measuring the signals. Therefore, inlet and outlet pressures of a hydraulic motor, which can be acquired remotely, were selected as the measuring variables. The measured signals are further processed to extract the diagnostic signatures. They were examined and validated in the various experiments with the magazine mock-up

  4. Epilepsy and videogames.

    Science.gov (United States)

    Bureau, Michelle; Hirsch, Edouard; Vigevano, Federico

    2004-01-01

    Since the first case of videogame (VG) epilepsy was reported in 1981, many cases of seizures triggered by VGs were reported, not only in photosensitive, but also in non-photosensitive children and adolescents with epilepsy. We provide an overview of the literature with overall conclusions and recommendations regarding VG playing. Specific preventive measures concerning the physical characteristics of images included in commercially available VGs (flash rate, choice of colors, patterns, and contrast) can lead in the future to a clear decrease of this problem. In addition to the positive effect of such measures, the collaborative studies performed in France and in the rest of Europe have stressed the importance of a safe distance to the screen of > or = 2 m, and the less provocative role of 100-Hz screens.

  5. Custom magazines: where digital page-turn editions fail

    NARCIS (Netherlands)

    Schijns, J.M.C.; Smit, E.G.

    2010-01-01

    Threatened by the rise in paper, printing and postage costs, online custom magazines rejoice an increased interest. They are seen as a more efficient, but equivalent alternative to offline custom magazines. Most digital custom magazines, however, contain an electronic replica of the print version.

  6. Feasibility of an Online and Mobile Videogame Curriculum for Teaching Children Safe and Healthy Cellphone and Internet Behaviors.

    Science.gov (United States)

    Hswen, Yulin; Rubenzahl, Lauren; Bickham, David S

    2014-08-01

    Increased prevalence and penetration of cellphone and mobile Internet use have raised significant concerns about children's health and safety by offering new spaces for cyberbullying, harassment, and sexual misconduct. "Cyberhero Mobile Safety" is a videogame-based education program designed using tenets of the capacity model with the goal of instilling the knowledge and skills necessary to safely and productively navigate the mobile online environment. This study evaluates its usability, appeal, and perceived impact and usefulness. Six educational videogames were part of a program delivered to 3rd-6th grade students (n=108) across six public schools in Upstate New York. Videogame play was electronically captured to evaluate usability. Likeability, acceptability, and perceived usefulness of videogame content were evaluated through postgame questionnaires. Videogame usability criteria were achieved on 82.7 percent of the students' gameplays. On a scale from 1 (low) to 5 (high), mean ratings were 4.09 (standard deviation [SD]=1.28) for likeability, 3.54 (SD=1.61) for acceptability, and 4.16 (SD=1.33) for perceived message usefulness. The "Cyberhero Mobile Safety" program is a feasible and potentially effective platform for delivering information about safe and healthy cellphone and Internet use to children. Results support the use of the capacity model to design educational videogames because games that aligned with theory principles were reported as having the most impact and being the most useful at shifting children's online behaviors. Future research should directly test the individual components of the capacity model to inform educational game design.

  7. Prose Fiction as a Narrative Companion for a Vegetable Parenting Videogame.

    Science.gov (United States)

    Brand, Leah; Beltran, Alicia; Buday, Richard; O'Connor, Teresia; Hughes, Sheryl; Baranowski, Janice; Diep, Cassandra; Lu, Amy Shirong; Baranowski, Tom

    2015-08-01

    The purpose of this research is to explore the capacity of story to connect to a health-related videogame, as well as the qualities that may increase efficacy by making the story compelling. Parents of 3-5-year-old children often report difficulty getting their children to eat vegetables, which are protective against chronic illnesses. Videogames may be vehicles for training parenting practices for successful vegetable consumption outcomes but often rely on stories to provide context and details. Unfortunately, storytelling may interrupt immersion and player agency. Delivering stories outside of gameplay may provide an understanding of game situations while maintaining immersion. Two companion storylines (one a romantic adventure and the other a suspenseful fantasy) were generated for a vegetable parenting game, "Mommio," targeting mothers of preschool children. Mothers of 3-5-year-old children (n=18) read both storylines and completed semistructured interviews. Mothers preferred the romantic adventure, which featured strong characters, relatable issues, and an engaging plot. Most mothers were interested in playing the "Mommio" videogame after reading the stories. Results suggest that it is possible for prose literature to both motivate gameplay and be an immersive narrative companion to, but separate from, games for health. This literature should include engaging, realistic stories and relatable strong characters.

  8. Anhembi magazine and nuclear energy

    International Nuclear Information System (INIS)

    Duran, Gustavo Barrientos

    2009-01-01

    From 1952 to 1962, a scientific and cultural periodic, named 'Revista Anhembi, was sold monthly. The magazine target was Brazilian and foreign schools and universities, his students and whoever was interested on culture, science, politics or signed articles. This publication purpose was to be the divulgation vehicle of new cultural and scientific ideas, most of them produced by Brazilian researchers, intellectuals and artists. Together with the cultural production of authors like Carlos Drummond de Andrade, the magazine also covered the major happenings from Brazil and the world. The editorials were signed by the magazine director - Paulo Duarte - one of the intellectuals with participation in the University of Sao Paulo foundation. Other researchers, already well-known at that time, such as Jose Reis, Florestan Fernandes and others, published in Anhembi, regularly. Their articles presented always a favorable content to democracy and the country development. What was out-of-date and its 'agents', the dictatorships, the corruption were open enemies of the magazine, which criticized governments, like for example, General Salazar's, in Portugal. The criticisms, sometimes contrary to the status quo, finally justified the circulation prohibition in some countries, like in Portugal, and also a diminishing of the advertising sponsorship Not only because of these problems, the increase in the paper cost made, in the long run, the publication of Anhembi impossible to continue. Meanwhile, the national nuclear policy and its defenders, like Alvaro Alberto da Motta e Silva, besides some other researchers, was not one of the routine issues covered by the magazine. Despite the magazine reported, in every new edition, a series of occurrences and claims - new universities and research centers foundation in the country, the struggle for funds, the national commissions asking for the full-time dedication regime for research, the nuclear issue focused, mainly, bombing tests by the

  9. Anhembi magazine and nuclear energy

    Energy Technology Data Exchange (ETDEWEB)

    Duran, Gustavo Barrientos [Universidade de Sao Paulo (USP), SP (Brazil). Escola de Comunicacoes e Artes. Dept. de Jornalismo e Editoracao], e-mail: ggustavo@usp.br; Gordon, Ana Maria P.L. [Instituto de Pesquisas Energeticas e Nucleares (IPEN/CNEN-SP), Sao Paulo, SP (Brazil)], e-mail: amgordon@ipen.br

    2009-07-01

    From 1952 to 1962, a scientific and cultural periodic, named 'Revista Anhembi, was sold monthly. The magazine target was Brazilian and foreign schools and universities, his students and whoever was interested on culture, science, politics or signed articles. This publication purpose was to be the divulgation vehicle of new cultural and scientific ideas, most of them produced by Brazilian researchers, intellectuals and artists. Together with the cultural production of authors like Carlos Drummond de Andrade, the magazine also covered the major happenings from Brazil and the world. The editorials were signed by the magazine director - Paulo Duarte - one of the intellectuals with participation in the University of Sao Paulo foundation. Other researchers, already well-known at that time, such as Jose Reis, Florestan Fernandes and others, published in Anhembi, regularly. Their articles presented always a favorable content to democracy and the country development. What was out-of-date and its 'agents', the dictatorships, the corruption were open enemies of the magazine, which criticized governments, like for example, General Salazar's, in Portugal. The criticisms, sometimes contrary to the status quo, finally justified the circulation prohibition in some countries, like in Portugal, and also a diminishing of the advertising sponsorship Not only because of these problems, the increase in the paper cost made, in the long run, the publication of Anhembi impossible to continue. Meanwhile, the national nuclear policy and its defenders, like Alvaro Alberto da Motta e Silva, besides some other researchers, was not one of the routine issues covered by the magazine. Despite the magazine reported, in every new edition, a series of occurrences and claims - new universities and research centers foundation in the country, the struggle for funds, the national commissions asking for the full-time dedication regime for research, the nuclear issue focused, mainly

  10. Anhembi magazine and nuclear energy

    Energy Technology Data Exchange (ETDEWEB)

    Duran, Gustavo Barrientos [Universidade de Sao Paulo (USP), SP (Brazil). Escola de Comunicacoes e Artes. Dept. de Jornalismo e Editoracao], e-mail: ggustavo@usp.br; Gordon, Ana Maria P.L. [Instituto de Pesquisas Energeticas e Nucleares (IPEN/CNEN-SP), Sao Paulo, SP (Brazil)], e-mail: amgordon@ipen.br

    2009-07-01

    From 1952 to 1962, a scientific and cultural periodic, named 'Revista Anhembi, was sold monthly. The magazine target was Brazilian and foreign schools and universities, his students and whoever was interested on culture, science, politics or signed articles. This publication purpose was to be the divulgation vehicle of new cultural and scientific ideas, most of them produced by Brazilian researchers, intellectuals and artists. Together with the cultural production of authors like Carlos Drummond de Andrade, the magazine also covered the major happenings from Brazil and the world. The editorials were signed by the magazine director - Paulo Duarte - one of the intellectuals with participation in the University of Sao Paulo foundation. Other researchers, already well-known at that time, such as Jose Reis, Florestan Fernandes and others, published in Anhembi, regularly. Their articles presented always a favorable content to democracy and the country development. What was out-of-date and its 'agents', the dictatorships, the corruption were open enemies of the magazine, which criticized governments, like for example, General Salazar's, in Portugal. The criticisms, sometimes contrary to the status quo, finally justified the circulation prohibition in some countries, like in Portugal, and also a diminishing of the advertising sponsorship Not only because of these problems, the increase in the paper cost made, in the long run, the publication of Anhembi impossible to continue. Meanwhile, the national nuclear policy and its defenders, like Alvaro Alberto da Motta e Silva, besides some other researchers, was not one of the routine issues covered by the magazine. Despite the magazine reported, in every new edition, a series of occurrences and claims - new universities and research centers foundation in the country, the struggle for funds, the national commissions asking for the full-time dedication regime for research, the nuclear issue focused, mainly, bombing tests by the

  11. Modalization in the Political Column of Tempo Magazine

    OpenAIRE

    Rahmah, Maria Betti Sinaga and

    2017-01-01

    The study focuses on analyzing the use of modalization in the Political Column of Tempo Magazine. The objectives were to find out the type of modalization and to describe the use of modalization in the Political Column of Tempo magazine. The data were taken from Political Column of Tempo magazine published in June and July 2017. The source of data was Political Column in Tempo magazine. The data analysis applied descriptive qualitative research. There were 135 clauses which contained Modaliza...

  12. Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy.

    Science.gov (United States)

    Sevick, Marisa; Eklund, Elizabeth; Mensch, Allison; Foreman, Matthew; Standeven, John; Engsberg, Jack

    2016-06-07

    Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1) tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8-17 years) with mild to moderate limitations to upper limb function; and (2) determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST) software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy.

  13. Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy

    Directory of Open Access Journals (Sweden)

    Marisa Sevick

    2016-06-01

    Full Text Available Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1 tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8–17 years with mild to moderate limitations to upper limb function; and (2 determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy.

  14. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy.

    Science.gov (United States)

    Golomb, Meredith R; McDonald, Brenna C; Warden, Stuart J; Yonkman, Janell; Saykin, Andrew J; Shirley, Bridget; Huber, Meghan; Rabin, Bryan; Abdelbaky, Moustafa; Nwosu, Michelle E; Barkat-Masih, Monica; Burdea, Grigore C

    2010-01-01

    Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation in adolescents with hemiplegic cerebral palsy can improve hand function and forearm bone health, and demonstrate alterations in motor circuitry activation. A 3-month proof-of-concept pilot study. Virtual reality videogame-based rehabilitation systems were installed in the homes of 3 participants and networked via secure Internet connections to the collaborating engineering school and children's hospital. Adolescents (N=3) with severe hemiplegic cerebral palsy. Participants were asked to exercise the plegic hand 30 minutes a day, 5 days a week using a sensor glove fitted to the plegic hand and attached to a remotely monitored videogame console installed in their home. Games were custom developed, focused on finger movement, and included a screen avatar of the hand. Standardized occupational therapy assessments, remote assessment of finger range of motion (ROM) based on sensor glove readings, assessment of plegic forearm bone health with dual-energy x-ray absorptiometry (DXA) and peripheral quantitative computed tomography (pQCT), and functional magnetic resonance imaging (fMRI) of hand grip task. All 3 adolescents showed improved function of the plegic hand on occupational therapy testing, including increased ability to lift objects, and improved finger ROM based on remote measurements. The 2 adolescents who were most compliant showed improvements in radial bone mineral content and area in the plegic arm. For all 3 adolescents, fMRI during grip task contrasting the plegic and nonplegic hand showed expanded spatial extent of activation at posttreatment relative to baseline in brain motor circuitry (eg, primary motor cortex and

  15. Videogames: Multisensory Incentives Boosting Multiple Intelligences in Primary Education

    Science.gov (United States)

    del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia

    2015-01-01

    Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…

  16. The Role of the Emperor’s University of Kazan in the History of Formation of Tatar Musical Ethnography (XIX – Early ХХ Century

    Directory of Open Access Journals (Sweden)

    Elmira I. Safiullina

    2014-03-01

    Full Text Available The article reveals the role of the Emperor’s University of Kazan of the XIX-early ХХ century in the history of formation of Tatar musical ethnography. Special attention is paid to activities of scientific organizations at the Emperor’s University of Kazan. Based on the study of manuscripts stored at the Department of Manuscripts and Rare Books at the N.I. Lobachevsky Scientific Library, the article gives information concerning the Asian Musical Magazine by I. Dobrovolsky, as well as the Society for Archeology, History and Ethnography. The author concludes that the Emperor’s University of Kazan has an important role in formation of Tatar musical ethnography.

  17. Deciding to defect: the effects of video-game violence on cooperative behavior.

    Science.gov (United States)

    Sheese, Brad E; Graziano, William G

    2005-05-01

    This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.

  18. Audio Haptic Videogaming for Developing Wayfinding Skills in Learners Who are Blind.

    Science.gov (United States)

    Sánchez, Jaime; de Borba Campos, Marcia; Espinoza, Matías; Merabet, Lotfi B

    2014-01-01

    Interactive digital technologies are currently being developed as a novel tool for education and skill development. Audiopolis is an audio and haptic based videogame designed for developing orientation and mobility (O&M) skills in people who are blind. We have evaluated the cognitive impact of videogame play on O&M skills by assessing performance on a series of behavioral tasks carried out in both indoor and outdoor virtual spaces. Our results demonstrate that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged learners who are blind. The impact of audio and haptic information on learning is also discussed.

  19. An Exemplary High School Literary Magazine: "Et Cetera."

    Science.gov (United States)

    Holbrook, Hilary Taylor, Comp.

    One of a series of 20 literary magazine profiles written to help faculty advisors wishing to start or improve their publication, this profile provides information on staffing and production of "Et Cetera," the magazine published by Clarkstown High School, New City, New York. The introduction describes the literary magazine contest (and…

  20. 49 CFR 176.130 - Magazine stowage Type A.

    Science.gov (United States)

    2010-10-01

    ... 49 Transportation 2 2010-10-01 2010-10-01 false Magazine stowage Type A. 176.130 Section 176.130... Requirements for Class 1 (Explosive) Materials Stowage § 176.130 Magazine stowage Type A. (a) In addition to protecting the Class 1 (explosive) materials and preventing unauthorized access, magazine stowage type A...

  1. Swimsuit issues: promoting positive body image in young women's magazines.

    Science.gov (United States)

    Boyd, Elizabeth Reid; Moncrieff-Boyd, Jessica

    2011-08-01

    This preliminary study reviews the promotion of healthy body image to young Australian women, following the 2009 introduction of the voluntary Industry Code of Conduct on Body Image. The Code includes using diverse sized models in magazines. A qualitative content analysis of the 2010 annual 'swimsuit issues' was conducted on 10 Australian young women's magazines. Pictorial and/or textual editorial evidence of promoting diverse body shapes and sizes was regarded as indicative of the magazines' upholding aspects of the voluntary Code of Conduct for Body Image. Diverse sized models were incorporated in four of the seven magazines with swimsuit features sampled. Body size differentials were presented as part of the swimsuit features in three of the magazines sampled. Tips for diverse body type enhancement were included in four of the magazines. All magazines met at least one criterion. One magazine displayed evidence of all three criteria. Preliminary examination suggests that more than half of young women's magazines are upholding elements of the voluntary Code of Conduct for Body Image, through representation of diverse-sized women in their swimsuit issues.

  2. Research Review: Laboratory Student Magazine Programs.

    Science.gov (United States)

    Wheeler, Tom

    1994-01-01

    Explores research on student-produced magazines at journalism schools, including the nature of various programs and curricular structures, ethical considerations, and the role of faculty advisors. Addresses collateral sources that provide practical and philosophical foundations for the establishment and conduct of magazine production programs.…

  3. WHICH HEALTH-RELATED PROBLEMS ARE ASSOCIATED WITH PROBLEMATIC VIDEO-GAMING OR SOCIAL MEDIA USE IN ADOLESCENTS? A LARGE-SCALE CROSS-SECTIONAL STUDY

    Directory of Open Access Journals (Sweden)

    Saskia Y. M. Mérelle

    2017-02-01

    Full Text Available Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the health-related problems and demographical factors associated with problematic video-gaming or social media use in early adolescence. Method: A cross-sectional analysis was performed on data collected by two Municipal Health Services in the Netherlands in 2013-2014. In this survey among youth, 21,053 students from secondary schools (mean age 14.4 years completed a web-based questionnaire. Multivariate analyses were carried out to assess the strength of the associations between mental health problems, life-events, lifestyle and substance use as independent variables, and problematic video-gaming and problematic social media use as dependent variables. Results: Of the participating students, 5.7% reported problematic video-gaming and 9.1% problematic social media use. Problematic video-gaming was most strongly associated with conduct problems, suicidal thoughts (all medium effect sizes, OR ≥2, p<0.01, sedentary behavior (large effect size, OR ≥3, p<0.01, and male gender (large effect size. Problematic social media use was highly associated with conduct problems, hyperactivity and sedentary behavior (all medium effect sizes. Additionally, female gender and non-Western ethnicity were relevant demographics (large and medium effect size. Conclusions: Most mental health problems were consistently associated with both problematic video-gaming and problematic social media use, though associations were only practically relevant for conduct problems (both groups, suicidal thoughts (problematic video-gaming and hyperactivity (problematic social media use. This study also highlights sedentary behavior as health risk as it

  4. Magazine exposure, tanned women stereotypes, and tanning attitudes.

    Science.gov (United States)

    Cho, Hyunyi; Lee, Seungyoon; Wilson, Kari

    2010-09-01

    This study investigated whether magazine exposure is related to stereotypical beliefs about tanned women. A survey of White college women (n=205) assessed their exposure to beauty/fashion and health/fitness magazines. Outcome variables were the beliefs that tanned women are fashionable, fit, and shallow. Attention to the tanned women's images in health magazines positively predicted the belief that tanned women are fit and that tanned women are shallow; in contrast, attention to the images in beauty magazine negatively predicted the belief that tanned women are fit. Number of beauty magazines women read negatively predicted the belief that tanned women are shallow. The belief that tanned women are fit was unrelated, but the belief that tanned women are shallow was negatively related, with tanning attitudes. Copyright © 2010 Elsevier Ltd. All rights reserved.

  5. INFORMATION ABOUT DRUGS IN FAMILY MAGAZINES

    NARCIS (Netherlands)

    VANTRIGT, AM; VANDENBERG, LTWD; PASMAN, M; HAAIJER-RUSKAMP, FM; WILLEMS, J; TROMP, TFJ

    1995-01-01

    Family magazines can play an important role in the diffusion of medical information and information regarding drugs to a 'lay audience'. We describe what kind of drugs are discussed in the family magazines and which information regarding these drugs is given. Furthermore, we look into the

  6. How Effective Are Active Videogames Among the Young and the Old? Adding Meta-analyses to Two Recent Systematic Reviews.

    Science.gov (United States)

    van 't Riet, Jonathan; Crutzen, Rik; Lu, Amy Shirong

    2014-10-01

    Two recent systematic reviews have surveyed the existing evidence for the effectiveness of active videogames in children/adolescents and in elderly people. In the present study, effect sizes were added to these systematic reviews, and meta-analyses were performed. All reviewed studies were considered for inclusion in the meta-analyses, but only studies were included that investigated the effectiveness of active videogames, used an experimental design, and used actual health outcomes as the outcome measures (body mass index for children/adolescents [k=5] and functional balance for the elderly [k=6]). The average effect of active videogames in children and adolescents was small and nonsignificant: Hedges' g=0.20 (95 percent confidence interval, -0.08 to 0.48). Limited heterogeneity was observed, and no moderator analyses were performed. For the effect of active videogames on functional balance in the elderly, the analyses revealed a medium-sized and significant effect of g=0.68 (95 percent confidence interval, 0.13-1.24). For the elderly studies, substantial heterogeneity was observed. Moderator analyses showed that there were no significant effects of using a no-treatment control group versus an alternative treatment control group or of using games that were especially created for health-promotion purposes versus off-the-shelf games. Also, intervention duration and frequency, sample size, study quality, and dropout did not significantly moderate the effect of active videogames. The results of these meta-analyses provide preliminary evidence that active videogames can have positive effects on relevant outcome measures in children/adolescents and elderly individuals.

  7. Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes

    Directory of Open Access Journals (Sweden)

    Jordi Carenys

    2017-07-01

    Full Text Available The objective of this study is to assess the effectiveness of videogames in comparison to simulations in a higher education environment and with regard to their attributes, motivation, and learning outcomes, as three of the main dimensions that play a role in the effectiveness of digital game-based learning. Results demonstrate significant differences between the attributes and motivation dimensions, while no significant differences were found for the learning outcomes. This would imply that although both instructional tools lead students to the desired level of knowledge acquisition, the motivation generated, together with the set of features provided by the games complement each other, leading to a superior learning experience. These results support the inclusion of videogames as a complement to simulations in higher education accounting and business environments and allow us to propose a blended approach that provides the learner with the ‘best of both worlds’.

  8. 49 CFR 176.133 - Magazine stowage Type C.

    Science.gov (United States)

    2010-10-01

    ... 49 Transportation 2 2010-10-01 2010-10-01 false Magazine stowage Type C. 176.133 Section 176.133... Requirements for Class 1 (Explosive) Materials Stowage § 176.133 Magazine stowage Type C. The construction requirements for magazine stowage type C are the same as for a closed cargo transport unit in § 176.63(e). In...

  9. Literary Magazines: To Censor or Not?

    Science.gov (United States)

    Mossman, Robert C.

    2007-01-01

    High school teacher Robert C. Mossman asserts that literary magazines reflect and elevate school communities' values. As adviser of his school literary magazine, Mossman encourages students to uphold certain standards for decency, while helping students learn to distinguish between original writing that is specific and thoughtful and writing that…

  10. Changes in television viewing and computers/videogames use among high school students in Southern Brazil between 2001 and 2011.

    Science.gov (United States)

    Silva, Kelly Samara; da Silva Lopes, Adair; Dumith, Samuel Carvalho; Garcia, Leandro Martin Totaro; Bezerra, Jorge; Nahas, Markus Vinicius

    2014-02-01

    To compare the prevalence of television (TV) watching and of computer/videogame use among high school students (15-19 years) from Southern Brazil between 2001 and 2011 and to identify associated socio-demographic factors. Panel studies were conducted with high school students in the state of Santa Catarina, Brazil, in 2001 (n = 5,028) and 2011 (n = 6,529). TV watching and computer/videogame use were collected using questionnaires. Prevalence of ≥2 h/day of TV watching dropped from 76.8 to 61.5 % and ≥2 h/day of computer/videogame use increased from 37.9 to 60.6 %. In both surveys, those aged 15-16 and those who did not work had higher likelihoods of being exposed to ≥2 h/day of TV watching. Boys, those with higher family income, and those who were living in urban areas had higher likelihoods of ≥2 h/day of computer/videogame use. Older age, studying at night and not working were protective factors to these behaviors. After a decade, there was a decrease in the prevalence of TV viewing and an increase in computer/videogame use. Socio-demographic factors were differently associated with these behaviors.

  11. Preaching Our Practice: On Sharing Professional Work with Magazine Students.

    Science.gov (United States)

    Mandelbaum, Paul

    A magazine writer and university instructor used interview samples, editors' comments, and other materials from his own article-then-in-progress for the "New York Times Magazine" in a university-level class in magazine writing. Students, who were creating their own in-depth magazine articles, could see the same principles and techniques…

  12. Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools.

    Science.gov (United States)

    King, Daniel L; Haagsma, Maria C; Delfabbro, Paul H; Gradisar, Michael; Griffiths, Mark D

    2013-04-01

    Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to Cicchetti (1994) and Groth-Marnat's (2009) criteria and guidelines for sound psychometric assessment. A total of 63 quantitative studies, including eighteen instruments and representing 58,415 participants, were evaluated. Results indicated that reviewed instrumentation may be broadly characterized as inconsistent. Strengths of available measures include: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggests that pathological video-gaming is commonly defined by (1) withdrawal, (2) loss of control, and (3) conflict. It is concluded that a unified approach to assessment of pathological video-gaming is needed. A synthesis of extant research efforts by meta-analysis may be difficult in the context of several divergent approaches to assessment. Copyright © 2013 Elsevier Ltd. All rights reserved.

  13. A new adaptive videogame for training attention and executive functions: design principles and initial validation.

    Science.gov (United States)

    Montani, Veronica; De Filippo De Grazia, Michele; Zorzi, Marco

    2014-01-01

    A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI), that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behavior. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching) or to perform the two tasks simultaneously (i.e., divided attention/dual-tasking). The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play.

  14. A new adaptive videogame for training attention and executive functions: design principles and initial validation

    Science.gov (United States)

    Montani, Veronica; De Filippo De Grazia, Michele; Zorzi, Marco

    2014-01-01

    A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI), that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behavior. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching) or to perform the two tasks simultaneously (i.e., divided attention/dual-tasking). The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play. PMID:24860529

  15. O VIDEOGAME COMO MÍDIA DE REPRESENTAÇÃO HISTÓRICA

    Directory of Open Access Journals (Sweden)

    Robson Scarassati Bello

    2017-08-01

    Full Text Available Este artigo propõe apresentar, em um plano teórico, os Videogames como uma mídia de representação histórica que apresenta um discurso sobre o passado através de uma linguagem de conteúdo audiovisual composta por espaços virtuais estruturados em regras de jogo. Esse formato próprio deve ser entendido em seu caráter histórico, cuja representação estabelece um determinado olhar sobre o Outro, e em sua circulação pública de conteúdos históricos constituída dentro e a partir da Indústria Cultural.   PALAVRAS-CHAVE: História; Videogame; Indústria Cultural; Representação; Simulação.       ABSTRACT This essay intends to present, in a theoretical way, the Videogames as a medium of historical representation that creates a discourse over the past through a language of audiovisual content composed by virtual spaces structured by game rules. This format must be understood in its historical essence, in which its representations establish a certain look to the Other, as well in its public circulation of historical contentes constituted inside and through the Culture Industry.   KEYWORDS: History; Videogame; Culture Industry; Representation; Simulation.     RESUMEN   Este artículo propone presentar, en un plano teórico, los Videojuegos como un medio de representación histórica que presenta un discurso sobre el pasado a través de un lenguaje de contenido audiovisual compuesto por espacios virtuales estructurados en reglas de juego. Este formato propio debe ser entendido en su carácter histórico, cuya representación establece una determinada mirada sobre el Otro, y en su circulación pública de contenidos históricos constituida dentro y desde la Industria Cultural.   PALABRAS CLAVE: Historia; Video juego; Industria Cultural; Representación; Simulación.

  16. The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence.

    Science.gov (United States)

    Theng, Yin-Leng; Lee, Jason W Y; Patinadan, Paul V; Foo, Schubert S B

    2015-10-01

    The use of videogames in healthcare interventions is gaining popularity, but there is still a gap in the understanding on how these types of interventions are used for the management of diabetes. The purpose of this review is to examine published research on the use of videogames for diabetes management. With the increased use of mobile technology, the review was expanded to understand whether games, gamification, and virtual environments can be used for diabetes self-management. Out of the 307 articles identified, only 10 articles met the inclusion criteria of the study. The duration of most studies was short, with small sample sizes. All interventions targeted behavioral changes examining risk reduction of diabetes-related risk and promotion of healthy behavior among study participants. Videogames appeared to be helpful tools for education in some interventions, whereas gamification and virtual environments increased extrinsic motivation and provided positive reinforcement. This review concludes by discussing the potential of using videogames and gamification for the self-management of diabetes.

  17. Moving evidence into practice: cost analysis and assessment of macaques' sustained behavioral engagement with videogames and foraging devices.

    Science.gov (United States)

    Bennett, Allyson J; Perkins, Chaney M; Tenpas, Parker D; Reinebach, Alma L; Pierre, Peter J

    2016-12-01

    Environmental enrichment plans for captive nonhuman primates often include provision of foraging devices. The rationale for using foraging devices is to promote species-typical activity patterns that encourage physical engagement and provide multi-sensory stimulation. However, these devices have been shown to be ineffective at sustaining manipulation over long periods of time, and often produce minimal cognitive engagement. Here we use an evidence-based approach to directly compare the amount of object-directed behavior with a foraging device and a computer-based videogame system. We recorded 11 adult male rhesus monkeys' interactions with a foraging device and two tasks within a joystick videogame cognitive test battery. Both techniques successfully produced high levels of engagement during the initial 20 min of observation. After 1 hr the monkeys manipulated the foraging device significantly less than the joystick, F(2,10) = 43.93, P videogame play for the majority of a 5 hr period, provided that they received a 94 mg chow pellet upon successful completion of trials. Using a model approach, we developed previously as a basis for standardized cost:benefit analysis to inform facility decisions, we calculated the comprehensive cost of incorporating a videogame system as an enrichment strategy. The videogame system has a higher initial cost compared to widely-used foraging devices, however, the ongoing labor and supply costs are relatively low. Our findings add to two decades of empirical studies by a number of laboratories that have demonstrated the successful use of videogame-based systems to promote sustained non-social cognitive engagement for macaques. The broader significance of the work lies in the application of a systematic approach to compare and contrast enrichment strategies and encourage evidence-based decision making when choosing an enrichment strategy in a manner that promotes meaningful cognitive enrichment to the animals. © 2016 Wiley

  18. Moving Evidence into Practice: Cost Analysis and Assessment of Macaques’ Sustained Behavioral Engagement with Videogames and Foraging Devices

    Science.gov (United States)

    Bennett, Allyson J.; Perkins, Chaney M.; Tenpas, Parker D.; Reinebach, Alma L.; Pierre, Peter J.

    2017-01-01

    Environmental enrichment plans for captive nonhuman primates often include provision of foraging devices. The rationale for using foraging devices is to promote species-typical activity patterns that encourage physical engagement and provide multi-sensory stimulation. However, these devices have been shown to be ineffective at sustaining manipulation over long periods of time, and often produce minimal cognitive engagement. Here we use an evidence-based approach to directly compare the amount of object-directed behavior with a foraging device and a computer-based videogame system. We recorded 11adult male rhesus monkeys’ interactions with a foraging device and two tasks within a joystick videogame cognitive test battery. Both techniques successfully produced high levels of engagement during the initial 20-min of observation. After 1-hr the monkeys manipulated the foraging device significantly less than the joystick, F(2,10)= 43.93, p videogame play for the majority of a 5-hr period, provided that they received a 94mg chow pellet upon successful completion of trials. Using a model approach we developed previously as a basis for standardized cost:benefit analysis to inform facility decisions, we calculated the comprehensive cost of incorporating a videogame system as an enrichment strategy. The videogame system has a higher initial cost compared to widely-used foraging devices however, the ongoing labor and supply costs are relatively low. Our findings add to two decades of empirical studies by a number of laboratories that have demonstrated the successful use of videogame-based systems to promote sustained non-social cognitive engagement for macaques. The broader significance of the work lies in the application of a systematic approach to compare and contrast enrichment strategies and encourage evidence-based decision making when choosing an enrichment strategy in a manner that promotes meaningful cognitive enrichment to the animals. PMID:27404766

  19. A Qualitative Study to Inform the Development of a Videogame for Adolescent Human Immunodeficiency Virus Prevention

    Science.gov (United States)

    Rosenthal, Marjorie S.; Camenga, Deepa R.; Edelman, E. Jennifer; Fiellin, Lynn E.

    2012-01-01

    Abstract We used qualitative methods to inform the development of an interactive videogame focused on behavior change to reduce risk and promote human immunodeficiency virus (HIV) prevention in young minority adolescents. Guided by community-partnered research principles, we conducted and analyzed 16 individual interviews and six focus groups with 10–15 year-old boys and girls (36 unique participants) at a neighborhood-based nonprofit organization serving youth from low-resource neighborhoods. Three recurrent themes lent themselves to translation into a videogame-based intervention. Adolescents reported protective factors and facilitators to engaging in risk behaviors, including (1) their personal ability to balance the tension between individuation and group membership, (2) the presence of stable mentor figures in their life, and (3) the neighborhood in which they live. We used these themes to inform the design of our videogame intervention with the goal that these methods may increase the intervention's efficacy at promoting HIV prevention by making them more tailored and relevant to a specific population. Our qualitative study provides a practical understanding of how important elements identified by minority youth regarding negotiating around risk behaviors can be integrated into a videogame intervention. These findings offer valuable insights to researchers whose goal is to design effective and tailored interventions to affect behavior change. PMID:24078897

  20. Tobacco industry lifestyle magazines targeted to young adults.

    Science.gov (United States)

    Cortese, Daniel K; Lewis, M Jane; Ling, Pamela M

    2009-09-01

    This is the first study describing the tobacco industry's objectives developing and publishing lifestyle magazines, linking them to tobacco marketing strategies, and how these magazines may encourage smoking. Analysis of previously secret tobacco industry documents and content analysis of 31 lifestyle magazines to understand the motives behind producing these magazines and the role they played in tobacco marketing strategies. Philip Morris (PM) debuted Unlimited in 1996 to nearly 2 million readers and RJ Reynolds (RJR) debuted CML in 1999, targeting young adults with their interests. Both magazines were developed as the tobacco companies faced increased advertising restrictions. Unlimited contained few images of smoking, but frequently featured elements of the Marlboro brand identity in both advertising and article content. CML featured more smoking imagery and fewer Camel brand identity elements. Lifestyle promotions that lack images of smoking may still promote tobacco use through brand imagery. The tobacco industry still uses the "under-the-radar" strategies used in development of lifestyle magazines in branded Websites. Prohibiting lifestyle advertising including print and electronic media that associate tobacco with recreation, action, pleasures, and risky behaviors or that reinforces tobacco brand identity may be an effective strategy to curb young adult smoking.

  1. Axiological and educational analysis of video-games with violence contents

    Directory of Open Access Journals (Sweden)

    José Antonio ORTEGA CARRILLO

    2017-07-01

    Full Text Available A high percentage of video-games now in the market have contents related with physical and psychological violence. There are investigations that show that this kind of games is mainly used by children and adolescents. This fact reinitiates the polemic of the possible influence in the formation of their personality and, very specially, in the construction of the value scale that will direct their present and future behaviour as citizens. This paper shows the partial results of a recent research in which adult players related with the education area (future teachers analyzed critically the axiological component of a very important group of video-games which are important in the sales lists. For that purpose, a very specific scale has been used, with indicators related to the argument, the initial and final videos, the protagonist’s behaviour, the stenography, clothes, actions and partial and final results obtained by players.

  2. Remembering Mary Tyler Moore | MedlinPlus Magazine

    Science.gov (United States)

    ... Remembering Mary Tyler Moore Follow us NIH MedlinePlus Magazine Remembers Mary Tyler Moore A little more than ... helped launch the first issue of NIH MedlinePlus magazine on Capitol Hill. The award-winning actress and ...

  3. Southern Identity in "Southern Living" Magazine

    Science.gov (United States)

    Lauder, Tracy

    2012-01-01

    A fantasy-theme analysis of the editors' letters in "Southern Living" magazine shows an editorial vision of valuing the past and showcasing unique regional qualities. In addition, a content analysis of the visual representation of race in the magazine's formative years and recent past validates that inhabitants of the region were portrayed…

  4. Magazine Picture Collage in Group Supervision

    Science.gov (United States)

    Shepard, Blythe C.; Guenette, Francis L.

    2010-01-01

    A magazine picture collage activity was used with three female counsellor education students as a vehicle to support them in processing their experience as counsellors in training. The use of magazine picture collage in group supervision is described, and the benefits and challenges are presented. The collages served as jumping-off points for…

  5. Content Analysis of Anti-Tobacco Videogames: Characteristics, Content, and Qualities.

    Science.gov (United States)

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

    2016-06-01

    Although the prevalence of adolescent smoking has declined over the past two decades, the rate of decline has slowed. Electronic videogames show promise as an effective tool for health behavior change; however, the current state of tobacco prevention and cessation games has not been previously reviewed or evaluated. Currently available tobacco-related videogames were identified through online searches and in smartphone application stores. In total, 88 games were systematically coded for characteristics, content, and quality using a reliable and valid coding instrument developed for this research. The majority of games included at least two components of interactivity (75.0 percent) and at least one mechanism for rewarding (69.3 percent). However, most games lacked a story line (97.7 percent) and components for sense of control (25.0 percent). There were an average of 3.54 (standard deviation = 2.20) theoretical constructs in the games, with attitudes (83.0 percent), knowledge (78.4 percent), and perceived severity (55.7 percent) being the most common. The most common educational approach used was the affective education model (83.0 percent). Most games included at least one tobacco message (90.9 percent), with a majority of messages being loss-framed (63.6 percent) and/or one-sided (75.0 percent). Although today's anti-tobacco videogames contain many effective features, numerous qualities and best practices for changing behaviors through games are not present. Future games should seek to address these best practices in their development and evaluation to increase the likelihood they will be effective.

  6. City Magazines Find a Niche in the Media Marketplace.

    Science.gov (United States)

    Fletcher, Alan D.

    The responses of 36 publishers and editors of city magazines--magazines such as "Chicago,""MPLS," and "Texas Monthly" that are published primarily for a local or regional market--provided data for an analysis of the positioning of these magazines in the media marketplace, factors leading to their success, their…

  7. Effect of exposure to greater active videogame variety on time spent in moderate- to vigorous-intensity physical activity.

    Science.gov (United States)

    Raynor, Hollie A; Cardoso, Chelsi; Bond, Dale S

    2016-07-01

    This investigation examined whether exposure to greater active videogame variety increases moderate- to vigorous-intensity physical activity (MVPA). Twenty-three participants (age=22.7±4.2yrs; body mass index=23.5±3.0kg/m(2); self-reported MVPA=298.7±116.7min/wk; 62.2% female; 73.9% Caucasian) participated in VARIETY (4 different active videogames during 4, 15-min bouts) and NON-VARIETY (only 1 active videogame during 4, 15-min bouts) counterbalanced sessions. VARIETY provided a different active videogame in each bout. NON-VARIETY provided participants their most highly liked active videogame in each bout. The Sensewear Mini Armband objectively assessed MVPA. For MVPA minutes, a session×bout (p<0.05) interaction occurred. In NON-VARIETY, bouts 2, 3, and 4 had significantly (p<0.05) fewer minutes than bout 1, with no decrease occurring in VARIETY. In bout 4, VARIETY had significantly (p<0.05) more minutes than NON-VARIETY. A main effect of session (p<0.05) occurred for MVPA minutes and energy expenditure, with VARIETY achieving greater amounts (31.8±14.3min vs. 27.6±16.9min; 186.1±96.8kcal vs. 171.2±102.8kcal). Exposure to greater activity variety within a session increased MVPA. Future research should examine exposure to a variety of activities over a longer time frame with participants of differing lifestyles in free-living environments. Copyright © 2016. Published by Elsevier Inc.

  8. Cognitive health messages in popular women's and men's magazines, 2006-2007.

    Science.gov (United States)

    Friedman, Daniela B; Laditka, James N; Laditka, Sarah B; Mathews, Anna E

    2010-03-01

    Growing evidence suggests that physical activity, healthy diets, and social engagement may promote cognitive health. Popular media helps establish the public health agenda. In this study, we describe articles about cognitive health in top-circulating women's and men's magazines. To identify articles on cognitive health, we manually searched all pages of 4 top-circulating women's magazines and 4 top-circulating men's magazines published in 2006 and 2007 to identify articles on cognitive health. We examined article volume, narrative and illustrative content, information sources, and contact resources. Women's magazines had 27 cognitive health articles (5.32/1,000 pages), and men's magazines had 26 (5.26/1,000 pages). Diet was the primary focus (>75% of content) in 30% of articles in women's magazines and 27% of men's magazines. Vitamins/supplements were the focus of 15% of articles in men's magazines and 11% in women's magazines. Articles mentioned physical activity, cognitive activity, and social interaction, although these subjects were rarely the focus. Articles focused more on prevention than treatment. Topics were primarily "staying sharp," memory, and Alzheimer's disease. Colleges/universities were most often cited as sources; contacts for further information were rare. Most articles were illustrated. Although the volume of cognitive health articles was similar in the magazines, content differed. More articles in men's magazines discussed multiple chronic conditions (eg, Alzheimer's disease), whereas more in women's magazines discussed memory. Including more articles that focus on physical activity and direct readers to credible resources could enhance the quality of cognitive health communication in the popular media.

  9. Alcohol brand references in U.S. popular music, 2009-2011.

    Science.gov (United States)

    Siegel, Michael; Johnson, Renee M; Tyagi, Keshav; Power, Kathryn; Lohsen, Mark C; Ayers, Amanda J; Jernigan, David H

    2013-12-01

    This study aimed to assess the prevalence and context of alcohol brand references in popular music. Billboard Magazine year-end charts from 2009 to 2011 were used to identify the most popular songs in four genres: Urban, Pop, Country, and Rock. Of the 720 songs, 23% included an alcohol mention, and 6.4% included an alcohol brand mention. Songs classified as Urban had the highest percentage of alcohol mentions and alcohol brand mentions. The context associated with alcohol brand mentions was almost uniformly positive or neutral. Public health efforts may be necessary to reduce youth exposure to these positive messages about alcohol use.

  10. 49 CFR 174.110 - Car magazine.

    Science.gov (United States)

    2010-10-01

    ... 49 Transportation 2 2010-10-01 2010-10-01 false Car magazine. 174.110 Section 174.110...) Materials § 174.110 Car magazine. When specially authorized by the carrier, Division 1.1 or 1.2 (explosive... packages of Class 1 (explosive) materials are placed in a “magazine” box made of sound lumber not less than...

  11. 27 CFR 555.211 - Construction of type 5 magazines.

    Science.gov (United States)

    2010-04-01

    ... magazines. 555.211 Section 555.211 Alcohol, Tobacco Products, and Firearms BUREAU OF ALCOHOL, TOBACCO... Construction of type 5 magazines. A type 5 magazine is a building, igloo or “Army-type structure”, tunnel, dugout, bin, box, trailer, or a semitrailer or other mobile facility. (a) Outdoor magazines—(1) General...

  12. Developing New Literacies Using Commercial Videogames as Educational Tools

    Science.gov (United States)

    Lacasa, Pilar; Martinez, Rut; Mendez, Laura

    2008-01-01

    The general aim of this paper is to examine how videogames, supported by conversations and theatrical performances in the classroom, can contribute to the development of narrative thought as present in written compositions in various contexts. Given that one of the primary ecological influences on children is the mass media, we discuss how media…

  13. Tobacco Industry Lifestyle Magazines Targeted to Young Adults

    Science.gov (United States)

    Cortese, Daniel K.; Lewis, M. Jane; Ling, Pamela M.

    2010-01-01

    Purpose This is the first study describing the tobacco industry’s objectives developing and publishing lifestyle magazines, linking them to tobacco marketing strategies, and how these magazines may encourage smoking. Methods Analysis of previously secret tobacco industry documents and content analysis of 31 lifestyle magazines to understand the motives behind producing these magazines and the role they played in tobacco marketing strategies. Results Philip Morris (PM) debuted Unlimited in 1996 to nearly 2 million readers and RJ Reynolds (RJR) debuted CML in 1999 targeting young adults with their interests. Both magazines were developed as the tobacco companies faced increased advertising restrictions Unlimited contained few images of smoking, but frequently featured elements of the Marlboro brand identity in both advertising and article content. CML featured more smoking imagery and fewer Camel brand identity elements. Conclusions Lifestyle promotions that lack images of smoking may still promote tobacco use through brand imagery. The tobacco industry still uses the “under the radar” strategies used in development of lifestyle magazines in branded websites. Prohibiting lifestyle advertising including print and electronic media that associate tobacco with recreation, action, pleasures, and risky behaviors or that reinforces tobacco brand identity may be an effective strategy to curb young adult smoking. PMID:19699423

  14. Videogames to Promote Physical Activity in Older Adults with Schizophrenia.

    Science.gov (United States)

    Leutwyler, Heather; Hubbard, Erin M; Vinogradov, Sophia; Dowling, Glenna A

    2012-10-01

    Older adults with schizophrenia need physical activity interventions to improve their physical health. The purpose of this report is to describe the preliminary acceptability of a videogame-based physical activity program using the Kinect™ for Xbox 360 game system (Microsoft, Redmond, WA) in older adults with schizophrenia.

  15. A new adaptive videogame for training attention and executive functions: Design principles and initial validation

    Directory of Open Access Journals (Sweden)

    Veronica eMontani

    2014-05-01

    Full Text Available A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most common consequences of traumatic brain injury (TBI, that is the impairment of attention and executive functions. TBI patients can be affected by psychomotor slowness and by difficulties in dealing with distraction, maintain a cognitive set for a long time, processing different simultaneously presented stimuli, and planning purposeful behaviour. Accordingly, we designed a videogame that was specifically conceived to activate those functions. Playing involves visuospatial planning and selective attention, active maintenance of the cognitive set representing the goal, and error monitoring. Moreover, different game trials require to alternate between two tasks (i.e., task switching or to perform the two tasks simultaneously (i.e., divided attention / dual-tasking. The videogame is controlled by a multidimensional adaptive algorithm that calibrates task difficulty on-line based on a model of user performance that is updated on a trial-by-trial basis. We report simulations of user performance designed to test the adaptive game as well as a validation study with healthy participants engaged in a training protocol. The results confirmed the involvement of the cognitive abilities that the game is supposed to enhance and suggested that training improved attentional control during play.

  16. 27 CFR 555.127 - Daily summary of magazine transactions.

    Science.gov (United States)

    2010-04-01

    ... 27 Alcohol, Tobacco Products and Firearms 3 2010-04-01 2010-04-01 false Daily summary of magazine....127 Daily summary of magazine transactions. In taking the inventory required by §§ 555.122, 555.123... transactions to be kept at each magazine of an approved storage facility; however, these records may be kept at...

  17. Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents.

    Science.gov (United States)

    Duncan, Lindsay R; Hieftje, Kimberly D; Pendergrass, Tyra M; Sawyer, Benjamin G; Fiellin, Lynn E

    2018-02-09

    Videogames are becoming increasingly popular to deliver health interventions; however, their role in the primary prevention of cigarette and marijuana use has not yet been evaluated. The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at developing knowledge and behavioral skills associated with primary prevention of cigarette and marijuana use. The authors also explored participants' gameplay experience. This study employed a 1-group pretest-posttest design with 25 adolescent boys and girls aged 11 to 14 years (M age = 11.56, SD = 0.77) who had never tried cigarettes or marijuana. Participants played four 1-hour gameplay sessions over a 2-week period. Assessments of knowledge, self-efficacy, attitudes, perceived norms, and intentions related to cigarette and marijuana prevention were collected at baseline and 2-week and 12-week follow-ups. Ratings of gameplay experience were collected after the 2 weeks of gameplay. One-way repeated-measures analyses of variance (ANOVAs) were conducted. Findings are (1) improvements in knowledge for both cigarette (Wilks' λ = 0.62, F(2, 23) = 7.21, P = .004) and marijuana (Wilks' λ = 0.67, F(2, 23) = 5.75, P = .009) use from pre- to post-gameplay that were characterized by large effects; and (2) nonsignificant trends in the expected direction emerged for changes in self-efficacy and perceived norms related to both cigarettes and marijuana that were characterized by medium-large effects. Overall, the players provided positive reports of their experience with the smokeSCREEN videogame prototype. These findings provide preliminary evidence that a videogame has the potential to influence key cognitive and motivational variables and can be an engaging means to deliver a cigarette and marijuana prevention intervention.

  18. Health Outcomes of Information System Use Lifestyles among Adolescents: Videogame Addiction, Sleep Curtailment and Cardio-Metabolic Deficiencies.

    Science.gov (United States)

    Turel, Ofir; Romashkin, Anna; Morrison, Katherine M

    2016-01-01

    Obesity is a rising problem among adolescents in modern societies; it results in long-term cardio-metabolic problems. Possible overlooked drivers of obesity and its consequent cardio-metabolic deficits include videogame addiction and the resulting curtailed sleep; both are growing problems among adolescents. The objective of this study is to examine possible associations among these concepts in adolescents, as a means to point to plausible interventions. Data were collected from 94 adolescents who play videogames and are enrolled in outpatient clinics, using surveys, wearable sleep monitors (FitBit), physical exams, and blood tests at three points in time. These data were subjected to structural equation modeling (SEM) analyses and bootstrapping-based mediation testing procedures. Videogame addiction among adolescents was negatively associated with sleep duration (β = -0.24). Sleep duration was negatively associated with obesity (β = -0.30), which in turn was associated with elevated blood pressure (β = 0.26), low high-density lipoprotein cholesterol (β = -0.18), high triglycerides (β = 0.61), and high insulin resistance (β = 0.39). The model explained 36.2% of the variation in sleep duration, 32.7% of the variation in obesity, and between 12.8% and 28.1% of the variation in cardio-metabolic indicators. Post-hoc analyses indicated that curtailed sleep is a possible full mediator of the association between videogame addiction, abdominal obesity and the associated cardio-metabolic deficits. The findings point to possible information systems use lifestyle-health links, which behooves researchers and practitioners to pay closer attention to possible adverse health outcomes of technology-related addictions. Interventions that target problematic video-gaming and sleep should be devised as a possible means for improving adolescents' long-term cardio-metabolic health.

  19. LIMA BARRETO'S MARGINÁLIA: THE MAGAZINE WRITER'S DREAM

    Directory of Open Access Journals (Sweden)

    FELIPE BOTELHO CORRÊA

    Full Text Available This article analyses Lima Barreto's lifelong relationship with magazines not only as a contributor, but also as a founder, editor, and even collector of these ephemeral publications. His debut in 1902 as a writer for his college magazine, A Lanterna, and his death in 1922 while contributing to A.B.C. and Careta, can be considered symbolic events that epitomize the birth and death of a career wholeheartedly dedicated to this métier. A central argument is that it is highly significant that Barreto published his works in magazines more often than in newspapers. To him, magazines were stores of rhetorical weapons, artefacts that could confront the intellectual values established and concentrated in Rio de Janeiro.

  20. Using Videogame Apps to Assess Gains in Adolescents' Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery.

    Science.gov (United States)

    Montanaro, Erika; Fiellin, Lynn E; Fakhouri, Tamer; Kyriakides, Tassos C; Duncan, Lindsay R

    2015-10-28

    Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg).

  1. Designing a Creature Believability Scale for Videogames

    OpenAIRE

    Barreto , Nuno; Craveirinha , Rui; Roque , Licinio

    2017-01-01

    Part 6: Game Understanding; International audience; This paper describes the design, and early evaluation of a scale aimed at assessing the believability of creatures in videogames. These creatures include all zoomorphic entities that do not qualify as fundamentally human-like, whether or not they have characteristics identifiable as anthropomorphic. The work is based on principles drawn from biology, animation, illustration and artificial intelligence. After developing the scale’s 46 origina...

  2. "Mid-Week Pictorial": Pioneer American Photojournalism Magazine.

    Science.gov (United States)

    Kenney, Keith

    In 1914 (22 years before the inception of "Life" magazine), the "New York Times" began publishing "Mid-Week Pictorial" to absorb a flood of war pictures pouring in from Europe. Several sociological and technological forces shaped "Mid-Week Pictorial" as a pioneer of American photojournalism magazines,…

  3. Vox Magazine, modes of use

    Directory of Open Access Journals (Sweden)

    Omar Chauvié

    2015-02-01

    Full Text Available Vox is a cultural magazine from Bahía Blanca that circulated between the mid-nineties and the beginning of this century. This paper analyses the different types in which this magazine proposes new approches based on different kinds of materials, formats and links between poetry and visual arts, as well as the singular way in which literature measure itself in the visual art’s field in the context of this alternative media and the frame of meanings and assessments that these materials promote.

  4. Radio Belgrade in the process of creating symbolic boundaries: The example of the folk music program between the Two World Wars (1929-1940

    Directory of Open Access Journals (Sweden)

    Vesić Ivana

    2013-01-01

    Full Text Available This article deals with the process of creation of symbolic boundaries in the context of designing the folk music programs at Radio Belgrade since its foundation until the beginning of World War Two. A detailed insight into the musical contents aired on Radio Belgrade, the texts on folk music published in the radio weekly magazine (Radio Belgrade, and the preserved memoirs, with an emphasis on their broader socio-cultural and socio-political significance, has enabled me to single out the factors and mechanisms that played a key role in defining the boundaries of folk music. I will analyse the work of different editorial teams before World War Two; at the same time, I will consider the tastes and cultural preferences of the subscribers and listeners of the Radio Belgrade programs. By means of crossing out specific aesthetic, political and economical positions of radio editors and experts who designed the folk music program with the expectations of listeners and, to an extent, performers of folk music, I will attempt to explain how the process of symbolical demarcation of folk music as a separate entity, different from art and popular music, took place; but also, how the folk music broadcast on the radio related to the Serbian folk musical practices. [Projekat Ministarstva nauke Republike Srbije, br. ON 177004: Serbian Musical Identities within Local and Global Frameworks: Traditions, Changes, Challenges

  5. Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy.

    Science.gov (United States)

    Radtka, Sandra; Hone, Robert; Brown, Charles; Mastick, Judy; Melnick, Marsha E; Dowling, Glenna A

    2013-08-01

    Standing and gait balance problems are common in children with cerebral palsy (CP), resulting in falls and injuries. Task-oriented exercises to strengthen and stretch muscles that shift the center of mass and change the base of support are effective in improving balance. Gaming environments can be challenging and fun, encouraging children to engage in exercises at home. The aims of this project were to demonstrate the technical feasibility, ease of use, appeal, and safety of a computer-based videogame program designed to improve balance in children with CP. This study represents a close collaboration between computer design and clinical team members. The first two phases were performed in the laboratory, and the final phase was done in subjects' homes. The prototype balance game was developed using computer-based real-time three-dimensional programming that enabled the team to capture engineering data necessary to tune the system. Videogame modifications, including identifying compensatory movements, were made in an iterative fashion based on feedback from subjects and observations of clinical and software team members. Subjects ( n =14) scored the game 21.5 out of 30 for ease of use and appeal, 4.0 out of 5 for enjoyment, and 3.5 on comprehension. There were no safety issues, and the games performed without technical flaws in final testing. A computer-based videogame incorporating therapeutic movements to improve gait and balance in children with CP was appealing and feasible for home use. A follow-up study examining its effectiveness in improving balance in children with CP is recommended.

  6. Health Outcomes of Information System Use Lifestyles among Adolescents: Videogame Addiction, Sleep Curtailment and Cardio-Metabolic Deficiencies.

    Directory of Open Access Journals (Sweden)

    Ofir Turel

    Full Text Available Obesity is a rising problem among adolescents in modern societies; it results in long-term cardio-metabolic problems. Possible overlooked drivers of obesity and its consequent cardio-metabolic deficits include videogame addiction and the resulting curtailed sleep; both are growing problems among adolescents. The objective of this study is to examine possible associations among these concepts in adolescents, as a means to point to plausible interventions.Data were collected from 94 adolescents who play videogames and are enrolled in outpatient clinics, using surveys, wearable sleep monitors (FitBit, physical exams, and blood tests at three points in time. These data were subjected to structural equation modeling (SEM analyses and bootstrapping-based mediation testing procedures.Videogame addiction among adolescents was negatively associated with sleep duration (β = -0.24. Sleep duration was negatively associated with obesity (β = -0.30, which in turn was associated with elevated blood pressure (β = 0.26, low high-density lipoprotein cholesterol (β = -0.18, high triglycerides (β = 0.61, and high insulin resistance (β = 0.39. The model explained 36.2% of the variation in sleep duration, 32.7% of the variation in obesity, and between 12.8% and 28.1% of the variation in cardio-metabolic indicators. Post-hoc analyses indicated that curtailed sleep is a possible full mediator of the association between videogame addiction, abdominal obesity and the associated cardio-metabolic deficits.The findings point to possible information systems use lifestyle-health links, which behooves researchers and practitioners to pay closer attention to possible adverse health outcomes of technology-related addictions. Interventions that target problematic video-gaming and sleep should be devised as a possible means for improving adolescents' long-term cardio-metabolic health.

  7. Using Videogame Apps to Assess Gains in Adolescents’ Substance Use Knowledge: New Opportunities for Evaluating Intervention Exposure and Content Mastery

    Science.gov (United States)

    2015-01-01

    Background Videogame interventions are becoming increasingly popular as a means to engage people in behavioral interventions; however, strategies for examining data from such interventions have not been developed. Objective The objective of this study was to describe how a technology-based intervention can yield meaningful, objective evidence of intervention exposure within a behavioral intervention. This study demonstrates the analysis of automatic log files, created by software from a videogame intervention, that catalog game play and, as proof of concept, the association of these data with changes in substance use knowledge as documented with standardized assessments. Methods We analyzed 3- and 6-month follow-up data from 166 participants enrolled in a randomized controlled trial evaluating a videogame intervention, PlayForward: Elm City Stories (PlayForward). PlayForward is a videogame developed as a risk reduction and prevention program targeting HIV risk behaviors (substance use and sex) in young minority adolescents. Log files were analyzed to extract the total amount of time spent playing the videogame intervention and the total number of game levels completed and beaten by each player. Results Completing and beating more of the game levels, and not total game play time, was related to higher substance use knowledge scores at the 3- (P=.001) and 6-month (P=.001) follow-ups. Conclusions Our findings highlight the potential contributions a videogame intervention can make to the study of health behavior change. Specifically, the use of objective data collected during game play can address challenges in traditional human-delivered behavioral interventions. Trial Registration Clinicaltrials.gov NCT01666496; https://clinicaltrials.gov/ct2/show/NCT01666496 (Archived by WebCite at http://www.webcitation.org/6cV9fxsOg) PMID:26510775

  8. 30 CFR 75.1312 - Explosives and detonators in underground magazines.

    Science.gov (United States)

    2010-07-01

    ... magazines. 75.1312 Section 75.1312 Mineral Resources MINE SAFETY AND HEALTH ADMINISTRATION, DEPARTMENT OF... Blasting § 75.1312 Explosives and detonators in underground magazines. (a) The quantity of explosives kept..., explosives and detonators taken underground shall be kept in— (1) Separate, closed magazines at least 5 feet...

  9. Risk factors in adolescence: the case of gambling, videogame playing, and the internet.

    Science.gov (United States)

    Griffiths, M; Wood, R T

    2000-01-01

    It has been noted that adolescents may be more susceptible to pathological gambling. Not only is it usually illegal, but it appears to be related to high levels of problem gambling and other delinquent activities such as illicit drug taking and alcohol abuse. This paper examines risk factors not only in adolescent gambling but also in videogame playing (which shares many similarities with gambling). There appear to be three main forms of adolescent gambling that have been widely researched. Adolescent gambling activities and general risk factors in adolescent gambling are provided. As well, the influence of technology on adolescents in the form of both videogames and the Internet are examined. It is argued that technologically advanced forms of gambling may be highly appealing to adolescents.

  10. Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: “Fitter Critters”

    Science.gov (United States)

    Ferrara, John; Lance, Bri; Karetas, Andrew; Druker, Susan; Panza, Emily; Olendzki, Barbara; Andersen, Victoria; Pbert, Lori

    2012-01-01

    Abstract Objective Interest in health videogames to stimulate health behavior change is increasing, yet little research exists on their use. This study tested the acceptability of an online health videogame called “Fitter Critters™” (Megazoid Games, Collegeville, PA) for improving healthy diet and activity in elementary school students. Subjects and Methods In October and November 2011, fifth grade students (n=97) from a school in central Massachusetts played the game for 1 week during their health class. Measures of nutrition and activity knowledge, attitudes, and self-efficacy were completed prior to playing the game and again on the final day along with a videogame acceptability questionnaire. Results The videogame was highly acceptable to participants as measured by the acceptability questionnaire mean rating of 4.52 (SD=0.60), where 1=strongly disagree and 5=strongly agree; 73% of students played the game at least once outside of class. Significant increases in positive attitudes toward healthy eating (Pvideogame engages students in learning about healthy eating and activity. Further research should assess whether the positive changes observed in knowledge, attitudes, and self-efficacy translate into behavior change. PMID:24761317

  11. Urbanization, Specialization and the Future of Magazines.

    Science.gov (United States)

    Burd, Gene

    Magazine journalism is not dead, despite the demise of many giant publications, but is thriving in new forms on the threshold of a new era whose trademark is urbanism. New publications recently appearing are primarily special audience magazines designed to fill the specific information needs of new groupings of readers. Since most of these new…

  12. Web-based magazine design for self publishers

    Science.gov (United States)

    Hunter, Andrew; Slatter, David; Greig, Darryl

    2011-03-01

    Short run printing technology and web services such as MagCloud provide new opportunities for long-tail magazine publishing. They enable self publishers to supply magazines to a wide range of communities, including groups that are too small to be viable as target communities for conventional publishers. In a Web 2.0 world where users constantly discover new services and where they may be infrequent patrons of any single service, it is unreasonable to expect users to learn the complex service behaviors. Furthermore, we want to open up publishing opportunities to novices who are unlikely to have prior experience of publishing and who lack design expertise. Magazine design automation is an ambitious goal, but recent progress with another web service, Autophotobook, proves that some level of automation of publication design is feasible. This paper describes our current research effort to extend the automation capabilities of Autophotobook to address the issues of magazine design so that we can provide a service to support professional-quality self publishing by novice users for a wide range of community types and sizes.

  13. 30 CFR 75.1313 - Explosives and detonators outside of magazines.

    Science.gov (United States)

    2010-07-01

    ... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Explosives and detonators outside of magazines... § 75.1313 Explosives and detonators outside of magazines. (a) The quantity of explosives outside a magazine for use in a working section or other area where blasting is to be performed shall— (1) Not exceed...

  14. The impact of Arizona Highways Magazine on tourism.

    Science.gov (United States)

    2012-03-01

    The purpose of this study was to: 1) examine the effect of Arizona Highways Magazine (AHM) on tourism, 2) determine trip : characteristics of AHM subscribers traveling in Arizona, and 3) calculate a benefit/cost ratio for AHM based on the : magazine...

  15. 27 CFR 555.214 - Storage within types 1, 2, 3, and 4 magazines.

    Science.gov (United States)

    2010-04-01

    ..., 3, and 4 magazines. 555.214 Section 555.214 Alcohol, Tobacco Products, and Firearms BUREAU OF... Storage § 555.214 Storage within types 1, 2, 3, and 4 magazines. (a) Explosive materials within a magazine... materials are not to be unpacked or repacked inside a magazine or within 50 feet of a magazine, and must not...

  16. Mechanisms influencing older adolescents' bedtimes during videogaming: the roles of game difficulty and flow.

    Science.gov (United States)

    Smith, Lisa J; King, Daniel L; Richardson, Cele; Roane, Brandy M; Gradisar, Michael

    2017-11-01

    A relationship between evening technology use and sleep has been established, and models suggest various mechanisms to explain this relationship. Recent updates to these models also suggest the influence of individual difference factors, such that the relationship between technology and sleep varies between young people. Flow is an experience of immersion and time distortion that could vary between adolescents when using technology. The aim of the present study was to investigate the effects of flow on the self-selected bedtimes of adolescents when videogaming. Seventeen older adolescent, experienced videogamers (age = 15.9 ± 0.83 years), played a new videogame on two school-night evenings in a sleep laboratory. Game difficulty was set to "hard" one evening (flow condition) and "easy" on the other evening (disrupted flow). Trait and state flow were measured, along with heart rate during videogaming, and bedtime measured objectively with real-time cameras. An interaction effect for heart rate indicated an elevated heart rate in the easy condition after 150 min of gaming (p Adolescents high on trait flow played for longer and selected significantly later bedtimes than their low trait flow peers but only for the hard (flow) condition (12:22 AM vs. 10:53 PM, p = 0.004). Similarly, adolescents with high state flow went to bed significantly later than those low on state flow (12:24 PM vs. 10:52 PM, p = 0.001), again only in the hard condition. These findings suggest that individual and situational characteristics may amplify the effects of technology use on the "sleep" of adolescents and provides support for the displacement of bedtime hypothesis. Copyright © 2017 Elsevier B.V. All rights reserved.

  17. The therapeutic use of videogames within secure forensic settings: a review of the literature and application to practice

    OpenAIRE

    Gooch, P.; Living, R.

    2004-01-01

    Engagement in leisure pursuits that involves the use of tools and objects and the exploration of a new environment can provide a success experience that leads to increased feelings of competence and mastery. Such experiences are considered important in the rehabilitation of forensic clients. The findings from videogame research within a general population are compared with those among mental health and forensic clients. Within the general population, videogames may provide opportunities for s...

  18. Development and Validation of Videogame Addiction Scale for Children (VASC).

    Science.gov (United States)

    Yılmaz, Eyüp; Griffiths, Mark D; Kan, Adnan

    2017-01-01

    The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Children (VASC). The data were derived from 780 children who completed the Videogame Addiction Scale (405 girls and 375 boys; 48.1% ranging in age from 9 to 12 years). The sample was randomly split into two different sub-samples (sample 1, n  = 400; sample 2, n  = 380). Sample 1 was used to perform exploratory factor analysis (EFA) to define the factorial structure of VASC. As a result of EFA, a four-factor structure comprising 21 items was obtained and explained 55% of the total variance (the four factors being "self-control," "reward/reinforcement," "problems," and "involvement"). The internal consistency reliability of VASC has found 0.89. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure obtained by EFA in the remaining half of sample ( n  = 390). The obtained fit indices from the CFA confirmed the structure of the EFA. The 21-item VASC has good psychometric properties that can be used among Turkish schoolchildren populations.

  19. Videogame: é do bem ou do mal? Como orientar pais

    Directory of Open Access Journals (Sweden)

    Luciana Alves

    2011-06-01

    Full Text Available Desde a década de 70 milhares de crianças, adolescentes e adultos praticam jogos de computador ou videogame. O objetivo deste artigo foi identificar os efeitos deste artefato tecnológico para a cognição, sua aplicabilidade e sua influência sobre o comportamento e a saúde do jogador e, desta forma, delinear orientações para pais e profissionais de saúde que lidam com crianças e adolescentes. Na primeira parte do artigo são apresentados alguns efeitos negativos e positivos dos jogos; na segunda é proposto um conjunto de orientações que podem tornar a brincadeira mais segura; e na última parte, as considerações finais. Concluiu-se que o videogame é uma ferramenta capaz de aperfeiçoar as habilidades cognitivas e perceptivas, sendo os jogos educacionais apontados como uma experiência benéfica aos seus usuários, e que as repercussões negativas se referem, principalmente, ao efeito daqueles com conteúdo de violência.

  20. Food references and marketing to children in Australian magazines: a content analysis.

    Science.gov (United States)

    Kelly, Bridget; Chapman, Kathy

    2007-12-01

    The aim of this study was to assess the content and extent of food references and marketing within popular children's magazines in Australia. Sixteen popular Australian children's magazines were selected, as determined by readership and circulation data. Back copies of each magazine were purchased for publications released between January and December 2006 (n = 76). Each magazine was assessed for food references on the basis of 23 food categories and 7 food-referencing types and as either branded or non-branded food references. There were a high number of overall food references within the children's magazines, with the majority of these being for unhealthy food products (63.7% unhealthy versus 36.3% healthy foods, p marketing, were ice cream and iced confection (85.6% branded references), fast food restaurant meals (83.4%), high-sugar drinks (78.9%) and snack foods (73.4%). Of all magazines, those targeting males and children aged 7-12 years had the highest proportion of unhealthy food references (78.1 and 69.8% unhealthy food references, respectively). Food references within children's magazines are common and skewed towards unhealthy foods. Children's high magazine readership rates and a lack of advertising and product placement regulations for magazines in Australia make this media an attractive target for food marketers. The timely establishment of food marketing regulations within magazines are recommended to prevent further expansion of food marketing in this area.

  1. On finding the C in CBT: the challenges of applying gambling-related cognitive approaches to video-gaming.

    Science.gov (United States)

    Delfabbro, Paul; King, Daniel

    2015-03-01

    Many similarities have been drawn between the activities of gambling and video-gaming. Both are repetitive activities with intermittent reinforcement, decision-making opportunities, and elements of risk-taking. As a result, it might be tempting to believe that cognitive strategies that are used to treat problem gambling might also be applied to problematic video gaming. In this paper, we argue that many cognitive approaches to gambling that typically involve a focus on erroneous beliefs about probabilities and randomness are not readily applicable to video gaming. Instead, we encourage a focus on other clusters of cognitions that relate to: (a) the salience and over-valuing of gaming rewards, experiences, and identities, (b) maladaptive and inflexible rules about behaviour, (c) the use of video-gaming to maintain self-esteem, and (d) video-gaming for social status and recognition. This theoretical discussion is advanced as a starting point for the development of more refined cognitive treatment approaches for problematic video gaming.

  2. Complementary and alternative medicine - representations in popular magazines.

    Science.gov (United States)

    Dunne, Alexandra; Phillips, Christine

    2010-09-01

    More than half the patients who use complementary and alternative medicine (CAM) in Australia do not discuss it with their doctors. Many consumers use popular media, especially women's magazines, to learn about CAM. To explore representations of CAM in popular Australian women's magazines. Content analysis of three Australian magazines: Australian Women's Weekly, Dolly and New Idea published from January to June 2008. Of 220 references to CAM (4-17 references per issue), most were to biologically based practices, particularly 'functional foods', which enhance health. Most representations of CAM were positive (81.3% positive, 16.4% neutral, 2.3% negative). Explanations of modes of action of CAM tended to be biological but relatively superficial. Australian magazines cast CAM as safe therapy which enhances patient engagement in healthcare, and works in ways analogous to orthodox medical treatments. General practitioners can use discussions with their patients about CAM to encourage health promoting practices.

  3. Alcohol Brand Appearances in U.S. Popular Music

    Science.gov (United States)

    Primack, Brian A.; Nuzzo, Erin; Rice, Kristen R.; Sargent, James D.

    2011-01-01

    Aims The average US adolescent is exposed to 34 references to alcohol in popular music daily. Although brand recognition is an independent, potent risk factor for alcohol outcomes among adolescents, alcohol brand appearances in popular music have not been systematically assessed. We aimed to determine the prevalence of and contextual elements associated with alcohol brand appearances in U.S. popular music. Design Qualitative content analysis. Setting We used Billboard Magazine to identify songs to which US adolescents were most exposed in 2005-2007. For each of the 793 songs, two trained coders independently analyzed the lyrics of each song for references to alcohol and alcohol brand appearances. Subsequent in-depth assessments utilised Atlas.ti to determine contextual factors associated with each of the alcohol brand appearances. Measurements Our final code book contained 27 relevant codes representing 6 categories: alcohol types, consequences, emotional states, activities, status, and objects. Findings Average inter-rater reliability was high (κ=0.80), and all differences were easily adjudicated. Of the 793 songs in our sample, 169 (21.3%) explicitly referred to alcohol, and of those, 41 (24.3%) contained an alcohol brand appearance. Consequences associated with alcohol were more often positive than negative (41.5% vs. 17.1%, Pbrand appearances were commonly associated with wealth (63.4%), sex (58.5%), luxury objects (51.2%), partying (48.8%), other drugs (43.9%), and vehicles (39.0%). Conclusions One-in-five songs sampled from U.S. popular music had explicit references to alcohol, and one quarter of these mentioned a specific alcohol brand. These alcohol brand appearances are commonly associated with a luxury lifestyle characterised by wealth, sex, partying, and other drugs. PMID:22011113

  4. Screen Time: Alumni Magazines Have Their Designs on Mobile Devices

    Science.gov (United States)

    Walker, Theresa

    2011-01-01

    Alumni magazines have their designs on mobile devices. The efforts are tied together, no matter the platform, by a desire for the magazine to be where its readers are and a spirit of experimentation that is akin to what is happening with social media. None of the magazine editors went into this process with any numerical expectations for…

  5. Sounds of lament, melancholy and wilderness: The Zenithist revolt and music

    Directory of Open Access Journals (Sweden)

    Milin Melita B.

    2005-01-01

    Full Text Available The aim of writing this article is to analyze how the articles published by Zenith magazine (1921-1926 reflected the role of modern music within the framework of Zenithism - a movement relating to Dadaism and Futurism. The founder of the movement Ljubomir Micić and the Croatian composer Josip Slavenski both settled in Serbia and shared similar views concerning the Zenithist role of art. They sought to create a novel artistic expression free from Western influence, rooted in primitive and intrinsic creative forces of Eastern, and more specifically, Balkan peoples. Nevertheless, the intellectual sophistication and radicalism of their ideas differed somewhat whereas Micić was inclined towards experiment and provocation (i.e. his announcement of a Balkan "Barbarogenius", Slavenski's aim was to revise and transform the archaisms preserved in old layers of folk music (primarily that of the Balkans, thus yielding an original modernist language. When in 1924 Micić moved from Zagreb to Belgrade, Slavenski was already there, only to leave for Paris in winter of the same year and remain there until the following summer. This may explain Slavenski's single contribution to Zenith, a piece composed before he met Micić. Zenith's articles on music included a positive account of Prokofiev, whose works were seen as representative of the movement's intentions. The article was an abridged translation of Igor Glebov's (pseudonym of Boris Asafiev text printed in V'ešč (in German. Micić himself was the author of another contribution - a concert review, which served as an opportunity to express his views on contemporary music, one being an appraisal of Stravinsky whose music was felt to correspond to Zenithist aesthetics. He was labeled a musical 'Cubist', who composed music of 'paradox and simultaneity'. In the same article Antun Dobronić (a nationalist Croatian composer was criticised on the basis that his music was not 'Balkanized' enough. Micić, who

  6. Story immersion of videogames for youth health promotion: A review of literature

    Science.gov (United States)

    This article reviews research in the fields of psychology, literature, communication, human–computer interaction, public health, and consumer behavior on narrative and its potential relationships with videogames and story immersion. It also reviews a narrative's role in complementing behavioral chan...

  7. Alcohol brand appearances in US popular music.

    Science.gov (United States)

    Primack, Brian A; Nuzzo, Erin; Rice, Kristen R; Sargent, James D

    2012-03-01

    The average US adolescent is exposed to 34 references to alcohol in popular music daily. Although brand recognition is an independent, potent risk factor for alcohol outcomes among adolescents, alcohol brand appearances in popular music have not been assessed systematically. We aimed to determine the prevalence of and contextual elements associated with alcohol brand appearances in US popular music. Qualitative content analysis. We used Billboard Magazine to identify songs to which US adolescents were most exposed in 2005-07. For each of the 793 songs, two trained coders analyzed independently the lyrics of each song for references to alcohol and alcohol brand appearances. Subsequent in-depth assessments utilized Atlas.ti to determine contextual factors associated with each of the alcohol brand appearances. Our final code book contained 27 relevant codes representing six categories: alcohol types, consequences, emotional states, activities, status and objects. Average inter-rater reliability was high (κ = 0.80), and all differences were easily adjudicated. Of the 793 songs in our sample, 169 (21.3%) referred explicitly to alcohol, and of those, 41 (24.3%) contained an alcohol brand appearance. Consequences associated with alcohol were more often positive than negative (41.5% versus 17.1%, P brand appearances were associated commonly with wealth (63.4%), sex (58.5%), luxury objects (51.2%), partying (48.8%), other drugs (43.9%) and vehicles (39.0%). One in five songs sampled from US popular music had explicit references to alcohol, and one-quarter of these mentioned a specific alcohol brand. These alcohol brand appearances are associated commonly with a luxury life-style characterized by wealth, sex, partying and other drugs. © 2011 The Authors, Addiction © 2011 Society for the Study of Addiction.

  8. Marketing pharmaceutical drugs to women in magazines: a content analysis.

    Science.gov (United States)

    Sokol, Jennifer; Wackowski, Olivia; Lewis, M J

    2010-01-01

    To examine the prevalence and content of pharmaceutical ads in demographically different women's magazines. A content analysis was conducted using one year's worth of 5 different women's magazines of varying age demographics. Magazines differed in the proportion of drug ads for different health conditions (eg, cardiovascular) and target audience by age demographic. Use of persuasive elements (types of appeals, evidence) varied by condition promoted (eg, mental-health drug ads more frequently used emotional appeals). Ads placed greater emphasis on direction to industry information resources than on physician discussions. Prevalence of pharmaceutical advertising in women's magazines is high; continued surveillance is recommended.

  9. Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy

    Science.gov (United States)

    Radtka, Sandra; Hone, Robert; Brown, Charles; Mastick, Judy; Melnick, Marsha E.

    2013-01-01

    Abstract Objectives Standing and gait balance problems are common in children with cerebral palsy (CP), resulting in falls and injuries. Task-oriented exercises to strengthen and stretch muscles that shift the center of mass and change the base of support are effective in improving balance. Gaming environments can be challenging and fun, encouraging children to engage in exercises at home. The aims of this project were to demonstrate the technical feasibility, ease of use, appeal, and safety of a computer-based videogame program designed to improve balance in children with CP. Materials and Methods This study represents a close collaboration between computer design and clinical team members. The first two phases were performed in the laboratory, and the final phase was done in subjects' homes. The prototype balance game was developed using computer-based real-time three-dimensional programming that enabled the team to capture engineering data necessary to tune the system. Videogame modifications, including identifying compensatory movements, were made in an iterative fashion based on feedback from subjects and observations of clinical and software team members. Results Subjects (n=14) scored the game 21.5 out of 30 for ease of use and appeal, 4.0 out of 5 for enjoyment, and 3.5 on comprehension. There were no safety issues, and the games performed without technical flaws in final testing. Conclusions A computer-based videogame incorporating therapeutic movements to improve gait and balance in children with CP was appealing and feasible for home use. A follow-up study examining its effectiveness in improving balance in children with CP is recommended. PMID:24761324

  10. The High Tech, Human Touch Magazine : 2014 Edition

    NARCIS (Netherlands)

    Boon, Mieke; de Boer, Ryanne; van den Bosch, Pieter; van Dijk, Wouter; Kikidis, Savvas; van Laar, Ruud; van Leersum, Karin; Luyt, Joris; Mpuan, Binipom; Versluijs, Wouter; Vlachos, Dimitrios; van der Vlugt, Niels

    2014-01-01

    For the course Technolab in the master program Philosophy of Science, Technology, and Society, supervised by prof.dr.ir. M. Boon, we were assigned to write a magazine that covers three different research projects within the University of Twente. In the magazine, we examined the technological,

  11. The changing marketing of smokeless tobacco in magazine advertisements.

    Science.gov (United States)

    Curry, Laurel E; Pederson, Linda L; Stryker, Jo Ellen

    2011-07-01

    Concerns about secondhand smoke, increasing indoor smoking bans, and health concerns regarding cigarettes are contributing to the development of new smokeless tobacco (ST) products by the tobacco industry and the repositioning of traditional ST products. The objective of this research was to systematically document the changing advertising strategies and themes of the ST industry. Using descriptive content analysis, this study analyzed 17 nationally circulated magazines for ST advertisements (ads) from 1998-1999 and 2005-2006, recording both magazine and advertisement characteristics (e.g., themes, selling proposition, people portrayed, and setting/surroundings.) Ninety-five unique ads were found during the two time periods-occurring with total frequency of 290 ad placements in 816 issues. One hundred ninety-one ads were found in the 2005-2006 sample, while 99 were found in the 1998-1999 magazines. Significant differences in ST ads were identified between time periods and magazine types. A greater percentage of ads were found in the latter time period, and the average number of ads per issue increased (0.24 in 1998-1999 and 0.49 in 2005-2006, p advertise in men's magazines with themes appealing to men and "traditional" ST users, the ST industry appears to be simultaneously changing its message placement and content in order to include readers of general adult magazines who may not currently use ST.

  12. Child goal setting of dietary and physical activity in a serious videogame

    NARCIS (Netherlands)

    Simons, M.; Baranowski, J.; Thompson, D.; Buday, R.; Abdelsamad, D.; Baranowski, T.

    2013-01-01

    To inform child obesity prevention programs, the current article identified what children thought were the most important goals, values, and perceived barriers related to healthy eating and physical activity (PA) within a serious videogame for health, “Escape from Diab” (Archimage Inc., Houston,

  13. Video-games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial.

    Science.gov (United States)

    Givon, Noa; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-04-01

    To investigate the feasibility of using video-games in a group setting and to compare the effectiveness of video-games as a group intervention to a traditional group intervention for improving physical activity in individuals with chronic stroke. A single-blind randomized controlled trial with evaluations pre and post a 3-month intervention, and at 3-month follow-up. Compliance (session attendance), satisfaction and adverse effects were feasibility measures. Grip strength and gait speed were measures of physical activity. Hip accelerometers quantified steps/day and the Action Research Arm Test assessed the functional ability of the upper extremity. Forty-seven community-dwelling individuals with chronic stroke (29-78 years) were randomly allocated to receive video-game (N=24) or traditional therapy (N=23) in a group setting. There was high treatment compliance for both interventions (video-games-78%, traditional therapy-66%), but satisfaction was rated higher for the video-game (93%) than the traditional therapy (71%) (χ(2)=4.98, P=0.026). Adverse effects were not reported in either group. Significant improvements were demonstrated in both groups for gait speed (F=3.9, P=0.02), grip strength of the weaker (F=6.67, P=0.002) and stronger hands (F=7.5, P=0.001). Daily steps and functional ability of the weaker hand did not increase in either group. Using video-games in a small group setting is feasible, safe and satisfying. Video-games improve indicators of physical activity of individuals with chronic stroke. © The Author(s) 2015.

  14. (Non) value in women`s magazines

    OpenAIRE

    Denisa Elena CHIRIŢĂ

    2012-01-01

    Dedicated to a specific audience, women willing to be professionally successful and financially independent, the current magazines for women tend to alter the feminism`s mission stated at the beginning of the XXth century. It seems that the “new woman”, promoted by those magazines, has a single purpose: not to hide anymore her sexuality. The pages dedicated to this „liberation” abound in diets, pieces of advice, testimonials of a “more exciting sex”1, daily sensuality, leading towards a new p...

  15. Marketing plan for online surfing magazine

    OpenAIRE

    Michna, Jakub

    2017-01-01

    Název: Marketing plan for online surfing magazine Cíle: The main aim of this thesis is to design a marketing plan for launching new online surfing magazine. This project would emerge from present online media Freeride.cz/Water, which adverse situation is going to be analyzed. Metody: Author used interviewing and personal survey as methods. Secondary data collection, PEST analysis and Google Analytics tool served as framework for resulting SWOT analysis. Výsledky: The marketing plan for one ye...

  16. Antioxidant health messages in Canadian women's magazines.

    Science.gov (United States)

    Steinberg, Alissa; Paisley, Judy; Bandayrel, Kristofer

    2011-01-01

    Recently, antioxidants have taken centre stage in media and advertising messages. While 80% of Canadians think they are well-informed about nutrition, many are confused about the health effects of specific nutrients. Forty-six percent of Canadians seek information from newspapers and books, and 67% of women rely on magazines. We examined the content and accuracy of antioxidant health messages in Canadian women's magazines. The top three Canadian magazines targeted at women readers were selected. A screening tool was developed, pilot tested, and used to identify eligible articles. A coding scheme was created to define variables, which were coded and analyzed. Seventy-seven percent of 36 magazine issues contained articles that mentioned antioxidants (n=56). Seventy-one percent (n=40) of articles reported positive health effects related to antioxidant consumption, and 36% and 40% of those articles framed those effects as definite and potential, respectively (p<0.01). The articles sampled conveyed messages about positive antioxidant health effects that are not supported by current evidence. Improved standards of health reporting are needed. Nutrition professionals may need to address this inaccuracy when they develop communications on antioxidants and health risk.

  17. Review of David Abrahamson and Marcia R. Prior-Miller (eds, The Routledge Handbook of Magazine Research: The Future of the Magazine Form (2015

    Directory of Open Access Journals (Sweden)

    Maaike Koffeman

    2016-07-01

    Full Text Available David Abrahamson and Marcia R. Prior-Miller (eds, The Routledge Handbook of Magazine Research: The Future of the Magazine Form (New York: Routledge, 2015. 650 pp. ISBN 978-1138854161.

  18. 46 CFR 194.10-10 - Integral magazine construction.

    Science.gov (United States)

    2010-10-01

    ... spaces suitable approved incombustible thermal insulation shall be provided to prevent condensation of moisture. (c) Where a tank top forms the magazine deck it shall be insulated with an approved deck covering to prevent condensation of moisture. Tank top manholes shall not be installed in magazines. (d) Light...

  19. Customer magazines: Effects of commerciality on readers’ reactions

    NARCIS (Netherlands)

    van Reijmersdal, E.A.; Neijens, P.C.; Smit, E.G.

    2010-01-01

    This study is the first to focus on effects of commerciality of customer magazines on readers’ reactions. The experiment (N=349 students) involves six versions of the same customer magazine that vary along two dimensions of commerciality: the amount of brand integration (0%, 50%, or 100%) and the

  20. Firearm Advertising: Product Depiction in Consumer Gun Magazines

    Science.gov (United States)

    Saylor, Elizabeth A.; Vittes, Katherine A.; Sorenson, Susan B.

    2004-01-01

    In contrast to tobacco, alcohol, and other consumer products associated with health risks, we know very little about how firearm manufacturers advertise their products. The authors examined advertisements for firearms in all 27 ad-accepting magazines listed in "Bacon's Magazine Directory" "guns and shooting" category. Sixty-three manufacturers…

  1. Mary Tyler Moore Helps Launch NIH MedlinePlus Magazine

    Science.gov (United States)

    ... Issues Mary Tyler Moore Helps Launch NIH MedlinePlus Magazine Past Issues / Winter 2007 Table of Contents For ... Javascript on. Among those attending the NIH MedlinePlus magazine launch on Capitol Hill were (l-r) NIH ...

  2. NIH MedlinePlus the Magazine: Health, Medical & Wellness Articles

    Science.gov (United States)

    ... to the Web site for NIH MedlinePlus, the magazine. Our purpose is to present you with the ... sponsorship and other charitable donations for NIH MedlinePlus magazine's publication and distribution, many more thousands of Americans ...

  3. Magazine Coverage of Child Sexual Abuse, 1992-2004

    Science.gov (United States)

    Cheit, Ross E.; Shavit, Yael; Reiss-Davis, Zachary

    2010-01-01

    This article analyzes trends in the coverage of child sexual abuse in popular magazines since the early 1990s. The article employs systematic analysis to identify and analyze articles in four popular magazines. Articles are analyzed by subject, length, and publication. The results affirm established theories of newsworthiness related to the…

  4. Women's Magazines' Coverage of Smoking Related Health Hazards.

    Science.gov (United States)

    Kessler, Lauren

    1989-01-01

    Examines the extent to which women's magazines with a strong interest in health covered various health hazards associated with smoking. Finds that six major women's magazines have virtually no coverage of smoking and cancer. Suggests that self-censorship may have helped determine editorial content more than pressure from tobacco companies. (RS)

  5. Effects of the Spock Videogame on Improving Emotional Intelligence in Adolescents

    Science.gov (United States)

    Cejudo, Javier; Latorre, Sebastián

    2015-01-01

    Introduction: The aim of the present research is to experimentally assess the effects of a videogame program ("Spock") for improving emotional intelligence (EI) as an ability among a sample of adolescents. Method: The sample was made up of 92 adolescents, aged 17 to 19, who were currently studying the second year of…

  6. Prose fiction as a narrative companion for a vegetable parenting videogame

    Science.gov (United States)

    The purpose of this research is to explore the capacity of story to connect to a health-related videogame, as well as the qualities that may increase efficacy by making the story compelling. Parents of 3–5 year-old children often report difficulty getting their children to eat vegetables, which are ...

  7. “GLOSSY” POLITICIANS: PORTRAYING WOMEN POLITICIANS IN ROMANIAN CONSUMER MAGAZINES

    Directory of Open Access Journals (Sweden)

    ROMINA SURUGIU

    2012-05-01

    Full Text Available Women consumer magazines (glossies represent the most important part of the specialized media all over the world. The main ingredients of their editorial “recipe” are the positive tone of the articles, and the optimistic, yet shallow approach to all the theme/subjects covered. Magazines are considered to be beautiful objects that inspire people to cherish them. Women magazines have been criticized in feminist media studies for portraying women in a stereotyped way and for encouraging a consumerist behavior among them. The role models offered by these media are mainly taken from the show business and fashion industry. Women politician are rarely present in the pages of these publications, especially in countries as Romania where the political participation of women is one of the lowest in Europe. The paper presents in the first part official figures regarding the political participation of Romanian women, and it discusses the results of the most important academic studies on women and media. A previous research showed, for example, that in a four years period, three important Romanian magazines published only 9 article presenting women politicians. The general assumption in magazines desks (and in the society is that politics is a dirty business that does not match the beautiful world of magazines. The second part will focus on a case study, considered to be relevant for explaining the general image of women politicians and politics in Romanian consumer magazines. A visual analysis (from the popular culture perspective will be done to Elena Udrea’s pictorial feature for Tabu (Taboo magazine (November 2011. The choice of the case study was motivated by the following reasons: Elena Udrea is a controversial, yet successful politician, she has impersonated popular culture icons (Madonna, Jackie, Cleopatra and the feature has generated many positive and negative comments in media.

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

    Science.gov (United States)

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

    2012-01-01

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

  9. Magazine Influence on Cartridge Case Ejection Patterns with Glock Pistols.

    Science.gov (United States)

    Kerkhoff, Wim; Alberink, Ivo; Mattijssen, Erwin J A T

    2018-01-01

    In this study, the cartridge case ejection patterns of six different Glock model pistols (one specimen per model) were compared under three conditions: firing with a loaded magazine, an empty magazine, and without magazine. The distances, covered by the ejected cartridge cases given these three conditions, were compared for each of the six models. A significant difference was found between the groups of data for each of the tested specimens. This indicates that it is important that, to reconstruct a shooting scene incident based on the ejection patterns of a pistol, test shots are fired with the same pistol type and under the correct magazine condition. © 2017 American Academy of Forensic Sciences.

  10. Magazine Publishing Innovation: Two Case Studies on Managing Creativity

    Directory of Open Access Journals (Sweden)

    Simon Das

    2016-06-01

    Full Text Available This paper aims to highlight a link between publishing business innovation and how editors manage creativity in the digital era. Examining the changing industrial and historical business context for the U.K. magazine publishing industry, two case studies are analyzed as representatives of different ends of the publishing company spectrum (one a newly launched magazine published by a major, the other an independent ‘magazine’ website start-up. Qualitative data analysis on publishing innovation and managing creativity is presented as a springboard for further research on magazine media management.

  11. Participant Outcomes from Methods of Recruitment for Videogame Research.

    Science.gov (United States)

    Ryan, Courtney; Dadabhoy, Hafza; Baranowski, Tom

    2018-02-01

    The most productive methods of recruitment for a videogame for health (G4H) trial are not known. Success or failure of recruitment methods has been reported for a variety of clinical trials, but few specifically for G4H trials. This study's goal was to recruit 444 overweight or obese (body mass index percentile between the 84.5th-99.4th percentiles) children between the ages of 10-12 years. The article reports the results of different methods of participant recruitment. Participants had to agree to three fasting blood samples (baseline, immediately after, and 2 months later); be willing to wear an accelerometer for 7 days at each assessment; read and speak English fluently (because the games were in English); have no history of any condition that would affect what he/she could eat or how much physical activity he/she could get; and have an eligible home computer purchased in the last 5 years with high-speed internet. Hardware criteria reflected the types of computers upon which Diab-Nano could be effectively played. Recruitment was conducted over a 35-month period and included electronic media, print advertising, community recruitment, and an internal volunteer list. Respondents were guided to a web-based screening questionnaire that asked for source of hearing about the study. Although diverse recruitment methods were used, slow recruitment resulted in obtaining only 45% of the recruitment goal (n = 199). Electronic media (e.g., radio, television, and internet), which reached millions of targeted parents, resulted in only 76 respondents, of whom 13 became participants; print media (e.g., magazine, newsletter/newspaper, and mail), which also reached large numbers of parents, resulted in 192 respondents, of whom 19 became participants; community recruitment (e.g., school, friend or family, doctors office, flyer, work, community program) resulted in 162 respondents, of whom 38 became participants; and the internal volunteer list resulted in 413 respondents, of

  12. Effects of Videogame Distraction using a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Children

    OpenAIRE

    Dahlquist, Lynnda M.; Weiss, Karen E.; Dillinger Clendaniel, Lindsay; Law, Emily F.; Ackerman, Claire Sonntag; McKenna, Kristine D.

    2008-01-01

    Objective To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Method Forty-one children, aged 6–14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submer...

  13. Evaluation of Structural Integrity for the Magazine Housing of Fuelling Machine

    International Nuclear Information System (INIS)

    Jua, Yong Sun; Han, Sung Bong; Chu, Jung Ho; Lee, Jeong Yoon; Kwak, Dae Il; Park, Tae Youn; Park, Wan Kyu; Lee, Kang Yong

    2009-01-01

    Wolsong NPP 1 which is the reactor type of the PHWR uses the natural uranium and has 380 fuel channels. For 100% power operation, the refueling is accomplished in-service. The fuel changing operation is based on the combined use of two remotely controlled fuelling machines (F/M), one operating on each end of a fuel channel. New fuel bundles, from one F/M, are inserted into a fuel channel in the same direction as the coolant flow and the displaced irradiated fuel bundles are received into the second F/M at the other end of the fuel channel. The F/M Magazine acts as a temporary storage area for fuel bundles and the various plugs in the F/M during refueling. It generates thermal and mechanical loads in the F/M Magazine. Together with seismic loads during seismic activity, these loads are considered in the Magazine design. In this paper, the evaluation of the structural integrity of the F/M Magazine housing is performed for Design, Test and Service condition loads given in the analysis requirement for the extended life time from 30 years to 50 years. The Magazine is classified as Safety Class 1. A stress analysis of the Magazine is carried out based on the requirements of the ASME Boiler and Pressure Vessel Code, Section III, Subsection NB, 1998 Edition with 1999 Addenda. The Magazine housing is made up of a thick cylindrical shell and is connected to the End cover at one end through 30' Grayloc clamp. The other end of the Magazine is clamped to the ram housing with a 10' Grayloc clamp. The material of construction of the magazine housing is ASME SA-182, F6a, class 2. The stress analysis is done by using the finite element method

  14. Changes in search rate but not in the dynamics of exogenous attention in action videogame players.

    Science.gov (United States)

    Hubert-Wallander, Bjorn; Green, C Shawn; Sugarman, Michael; Bavelier, Daphne

    2011-11-01

    Many previous studies have shown that the speed of processing in attentionally demanding tasks seems enhanced following habitual action videogame play. However, using one of the diagnostic tasks for efficiency of attentional processing, a visual search task, Castel and collaborators (Castel, Pratt, & Drummond, Acta Psychologica 119:217-230, 2005) reported no difference in visual search rates, instead proposing that action gaming may change response execution time rather than the efficiency of visual selective attention per se. Here we used two hard visual search tasks, one measuring reaction time and the other accuracy, to test whether visual search rate may be changed by action videogame play. We found greater search rates in the gamer group than in the nongamer controls, consistent with increased efficiency in visual selective attention. We then asked how general the change in attentional throughput noted so far in gamers might be by testing whether exogenous attentional cues would lead to a disproportional enhancement in throughput in gamers as compared to nongamers. Interestingly, exogenous cues were found to enhance throughput equivalently between gamers and nongamers, suggesting that not all mechanisms known to enhance throughput are similarly enhanced in action videogamers.

  15. Changes in resting-state functionally connected parietofrontal networks after videogame practice.

    Science.gov (United States)

    Martínez, Kenia; Solana, Ana Beatriz; Burgaleta, Miguel; Hernández-Tamames, Juan Antonio; Alvarez-Linera, Juan; Román, Francisco J; Alfayate, Eva; Privado, Jesús; Escorial, Sergio; Quiroga, María A; Karama, Sherif; Bellec, Pierre; Colom, Roberto

    2013-12-01

    Neuroimaging studies provide evidence for organized intrinsic activity under task-free conditions. This activity serves functionally relevant brain systems supporting cognition. Here, we analyze changes in resting-state functional connectivity after videogame practice applying a test-retest design. Twenty young females were selected from a group of 100 participants tested on four standardized cognitive ability tests. The practice and control groups were carefully matched on their ability scores. The practice group played during two sessions per week across 4 weeks (16 h total) under strict supervision in the laboratory, showing systematic performance improvements in the game. A group independent component analysis (GICA) applying multisession temporal concatenation on test-retest resting-state fMRI, jointly with a dual-regression approach, was computed. Supporting the main hypothesis, the key finding reveals an increased correlated activity during rest in certain predefined resting state networks (albeit using uncorrected statistics) attributable to practice with the cognitively demanding tasks of the videogame. Observed changes were mainly concentrated on parietofrontal networks involved in heterogeneous cognitive functions. Copyright © 2012 Wiley Periodicals, Inc.

  16. Functional features of travel magazines: retrospective view

    Directory of Open Access Journals (Sweden)

    Gromova Lyudmila Petrovna

    2015-09-01

    Full Text Available The article considers the features of the functional purpose of travel magazines (travelogue, their genesis, evolution, traits, depending on the socio-political context and, accordingly, requests from the readership. The progenitor of the travel magazines in Russia was journey literature that took root in the genre of travel notes. The forerunner of today’s travelogues can be considered «Nikita Akinfievich Demidov’s travel magazine» (1786, presenting daily travel notes, mostly laconic, sometimes deployed to fascinating travel notes Magazines at different times performed cultural and educational, didactic, aesthetic and ideological functions, immersing the reader in the living conditions of the countries and continents, showing the diversity of the world. Today, traveling is seen as a multifaceted activity that is due to the result of freedom of movement, numerous hiking trails, access to information in the network space takes new character. Accordingly, the media market is a process of qualitative and quantitative changes. There is a growing number of distribution channels, many of which are convergent evolution. The transformation of the old forms is determined by market demand. These processes are inevitably reflected in the dominance of certain functions of the travelogue. However, their essential purpose remains the same: to inform, educate and entertain.

  17. Food references in UK children's magazines - an oral health perspective.

    Science.gov (United States)

    Chapman, K J; Fairchild, R M; Morgan, M Z

    2014-11-01

    Children's magazines are popular in the United Kingdom, but their content is poorly regulated. Consequently, food and beverages high in fat, salt and sugar (HFSS), detrimental to oral and wider health, make unrestricted appearances. The study aim was to assess the amount of HFSS food and drink children are exposed to while reading magazines; with particular focus on foods containing free sugars due to their known cariogenic properties, and foods with low pH due to their erosive potential. Eleven of the most popular UK children's magazines were selected and purchased at four separate time points in 2012. These 44 magazines were examined using content analysis; any references to food/beverages (in advertisements, free gifts, editorial and general content) were recorded. Of the 508 food references observed, 73.6% (374/508) were for foods detrimental to oral health owing to their high sugar and/or acid content. 5.9% (30/508) were considered 'unhealthy' due to their fat or salt content. 20.5% of references were for 'healthy' foods (104/508). The most common food categories referenced were baked goods (181/508) and sweets (86/508). Over a third (36.4%, 16/44) of magazines came with free sweets. In terms of positioning, the food/drink references were predominantly found in the general content of the magazines, including the editorial spreads. Direct advertisements for food/drink only accounted for 9.6% (36/374) of the total number of references counted. Food references within children's magazines are biased towards unhealthy foods especially those detrimental to oral health; these permeate throughout the general and editorial content and are not restricted to direct advertisements. Magazine editors, journalists and illustrators are responsible for the editorial and general content of magazines. Without regulation, subliminal placement of advertisements within editorial and general content leads to 'advertorials' which are known to confuse children and parents alike. This

  18. 30 ans de photographie au New York Times Magazine

    OpenAIRE

    Anne Lesme

    2012-01-01

       « Les photographies du New York Times Magazine », Chapelle Sainte-Anne, Arles, 4 juillet – 4 septembre 2011 Kathy Ryan – directrice de la photographie du New York Times Magazine – et Lesley A. Martin, commissaires d’exposition. Visite d’exposition, le 7 juillet 2011. Dans le cadre d’une thématique placée sous le signe du « document », les Rencontres d’Arles de l’été 2011 offrent une exposition inédite en l’honneur des trente ans du New York Times Magazine. Onze installations dans la cha...

  19. Modular magazine for suitable handling of microparts in industry

    Science.gov (United States)

    Grimme, Ralf; Schmutz, Wolfgang; Schlenker, Dirk; Schuenemann, Matthias; Stock, Achim; Schaefer, Wolfgang

    1998-01-01

    Microassembly and microadjustment techniques are key technologies in the industrial production of hybrid microelectromechanical systems. One focal point in current microproduction research and engineering is the design and development of high-precision microassembly and microadjustment equipment capable of operating within the framework of flexible automated industrial production. As well as these developments, suitable microassembly tools for industrial use also need to be equipped with interfaces for the supply and delivery of microcomponents. The microassembly process necessitates the supply of microparts in a geometrically defined manner. In order to reduce processing steps and production costs, there is a demand for magazines capable of providing free accessibility to the fixed microcomponents. Commonly used at present are feeding techniques, which originate from the field of semiconductor production. However none of these techniques fully meets the requirements of industrial microassembly technology. A novel modular magazine set, developed and tested in a joint project, is presented here. The magazines are able to hold microcomponents during cleaning, inspection and assembly without nay additional handling steps. The modularity of their design allows for maximum technical flexibility. The modular magazine fits into currently practiced SEMI standards. The design and concept of the magazine enables industrial manufacturers to promote a cost-efficient and flexible precision assembly of microelectromechanical systems.

  20. Framing breastfeeding and formula-feeding messages in popular U.S. magazines.

    Science.gov (United States)

    Frerichs, Leah; Andsager, Julie L; Campo, Shelly; Aquilino, Mary; Stewart Dyer, Carolyn

    2006-01-01

    Media framing of infant feeding has the ability to influence knowledge and views of the barriers, benefits, and solutions inherent in breastfeeding or formula-feeding. This study examined how seven popular U.S. parenting, general women's, and African American magazines framed breastfeeding and formula-feeding messages to determine whether a sense-making approach was used and the extent to which visual images portrayed feeding practices. Analysis included 615 articles published from 1997 to 2003 that referred to infant feeding. Text and images were analyzed. The magazines provided more information on breastfeeding than formula feeding. Parenting magazines included more advice than barriers or benefits. African American magazines presented more breastfeeding benefits, and general women's magazines contained the least infant-feeding information. Messages were focused on individualized breastfeeding barriers and advice, seldom covered social and environmental issues, and placed much of the responsibility of infant feeding on the mother, while the role of social and partner support was diminished. Bottle-feeding images were nearly as common as breastfeeding images. Findings can be used by public health practitioners to increase the likelihood of reaching certain target audiences through popular magazines.

  1. Liberated and inclusive? An analysis of self-representation in a popular lesbian magazine.

    Science.gov (United States)

    Gonsoulin, Margaret E

    2010-01-01

    Comparisons of a popular lesbian lifestyle magazine to a popular heterosexual women's magazine show that lesbian-controlled media do indeed expand representation when it comes to weight, age, and degree of femininity/masculinity, but not in terms of racial representation. An examination of the textual material and visual images also shows that the lesbian publication gives women a more active role, while the heterosexual magazine depicts females as more passive. However, the evidence also shows that the lesbian and heterosexual magazines have similar rates of objectification, but substantively, the lesbian magazine is less severe in degree of objectification.

  2. Magazine reading and involvement and young adults' sexual health knowledge, efficacy, and behaviors.

    Science.gov (United States)

    Walsh, Jennifer L; Ward, L Monique

    2010-07-01

    These studies investigate connections between magazine reading and involvement and young people's sexual health knowledge, self-efficacy, intentions, and contraception use. Study 1 assessed sexual health behaviors and magazine reading among 579 undergraduate students (69% were female; 68% were White; M(age) = 19.73). As expected, more frequent reading of mainstream magazines was associated with greater sexual health knowledge, safe-sex self-efficacy, and consistency of using contraception, although results varied across sex and magazine genre. Study 2 replicated and expanded on these findings with a survey of 422 undergraduate students (51% were female; 71% were White; 49% were age 18 or younger), incorporating a more extensive knowledge scale, questions about safe-sex intentions, and measures of magazine involvement. Results suggest that magazine use is associated with positive sexual health outcomes among young people.

  3. The Lives and Hard Times of Magazine Editors in the Big Apple: A Report on the Society of Magazine Editors' Educators Seminar.

    Science.gov (United States)

    English, John W.

    This report chronicles the first Society of Magazine Editors' educators seminar, which was held in New York from May 13-17, 1974, and was attended by ten journalism faculty. The industry's concerns, as expressed through editors, are paper, printing, postage, people, and profit. The Magazine Publishers Association (MPA) seems mostly concerned with…

  4. Inexpensive driver for stereo videogame glasses

    Science.gov (United States)

    Pique, Michael; Coogan, Anthony

    1990-09-01

    We have adapted home videogame glasses from Sega as workstation stereo viewers. A small (4x7x9 cm.) box of electronics receives sync signals in parallel with the monitor (either separate ROB-Sync or composite video) and drives the glasses.The view is dimmer than with costlier shutters, there is more ghosting, and the user is feuered by the wires. But the glasses are so much cheaper than the full-screen shutters (250 instead of about 10 000) that it is practical to provide the benefits of stereo to many more workstation users. We are using them with Sun TAAC-1 workstations; the interlaced video can also be recorded on ordinary NTSC videotape and played on television monitors.

  5. ThyssenKrupp magazine - Environment; ThyssenKrupp Magazin - Umwelt

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2008-01-15

    The magazine covers the following topics: The view of E.-U. Weizsaecker concerning environment; a discussion on climatic change and changes of consciousness; the right measures against environmental problems; on happiness of mankind; the CO{sub 2} problem; environmentally friendly knowledge transfer; sustainable investment; cultural translation; wind power; mobility; lifestyle changes due to the demographic development; several generation under one roof; natural catastrophies; adaptation strategies in the context of natural catastrophies; mankind-induced changes; burnout - a symptom of the high perfomance society; the planet of nomads.

  6. The Match of Her Life | NIH MedlinePlus the Magazine

    Science.gov (United States)

    ... answer questions for this issue of NIH MedlinePlus magazine about her breast cancer. You discovered you had ... way of healing. As this issue of the magazine went to press, Navratilova was receiving radiation therapy ...

  7. Health disparities and advertising content of women's magazines: a cross-sectional study

    Directory of Open Access Journals (Sweden)

    Victorio Maria

    2005-08-01

    Full Text Available Abstract Background Disparities in health status among ethnic groups favor the Caucasian population in the United States on almost all major indicators. Disparities in exposure to health-related mass media messages may be among the environmental factors contributing to the racial and ethnic imbalance in health outcomes. This study evaluated whether variations exist in health-related advertisements and health promotion cues among lay magazines catering to Hispanic, African American and Caucasian women. Methods Relative and absolute assessments of all health-related advertising in 12 women's magazines over a three-month period were compared. The four highest circulating, general interest magazines oriented to Black women and to Hispanic women were compared to the four highest-circulating magazines aimed at a mainstream, predominantly White readership. Data were collected and analyzed in 2002 and 2003. Results Compared to readers of mainstream magazines, readers of African American and Hispanic magazines were exposed to proportionally fewer health-promoting advertisements and more health-diminishing advertisements. Photographs of African American role models were more often used to advertise products with negative health impact than positive health impact, while the reverse was true of Caucasian role models in the mainstream magazines. Conclusion To the extent that individual levels of health education and awareness can be influenced by advertising, variations in the quantity and content of health-related information among magazines read by different ethnic groups may contribute to racial disparities in health behaviors and health status.

  8. The effects of active videogames on BMI among young people: A meta-analysis

    NARCIS (Netherlands)

    Riet, J.P. van 't; Alblas, E.E.; Crutzen, R.M.M.; Lu, A.S.; Novák, D.; Tulu, B.; Brendryen, H.

    2015-01-01

    The objective of this chapter is a systematic review and meta-analysis was performed to quantify the effectiveness of active videogames (AVGs) as obesity prevention interventions aimed at children and adolescents. The method is studies were included that focused on children or adolescents (=18

  9. 49 CFR 176.128 - Magazine stowage types “A”, “C” and Special Stowage.

    Science.gov (United States)

    2010-10-01

    ... 49 Transportation 2 2010-10-01 2010-10-01 false Magazine stowage types âAâ, âCâ and Special... CARRIAGE BY VESSEL Detailed Requirements for Class 1 (Explosive) Materials Stowage § 176.128 Magazine...” and “Special”. (b) Magazine stowage type “A”. Magazine stowage type A is required for those substances...

  10. Music Teachers' Everyday Conceptions of Musicality.

    Science.gov (United States)

    Brandstrom, Sture

    1999-01-01

    Investigates music teachers' everyday conceptions of musicality through (1) a pilot study involving music teachers in higher education and (2) interviews with teachers in music teacher education and in compulsory school. Finds in the pilot the categories of musical achievement, musical experience, and musical communication, while the interviews…

  11. Can Training in a Real-Time Strategy Videogame Attenuate Cognitive Decline in Older Adults?

    Science.gov (United States)

    Basak, Chandramallika; Boot, Walter R.; Voss, Michelle W.; Kramer, Arthur F.

    2014-01-01

    Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. Yet, recent research indicates that videogame training of young adults may engender broad transfer to skills of visual attention. In the current study, we used a real-time strategy videogame to attempt to train executive functions in older adults, such as working memory, task switching, short-term memory, inhibition, and reasoning. Older adults were either trained in a real-time strategy videogame for 23.5 hours (RON, n=20) or not (CONTROLS, n=20). A battery of cognitive tasks, including tasks of executive control and visuo-spatial skills, were assessed before, during, and after video game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the controls in a subset of the cognitive tasks, such as task switching, working memory, visual short term memory, and mental rotation. Trends in improvement were also observed, for the video game trainees, in inhibition and reasoning. Individual differences in changes in game performance were correlated with improvements in task-switching. The study has implications for the enhancement of executive control processes of older adults. PMID:19140648

  12. Do Magazines' "Companion  Websites" Cannibalize the Demand for the Print Version?

    DEFF Research Database (Denmark)

    Kaiser, Ulrich; Kongsted, Hans Christian

    We analyze the extent to which visits to a magazine's companion website affects total circulation, subscription, kiosk sales and foreign sales using Granger causality tests on the basis of monthly data for the German magazine market spanning the period January 1998 to September 2005. We find...... evidence for positive effects of website visits on magazine subscription but negative effects on magazine kiosk sales. Contrary to the widespread belief that the Internet will cannibalize print media markets, our results do not, however, provide evidence for website visits adversely affecting total...

  13. The Cultural Dimension of the Philippine Magazine Advertisements

    Directory of Open Access Journals (Sweden)

    Ma. Lourdes V. De Guzman

    2017-02-01

    Full Text Available Culture and media as one is a reflection of society. As culture being the characteristics of a group’s identity, media on the other hand either reflects ideas in the society. It is the main goal of media to get the attention of the audience. Advertisements, as one of the platforms of media intend to fit into what the consumers’ wants and desires because most of the consumers’ attitudes, awareness and behaviors are according on the framework of their culture. The idea of culture reflecting on the magazine advertisements emerged since there are different types of how products and services were advertised. To find out the relevance of the claim, the researchers aimed to explore the Cultural Dimensions reflected in the magazine advertisements of FHM, YES! and Cosmopolitan Magazine using the Hofstede's Five Dimensions of Culture. This includes Femininity, Masculinity, Power Distance, Individualism, Collectivism and Power Distance. General results show majority of the magazine advertisements reflects Uncertainty Avoidance. This implies that advertisers tend to provide advertisements that appeal to the reader’s prevention on taking risk on uncertain circumstances. Overall, advertisers of the three magazines focused more on the person’s avoidance on taking the risks that he/she might have foreseen and what he/she might experience in the future. Since the result of the study shows Uncertainty Avoidance as the dominant Dimension of Culture reflected, the researchers suggests to conduct a study on how social processes, interpersonal and mass communication relates to the Uncertainty Avoidance Dimension of Culture reflected in advertisements.

  14. 30 ans de photographie au New York Times Magazine

    Directory of Open Access Journals (Sweden)

    Anne Lesme

    2012-01-01

    Full Text Available   « Les photographies du New York Times Magazine », Chapelle Sainte-Anne, Arles, 4 juillet – 4 septembre 2011Kathy Ryan – directrice de la photographie du New York Times Magazine – et Lesley A. Martin, commissaires d’exposition. Visite d’exposition, le 7 juillet 2011.Dans le cadre d’une thématique placée sous le signe du « document », les Rencontres d’Arles de l’été 2011 offrent une exposition inédite en l’honneur des trente ans du New York Times Magazine. Onze installations dans la chapelle ...

  15. The influence of the TV and Videogames in Education of Children: Violence and Children

    Directory of Open Access Journals (Sweden)

    Serafín Aldea Muñoz

    2003-07-01

    Full Text Available We have chosen this topic for research as we consider it a transcendental problem in the lives of children today, considering the importance which television now has toward childhood behavior and the increase of programming in new channels and the widespread use of videogames. Nowadays television hasn`t got sufficiently stipulated timetables; therefore children frequently watch violent scenes which are inappropriate for their age, with the added danger that they may want to imitate those scenes which cause the greatest impact in them and which can even cause them harm. We are including a recent research project (1999 on the influence of television and videogames in the conduct of children, as well as brief history of the principal authors who have studied this topic, the evolution of which has brought about notable changes and educational consequences.

  16. An Exemplary High School Literary Magazine: "The Thinking Reed."

    Science.gov (United States)

    Holbrook, Hilary Taylor, Comp.

    One of a series of 20 literary magazine profiles written to help faculty advisors wishing to start or improve their publication, this profile provides information on staffing and production of "The Thinking Reed," the magazine published by Bethlehem Central High School, Delmar, New York. The introduction describes the literary magazine…

  17. Gade4all: Developing Multi-platform Videogames based on Domain Specific Languages and Model Driven Engineering

    Directory of Open Access Journals (Sweden)

    Edward Rolando Nuñez-Valdez

    2013-06-01

    Full Text Available The development of applications for mobile devices is a constantly growing market which and more and more enterprises support the development of applications for this kind of devices. In that sense, videogames for mobile devices have become very popular worldwide and are now part of highly profitable and competitive industry. Due to the diversity of platforms and mobile devices and the complexity of this kind of applications, the development time and the number of errors within that development process have increased. The productivity of the developers has also decreased due to the necessity of using many programming languages in the development process. One of the most popular strategies is to employ specialized people to perform the development tasks more efficiently, but this involves an increase of the costs, which makes some applications economically unviable. In this article we present the Gade4all Project, consisting in a new platform that aims to facilitate the development of videogames and entertainment software through the use of Domain Specific Languages and Model Driven Engineering. This tool makes possible for users without previous knowledge in the field of software development to create 2D videogames for multiplatform mobile devices in a simple and innovative way.

  18. Magazines in waiting areas of hospital: a forgotten microbial reservoir?

    Science.gov (United States)

    Adé, Mathias; Burger, Sandrine; Cuntzmann, Anaelle; Exinger, Julien; Meunier, Olivier

    2017-12-01

    The hospital environment is a potential source of microbial contamination. Thus, the magazines in hospital's waiting rooms are handled by patients and visitors whose health and hygiene conditions can vary widely. In this context, we had measured the microbial load on the surface of magazines. Fifteen magazines from 5 waiting rooms of hospital are sampled by agar prints at the areas taken in hand. The agar plates are incubated at 30̊C for 72h. The colonies are counted and identified by MALDI-TOF mass spectrometry (Vitek ® -MS). The extraction efficiency of bacteria by the agar print method on the magazines is calculated. All the samples highlight a varied bacterial flora: 32CFU/agar in mean. Isolated bacteria come principally from the skin flora (>60%), but we also isolate potentially pathogenic micro-organisme like S. aureus, E. faecalis, A. viridans and Aspergillus sp. as well as oropharyngeal flora bacteria like A. iwolfii and M. osloensis and fecal like B. stercoris. Some species rarely described in hospital are also isolated such as P. yeei or K. sedentarius. The extraction efficiency of the sampling method on a magazine is 36%. Our study, which is the first to be interested in the bacterial contamination of magazines in hospital, could make them consider as microbial reservoir to be controlled, especially for the most fragile patients. New bacterial identification techniques as the MALDI-TOF allow to reveal the presence of rarely described and often underestimated species.

  19. Characteristics of medication advertisements found in US women's fashion magazines.

    Science.gov (United States)

    Mongiovi, Jennifer; Clarke Hillyer, Grace; Basch, Corey H; Ethan, Danna; Hammond, Rodney

    2017-01-01

    Background: Although prescriptions are dispensed at discretion of medical professionals, many pharmaceutical companies use direct-to-consumer (DTC) advertising to increase sales. Over-the-counter (OTC) medications are similarly marketed. Methods: We examined the content of advertisements in 38 issues of 9 popular US women's fashion magazines. We evaluated target audience, health condition, product availability, message appeal, target to females, and mention of potential side effects and benefits. Results: Sixty total medication advertisements were identified, 58.3% (95% CI: 45.8, 70.8) for prescription products. In magazines targeted to non-Hispanic Whites, >65% of advertisements were for OTC medications whereas 80% (95% CI: 66.7, 94.5) of advertisements found in Black/Latina magazines were for prescription medications. The rational appeal was used most commonly in non-Hispanic White magazines (75.9%; 95% CI: 60.3, 91.5). Emotional appeal was featured more often in prescription advertisements magazines (60.0; 95% CI:43.8, 76.2) compared to OTC (8.0; 95% CI: -2.6, 18.6). Conclusion: Although emotional appeal may be effective for selling medication to women, it often does not completely inform consumers of potential risks.

  20. Videogames en gender : over spelende meiden, sexy avatars en huiselijkheid op het scherm

    NARCIS (Netherlands)

    Vosmeer, M.S.

    2010-01-01

    Nog niet zo lang geleden waren videogames typische mannenmedia, maar tegenwoordig zijn er steeds meer meisjes en vrouwen die ook games spelen. Vergeleken met mannelijke gamers is deze groep echter tamelijk onzichtbaar, en is er weinig over hen bekend. In dit boek komen vrouwelijke gamers in

  1. Examination of muscularity and body fat depictions in magazines that target heterosexual and gay men.

    Science.gov (United States)

    Lanzieri, Nicholas; Cook, Brian J

    2013-03-01

    Previous content analyses of magazine images have typically examined within genres but failed to include comparisons between publications intended for various populations. The purpose of this study was to examine depictions of muscularity and thinness of male images in several widely distributed magazines that target male audiences from a variety of genres. Twenty-three magazine titles with the highest circulation rates that targeted heterosexual men, gay men, and general audiences were selected for image analyses. We found that magazines that target gay male audiences depicted images of men who were thinner in comparison to magazines targeting heterosexual men. Both gay and heterosexual magazines depicted male images with greater muscularity than magazines intended for general audiences. Differences in male image depictions in magazines may contribute to the promotion of an unattainable body ideal in some subgroups of gay culture. Copyright © 2012 Elsevier Ltd. All rights reserved.

  2. Magazine and Newspaper Prices: The Effect of Advertising Revenue.

    Science.gov (United States)

    Norris, Vincent P.

    A review of the literature reveals that publishers have suggested that magazines would cost twice as much and newspapers five times as much if they were not supported by advertising revenues. However, recent research indicates that this is not true. Although statistics regarding magazine publication are easier to obtain than those regarding…

  3. Uses of the “Rise of the Nations” videogame in the teaching-learning process in the Industrial Engineering program at the Icesi University

    Directory of Open Access Journals (Sweden)

    Andrés Calderón

    2010-07-01

    Full Text Available Videogames provide multiple possibilities to be used as a didactic tool. The structure of videogames favors the application of active learning methodologies in an academic setting for the development of issues related to industrial engineering. These possibilities are described in detail based on the outcomes of the research process completed at the Industrial Engineering Department at the Icesi University

  4. Experience and Explanation: Using Videogames to Prepare Students for Formal Instruction in Statistics

    Science.gov (United States)

    Arena, Dylan A.; Schwartz, Daniel L.

    2014-08-01

    Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics, where people's everyday experiences often conflict with normative statistical theories and a videogame might provide an alternate set of experiences for students to draw upon. The research used a game called Stats Invaders!, a variant of the classic videogame Space Invaders. In Stats Invaders!, the locations of descending alien invaders follow probability distributions, and players need to infer the shape of the distributions to play well. The experiment tested whether the game developed participants' intuitions about the structure of random events and thereby prepared them for future learning from a subsequent written passage on probability distributions. Community-college students who played the game and then read the passage learned more than participants who only read the passage.

  5. Best Magazines of 2006

    Science.gov (United States)

    Couch, Clayton A.

    2007-01-01

    Deeming 2006 disappointing for the magazine industry may be an exaggeration. Nevertheless, publishers have undoubtedly seen better years. Advertising revenue declined for a number of popular print titles, with publications such as "Field & Stream," "Outdoor Life," "Vanity Fair," "The New Yorker," "Skiing," and "Jane" shedding significant numbers…

  6. 49 CFR 176.194 - Stowage of Class 1 (explosive) materials on magazine vessels.

    Science.gov (United States)

    2010-10-01

    ... magazine vessels. 176.194 Section 176.194 Transportation Other Regulations Relating to Transportation... REGULATIONS CARRIAGE BY VESSEL Detailed Requirements for Class 1 (Explosive) Materials Magazine Vessels § 176.194 Stowage of Class 1 (explosive) materials on magazine vessels. (a) General. The requirements of...

  7. The Morphological Analysis Found in Tempo Magazine

    OpenAIRE

    Lubis, Khairunnisa

    2015-01-01

    A paper entitled “The Morphological Analysis Found in Tempo Magazine” discussed about affixation process that is one of field linguistics, Morphology. The data of this research is five articles in Tempo magazine 1405/September 23-29, 2013. The scope of this writing is to find some kinds of prefixes and suffixes are used in Tempo magazine and to find what the dominant affix is. The method of research applied is descriptive qualitative. After analyzing the data, there are 5 kinds of prefixes, n...

  8. The role of music in music education research : reflections on musical experience

    OpenAIRE

    Varkøy, Øivind

    2009-01-01

    First in this article the role of theories of musicology in music education research is considered. Second, the case in point is examined where the focus of music education research is brought bo bear directly on music education, to wit music. By concentrating on music in music education research, the focus remains firmly on musical experience as a basis of reflection in music education research. The author has chosen to focus in particular on a specific kind of musical experience - more p...

  9. Magazine hyped: Trends in tobacco advertising and readership characteristics, 2010-2014.

    Science.gov (United States)

    El-Toukhy, Sherine M; Choi, Kelvin

    2016-10-01

    We tracked magazine advertisements for seven tobacco products in U.S. magazines from 2010 to 2014 and examined magazine readership characteristics that are associated with advertising placement in 2014. Advertising data came from Kantar Media's Intelligence and readership data came from a 2014 Experian's nationally representative survey of 4667 adult tobacco users. At magazine level, we aggregated total and product-specific number of advertisements and expenditures by year and calculated readership demographics. We used linear and poisson regression models to examine trends in number of tobacco advertisements and expenditures and readership characteristics associated with number of tobacco advertisements in 2014. Analyses were conducted in 2015. There were 5317 tobacco advertisements with expenditures of $796 million that appeared in 322 magazines during 2010-2014. Cigarette advertisements accounted for 2928 (55%), followed by e-cigarettes (n=862, 16%), and snus (n=534, 10%). Advertisements increased by 2.79ad/year for cigarettes, 1.94ad/year for e-cigarettes, and 0.78ad/year for chewing tobacco (padvertisements was associated with select readership characteristics (padvertisement rate increased by 1.48 times for cigarettes, 3.44 times for e-cigarettes, and 2.15 times for chewing tobacco. For every 10% increase in readers who earn ≤$24,999, advertisement rate increased by 1.37 times for cigarettes and 1.70 times for e-cigarettes. Magazine tobacco advertising has increased especially for cigarettes and is targeted toward certain demographic subgroups. Regulating tobacco magazine advertising should be integral to tobacco control policies. Copyright © 2016 Elsevier Inc. All rights reserved.

  10. Temporality in British young women's magazines: food, cooking and weight loss.

    Science.gov (United States)

    Spencer, Rosemary J; Russell, Jean M; Barker, Margo E

    2014-10-01

    The present study examines seasonal and temporal patterns in food-related content of two UK magazines for young women focusing on food types, cooking and weight loss. Content analysis of magazines from three time blocks between 1999 and 2011. Desk-based study. Ninety-seven magazines yielding 590 advertisements and 148 articles. Cluster analysis of type of food advertising produced three clusters of magazines, which reflected recognised food behaviours of young women: vegetarianism, convenience eating and weight control. The first cluster of magazines was associated with Christmas and Millennium time periods, with advertising of alcohol, coffee, cheese, vegetarian meat substitutes and weight-loss pills. Recipes were prominent in article content and tended to be for cakes/desserts, luxury meals and party food. The second cluster was associated with summer months and 2010 issues. There was little advertising for conventional foods in cluster 2, but strong representation of diet plans and foods for weight loss. Weight-loss messages in articles focused on short-term aesthetic goals, emphasising speedy weight loss without giving up nice foods or exercising. Cluster 3 magazines were associated with post-New Year and 2005 periods. Food advertising was for everyday foods and convenience products, with fewer weight-loss products than other clusters; conversely, article content had a greater prevalence of weight-loss messages. The cyclical nature of magazine content - indulgence and excess encouraged at Christmas, restraint recommended post-New Year and severe dieting advocated in the summer months - endorses yo-yo dieting behaviour and may not be conducive to public health.

  11. Magazine Training Trials and Context Effects on Autoshaping

    OpenAIRE

    Oberdieck, Fernando G.

    1982-01-01

    In the autoshaping preparation subjects are exposed to magazine training (US-only trials) prior to the conditioning phase in which a stimulus (conditioned stimulus, CS) predicts the delivery of a response independent reinforcer (unconditioned stimulus, US). Two experiments examined the hypothesis that irrespective of the number of US-only trials administered the magazine training and autoshaping contexts interact to determine conditioning, as measured by contact responses to the CS. The conte...

  12. Educational Videogames: Concept, Design And Evaluation

    Science.gov (United States)

    Rohrlick, D.; Yang, A.; Kilb, D. L.; Ma, L.; Ruzic, R.; Peach, C. L.; Layman, C. C.

    2013-12-01

    Videogames have historically gained popularity thanks to their entertainment rather than their educational value. This may be due, in part, to the fact that many educational videogames present academic concepts in dry, quiz-like ways, without the visual experiences, interactivity, and excitement of non-educational games. The increasing availability of tools that allow designers to easily create rich experiences for players now makes it simpler than ever for educational game designers to generate the visual experiences, interactivity, and excitement that gamers have grown to expect. Based on data from our work, when designed effectively, educational games can engage players, teach concepts, and tear down the stereotype of the stuffy, boring educational game. Our team has been experimenting with different ways to present scientific and mathematical concepts to middle and high school students through engaging, interactive games. When designing a gameplay concept, we focus on what we want the player to learn and experience as well as how to maintain a learning environment that is fun and engaging. Techniques that we have found successful include the use of a series of fast-paced 'minigames,' and the use of a 'simulator' learning method that allows a player to learn by completing objectives similar to those completed by today's scientists. Formative evaluations of our games over the past year have revealed both design strengths and weaknesses. Based on findings from a systematic evaluation of game play with diverse groups, with data collected through in-person observations of game play, knowledge assessments, focus groups, interviews with players, and computer tracking of students' game play behavior, we have found that players are uniformly enthusiastic about the educational tools. At the same time, we find there is more work to be done to make our tools fully intuitive, and to effectively present complex mathematical and scientific concepts to learners from a wide

  13. Sexual development and behaviour issues in Polish teenage magazines.

    Science.gov (United States)

    Kopacz, Marek S

    2006-12-01

    Adolescents often look to mass media for information regarding issues of sexuality. As one form of media, teenage magazines have long constituted a pervasive and effective element of adolescent media exposure. Teenage magazines discuss a number of aspects concerning adolescent sexuality. Considering their potential impact on health related behaviors, the information they provide and the message(s) they send warrant attention. The aim of this study is to perform a content analysis of sexual development and behavior information presented in Polish teenage magazines. Social Cognitive Theory was used as a theoretical basis for this analysis. The media chosen for this study were general-themed publications targeting an adolescent female audience: Bravo Girl!, Filipinka and Dziewczyna. Each entry was analyzed using a structured key. The specific categories of behavior and development used for this study are: biological information, pedagogic instruction, topics of moral-ethical concern, results of sexual activity, and interpersonal relationships. Each category was then subdivided into separate units. The findings indicate that Polish teenage magazines predominantly focus on relationships, contraception and sex education. Relationships were most often of a romantic nature and discussed sexual activity or the potential of sexual activity. Non-prescription contraceptive methods were most often discussed, with attention given to pregnancy prevention. Sex education offered detailed information on sexual practices and behaviors with much discussion on losing one's virginity. The general approach of the analyzed magazines is that adolescents currently are, or soon will be, sexually active. As a result, certain sexual behavior and development issues are discussed in great detail, while other topics are somewhat neglected. Accepting information-seeking during adolescence as commonplace, these findings suggest that teenage magazines hold the potential for influencing adolescent

  14. 27 CFR 555.207 - Construction of type 1 magazines.

    Science.gov (United States)

    2010-04-01

    ... constructed of, or covered with, a nonsparking material. (3) Wood frame wall construction. The exterior of... 27 Alcohol, Tobacco Products and Firearms 3 2010-04-01 2010-04-01 false Construction of type 1... Construction of type 1 magazines. A type 1 magazine is a permanent structure: a building, an igloo or “Army...

  15. WHICH HEALTH-RELATED PROBLEMS ARE ASSOCIATED WITH PROBLEMATIC VIDEO-GAMING OR SOCIAL MEDIA USE IN ADOLESCENTS? A LARGE-SCALE CROSS-SECTIONAL STUDY

    OpenAIRE

    Saskia Y. M. Mérelle; Annet M. Kleiboer; Miriam Schotanus; Theresia L. M. Cluitmans; Cornelia M. Waardenburg; Danielle Kramer; Dike van de Mheen; Antonius J. van Rooij

    2017-01-01

    markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the healthrelated problems and demographical factors associated with problematic video-gaming or social media use in early adolescence. _Method:_ A...

  16. Tuvan music and World Music

    Directory of Open Access Journals (Sweden)

    Maxim V. Chaposhnikov

    2017-06-01

    Full Text Available The essay presents the author’s observations about the ingression of Tuvan music into the World Music – a niche of world musical culture covering ethnical music traditions. The author has witnessed the rise of interest to traditional musical culture of Tuva and Russia as well as globalization of Tuvan music. He is endeavoring to interpret these changes and reveal their affect on traditional music and xöömei. In the late Soviet period, traditional music in Tuva, like in many republics of the Union, has been as if put on hold. During the Perestroika and national revival processes, traditionalism became of high demand. Symposia and festivals started off in Tuva where amateur participants took the same stage with professionals. Special honor was paid to old masters of xöömei. Scholars started engaging in  discussions about the origins and a role of xöömei and its genres. Хöömei attracted a good deal of market interest from outside Russia. In the late 1980s American scientist and producer T. Levin made first field records of xöömei to be released on a disk. Ethnographic ensemble “Tuva” was established. Later, members of “Tuva” started their own musical bands. Musical programs were compiled as an ethnographic variety show – a principle that the public has been seeking for both in Tuva and abroad. Disks were realeased and artists started active touring in foreign countries. Boosting interest in World Music was marked with hallmark attention to the phenomenon of throat-singing and overtone music, and further evolution of Tuvan music has since been tightly linked to Western musical market. The author traces the peculiarities of such bands as “Huun Huur Tu”, “Yat-Kha”, etc. and remarks that the value of Tuvan music is not only in star performers shining on the Western skies, but in the rise of a stable community of people inspired by Tuvan music and culture, and seeking new ways of aesthetic and spiritual perception of

  17. A estética da comunicação nos videogames: a relação designer-jogador = Aesthetics of communication in videogames: the relationship between designer and gamer

    Directory of Open Access Journals (Sweden)

    Pereira, Mirna Feitoza

    2015-01-01

    Full Text Available Este artigo apresenta resultados de pesquisa sobre a experiência estética na relação entre o jogador e os videogames. A pesquisa foi conduzida a partir da experiência do pesquisador-jogador em cotejo com a pesquisa bibliográfica dos temas que dizem respeito à ludicidade, à narrativa, à semiose e à estética da comunicação, tendo como objeto de estudo a comunicação entre o designer e o jogador durante o ato de jogo. Foi constatado que a relação entre o videogame e o gamer é mediada por uma semiose que estabelece uma estética comunicacional entre as partes envolvidas nesta relação. Verificou-se também que as mecânicas de jogo promovem estéticas comunicacionais que conversam com a inteligência cognitiva humana, levando a uma comunicação plena entre os conceitos de design implementados em um jogo e o campo de percepção pessoal do jogador

  18. Structural Changes after Videogame Practice Related to a Brain Network Associated with Intelligence

    Science.gov (United States)

    Colom, Roberto; Quiroga, Ma. Angeles; Solana, Ana Beatriz; Burgaleta, Miguel; Roman, Francisco J.; Privado, Jesus; Escorial, Sergio; Martinez, Kenia; Alvarez-Linera, Juan; Alfayate, Eva; Garcia, Felipe; Lepage, Claude; Hernandez-Tamames, Juan Antonio; Karama, Sherif

    2012-01-01

    Here gray and white matter changes after four weeks of videogame practice were analyzed using optimized voxel-based morphometry (VBM), cortical surface and cortical thickness indices, and white matter integrity computed from several projection, commissural, and association tracts relevant to cognition. Beginning with a sample of one hundred young…

  19. BPM Magazine : biobased performance materials

    NARCIS (Netherlands)

    Bolck, C.H.; Bos, H.L.; Gennip, van E.; Zee, van der M.

    2011-01-01

    BPM magazine is een uitgave van het Biobased Performance Materials programma. In dit programma werken kennisinstellingen en bedrijven samen aan nieuwe biobased plastics en aan toepassingsgericht onderzoek om de eigenschappen van bestaande biokunststoffen te verbeteren.

  20. [Iconography of N.I.Pirogov in "Military-medical magazine"].

    Science.gov (United States)

    Poddubnyĭ, M V

    2010-11-01

    The portraits of Pirogov on the covers of the "Military medical magazine" for the period 1944-2010 were analyzed. During this period, we can count at least 11 different covers of "Military medical magazine" and 10 variants of Pirogov's portrait on it. We have no documents about the causes of changing scenes. Obviously, the initiative emanated from the publisher.

  1. The Original Handhelds: Magazines that Teens Can't Resist.

    Science.gov (United States)

    Webber, Carlie

    2009-01-01

    In a world of instant messages, Twitter, and Facebook, what do magazines have to offer teens? Well, as it turns out, plenty. For starters, they feature celebrity gossip, humor, beauty tips, sports, and even manga. Some magazines offer online content that can only be accessed by using a special code that's available in the print edition. Recently,…

  2. Evaluating and Selecting Online Magazines for Children. ERIC Digest.

    Science.gov (United States)

    Lu, Mei-Yu

    This Digest provides an overview of children's online magazines, also known as e-zines. It begins with a brief review of factors that contribute to the popularity of these publications, followed by a list of criteria for selecting high-quality online magazines for children. Samples of high-quality children's e-zines are also included in this…

  3. Association of gender and specialty interest with video-gaming, three-dimensional spatial analysis, and entry-level laparoscopic skills in third-year veterinary students.

    Science.gov (United States)

    Bragg, Heather R; Towle Millard, Heather A; Millard, Ralph P; Constable, Peter D; Freeman, Lyn J

    2016-06-15

    OBJECTIVE To determine whether gender or interest in pursuing specialty certification in internal medicine or surgery was associated with video-gaming, 3-D spatial analysis, or entry-level laparoscopic skills in third-year veterinary students. DESIGN Cross-sectional study. SAMPLE A convenience sample of 68 (42 female and 26 male) third-year veterinary students. PROCEDURES Participants completed a survey asking about their interest in pursuing specialty certification in internal medicine or surgery. Subsequently, participants' entry-level laparoscopic skills were assessed with 3 procedures performed in box trainers, their video-gaming skills were tested with 3 video games, and their 3-D spatial analysis skills were evaluated with the Purdue University Visualization of Rotations Spatial Test. Scores were assigned for laparoscopic, video-gaming, and 3-D spatial analysis skills. RESULTS Significantly more female than male students were interested in pursuing specialty certification in internal medicine (23/42 vs 7/26), and significantly more male than female students were interested in pursuing specialty certification in surgery (19/26 vs 19/42). Males had significantly higher video-gaming skills scores than did females, but spatial analysis and laparoscopic skills scores did not differ between males and females. Students interested in pursuing specialty certification in surgery had higher video-gaming and spatial analysis skills scores than did students interested in pursuing specialty certification in internal medicine, but laparoscopic skills scores did not differ between these 2 groups. CONCLUSIONS AND CLINICAL RELEVANCE For this group of students, neither gender nor interest in specialty certification in internal medicine versus surgery was associated with entry-level laparoscopy skills.

  4. Service Journalism in the Association Magazine: A Case Study of the "Angus Journal."

    Science.gov (United States)

    Jeffers, Dennis W.

    Examining the role of service journalism in association magazines (magazines focusing on technical and educational information relating to specific practices of association members), a case study of the "Angus Journal" (a monthly magazine devoted to the beef breeding industry) investigated the problem of determining the amount of service…

  5. Literary Aspects of a Girlie Magazine: The Literary Contributions of Esquire, 1933-43.

    Science.gov (United States)

    Peterson, Thane

    From its inauspicious beginnings as a men's store giveaway and a "girlie" magazine in 1933, "Esquire" magazine quickly established a policy of literary excellence. By 1945, the magazine included the works on such major literary figures as Erskine Caldwell, John Dos Passos, Dashiell Hammett, Ernest Hemingway, Ring Lardner, James…

  6. "Tobacco Truths": Health Magazine, Clinical Epidemiology, and the Cigarette Connection.

    Science.gov (United States)

    Wilmshurst, Sara

    2015-01-01

    In the 1950s, Health, a magazine published by the Health League of Canada, was nonchalant about the risks of smoking and largely ignored early epidemiological studies of lung cancer. In the 1960s the magazine stopped accepting cigarette advertising and began to oppose smoking. Health's writers adjusted to new knowledge; the magazine gradually accepted clinical epidemiology as a source of medical knowledge and recognized smoking as a public health risk. As Canada's only devoted health publication for a lay audience at the time, Health provides a unique window into ways that smoking and health were portrayed to its readers.

  7. Impact of smoking images in magazines on the smoking attitudes and intentions of youth: an experimental investigation.

    Science.gov (United States)

    Carter, Owen B J; Donovan, Robert J; Weller, Narelle M; Jalleh, Geoffrey

    2007-12-01

    To determine the effect of magazine incidental smoking imagery on youths' smoking intentions. A magazine was developed incorporating photographs of smokers (Smoking Magazine). A second version of the magazine (Non-smoking Magazine) included these photographs with the tobacco paraphernalia digitally erased. Equal numbers of smokers and non-smokers aged 14-17 years (n = 357) were randomly assigned to look through one version of the magazine and then asked a series of questions. Smokers made more unprompted mention of smoking imagery than non-smokers after viewing Smoking Magazine (52% vs 34%; pNon-smoking Magazine to state a future intention to smoke (13% vs 0%; pNon-smoking Magazine (49% vs 24%; pnon-smoking females (46% vs 46%). Male smokers and non-smokers did not differ in their responses by magazine type. Incidental positive smoking imagery in magazines can generate the same sorts of consumer effects attributed to advertising in general, including tobacco advertising. Sex specific results of our study may be explained by the choice of smoking images used.

  8. Paradigmas do jogar: Interação, corpo e imersão nos videogames

    Directory of Open Access Journals (Sweden)

    Emmanoel Ferreira

    2010-06-01

    Full Text Available Nos últimos anos, produtores e desenvolvedores de videogames têm investido maciçamente na produção de jogos com imagens realistas, em alta definição. Pari passu, desde o surgimento dos videogames, a principal forma de interagir com um jogo eletrônico tem sido esta: jogador praticamente estático – exceto pelo movimento de seus olhos e suas mãos, que atuam no processo interativo a partir do controle de um gamepad, joystick, ou da combinação mouse/teclado – diante do monitor ou da TV. Este cenário, no entanto, tem sofrido importantes mudanças, a partir de acessórios que convidam o jogador a interagir com o dispositivo videogame não apenas com suas mãos, mas com todo o seu corpo, e a fazer maior uso do espaço físico ao seu redor, suscitando novas percepções e experiências por parte do jogador/usuário.

  9. Effects of videogame distraction and a virtual reality type head-mounted display helmet on cold pressor pain in young elementary school-aged children.

    Science.gov (United States)

    Dahlquist, Lynnda M; Weiss, Karen E; Law, Emily F; Sil, Soumitri; Herbert, Linda Jones; Horn, Susan Berrin; Wohlheiter, Karen; Ackerman, Claire Sonntag

    2010-07-01

    This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed.

  10. A Pilot Prospective Randomized Control Trial Comparing Exercises Using Videogame Therapy to Standard Physical Therapy: 6 Months Follow-Up.

    Science.gov (United States)

    Parry, Ingrid; Painting, Lynda; Bagley, Anita; Kawada, Jason; Molitor, Fred; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2015-01-01

    Commercially available, interactive videogames that use body movements for interaction are used clinically in burn rehabilitation and have been shown to facilitate functional range of motion (ROM) but their efficacy with burn patients has not yet been proven. The purpose of this pilot randomized control study was to prospectively compare planar and functional ROM, compliance, pain, enjoyment, and exertion in pediatric burn patients receiving two types of rehabilitation therapy. Seventeen school-aged children with 31 affected limbs who demonstrated limited shoulder ROM from burn injury were randomized to receive exercises using either standard therapy ROM activities (ST) or interactive videogame therapy (VGT). Patients received 3 weeks of the designated therapy intervention twice daily. They were then given a corresponding home program of the same type of therapy to perform regularly for 6 months. Standard goniometry and three-dimensional motion analysis during functional tasks were used to assess ROM. Measures were taken at baseline, 3 weeks, 3 months, and 6 months. Pain was measured before and after each treatment session during the 3-week intervention. There was no difference in compliance, enjoyment, or exertion between the groups. Patients in both the ST and VGT groups showed significant improvement in shoulder flexion (P videogames were equally effective as traditional therapy for overall ROM gains and resulted in quicker recovery of motion with less pain experienced. Such videogames are a useful adjunct to therapy and should be considered as part of a holistic approach to rehabilitation within the hospital and at home after discharge in pediatric patients recovering from burn injury.

  11. Alcohol Advertising in Magazines and Underage Readership: Are Underage Youth Disproportionately Exposed?

    Science.gov (United States)

    King, Charles; Siegel, Michael; Ross, Craig S; Jernigan, David H

    2017-10-01

    The question of whether underage youth are disproportionately exposed to alcohol advertising lies at the heart of the public health debate about whether restrictions on alcohol advertising are warranted. The aim of this study was to determine whether alcohol brands popular among underage (ages 12 to 20 years) drinkers ("underage brands") are more likely than others ("other brands") to advertise in magazines with high underage readerships. We analyze the advertising of 680 alcohol brands in 49 magazines between 2006 and 2011. Using a random effects probit model, we examine the relationship between a magazine's underage readership and the probability of an underage or other brand advertising in a magazine, controlling for young adult (ages 21 to 29 years) and total readerships, advertising costs and expenditures, and readership demographics. We find that underage brands are more likely than other brands to advertise in magazines with a higher percentage of underage readers. Holding all other variables constant at their sample means, the probability of an "other" brand advertising in a magazine remains essentially constant over the range of underage readership from 0.010 (95% confidence interval [CI], 0.007 to 0.013) at 5% to 0.012 (95% CI, 0.008 to 0.016) at 35%. In contrast, the probability of an underage brand advertising nearly quadruples, ranging from 0.025 (95% CI, 0.015 to 0.035) to 0.096 (95% CI, 0.057 to 0.135), where underage brands are 7.90 (95% CI, 3.89 to 11.90) times more likely than other brands to advertise. Alcohol brands popular among underage drinkers are more likely than other brands to advertise in magazines with high underage readerships, resulting in the disproportionate exposure of underage youth. Current voluntary advertising industry guidelines are not adequate to protect underage youth from high and disproportionate exposure to alcohol advertising in magazines. To limit advertising exposure among underage youth, policy makers may want to

  12. Nutrition Advertisements in Consumer Magazines: Health Implications for African Americans.

    Science.gov (United States)

    Pratt, Charlotte A.; Pratt, Cornelius B.

    1996-01-01

    Examines the "Ladies' Home Journal" and two popular consumer magazines that target blacks to determine the proportions of food and beverage advertisements, nutrition advertisements and their promotional messages, and the health implications they reveal. Findings reveal these magazines had a significantly higher number of alcohol ads,…

  13. Discourse of women on Unesa’s magazine

    Science.gov (United States)

    Jatiningsih, O.; Habibah, S. M.

    2018-01-01

    This research aims to reveal the discourse of women in Unesa as mentioned in Unesa’s magazine that is Media of Information and Communication. The data are collected by using documentation technique. The objects of the study are archives, some articles of women published in the Unesa’s magazine. Since 2009, there are three editions of the magazines talked about women. The research used discourse analyses of Foucault. The results reveal that women have been holding large chance to work and having their success, but they must commit themselves to do their role as a wife and a mother. The dominant savoir is domestication of career women. Moreover, the savoir are (1) Women as the first and principal educators of their children; (2) the sacrifice of a wife is an expression of her devotion to her husband. The women’s main sphere is domestics and public is only as an additional sphere. This reflects that patriarchy gender ideology as dominant discourse placing women on their traditional role has been strongly running.

  14. Aging and masculinity: portrayals in men's magazines.

    Science.gov (United States)

    Hurd Clarke, Laura; Bennett, Erica V; Liu, Chris

    2014-12-01

    Textual and visual representations of age are instructive as they suggest ideals towards which individuals should strive and influence how we perceive age. The purpose of our study was to investigate textual and visual representations of later life in the advertisements and interest stories of six widely read North American male-oriented magazines (namely, Esquire, GQ, Maxim, Men's Health, Men's Journal, and Zoomer). Through a content analysis and a visual textual analysis, we examined how older men were depicted in the magazine images and accompanying texts. Our findings revealed that older men were largely absent, and when portrayed, were positively depicted as experienced and powerful celebrities or as healthy and happy unknown individuals. The magazine advertisements and interest stories collectively required individuals to engage in consumer culture in order to achieve age and masculinity ideals and stave off the transition from the Third Age to the Fourth Age. We consider our findings in relation to theorizing about ageism, age relations, the Third and Fourth Ages, and idealized aging masculinity. Copyright © 2014 Elsevier Inc. All rights reserved.

  15. BPM Magazine : biobased performance materials

    NARCIS (Netherlands)

    Bolck, C.H.; Bos, H.L.; Gennip, van E.; Zee, van der M.

    2011-01-01

    BPM magazine is a publication of the Biobased Performance Materials programme. In this programme, knowledge institutions and businesses are working together on new bio-based plastics and application-focused research to improve the properties of existing bio-plastics.

  16. Youth Exposure to Alcohol Advertising in National Magazines in the United States, 2001-2011.

    Science.gov (United States)

    Ross, Craig S; Henehan, Elizabeth R; Jernigan, David H

    2017-01-01

    To update public health surveillance of alcohol advertising to underage populations by assessing alcohol industry compliance with their voluntary guidelines for US magazine advertisements from 2001 to 2011. Using advertising industry standard sources The Nielsen Company and MediaMark, we evaluated youth exposure to alcohol advertising, and relative advertising exposure of youths versus adults, in 168 national magazines. From 2001 to 2011, magazine alcohol advertising seen by youths declined by 62.9%, from 5.4 billion impressions (single person seeing a single advertisement) to 2.0 billion impressions. Most alcohol advertising (65.1% of ads) was for spirits (e.g., vodka, whiskey). Since 2008, alcohol companies achieved 100% compliance with their limited guidelines. However, youths were overexposed to magazine advertising relative to adults on average 73% of the time. Despite improving compliance with placement guidelines in national editions of the 168 measured magazines, most youth exposure to magazine alcohol advertising exceeded adult exposure, per capita. If alcohol companies adopted stricter guidelines based on public health risk assessments, youths would not be overexposed to alcohol advertising in magazines.

  17. Radon in houses utilizing stone magazines for heat accumulation

    International Nuclear Information System (INIS)

    Stranden, E.

    1981-01-01

    Measurements of 222 Rn and its daughters in three solar energy houses utilizing stone magazines for heat accumulation are reported. Theoretical calculations of the radon contribution from the stone magazines seem to be in good agreement with the measured values. The survey indicated that this method for heat accumulation could give a significant increase in the indoor radon concentration if the radium concentration of the stone material is high. The theoretical considerations suggest that a radium concentration of 1 pCi/g of the stone material could give an increment of the radon concentration in the indoor air of about 1 pCi/l. during the heating season in a house with air volume of 250 m 3 and a 10 5 -kg stone magazine. (author)

  18. Preservice Music Teachers' Attitudes toward Popular Music in the Music Classroom

    Science.gov (United States)

    Springer, D. Gregory; Gooding, Lori F.

    2013-01-01

    The purpose of this study was to examine preservice music educators' attitudes toward popular music in the music classroom. On a survey instrument designed by the investigators, participants ("N" = 82) rated (a) the effectiveness of popular music in addressing the National Standards for Music Education, (b) the appropriateness of popular…

  19. An exploration of the basis for patient complaints about the oldness of magazines in practice waiting rooms: cohort study.

    Science.gov (United States)

    Arroll, Bruce; Alrutz, Stowe; Moyes, Simon

    2014-12-11

    To explore the basis for patient complaints about the oldness of most magazines in practice waiting rooms. Cohort study. Waiting room of a general practice in Auckland, New Zealand. 87 magazines stacked into three mixed piles and placed in the waiting room: this included non-gossipy magazines (Time magazine, the Economist, Australian Women's Weekly, National Geographic, BBC History) and gossipy ones (not identified for fear of litigation). Gossipy was defined as having five or more photographs of celebrities on the front cover and most gossipy as having up to 10 such images. The magazines were marked with a unique number on the back cover, placed in three piles in the waiting room, and monitored twice weekly. Disappearance of magazines less than 2 months old versus magazines 3-12 months old, the overall rate of loss of magazines, and the rate of loss of gossipy versus non-gossipy magazines. 47 of the 82 magazines with a visible date on the front cover were aged less than 2 months. 28 of these 47 (60%) magazines and 10 of the 35 (29%) older magazines disappeared (P=0.002). After 31 days, 41 of the 87 (47%, 95% confidence interval 37% to 58%) magazines had disappeared. None of the 19 non-gossipy magazines (the Economist and Time magazine) had disappeared compared with 26 of the 27 (96%) gossipy magazines (Pmagazines and none of the non-gossipy magazines [corrected] had disappeared by 31 days. The study was terminated at this point. General practice waiting rooms contain mainly old magazines. This phenomenon relates to the disappearance of the magazines rather than to the supply of old ones. Gossipy magazines were more likely to disappear than non-gossipy ones. On the grounds of cost we advise practices to supply old copies of non-gossipy magazines. A waiting room science curriculum is urgently needed. © Arroll et al 2014.

  20. Gaining Modelling and Mathematical Experience by Constructing Virtual Sensory Systems in Maze-Videogames

    Science.gov (United States)

    Sacristán, Ana Isabel; Pretelín-Ricárdez, Angel

    2017-01-01

    This work is part of a research project that aims to enhance engineering students' learning of how to apply mathematics in modelling activities of real-world situations, through the construction (design and programming) of videogames. We want also for students to relate their mathematical knowledge with other disciplines (e.g., physics, computer…

  1. EyeMusic: Making Music with the Eyes

    OpenAIRE

    Hornof, Anthony J.; Sato, Linda

    2004-01-01

    Though musical performers routinely use eye movements to communicate with each other during musical performances, very few performers or composers have used eye tracking devices to direct musical compositions and performances. EyeMusic is a system that uses eye movements as an input to electronic music compositions. The eye movements can directly control the music, or the music can respond to the eyes moving around a visual scene. EyeMusic is implemented so that any composer using established...

  2. Exposure of adolescent girls to cigar images in women's magazines, 1992-1998.

    Science.gov (United States)

    Feit, M N

    2001-01-01

    OBJECTIVES: This study assessed the exposure of adolescent girls to cigar images in women's magazines from 1992 to 1998. METHODS: Data were obtained from the 5 women's magazines with the highest readership of adolescent girls. RESULTS: We found a significant upward trend in cigar images portrayed in women's magazines and a significant increase in the portrayal of women cigar smokers over the period observed. Cigar images were less likely than cigarette images to promote tobacco or nontobacco products. Among advertisements, nearly all those that featured cigars promoted nontobacco products; advertisements featuring cigarettes overwhelmingly promoted tobacco products. CONCLUSIONS: Between 1992 and 1998, adolescent readers of women's magazines were increasingly exposed to images of cigars. PMID:11211640

  3. Creating Pupils' Internet Magazine

    Science.gov (United States)

    Bognar, Branko; Šimic, Vesna

    2014-01-01

    This article presents an action research, which aimed to improve pupils' literary creativity and enable them to use computers connected to the internet. The study was conducted in a small district village school in Croatia. Creating a pupils' internet magazine appeared to be an excellent way for achieving the educational aims of almost all…

  4. A Content Analysis of Cognitive Health Promotion in Popular Magazines

    Science.gov (United States)

    Friedman, Daniela B.; Laditka, Sarah B.; Laditka, James N.; Price, Anna E.

    2011-01-01

    Health behaviors, particularly physical activity, may promote cognitive health. The public agenda for health behaviors is influenced by popular media. We analyzed the cognitive health content of 20 United States magazines, examining every page of every 2006-2007 issue of the highest circulating magazines for general audiences, women, men, African…

  5. Characteristics of medication advertisements found in US women’s fashion magazines

    Science.gov (United States)

    Mongiovi, Jennifer; Clarke Hillyer, Grace; Basch, Corey H.; Ethan, Danna; Hammond, Rodney

    2017-01-01

    Background: Although prescriptions are dispensed at discretion of medical professionals, many pharmaceutical companies use direct-to-consumer (DTC) advertising to increase sales. Over-the-counter (OTC) medications are similarly marketed. Methods: We examined the content of advertisements in 38 issues of 9 popular US women’s fashion magazines. We evaluated target audience, health condition, product availability, message appeal, target to females, and mention of potential side effects and benefits. Results: Sixty total medication advertisements were identified, 58.3% (95% CI: 45.8, 70.8) for prescription products. In magazines targeted to non-Hispanic Whites, >65% of advertisements were for OTC medications whereas 80% (95% CI: 66.7, 94.5) of advertisements found in Black/Latina magazines were for prescription medications. The rational appeal was used most commonly in non-Hispanic White magazines (75.9%; 95% CI: 60.3, 91.5). Emotional appeal was featured more often in prescription advertisements magazines (60.0; 95% CI:43.8, 76.2) compared to OTC (8.0; 95% CI: -2.6, 18.6). Conclusion: Although emotional appeal may be effective for selling medication to women, it often does not completely inform consumers of potential risks. PMID:28058239

  6. Learning foreign sounds in an alien world: videogame training improves non-native speech categorization.

    Science.gov (United States)

    Lim, Sung-joo; Holt, Lori L

    2011-01-01

    Although speech categories are defined by multiple acoustic dimensions, some are perceptually weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: Increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ categories. Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information, and players' responses to videogame characters rather than overt categorization or explicit feedback. Subjects who played the game for 2.5h across 5 days exhibited improvements in /r/-/l/ perception on par with 2-4 weeks of explicit categorization training in previous research and exhibited a shift toward more native-like perceptual cue weights. Copyright © 2011 Cognitive Science Society, Inc.

  7. Video-game based exercises for older people with chronic low back pain: a protocol for a feasibility randomised controlled trial (the GAMEBACK trial).

    Science.gov (United States)

    Zadro, Joshua Robert; Shirley, Debra; Simic, Milena; Mousavi, Seyed Javad; Ceprnja, Dragana; Maka, Katherine; Ferreira, Paulo

    2017-06-01

    To investigate the feasibility of implementing a video-game exercise programme for older people with chronic low back pain (LBP). Single-centred single-blinded randomised controlled trial (RCT). Physiotherapy outpatient department in a public hospital in Western Sydney, Australia. We will recruit 60 participants over 55 years old with chronic LBP from the waiting list. Participants will be randomised to receive video-game exercise (n=30) or to remain on the waiting list (n=30) for 8 weeks, with follow up at 3 and 6 months. Participants engaging in video-game exercises will be unsupervised and will complete video-game exercise for 60minutes, 3 times per week. Participants allocated to remain on the waiting list will be encouraged to maintain their usual levels of physical activity. The primary outcomes for this feasibility study will be study processes (recruitment and response rates, adherence to and experience with the intervention, and incidence of adverse events) relevant to the future design of a large RCT. Estimates of treatment efficacy (point estimates and 95% confidence intervals) on pain self-efficacy, care seeking, physical activity, fear of movement/re-injury, pain, physical function, disability, falls-efficacy, strength, and walking speed, will be our secondary outcome measures. Recruitment for this trial began in November 2015. This study describes the rationale and processes of a feasibility study investigating a video-game exercise programme for older people with chronic LBP. Results from the feasibility study will inform on the design and sample required for a large multicentre RCT. Australian New Zealand Clinical Trials Registry: ACTRN12615000703505. Copyright © 2016 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  8. Magazine for handling stripping foils in a particle accelerator

    International Nuclear Information System (INIS)

    Gorka, A.J. Jr.

    1975-01-01

    Thin foils for stripping a particle beam are stored in a magazine that is operable remotely to display an individual foil, release it when it is spent, and repeat this process. The magazine is operable in the high-vacuum, high-radiation environment in the interior of a particle accelerator, and it uses the magnetic field of the accelerator to operate the display and dropping mechanism. (U.S.)

  9. Music and communication in music psychology

    OpenAIRE

    Cross, Ian Ralph

    2014-01-01

    There is a general consensus that music is both universal and communicative, and musical dialogue is a key element in much music-therapeutic practice. However, the idea that music is a communicative medium has, to date, received little attention within the cognitive sciences, and the limited amount of research that addresses how and what music communicates has resulted in findings that appear to be of limited relevance to music therapy. This paper will draw on ethnomusicological evidence and ...

  10. Magazine hyped: Trends in tobacco advertising and readership characteristics, 2010–2014

    Science.gov (United States)

    El-Toukhy, Sherine M.; Choi, Kelvin

    2016-01-01

    We tracked magazine advertisements for seven tobacco products in US magazines from 2010 to 2014 and examined magazine readership characteristics that are associated with advertising placement in 2014. Advertising data came from Kantar Media’s Intelligence and readership data came from a 2014 Experian’s nationally representative survey of 4,667 adult tobacco users. At magazine level, we aggregated total and product-specific number of advertisements and expenditures by year and calculated readership demographics. We used linear and Poisson regression models to examine trends in number of tobacco advertisements and expenditures and readership characteristics associated with number of tobacco advertisements in 2014. Analyses were conducted in 2015. There were 5,317 tobacco advertisements with expenditures of $796 million that appeared in 322 magazines during 2010–2014. Cigarette advertisements accounted for 2,928 (55%), followed by e-cigarettes (n = 862, 16%), and snus (n = 534, 10%). Advertisements increased by 2.79 ad/year for cigarettes, 1.94 ad/year for e-cigarettes, and 0.78 ad/year for chewing tobacco (p advertisements was associated with select readership characteristics (p old readers, advertisement rate increased by 1.48 times for cigarettes, 3.44 times for e-cigarettes, and 2.15 times for chewing tobacco. For every 10% increase in readers who earn ≤$24,999, advertisement rate increased by 1.37 times for cigarettes and 1.70 times for e-cigarettes. Magazine tobacco advertising has increased especially for cigarettes and is targeted toward certain demographic subgroups. Regulating tobacco magazine advertising should be integral to tobacco control policies. PMID:27519170

  11. Music Therapy and Music Therapy Research. Response

    DEFF Research Database (Denmark)

    Pedersen, Inge Nygaard

    2002-01-01

    This response to Keynote by Prof. Even Ruud (N)"Music Education and Music Therapy seeks to define these two areas with specific focus on tools and methods for analysis of music as these methods are developed in music therapy. This includes that the music therapist, the music and the client create...

  12. [Written and pictorial content in magazines and their possible relationship to eating disorders].

    Science.gov (United States)

    Szabó, Kornélia; Túry, Ferenc

    2012-02-01

    In the current study we reviewed the literature on studies exploring the magazine reading frequency, written and pictorial contents appearing in magazines and their connection to eating disorders. Reading different fashion and fitness magazines has effect on readers through several indirect and direct factors and through trustable and false information. They affect readers' body satisfaction, self-esteem, eating habits and more generally their health behavior. Different theories have been explained to account for these associations and several other studies examined empirically the connection between the frequency of magazine reading and eating disorders, as well as the symptoms leading to eating disorders. We analyzed and summarized articles between 1975 and 2009 from online databases. We used the following sources: Science Direct (http://www.sciencedirect.com/), Springer-Verlag GmbH (http://www.springerlink.com/) and SAGE Publications Ltd (http://online.sagepub. com/). The pictorial and written magazine contents were associated with the development and maintenance of eating disorders or with symptoms that might lead to eating disorders. The publications compared to previous years featured an increased number of advertisements for unhealthy foods, for unhealthy radical diet plans and exercise programs. Furthermore the magazines contained conflicting messages about nutrition, body functions and eating disorders. Written and pictorial magazine contents, messages might increase the risk for development of eating disorders, especially in vulnerable individuals.

  13. Perks of controlled circ: a case study of the distribution practices of Vancouver and Western Living magazines

    OpenAIRE

    Law, Melanie

    2007-01-01

    This report examines controlled-circulation magazines using Vancouver and Western Living magazines as successful examples. It provides an analysis of the workings of controlled circulation with reference to advertising, editorial, branding, and operations, and shows how magazines with this distribution method can be successful despite publishing professionals’ common assumption that controlled-circulation magazines are of lesser quality than paid-circulation magazines.

  14. Variations in food and drink advertising in UK monthly women's magazines according to season, magazine type and socio-economic profile of readers: a descriptive study of publications over 12 months

    Directory of Open Access Journals (Sweden)

    White Martin

    2011-05-01

    Full Text Available Abstract Background Overweight and obesity are recognised nationally and internationally as key public health challenges. Food and drink advertising is one of the array of factors that influence both diet and physical activity choices and, hence, body weight and obesity. Little previous work has focused on food and drink advertising in magazines. We studied food and drink advertising in a wide range of popular UK monthly women's magazines published over a full year. We explored differences in the prevalence of food and drink advertising and the type of food and drinks advertised according to season, magazine type and socio-economic profile of readers. Methods All advertisements in all issues of 18 popular UK monthly women's magazines published over 12 months were identified. For each food or drink advertisement, branded food and drinks were noted and categorised into one of seven food groups. All analyses were at the level of the individual advertisement. Results A total of 35 053 advertisements were identified; 1380 (3.9% of these were for food or drink. The most common food group represented was 'food and drinks high in fat and/or sugar' (28.0% of food advertisements, the least common group was 'fruits & vegetables' (2.0% of food advertisements. Advertisements for alcohol accounted for 10.1% of all food advertisements. Food and drink advertisements were most common in summer, general interest magazines, and those with the most affluent readerships. There were some differences in the type of food and drink advertised across season, magazine type and socio-economic profile of readers. Conclusions Food and drink advertisements represented only a small proportion of advertisements in UK women's monthly magazines. Food and drink advertisements in these magazines feature a high proportion of 'less healthy' foods. There were a number of differences across season, magazine type and according to the socio-economic profile of readers in the prevalence

  15. Variations in food and drink advertising in UK monthly women's magazines according to season, magazine type and socio-economic profile of readers: a descriptive study of publications over 12 months.

    Science.gov (United States)

    Adams, Jean; Simpson, Emma; White, Martin

    2011-05-23

    Overweight and obesity are recognised nationally and internationally as key public health challenges. Food and drink advertising is one of the array of factors that influence both diet and physical activity choices and, hence, body weight and obesity. Little previous work has focused on food and drink advertising in magazines. We studied food and drink advertising in a wide range of popular UK monthly women's magazines published over a full year. We explored differences in the prevalence of food and drink advertising and the type of food and drinks advertised according to season, magazine type and socio-economic profile of readers. All advertisements in all issues of 18 popular UK monthly women's magazines published over 12 months were identified. For each food or drink advertisement, branded food and drinks were noted and categorised into one of seven food groups. All analyses were at the level of the individual advertisement. A total of 35 053 advertisements were identified; 1380 (3.9%) of these were for food or drink. The most common food group represented was 'food and drinks high in fat and/or sugar' (28.0% of food advertisements), the least common group was 'fruits & vegetables' (2.0% of food advertisements). Advertisements for alcohol accounted for 10.1% of all food advertisements. Food and drink advertisements were most common in summer, general interest magazines, and those with the most affluent readerships. There were some differences in the type of food and drink advertised across season, magazine type and socio-economic profile of readers. Food and drink advertisements represented only a small proportion of advertisements in UK women's monthly magazines. Food and drink advertisements in these magazines feature a high proportion of 'less healthy' foods. There were a number of differences across season, magazine type and according to the socio-economic profile of readers in the prevalence of food and drink advertisements. Fewer differences were seen in

  16. Popular Music Genres, Music Producers, and Song Creation in the General Music Classroom

    Science.gov (United States)

    Colquhoun, Shane

    2018-01-01

    In secondary general music classes, music educators have the opportunity to bridge the gap between the music students' experiences in school and the music they engage with outside of school. According to Williams, nontraditional music students have musical lives outside of school but choose not to participate in traditional ensembles. In this…

  17. Music and Music Intervention for Therapeutic Purposes in Patients with Ventilator Support; Gamelan Music Perspective

    OpenAIRE

    Suhartini Suhartini

    2011-01-01

    Background: Gamelan music is one of folk music for Javanese people. Several research studies testing the effects of music were conducted in Western countries. The music studies for therapeutic purposes used classical music commonly. Even in Indonesia, some researchers may use that music for therapeutic purposes. This concern article explains the perspective music and music intervention as therapeutic purposes, view with Javanese classical music.Objectives: To explore the evidence of music and...

  18. Stimulus- en goal-driven control of eye movements: Action videogame players are faster not better

    NARCIS (Netherlands)

    Heimler, B.; Pavani, F.; Donk, M.; van Zoest, W.

    2014-01-01

    Action videogame players (AVGPs) have been shown to outperform nongamers (NVGPs) in covert visual attention tasks. These advantages have been attributed to improved top-down control in this population. The time course of visual selection, which permits researchers to highlight when top-down

  19. Booze and butts: A content analysis of the presence of alcohol in tobacco industry's lifestyle magazines.

    Science.gov (United States)

    Jiang, Nan; Cortese, Daniel K; Lewis, M Jane; Ling, Pamela M

    2016-06-01

    Advertising influences people's health behaviors. Tobacco companies have linked tobacco and alcohol in their marketing activities. We examined how depictions of alcohol were placed in lifestyle magazines produced by tobacco companies, and if these references differed depending on if the magazine was oriented towards men, women, or if it was unisex. Content analysis of 6 different tobacco industry lifestyle magazines (73 issues), including 73 magazine covers, 1558 articles, 444 tobacco ads, and 695 non-tobacco ads. 14 of 73 (19%) magazine covers featured alcohol; 581 of 1558 (37%) magazine articles mentioned alcohol; 119 of 444 (27%) tobacco ads showed alcohol images; and 57 of 695 (8%) non-tobacco ads portrayed alcohol. Male-oriented magazines ( Unlimited , CML , and Real Edge ) contained the most alcohol references, and the references were mainly beer, mixed drinks, and liquor or spirits. Female-oriented magazines ( All Woman and Flair ) contained the fewest alcohol references, and wine and mixed drinks were the major types of alcoholic beverage portrayed. For unisex magazine ( P.S. ), the frequency of alcohol references fell between the male- and female-oriented magazines, and most frequently mentioned mixed drinks. Frequent depictions of smoking and drinking in tobacco industry lifestyle magazines might have reinforced norms about paired use of tobacco and alcohol among young adults. The pairing of tobacco and alcohol may particularly target young men. Anti-tobacco interventions need to address the co-use of tobacco and alcohol, change the social acceptability of smoking in any social settings, and tailor alcohol related anti-tobacco messaging by gender.

  20. Videogame Cybersubjects: Questioning the Myths of Violence and Identification (Implications for Educational Technologies)

    Science.gov (United States)

    Jagodzinski, Jan

    2007-01-01

    In this article I explore the question of videogame cybersubjects and the myths of violence and identification made available by the new interactive media so as to vivify what is at stake when it comes to educational technologies. I introduce the concept of interpassivity to provide an aspect of technological interactivity that is missing in the…

  1. Videogame playing as distraction technique in course of venipuncture.

    Science.gov (United States)

    Minute, M; Badina, L; Cont, G; Montico, M; Ronfani, L; Barbi, E; Ventura, A

    2012-01-01

    Needle-related procedures (venipuncture, intravenous cannulation) are the most common source of pain and distress for children. Reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. The aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame) to EMLA premedication in needle-related pain in children. One-hundred and nine children (4 -10 years of age) were prospectively recruited to enter in the study. Ninety-seven were randomized in two groups: CC group (conventional care: EMLA only) as control group and AD group (active distraction: EMLA plus videogame) as intervention group. Outcome measures were: self-reported pain by mean of FPS-R scale (main study outcome), observer-reported pain by FLACC scale, number of attempts for successful procedure. In both groups FPS-R median rate was 0 (interquartile range: 0-2), with significant pain (FPS-R > 4) reported by 9% of subjects. FLACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in AD group). The percentage of children with major pain (FLACC > 4) was 18% in CC group and 9% in AD group (p = 0.2). The median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2) in both groups.. Active distraction doesn't improve EMLA analgesia for iv cannulation and venipuncture. Even though, it resulted in an easily applicable strategy appreciated by children. This technique could be usefully investigated in other painful procedures.

  2. CCR Magazines | Center for Cancer Research

    Science.gov (United States)

    The Center for Cancer Research (CCR) has two magazines, MILESTONES and LANDMARKS, that highlight our annual advances and top contributions to the understanding, detection, treatment and prevention of cancer over the years.

  3. Youth Alcohol Brand Consumption and Exposure to Brand Advertising in Magazines

    Science.gov (United States)

    Ross, Craig S; Ostroff, Joshua; Siegel, Michael B; DeJong, William; Naimi, Timothy S; Jernigan, David H

    2014-01-01

    Objective: Recently published research has identified the alcohol brands most frequently consumed by underage youth. The present study examines alcohol magazine advertising in 2011 to report age- and sex-specific exposure to advertisements for these brands in contrast with other magazine advertising brands less popular with youth. Method: We licensed magazine advertising occurrence data from Nielsen and magazine audience data from the research company GfK MRI (Growth from Knowledge, Mediamark Research & Intelligence) for national full-run editions for 2011. We contrasted per capita advertising exposure, considering different age- and sex-specific groups, for popular youth brands versus all other magazine brands. For each brand, we reported the age group receiving the highest level of per capita advertising exposure, as well as other age groups within 10% of that peak level. Results: Underage males ages 18–20 were the most heavily exposed age group for 11 of the top 25 brands they consumed and were within 10% of the most heavily exposed group for another 6 brands. Underage females ages 18–20 were most heavily exposed for 16 of the top 25 brands they consumed and were within 10% of the most heavily exposed group for another 2 brands. In contrast, those ages 18–20 were the most heavily exposed group for fewer than 10% of the remaining 308 magazine advertising brands for either sex. Conclusions: These findings suggest a relationship between advertising exposure and youth alcohol brand consumption. Current alcohol industry self-regulatory codes may not be sufficiently protective of youth. PMID:24988260

  4. Youth alcohol brand consumption and exposure to brand advertising in magazines.

    Science.gov (United States)

    Ross, Craig S; Ostroff, Joshua; Siegel, Michael B; DeJong, William; Naimi, Timothy S; Jernigan, David H

    2014-07-01

    Recently published research has identified the alcohol brands most frequently consumed by underage youth. The present study examines alcohol magazine advertising in 2011 to report age- and sex-specific exposure to advertisements for these brands in contrast with other magazine advertising brands less popular with youth. We licensed magazine advertising occurrence data from Nielsen and magazine audience data from the research company GfK MRI (Growth from Knowledge, Mediamark Research & Intelligence) for national full-run editions for 2011. We contrasted per capita advertising exposure, considering different age- and sex-specific groups, for popular youth brands versus all other magazine brands. For each brand, we reported the age group receiving the highest level of per capita advertising exposure, as well as other age groups within 10% of that peak level. Underage males ages 18-20 were the most heavily exposed age group for 11 of the top 25 brands they consumed and were within 10% of the most heavily exposed group for another 6 brands. Underage females ages 18-20 were most heavily exposed for 16 of the top 25 brands they consumed and were within 10% of the most heavily exposed group for another 2 brands. In contrast, those ages 18-20 were the most heavily exposed group for fewer than 10% of the remaining 308 magazine advertising brands for either sex. These findings suggest a relationship between advertising exposure and youth alcohol brand consumption. Current alcohol industry self-regulatory codes may not be sufficiently protective of youth.

  5. Music Researchers' Musical Engagement

    Science.gov (United States)

    Wollner, Clemens; Ginsborg, Jane; Williamon, Aaron

    2011-01-01

    There is an increasing awareness of the importance of reflexivity across various disciplines, which encourages researchers to scrutinize their research perspectives. In order to contextualize and reflect upon research in music, this study explores the musical background, current level of musical engagement and the listening habits of music…

  6. Cross-cultural perspectives on music and musicality.

    Science.gov (United States)

    Trehub, Sandra E; Becker, Judith; Morley, Iain

    2015-03-19

    Musical behaviours are universal across human populations and, at the same time, highly diverse in their structures, roles and cultural interpretations. Although laboratory studies of isolated listeners and music-makers have yielded important insights into sensorimotor and cognitive skills and their neural underpinnings, they have revealed little about the broader significance of music for individuals, peer groups and communities. This review presents a sampling of musical forms and coordinated musical activity across cultures, with the aim of highlighting key similarities and differences. The focus is on scholarly and everyday ideas about music--what it is and where it originates--as well the antiquity of music and the contribution of musical behaviour to ritual activity, social organization, caregiving and group cohesion. Synchronous arousal, action synchrony and imitative behaviours are among the means by which music facilitates social bonding. The commonalities and differences in musical forms and functions across cultures suggest new directions for ethnomusicology, music cognition and neuroscience, and a pivot away from the predominant scientific focus on instrumental music in the Western European tradition. © 2015 The Author(s) Published by the Royal Society. All rights reserved.

  7. Getting SaaSy: The Implementation of Magazine Manager at Canada Wide Media

    OpenAIRE

    Fleischmann, Ariane Louise

    2015-01-01

    In 2013, Canada Wide Media (Canada Wide), a regional magazine publisher based out of Vancouver, BC, upgraded its Customer Relationship Management (CRM) from outdated proprietary software – Media Services Group – to a Software-as-a-service (SaaS) vendor – Magazine Manager. Its implementation was considered a failure (by 2014 Canada Wide scrapped Magazine Manager in favour of Media Services Group’s later CRM iteration, Élan) and this report seeks to answer why. Through an examination of Canada ...

  8. [Images of Ageing in Health Care Magazines of the Public Health System].

    Science.gov (United States)

    Hartmann-Tews, Ilse; Hoppe, Theresa

    2018-03-01

    Collective images of ageing influence attitudes towards ageing and health- related activities. The aim of this study was to explore images of ageing and old age in magazines published by public health institutions, namely health insurance companies and pharmacies. A standardized content analysis was conducted covering age-related articles (n=146) and accompanying photographs (n=218) of public health institutions. The stock of material comprises age-related articles of all magazines published 2012-2013 of 2 public health insurance companies (Allgemeine Ortskrankenkasse: "Bleib gesund", Barmer Ersatzkasse: "Gesundheit konkret"), 2 private health insurance companies (Gothaer Versicherung: "Gothaer magazin", Deutsche Krankenversicherung: "DKV impulse") and 2 consumer magazines of pharmacies ("Apothekenumschau","Senioren Ratgeber"). Illness turns out to be the most often focused main theme and key issue of age-related articles. With reference to the central dimensions of somatic culture - health, body-centered performance and appearance - most of the articles focus on deficits of old age, in particular illness and decrease of performance, and thus communicate a negative image of ageing. The visual presentation of elderly people is much more positive. There are various differences in the communication of images of ageing between the 2 types of magazines, with the consumer magazines of the pharmacy covering a broader spectrum of topics, referring more often to a healthy lifestyle and prevention and communicating a more multifaceted image of old age and ageing in comparison to the membership magazines of health insurance companies. Institutions of public health have many duties and responsibilities. One of these is to strengthen health competencies and locus of control of the population - in our case - elderly people. As images of ageing influence attitudes towards ageing and health-related activities, it seems to be sensible and of good economic sense to communicate a

  9. How musical are music video game players?

    Science.gov (United States)

    Pasinski, Amanda C; Hannon, Erin E; Snyder, Joel S

    2016-10-01

    Numerous studies have shown that formal musical training is associated with sensory, motor, and cognitive advantages in individuals of various ages. However, the nature of the observed differences between musicians and nonmusicians is poorly understood, and little is known about the listening skills of individuals who engage in alternative types of everyday musical activities. Here, we show that people who have frequently played music video games outperform nonmusicians controls on a battery of music perception tests. These findings reveal that enhanced musical aptitude can be found among individuals who play music video games, raising the possibility that music video games could potentially enhance music perception skills in individuals across a broad spectrum of society who are otherwise unable to invest the time and/or money required to learn a musical instrument.

  10. 38 CFR 21.219 - Supplies consisting of clothing, magazines and periodicals, and items which may be personally...

    Science.gov (United States)

    2010-07-01

    ... clothing, magazines and periodicals, and items which may be personally used by the veteran. 21.219 Section....219 Supplies consisting of clothing, magazines and periodicals, and items which may be personally used... will be supplied. (b) Furnishing magazines and periodicals. Appropriate past issues of magazines...

  11. Healing Magazine, Volume 8, 2003.

    Science.gov (United States)

    2003

    This volume of "Healing Magazine" features practical, clinical information aimed at sharing current work in children's mental health. The first issue contains articles on intervention for self-injurious behavior, providing school-based grief groups, effectively using time-out as a parenting tool, and KidsPeace's suicide prevention…

  12. Chaotic Music Generation System Using Music Conductor Gesture

    OpenAIRE

    Chen, Shuai; Maeda, Yoichiro; Takahashi, Yasutake

    2013-01-01

    In the research of interactive music generation, we propose a music generation method, that the computer generates the music, under the recognition of human music conductor's gestures.In this research, the generated music is tuned by the recognized gestures for the parameters of the network of chaotic elements in real time. The music conductor's hand motions are detected by Microsoft Kinect in this system. Music theories are embedded in the algorithm, as a result, the generated music will be ...

  13. Music Conductor Gesture Recognized Interactive Music Generation System

    OpenAIRE

    CHEN, Shuai; MAEDA, Yoichiro; TAKAHASHI, Yasutake

    2012-01-01

    In the research of interactive music generation, we propose a music generation method, that the computer generates the music automatically, and then the music will be arranged under the human music conductor's gestures, before it outputs to us. In this research, the generated music is processed from chaotic sound, which is generated from the network of chaotic elements in realtime. The music conductor's hand motions are detected by Microsoft Kinect in this system. Music theories are embedded ...

  14. Video Games as Mass Art

    Directory of Open Access Journals (Sweden)

    Grant Tavinor

    2011-01-01

    Full Text Available Videogames are one of the most significant developments in the mass arts of recent times. In commercial terms, they are now among the most prominent of the mass arts worldwide. This commercial and cultural success does not exhaust the interest in videogames as a mass art phenomenon because games such as Grand Theft Auto IV and Fallout 3 are structurally radically different from previous forms of mass art. In particular, the ontology of videogames, the nature and identity of their works, and how they are instanced and evaluated is a departure from the familiar mass arts of film and popular music. This paper explores these differences in an attempt to fit videogames into a theory of mass art, but also to provide guidance on the issues of criticism and evaluation that surely follow from their ontological distinctiveness.

  15. 32 CFR Appendix A to Part 247 - Funded Newspapers and Magazines

    Science.gov (United States)

    2010-07-01

    .... Funded publications shall not carry commercial advertising. As a service, the Funded newspaper may carry... 32 National Defense 2 2010-07-01 2010-07-01 false Funded Newspapers and Magazines A Appendix A to... (CONTINUED) MISCELLANEOUS DEPARTMENT OF DEFENSE NEWSPAPERS, MAGAZINES AND CIVILIAN ENTERPRISE PUBLICATIONS Pt...

  16. How Cigarettes Are Sold in Magazines: Special Messages for Special Markets.

    Science.gov (United States)

    Basil, Michael D.; Schooler, Caroline

    Tobacco companies have the ability to target their products to segmented audiences by advertising in specialty magazines. Segmentation is a means of providing audiences with ads appropriate to their behavioral, demographic, and psychological characteristics. Through a content analysis of cigarette advertising in 10 popular magazines, a study…

  17. Prior video game exposure does not enhance robotic surgical performance.

    Science.gov (United States)

    Harper, Jonathan D; Kaiser, Stefan; Ebrahimi, Kamyar; Lamberton, Gregory R; Hadley, H Roger; Ruckle, Herbert C; Baldwin, D Duane

    2007-10-01

    Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance.

  18. Laying the Foundations for Video-Game Based Language Instruction for the Teaching of EFL

    Science.gov (United States)

    Galvis, Héctor Alejandro

    2015-01-01

    This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context…

  19. Strategies for Selling Paid Content on Newspaper and Magazine Web Sites: An Empirical Analysis of Bundling and Splitting of News and Magazine Articles

    OpenAIRE

    Stahl, Florian; Schaefer, Marc-Frederic; Maass, Wolfgang

    2004-01-01

    More and more newspaper and magazineWeb sites offer paid content. However, selling information goods at a price higher than the marginal cost means finding a strategy for product or price differentiation. A possible strategy to solve this problem is the bundling of information goods. In this article, we analyze empirically, with quantitative statistic methods, strategies for selling bundled and unbundled content on newspaper and magazineWeb sites. This analysis is based on the theoretical ...

  20. Grooming ten-year-olds with gender stereotypes? A content analysis of preteen and teen girl magazines.

    Science.gov (United States)

    Daniels, Elizabeth A; Layh, Marlee C; Porzelius, Linda K

    2016-12-01

    Extensive research shows a strong body focus in media aimed at teen girls and adult women; less is known about the content of media aimed at preteen girls. The present study investigated differences in the content of preteen versus teen girl magazines. Additionally, the content of independent compared to mainstream magazines was examined. Media frames, which are dominant themes present in media stories, used in content about the body were examined. Finally, the prevalence of appearance-focused versus non-appearance-focused content was assessed. Advertisements and general stories were analyzed. Results indicate that teen and mainstream magazines contained more appearance content than preteen and independent magazines. Appearance media frames were more common in teen than preteen magazines. Finally, teen and mainstream magazines contained more appearance-focused than non-appearance-focused content, whereas the opposite was true for preteen and independent magazines. Findings are discussed in terms of objectification theory and gender socialization practices. Copyright © 2016 Elsevier Ltd. All rights reserved.

  1. You Cannot Do This Alone! Increasing Task Interdependence in Cooperative Educational Videogames to Encourage Collaboration

    Science.gov (United States)

    Nebel, Steve; Schneider, Sascha; Beege, Maik; Kolda, Franziska; Mackiewicz, Valerie; Rey, Günter Daniel

    2017-01-01

    Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement…

  2. Umbanda, Music and Music Therapy

    OpenAIRE

    Gregorio José Pereira de Queiroz

    2015-01-01

    This article discusses the use of music in religious rites of Umbanda and the possible correlations among the role played by music in this rite and its role in music therapy process, especially in some of its approaches.

  3. Can an intervention based on a serious videogame prior to cognitive behavioral therapy be helpful in bulimia nervosa? A clinical case study.

    Directory of Open Access Journals (Sweden)

    Cristina eGiner-Bartolomé

    2015-07-01

    Full Text Available Background: Several studies have highlighted the implications of impulsivity and novelty seeking for both the maintenance and the process of recovery from bulimia nervosa. Cognitive behavioral therapy (CBT is the treatment of choice for bulimia nervosa, but for some cases, this treatment alone might not be sufficient for reducing the high levels of impulsivity. The paper presents a case report of a patient with bulimia nervosa, examining the effectiveness of using a videogame (Playmancer as an additional intervention designed to address impulsivity. Design: Psychometric and neuropsychological measures were collected at baseline. After this assessment, Playmancer was applied prior to CBT, following an A-B-A-C-A single case experimental design. Impulsivity levels were assessed with the Conners’ Continuous Performance Test II (CPT-II. After the Playmancer treatment, the patient started CBT, and the levels of impulsivity were recorded again. Finally, psychometric and neuropsychological measures were collected after treatment. Weekly frequency of binges and vomiting were also recorded during the entire procedure. Results: After the videogame intervention, psychometric measures such as anxiety levels, impulsivity and novelty seeking decreased. Regarding the neuropsychological measures, impulsivity levels (measured with the CPT-II progressively decreased throughout the intervention, and an improvement in decision making capacities was observed. Furthermore, the frequency of binges also decreased during and after the videogame intervention. Discussion: This case report suggests that using the Playmancer videogame to reduce impulsivity prior to CBT may enhance the final results of the treatment for bulimia nervosa.

  4. The Impact of Incentivizing the Use of Feedback on Learning and Performance in Educational Videogames

    Science.gov (United States)

    Delacruz, Girlie C.

    2012-01-01

    Educational videogames can be designed to provide instructional feedback responsive to specific actions. However, existing research indicates that students tend to ignore the feedback provided. That is, students often use ineffective help-seeking strategies. Research on the topic of help-seeking in learning environments have primarily focused on the role of cognitive factors, the nature of the help, or issues of timing and frequency. There is a noticeable gap in understanding how to motivate the use provided feedback. This study examined the relation between incentivizing the use of feedback and providing an explanation of the game's scoring rules on math learning in a pre-algebra videogame. A randomized-control design was used, comparing learning outcomes of students who received the incentive with those who did not. Results indicated that students given the incentive to use feedback had significantly higher normalized change scores on math items (d = .53), with stronger effects for students with low academic intrinsic motivation (d = .88 - 1.17).

  5. The Library of Congress: Evaluation of the NLS/BPH Braille and Audio Magazine Program. Final Project Report.

    Science.gov (United States)

    Bosma and Associates International, Seattle, WA.

    This final report presents an independent formative and summative evaluation of the National Library Services for the Blind and Physically Handicapped (NLS/BPH) braille and audio magazine program. In this program, 77 magazines are distributed directly to subscribers, with 43 magazines available on audio flexible discs and 34 magazines available in…

  6. How Black women make sense of 'White' and 'Black' fashion magazines: a qualitative think aloud study.

    Science.gov (United States)

    Ogden, Jane; Russell, Sheriden

    2013-12-01

    This qualitative think aloud study explored how Black women (n = 32) processed information from a White or Black fashion magazine. Comments to the 'White' magazine were characterised by rejection, being critical of the media and ambivalence, whereas they responded to the 'Black' magazine with celebration, identification and a search for depth. Transcending these themes was their self-identity of being a Black woman that was brought to the fore either by a sense of exclusion (White magazine) or engagement (Black magazine). Such an identity provides resilience against the media's thin ideals by minimising the processes of social comparison and internalisation.

  7. The hot body issue: Weight and caption tone in celebrity gossip magazines.

    Science.gov (United States)

    McDonnell, Andrea; Lin, Linda

    2016-09-01

    While representations of bodies and weight have been studied in regards to fashion and fitness magazines, little research exists that examines such representations in celebrity gossip magazines. Using data collected through content analysis of 262 photo-caption units published in June 2015 issues of American celebrity gossip magazines, this study examines representations of bodies within the genre and the relationship between the gender, race, and body size of pictured celebrities and the tone of accompanying captions. Results indicate that celebrity gossip magazines critique the bodies of both female and male subjects, but that women are more likely to be the subject of negative comments than men. Underweight women and overweight men are especially targeted for criticism. Latinos are praised more often than other racial groups. The implications of these representations are discussed. Copyright © 2016 Elsevier Ltd. All rights reserved.

  8. Music and Music Intervention for Therapeutic Purposes in Patients with Ventilator Support; Gamelan Music Perspective

    Directory of Open Access Journals (Sweden)

    Suhartini Suhartini

    2011-01-01

    Full Text Available Background: Gamelan music is one of folk music for Javanese people. Several research studies testing the effects of music were conducted in Western countries. The music studies for therapeutic purposes used classical music commonly. Even in Indonesia, some researchers may use that music for therapeutic purposes. This concern article explains the perspective music and music intervention as therapeutic purposes, view with Javanese classical music.Objectives: To explore the evidence of music and music intervention for therapeutic purposes and to describe the perspective of gamelan music used in nursing interventionMethods: Using five bibliography databases (MEDLINE, CINAHL, Science Direct, Interscience, and Proquest were searched from 1999-2010 for original clinical reports or reviews that evaluated the use of complementary therapy for therapeutic intervention in patients with ventilator support. The term of complementary therapy, anxiety, and pain were used in a comprehensive search of electronic databases. Articles were screened and excluded based on the title and abstract information.Results: Music brings about helpful changes in the emotional and physical health of patients, and has the ability to provide an altered state of physical arousal and subsequent mood improvement by processing a progression of musical notes of varying tone, rhythm, and instrumentation for a pleasing effect.Conclusion: Music can be used for therapeutic purposes, for instance to reduce anxiety, to decrease pain sensation, and some effects of psychological impact. Include, the gamelan music can be offer for patients for Javanese people in Indonesia.Key words: Music, music intervention, therapeutic purposes

  9. Energy Cost and Enjoyment of Active Videogames in Children and Teens: Xbox 360 Kinect.

    Science.gov (United States)

    Clevenger, Kimberly A; Howe, Cheryl A

    2015-08-01

    New active videogames (AVGs) may provide youth an alternative to traditional play. The purpose of this study was to compare the physical activity energy expenditure (PAEE), intensity, and enjoyment of AVGs with those of seated videogames (SVGs). Youth (8-17 years old) volunteered to play a random selection of six (two SVGs, four AVGs) videogames for 6-10 minutes each. Prior to participation, height, weight, and resting metabolic rate (RMR) were measured. A portable metabolic analyzer was worn during the games to measure total energy expenditure, and PAEE was calculated as (total energy expenditure - measured RMR). An accelerometer was worn on the right hip to measure intensity in counts/minute and steps/minute. Youth were classified as child (8-12 years old) versus teen (13-17 years old), healthy weight (body mass index [BMI] <85th percentile) versus overweight (BMI ≥85th percentile), and male versus female. A three-way mixed-model analysis of variance was used to compare differences in PAEE (metabolic equivalents [METs] and kcal/minute) with sex, weight status, and age group as main effects, including Bonferroni's adjustment. Most AVGs were moderate to vigorous intensity (4.6±0.1 METs; range, 2.8-6.6 METs), where steps/minute (lower-body movement) was positively related to PAEE (R(2)=0.68). All SVGs were classified as light intensity (1.7±0.0 METs). PAEE (kcal/minute) was significantly higher during AVGs and for teens, males, and overweight youth. There was no significant difference in enjoyment between AVGs and SVGs. AVGs elicited sufficient energy cost to be a suitable alternative for traditional play and may contribute to the recommended dose of physical activity, particularly in teens, males, and overweight youth.

  10. Hearing Aids

    Science.gov (United States)

    ... listen to TV or your music player, play videogames, or use your phone. Talk to your audiologist ... your audiologist several times, but it's worth the benefit of being able to hear your friends and ...

  11. 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.

  12. USING MAGAZINES AS AUTHENTIC MATERIALS ON TEACHING MORPHOLOGY

    Directory of Open Access Journals (Sweden)

    Maria Yosephin Widarti Lestari

    2017-04-01

    Full Text Available As one of authentic materials, magazines can facilitate English language teaching and learning. Teachers and students can use magazines as the authentic materials since they can afford to buy it, it is easy to find, and its content is in accordance with the changing of time. It is inevitable that learning from authentic materials has strong appeal for students. In teaching Morphology, magazine can be used as a tool to demonstrate how new words are formed and in this kind of mass media, most new words first appeared. In morphological process, there are some types of how new words are created. In this research, four types are described, e.g. compounding which forms a word out of two or more root morphemes, blending which creates words from parts of two other words, clipping which is the word formation process consisting in the reduction of a word to one of its parts and acronyms by taking the initial letters of a phrase and making a word out of it. The paper aims to show an effort to enrich students‘ vocabulary by using magazine articles on technology as authentic materials. The result shows that authentic materials related to articles on technology can be a tool for teachers to introduce how new words are formed, and the students can feel the way of word forming because they use the words in their daily-life communication. The research also shows that most of data are relatively new words because the words are not found in the dictionary.

  13. Pop and World Music in Dutch Music Education: Two Cases of Authentic Learning in Music Teacher Education and Secondary Music Education

    Science.gov (United States)

    Evelein, Frits

    2006-01-01

    Popular and world music play an important role in Dutch music education. This article examines two case studies that illustrate authentic music learning environments in which these types of music are prominently used. The first case follows a student during her training at the Rotterdam Academy for Music Education, in which her own musical and…

  14. 32 CFR Appendix E to Part 247 - DoD Command Newspaper and Magazine Review System

    Science.gov (United States)

    2010-07-01

    ... 32 National Defense 2 2010-07-01 2010-07-01 false DoD Command Newspaper and Magazine Review System... OF DEFENSE (CONTINUED) MISCELLANEOUS DEPARTMENT OF DEFENSE NEWSPAPERS, MAGAZINES AND CIVILIAN ENTERPRISE PUBLICATIONS Pt. 247, App. E Appendix E to Part 247—DoD Command Newspaper and Magazine Review...

  15. Videogame playing as distraction technique in course of venipuncture

    Directory of Open Access Journals (Sweden)

    M. Minute

    2012-04-01

    Full Text Available Background: needle-related procedures (venipuncture, intravenous cannulation are the most common source of pain and distress for children. reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. the aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame to eMlA premedication in needle-related pain in children. Methods: one-hundred and nine children (4 -10 years of age were prospectively recruited to enter in the study. ninety-seven were randomized in two groups: CC group (conventional care: eMlA only as control group and Ad group (active distraction: eMlA plus videogame as intervention group. outcome measures were: selfreported pain by mean of FPS-r scale (main study outcome, observer-reported pain by FlACC scale, number of attempts for successful procedure. Results: in both groups FPS-r median rate was 0 (interquartile range: 0-2, with significant pain (FPS-r>4 reported by 9% of subjects. FlACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in Ad group. the percentage of children with major pain (FlACC>4 was 18% in CC group and 9% in Ad group (p=0.2. the median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2 in both groups.. Conclusion: Active distraction doesn’t improve eMlA analgesia for iv cannulation and venipuncture. even though, it resulted in an easily applicable strategy appreciated by children. this technique could be usefully investigated in other painful procedures.

  16. Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy?

    Science.gov (United States)

    Deutsch, Judith E; Guarrera-Bowlby, Phyllis; Myslinski, Mary Jane; Kafri, Michal

    2015-02-01

    This article asked and answered the question of whether there was evidence to support the use of videogames for promotion of wellness and fitness for people poststroke and those with cerebral palsy (CP). A literature search of PubMed, CINAHL, and PEDro using a population, intervention, and outcome (PIO) approach and the key words "stroke (or CP) AND video games (and synonyms) AND energy expenditure (EE) (and synonyms)" was conducted. It yielded two relevant references for people poststroke and five references for people with CP. The literature extraction and synthesis by the categories of the PIO indicated that most studies used only the population of interest, except two that compared the EE with that of healthy controls. The main finding is that both people poststroke (moderate severity) and people with CP (mild severity) can achieve moderate EE playing Wii(™) (Nintendo, Kyoto, Japan), PlayStation(®) (Sony, Tokyo, Japan), and Kinect(™) (Microsoft, Redmond, WA) games. Adults with CP of mild severity played the videogames at vigorous levels, whereas those with severe CP played them at low levels. There appears to be an interaction between development and severity that influences the exercise intensity measured by EE. The findings suggests that videogames are a gateway for wellness promotion.

  17. Music Therapy: A Career in Music Therapy

    Science.gov (United States)

    About Music Therapy & Music Therapy Training M usic therapy is a healthcare profession that uses music to help individuals of all ages improve physical, cognitive, emotional, and social functioning. Music therapists work with children and adults with developmental ...

  18. Changes in the ''Urania - Postepy Astronomii'' astronomical magazine

    Science.gov (United States)

    Czart, Krzysztof; Mikołajewski, Maciej

    2014-12-01

    ''Urania - Postepy Astronomii'' is one of the oldest popular science magazines about astronomy in the world. During 2012-2013 it undergone revolutionary changes into a modern magazine suitable for 21st century market of popular science press, at the same time maintaining a high level of popularization. The main changes included: diversity of content, full colour for all pages, changing website into modern internet portal, using social media, ambitious project of a digital archive of all issues from 1922 to 2011, web store to provide easier access for everyone, and projects aimed at schools and school libraries.

  19. Music Teachers and Music Therapists: Helping Children Together.

    Science.gov (United States)

    Patterson, Allyson

    2003-01-01

    Provides background information on music therapy. Discusses how music therapy works in the public school setting and offers advice to music teachers. Explores music therapy and the Individuals with Disabilities Education Act, addressing the benefits of having access to music therapists. (CMK)

  20. How an Unhealthy Product Is Sold: Cigarette Advertising in Magazines, 1960-1985.

    Science.gov (United States)

    Altman, David G.; And Others

    1987-01-01

    Suggests that an emphasis on erotic images in women's magazines and on images of adventure, risk, and recreation in youth magazines tailored cigarette ads to the implicit and explicit desires of consumers, allaying their fears about the health effects of smoking. (MM)

  1. Playing a Videogame with a Sexualized Female Character Increases Adolescents' Rape Myth Acceptance and Tolerance Toward Sexual Harassment.

    Science.gov (United States)

    Driesmans, Karolien; Vandenbosch, Laura; Eggermont, Steven

    2015-04-01

    Prior research has documented favorable effects of active and educational videogames among adolescents. However, research on potential negative effects of such games is limited. Scholars have called attention to games portraying sexualized female characters. The purpose of the current study was to experimentally investigate the effect of playing a videogame with a sexualized female character on adolescents' acceptance of rape myths and tolerance for sexual harassment. Fifty-seven secondary school pupils, 12-15 years of age, participated in a 2 (gender: boys versus girls)×2 (game character: nonsexualized versus sexualized female) factorial design experiment. Participants played a game for 15 minutes and were randomly assigned to one of the two game characters. Afterward, they completed established scales to assess rape myth acceptance and tolerance for sexual harassment. Analyses of variance showed greater acceptance of rape myths (P=0.039) and greater tolerance of sexual harassment (P=0.046) in adolescents who played with the sexualized woman compared with adolescents in the control condition. We did not find significant differences between boys and girls or any interaction effect between gender and game character. Findings suggest that gameplaying with a sexualized woman may increase adolescents' acceptance of rape myths and tolerance for sexual harassment. These findings highlight attention to the use of sexualized female game characters in (educational and active) videogames that target adolescents.

  2. A cross-cultural content-analytic comparison of the hookup culture in U.S. and Dutch teen girl magazines.

    Science.gov (United States)

    Joshi, Suchi Pradyumn; Peter, Jochen; Valkenburg, Patti M

    2014-01-01

    This quantitative content analysis investigated the hookup culture in U.S. and Dutch teen girl magazines. Using Hofstede's cultural dimension of masculinity/femininity, the hookup culture (i.e., the relational context of sex, emotional context of sex, specific sexual activities, and contraceptives) was examined in 2,496 stories from all 2006 through 2008 issues of the three most popular U.S. (i.e., Seventeen, CosmoGirl! U.S. edition, and Teen) and Dutch teen girl magazines (i.e., Fancy, CosmoGirl! Netherlands edition, and Girlz!). Regarding the relational context of sex, stories about casual sex occurred more often in U.S. magazines, and Dutch magazines focused more on committed sex. Dutch magazines also emphasized sex within the emotional context of love more often than did U.S. magazines. In terms of sexual activities, coital sex was mentioned more often in U.S. coverage, while petting was mentioned more frequently in Dutch coverage. Condoms were covered more positively in U.S. magazines than in Dutch magazines. Overall, the hookup culture seems to be more visible in U.S. magazines for the occurrence of casual sex and lack of love stories, whereas it does not emerge in Dutch magazines due to the presence of committed sex and love-related articles.

  3. Structure of Corrective Feedback for Selection of Ineffective Vegetable Parenting Practices for Use in a Simulation Videogame.

    Science.gov (United States)

    Baranowski, Tom; Beltran, Alicia; Chen, Tzu-An; O'Connor, Teresia; Hughes, Sheryl; Buday, Richard; Baranowski, Janice

    2013-02-01

    A serious videogame is being developed to train parents of preschool children in selecting and using parenting practices that are likely to encourage their child to eat more vegetables. The structure of feedback to the parents on their selection may influence what they learn from the game. Feedback Intervention Theory provides some guidance on the design of such messages. The structure of preferred performance feedback statements has not been investigated within serious videogames. Two feedback formats were tested for a player's preferences within the context of this videogame. Based on Feedback Intervention Theory, which proposes that threat to self-concept impairs feedback response, three-statement (a nonaffirming comment sandwiched between two affirming comments, called "Oreo" feedback, which should minimize threat to self-concept) and two-statement (a nonaffirming comment followed by an affirming comment) performance feedbacks were tailored to respondents. Tailoring was based on participants' report of frequency of use of effective and ineffective vegetable parenting practices and the reasons for use of the ineffective practices. Participants selected their preference between the two forms of feedback for each of eight ineffective vegetable parenting practices. In general, mothers ( n =81) (no male respondents) slightly preferred the "Oreo" feedback, but the pattern of preferences varied by demographic characteristics. Stronger relationships by income suggest the feedback structure should be tailored to family income. Future research with larger and more diverse samples needs to test whether perceived threat to self-concept mediates the response to feedback and otherwise verify these findings.

  4. The Musical Self-Concept of Chinese Music Students

    Directory of Open Access Journals (Sweden)

    Suse ePetersen

    2016-05-01

    Full Text Available The relationship between self-concept and societal settings has been widely investigated in several Western and Asian countries, with respect to the academic self-concept in an educational environment. Although the musical self-concept is highly relevant to musical development and performance, there is a lack of research exploring how the musical self-concept evolves in different cultural settings and societies. In particular, there have been no enquiries yet in the Chinese music education environment. This study’s goal was the characterization of musical self-concept types among music students at a University in Beijing, China. The Musical Self-Concept Inquiry (MUSCI—including ability, emotional, physical, cognitive, and social facets—was used to assess the students’ musical self-concepts (N=97. The data analysis led to three significantly distinct clusters and corresponding musical self-concept types. The types were especially distinct, in the students’ perception of their musical ambitions and abilities; their movement, rhythm and dancing affinity; and the spiritual and social aspects of music. The professional aims and perspectives, and the aspects of the students’ sociodemographic background also differed between the clusters. This study is one of the first research endeavors addressing musical self-concepts in China. The empirical identification of the self-concept types offers a basis for future research on the connections between education, the development of musical achievement, and the musical self-concept in societal settings with differing understandings of the self.

  5. The Musical Self-Concept of Chinese Music Students.

    Science.gov (United States)

    Petersen, Suse; Camp, Marc-Antoine

    2016-01-01

    The relationship between self-concept and societal settings has been widely investigated in several Western and Asian countries, with respect to the academic self-concept in an educational environment. Although the musical self-concept is highly relevant to musical development and performance, there is a lack of research exploring how the musical self-concept evolves in different cultural settings and societies. In particular, there have been no enquiries yet in the Chinese music education environment. This study's goal was the characterization of musical self-concept types among music students at a University in Beijing, China. The Musical Self-Concept Inquiry-including ability, emotional, physical, cognitive, and social facets-was used to assess the students' musical self-concepts (N = 97). The data analysis led to three significantly distinct clusters and corresponding musical self-concept types. The types were especially distinct, in the students' perception of their musical ambitions and abilities; their movement, rhythm and dancing affinity; and the spiritual and social aspects of music. The professional aims and perspectives, and the aspects of the students' sociodemographic background also differed between the clusters. This study is one of the first research endeavors addressing musical self-concepts in China. The empirical identification of the self-concept types offers a basis for future research on the connections between education, the development of musical achievement, and the musical self-concept in societal settings with differing understandings of the self.

  6. The Musical Self-Concept of Chinese Music Students

    Science.gov (United States)

    Petersen, Suse; Camp, Marc-Antoine

    2016-01-01

    The relationship between self-concept and societal settings has been widely investigated in several Western and Asian countries, with respect to the academic self-concept in an educational environment. Although the musical self-concept is highly relevant to musical development and performance, there is a lack of research exploring how the musical self-concept evolves in different cultural settings and societies. In particular, there have been no enquiries yet in the Chinese music education environment. This study’s goal was the characterization of musical self-concept types among music students at a University in Beijing, China. The Musical Self-Concept Inquiry—including ability, emotional, physical, cognitive, and social facets—was used to assess the students’ musical self-concepts (N = 97). The data analysis led to three significantly distinct clusters and corresponding musical self-concept types. The types were especially distinct, in the students’ perception of their musical ambitions and abilities; their movement, rhythm and dancing affinity; and the spiritual and social aspects of music. The professional aims and perspectives, and the aspects of the students’ sociodemographic background also differed between the clusters. This study is one of the first research endeavors addressing musical self-concepts in China. The empirical identification of the self-concept types offers a basis for future research on the connections between education, the development of musical achievement, and the musical self-concept in societal settings with differing understandings of the self. PMID:27303337

  7. Videogames as therapy: an updated selective review of the medical and psychological literature

    OpenAIRE

    Griffiths, MD; Kuss, DJ; Ortiz de Gortari, AB

    2017-01-01

    There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This pape...

  8. Mediators and moderators of magazine advertisement effects on adolescent cigarette smoking.

    Science.gov (United States)

    Aloise-Young, Patricia A; Slater, Michael D; Cruickshank, Courtney C

    2006-01-01

    The purpose of the present study is to examine the relation between magazine advertising for cigarettes and adolescent cigarette smoking. Participants (242 adolescents) reported their frequency of reading 46 magazines and their attention to cigarette ads. Recognition of cigarette ads, passive peer pressure (i.e., normative beliefs), and the smoker image also were assessed. Results indicate that exposure to cigarette advertising and recognition of ads augment the effect of passive peer pressure on smoking. In addition, a positive smoker image was associated with attention to advertising and mediated the relation between attention and smoking. It is suggested that the effect of magazine ads on adolescents should be considered in policymaking on cigarette advertising.

  9. Nonlinearities and synchronization in musical acoustics and music psychology

    CERN Document Server

    Bader, Rolf

    2013-01-01

    Nonlinearities are a crucial and founding principle in nearly all musical systems, may they be musical instruments, timbre or rhythm perception and production, or neural networks of music perception. This volume gives an overview about present and past research in these fields. In Musical Acoustics, on the one hand the nonlinearities in musical instruments often produce the musically interesting features. On the other, musical instruments are nonlinear by nature, and tone production is the result of synchronization and self-organization within the instruments. Furthermore, as nearly all musical instruments are driven by impulses an Impulse Pattern Formulation (IPF) is suggested, an iterative framework holding for all musical instruments. It appears that this framework is able to reproduce the complex and perceptionally most salient initial transients of musical instruments. In Music Psychology, nonlinearities are present in all areas of musical features, like pitch, timbre, or rhythm perception. In terms of r...

  10. Music

    OpenAIRE

    Deinert, Herbert

    2010-01-01

    The musical ending [of Goethe's Novelle] recalls the fascination with "music as metaphor", "the power of music", among recent and contemporary poets from Pope and Dryden and Collins to E.T.A. Hoffmann and Kleist and, of course to Goethe himself. Music saves Faust's life on Easter morning at the end of a dreadful night, and we'll encounter a similar role of music in his Trilogie der Leidenschaft which we'll read in this context.

  11. Teen magazines as educational texts on dating violence: the $2.99 approach.

    Science.gov (United States)

    Kettrey, Heather Hensman; Emery, Beth C

    2010-11-01

    This study analyzed the portrayal of dating violence in teen magazines published in the United States. Such an investigation is important because previous research indicates that dating violence is a serious problem facing adolescents, teen magazines overemphasize the importance of romantic relationships, and teens who read this genre frequently or for education/advice are especially susceptible to its messages. Results indicated that although teen magazines do frame dating violence as a cultural problem, they are much more likely to utilize an individual frame that emphasizes the victim. Results were discussed as they apply to the responsibilities of professionals working with adolescents.

  12. Digital Game-Based Learning (DGBL) in the L2 Classroom: The Impact of the UN's Off-the-Shelf Videogame, Food Force, on Learner Affect and Vocabulary Retention

    Science.gov (United States)

    Hitosugi, Claire Ikumi; Schmidt, Matthew; Hayashi, Kentaro

    2014-01-01

    This mixed-method study explored the impact of "Food Force (FF)", a UN-sponsored off-the-shelf videogame, on learner affect and vocabulary learning and retention in a Japanese as a second/foreign language classroom. The videogame was integrated into an existing curriculum and two studies were performed. In Study 1 (n = 9), new vocabulary…

  13. A content analysis of food advertisements appearing in parenting magazines.

    Science.gov (United States)

    Manganello, Jennifer A; Clegg Smith, Katherine; Sudakow, Katie; Summers, Amber C

    2013-12-01

    Childhood obesity is a growing problem in the USA. As parents play a major role in shaping a child's diet, the present study examines food advertisements (ads) directed towards parents in parenting and family magazines. Given the potential for magazines to influence attitudes and knowledge, we used content analysis to examine the food ads appearing in four issues each of six different parenting and family magazines from 2008 (n 24). USA. Food ads in parenting and family magazines. We identified 476 food ads, which represented approximately 32 % of all ads in the magazine sample. Snack foods (13 %) were the most frequently observed food ads, followed by dairy products (7 %). The most frequently used sales theme was ‘taste’ (55 %). Some ads promoted foods as ‘healthy’ (14 %) and some made specific health claims (18 %), such as asserting the product would help lower cholesterol. In addition to taste and health and nutrition appeals, we found several themes used in ad messages to promote products, including the following: ‘convenience’, ‘economical’, ‘fun’ and ‘helping families spend time together’. We also found that over half (n 405, 55·9 %) of products (n 725) advertised were products of poor nutritional quality based on total fat, saturated fat, sodium, protein, sugar and fibre contents, and that ads for such products were slightly more likely to use certain sales themes like ‘fun’ (P = 0·04) and ‘no guilt’ (P = 0·03). Interventions should be developed to help parents understand nutritional information seen in food ads and to learn how various foods contribute to providing a balanced family diet.

  14. The Music Industry Conference Guide for Music Educators. A Supplement to the Music Educators Journal.

    Science.gov (United States)

    Music Educators Journal, 1988

    1988-01-01

    This supplement is a comprehensive guide to the music industry designed for music teachers. Included are tips for contacting music businesses and suggestions on ordering music, robes, instruments, computer software, and other supplies. Includes an annotated directory of Music Industry Conference members. (JDH)

  15. To Fatality and Beyond: The Deathsetics of Failure in Videogames

    Directory of Open Access Journals (Sweden)

    Stephen Curtis

    2015-07-01

    Full Text Available From the early static ‘Game Over’ screens of 1980s videogames to the elaborate and snuff-like voyeurism of contemporary character death videos, the end of games has always held the potential for a final realisation of the death drive that motivates the player. As technology has developed and enabled the increasing realism, or, more accurately, fidelity, of videogame visuals, a concomitant fascination with the death of the player character has arisen. My article examines the ways in which we can read the aesthetic nature of this development. The relationship between avatar deaths and visual fidelity is emblematic of the rapidly increasing economic aspects of the gaming industry. The constant deaths and restarts of the coin-op arcade games necessitated a killscreen as a financial imperative - ‘Insert coin to continue’ - but gaming’s filmic aspirations, and the accompanying budgets, seem to have reversed this relationship. Instead of frustrating the player through constant deaths, modern games do not require such a transparent application of the economics of play. It is ironic, therefore, that recent games such as Dark Souls have become so unexpectedly popular because of their willingness to kill the player. My article argues for a notion of ‘deathsetics’ predicated on the idea that death is a necessary part of the pleasure of playing games. I provide a brief history of virtual death in games and offer some explanations as to why this aspect has continued to be so central to the gaming experience.

  16. [Music and health--what kind of music is helpful for whom? What music not?].

    Science.gov (United States)

    Trappe, H-J

    2009-12-01

    It is well known that music not only may improve quality of life (QoL) but also have different effects on heart rate (HR) and its variability (HRV). Music emphasis and rhythmic phrases are tracked consistently by physiological variables. Autonomic responses are synchronized with music, which might therefore convey emotions through autonomic arousal during crescendos or rhythmic phrases. A greater modulation of HR, HRV and modulations in cardiac autonomic nerve activity was revealed with a greater effect for music performance than music perception. Reactions to music are considered subjective, but studies suggested that cardiorespiratory variables are influenced under different circumstances. It has been shown that relaxing music decreases significantly the level of anxiety in a preoperative setting to a greater extent than orally administered midazolam (p effectiveness and absence of apparent adverse effects make preoperative relaxing music a useful alternative to midazolam for premedication. In addition, there is sufficient practical evidence of stress reduction to suggest that a proposed regimen of listening to music while resting in bed after open heart surgery. Music intervention should be offered as an integral part of the multimodal regime administered to the patients that have undergone cardiovascular surgery. It is a supportive source that increases relaxation. Music is also effective in under conditions and music can be utilized as an effective intervention for patients with depressive symptoms, geriatrics and in pain, intensive care or palliative medicine. However, careful selected music that incorporates a patient's own preferences may offer an effective method to reduce anxiety and to improve quality of life. The most benefit on health is visible in classic music, meditation music whereas heavy metal music or technosounds are even ineffective or dangerous and will lead to stress and/or life threatening arrhythmias. There are many composers most

  17. Promoting weight loss methods in parenting magazines: Implications for women.

    Science.gov (United States)

    Basch, Corey H; Roberts, Katherine J; Samayoa-Kozlowsky, Sandra; Glaser, Debra B

    2016-01-01

    Weight gain before and after pregnancy is important for women's health. The purpose of this study was to assess articles and advertisements related to weight loss in three widely read parenting magazines, "Parenting School Years," "Parenting Early Years," and "Parenting," which have an estimated combined readership of approximately 24 million (mainly women readers). Almost a quarter (23.7%, n = 32) of the 135 magazine issues over a four year period included at least one feature article on weight loss. A variety of topics were covered in the featured articles, with the most frequent topics being on losing weight to please yourself (25.2%), healthy ways to lose weight (21.1%), and how to keep the weight off (14.7%). Less than half (45.9%) of the articles displayed author credentials, such as their degree, qualifications, or expertise. A fifth (20.0%, n = 27) of the magazines included at least one prominent advertisement for weight loss products. Almost half (46.9%) of the weight loss advertisements were for weight loss programs followed by weight loss food products (25.0%), weight loss aids (21.9%), and only 6.2% of the advertisements for weight loss were on fitness. Parenting magazines should advocate for healthy weight loss, including lifestyle changes for sustained health.

  18. Readership Study of an Agricultural Magazine.

    Science.gov (United States)

    Holmes, Ted

    Since the fall of 1957, the Louisiana Agricultural Experiment Station has published a semi-scientific quarterly magazine, "Louisiana Agriculture," to present information on the station's research to Louisiana citizens, particularly public officials, members of the agribusiness sector, science-oriented farmers, agriculture and science…

  19. Music therapy and music medicine for children and adolescents.

    Science.gov (United States)

    Yinger, Olivia Swedberg; Gooding, Lori

    2014-07-01

    This article summarizes the research on music therapy and music medicine for children and adolescents with diagnoses commonly treated by psychiatrists. Music therapy and music medicine are defined, effects of music on the brain are described, and music therapy research in psychiatric treatment is discussed. Music therapy research with specific child/adolescent populations is summarized, including disorders usually diagnosed in childhood, substance abuse, mood/anxiety disorders, and eating disorders. Clinical implications are listed, including suggestions for health care professionals seeking to use music medicine techniques. Strengths and weaknesses of music therapy treatment are discussed, as well as areas for future research. Published by Elsevier Inc.

  20. ASK Magazine. No. 12

    Science.gov (United States)

    Laufer, Alexander (Editor); Post, Todd (Editor); Brady, Jody Lannen (Editor)

    2003-01-01

    Welcome to the Academy of Program and Project Leadership (APPL) and ASK Magazine. APPL helps NASA managers and project teams accomplish today's missions and meet tomorrow's challenges by providing performance enhancement services and tools, supporting career development programs, sponsoring knowledge sharing events and publications, and creating opportunities for project management collaboration with universities, professional associations, industry partners and other government agencies. ASK Magazine grew out of APPL's Knowledge Sharing Initiative. The stories that appear in ASK are written by the 'best of the best' project managers, primarily from NASA, but also from other government agencies and industry. These stories contain genuine nuggets of knowledge and wisdom that are transferable across projects. Who better than a project manager to help another project manager address a critical issue on a project? Big projects, smaLl projects-they're ali here in ASK. Stories in this issue include: Earthly Considerations on Mars, Getting Politically Active, Stumping for the Project, Grins & Giggles: The Launch Pad to High Performance, Transfer Wisdom Workshops: Coming to a NASA Center Near You, Project Management: The Television Show, Lessons Learned Again and Again and Again, Implementation Reviews, ASK Talks with Dr. Michael Hecht, and What Is This Fourth Dimension?.