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. 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...

  3. 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.

  4. Serbian Literary Magazine and avant-garde music

    Directory of Open Access Journals (Sweden)

    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. 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

  6. 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

  7. 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 ...

  8. 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.

  9. 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.

  10. 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,…

  11. 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)

  12. 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…

  13. Definition of Videogames

    Directory of Open Access Journals (Sweden)

    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.

  14. Videogames, consumption and education

    Directory of Open Access Journals (Sweden)

    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.

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

    Directory of Open Access Journals (Sweden)

    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?

  17. 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.

  18. 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.

  19. 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.

  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. Music

    DEFF Research Database (Denmark)

    Lech, Marcel Lysgaard

    2017-01-01

    Old Comedy was a musical experience of great variety. Accompanied by the piper, both choruses and actors sang frequently during the performance. Music in Old comedy reflects to some extend the importance of music in Athenian everyday life, but as Greek Comedy evolved and detached it self more...... and more from the everyday topics, music similarly lost part of its importance within the plays themselves....

  2. 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.

  3. 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)

  4. 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 ...

  5. 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…

  6. 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…

  7. Energy Magazine

    International Nuclear Information System (INIS)

    1999-01-01

    The present issue of the Energy Magazine is including a summary of the six years of implementation of the energy and sustainable development project, which also includes the participation of the Economic Commission for Latin America and the Caribbean (ECLAC). The substantially parameters and indicators defined by this project have been applied in case studies for Bolivia, Brazil, Colombia, Chile and El Salvador and have yielded sound results. A few pages are dedicated to highlight the preliminary results stemming from the initiative aimed at promoting hydropower projects that OLADE started with the Government of Quebec last year. The main themes included are: Energy efficiency in OLADE-GTZ cooperation. Liberalization and energy development, Energy statistics

  8. 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.

  9. 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…

  10. [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.

  11. 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

  12. 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

  13. 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…

  14. 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…

  15. Nostalgia Videogames as Playable Game Criticism

    Directory of Open Access Journals (Sweden)

    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.

  16. 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...

  17. 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…

  18. 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…

  19. 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…

  20. Recursos composicionais aplicados à trilha musical de videogames como elementos narrativos e de gameplay: O exemplo de yasunori mitsuda e sua composição para chrono cross

    Directory of Open Access Journals (Sweden)

    Luiz Fernando Valente Roveran

    2014-07-01

    Full Text Available Este artigo visa evidenciar o uso de técnicas e recursos de composição musical como elementos de auxílio construtivo às outras partes constituintes de um jogo eletrônico - especialmente a narrativa e seu gameplay. Isto foi feito através da análise da trilha musical de um consagrado RPG japonês - Chrono Cross (1999 - e considerando sua ligação com o game como um todo. Os resultados apontam para uma relação intrínseca entre música e a mídia à qual se associa, além de uma clara preocupação do compositor Yasunori Mitsuda em buscar uma unidade estética e funcional.

  1. Are videogame training gains specific or general?

    Directory of Open Access Journals (Sweden)

    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.

  2. 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.

  3. 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 ...

  4. 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.

  5. 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…

  6. 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.

  7. 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…

  8. 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.

  9. 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.

  10. 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...

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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…

  19. 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…

  20. Music critic Gustav Michel

    Directory of Open Access Journals (Sweden)

    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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  6. 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…

  7. 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...

  8. 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. 

  9. 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.

  10. 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...

  11. 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 ...

  12. 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.

  13. 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…

  14. 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…

  15. 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,…

  16. 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…

  17. 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

  18. 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

  19. 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.

  20. 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)

  1. 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.

  2. 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?.

  3. 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.

  4. 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...

  5. 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...

  6. 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...

  7. Newspapers and Magazines

    DEFF Research Database (Denmark)

    Chandra, Ambarish; Kaiser, Ulrich

    2016-01-01

    the research on advertising in print media, particularly the question of whether readers value print advertising as a good or a bad thing. We summarize the research on antitrust-related issues in newspaper markets, including mergers, joint operating agreements, and vertical price restrictions. We then review......We review the Economics literature on newspapers and magazines. Our emphasis is on the newspaper industry, especially in the United States, given that this has been the focus of existing research. We first discuss the structure of print media markets, describing the rise in the number of daily...... newspapers during the early twentieth century and then the steady decline since the 1940s. We discuss print media in the context of two-sided markets, noting that empirical papers on the newspaper industry were some of the earliest studies to use the techniques of two-sided market estimation. We then review...

  8. 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 ...

  9. 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.

  10. 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

  11. 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.

  12. 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.

  13. 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…

  14. 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

  15. 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.

  16. 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.

  17. 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.

  18. 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

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

    Directory of Open Access Journals (Sweden)

    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

  20. 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.

  1. 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.

  2. 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 ...

  3. 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...

  4. 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.

  5. ASK Magazine; No. 21

    Science.gov (United States)

    Laufer, Alexander (Editor); Little, Terry (Editor); Davis, Marty (Editor); Simmons, Jessica (Editor); Margolies, Donald (Editor); Goshorn, Larry (Editor)

    2005-01-01

    THIS ISSUE FEATURES A VISUAL DEPICTION OF THE ACADEMY of Program and Project Leadership (APPL). I imagine a variety of initial reactions to the drawing. One might be, "What is a cartoon doing in a magazine about project management?" Or perhaps, "Wow, nice colors-and fun." Another may be to closely search the image for signs, symbols and meaning. Still another, to read a new level of innovation and creativity into the picture. Undoubtedly, some readers will raise questions about the cost. Of course, any reaction is a sign of engagement. The stronger, the more energized the emotional and cognitive processing, the better. It is a sign of attention and interaction. For I've heard it said, "You only need to worry if they don t care one way or the other." So what is the point of the picture? To stimulate interest, raise questions, promote discussion, and maybe raise a smile.. .That, at least, was my initial reaction when I was introduced to the work of Nancy Hegedus, who helps to create these drawings for Root Learning Inc. At the NASA PM Conference, I was first shown the work Nancy had been doing with the help of Goddard s Knowledge Management Architect, Dr. Ed Rogers. I was immediately drawn into the power of visualization as a tool for more effective learning, communicating, and conveying complex knowledge concepts. We need new tools in today s world, where information and data overwhelms by sheer volume. There are articles, pamphlets, communications, and white papers-all aiming to convince and influence. Reactions to these tend to be either avoidance or mind-numbing, heavy-eyed consent; the message never registers or enters the soul. That s one of the reasons that APPL s Knowledge Sharing Initiative (KSI) has turned to storytelling as a memorable way of transfer- ring knowledge, inspiring imitation of best practices, and spurring reflection. ASK Magazine s recent fourth birthday marks an important milestone in APPL s continuing quest to provide ongoing support to

  6. 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), ...

  7. 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

  8. 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.

  9. Videogame related to athletics and educational possibilities

    Directory of Open Access Journals (Sweden)

    Guilherme Correa Camuci

    2017-04-01

    Full Text Available http://dx.doi.org/10.5007/2175-8042.2017v29n50p62 There are no doubts that Information and Communication Technology (ICT influence our daily life, requiring that different areas of knowledge, like Physical Education for example, thinks about how to use it. Because of that, the aim of this article was to analyze the game “Kinect Sports” of Xbox 360, about some athletics events, compare it with the official events and identify the pedagogical possibilities. Two steps were organized to do this research: data collection (visual methods and participant observation and thematic analysis. For a better way of presentation, the results were first organized by the athletics events. Each of those events was analyze with 3 themes: description, comparisons and pedagogical possibilities. The videogame can be an important resource for the Physical Education teacher, because it is a different strategy that can contribute for the exploration of the athletics universe.

  10. 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…

  11. 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…

  12. 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.

  13. 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.

  14. 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,…

  15. ’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.

  16. 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,…

  17. 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:…

  18. 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.

  19. 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)

  20. 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)

  1. 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)

  2. 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)

  3. 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…

  4. 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.

  5. 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…

  6. 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.

  7. 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

  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, bombing tests by the

  10. 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.

  11. 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.

  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. Musical agents

    DEFF Research Database (Denmark)

    Dahlstedt, Palle; McBurney, Peter

    2006-01-01

    The authors, a composer and a computer scientist, discuss their collaborative research on the use of multiagent systems and their applicability to music and musical composition. They describe the development of software and techniques for the composition of generative music.......The authors, a composer and a computer scientist, discuss their collaborative research on the use of multiagent systems and their applicability to music and musical composition. They describe the development of software and techniques for the composition of generative music....

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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

  19. 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.

  20. What Is Music Therapy?

    Science.gov (United States)

    American Music Therapy Association Home Contact News Help/FAQ Members Only Login About Music Therapy & AMTA What is Music Therapy? Definition and ... is Music Therapy? Print Email Share What is Music Therapy What is Music Therapy? Music Therapy is ...

  1. 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...

  2. 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...

  3. 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...

  4. Correlates of Active Videogame Use in Children.

    Science.gov (United States)

    Schneider, Kristin L; Carter, Jocelyn Smith; Putnam, Cynthia; Keeney, Jacey; DeCator, Draycen D; Kern, Daniel; Aylward, Laura

    2018-04-01

    Active videogames (AVGs) could provide a novel approach to increasing physical activity and decreasing sedentary activity in children, but little is known about which children are likely to use AVGs. This study examined whether youth demographics, social support, and AVG engagement influence use of AVGs and physical activity. A diverse sample of youth participants (42.4% non-Hispanic white), aged 8-14 years (n = 85), who owned an AVG console, completed surveys, wore an activity monitor, and logged AVG use for 1 week. Regression analyses were used to examine variables associated with daily AVG minutes and to examine the relationship between daily AVG minutes and daily steps. Older and non-Hispanic white children played AVGs for fewer minutes per day (P's < 0.03). Greater peer support for playing AVGs was associated with greater daily AVG minutes (P = 0.003). Daily AVG minutes were not associated with daily steps. Results suggest that younger children and children who do not identify as non-Hispanic white may be more open to playing AVGs. Targeting social support in AVG interventions may increase time spent playing AVGs.

  5. 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...

  6. 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.

  7. 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-...

  8. 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)

  9. Targeted advertising in magazine markets

    OpenAIRE

    Chandra, Ambarish; Kaiser, Ulrich

    2010-01-01

    We examine the scope and value of targeted advertising in the magazine industry. We use data on reader characteristics at individual media, in contrast to previous work that has needed to infer this information from aggregate data. Our results show a strong relationship between subscriber characteristics and advertising prices. Advertisers clearly value more homogenous groups of readers, measured according to income, gender and age. Our results explain recent trends of declining advertising e...

  10. Little Magazines etc. - en dossier

    DEFF Research Database (Denmark)

    Ørum, Tania; Serup, Martin Glaz; Olsson, Jesper

    2007-01-01

    Jesper Olsson, Martin Glaz Serup og Tania Ørum redegør her for den sektion af tidsskriftet OEI (nr. 35:440-531), som de har redigeret i fællesskab, og som handler om de små tidsskrifter (little magazines), der op gennem det 20. århundrede har haft så stor betydning for modernismen og avantgarden....

  11. Intuitive Music

    DEFF Research Database (Denmark)

    Bergstrøm-Nielsen, Carl

    2009-01-01

    Handbook for people who wish to play or teach freely improvised music and improvisation pieces. With sections on how to start with different types of groups, training of musical awareness, parameters of the musical sound, the history of improvised music and some improvisational pieces....

  12. 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.

  13. 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

  14. 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.

  15. [Internet and videogame addiction: a review].

    Science.gov (United States)

    Abreu, Cristiano Nabuco de; Karam, Rafael Gomes; Góes, Dora Sampaio; Spritzer, Daniel Tornaim

    2008-06-01

    With the introduction of the new technologies to our daily lives, the Internet and electronic games have become widely and unrestrictedly used tools and one of the major global phenomena in the last decade. Several investigations have attested the benefits from such resources; however, their healthy, adaptive use progressively gave place to their abuse and the lack of control, which have severely impacted on the daily life of millions of users. The objective of this study was to systematically review the articles looking into Internet and electronic games addiction in the general population. We intend, therefore, to evaluate the progression of these concepts in the course of the last decade, as well as contributing to better understand this condition and its comorbidities. A systematic literature review was conducted by means of MedLine, Lilacs, SciELO, and Cochrane using the following terms as a parameter: "Internet addiction", "pathological internet use", "internet abuse", "videogame" , "computer games" and "electronic games". The electronic search was done up to December 2007. Studies conducted in distinct countries still indicate very different prevalence rates; this is probably due to the absence of consensus and the use of diverse names, which brings about the adoption of distinct diagnostic criteria. Many patients reporting abusive use and dependence show significant consequences to their professional, academic (school), social and family lives. Further investigations are needed to determine whether this abusive Internet and electronic game use should be understood as one of the newest psychiatric classifications of the 21st century or just substrates of other disorders.

  16. Computer Music

    Science.gov (United States)

    Cook, Perry R.

    This chapter covers algorithms, technologies, computer languages, and systems for computer music. Computer music involves the application of computers and other digital/electronic technologies to music composition, performance, theory, history, and the study of perception. The field combines digital signal processing, computational algorithms, computer languages, hardware and software systems, acoustics, psychoacoustics (low-level perception of sounds from the raw acoustic signal), and music cognition (higher-level perception of musical style, form, emotion, etc.).

  17. Opportunistic Music

    OpenAIRE

    Hachet , Martin; Kian , Arash; Berthaut , Florent; Franco , Jean-Sébastien; Desainte-Catherine , Myriam

    2009-01-01

    International audience; While mixed reality has inspired the development of many new musical instruments, few approaches explore the potential of mobile setups. We present a new musical interaction concept, called "opportunistic music". It allows musicians to recreate a hardware musical controller using any objects of their immediate environment. This approach benefits from the physical properties of real objects for controlling music. Our prototype is based on a stereo-vision tracking system...

  18. 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'…

  19. 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…

  20. 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…

  1. 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.

  2. 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…

  3. 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.…

  4. 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.

  5. 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.

  6. 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…

  7. 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.

  8. 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...

  9. Music Therapy

    DEFF Research Database (Denmark)

    Trondalen, Gro; Bonde, Lars Ole

    2012-01-01

    music therapy orientations/models (Guided Imagery and Music, Nordoff-Robbins, Psychoanalytic, Cognitive-behavioral etc), their theoretical foundations and their practical approaches to health and wellbeing or ‘health musicking’. The relational context – the interplay of (expressive as well as receptive......Music therapy (MT) is most commonly defined as an intervention where “the therapist helps the client to promote health, using music experiences and the relationships developing through them” (Bruscia 1998). Also other definitions of MT agree that a therapeutic relationship is important for a music...... intervention to be considered MT. Other interventions that “use music for health-related goals, but in ways that do not qualify as music therapy” (Gold 2009), may be described as music medicine, or simply as music listening. In this text we elaborate on an overview chapter covering some of the different major...

  10. 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

  11. 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…

  12. 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...

  13. 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…

  14. 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…

  15. 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.…

  16. 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…

  17. Music publishing

    OpenAIRE

    Simões, Alberto; Almeida, J. J.

    2003-01-01

    Current music publishing in the Internet is mainly concerned with sound publishing. We claim that music publishing is not only to make sound available but also to define relations between a set of music objects like music scores, guitar chords, lyrics and their meta-data. We want an easy way to publish music in the Internet, to make high quality paper booklets and even to create Audio CD's. In this document we present a workbench for music publishing based on open formats, using open-source t...

  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. 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...

  20. 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

  1. 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...

  2. 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.

  3. 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...

  4. 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...

  5. 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.

  6. Music Warehouses

    DEFF Research Database (Denmark)

    Deliege, Francois; Pedersen, Torben Bach

    2006-01-01

    Music Information Retrieval has received increasing attention from both the industrial and the research communities in recent years. Many audio extraction techniques providing content-based music information have been developed, sparking the need for intelligent storage and retrieval facilities. ...

  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. Music & Wellbeing

    OpenAIRE

    Garrido, Gemma; Camps, Laia; Herrera, Isabel Herrera; Guillamat, Roser; Vallés, Vicenç; Sanz, Maite; Martínez, Joan

    2016-01-01

    Introduction: Scientific literature suggests that music may serve as therapeutic function among populations with different illnesses or disorders. Functional neuroimaging studies that incorporate music activity or music method shown an increase activation in several brain areas, with widespread bilateral hemodynamic responses in occipital lobe, bilateral cerebellum, temporal lobe, in the right lateral prefrontal cortex as well hemodynamic responses in the left middle frontal gyrus.Music activ...

  9. 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...

  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. 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...

  12. 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...

  13. 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...

  14. 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...

  15. 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 ...

  16. 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…

  17. 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...

  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. 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...

  20. 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.

  1. 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…

  2. 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.

  3. 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.

  4. 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

  5. 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...

  6. 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.

  7. 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.

  8. 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.

  9. 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

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. [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.

  16. 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

  17. 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

  18. 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…

  19. 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

  20. 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.

  1. 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…

  2. 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.

  3. 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...

  4. 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).

  5. 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.

  6. 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 ...

  7. 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.

  8. 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.

  9. 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...

  10. Music Aid

    DEFF Research Database (Denmark)

    Søderberg, Ene Alicia; Odgaard, Rasmus Emil; Bitsch, Sarah

    2016-01-01

    This paper explores the possibility of breaking the barrier between deaf and hearing people when it comes to the subject of making music. Suggestions on how deaf and hearing people can collaborate in creating music together, are presented. The conducted research will focus on deaf people...... with a general interest in music as well as hearing musicians as target groups. Through reviewing different related research areas, it is found that visualization of sound along with a haptic feedback can help deaf people interpret and interact with music. With this in mind, three variations of a collaborative...

  11. 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.

  12. Ghost Music

    DEFF Research Database (Denmark)

    2012-01-01

    Geolocative AR concert for Arts Festival of North Norway (Festspillene i Nord-Norge), Harstad, Norge. In cooperation with The Norwegian Academy of Music, Oslo.......Geolocative AR concert for Arts Festival of North Norway (Festspillene i Nord-Norge), Harstad, Norge. In cooperation with The Norwegian Academy of Music, Oslo....

  13. Caribbean Music.

    Science.gov (United States)

    Dean, Kris

    1991-01-01

    The Caribbean is a rich breeding ground for African-derived music. A synopsis is given of the music of the following countries and styles: (1) Jamaica; (2) Trinidad and Tobago; (3) Calypso; (4) steel pan; (5) Haiti; (6) Dominican Republic; (7) Cuba; (8) Puerto Rico; and (9) other islands. (SLD)

  14. Visualizing Music

    Science.gov (United States)

    Overby, Alexandra

    2009-01-01

    Music has always been an important aspect of teenage life, but with the portability of the newest technological devices, it is harder and harder to separate students from their musical influences. In this article, the author describes a lesson wherein she incorporated their love of song into an engaging art project. In this lesson, she had…

  15. 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

  16. 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 ...

  17. 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 ...

  18. 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 ...

  19. 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.

  20. 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.

  1. Musical appreciation

    Science.gov (United States)

    Medina, Maria del Consuelo

    2002-11-01

    Pre-school listening to music is the principal way that leads to the appreciation of music that later facilitates knowledge and pleasure in the history of music. At the prescholastic age it is a very important aspect of education, and reasons and suggestions will be given. The activities must be brief, the teachers of music can at the most develop the activity every five minutes, leaving time for rest or expansion. Another suitable way to bring the child to music is through stories, which please all children; let them go to an unreal and fantastic world and listen to a story or an exciting adventure. The story then, should be brief, simple, with action, with familiar characters, but with some mystery; some repetitive element; and an ending both surprising and happy. It is preferable to include small folkloric tales from the universal repertoire, with works of simple and clear structure.

  2. Music Therapy

    DEFF Research Database (Denmark)

    Sanfi, Ilan

    2012-01-01

    may cause detrimental long-term effects. Three studies have examined the effect of music therapy procedural support (MTPS) under needle procedures. Consequently, this study aims at examining the effects of MTPS in an RCT. Moreover, the study addresses clinical aspects of the applied MT intervention...... and provides research-based clinical tools. Methods 41 children (1 to 10 years) were enrolled and underwent a single PIVA procedure. The children were randomly assigned to either an MT or a comparable control group receiving PIVA. In addition, the music therapy (MT) group received individualised MTPS (i.......e. music alternate engagement) before, during, and after PIVA. The intervention was performed by a trained music therapist and comprised preferred songs, improvised songs/music, and instrument playing. The study was carried out in accordance with the rules in force regarding research ethics and clinical MT...

  3. 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...

  4. 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...

  5. 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…

  6. 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...

  7. 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...

  8. 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...

  9. 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…

  10. 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…

  11. 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.

  12. 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...

  13. 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...

  14. 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...

  15. 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...

  16. 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...

  17. (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...

  18. 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...

  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. 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.

  1. 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.

  2. 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

  3. 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.

  4. Music engineering

    CERN Document Server

    Brice, Richard

    2001-01-01

    Music Engineering is a hands-on guide to the practical aspects of electric and electronic music. It is both a compelling read and an essential reference guide for anyone using, choosing, designing or studying the technology of modern music. The technology and underpinning science are introduced through the real life demands of playing and recording, and illustrated with references to well known classic recordings to show how a particular effect is obtained thanks to the ingenuity of the engineer as well as the musician. In addition, an accompanying companion website containing over 50 specially chosen tracks for download, provides practical demonstrations of the effects and techniques described in the book. Written by a music enthusiast and electronic engineer, this book covers the electronics and physics of the subject as well as the more subjective aspects. The second edition includes an updated Digital section including MPEG3 and fact sheets at the end of each chapter to summarise the key electronics and s...

  5. Music therapy

    DEFF Research Database (Denmark)

    Ridder, Hanne Mette Ochsner

    alternate with clear and lucid mental states. These states are important as it is here that it is possible to meet the person’s psychosocial needs. Ketil Normann’s conceps of periods of lucidity are presented and connected to clinical music therapy practice and how it is possible to use music in order...... as a consequence of person-centred care. Umeå University Medical Dissertations. New Series. Ridder, H.M. (2005). Music therapy as a way to enhance lucidity in persons with dementia in advanced stages. In: Esch, A.; Frohne-Hagemann, I.; Laqua, M.; Schirmer, H.; Seitz, E. (Eds.) Jahrbuch Musicktherapie. Forschung...... und Entwicklung Music Therapy Annual. Research and Development. 2005 (1), pp. 25-40. Reichert Verlag Wiesbaden....

  6. 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,...

  7. 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…

  8. 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.

  9. 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…

  10. Inflation Metaphor in the TIME Magazine Corpus

    Science.gov (United States)

    Hu, Chunyu; Liu, Huijie

    2016-01-01

    A historical perspective on economy metaphor can shed new lights on economic thoughts. Based on the TIME Magazine Corpus (TMC), this paper investigates inflation metaphor over 83 years and compares findings against the economic data over the relatively corresponding period. The results show how inflation, an abstract concept and a normal economic…

  11. Response to Gelman Comments in Chance Magazine

    Science.gov (United States)

    Carl Blackman Letter to the Editor of Chance Magazine: I appreciate being given the opportunity to comment on an editorial column by Andrew Gelman, entitled "Ethics and Statistics", that appeared in 2011, volume 24, no. 4, pages 51-53, in which my colleagues and I and our 1988 ...

  12. WIRED magazine announces rave awards nominees

    CERN Document Server

    2002-01-01

    WIRED Magazine has anounced the nominees for its fourth annual WIRED Rave Awards, celebrating innovation and the individuals transforming commerce and culture. Jeffrey Hangst of the University of Aarhus has been nominated in the science category, for his work on the ATHENA Experiment, CERN (1/2 page).

  13. 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.

  14. Push piece for spent fuel elements magazine

    International Nuclear Information System (INIS)

    Griveau, R.; Kerlau, D.; Tucoulat, D.; Colas, J.; Pellier, R.

    1989-01-01

    The push piece permits the displacement of little section elements in a magazine of high section. At the end of cut, the push piece leans its flank against an auxiliary blank holder and the element is pushed by a paddle, the push piece being immobilized [fr

  15. 49 CFR 176.137 - Portable magazine.

    Science.gov (United States)

    2010-10-01

    ... requirements: (1) It must be weather-tight, constructed of wood or metal lined with wood at least 2 cm (0.787... wood, a portable magazine must be framed of nominal 5 cm × 10 cm (2×4 inch) lumber, and sheathed with... used for the stowage of Class 1 (explosive) materials under such construction, handling, and stowage...

  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. Use of Endorsers in Magazine Advertisements.

    Science.gov (United States)

    Stout, Patricia A.; Moon, Young Sook

    1990-01-01

    Analyzes full-page advertisements in four national magazines for the years 1980 to 1986. Finds (1) endorsements occurred in about half of the advertisements; (2) endorsers most used were celebrities; (3) advertisements with endorsers contain less information; and (4) celebrities most often endorsed personal care or apparel products. (RS)

  18. "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.

  19. 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 ...

  20. 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...

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Nintendo Wii video-gaming ability predicts laparoscopic skill.

    Science.gov (United States)

    Badurdeen, Shiraz; Abdul-Samad, Omar; Story, Giles; Wilson, Clare; Down, Sue; Harris, Adrian

    2010-08-01

    Studies using conventional consoles have suggested a possible link between video-gaming and laparoscopic skill. The authors hypothesized that the Nintendo Wii, with its motion-sensing interface, would provide a better model for laparoscopic tasks. This study investigated the relationship between Nintendo Wii skill, prior gaming experience, and laparoscopic skill. In this study, 20 participants who had minimal experience with either laparoscopic surgery or Nintendo Wii performed three tasks on a Webcam-based laparoscopic simulator and were assessed on three games on the Wii. The participants completed a questionnaire assessing prior gaming experience. The score for each of the three Wii games correlated positively with the laparoscopic score (r = 0.78, 0.63, 0.77; P skill overlap between the Nintendo Wii and basic laparoscopic tasks. Surgical candidates with advanced Nintendo Wii ability may possess higher baseline laparoscopic ability.

  6. Active Videogames and Weight Management: Is There a Future?

    Science.gov (United States)

    Maddison, Ralph; Jull, Andrew; Marsh, Samantha; Direito, Artur; Mhurchu, Cliona Ni

    2013-06-01

    We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(®) EyeToy(®)) compared with non-AVGs on body composition, physical activity, sedentary behavior, and snack food consumption among overweight 10-12-year-old children over 24 weeks. Our research showed a treatment effect on body mass index and percentage body fat in favor of the intervention group. There was no difference between groups for total physical activity levels, but there was an increase in self-reported AVG play and reductions in non-AVG play and snack food consumption in the intervention group. Research is needed to determine how to augment the effects observed in this study.

  7. 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.

  8. Body Segment Kinematics and Energy Expenditure in Active Videogames.

    Science.gov (United States)

    Böhm, Birgit; Hartmann, Michael; Böhm, Harald

    2016-06-01

    Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health. Existing evidence suggests that AVGs are able to increase EE above rest and when compared with playing passive videogames. However, the association between body movement and EE remains unclear. Furthermore, for goal-directed game design, it is important to know the contribution of body segments to EE. This knowledge will help to acquire a certain level of exercise intensity during active gaming. Therefore, the purpose of this study was to determine the best predictors of EE from body segment energies, acceleration, and heart rate during different game situations. EE and body segment movement of 17 subjects, aged 22.1 ± 2.5 years, were measured in two different AVGs. In randomized order, the subjects played a handheld-controlled Nintendo(®) Wii™ tennis (NWT) game and a whole body-controlled Sony EyeToy(®) waterfall (ETW) game. Body segment movement was analyzed using a three-dimensional motion capture system. From the video data, mean values of mechanical energy change and acceleration of 10 body segments were analyzed. Measured EE was significantly higher in ETW (7.8 ± 1.4 metabolic equivalents [METs]) than in NWT (3.4 ± 1.0 METs). The best prediction parameter for the more intense ETW game was the energy change of the right thigh and for the less intense hand-controlled NWT game was the energy change of the upper torso. Segment acceleration was less accurate in predicting EE. The best predictors of metabolic EE were the thighs and the upper torso in whole body and handheld-controlled games, respectively. Increasing movement of these body segments would lead to higher physical activity intensity during gaming, reducing sedentary behavior.

  9. 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.

  10. 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.

  11. 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...

  12. Music, memory and emotion

    OpenAIRE

    J?ncke, Lutz

    2008-01-01

    Because emotions enhance memory processes and music evokes strong emotions, music could be involved in forming memories, either about pieces of music or about episodes and information associated with particular music. A recent study in BMC Neuroscience has given new insights into the role of emotion in musical memory. Music has a prominent role in the everyday life of many people. Whether it is for recreation, distraction or mood enhancement, a lot of people listen to music from early in t...

  13. Human Computer Music Performance

    OpenAIRE

    Dannenberg, Roger B.

    2012-01-01

    Human Computer Music Performance (HCMP) is the study of music performance by live human performers and real-time computer-based performers. One goal of HCMP is to create a highly autonomous artificial performer that can fill the role of a human, especially in a popular music setting. This will require advances in automated music listening and understanding, new representations for music, techniques for music synchronization, real-time human-computer communication, music generation, sound synt...

  14. Music Club

    CERN Multimedia

    Music Club

    2011-01-01

    MUSIC ON THE LAWN 2011 As part of the Fete de la Musique 2011, the CERN MusiClub is organizing Music on the Lawn, an informal concert for Club musicians/bands. The event will take place from 14h00 to 20h00 on Saturday 25th June on the terrace of restaurant no 1. This year 8 MusiClub bands will be performing… WOT Home Cookin’ Picture Flame DANGLERZ The Nearlies RISE A Drop of Red The Groovy Gang So put the date in your diaries and spend a sunny afternoon listening to some great live music (and unlike Paleo and Montreux it’s FREE!!!!) For more information on the CERN MusiClub see http://muzipod.free.fr/  

  15. 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.

  16. 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.

  17. 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.

  18. Organa: The First Portuguese Lesbian Magazine.

    Science.gov (United States)

    Brandão, Ana Maria; Machado, Tânia Cristina

    2016-01-01

    Organa magazine (1990-1992) is the first known lesbian publication in Portugal and exemplifies the distinct course of lesbian activism in Portugal, namely the late emergence and consolidation of a national lesbian community and subculture. Organa also bears similarities with the international gay and lesbian press regarding its alternative character, objectives, editorial contents, and trajectory. Despite having adopted an assimilationist strategy during most of its existence, it is argued that Organa fostered the political mobilization of Portuguese lesbians.

  19. Front Cover Photograph & Interview for FREEYE Magazine

    OpenAIRE

    Murray, Matthew

    2003-01-01

    Matthew Murray Front Cover Photograph & Interview for FREEYE Magazine - Dutch Quarterly For Exceptional International Photography, Holland.\\ud The article focuses on Murray's practice, his personal work, commissioned work, advertising, gallery and exhibition work along with his methodology. Looking at Murray's inspirations and how they feed into his personal projects and how this personal work feeds into shooting above the line advertising campaigns. Murray's work blurs the lines between pers...

  20. 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.

  1. Style in Music

    Science.gov (United States)

    Dannenberg, Roger B.

    Because music is not objectively descriptive or representational, the subjective qualities of music seem to be most important. Style is one of the most salient qualities of music, and in fact most descriptions of music refer to some aspect of musical style. Style in music can refer to historical periods, composers, performers, sonic texture, emotion, and genre. In recent years, many aspects of music style have been studied from the standpoint of automation: How can musical style be recognized and synthesized? An introduction to musical style describes ways in which style is characterized by composers and music theorists. Examples are then given where musical style is the focal point for computer models of music analysis and music generation.

  2. Music, memory and emotion

    Science.gov (United States)

    Jäncke, Lutz

    2008-01-01

    Because emotions enhance memory processes and music evokes strong emotions, music could be involved in forming memories, either about pieces of music or about episodes and information associated with particular music. A recent study in BMC Neuroscience has given new insights into the role of emotion in musical memory. PMID:18710596

  3. We "Are" Musical

    Science.gov (United States)

    Welch, Graham F.

    2005-01-01

    The challenge for music education is to nurture and develop each individual's basic musicality. Assuming normal neurological functioning and development, we are all musical. Our musical development begins pre-birth, with musical behaviours in one form or another being evident across the lifespan. Nevertheless, early enculturation can both foster…

  4. Music, memory and emotion.

    Science.gov (United States)

    Jäncke, Lutz

    2008-08-08

    Because emotions enhance memory processes and music evokes strong emotions, music could be involved in forming memories, either about pieces of music or about episodes and information associated with particular music. A recent study in BMC Neuroscience has given new insights into the role of emotion in musical memory.

  5. Educating the Music User

    Science.gov (United States)

    Adams, Mark C.

    2016-01-01

    To better serve students' evolving needs in music, music educators must connect classroom learning with how students use and interact with music in their daily lives. One way to accomplish this is by approaching classrooms with the music user in mind, which can open new possibilities for meaningful music making and remove students from the…

  6. 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.

  7. 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

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. American Music Therapy Association

    Science.gov (United States)

    American Music Therapy Association Home Contact News Help/FAQ Members Only Login Quick Links Facts About Music Therapy Qualifications ... with AMTA Sponsor AMTA Events Social Networking Support Music Therapy When you shop at AmazonSmile, Amazon will ...

  19. Music therapy in kindergarten

    OpenAIRE

    Šírová, Michaela

    2017-01-01

    This work deals with the subject of music therapy in a special kindergarten for the children with combined disabilities. In the theoretical part it clarifies the concept and principle of music therapy and characterizes the types of disabilities that occur at researched clients. As a research method were used observation and interviews with three music therapists from the institution. KEYWORDS Music therapy, preschool education, special pedagogy, group music therapy,individual music therapy, p...

  20. Symmetry in music

    Energy Technology Data Exchange (ETDEWEB)

    Herrero, O F, E-mail: o.f.herrero@hotmail.co [Conservatorio Superior de Musica ' Eduardo Martinez Torner' Corrada del Obispo s/n 33003 - Oviedo - Asturias (Spain)

    2010-06-01

    Music and Physics are very close because of the symmetry that appears in music. A periodic wave is what music really is, and there is a field of Physics devoted to waves researching. The different musical scales are the base of all kind of music. This article tries to show how this musical scales are made, how the consonance is the base of many of them and how symmetric they are.

  1. Symmetry in music

    International Nuclear Information System (INIS)

    Herrero, O F

    2010-01-01

    Music and Physics are very close because of the symmetry that appears in music. A periodic wave is what music really is, and there is a field of Physics devoted to waves researching. The different musical scales are the base of all kind of music. This article tries to show how this musical scales are made, how the consonance is the base of many of them and how symmetric they are.

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  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. Library on Crowd Behavior for Agents Treatment on Videogames

    Directory of Open Access Journals (Sweden)

    M. Proenza

    2013-01-01

    Full Text Available Abstract This paper covers the investigation process and further design and implementation of a library on crowd behaviors for videogames. Three methods were studied in order to pick up one of them, resulting to be Steering Behaviors method the one selected to be adopted. The library supports simulations with a large number of moving agents. It also copes with polygonal obstacles avoidance. Additionally, simulations can be adapted to many contexts by tuning some parameters. The library consists of an original design mostly based on Command Pattern that allows it to be easily usable and extendable.   Resumen Este documento cubre el proceso de investigación y el diseño e implementación de una biblioteca en los comportamientos de multitud de videojuegos. Tres métodos fueron estudiados con el fin de recoger a uno de ellos, el resultado es el método de dirección Comportamientos que se ha seleccionado para su adopción. La biblioteca admite simulaciones con un gran número de agentes móviles. También hace frente a la evitación obstáculos poligonales. Además, las simulaciones se pueden adaptar a diferentes contextos mediante la regulación de algunos parámetros. La biblioteca consta de un diseño original basado principalmente en modelo de comandos que permite que sea fácilmente utilizable y extensible.

  8. Spazio, movimento, prospettiva ed empatia: un prototipo di videogame didattico

    Directory of Open Access Journals (Sweden)

    Pio Alfredo Di Tore

    2014-09-01

    Full Text Available Questo lavoro presenta la cornice teorica che sta alla base della progettazione di un videogame didattico pensato per valutare le abilità di perspective taking (capacità di adottare la prospettiva altrui e di mental rotation (rotazione mentale dei giocatori. Lo studio mira a rilevare come tali abilità siano coinvolte nella relazione empatica e a verificarne le implicazioni in campo educativo. Il lavoro adotta la definizione di empatia riconducibile ad Alain Berthoz ed alla teoria spaziale dell’empatia qui presentata con i relativi sistemi di riferimento spaziale. È inoltre fornita una rapida revisione della letteratura sulla rappresentazione dello spazio nel bambino e sulla rappresentazione dello spazio nel gioco (su base visiva. Infine, il lavoro descrive il prototipo di gioco – realizzato presso l’Università di Salerno – in cui il giocatore si trova alle prese con tre differenti compiti di cui due progettati per misurare le abilità di perspective taking mentre il terzo è calibrato sulle abilità di mental rotation.

  9. Therapeutic Uses of Active Videogames: A Systematic Review.

    Science.gov (United States)

    Staiano, Amanda E; Flynn, Rachel

    2014-12-01

    Active videogames (AVGs) may be useful for promoting physical activity for therapeutic uses, including for balance, rehabilitation, and management of illness or disease. The literature from 64 peer-reviewed publications that assessed health outcomes of AVGs for therapeutic purposes was synthesized. PubMed, Medline, and PyschInfo were queried for original studies related to the use of AVGs to improve physical outcomes in patients who were ill or undergoing rehabilitation related to balance, burn treatment, cancer, cerebral palsy, Down's syndrome, extremity dysfunction or amputation, hospitalization, lupus, Parkinson's disease, spinal injury, or stroke. The following inclusion criteria were used: (1) human subjects; (2) English language; (3) not duplicates; (4) new empirical data; and (5) tests an AVG, including commercially available or custom-designed. Studies were included regardless of participants' age or the study design. Overall, the vast majority of studies demonstrated promising results for improved health outcomes related to therapy, including significantly greater or comparable effects of AVG play versus usual care. However, many studies were pilot trials with small, homogeneous samples, and many studies lacked a control or comparison group. Some trials tested multiweek or multimonth interventions, although many used a single bout of gameplay, and few included follow-up assessments to test sustainability of improved health. AVGs were acceptable and enjoyable to the populations examined and appear as a promising tool for balance, rehabilitation, and illness management. Future research directions and implications for clinicians are discussed.

  10. 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.

  11. 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)

  12. 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...

  13. 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...

  14. 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…

  15. 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,…

  16. 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…

  17. "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,…

  18. 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…

  19. 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...

  20. 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

  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. 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,

  3. 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…

  4. 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…

  5. 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…

  6. 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.

  7. 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.

  8. Predicting Magazine Audiences with a Loglinear Model.

    Science.gov (United States)

    1987-07-01

    TITLE (InciudeSecuirty Clauificalson, Predicting !iagaz:ine Atidiences with a Loglinvar \\lode] * 12. PERSONAL AUTHOR(S) * Peter J.1 .:)anahel 1 3&. TYPE...important use of e.d. estimates is in media selection ( Aaker 1975; Lee 1962, 1963; Little and Lodish 1969). All advertising campaigns have a budget. It...BBD we obtain the modified BBD (MBBD). Let X be the number of exposures a person has to k insertions in a single magazine. The mass function of the

  9. Energy Magazine. V. 23(3)

    International Nuclear Information System (INIS)

    1999-01-01

    The permanent secretariat of OLADE, with financial support of the European Commission, will carry out the National Energetic Information System , through which the tools will be developed for the elaboration and administration of the energy statistics in the member states of the organization. It is also included a vision on the action program in energy for the Caribbean to unify efforts and to coordinate actions leading the energy development and the diversification of the energy supply in order to satisfy their requirements. A section of the magazine, it is dedicated to the transformation experienced by the energy sector in Peru

  10. Communicative Musicality

    DEFF Research Database (Denmark)

    Holck, Ulla

    2010-01-01

    university, Stephen Malloch listened to tapes of mothers and their babies ‘chatting’ with each other, recorded by Trevarthen in the 70’s. One of the first tapes was the vocal interaction of Laura and her mother. “As I listened, intrigued by the fluid give and take of the communication, and the lilting speech...... of the mother as she chatted with her baby, I began to tap my foot. I am, by training, a musician, so I was very used to automatically feeling the beat as I listened to musical sounds.… I replaced the tape, and again, I could sense a distinct rhythmicity and melodious give and take to the gentle prompting...... therapy as purely protomusic. But with Malloch & Trevarthen’s focus on musicality as the innate human abilities that make music production and appreciation possible, this discussion can easily move on. These and many other essential discussions await us – thanks to this comprehensive – and demanding...

  11. 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.

  12. Musics, Cultures and Meanings: Music as Communication

    Directory of Open Access Journals (Sweden)

    Ian Cross

    2012-09-01

    Full Text Available This commentary explores interpretations of concepts that lie at the focus of Richard Widdess's paper—"music", and "culture"—with the aim of specifying frameworks within which issues of musical meaning can fruitfully be addressed.

  13. Music as word: Film music - superlibretto?

    OpenAIRE

    Ćirić Marija

    2013-01-01

    The aim of his paper is to prove that film music can be understood as authentic narrative force: film music as word / discourse and its superlibretto status. Superlibretto is the status of music in a film which is constructing its own (aural) reality and is narrating, speaking its own text which creates a wholesome film meaning. The existence of superlibretto is substantiated by fundamental theoretic concepts of film music and practically proven by analyses...

  14. Music Making, Transcendence, Flow, and Music Education

    Science.gov (United States)

    Bernard, Rhoda

    2009-01-01

    This study explores the relationship between flow, transcendent music making experiences, transcendent religious experiences, and music education. As a teacher-researcher, I studied my graduate students' autobiographical accounts of their experiences making music. Across these narrative writings produced over the past four years, a pattern…

  15. 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’.

  16. Conceptions of Musical Understanding

    Science.gov (United States)

    Hallam, Susan; Papageorgi, Ioulia

    2016-01-01

    Music can be understood in many ways. This has important implications for music education. The research reported here explored how groups of people conceptualise musical understanding and what they believe supports its acquisition. In this study 463 participants completed two statements: "Musical understanding is" and "You learn to…

  17. Music You Can See

    Science.gov (United States)

    Stephens, Shannon Sweny

    2012-01-01

    Children of all ages love painting to music. Aside from discovering the natural correlation between music and art, the author's students learned about Mozart's life and work in music class. In this article, students discover the influence that music can have on their art. (Contains 1 online resource.)

  18. Music and Health Promotion

    DEFF Research Database (Denmark)

    Bonde, Lars Ole

    Thematic analysis of 13 personal narratives on the meaning of music in the life of 13 contributing authors to the book "Musical Life Stories"......Thematic analysis of 13 personal narratives on the meaning of music in the life of 13 contributing authors to the book "Musical Life Stories"...

  19. Music Listening Is Creative

    Science.gov (United States)

    Kratus, John

    2017-01-01

    Active music listening is a creative activity in that the listener constructs a uniquely personal musical experience. Most approaches to teaching music listening emphasize a conceptual approach in which students learn to identify various characteristics of musical sound. Unfortunately, this type of listening is rarely done outside of schools. This…

  20. Supporting Music Teacher Mentors

    Science.gov (United States)

    Zaffini, Erin Dineen

    2015-01-01

    While much discussion and research is focused on the importance of music teacher mentors for preservice teachers and novice in-service music educators, little discussion has been devoted to the topic of how we, as members of the music education profession, can support the role of music teacher mentors. This article explores some of the benefits…

  1. Montessori and Music.

    Science.gov (United States)

    Barnett, Elise Braun

    1999-01-01

    Discusses principles of Montessori music education, examining the fundamental characteristics of childhood and the role that music plays in development. Explores the inner satisfaction that comes from experiencing movement with music through compositions and folk music. Emphasizes the Montessori practices of meeting sensorimotor needs of children…

  2. 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 ...

  3. Persian music meets West

    OpenAIRE

    Ardalan, Afshin

    2012-01-01

    I have based my bachelor Thesis on the presentation of a completely different musical world, compared with the western musical world, which is Persian Music. As a Persian, I started to study music as a Persian Setar player; then I followed my musical experience through western classical music by playing classical guitar. As an ambition I have always thought about how to express Persian music in an understandable way for that of non-Persians. In this thesis I began with a short history of Pers...

  4. Music retrieval in ICOR

    Science.gov (United States)

    Finsterle, Lutz; Fischer, Stephan; Rimac, Ivica; Steinmetz, Ralf

    1999-08-01

    In this paper we describe music retrieval in ICOR, a project of Darmstadt TU. It is the goal of ICOR to find new interfaces to support applications of music video and music CDs. Although the project consists of audio and video analysis we concentrate on a description of the audio algorithms in this paper. We describe our MPEG-7 like data structure to store meta information for music pieces and explain which algorithms we use to analyze the content of music pieces automatically. We currently use an applause detection to distinguish live music from studio recordings, a genre classifier to distinguish pieces with beats form classical music, and a singer recognition.

  5. 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...

  6. Music therapy improvisation

    Directory of Open Access Journals (Sweden)

    Mira Kuzma

    2001-09-01

    Full Text Available In this article, the technique of music therapy – music therapy improvisation is introduced. In this form of music therapy the improvising partners share meaning through the improvisation: the improvisation is not an end in itself: it portrays meaning that is personal, complex and can be shared with the partner. The therapeutic work, then, is meeting and matching the client's music in order to give the client an experience of "being known", being responded through sounds and being able to express things and communicate meaningfully. Rather than the client playing music, the therapy is about developing the engagement through sustained, joint improvisations. In music therapy, music and emotion share fundamental features: one may represent the other, i.e., we hear the music not as music but as dynamic emotional states. The concept of dynamic structure explains why music makes therapeutic sense.

  7. 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…

  8. 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

  9. 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.

  10. 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...

  11. 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.

  12. 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.

  13. 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.

  14. 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 ...

  15. 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.

  16. 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…

  17. 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.

  18. 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…

  19. 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

  20. Videogame Construction by Engineering Students for Understanding Modelling Processes: The Case of Simulating Water Behaviour

    Science.gov (United States)

    Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel

    2015-01-01

    We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…

  1. 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

  2. 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

  3. Disruptive conflicts in computopic space : Japanese sf videogames as sources of otherness and radical political imagination

    NARCIS (Netherlands)

    Roth, Martin Erwin

    2014-01-01

    Can you imagine a radically different world? In our times dominated by neoliberal capitalism, we seem to lack not only viable alternatives, but also the capacity to envision anything outside of the status quo. In this PhD thesis, I show that videogames can be a potential source of inspiration and

  4. 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.

  5. 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.

  6. The Work of Play: Meaning-Making in Videogames. New Literacies and Digital Epistemologies. Volume 48

    Science.gov (United States)

    Hung, Aaron Chia Yuan

    2011-01-01

    Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more useful to a changing economy; and present information in ways more appealing to students. The notion of "serious games" dates back as early as the 1950s, but so far has failed to make a significant…

  7. 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.

  8. 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…

  9. 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

  10. 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…

  11. 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,

  12. 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…

  13. The Italian Music Industry

    OpenAIRE

    Barbarito Luca; Ardizzone Antonella

    2010-01-01

    The Music Industry is a complex system in which many different actors interact. In this system there are suppliers of musical instruments, music schools, authors, singers, the phonographic industry, live events organizations and also the suppliers of those electronic devices necessary to listen to the music. This paper tries to analyze the size of those segments, their changes, and which are the key nodes in this system. Also the way we listen to music has changed a lot in this last 10 years,...

  14. Innovation In Music

    OpenAIRE

    2014-01-01

    The music industry is a fast moving field with new technology and methodological advances combining to catalyse innovations all the time. 'Innovation in Music 2013' was an international conference exploring this topic, held in December 2013 in York, Uk. The event covered specific and cross-disciplinary aspects of the music industry including music creation, technology, production and business, sound engineering, mastering, post production and sound design, games music and cross-disciplinary t...

  15. 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

  16. Music and the Mind: Music's Healing Powers

    Directory of Open Access Journals (Sweden)

    Caroilyn S. Ticker

    2017-03-01

    Full Text Available Music makes you smarter: or at least that is what the "experts" are saying. CDs are sold of Mozart's Sonatas for babies, and parents are urged to give their children music lessons in the belief that music does something to our brains which in turn makes us more intelligent. But is this really true? Does music really affect the brain in the powerful way that scientists are suggesting, or is it hearsay? In this paper I investigate the effects of music on our brain's plasticity and cognition by looking at several different experimental studies. Specifically I will address how music affects brain plasticity, emotion, physical health and linguistic processing, and how these effects in turn make music a beneficial tool for therapy, particularly in patients with Traumatic-Brain Injury (TBI and Autism-Spectrum Disorder.

  17. Music Education and Music Therapy. Introduction to Plenary Session 3

    DEFF Research Database (Denmark)

    Bonde, Lars Ole

    2002-01-01

    Chairman's introduction to plenary session on the relationship between music therapy and music pedagogics......Chairman's introduction to plenary session on the relationship between music therapy and music pedagogics...

  18. "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.

  19. 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.

  20. 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.

  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. 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.

  3. 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.

  4. 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 ...

  5. 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 ...

  6. 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...

  7. MUSIC CLUB

    CERN Document Server

    MUSIC CLUB

    2010-01-01

    FESTIVAL HARDRONIC The CERN MusiClub is proud to announce that the 21st edition of the famous CERN Hardronic Festival will take place on   Friday 16th July from 17h30 and Saturday 17th July from 16h00   on the terrace beside restaurant N°3 on the CERN Prevessin site. The Festival will feature music by your favourite bands and artists from the Club. Food and drink will be on sale and there will be stuff for kids (organized by http://www.adventureart.org/) including face-painting and a bouncy castle. Entrance is free and the event is open to Club Members, CERN staff and Visitors, all those working on the CERN site, plus families and friends. For more information, either send an e-mail mailto:music.club@cern.ch or see http://musiclub.cern.ch/ The CERN MusiClub would like to thank the CERN Staff Association and the CERN Management for their continued support. Without this support this event could not take place.

  8. How do men's magazines talk about penises?

    Science.gov (United States)

    Owen, Craig; Campbell, Christine

    2018-02-01

    Constructions of masculinity have shifted and changed but the central role of the penis has remained firm. Yet, despite the implications for sexual health, there has been very little research on discourses around penises. The messages men receive about their manhood is apparent in articles in men's magazines. We conducted a discursive analysis of the ways in which penises were discussed in four market leading UK titles: Loaded, Men's Health, GQ and Attitude. Two broad discourses were identified, termed Laddish and Medicalised, both of which create fear-ridden spaces where men are bombarded with unachievable masculine ideals and traumatic examples of mutilated members. We discuss how health psychologists could use the findings to communicate with men about their sexual health needs using this channel.

  9. An analysis of obituaries in staff magazines.

    Science.gov (United States)

    Heynderickx, Priscilla C; Dieltjens, Sylvain M

    2016-01-01

    In the literature, extensive attention is given to the content, structure, and style of obituaries in newspapers. Analyses of the demise of colleagues in internal business communications are however nonexistent. This article discusses a bottom-up analysis of 150 obituaries published in Flemish staff magazines--obituaries that mostly focus on the deceased's career and professional qualities. Following analysis, the data were divided in obituaries that are continuous texts and obituaries with a letter format. The differences between the two types lie at different levels: format, content, structure, and language use. Obituaries with a letter format are characterized and determined by three paradoxes: the sender-receiver paradox, life-death paradox, and happiness-sadness paradox.

  10. Engaging Musical Practices: A Sourcebook for Middle School General Music

    Science.gov (United States)

    Burton, Suzanne L., Ed.

    2012-01-01

    Middle school general music may be a student's last encounter with school music. A practical book with accessible pedagogical resources on middle school general music is needed for methods courses and music practitioners' use. The book "Engaging Musical Practices: A Sourcebook for Middle School General Music" presents numerous ways to engage…

  11. 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.

  12. A feasibility study on the effectiveness of a full-body videogame intervention for decreasing attention deficit hyperactivity disorder symptoms

    NARCIS (Netherlands)

    Weerdmeester, J.W.; Cima, M.; Granic, I.; Hashemian, Y.; Gotsis, M.

    2016-01-01

    OBJECTIVE: The current study assessed the feasibility and effectiveness of a full-body-driven intervention videogame targeted at decreasing attention deficit hyperactivity disorder (ADHD) symptoms, specifically inattention, hyperactivity, impulsivity, and motor deficiency. MATERIALS AND METHODS: The

  13. 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.

  14. 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.

  15. 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

  16. 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...

  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. Combating HIV/AIDS | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [3.1 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  19. Helping others hear better | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [2.68 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  20. Recovery and Treatment | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [3.1 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  1. Racing Against Lung Cancer | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [3.1 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  2. Exploring Graphic Medicine | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [1.5 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  3. The Opioid Crisis | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [2.68 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  4. The ABCs of GERD | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [2.68 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  5. A Lifelong Asthma Struggle | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [2.68 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  6. NIH on the web | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [3.1 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  7. Hope for Aphasia Patients | NIH MedlinePlus Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [1.9 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  8. Surgery of the Future | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [1.9 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  9. 10 NIH Research Highlights | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [3.1 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  10. Expanding Hearing Healthcare | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [2.68 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  11. NIH on the web | NIH MedlinePlus the Magazine

    Science.gov (United States)

    Skip to main content NIH MedlinePlus the Magazine NIH MedlinePlus Salud Download the Current Issue PDF [1.5 mb] Trusted Health Information from the National Institutes of Health Home Current Issue ...

  12. The impact of Arizona Highways Magazine's facebook page.

    Science.gov (United States)

    2014-02-01

    This project examined the relationship between use of the Arizona Highways magazine (AHM) Facebook Page and the decision to : travel to or within Arizona. Key purposes were to: (1) provide a thorough understanding of AHM Facebook Page users, includin...

  13. 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.

  14. Treating Cataracts | NIH MedlinePlus the Magazine

    Science.gov (United States)

    ... Claudine Klose, 63, lives on a farm in New York's Hudson Valley. She had successful cataract surgery in 2013 and shared her experience recently with NIH MedlinePlus magazine. What did you notice about your vision that ...

  15. Loksatta Magazine | Women in Science | Initiatives | Indian Academy ...

    Indian Academy of Sciences (India)

    loksatta.com. Loksatta, a leading international Marathi News magazine is providing the abridged translated versions of the essays of Lilavati's Daughters under the Vidynayanmayee series in the Chaturang issue, every saturday. The following ...

  16. 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.

  17. Nigerian Music Review: Editorial Policies

    African Journals Online (AJOL)

    Focus and Scope. Nigerian Music Review is aimed at the scholarly review of the developments in various musical practices in Nigeria. It considers well researched articles in any of the following areas: Musicology, Ethnomusicology, African Music, Music Education, Performance, Composition, Music Technology, Music ...

  18. 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.

  19. Musical Markov Chains

    Science.gov (United States)

    Volchenkov, Dima; Dawin, Jean René

    A system for using dice to compose music randomly is known as the musical dice game. The discrete time MIDI models of 804 pieces of classical music written by 29 composers have been encoded into the transition matrices and studied by Markov chains. Contrary to human languages, entropy dominates over redundancy, in the musical dice games based on the compositions of classical music. The maximum complexity is achieved on the blocks consisting of just a few notes (8 notes, for the musical dice games generated over Bach's compositions). First passage times to notes can be used to resolve tonality and feature a composer.

  20. 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.

  1. 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...

  2. 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.)

  3. 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.

  4. 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 ...

  5. 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.

  6. 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

  7. 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.

  8. 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.

  9. 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…

  10. Loud music listening.

    Science.gov (United States)

    Petrescu, Nicolae

    2008-07-01

    Over the past four decades, there has been increasing interest in the effects of music listening on hearing. The purpose of this paper is to review published studies that detail the noise levels, the potential effects (e.g. noise-induced hearing loss), and the perceptions of those affected by music exposure in occupational and non-occupational settings. The review employed Medline, PubMed, PsychINFO, and the World Wide Web to find relevant studies in the scientific literature. Considered in this review are 43 studies concerning the currently most significant occupational sources of high-intensity music: rock and pop music playing and employment at music venues, as well as the most significant sources of non-occupational high-intensity music: concerts, dicotheques (clubs), and personal music players. Although all of the activities listed above have the potential for hearing damage, the most serious threat to hearing comes from prolonged exposures to amplified live music (concerts). The review concludes that more research is needed to clarify the hearing loss risks of music exposure from personal music players and that current scientific literature clearly recognizes an unmet hearing health need for more education regarding the risks of loud music exposure and the benefits of wearing hearing protection, for more hearing protection use by those at risk, and for more regulations limiting music intensity levels at music entertainment venues.

  11. 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

  12. 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

  13. 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

  14. Music as word: Film music - superlibretto?

    Directory of Open Access Journals (Sweden)

    Ćirić Marija

    2013-01-01

    Full Text Available The aim of his paper is to prove that film music can be understood as authentic narrative force: film music as word / discourse and its superlibretto status. Superlibretto is the status of music in a film which is constructing its own (aural reality and is narrating, speaking its own text which creates a wholesome film meaning. The existence of superlibretto is substantiated by fundamental theoretic concepts of film music and practically proven by analyses of examples taken from the opus of Serbian film composer Zoran Simjanović.

  15. Music and language: musical alexia and agraphia.

    Science.gov (United States)

    Brust, J C

    1980-06-01

    Two aphasic right-handed professional musicians with left hemispheric lesions had disturbed musical function, especially musical alexia and agraphia. In Case 1 aphasia was of transcortical sensory type, with severe agraphia and decreased comprehension of written words, although she could match them with pictures. Except for reading and writing, musical ability was normal; she could sing in five languages. Musical alexia and agraphia affected pitch symbols more than rhythm. Case 2 had conduction aphasia and severe expressive amusia, especially for rhythm. Although his language alexia and agraphia were milder than Case 1's, his musical alexia and agraphia were more severe, affecting rhythm as much as pitch. In neither patient were those aspects of musical notation either closest to verbal language or most dependent upon temporal (sequential) processing maximally impaired. These cases are consistent with the literature in suggesting that the presence or absence of aphasia or of right or left hemispheric damage fails to predict the presence, type, or severity of amusia, including musical alexia and agraphia. The popular notion that receptive amusia follows lesions of the language-dominant temporal lobe, whereas expressive amusia follows non-dominant frontal lobe damage, is an over-simplification, as is the view that increasing musical sophistication causes a shift of musical processing from the right hemisphere to the left.

  16. 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

  17. MUSIC RADIO-JOURNALISM

    Directory of Open Access Journals (Sweden)

    Dubovtceva Ludmila I.

    2014-04-01

    Full Text Available The article is based on years of practical experience, the author highlights the main radio genres in which music correspondent, music reviewer, music commentator, and music leading and a disc jockey work. Theoretical principles of their creative activities are analyzed in common journalistic genres, such as interview, reportage, talk show, live broadcast, radiofilm, as well as specialized genres like concert on demand and music competition. Journalist’ speech is seen as a logical element, the incoming with music in art-structural relationships. However, it does not become the predominant sound layer and aims to harmonious correlation or local penetration into music opus. In addition, important links in music journalism are defined the auxiliary "offscreen" editor's job and keeping the original sound archive. The author cites a number of own work examples on the air.

  18. Music, Meaning and Culture

    Directory of Open Access Journals (Sweden)

    Richard Widdess

    2012-09-01

    Full Text Available This paper situates musical meaning in culture, addressing music as social symbol and as ongoing process of meaning creation. Three examples of non- Western musical practice are used to illustrate the embedding of musical meaning in cultural context. The performance of an Australian Aboriginal song is shown to exemplify the interdependence of song style and social structure as a matrix for the emergence of cultural meanings; an example of North Indian performance is adduced to demonstrate the multi-layered nature of meaning as embodied in musical performance; and an example of collective festival performance from Nepal illustrates ways in which the structure of musical performance can mirror local cultural forms. Each of the three examples lends weight to the idea that music's meanings are often non-linguistic and reflect foundational schemas that are specific to the cultures from the musics are drawn.

  19. Musical Students’ Concert Practice

    Directory of Open Access Journals (Sweden)

    Aleksandr S. Plokhotnyuk

    2012-12-01

    Full Text Available . The article presents detailed analysis of performance training of future teachers of music at higher educational establishments and offers ways to overcome the problem of musical students’ concert practice organization.

  20. Music, Mathematics and Bach

    Indian Academy of Sciences (India)

    Western music allows the idea of 'modulation' from one key to another. ... 'tonic' in Indian music the tonic 'sa' is played throughout by the tanpura, and ... rules and greater freedom. A fugue ..... theorem and artificial intelligence but an excellent.

  1. LISTENING TO MUSIC AND MUSIC PREFERENCES IN EARLY ADOLESCENCE

    OpenAIRE

    Ercegovac, Ina Reić; Dobrota, Snježana; Surić, Sara

    2017-01-01

    Music plays an important role in the life of adolescents. Dealing with music represents a very important free-time activity during adolescence, while by listening to music or performing music adolescents can satisfy a range of needs, both personal and those of social nature. Therefore, this paper presents the results of research on musical taste and listening to music habits in early adolescence. We hypothesized that students generally like listening to music and that they mostly prefer do...

  2. Affective Music Information Retrieval

    OpenAIRE

    Wang, Ju-Chiang; Yang, Yi-Hsuan; Wang, Hsin-Min

    2015-01-01

    Much of the appeal of music lies in its power to convey emotions/moods and to evoke them in listeners. In consequence, the past decade witnessed a growing interest in modeling emotions from musical signals in the music information retrieval (MIR) community. In this article, we present a novel generative approach to music emotion modeling, with a specific focus on the valence-arousal (VA) dimension model of emotion. The presented generative model, called \\emph{acoustic emotion Gaussians} (AEG)...

  3. Music and memory

    OpenAIRE

    Haefliger, Anna Berenika

    2013-01-01

    Abstract: Music and its different forms of use seem to benefit people in a number of ways. Research has suggested that extensive musical practice and musical listening enhances mental functioning in healthy adults and patients with neurodegenerative disease. Yet, the findings presented have not yet examined the effects both musical training and stimuli enhancement have on episodic memory recognition. 20 musicians and 20 non-musicians took part in an episodic memory task which evaluated m...

  4. Psychiatry and music

    OpenAIRE

    Nizamie, Shamsul Haque; Tikka, Sai Krishna

    2014-01-01

    Vocal and/or instrumental sounds combined in such a way as to produce beauty of form, harmony and expression of emotion is music. Brain, mind and music are remarkably related to each other and music has got a strong impact on psychiatry. With the advent of music therapy, as an efficient form of alternative therapy in treating major psychiatric conditions, this impact has been further strengthened. In this review, we deliberate upon the historical aspects of the relationship between psychiatry...

  5. Embodied Music Listening

    DEFF Research Database (Denmark)

    Bonde, Lars Ole

    2017-01-01

    The chapter presents the receptive music therapy model "Guided Imagery of Music (GIM)" as an embodied way of music listening with documented effects on a number of physiological and psychological symptoms and problems. Relaxation, guiding and (classical) music stimulates and supports the work......, underlying theories, selected research/evidence and illustrative clinical vignettes. Based on a study of cancer survivors’ GIM therapy, grounded theories of the therapeutic process and music’s role in the process are presented and discussed....

  6. Community Music in Australia

    Science.gov (United States)

    Harrison, Gillian

    2010-01-01

    This paper presents a historical perspective to the development of community music in Australia. Finding political support in Australia's progressive arts policies of the late 1970s, community music is discussed as embracing the principles of access and equity and supporting the development of musical skills in the context of social change and…

  7. Constructivism in Music Education

    Science.gov (United States)

    Shively, Joseph

    2015-01-01

    Over the past twenty years, constructivism, as a theory of learning, has taken on an increasingly important role in music education. Efforts to shift music education toward a more constructivist practice have significant implications for policymaking at all levels of music education. In this article, I seek to recalibrate our thinking about what…

  8. Pop Music's Middle Years.

    Science.gov (United States)

    Winkler, Peter

    1979-01-01

    Surveys important music styles that preceded the emergence of rock and roll in the 1950s. Included are swing, bebop, rhythm and blues, country-western, gospel, and urban folk music. Lists of selected readings and recordings are appended. Part of a theme issue on popular music. (Editor/SJL)

  9. Concept Analysis: Music Therapy.

    Science.gov (United States)

    Murrock, Carolyn J; Bekhet, Abir K

    2016-01-01

    Down through the ages, music has been universally valued for its therapeutic properties based on the psychological and physiological responses in humans. However, the underlying mechanisms of the psychological and physiological responses to music have been poorly identified and defined. Without clarification, a concept can be misused, thereby diminishing its importance for application to nursing research and practice. The purpose of this article was for the clarification of the concept of music therapy based on Walker and Avant's concept analysis strategy. A review of recent nursing and health-related literature covering the years 2007-2014 was performed on the concepts of music, music therapy, preferred music, and individualized music. As a result of the search, the attributes, antecedents, and consequences of music therapy were identified, defined, and used to develop a conceptual model of music therapy. The conceptual model of music therapy provides direction for developing music interventions for nursing research and practice to be tested in various settings to improve various patient outcomes. Based on Walker and Avant's concept analysis strategy, model and contrary cases are included. Implications for future nursing research and practice to use the psychological and physiological responses to music therapy are discussed.

  10. [Music therapy and depression].

    Science.gov (United States)

    Van Assche, E; De Backer, J; Vermote, R

    2015-01-01

    Music therapy is a predominantly non-verbal psychotherapy based on music improvisation, embedded in a therapeutic relationship. This is the reason why music therapy is also used to treat depression. To examine the efficacy of music therapy and to report on the results of recent research into the value of music therapy as a treatment for depression. We reviewed the literature on recent research into music therapy and depression, reporting on the methods used and the results achieved, and we assessed the current position of music therapy for depression in the context of evidence-based scientific research. A wide variety of research methods was used to investigate the effects of using music therapy as a psychotherapy. Most studies focused usually on the added value that music therapy brings to the standard form of psychiatric treatment, when administered with or without psychopharmacological support. Music therapy produced particularly significant and favourable results when used to treat patients with depression. Current research into music therapy and depression points to a significant and persistent reduction in patients' symptoms and to improvements in their quality of life. However, further research is needed with regard to the best methods of illustrating the effects of music therapy.

  11. Investigating Music Information Objects

    Science.gov (United States)

    Weissenberger, Lynnsey K.

    2016-01-01

    This dissertation, titled "Investigating Music Information Objects," is a study of the nature, description, representations, and ideas related to music information objects (MIOs). This research study investigates how music practitioners from various traditions describe and conceptualize MIOs, using a theoretical framework to classify…

  12. Learning Science Using Music

    Science.gov (United States)

    Smolinski, Keith

    2011-01-01

    For thousands of years, people have used music to transfer information and narrate stories. The musical structure, consisting of words set to melodies in rhythmic patterns, made the content easier to remember. Researchers have investigated the long- and short-term effects of song on memory and found that music aided in the recall of information.…

  13. Saving Malta's music memory

    OpenAIRE

    Sant, Toni

    2013-01-01

    Maltese music is being lost. Along with it Malta loses its culture, way of life, and memories. Dr Toni Sant is trying to change this trend through the Malta Music Memory Project (M3P) http://www.um.edu.mt/think/saving-maltas-music-memory-2/

  14. This Too Is Music.

    Science.gov (United States)

    Upitis, Rena

    This book focuses on music as a subject relating to all other disciplines. "On the Teaching of Music," the first of 12 chapters, sets the theoretical and philosophical basis for a child-centered, subject-integrated teaching approach through autobiographical narrative. Chapter 2, "A Music Playground," advocates the presentation of materials and…

  15. World Music Ensemble: Kulintang

    Science.gov (United States)

    Beegle, Amy C.

    2012-01-01

    As instrumental world music ensembles such as steel pan, mariachi, gamelan and West African drums are becoming more the norm than the exception in North American school music programs, there are other world music ensembles just starting to gain popularity in particular parts of the United States. The kulintang ensemble, a drum and gong ensemble…

  16. Make a Little Music

    Science.gov (United States)

    Pica, Rae

    2009-01-01

    Music is vital to the development of language and listening skills. Both music and language arts consist of symbols and ideas; when the two content areas are used in combination, abstract concepts become more concrete. This article provides information that shows the role of music in helping children meet early learning standards, including those…

  17. Selling digital music

    DEFF Research Database (Denmark)

    Hougaard, Jens Leth; Tvede, Mich

    This paper considers the market for digital music. We claim that the combination of the MP3 format and peer-to-peer networks has made music non-excludable and this feature is essential for the understanding of the economics of the music market. We study optimal business models for selling non...

  18. Popular music from Greenland

    DEFF Research Database (Denmark)

    Otte, Andreas Roed

    a sense of place in popular music. The second probes different strategies for co-branding popular music and Greenland. The third is concerned with music consumption patterns among Greenlandic youth. And the fourth article engages with an alternative form of nationalism found within the Nuuk underground...

  19. Pediatric Music Therapy.

    Science.gov (United States)

    Lathom-Radocy, Wanda B.

    This book on music therapy includes relevant medical, psychological, and developmental information to help service providers, particularly music therapists, and parents to understand children with disabilities. The first two chapters describe the process of assessment and delineation of goals in music therapy that leads to the design of the music…

  20. Nigerian Music Review

    African Journals Online (AJOL)

    Nigerian Music Reveiw. ... Nigerian Music Review is aimed at the scholarly review of the developments in various musical practices in Nigeria. It considers well ... Performance practice and functions of local wine and beer parlor songs in rural Yoruba Communities in Ogbomoso · EMAIL FULL TEXT EMAIL FULL TEXT

  1. MUSIC OF ANTIQUITY

    Institute of Scientific and Technical Information of China (English)

    JENNIFER; LIM

    1998-01-01

    BEAUTIFUL music is flowing out from the fingertips of a dozen old men. They hail from the remote snowcapped Yulong mountain of Lijiang, located in southwestern China’s Yunnan Province. The music that they play has a history of more than one thousand years. Performed in traditional costume with antique-looking musical instruments, the thoroughly original concert of ancient

  2. Music Education for All

    Science.gov (United States)

    Savage, Jonathan

    2018-01-01

    This article argues that a systematic, developmental and comprehensive music education should be at the heart of every child's formal education within the state education system. The benefits of a music education are briefly explored before a presentation of recent research data that demonstrates a decline in music education as a result of poorly…

  3. AP Music Theory Applied

    Science.gov (United States)

    Spieker, Matthew H.

    2016-01-01

    Some American high schools include Advanced Placement (AP) Music Theory within their course offerings. Students who pass the AP exam can receive college credit either as a music or humanities credit. An AP class, however, offers music students more than future college credit; it ultimately improves musicianship skills and promotes deeper…

  4. 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.

  5. 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.

  6. 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.

  7. Musical competence of preschool teachers

    OpenAIRE

    Grdešič, Irena

    2012-01-01

    My diploma deals with musical competencies of preschool teachers. Music education includes many different activities: singing various songs, playing different instruments, listening to music, being creative while listening to music and creating the music itself. It is of utmost importance that kindergarten teachers are capable of mediating music to the children and are able to incorporate it into the every day of their kindergarten activities. Music helps calm children down, it relaxes them, ...

  8. On music Therapy : Music and Healing

    OpenAIRE

    栗林, 文雄

    1996-01-01

    The theory of sound as energy is based on the relationship between music and positive humanfeelings. It was discussed the music therapy is effective in the care and cure of elderly with behavioral disorderssuch as senile dementia, and in patients in palliative medicine wards with cancer and in patientswith various kinds of mental disorders such as schizophrenia. alcohol. drug addiction and so on.

  9. Between Pixels And Play: The Role of the Photograph in Videogame Nostalgias

    OpenAIRE

    Gazzard, A.

    2016-01-01

    The histories of videogames are so often contained with nostalgia for the screen, for the arcade, console, computer or game box design, and for the experience of playing itself. Various amateur photographs now archived on Flickr allow us to remember beyond the stereotypical, albeit iconic, imagery of Pac-Man and Space Invaders. The essence of play becomes captured in the photograph as a “collective memory” and “reflective nostalgia” for the places, times and actions inherent in the histories ...

  10. 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.

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

    OpenAIRE

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

    2012-01-01

    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 r...

  12. 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.

  13. 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.

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

    OpenAIRE

    Serafín Aldea Muñoz

    2003-01-01

    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 scen...

  15. Smile: You are at Play! Videogames, Education and the Morality of Icons in the Mediapolis

    Directory of Open Access Journals (Sweden)

    Gilson Schwartz

    2013-06-01

    Full Text Available Thetechnological transformation that results from thedigitizationof social lifein thelast 50 years takes theimplicittensions inthe discourse ofmodernity to a new level, withoutproperlyovercoming the paradoxes between emancipationand conditioning, freedom and necessity, intelligence and control, authentic joy and psychological manipulation. This essay identifieshow these issuesareradicalizedby the spreadof videogames as a hegemoniccultural practice in the society of the spectacle while opening horizons for the audiovisual economy and the development of an “iconomy”.

  16. Computer games may be good for your health: shifting healthcare behavior via interactive drama videogames.

    Science.gov (United States)

    Silverman, Barry G; Mosley, Josh; Johns, Michael; Weaver, Ransom; Green, Melanie; Holmes, John; Kimmel, Stephen; Holmes, William

    2003-01-01

    There is increasing evidence that interactive learning systems have an important role in reducing health risks and improving general health status. This theater style demonstration is aimed at harnessing people's passions for videogames and the movies, and a major purpose of this research is to explore alternative ways for a game generator to help authors to introduce entertainment and free play as well as learning by teaching into role playing games and interactive dramas that are behavioral interventions in disguise.

  17. 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...

  18. Binocular treatment of amblyopia using videogames (BRAVO): study protocol for a randomised controlled trial

    OpenAIRE

    Guo, Cindy X.; Babu, Raiju J.; Black, Joanna M.; Bobier, William R.; Lam, Carly S. Y.; Dai, Shuan; Gao, Tina Y.; Hess, Robert F.; Jenkins, Michelle; Jiang, Yannan; Kowal, Lionel; Parag, Varsha; South, Jayshree; Staffieri, Sandra Elfride; Walker, Natalie

    2016-01-01

    Background Amblyopia is a common neurodevelopmental disorder of vision that is characterised by visual impairment in one eye and compromised binocular visual function. Existing evidence-based treatments for children include patching the nonamblyopic eye to encourage use of the amblyopic eye. Currently there are no widely accepted treatments available for adults with amblyopia. The aim of this trial is to assess the efficacy of a new binocular, videogame-based treatment for amblyopia in older ...

  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. 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